Re: [Audyssey] require cheat codes and key bord commands for GMAtankcommander

2011-11-09 Thread Thomas Ward
Hi Dark,

Yeah, I understand cheat codes to a point. Especially, if they aid in
accessibility in some way, but I've never understood the kind of gamer
who reads an indepth walkthrough of a certain game, looks up all the
cheat codes, etc before he or she even starts the game for the first
time. I just don't see the point of having the game if he/she in tends
to cheat all the way through it from the beginning. There is no
challenge or replay value in that sort of game. All the surprise,
challenge, enjoyment is removed or down played to the point all the
player has to do is kill everything in sight with impunity. What's the
fun in that?

I suppose it is the same kind of mindset that people have who get into
god-moding in roll playing games. They are such sore losers that they
think their character must be the fastest, strongest, most powerful
character in the party. Nobody likes a person like that in their guild
specifically because if their character gets killed in the course of a
nights roll playing adventure they are the first to wine and moan
about it all evening because they are such sore losers.  I'm sure
you've met a few of those in your own gaming experience. I can't stand
such players because they have no sense of fairness or gamesmanship.

Anyway, I'm pretty sure those people who constantly depend on cheat
codes and walkthroughs before they even start a game are pretty much
the same way. They are such sore losers that they stack the odds
they'll win the game with almost no risk of losing. Then, when they
complete the game they'll brag how awesome they are and how they beat
the game even though they cheated their entire way through it. It
irritates me to no end to encounter people like that.

Although, I do take your point about amusement value. Although, it is
a passing thing. Something that only works if I'm in the right mindset
for it.

For instance, my wife and I might get into a fight. I'm upset, angry,
and I want to take out my anger on something. So I'll start up Shades
of Doom, put in a few cheat codes, and walk around two or three levels
killing everything and anything with impunity. I often blow up
equipment and basically go on a rampage. There certainly is a bit of
psychotic amusement in stalking the monsters like shooting fish in a
rain barrel. However, it doesn't last for me. After a couple of levels
of this I calm down and I grow board with shooting, blowing up, and
basically destroying everything and anything that has the misfortune
of getting in my way because there is no challenge or purpose in the
game at that point. Its more interesting when I'm low on ammo and a
blob is hunting me for dinner, and I have to figure out some way to
kill it before it kills me.

Cheers!


On 11/8/11, dark d...@xgam.org wrote:
 Hi tom.

 I used to play many games with cheats on the amigar, but have rather got out
 of that habbit precisely because! I preferd to complete them without.

 These days, the only time I use cheat codes are either A, for access
 reasons, for instance turning off the time limit in order to give me more
 time to look at a graphical screen or B, in some older console games that do
 not have a save or password feature to substitute for these so that I do not
 constantly have to play earlier levels over and over again to get to the
 later ones which I might actually be on, thus I can skip to the start of
 whatever level I was on last which saves considderable amounts of time.

 For modern games on the pc or accessible ones though neither of these
 obviously applies, and generally the only time I'll use cheats is for a
 couple of seconds of amusement value, like at one point I had great fun
 mowing down all the enemmies in superliam with a machine gun.

 I will confess I've not earned the gma tank cheats, mostly because I'm
 afraid I simply completed the game once and then didn't play for quite some
 time after that (actually it's a long while sinse i tried the game myself),
 but this is my own fault and certainly I'd rather not just be told the
 cheats.

 Beware the grue!

 Dark.


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[Audyssey] phillip's new game, a question

2011-11-09 Thread Jess Varnell
Hey Phillip. You did great on your demo of your new game. I'll definitely be 
buying the full version. Smiles. is it a side scroller or 3d? Thanks.

Jess
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Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-09 Thread dark

Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar 
sinse a lot were available, but as I've grown up I pretty much stopped that 
precisely because it's more satisfying to play without as you said.


In roleplay terms it is irritating, though to be honest the thing I dislike 
most in tabletop games are people who play them as if they were automated 
and just minimax their characters choosing only the best abilities and 
skills combo without any thought of what their character actually does. The 
interest in a tabletop game should be dynamic story and character 
interaction with the rules and dice used as an aide to story telling rather 
than them being just the point of the game as some people seem to think they 
are.


Getting back to computer games though, I'll admit I do use walkthroughs, 
though usually in my case I use them to substitute for game instructions and 
item descriptions or as aides for game text. Mega man zero would've been 
impossible to play without walkthroughs, sinse it has about 70 different 
items all of which appear pretty jumbled on the select screen, so if I 
didn't check the faq and see what items were in the next level and where 
they were I wouldn't know what I'd found, and that's not counting the 
mission select, menues and dialogue sequences in the game.


metroid zero mission on the other hand I finished for the first time without 
the aide of any walkthru, and only checked one when i was going for a 100 
percent items run, ditto with super castlevania.


The first game I ever read a walkthru for was mega man x 2 on the snes, 
however I'd got catagorically rustrated with the game up to that point after 
playing for a solid six months, pluss I didn't actually realize I'd already 
found some of the key items sinse they made the same pickup sound as when 
you got an extra life.


These days I actually read some walkthroughs just for fun and to see how 
other people tackle bits of various games.


All the best,

Dark. 



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Re: [Audyssey] phillip's new game, a question

2011-11-09 Thread dark

Hi jess.

Perilous hearts is deffinately a side scroller, that's why you couldn't hear 
any of the sounds panning around philip while he was playing, just objects 
in front or behind. It does however make probably more use of true 2D than 
most of the side scroller games we've had, sinse you can jump into trees 
above your character and climb up vines, as well as attack up and down. This 
is deffinately a good thing and I'm interested to see how it works out.


Beware the grue!

Dark.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 9:38 AM
Subject: [Audyssey] phillip's new game, a question


Hey Phillip. You did great on your demo of your new game. I'll definitely 
be buying the full version. Smiles. is it a side scroller or 3d? Thanks.


Jess
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Re: [Audyssey] audyssey plus or extra

2011-11-09 Thread Thomas Ward
Hi Shaun,

I'm in a position to solve all of your problems here, but I'd like to
see some samples of the show before I commit to a project like this. I
think that an audio podcast in of itself is a good idea, but we need
someone semi-professional to host it and someone with the right
equipment to record and edit the shows. I've heard some really
professional podcasts in my time, and I've heard some that sound like
crap. Obviously, the more professional sounding we can get the show to
sound the more I'm in favor of donating web space etc for the project.

As for a subdomain of Audyssey.org I'm pretty sure that won't work.
For one thing there is no space on the webserver to host the casts,
unless they are hosted elsewhere,  and Raul would have to grant me
access to the control panel to create the subdomain and install
Wordpress, etc.

As for Wordpress that's no problem. As you know I have my own
Wordpress blog so I've had personal experience setting up and managing
a Wordpress blog. All I need to know where to put it and have access
to MySQL so I can create the databases etc you'll need for the blog
users and admins.

Alternatively, you might consider using a wiki instead. That way users
can edit the pages as needed, add articles, posts, whatever is
required as long as they have edit privlages. Any thoughts on that?

As for donating you'll probably want something like a Paypal IPN
script which will allow people to pay via Paypal to whomever will end
up running the podcast. I've got such IPN scripts written in php, but
they'd have to be modified as I primarily designed them for USA Games
sales and ordering rather than donations.

As for your equipment problem goes I don't want to sound rude, but if
you don't have the right equipment to do this then you probably aren't
the right person for the job. I understand you are eager to help,
interested in kicking this podcast off, etc however having the
equipment and someone who can talk without interjecting ah's, oh's,
um's, etc is essential in my book in putting together a
semi-professional podcast. That's how I see it.

For instance, I won't host the podcast myself simply because I don't
fit the requirements for a commentator. For one thing I have never had
something of a great voice to begin with, but a few years ago I had
some nerve damage to my face which makes it difficult for me to talk
clearly. Sometimes my words are slurred or come out sounding mumbled
because its hard to get my mouth to speak words clearly. As a result I
don't think I would make a very good commentator.

In short, knowing what we each can bring to this project and what
areas we aren't very good at will insure we find the right people for
each position for the job.

Cheers!


On 11/8/11, shaun everiss sm.ever...@gmail.com wrote:
 david, you may have solved my problem at least partually.

 if I could get a subdomain, ie audysseycast.yourname.com or
 something, or somehow be able to have you maintain a no-ip or
 something, then that would rock.
 On that note I wander if a sub domain could be created in
 audyssey.org and then we could link that to the cast.
 My rough plan is to have a wordpress blog.
 This makes it easy to maintain.
 My plan is to have a shared folder, a backup cast on podomatic just
 in case the old one dies and a dropbox shared folder.
 Then ofcause I'd need the ability to admin the wp side, ofcause if we
 had the site with wordpress we can use podpress.
 I have a gmail so I should have access to feadburner since thats
 where links should go.
 I think though that this cast will have to have some donation system
 or something at some point.
 David is it possable you could get more storage for the cast?
 Sorry if that sounds cheaky but its the simplest thing.
 The other idea is to pay for something like public ftp or dropbox or
 something.
 Dropbox public links though do eventually overload so that wouldn't
 solve it that much.
 There are shares but I don't want to fill my hard drive with shares really.
 There is sendspace but who in their right mind would use that as a
 perminant podcast thingy.
 Another thing we should get is a mirroring system.
 I have no idea how to get to or use the coral distrobution network or
 cdn but I know that its free I think and that places like the dectalk
 archive did use it.
 Another thing I could do would be to use one of the systems here as a
 server, but I'd have to buy more bandwidth, and then I'd have to
 limit  upload speed to something stupid.
 And even if I did that holidays excluded I could only run it during the day.
 There are loads of options I just need to know where the list wants to go.
 Oh if someone wants to post it to the forums on audiogames if I don't
 get through there then that would rock.
 Thanks to my external plantronics headset things will work.
 However I can only record one device at once, so either voice or actual
 sound.
 I don't have the hardware myself to do all the things I could.
 If push comes to shove I have 

Re: [Audyssey] phillip's new game, a question

2011-11-09 Thread Thomas Ward
Hi Jess,

Perilous Hearts is a side-scroller. However, it is definitely far more
advanced than the usual 2d side-scrollers you are use to. This is
innovation at its best.

Cheers!


On 11/9/11, Jess Varnell rory0...@yahoo.com wrote:
 Hey Phillip. You did great on your demo of your new game. I'll definitely be
 buying the full version. Smiles. is it a side scroller or 3d? Thanks.

 Jess

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Re: [Audyssey] tab screen reading choices

2011-11-09 Thread Thomas Ward
Hi,

Yeah, i agree. That's pretty much the way my future projects will work
once I finish upgrading the g3d.dll library to use screen reader
support. When you open the program settings in game x it doesn't
change the speech server or voice until a new one is selected. If
there is an error loading said new voice or speech server it reverts
back to the prior speech system being used. I think that is what
Jeremy should try doing as well.

Cheers!


On 11/7/11, David Mehler dave.meh...@gmail.com wrote:
 Hi,

 For me I play many varied games and I do like configuring them if they
 need it in one place.

 I don't know how applicable this will be but in my opinion there's a
 better way, than wavs to hold speech, and that would be have whatever
 screen reader your using speak even if it's on other selections until
 you make a selection. Again, not sure that's applicable, but it would
 resolve not having to include wav files.

 Hth
 Dave.


 On 11/7/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,

 There is nothing wrong with an options/settings page I am aware of.
 Although,  I suppose Jeremy's games don't really need one since there
 isn't a whole lot to configure. The main thing we need to setup in his
 games is the speech output, and currently that is done by tabbing
 around to the screen reader or Sapi 5 support. The only thing about
 the current method it doesn't speak when you land on a screen reader
 option different from the one you are using.

 For instance, I am now pretty much using NVDA 24/7 so if I land on the
 Jaws or Window-Eyes options it won't speak until I tab to the NVDA
 option. Not cool, but as Phil said this could be fixed by just
 recording a few wav files to speak those options aloud.

 On 11/7/11, David Mehler dave.meh...@gmail.com wrote:
 Hi,

 I'm a little late on this topic, but assuming this hasn't been
 mentioned what's wrong with a options or settings page where you can
 pick items.

 Dave

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread john
That speaks for me too, I think I probably looked a little weird 
to the rest of my family, randomly bursting out laughing for no 
apparent reason.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com,Gamers Discussion list 
gamers@audyssey.org

Date sent: Tue, 8 Nov 2011 15:40:51 -0500
Subject: Re: [Audyssey] Perilous hearts audio demo!

Hi Philip,

Lol! I can't remember when I laughed so hard. Your commentary was
absolutely helarious. Let's just say the game sounds good, and 
your

presentation of it was even better.

Cheers!!


On 11/8/11, Philip Bennefall phi...@blastbay.com wrote:
Hi folks!

After some requests, I have decided to release a much longer 
audio demo of
my upcoming game Perilous Hearts. In this demo I explore the 
store at the
start of the adventure where you can build up your inventory so 
to speak,
and then I go on to complete levels 1 and 2. Note that if you do 
not want

any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the 
killing of
little virtual monkeys, this may not be suitable for you either 
as I do end
up killing quite a few of the little cuddly things. And oh how I 
enjoy it!

Smirk.

I would very much appreciate everyones feedback on this. There's 
obviously
lots more further ahead in the adventure, but this gives a much 
better

introduction to the game than what I provided in my last speech.

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

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New Interactive accessible comic

2011-11-09 Thread fred olver
Well, Christina, why don't you go up to the page, try a couple of them out 
and report back to us.

Fred Olver

- Original Message - 
From: Christina greensleev...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 9:25 PM
Subject: Re: [Audyssey] New Interactive accessible comic


 How accessible are those other games?
 Christina

 - Original Message - 
 From: fred olver goodfo...@charter.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 10:02 PM
 Subject: Re: [Audyssey] New Interactive accessible comic


 If you are interested in the game listed below this message, you may also
 want to go to

 http://eblong.com/zarf/if.html

 and see many other games by Andrew Plotkin

 Fred Olver
 - Original Message - 
 From: Eleanor Robinson elea...@7128.com
 To: gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 3:30 PM
 Subject: [Audyssey] New Interactive accessible comic


 Andrew Plotkin, a member of the Boston Indies Group announced the
 release of Meanwhile for the iOS. It is an interactive comic by Jason
 Shiga. The plot is:
 On the way home from the ice cream store, little Jimmy discovers a mad
 scientist's wonderland: an experimental mind-reading helmet, a time
 machine, and a doomsday device that can annihilate the human race. Which
 one would you like to test out first?

 MEANWHILE is not an ordinary comic. YOU make the choices that determine
 how the story unfolds. MEANWHILE splits off into thousands of different
 adventures. Most will end in DOOM and DISASTER. Only one path will lead
 you to happiness and success.

 - A thrilling adventure of quantum physics, self-discovery, and kids
 getting into trouble. (We mentioned the doomsday device, right?)
 - Completely redesigned by the author for an infinite scrollable canvas.
 - Full audio accessibility with VoiceOver; every panel and choice can be
 spoken.

 This can be played on the iPad, iPhone, and iPod touch.
 To access it, go to http://zarfhome.com/meanwhile/

 The reason that this interactive comic was made accessible is because
 Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and
 accessibility at a conference last spring. So the developer decided to
 try to make it accessible and this is the result.

 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Lori Duncan
I had members of my own family asking me what the heck I was laughing at, 
and why I kept going from laughing hard to awww over those poor little 
monkeys, they're quite cute.  I wonder what happens if you shoot and try to 
eat a vulture?  From Lori.


--
From: john jpcarnemo...@comcast.net
Sent: Wednesday, November 09, 2011 12:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Perilous hearts audio demo!

That speaks for me too, I think I probably looked a little weird to the 
rest of my family, randomly bursting out laughing for no apparent reason.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com,Gamers Discussion list 
gamers@audyssey.org

Date sent: Tue, 8 Nov 2011 15:40:51 -0500
Subject: Re: [Audyssey] Perilous hearts audio demo!

Hi Philip,

Lol! I can't remember when I laughed so hard. Your commentary was
absolutely helarious. Let's just say the game sounds good, and your
presentation of it was even better.

Cheers!!


On 11/8/11, Philip Bennefall phi...@blastbay.com wrote:
Hi folks!

After some requests, I have decided to release a much longer audio demo of
my upcoming game Perilous Hearts. In this demo I explore the store at the
start of the adventure where you can build up your inventory so to speak,
and then I go on to complete levels 1 and 2. Note that if you do not want
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of
little virtual monkeys, this may not be suitable for you either as I do 
end

up killing quite a few of the little cuddly things. And oh how I enjoy it!
Smirk.

I would very much appreciate everyones feedback on this. There's obviously
lots more further ahead in the adventure, but this gives a much better
introduction to the game than what I provided in my last speech.

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

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Darren Duff
Not sure bro. It worked great here... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, November 08, 2011 10:05 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Perilous hearts audio demo!

I tried the link to get this file, and also tried copying and pasting it
into Internet Explorer 8.  It doesn't connect at all.  Does anyone have
suggestions?  Thanks.

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! are! finished!
- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:37 AM
Subject: [Audyssey] Perilous hearts audio demo!


 Hi folks!

 After some requests, I have decided to release a much longer audio 
 demo of my upcoming game Perilous Hearts. In this demo I explore the 
 store at the start of the adventure where you can build up your 
 inventory so to speak, and then I go on to complete levels 1 and 2. 
 Note that if you do not want any plot or strategy spoilers, do not listen!

 Also note that if you are offended or otherwise affected by the 
 killing of little virtual monkeys, this may not be suitable for you 
 either as I do end up killing quite a few of the little cuddly things. 
 And oh how I enjoy it! Smirk.

 I would very much appreciate everyones feedback on this. There's 
 obviously lots more further ahead in the adventure, but this gives a 
 much better introduction to the game than what I provided in my last
speech.

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

 Enjoy!

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] Awsome homer level 7 completed

2011-11-09 Thread Jim Kitchen

Hi Christian,

Cool! good to hear that you were able to complete level 7 of Awesome Homer.

Which level have you gone back and played the most now that you can choose 
which level you wish to play?

BFN

Jim

C. E. O. Kitchen's Inc.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] audyssey plus or extra

2011-11-09 Thread Ron Schamerhorn
Hi Shaun

  I was actually thinking the name Podessey would be rather appropriate for 
a project like this.
  I'm guessing we'd leave it open for contributions from everyone in the 
community.
 


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[Audyssey] walk throughs

2011-11-09 Thread Charles Rivard
Although I can get tips on how to get through games by listening to them, I 
listen to walk throughs just to see how other people play the games, and I 
think they are just fun to listen to.



---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar 
sinse a lot were available, but as I've grown up I pretty much stopped 
that precisely because it's more satisfying to play without as you said.


In roleplay terms it is irritating, though to be honest the thing I 
dislike most in tabletop games are people who play them as if they were 
automated and just minimax their characters choosing only the best 
abilities and skills combo without any thought of what their character 
actually does. The interest in a tabletop game should be dynamic story and 
character interaction with the rules and dice used as an aide to story 
telling rather than them being just the point of the game as some people 
seem to think they are.


Getting back to computer games though, I'll admit I do use walkthroughs, 
though usually in my case I use them to substitute for game instructions 
and item descriptions or as aides for game text. Mega man zero would've 
been impossible to play without walkthroughs, sinse it has about 70 
different items all of which appear pretty jumbled on the select screen, 
so if I didn't check the faq and see what items were in the next level and 
where they were I wouldn't know what I'd found, and that's not counting 
the mission select, menues and dialogue sequences in the game.


metroid zero mission on the other hand I finished for the first time 
without the aide of any walkthru, and only checked one when i was going 
for a 100 percent items run, ditto with super castlevania.


The first game I ever read a walkthru for was mega man x 2 on the snes, 
however I'd got catagorically rustrated with the game up to that point 
after playing for a solid six months, pluss I didn't actually realize I'd 
already found some of the key items sinse they made the same pickup sound 
as when you got an extra life.


These days I actually read some walkthroughs just for fun and to see how 
other people tackle bits of various games.


All the best,

Dark.



---
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Re: [Audyssey] walk throughs

2011-11-09 Thread Thomas Ward
Hi Charles,

I think most people do that. In my earlier message when I was making
reference to walkthroughs I was actually speaking of written
walkthroughs from game FAQS, Game Spot, etc in which the author talks
you step by step through a level, tells you where all the secret items
are hidden, and other specific information. I have no problem with
these kinds of walkthroughs on principle, but I do have a problem with
people reading them before even trying the game as such walkthroughs
often give away or spoil a lot of the fun involved in discovery. As a
game author myself I take it personally when someone always wants a
spoiler instead of figuring it out on his/her own.

Cheers!


On 11/9/11, Charles Rivard wee1s...@fidnet.com wrote:
 Although I can get tips on how to get through games by listening to them, I
 listen to walk throughs just to see how other people play the games, and I
 think they are just fun to listen to.


 ---
 Be positive!  When it comes to being defeated, if you think you're finished,
 you! are! finished!
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 1:44 AM
 Subject: Re: [Audyssey] require cheat codes and key bord
 commandsforGMAtankcommander


 Hi tom.

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped
 that precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I
 dislike most in tabletop games are people who play them as if they were
 automated and just minimax their characters choosing only the best
 abilities and skills combo without any thought of what their character
 actually does. The interest in a tabletop game should be dynamic story and

 character interaction with the rules and dice used as an aide to story
 telling rather than them being just the point of the game as some people
 seem to think they are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions
 and item descriptions or as aides for game text. Mega man zero would've
 been impossible to play without walkthroughs, sinse it has about 70
 different items all of which appear pretty jumbled on the select screen,
 so if I didn't check the faq and see what items were in the next level and

 where they were I wouldn't know what I'd found, and that's not counting
 the mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time
 without the aide of any walkthru, and only checked one when i was going
 for a 100 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point
 after playing for a solid six months, pluss I didn't actually realize I'd
 already found some of the key items sinse they made the same pickup sound
 as when you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] walk throughs

2011-11-09 Thread Bryan Peterson
I agree. That's the main reason why I listen to those that are out there. 
Yeah I sometimes use one if I get stuck but mostly it's because I'm 
fascinated by how others play.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 8:04 AM
Subject: [Audyssey] walk throughs


Although I can get tips on how to get through games by listening to them, 
I listen to walk throughs just to see how other people play the games, and 
I think they are just fun to listen to.



---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar 
sinse a lot were available, but as I've grown up I pretty much stopped 
that precisely because it's more satisfying to play without as you said.


In roleplay terms it is irritating, though to be honest the thing I 
dislike most in tabletop games are people who play them as if they were 
automated and just minimax their characters choosing only the best 
abilities and skills combo without any thought of what their character 
actually does. The interest in a tabletop game should be dynamic story 
and character interaction with the rules and dice used as an aide to 
story telling rather than them being just the point of the game as some 
people seem to think they are.


Getting back to computer games though, I'll admit I do use walkthroughs, 
though usually in my case I use them to substitute for game instructions 
and item descriptions or as aides for game text. Mega man zero would've 
been impossible to play without walkthroughs, sinse it has about 70 
different items all of which appear pretty jumbled on the select screen, 
so if I didn't check the faq and see what items were in the next level 
and where they were I wouldn't know what I'd found, and that's not 
counting the mission select, menues and dialogue sequences in the game.


metroid zero mission on the other hand I finished for the first time 
without the aide of any walkthru, and only checked one when i was going 
for a 100 percent items run, ditto with super castlevania.


The first game I ever read a walkthru for was mega man x 2 on the snes, 
however I'd got catagorically rustrated with the game up to that point 
after playing for a solid six months, pluss I didn't actually realize I'd 
already found some of the key items sinse they made the same pickup sound 
as when you got an extra life.


These days I actually read some walkthroughs just for fun and to see how 
other people tackle bits of various games.


All the best,

Dark.



---
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread william lomas
will the demo you recorded be the public demo?

On Nov 8, 2011, at 11:37 AM, Philip Bennefall wrote:

 Hi folks!
 
 After some requests, I have decided to release a much longer audio demo of my 
 upcoming game Perilous Hearts. In this demo I explore the store at the start 
 of the adventure where you can build up your inventory so to speak, and then 
 I go on to complete levels 1 and 2. Note that if you do not want any plot or 
 strategy spoilers, do not listen!
 
 Also note that if you are offended or otherwise affected by the killing of 
 little virtual monkeys, this may not be suitable for you either as I do end 
 up killing quite a few of the little cuddly things. And oh how I enjoy it! 
 Smirk.
 
 I would very much appreciate everyones feedback on this. There's obviously 
 lots more further ahead in the adventure, but this gives a much better 
 introduction to the game than what I provided in my last speech.
 
 The link is:
 http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
 ---
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread william lomas
are levels random i assume not but the fighting animals are?

On Nov 8, 2011, at 12:57 PM, Darren Duff wrote:

 Thanks for posting this phill 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Philip Bennefall
 Sent: Tuesday, November 08, 2011 6:38 AM
 To: Gamers Discussion list
 Subject: [Audyssey] Perilous hearts audio demo!
 
 Hi folks!
 
 After some requests, I have decided to release a much longer audio demo of
 my upcoming game Perilous Hearts. In this demo I explore the store at the
 start of the adventure where you can build up your inventory so to speak,
 and then I go on to complete levels 1 and 2. Note that if you do not want
 any plot or strategy spoilers, do not listen!
 
 Also note that if you are offended or otherwise affected by the killing of
 little virtual monkeys, this may not be suitable for you either as I do end
 up killing quite a few of the little cuddly things. And oh how I enjoy it!
 Smirk.
 
 I would very much appreciate everyones feedback on this. There's obviously
 lots more further ahead in the adventure, but this gives a much better
 introduction to the game than what I provided in my last speech.
 
 The link is:
 http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
 ---
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 _ NOD32 EMON 6610 (2008) information _
 
 This message was checked by NOD32 antivirus system http://www.eset.com
 
 
 
 
 _ NOD32 EMON 6610 (2008) information _
 
 This message was checked by NOD32 antivirus system
 http://www.eset.com
 
 
 
 
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Thomas Ward
Hi,

I don't know, but eating a vulture doesn't sound very tasty. I'm sure
Philip has some funny remark if you try it in the game though.

As for the monkies call me weird but I don't feel sorry for them. I
guess I just had too much fun beating them up in Monkey Business to
feel sorry for anything that tries to act all cute and innocent in a
game.

Plus I'm trying to think which Tomb Raider it is--I want to say its
Tomb Raider III--where Lara Croft is going through this jungle area
and there are some very evil monkies on that level throwing rocks at
her and trying to steel her gear. Let's just say they didn't try that
twice. Grin.

On 11/9/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 I had members of my own family asking me what the heck I was laughing at,
 and why I kept going from laughing hard to awww over those poor little
 monkeys, they're quite cute.  I wonder what happens if you shoot and try to
 eat a vulture?  From Lori.


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread john
ON the subject of monkeys, I just can't wait to get at least the 
demo, that was probably the most hilarious part of the demo for 
me. Monkeys and chimps, Here I come!


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 9 Nov 2011 14:27:32 -0500
Subject: Re: [Audyssey] Perilous hearts audio demo!

Hi,

I don't know, but eating a vulture doesn't sound very tasty. I'm 
sure

Philip has some funny remark if you try it in the game though.

As for the monkies call me weird but I don't feel sorry for them. 
I
guess I just had too much fun beating them up in Monkey Business 
to
feel sorry for anything that tries to act all cute and innocent 
in a

game.

Plus I'm trying to think which Tomb Raider it is--I want to say 
its
Tomb Raider III--where Lara Croft is going through this jungle 
area
and there are some very evil monkies on that level throwing rocks 
at
her and trying to steel her gear. Let's just say they didn't try 
that

twice. Grin.

On 11/9/11, Lori Duncan lori_dunca...@hotmail.com wrote:
I had members of my own family asking me what the heck I was 
laughing at,
and why I kept going from laughing hard to awww over those 
poor little
monkeys, they're quite cute.  I wonder what happens if you shoot 
and try to

eat a vulture?  From Lori.


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Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-09 Thread austin pinto
hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive distroied
all the 4 tanks but cant spot and distroi the animal truks can any1
please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark d...@xgam.org wrote:
 Hi tom.

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped that
 precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I dislike
 most in tabletop games are people who play them as if they were automated
 and just minimax their characters choosing only the best abilities and
 skills combo without any thought of what their character actually does. The
 interest in a tabletop game should be dynamic story and character
 interaction with the rules and dice used as an aide to story telling rather
 than them being just the point of the game as some people seem to think they
 are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions and
 item descriptions or as aides for game text. Mega man zero would've been
 impossible to play without walkthroughs, sinse it has about 70 different
 items all of which appear pretty jumbled on the select screen, so if I
 didn't check the faq and see what items were in the next level and where
 they were I wouldn't know what I'd found, and that's not counting the
 mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time without
 the aide of any walkthru, and only checked one when i was going for a 100
 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point after
 playing for a solid six months, pluss I didn't actually realize I'd already
 found some of the key items sinse they made the same pickup sound as when
 you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-09 Thread Bryan Peterson
Animal trucks? LOL. Just keep driving around and scaning and you'll find 
them.

They're coming to take me away, ha-haaa!
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:29 PM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive distroied
all the 4 tanks but cant spot and distroi the animal truks can any1
please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark d...@xgam.org wrote:

Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar
sinse a lot were available, but as I've grown up I pretty much stopped 
that

precisely because it's more satisfying to play without as you said.

In roleplay terms it is irritating, though to be honest the thing I 
dislike

most in tabletop games are people who play them as if they were automated
and just minimax their characters choosing only the best abilities and
skills combo without any thought of what their character actually does. 
The

interest in a tabletop game should be dynamic story and character
interaction with the rules and dice used as an aide to story telling 
rather
than them being just the point of the game as some people seem to think 
they

are.

Getting back to computer games though, I'll admit I do use walkthroughs,
though usually in my case I use them to substitute for game instructions 
and

item descriptions or as aides for game text. Mega man zero would've been
impossible to play without walkthroughs, sinse it has about 70 different
items all of which appear pretty jumbled on the select screen, so if I
didn't check the faq and see what items were in the next level and where
they were I wouldn't know what I'd found, and that's not counting the
mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first time 
without

the aide of any walkthru, and only checked one when i was going for a 100
percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the snes,
however I'd got catagorically rustrated with the game up to that point 
after
playing for a solid six months, pluss I didn't actually realize I'd 
already

found some of the key items sinse they made the same pickup sound as when
you got an extra life.

These days I actually read some walkthroughs just for fun and to see how
other people tackle bits of various games.

All the best,

Dark.


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--
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alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
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surch for +austin

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[Audyssey] GMA Zoo Commander.

2011-11-09 Thread Phil Vlasak

Games We'd Like to Play.
by Phil Vlasak.
GMA Zoo Commander.
In this exciting Surround Sound game, you are in command of a modern day 
zoo. It is filled with several animal types, standard ones like horses and 
pigs, armor-wearing ones like armadillos and turtles, large ones like 
elephants and tigers, an skin piercing ones like killer bees, and 
mosquitoes.
You must work behind fences, doing as much cleanup and feeding of the 
animals as possible, completing several missions, and then meeting up with 
the rest of your zoo crew.


GMA Zoo Commander pits you against a numerically superior force of wild 
animals. You must move through the game by successfully completing each 
mission that is radioed to you. You initially start on the southern side of 
the zoo and you are required to make your way north through six sectors of 
zoo territory. If you are successful, you and the other zoo crew will be 
picked up on the northern edge of the zoo by your zoo transport.


You are equipped with a large shovel and a giant size trash bag, for picking 
up animal dumps. Watch out for those animal trucks in the second mission, 
they must be stopped and the poop cleaned out too.
Once you have all the animal dumps cleaned out, your job is to go back and 
feed and water all the wild critters.


smiles,
Phil


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[Audyssey] transylvania

2011-11-09 Thread Charles Rivard
Has anyone played the game on their iPhone yet?  If so, what are your thoughts 
and first impressions?  I am in training with my fifth Guide Dog, my first 
Labrador Retriever, and haven't had much time for gaming, darnit!

---
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you! are! finished!
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Re: [Audyssey] walk throughs

2011-11-09 Thread Charles Rivard
I wonder if the kind of walk through you are thinking about is along the 
line of what comes as part of the documentation of Sarah and the Castle of 
Witchcraft and Wizardry?  Phil?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 7:39 AM
Subject: Re: [Audyssey] walk throughs



Hi Charles,

I think most people do that. In my earlier message when I was making
reference to walkthroughs I was actually speaking of written
walkthroughs from game FAQS, Game Spot, etc in which the author talks
you step by step through a level, tells you where all the secret items
are hidden, and other specific information. I have no problem with
these kinds of walkthroughs on principle, but I do have a problem with
people reading them before even trying the game as such walkthroughs
often give away or spoil a lot of the fun involved in discovery. As a
game author myself I take it personally when someone always wants a
spoiler instead of figuring it out on his/her own.

Cheers!


On 11/9/11, Charles Rivard wee1s...@fidnet.com wrote:
Although I can get tips on how to get through games by listening to them, 
I
listen to walk throughs just to see how other people play the games, and 
I

think they are just fun to listen to.


---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! are! finished!
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord
commandsforGMAtankcommander



Hi tom.

Well as I said cheats were a thing I used fairly constantly on the 
amigar

sinse a lot were available, but as I've grown up I pretty much stopped
that precisely because it's more satisfying to play without as you said.

In roleplay terms it is irritating, though to be honest the thing I
dislike most in tabletop games are people who play them as if they were
automated and just minimax their characters choosing only the best
abilities and skills combo without any thought of what their character
actually does. The interest in a tabletop game should be dynamic story 
and


character interaction with the rules and dice used as an aide to story
telling rather than them being just the point of the game as some people
seem to think they are.

Getting back to computer games though, I'll admit I do use walkthroughs,
though usually in my case I use them to substitute for game instructions
and item descriptions or as aides for game text. Mega man zero would've
been impossible to play without walkthroughs, sinse it has about 70
different items all of which appear pretty jumbled on the select screen,
so if I didn't check the faq and see what items were in the next level 
and


where they were I wouldn't know what I'd found, and that's not counting
the mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first time
without the aide of any walkthru, and only checked one when i was going
for a 100 percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the snes,
however I'd got catagorically rustrated with the game up to that point
after playing for a solid six months, pluss I didn't actually realize 
I'd
already found some of the key items sinse they made the same pickup 
sound

as when you got an extra life.

These days I actually read some walkthroughs just for fun and to see how
other people tackle bits of various games.

All the best,

Dark.



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Re: [Audyssey] GMA Zoo Commander.

2011-11-09 Thread Jacob Kruger
As long as in certain parts of the environment, you have to navigate like 
the animals themselves...?


As in climb trees like the monkeys, swim in water like some bears, 
alligators, etc., crawl through underground holes like snakes, and not too 
sure how to copy the birds/bees...?


Might also then drive a golf cart at some stage like a sight seer?

Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 10:57 PM
Subject: [Audyssey] GMA Zoo Commander.



Games We'd Like to Play.
by Phil Vlasak.
GMA Zoo Commander.
In this exciting Surround Sound game, you are in command of a modern day 
zoo. It is filled with several animal types, standard ones like horses and 
pigs, armor-wearing ones like armadillos and turtles, large ones like 
elephants and tigers, an skin piercing ones like killer bees, and 
mosquitoes.
You must work behind fences, doing as much cleanup and feeding of the 
animals as possible, completing several missions, and then meeting up with 
the rest of your zoo crew.


GMA Zoo Commander pits you against a numerically superior force of wild 
animals. You must move through the game by successfully completing each 
mission that is radioed to you. You initially start on the southern side 
of the zoo and you are required to make your way north through six sectors 
of zoo territory. If you are successful, you and the other zoo crew will 
be picked up on the northern edge of the zoo by your zoo transport.


You are equipped with a large shovel and a giant size trash bag, for 
picking up animal dumps. Watch out for those animal trucks in the second 
mission, they must be stopped and the poop cleaned out too.
Once you have all the animal dumps cleaned out, your job is to go back and 
feed and water all the wild critters.


smiles,
Phil


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Curt Taubert
I can't wait to find out what it sounds like when a bore steps into the 
fire.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 2:00 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!


ON the subject of monkeys, I just can't wait to get at least the demo, 
that was probably the most hilarious part of the demo for me. Monkeys and 
chimps, Here I come!


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 9 Nov 2011 14:27:32 -0500
Subject: Re: [Audyssey] Perilous hearts audio demo!

Hi,

I don't know, but eating a vulture doesn't sound very tasty. I'm sure
Philip has some funny remark if you try it in the game though.

As for the monkies call me weird but I don't feel sorry for them. I
guess I just had too much fun beating them up in Monkey Business to
feel sorry for anything that tries to act all cute and innocent in a
game.

Plus I'm trying to think which Tomb Raider it is--I want to say its
Tomb Raider III--where Lara Croft is going through this jungle area
and there are some very evil monkies on that level throwing rocks at
her and trying to steel her gear. Let's just say they didn't try that
twice. Grin.

On 11/9/11, Lori Duncan lori_dunca...@hotmail.com wrote:
I had members of my own family asking me what the heck I was laughing at,
and why I kept going from laughing hard to awww over those poor little
monkeys, they're quite cute.  I wonder what happens if you shoot and try 
to

eat a vulture?  From Lori.


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Re: [Audyssey] GMA Zoo Commander.

2011-11-09 Thread Darren Duff
Lol Phil! It has been too long since I have read one of your funnies! Good
one! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Wednesday, November 09, 2011 3:57 PM
To: Gamers Discussion list
Subject: [Audyssey] GMA Zoo Commander.

Games We'd Like to Play.
by Phil Vlasak.
GMA Zoo Commander.
In this exciting Surround Sound game, you are in command of a modern day
zoo. It is filled with several animal types, standard ones like horses and
pigs, armor-wearing ones like armadillos and turtles, large ones like
elephants and tigers, an skin piercing ones like killer bees, and
mosquitoes.
You must work behind fences, doing as much cleanup and feeding of the
animals as possible, completing several missions, and then meeting up with
the rest of your zoo crew.

GMA Zoo Commander pits you against a numerically superior force of wild
animals. You must move through the game by successfully completing each
mission that is radioed to you. You initially start on the southern side of
the zoo and you are required to make your way north through six sectors of
zoo territory. If you are successful, you and the other zoo crew will be
picked up on the northern edge of the zoo by your zoo transport.

You are equipped with a large shovel and a giant size trash bag, for picking
up animal dumps. Watch out for those animal trucks in the second mission,
they must be stopped and the poop cleaned out too.
Once you have all the animal dumps cleaned out, your job is to go back and
feed and water all the wild critters.

smiles,
Phil


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[Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Philip Bennefall
Hi all,

I'm really very happy with the response I received for the game audio demo of 
Perilous Hearts, and so I wanted to ask the community a question. Would you 
consider placing a preorder for this game if the possibility was there? I know 
that the history of game preorders has been rocky in this community, but the 
difference in my case would be that you would agree to a small contract before 
ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on this 
exact date or earlier, within a 24 hour period, you are entitled to a full 
refund.

3. You would not have any kind of special privilege when it comes to requesting 
feature x, but I would certainly pay more attention to suggestions from 
preorder users provided that I personally thought they were good ones.

Naturally, if I went down this root I would put up a playable demo of the game 
at the same time as I made preordering available. This would not include all 
the cut scenes etc that the finished game will contain and it would still use 
Sapi, but the game play would stretch as far as level 2 which is where the real 
demo will also end.

The reason I am considering this is because the funds for the game are running 
out, and so I cannot justify spending a lot more money on it out of my own 
pocket. But if I had some money from preorders I would be able to invest that 
to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Shane Davidson
Hi;
As someone that's followed your game development since PB games and tarzan
junior, I'd be interested in preordering the game if that option aws made
available.
Have a wonderful day.
Sincerely;
Shane Davidson
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 5:24 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was there?
I know that the history of game preorders has been rocky in this community,
but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on this
exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they were
good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out of
my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread dan cook
Hi Philip,
i for one would definitely consider pre-ordering, even more so due to
the fact that i'd know i'd be able to give you a little financial help
in the process.

On 11/9/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all,

 I'm really very happy with the response I received for the game audio demo
 of Perilous Hearts, and so I wanted to ask the community a question. Would
 you consider placing a preorder for this game if the possibility was there?
 I know that the history of game preorders has been rocky in this community,
 but the difference in my case would be that you would agree to a small
 contract before ordering that basically would say:

 1. You get a slightly discounted rate when you preorder.

 2. We give you a definite release date. If the game is not released on this
 exact date or earlier, within a 24 hour period, you are entitled to a full
 refund.

 3. You would not have any kind of special privilege when it comes to
 requesting feature x, but I would certainly pay more attention to
 suggestions from preorder users provided that I personally thought they were
 good ones.

 Naturally, if I went down this root I would put up a playable demo of the
 game at the same time as I made preordering available. This would not
 include all the cut scenes etc that the finished game will contain and it
 would still use Sapi, but the game play would stretch as far as level 2
 which is where the real demo will also end.

 The reason I am considering this is because the funds for the game are
 running out, and so I cannot justify spending a lot more money on it out of
 my own pocket. But if I had some money from preorders I would be able to
 invest that to make the game the best it can possibly be.

 I would very much appreciate feedback on this.

 Thanks!

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Michael Gauler

Hi Philip,
I don't have problems with a possible preorder of your game and I know how 
to deal with SAPI, so even if not all things were spoken by humans, I 
wouldn't have any problems with that.

I'd like to know two things, if you can answer (estimates are ok):
1. How much would the game be?
2. How far are you from a final release (weeks, months)?
Regards,
Michael 



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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Philip Bennefall

Hi Michael,

I am thinking that the preorder price would be between 30 and 35 dollars, 
and the final game would sell for between 35 and 40. That's if I make it the 
size I have planned right now and if I can stay within my budget. I am still 
trying to decide on a reasonable release date, a date that's relatively 
close but still gives me a bit of leg room. Perhaps March?


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 11:37 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?


Hi Philip,
I don't have problems with a possible preorder of your game and I know how
to deal with SAPI, so even if not all things were spoken by humans, I
wouldn't have any problems with that.
I'd like to know two things, if you can answer (estimates are ok):
1. How much would the game be?
2. How far are you from a final release (weeks, months)?
Regards,
Michael


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Ian McNamara
Hi phillip heard the demmo of the game and yes would concidder pre ordering it 
deffinatly.

Ian McNamara
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Bryan Peterson

I'd certainly preorder it if the option was available.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 3:24 PM
Subject: [Audyssey] Perilous Hearts preorders?



Hi all,

I'm really very happy with the response I received for the game audio demo 
of Perilous Hearts, and so I wanted to ask the community a question. Would 
you consider placing a preorder for this game if the possibility was 
there? I know that the history of game preorders has been rocky in this 
community, but the difference in my case would be that you would agree to 
a small contract before ordering that basically would say:


1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this exact date or earlier, within a 24 hour period, you are entitled to a 
full refund.


3. You would not have any kind of special privilege when it comes to 
requesting feature x, but I would certainly pay more attention to 
suggestions from preorder users provided that I personally thought they 
were good ones.


Naturally, if I went down this root I would put up a playable demo of the 
game at the same time as I made preordering available. This would not 
include all the cut scenes etc that the finished game will contain and it 
would still use Sapi, but the game play would stretch as far as level 2 
which is where the real demo will also end.


The reason I am considering this is because the funds for the game are 
running out, and so I cannot justify spending a lot more money on it out 
of my own pocket. But if I had some money from preorders I would be able 
to invest that to make the game the best it can possibly be.


I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Bryan Peterson
I'd have no problem paying forty bucks for a game like that. Heck, even your 
free games are amazing.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 3:39 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?



Hi Michael,

I am thinking that the preorder price would be between 30 and 35 dollars, 
and the final game would sell for between 35 and 40. That's if I make it 
the size I have planned right now and if I can stay within my budget. I am 
still trying to decide on a reasonable release date, a date that's 
relatively close but still gives me a bit of leg room. Perhaps March?


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 11:37 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?


Hi Philip,
I don't have problems with a possible preorder of your game and I know how
to deal with SAPI, so even if not all things were spoken by humans, I
wouldn't have any problems with that.
I'd like to know two things, if you can answer (estimates are ok):
1. How much would the game be?
2. How far are you from a final release (weeks, months)?
Regards,
Michael


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list,
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[Audyssey] Quick info about Meanwhile.

2011-11-09 Thread michael barnes

Hey, I was wondering if this game has any sounds and/or music.
I found some other interactive comics that have both sound and music.
But before I talk about them I'm going to check them out.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Darren Duff
I would be willing to preorder for sure! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 5:24 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was there?
I know that the history of game preorders has been rocky in this community,
but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on this
exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they were
good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out of
my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Curt Taubert

I would preorder for this game for sure.
- Original Message - 
From: Darren Duff duff...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Wednesday, November 09, 2011 5:14 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?



I would be willing to preorder for sure!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 5:24 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was 
there?
I know that the history of game preorders has been rocky in this 
community,

but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this

exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they 
were

good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out 
of

my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
---
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This message was checked by NOD32 antivirus system http://www.eset.com




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http://www.eset.com




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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Michael Gauler

Hi again,
I would preorder the game, too.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread dark

Hi Philip.

Even though my last preorder, airik the clerric didn't work out particularly 
well owing to the stupid windows xp bug, I can be certain that perilous 
hearts will! run without problems sinse it uses bgt which I know is fine.


On this basis I'd be happy to preorder myself. However, Might I suggest 
rather than saying The game will be out on this day or your money back you 
might want to offer something that gives you a litle more lee way in case of 
flood, fire, crashes or something else.


Something like the game will be out by the end of January 2012 or your 
money back picking the month of the game release rather than a day.


This covers you in case of accidents of one sort or another and will 
hopefully prevent all the whiners starting up if an accident does happen.


Other than that, I'd hate to see the game not get it's ful attention due to 
lack of funds, so would be glad to contribute financially with a preorder.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 10:24 PM
Subject: [Audyssey] Perilous Hearts preorders?



Hi all,

I'm really very happy with the response I received for the game audio demo 
of Perilous Hearts, and so I wanted to ask the community a question. Would 
you consider placing a preorder for this game if the possibility was 
there? I know that the history of game preorders has been rocky in this 
community, but the difference in my case would be that you would agree to 
a small contract before ordering that basically would say:


1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this exact date or earlier, within a 24 hour period, you are entitled to a 
full refund.


3. You would not have any kind of special privilege when it comes to 
requesting feature x, but I would certainly pay more attention to 
suggestions from preorder users provided that I personally thought they 
were good ones.


Naturally, if I went down this root I would put up a playable demo of the 
game at the same time as I made preordering available. This would not 
include all the cut scenes etc that the finished game will contain and it 
would still use Sapi, but the game play would stretch as far as level 2 
which is where the real demo will also end.


The reason I am considering this is because the funds for the game are 
running out, and so I cannot justify spending a lot more money on it out 
of my own pocket. But if I had some money from preorders I would be able 
to invest that to make the game the best it can possibly be.


I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-09 Thread dark

Hi Austin.
It's amo trucks, not animal trucks, and unfortunately you just need to scan 
for them with your various scanners. The fact that the twon is essentially a 
grid though should make locating them easier, sinse you can go up one 
street, turn a corner, turn again and go up the next streets along insuring 
that you cover all the teretory.


When you find an amo truck, don't forget to get close and use your machine 
gun on it to make it drop amo powerups for you to pickup.


Beware the Grue!

Dark.
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 8:29 PM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive distroied
all the 4 tanks but cant spot and distroi the animal truks can any1
please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark d...@xgam.org wrote:

Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar
sinse a lot were available, but as I've grown up I pretty much stopped 
that

precisely because it's more satisfying to play without as you said.

In roleplay terms it is irritating, though to be honest the thing I 
dislike

most in tabletop games are people who play them as if they were automated
and just minimax their characters choosing only the best abilities and
skills combo without any thought of what their character actually does. 
The

interest in a tabletop game should be dynamic story and character
interaction with the rules and dice used as an aide to story telling 
rather
than them being just the point of the game as some people seem to think 
they

are.

Getting back to computer games though, I'll admit I do use walkthroughs,
though usually in my case I use them to substitute for game instructions 
and

item descriptions or as aides for game text. Mega man zero would've been
impossible to play without walkthroughs, sinse it has about 70 different
items all of which appear pretty jumbled on the select screen, so if I
didn't check the faq and see what items were in the next level and where
they were I wouldn't know what I'd found, and that's not counting the
mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first time 
without

the aide of any walkthru, and only checked one when i was going for a 100
percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the snes,
however I'd got catagorically rustrated with the game up to that point 
after
playing for a solid six months, pluss I didn't actually realize I'd 
already

found some of the key items sinse they made the same pickup sound as when
you got an extra life.

These days I actually read some walkthroughs just for fun and to see how
other people tackle bits of various games.

All the best,

Dark.


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Willem Venter
Hi pilip.
I would also preorder given the chance. You have been around a long
time and you've invested too much into this community for me not to
trust you with my money.

On 11/10/11, dark d...@xgam.org wrote:
 Hi Philip.

 Even though my last preorder, airik the clerric didn't work out particularly
 well owing to the stupid windows xp bug, I can be certain that perilous
 hearts will! run without problems sinse it uses bgt which I know is fine.

 On this basis I'd be happy to preorder myself. However, Might I suggest
 rather than saying The game will be out on this day or your money back you
 might want to offer something that gives you a litle more lee way in case of
 flood, fire, crashes or something else.

 Something like the game will be out by the end of January 2012 or your
 money back picking the month of the game release rather than a day.

 This covers you in case of accidents of one sort or another and will
 hopefully prevent all the whiners starting up if an accident does happen.

 Other than that, I'd hate to see the game not get it's ful attention due to
 lack of funds, so would be glad to contribute financially with a preorder.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 10:24 PM
 Subject: [Audyssey] Perilous Hearts preorders?


 Hi all,

 I'm really very happy with the response I received for the game audio demo

 of Perilous Hearts, and so I wanted to ask the community a question. Would

 you consider placing a preorder for this game if the possibility was
 there? I know that the history of game preorders has been rocky in this
 community, but the difference in my case would be that you would agree to
 a small contract before ordering that basically would say:

 1. You get a slightly discounted rate when you preorder.

 2. We give you a definite release date. If the game is not released on
 this exact date or earlier, within a 24 hour period, you are entitled to a

 full refund.

 3. You would not have any kind of special privilege when it comes to
 requesting feature x, but I would certainly pay more attention to
 suggestions from preorder users provided that I personally thought they
 were good ones.

 Naturally, if I went down this root I would put up a playable demo of the
 game at the same time as I made preordering available. This would not
 include all the cut scenes etc that the finished game will contain and it
 would still use Sapi, but the game play would stretch as far as level 2
 which is where the real demo will also end.

 The reason I am considering this is because the funds for the game are
 running out, and so I cannot justify spending a lot more money on it out
 of my own pocket. But if I had some money from preorders I would be able
 to invest that to make the game the best it can possibly be.

 I would very much appreciate feedback on this.

 Thanks!

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Tommy

I would be interesting to pre-order it.

Tommy

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Phil Vlasak

Hi Philip.
I would pre-order Perilous Hearts on one condition.
If you have real SAPI with pitch and volume control rather than pre-recorded 
SAPI clips using Microsoft Sam.

I also wouldn't mind if you used your own voice for the cut scenes.
Phil

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 5:24 PM
Subject: [Audyssey] Perilous Hearts preorders?



Hi all,

I'm really very happy with the response I received for the game audio demo 
of Perilous Hearts, and so I wanted to ask the community a question. Would 
you consider placing a preorder for this game if the possibility was 
there? I know that the history of game preorders has been rocky in this 
community, but the difference in my case would be that you would agree to 
a small contract before ordering that basically would say:


1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this exact date or earlier, within a 24 hour period, you are entitled to a 
full refund.


3. You would not have any kind of special privilege when it comes to 
requesting feature x, but I would certainly pay more attention to 
suggestions from preorder users provided that I personally thought they 
were good ones.


Naturally, if I went down this root I would put up a playable demo of the 
game at the same time as I made preordering available. This would not 
include all the cut scenes etc that the finished game will contain and it 
would still use Sapi, but the game play would stretch as far as level 2 
which is where the real demo will also end.


The reason I am considering this is because the funds for the game are 
running out, and so I cannot justify spending a lot more money on it out 
of my own pocket. But if I had some money from preorders I would be able 
to invest that to make the game the best it can possibly be.


I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4006 - Release Date: 11/09/11




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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Yohandy

same here! That demo was absolutely amazing.

- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 5:44 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?


Hi phillip heard the demmo of the game and yes would concidder pre 
ordering it deffinatly.


Ian McNamara
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Re: [Audyssey] GMA Zoo Commander.

2011-11-09 Thread john
That's quite creative, like the humor. One must watch out for 
those sneaky (anything suitably quiet?) things in level five, as 
they have a habbit of (eating?)you when your not looking.


- Original Message -
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 9 Nov 2011 15:57:28 -0500
Subject: [Audyssey] GMA Zoo Commander.

Games We'd Like to Play.
by Phil Vlasak.
GMA Zoo Commander.
In this exciting Surround Sound game, you are in command of a 
modern day
zoo. It is filled with several animal types, standard ones like 
horses and
pigs, armor-wearing ones like armadillos and turtles, large ones 
like

elephants and tigers, an skin piercing ones like killer bees, and
mosquitoes.
You must work behind fences, doing as much cleanup and feeding of 
the
animals as possible, completing several missions, and then 
meeting up with

the rest of your zoo crew.

GMA Zoo Commander pits you against a numerically superior force 
of wild
animals. You must move through the game by successfully 
completing each
mission that is radioed to you. You initially start on the 
southern side of
the zoo and you are required to make your way north through six 
sectors of
zoo territory. If you are successful, you and the other zoo crew 
will be

picked up on the northern edge of the zoo by your zoo transport.

You are equipped with a large shovel and a giant size trash bag, 
for picking
up animal dumps. Watch out for those animal trucks in the second 
mission,

they must be stopped and the poop cleaned out too.
Once you have all the animal dumps cleaned out, your job is to go 
back and

feed and water all the wild critters.

smiles,
Phil


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-09 Thread john
Depending on what difficulty your playing at, you can actually 
run into them simply by traveling down second avenue. You should 
be aware however, that the manual doesn't tell you the exact 
number of tanks (i'll leave the surprise, but be careful when 
leaving the sector).


- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 01:59:45 +0530
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander


hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive 
distroied
all the 4 tanks but cant spot and distroi the animal truks can 
any1

please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark d...@xgam.org wrote:
Hi tom.

Well as I said cheats were a thing I used fairly constantly on 
the amigar
sinse a lot were available, but as I've grown up I pretty much 
stopped that
precisely because it's more satisfying to play without as you 
said.


In roleplay terms it is irritating, though to be honest the 
thing I dislike
most in tabletop games are people who play them as if they were 
automated
and just minimax their characters choosing only the best 
abilities and
skills combo without any thought of what their character 
actually does. The
interest in a tabletop game should be dynamic story and 
character
interaction with the rules and dice used as an aide to story 
telling rather
than them being just the point of the game as some people seem 
to think they

are.

Getting back to computer games though, I'll admit I do use 
walkthroughs,
though usually in my case I use them to substitute for game 
instructions and
item descriptions or as aides for game text. Mega man zero 
would've been
impossible to play without walkthroughs, sinse it has about 70 
different
items all of which appear pretty jumbled on the select screen, 
so if I
didn't check the faq and see what items were in the next level 
and where
they were I wouldn't know what I'd found, and that's not 
counting the

mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first 
time without
the aide of any walkthru, and only checked one when i was going 
for a 100

percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on 
the snes,
however I'd got catagorically rustrated with the game up to that 
point after
playing for a solid six months, pluss I didn't actually realize 
I'd already
found some of the key items sinse they made the same pickup 
sound as when

you got an extra life.

These days I actually read some walkthroughs just for fun and to 
see how

other people tackle bits of various games.

All the best,

Dark.


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Christina
Hi.
I just listened to this.  It's hilarious.  Sounds like an awesome game.
Christina

- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 6:37 AM
Subject: [Audyssey] Perilous hearts audio demo!


Hi folks!

After some requests, I have decided to release a much longer audio demo of my 
upcoming game Perilous Hearts. In this demo I 
explore the store at the start of the adventure where you can build up your 
inventory so to speak, and then I go on to 
complete levels 1 and 2. Note that if you do not want any plot or strategy 
spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable 
for you either as I do end up killing quite a few of the little cuddly things. 
And oh how I enjoy it! Smirk.

I would very much appreciate everyones feedback on this. There's obviously lots 
more further ahead in the adventure, but this 
gives a much better introduction to the game than what I provided in my last 
speech.

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

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] GMA Zoo Commander.

2011-11-09 Thread Charles Rivard
Phil:  Why is this a game from GMA Games rather than PCS Games?  Has your 
staff been playing this game and found out that they were to be the food for 
animals?


In this game, can we feed animals to other animals?  Or game designers we 
don't like to animals?  Is the zoo known as the Thomas ward?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 12:57 PM
Subject: [Audyssey] GMA Zoo Commander.



Games We'd Like to Play.
by Phil Vlasak.
GMA Zoo Commander.
In this exciting Surround Sound game, you are in command of a modern day 
zoo. It is filled with several animal types, standard ones like horses and 
pigs, armor-wearing ones like armadillos and turtles, large ones like 
elephants and tigers, an skin piercing ones like killer bees, and 
mosquitoes.
You must work behind fences, doing as much cleanup and feeding of the 
animals as possible, completing several missions, and then meeting up with 
the rest of your zoo crew.


GMA Zoo Commander pits you against a numerically superior force of wild 
animals. You must move through the game by successfully completing each 
mission that is radioed to you. You initially start on the southern side 
of the zoo and you are required to make your way north through six sectors 
of zoo territory. If you are successful, you and the other zoo crew will 
be picked up on the northern edge of the zoo by your zoo transport.


You are equipped with a large shovel and a giant size trash bag, for 
picking up animal dumps. Watch out for those animal trucks in the second 
mission, they must be stopped and the poop cleaned out too.
Once you have all the animal dumps cleaned out, your job is to go back and 
feed and water all the wild critters.


smiles,
Phil


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-09 Thread Charles Rivard
Animal trucks?  I think you'd better go through the documentation and listen 
to the description of the second mission that was radioed to you while 
crossing that bridge.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 12:29 PM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive distroied
all the 4 tanks but cant spot and distroi the animal truks can any1
please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark d...@xgam.org wrote:

Hi tom.

Well as I said cheats were a thing I used fairly constantly on the amigar
sinse a lot were available, but as I've grown up I pretty much stopped 
that

precisely because it's more satisfying to play without as you said.

In roleplay terms it is irritating, though to be honest the thing I 
dislike

most in tabletop games are people who play them as if they were automated
and just minimax their characters choosing only the best abilities and
skills combo without any thought of what their character actually does. 
The

interest in a tabletop game should be dynamic story and character
interaction with the rules and dice used as an aide to story telling 
rather
than them being just the point of the game as some people seem to think 
they

are.

Getting back to computer games though, I'll admit I do use walkthroughs,
though usually in my case I use them to substitute for game instructions 
and

item descriptions or as aides for game text. Mega man zero would've been
impossible to play without walkthroughs, sinse it has about 70 different
items all of which appear pretty jumbled on the select screen, so if I
didn't check the faq and see what items were in the next level and where
they were I wouldn't know what I'd found, and that's not counting the
mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first time 
without

the aide of any walkthru, and only checked one when i was going for a 100
percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the snes,
however I'd got catagorically rustrated with the game up to that point 
after
playing for a solid six months, pluss I didn't actually realize I'd 
already

found some of the key items sinse they made the same pickup sound as when
you got an extra life.

These days I actually read some walkthroughs just for fun and to see how
other people tackle bits of various games.

All the best,

Dark.


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-09 Thread Charles Rivard

It sounds like a boarbecue.

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:45 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!


I can't wait to find out what it sounds like when a bore steps into the 
fire.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 2:00 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!


ON the subject of monkeys, I just can't wait to get at least the demo, 
that was probably the most hilarious part of the demo for me. Monkeys and 
chimps, Here I come!


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 9 Nov 2011 14:27:32 -0500
Subject: Re: [Audyssey] Perilous hearts audio demo!

Hi,

I don't know, but eating a vulture doesn't sound very tasty. I'm sure
Philip has some funny remark if you try it in the game though.

As for the monkies call me weird but I don't feel sorry for them. I
guess I just had too much fun beating them up in Monkey Business to
feel sorry for anything that tries to act all cute and innocent in a
game.

Plus I'm trying to think which Tomb Raider it is--I want to say its
Tomb Raider III--where Lara Croft is going through this jungle area
and there are some very evil monkies on that level throwing rocks at
her and trying to steel her gear. Let's just say they didn't try that
twice. Grin.

On 11/9/11, Lori Duncan lori_dunca...@hotmail.com wrote:
I had members of my own family asking me what the heck I was laughing at,
and why I kept going from laughing hard to awww over those poor little
monkeys, they're quite cute.  I wonder what happens if you shoot and try 
to

eat a vulture?  From Lori.


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Cary
Hi Philip,
I would totally preorder.  Although history of preorders in this community
has been a bit rocky, there has been nothing to suggest you personally would
scam us.  You've developed quite a few really, really awesome games and I
have faith that this one is going to be even better.  So my answer is yes,
most definitely yes. I would preorder.
Definitely keep the list posted if you do decide to start accepting
preorders, and I'll definitely be one that does. *grin*
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 15:24
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was there?
I know that the history of game preorders has been rocky in this community,
but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on this
exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they were
good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out of
my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread william lomas
i would preorder and even donate to the project, seriously. every little helps 
doesn't it?

On Nov 9, 2011, at 10:46 PM, Bryan Peterson wrote:

 I'd certainly preorder it if the option was available.
 They're coming to take me away, ha-haaa!
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 3:24 PM
 Subject: [Audyssey] Perilous Hearts preorders?
 
 
 Hi all,
 
 I'm really very happy with the response I received for the game audio demo 
 of Perilous Hearts, and so I wanted to ask the community a question. Would 
 you consider placing a preorder for this game if the possibility was there? 
 I know that the history of game preorders has been rocky in this community, 
 but the difference in my case would be that you would agree to a small 
 contract before ordering that basically would say:
 
 1. You get a slightly discounted rate when you preorder.
 
 2. We give you a definite release date. If the game is not released on this 
 exact date or earlier, within a 24 hour period, you are entitled to a full 
 refund.
 
 3. You would not have any kind of special privilege when it comes to 
 requesting feature x, but I would certainly pay more attention to 
 suggestions from preorder users provided that I personally thought they were 
 good ones.
 
 Naturally, if I went down this root I would put up a playable demo of the 
 game at the same time as I made preordering available. This would not 
 include all the cut scenes etc that the finished game will contain and it 
 would still use Sapi, but the game play would stretch as far as level 2 
 which is where the real demo will also end.
 
 The reason I am considering this is because the funds for the game are 
 running out, and so I cannot justify spending a lot more money on it out of 
 my own pocket. But if I had some money from preorders I would be able to 
 invest that to make the game the best it can possibly be.
 
 I would very much appreciate feedback on this.
 
 Thanks!
 
 Kind regards,
 
 Philip Bennefall
 ---
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread william lomas
that's better, dark i agree. then if not end within a month you specify people 
are not going to complain are they as it a small contract. also you could as i 
say if you wish as an option have a donate to the project button if using 
paypal or something not sure so that those like me who would pay a little extra 
on top of the pre-order price can do so 

On Nov 9, 2011, at 11:27 PM, dark wrote:

 Hi Philip.
 
 Even though my last preorder, airik the clerric didn't work out particularly 
 well owing to the stupid windows xp bug, I can be certain that perilous 
 hearts will! run without problems sinse it uses bgt which I know is fine.
 
 On this basis I'd be happy to preorder myself. However, Might I suggest 
 rather than saying The game will be out on this day or your money back you 
 might want to offer something that gives you a litle more lee way in case of 
 flood, fire, crashes or something else.
 
 Something like the game will be out by the end of January 2012 or your money 
 back picking the month of the game release rather than a day.
 
 This covers you in case of accidents of one sort or another and will 
 hopefully prevent all the whiners starting up if an accident does happen.
 
 Other than that, I'd hate to see the game not get it's ful attention due to 
 lack of funds, so would be glad to contribute financially with a preorder.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 10:24 PM
 Subject: [Audyssey] Perilous Hearts preorders?
 
 
 Hi all,
 
 I'm really very happy with the response I received for the game audio demo 
 of Perilous Hearts, and so I wanted to ask the community a question. Would 
 you consider placing a preorder for this game if the possibility was there? 
 I know that the history of game preorders has been rocky in this community, 
 but the difference in my case would be that you would agree to a small 
 contract before ordering that basically would say:
 
 1. You get a slightly discounted rate when you preorder.
 
 2. We give you a definite release date. If the game is not released on this 
 exact date or earlier, within a 24 hour period, you are entitled to a full 
 refund.
 
 3. You would not have any kind of special privilege when it comes to 
 requesting feature x, but I would certainly pay more attention to 
 suggestions from preorder users provided that I personally thought they were 
 good ones.
 
 Naturally, if I went down this root I would put up a playable demo of the 
 game at the same time as I made preordering available. This would not 
 include all the cut scenes etc that the finished game will contain and it 
 would still use Sapi, but the game play would stretch as far as level 2 
 which is where the real demo will also end.
 
 The reason I am considering this is because the funds for the game are 
 running out, and so I cannot justify spending a lot more money on it out of 
 my own pocket. But if I had some money from preorders I would be able to 
 invest that to make the game the best it can possibly be.
 
 I would very much appreciate feedback on this.
 
 Thanks!
 
 Kind regards,
 
 Philip Bennefall
 ---
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Re: [Audyssey] Swamp reflections.

2011-11-09 Thread Valiant8086

Hi.

My router reserves dhcp addresses, so if power goes out, what ever, it 
still forwards any forwarded ports to the proper target.


Regarding what you said about being pretty stable, I have one strange 
problem I've been having. Occasionally swamp just closes for me, Can I 
find out what caused it? I just crashed it and haven't restarted it. The 
error was something about missing protocol or some such. I'm afraid I 
was a little flustered and didn't think to take careful attention to 
what it said until now. It crashed for me twice today. I wonder if it's 
my internet? I've been having internet issues anyway. I think it's 
crashing hard like tha when it loses conectivity.



Sent with Thunderbird 3.1.14 portable.

On 11/8/2011 4:37 PM, Jeremy Kaldobsky wrote:

I'm sorry not not seeming as active lately.  I've been busy with a few things, 
working on Swamp, and reading many many emails posts and messages.  Because I 
was finding myself responding to about 40 messages a day, some being quite 
long, I have started to conserve energy by not responding to everyone for the 
time.  I am still receiving and reading them all, so please don't misinterpret 
my quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most part it is 
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of the 
server it is stable, I mean.  Haha, sorry again to all of those who were 
affected by that yesterday.  Because the game is fairly stable, I am taking 
this time to implement several changes before I upload the next game update.  
At various stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any changes.  
Foundations need to be built, code needs to be optimized, and few of those 
things bring about fun new content in and of themselves.  I am at one of those 
points in the code, so it is going to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also 
considering building something to alert me in the event that my lousy ISP 
resets my connection and changes my router redirect settings like it has done 
twice already.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Alfredo_The_Music_maker
Having such a thing take place is a good idea, just let us know when it 
becomes available.


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Valiant8086

Hi.
Don't forget that if you don't have q9, you could purchase that, and 
that would probably help too.


Sent with Thunderbird 3.1.14 portable.

On 11/9/2011 6:16 PM, Curt Taubert wrote:

I would preorder for this game for sure.
- Original Message - From: Darren Duff duff...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion 
list' gamers@audyssey.org

Sent: Wednesday, November 09, 2011 5:14 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?



I would be willing to preorder for sure!

-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 5:24 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio 
demo
of Perilous Hearts, and so I wanted to ask the community a question. 
Would
you consider placing a preorder for this game if the possibility was 
there?
I know that the history of game preorders has been rocky in this 
community,

but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released 
on this
exact date or earlier, within a 24 hour period, you are entitled to a 
full

refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought 
they were

good ones.

Naturally, if I went down this root I would put up a playable demo of 
the

game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain 
and it

would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it 
out of

my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
---
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list,

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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-09 Thread austin pinto
hi all i managed level 2 and 3 but face problem in level4 from the
hidden fire i dont know whare it comes from and how to distroy it

On 11/10/11, Charles Rivard wee1s...@fidnet.com wrote:
 Animal trucks?  I think you'd better go through the documentation and listen
 to the description of the second mission that was radioed to you while
 crossing that bridge.

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,
 you! are! finished!
 - Original Message -
 From: austin pinto austinpinto.xavi...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 12:29 PM
 Subject: Re: [Audyssey] require cheat codes and key bord
 commandsforGMAtankcommander


 hi all i finily managed to pass stage1 of tank commander without
 cheets its real fun but i am having problem in stage 2 ive distroied
 all the 4 tanks but cant spot and distroi the animal truks can any1
 please! Help me with how to spot and distroy the animal truks

 On 11/9/11, dark d...@xgam.org wrote:
 Hi tom.

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped
 that
 precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I
 dislike
 most in tabletop games are people who play them as if they were automated
 and just minimax their characters choosing only the best abilities and
 skills combo without any thought of what their character actually does.
 The
 interest in a tabletop game should be dynamic story and character
 interaction with the rules and dice used as an aide to story telling
 rather
 than them being just the point of the game as some people seem to think
 they
 are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions
 and
 item descriptions or as aides for game text. Mega man zero would've been
 impossible to play without walkthroughs, sinse it has about 70 different
 items all of which appear pretty jumbled on the select screen, so if I
 didn't check the faq and see what items were in the next level and where
 they were I wouldn't know what I'd found, and that's not counting the
 mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time
 without
 the aide of any walkthru, and only checked one when i was going for a 100
 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point
 after
 playing for a solid six months, pluss I didn't actually realize I'd
 already
 found some of the key items sinse they made the same pickup sound as when
 you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


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