Re: [Audyssey] Fw: Eamon Deluxe Update-12-27-2011

2011-12-30 Thread Pitermach


The reason screen readers actually used video intercept was back in the 
early 90's when windows and Office were taking off, there were no 
standardized Access API's. By the time those got developped the 
developers didn't really change well, most of them at least.
Taking JAWS and NVDA as an example, list views have a determined size 
for each column, which may sometimes result in things being shortened 
on-screen. Regardless of that NVDA always reads the whole thing, while 
jaws will just read the abbreviated version and end with dot dot dot, 
making a blind person have to hopefully find an option to make it larger 
and if not... just dealing with it as is.
Something similar happens in notepad. NVDA always has access to the 
whole edit field, so the window doesn't have to be maximized or 
anything. With JAWS, frequently a not maximized window will either 
result in just the desktop icons or some other window being read with 
mixed portions of actual text, and even if it's maximized, a baloon may 
again cause that kind of thing to happen.
However I think supernova is the one that really just uses the video 
intercept the most. I had problems in really large desktops of 200+ 
icons where if I Just got out of what it could see it'd just say no 
focus detected, same in a start menu, if scrolling is unchecked 
eventually you'll just exit its visibility and hear, start no selection 
as long as you're in that area.

I didn't have so many issues with NVDA or window-eyes.

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Re: [Audyssey] Fw: Eamon Deluxe Update-12-27-2011

2011-12-30 Thread dark
I haven't noticed that sort of thing happening with more modern versions of 
supernova, though i do admit it could happen occasionally with windows that 
were either the wrong size or not maximized in earlier versions, and you 
could usually get around it by restricting dolphin curser to the current 
area, or alt tabbing out and in a window.


I think the architecture has changed fairly significantly though on that 
point now.


Beware the grue!

Dark.
- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 11:40 AM
Subject: Re: [Audyssey] Fw: Eamon Deluxe Update-12-27-2011




The reason screen readers actually used video intercept was back in the 
early 90's when windows and Office were taking off, there were no 
standardized Access API's. By the time those got developped the developers 
didn't really change well, most of them at least.
Taking JAWS and NVDA as an example, list views have a determined size for 
each column, which may sometimes result in things being shortened 
on-screen. Regardless of that NVDA always reads the whole thing, while 
jaws will just read the abbreviated version and end with dot dot dot, 
making a blind person have to hopefully find an option to make it larger 
and if not... just dealing with it as is.
Something similar happens in notepad. NVDA always has access to the whole 
edit field, so the window doesn't have to be maximized or anything. With 
JAWS, frequently a not maximized window will either result in just the 
desktop icons or some other window being read with mixed portions of 
actual text, and even if it's maximized, a baloon may again cause that 
kind of thing to happen.
However I think supernova is the one that really just uses the video 
intercept the most. I had problems in really large desktops of 200+ icons 
where if I Just got out of what it could see it'd just say no focus 
detected, same in a start menu, if scrolling is unchecked eventually 
you'll just exit its visibility and hear, start no selection as long as 
you're in that area.

I didn't have so many issues with NVDA or window-eyes.

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Re: [Audyssey] Fw: Eamon Deluxe Update-12-27-2011

2011-12-30 Thread Thomas Ward
Hi,

HmmmNow, that makes sense. As I understand it what you are saying
is because Jaws and Window-Eyes date clear back to the Windows 3.x
days and a lot of the APIs that are in Windows XP, Vista, and Windows
7 have didn't exist yet. Thus they used a video intercept to create an
off-screen model of the window and tried to reconstruct the screen in
speech by identifying each control by class and type. Even though
newer and better APIs were added in 9x and XP the commercial screen
readers still relied on their off-screen model approach rather than
adopting the new APIs that could or would offer better access to the
same content. Thus the reason why NVDA doesn't have problems with
screen resolutions where Jaws and to some degree Window-Eyes start
screwing up if you make the resolution too high. That makes sense, and
explains why Jaws/Window-eyes still relie on a video intercept when
clearly on Windows 7 such a thing isn't necessary as NVDA works great
without one.

Cheers!


On 12/30/11, Pitermach piterm...@gmail.com wrote:

 The reason screen readers actually used video intercept was back in the
 early 90's when windows and Office were taking off, there were no
 standardized Access API's. By the time those got developped the
 developers didn't really change well, most of them at least.
 Taking JAWS and NVDA as an example, list views have a determined size
 for each column, which may sometimes result in things being shortened
 on-screen. Regardless of that NVDA always reads the whole thing, while
 jaws will just read the abbreviated version and end with dot dot dot,
 making a blind person have to hopefully find an option to make it larger
 and if not... just dealing with it as is.
 Something similar happens in notepad. NVDA always has access to the
 whole edit field, so the window doesn't have to be maximized or
 anything. With JAWS, frequently a not maximized window will either
 result in just the desktop icons or some other window being read with
 mixed portions of actual text, and even if it's maximized, a baloon may
 again cause that kind of thing to happen.
 However I think supernova is the one that really just uses the video
 intercept the most. I had problems in really large desktops of 200+
 icons where if I Just got out of what it could see it'd just say no
 focus detected, same in a start menu, if scrolling is unchecked
 eventually you'll just exit its visibility and hear, start no selection
 as long as you're in that area.
 I didn't have so many issues with NVDA or window-eyes.

 ---

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Re: [Audyssey] BGT competition - any interest?

2011-12-30 Thread Christopher Bartlett
Giving credit where it's due, I do think the learning curve for BGT is about
as gentle, given the richness of its feature set as anything I've come
across, and kudos to Philip for providing some excellent documentation in an
industry (development environment creation) where abstruse and poorly
written help is the norm.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, December 29, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT competition - any interest?

Hi John,

Well, the nice thing about BGT is that it is designed for beginners,
aspiring programmers, and you can learn quite a lot from reading the
tutorials and sample games.

I know I'm not exactly a new programmer but I've been going through
the basic language tutorial and I can say it is pretty basic stuff.
You'll learn how to create very basic BGT scripts on your first day.

void main ()
{
int age = 33;
string msg = Hi, my name is Tom and I am  + age +  years old.;
alert (My Age, msg);
}

Basically, what this script does is create the main function, declares
two variables, and displays a message box to the screen with the
message Hi, my name is Tom and I'm 33 years old. If you begin
writing simple scripts like this every day for practice, begin
gradually building more complex scripts, the next thing you know
you've got the skills to build the next Super Mario or Legend of
Zelda. It won't happen over night, maybe not in a month, but if you
have an interest in trying it I'd say go for it. There are litterally
courses to learn C++, VB, Java, etc in 21 days and I think if you
stick with it you certainly could learn BGT in a similar length of
time. At least the basics if not all of the nuts and bolts.


On 12/29/11, john jpcarnemo...@comcast.net wrote:
 I like the idea a lot, but I don't know enough about programming
 to participate.


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Re: [Audyssey] BGT competition - any interest?

2011-12-30 Thread Christopher Bartlett
Philip, I understand the bind you're in.  How about providing a sale price
on the $99 license for contest participants, with a proviso that failure to
submit a game by the deadline means you get to charge them the full price?
That maintains your security, and makes the barrier for entry lower for
people who want access to the features.

Question: I think I saw somewhere either here or on audiogames.net something
stating that the path finding feature is also locked from the free version?
Is this correct?

Chris Bartlett



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Re: [Audyssey] More accessible voice control IOS games.

2011-12-30 Thread Ron Kolesar

Is this for the pc or just new hand to ear games for one's cell phone?
If it is for the pc?
I'm interested in the

Adventure SR
Push to talk- speech recognition version of the original Colossal Cave.
I miss the old huge cave adventure games.
Both my brother and I never could get the clamb to open,
No matter what we did.
Now a windows version of that would be cool.
Many Many Thanks.

-Original Message- 
From: michael barnes

Sent: Tuesday, December 27, 2011 9:04 AM
To: gamers@audyssey.org
Subject: [Audyssey] More accessible voice control IOS games.

Hello, All.
I have discover more games that are on the IOS platform, that are
accessible and allows you to control the game by speech.
Here is the name and description of those games.

Blackjack with Gino
Can you win against Gino in BlackJack?

This game uses advanced speech recognition technology to let you play
using your voice! The game features:

- Speech recognition mode : requires no eyes/hands to play. No training
of speech recognition is required!

- Supports Bluetooth.

- Supports Headphone.

- Supports standard speaker and microphone on your iPhone/iPad.

- Player can select from multiple voices to get different feel of the game.

- Alternative method of using simple finger gestures (e.g. double tap,
swipe) is also supported.



Powered by CMU PocketSphinx engine.
Special Thanks to :
Herb Merriweather (As Gino)
Casey E. (As Paula)

Voice control Blackjack
PLAY BLACKJACK WITH YOUR VOICE!


Enjoy a game of BlackJack that can be played using your voice! Response
from the game comes back as real human speech.

IT'S LIKE PLAYING BLACKJACK WITH A REAL PERSON! The game also allow the
use of headphone, bluetooth, or just plain iPhone speaker!
f
Adventure game by William Crowthers and Don Woods circa 1975.

I hope that you all will enjoy these games!

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Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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[Audyssey] Friday's Out of Sight events

2011-12-30 Thread Charles Rivard
Here are the events scheduled for Friday, December 30th:


Not So Newlywed, Newlywed Game

8:00 PM eastern

Hosted by Julie and Rick

Location:  Game Zone

Come join Rick and Julie at 8pm in the game zone for our own Out of site's, Not 
so Newlywed, Newlywed Game. Watch as 5 new couples, who know nothing about each 
other,  try to give the same answers to outrageously funny questions.If you 
would like to be a contestant on the Not so Newlywed, Newlywed Game. please 
contact Julie P at luvhum...@gmail.com.





 Zilch
9:15 PM eastern
Hosted by Patti W.
Location: Game Zone
Roll the dice and take your chances! Try to snag as many points as
possible but you better know when to quit otherwise, you'll lose it all
and Zilch out! Drop by for some fun and excitement because you never know
who will win until the final dice roll! No software to download and it
only takes a few minutes to get the hang of the game. Polished Zilch
players and new folk are most welcome!



Have a fabulous day! 


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Re: [Audyssey] Fw: Eamon Deluxe Update-12-27-2011

2011-12-30 Thread Michael Gauler

Hi,
I am not sure if this is the whole truth...
I can remember that JAWS 5 or 6 can be run on Windows 9x without you being 
forced to install a Video Intercept like driver on your PC.

However on XP and maybe 2000 as well you are forced to do so.
So, I am not entirely sure why it is on theese systems with more APIs than 
9X had in its time.

And there is one other thing I am not sure about.
While the new APIs might be good and all, the question is a bit different.
We established that non Windows API conform objects or controls might be 
difficult to figure out or read, because we are missing some information 
which would be given to a scrreen reader via Windows APIs.
But if Video Intercept is a kind of filter which gets access to all graphic 
information present on the screen without blocking the main graphics card, 
why doesn't the screen reader recognice all non standard API cobjects or 
controls?
Why would we need the Java Access Bridge, when a program not using it still 
has menus with words written like open file, copy, or exit?

Shouldn't the whole graphic information read the screen?
I meana moving picture (video, animation) might still be not readable, but 
static text?
It cannot be the font choice which decides what you can read or not, because 
it is not important what font I use for writing a letter in MS Word, the 
screen reader can figure out each word and each character...

Or the Flash problem.
If I create a SWF file with the words hello world (with Flash 10), and 
load it into my browser via the object tag in HTML, I might be able to read 
Hello world.
If I used a program to create a self containing Flash player with the same 
SWF and run it (it is of no consequence whether the EXE is in windowed or in 
full screen mode), no known screen reader can read out hello world.
In the case of JAWS, the JAWS Cursor won't go below the title bar of a 
windowed Flash player and becomes stuck in this upper most part of the 
window.
And no one is able to tell me why... 



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[Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, what is the point of the ancient scrolls? What is the purpose in
collecting them?

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally
going to be a side-scroller we realize that its not fair to those
customers to sell them one type of game and give them another. So we
don't feel we can opt out of our prior commitments regarding the
side-scroller version. So we'll just have to see.

Q: So what is going to be different about this new version of
Mysteries of the Ancients?

A: We have not finished our outline but here are some things you can
expect to change or be updated. Newer and better back story for the
game. Updated monsters and enemies. A revised list of items and
objects available to collect. All new levels. A greater variety of

Re: [Audyssey] game startup problem

2011-12-30 Thread Ian McNamara
Hi i've spoken to a friend about this game, how would someone who knows no 
japaneese be able to play this? it sounds good and i'd like to try it but i'd 
need to understand all of it.

Ian McNamara
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[Audyssey] soccer manager.

2011-12-30 Thread Ian McNamara
Hello all, i am emailing today as i play an online soccer manager game.

the address is.

www.soccermanager.com

it is based on real life teams and players. How ever there is one part of the 
sight that is not accessible to us as blind users this is the news paper where 
you can write news articles and press statements as if you are a real manager.

below is the following email i've written to the developers of the game. The 
news paper is only accessible if you see it on your club news feed and someone 
has already written an article in there. I am trying to get it to be made 
accessible with a screen reader so we can click on it anytime we wish. I'm 
sending this email to the gamers list and will keep you all updated on any 
progress to this game. if anyone is interested in playing please also send an 
email vowing for this to be done you'll find a contact link on the web sight.

also if anyone is interested in playing and does not know much about soccer i'd 
be happy to mentor them threw choosing there first club and helping them 
understand the rules of soccer. The game is very accessible with any screen 
reader apart from this one thing i'm writing to the developers about.

thanks very much see email below.

Ian McNamara

Hello, my name is Ian McNamara.

I love playing your game and spend quite a lot of time every day logging in and 
checking my teams.

The reason i am writing to you is about one of the features on the game, i'm a 
totally blind player of the game and there is one thing that people who are 
blind can't access which is the news paper in our world.

The only way a blind person like my self can access it is if someone clicks on 
it for us or if someone has written an article in our news paper and we see it 
in our news feed, however if no one writes an article in the news paper there 
is no way of a blind person accessing the link to it.

I was wondering, is there anyway a link could be created on our club pages 
where the links for squad and tactics are and the other stuff to do with the 
club? the reason i ask this is because it would allow us to communicate with 
managers in the paper and do press statements. As i said earlier the only way i 
can get to it is if someone has already written in there and i get to it on my 
game world news feed.

I'd be very grateful if this could be done and i'm sure other blind users would 
be to.

thanks very much for reading.

Ian McNamara
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Re: [Audyssey] game startup problem

2011-12-30 Thread Clement Chou
What little is translated is good enough to get you through the game. What 
isn't translated is the story, and I'm working on that. I have a topic on 
the audio games forum called bokura no daibouken walkthrough with 
translations or something like that. Just give the recording a wirl and let 
me know if you need help. Email either on or offlist... doesn't matter. I'd 
be happy to assist if I can.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 29, 2011 11:21 AM
Subject: Re: [Audyssey] game startup problem


Hi i've spoken to a friend about this game, how would someone who knows no 
japaneese be able to play this? it sounds good and i'd like to try it but 
i'd need to understand all of it.


Ian McNamara
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
While I was looking forward to playing the game already, this sounds like 
it'll be better... I can't say for other people, only myself, but I'll be 
keeping my eye on this one a bit more intently now... I for one have no 
problem waiting longer for a better product. As you said, better that than 
pumping out something quickly done and shallow. Hope we get to see something 
soon... I'm excited!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 9:07 AM
Subject: [Audyssey] Mysteries of the Ancients News



Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, what is the point of the ancient scrolls? What is the purpose in
collecting them?

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally

Re: [Audyssey] game startup problem

2011-12-30 Thread william lomas
clement where can i get a good japanese tts. the yen euros and all other 
jibberish read by microsoft anna is annoying smile and even though i don't 
understand the language, makes the game more real in my view

On Dec 30, 2011, at 6:37 PM, Clement Chou wrote:

 What little is translated is good enough to get you through the game. What 
 isn't translated is the story, and I'm working on that. I have a topic on the 
 audio games forum called bokura no daibouken walkthrough with translations or 
 something like that. Just give the recording a wirl and let me know if you 
 need help. Email either on or offlist... doesn't matter. I'd be happy to 
 assist if I can.
 - Original Message - From: Ian McNamara ianandri...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 29, 2011 11:21 AM
 Subject: Re: [Audyssey] game startup problem
 
 
 Hi i've spoken to a friend about this game, how would someone who knows no 
 japaneese be able to play this? it sounds good and i'd like to try it but 
 i'd need to understand all of it.
 
 Ian McNamara
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Re: [Audyssey] game startup problem

2011-12-30 Thread Clement Chou

Um... you can buy one, or get one by other means.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 10:43 AM
Subject: Re: [Audyssey] game startup problem


clement where can i get a good japanese tts. the yen euros and all other 
jibberish read by microsoft anna is annoying smile and even though i don't 
understand the language, makes the game more real in my view


On Dec 30, 2011, at 6:37 PM, Clement Chou wrote:

What little is translated is good enough to get you through the game. 
What isn't translated is the story, and I'm working on that. I have a 
topic on the audio games forum called bokura no daibouken walkthrough 
with translations or something like that. Just give the recording a wirl 
and let me know if you need help. Email either on or offlist... doesn't 
matter. I'd be happy to assist if I can.
- Original Message - From: Ian McNamara 
ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 29, 2011 11:21 AM
Subject: Re: [Audyssey] game startup problem


Hi i've spoken to a friend about this game, how would someone who knows 
no japaneese be able to play this? it sounds good and i'd like to try it 
but i'd need to understand all of it.


Ian McNamara
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[Audyssey] The FlightGear Manual

2011-12-30 Thread Ron Kolesar

For my fellowblind pilot love to have been.
If you go out to
www.flightgear.org
Here is the web page for flight gear.
But down below is the direct link to go take a look at the manual.
The latest version of fg is 2.4. and it looks like it came out in Auguast of 
2011.

So I might not know how to write code.
I am at least attempting to do my part to find info for those who do know 
how to write code.
But would they be interested in making that blind friendly civilian side of 
the flying coin flight simulator.

With a flight school for learing how to fly and to earn one's wings.
2. have passengers and entertainment packages on board like fs passengers.
3. a ladder of success and promotion  for getting paid and to learn how to 
fly and to earn the rank of top pilot.
In short, we want something that is as real as possible with all of the 
peramaders that the sighted users already have but take for granted.

They do have a active demo for we to down load and to play withy.
They're also looking for feedback.
So I say let's down load the demo and offer our view points on what works 
and what doesn't work from a blind person's point of view.

Here's to the future of blind pilots. SMILES.


http://mapserver.flightgear.org/getstart/ 



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[Audyssey] here's some more flight gear info.

2011-12-30 Thread Ron Kolesar

For those who would like to down load the flight gear version 2.4?
Go to the following address.
www.flightgear.org/download
Then go all the way down to the bottum of the page.
It doesn't look like there's links on the page to be able to quckly find the 
down load file.
But you will see different mirror sites to be able to down load the program 
in differenet computer languages like mack for the apple, windows and so on.
It is a little tricky, but you can find it by using the pc currsor while 
using jaws.
I'm down loading it as I write this letter and will keep everyo0ne in the 
loop of my opinions of the program.

The size of the program though is roughly half a gig in size.
So it will take a few minutes to down load or just run it.
I'm just running it to quickly install it.
So that's what I know for now.
Ron
Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] BGT competition - any interest?

2011-12-30 Thread Bryan Peterson
Definitely can't argue with that. I wouldn't have made as much progress as I 
have if it weren't for that fact.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 30, 2011 7:15 AM
Subject: Re: [Audyssey] BGT competition - any interest?


Giving credit where it's due, I do think the learning curve for BGT is 
about

as gentle, given the richness of its feature set as anything I've come
across, and kudos to Philip for providing some excellent documentation in 
an

industry (development environment creation) where abstruse and poorly
written help is the norm.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, December 29, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT competition - any interest?

Hi John,

Well, the nice thing about BGT is that it is designed for beginners,
aspiring programmers, and you can learn quite a lot from reading the
tutorials and sample games.

I know I'm not exactly a new programmer but I've been going through
the basic language tutorial and I can say it is pretty basic stuff.
You'll learn how to create very basic BGT scripts on your first day.

void main ()
{
   int age = 33;
   string msg = Hi, my name is Tom and I am  + age +  years old.;
   alert (My Age, msg);
}

Basically, what this script does is create the main function, declares
two variables, and displays a message box to the screen with the
message Hi, my name is Tom and I'm 33 years old. If you begin
writing simple scripts like this every day for practice, begin
gradually building more complex scripts, the next thing you know
you've got the skills to build the next Super Mario or Legend of
Zelda. It won't happen over night, maybe not in a month, but if you
have an interest in trying it I'd say go for it. There are litterally
courses to learn C++, VB, Java, etc in 21 days and I think if you
stick with it you certainly could learn BGT in a similar length of
time. At least the basics if not all of the nuts and bolts.


On 12/29/11, john jpcarnemo...@comcast.net wrote:

I like the idea a lot, but I don't know enough about programming
to participate.



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Bryan Peterson
Personally I'd say finish the side scroller, take a nice long break and then 
see about the FPS version. I want to see how it would translate. Smile.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 10:07 AM
Subject: [Audyssey] Mysteries of the Ancients News



Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, what is the point of the ancient scrolls? What is the purpose in
collecting them?

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally
going to be a side-scroller we realize that its not fair to those
customers to sell them one type of game and give them another. So we
don't feel we can opt out of our prior commitments regarding the

Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi,

Right. That's why we are doing this. When we started Mysteries of the
Ancients we basically just modified Montezuma's Revenge, stuck a
slightly different storyline on it, added some additional monsters,
and were following that course until we had time to come up with a
better game idea, sound effects, etc. However, it quickly became
apparent when there was no score system why exactly am I picking up
all these random scrolls, and is there any value in picking up a gem
other than for general treasure hunting? Might there be some specific
treasure such as necklaces, earings, bracelets, etc that would be of
interest to a female treasure hunter?

Point being the game as it stands now seems rather shallow and
incomplete. Sure there might be value in finding some gold coins, but
there should be other types of treasure such as rings, bracelets,
necklaces, etc that would be extremely valuable to find. I could even
put in a score system that would rate your performance on how many
diamond necklaces you find. once you get x diamond necklaces in your
collection you could add that to your trophy case. Things like that
add in replay value and gives you an actual reason to pick them up and
put them in your backpack.

Another possible treasure item is statuary. Almost every ancient
culture in existance have stone, wood, or bronze idols of various gods
and goddesses. Tombs are generally full of these, but of course there
are no artifacts like this to recover. So I'm working on adding in
some extra artifacts that might not necessarily add to the game play
itself, but would be authentic and realistic. Again if I add a trophy
case system these items might unlock extra levels or certain trophies
you couldn't get otherwise.

Finally, there is the storyline itself. The storyline we originally
were going to use isn't true to Greek mythology. What I mean by that
is Athena is and has always been one of the good Olympian goddesses,
and it seems wrong to cast her in the roll of villain in the game.
Now, if we were talking about Hades, Ares, or one of the Olympian gods
who have a somewhat villainous history I could see it. So the story
doesn't really work, and its bothered me for a long time. So I've
elected to discard it and start over.

Cheers!


On 12/30/11, Clement Chou chou.clem...@gmail.com wrote:
 While I was looking forward to playing the game already, this sounds like
 it'll be better... I can't say for other people, only myself, but I'll be
 keeping my eye on this one a bit more intently now... I for one have no
 problem waiting longer for a better product. As you said, better that than
 pumping out something quickly done and shallow. Hope we get to see something
 soon... I'm excited!

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Johnny Tai
Heh, there again, Athena can still be good- who's to say that our Miss Tomb 
hunter is a good girl? For all we know, we can actually be playing the bad 
guy here. 



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[Audyssey] my opinion on flight gear.

2011-12-30 Thread Ron Kolesar

Hi to all.
The good news is that I down loaded and installed flight gear with no 
problems.
The bad news is that when you launch fg for the first time you have a wizard 
menu to go through.

This is not blind friendly.
So there's the first hurtle to get over.
So I'll probably end up uninstalling fg.
But for comments and or opinions. The person to write to is
c...@flightgear.org
So I did my best.
I'll probably keep this address.
but there's probably people on this list who
1. can write code
2. since they can write code they could give input on why fg isn't blind 
friendly and lend a hand to make it blind friendly.

So I did my best to help out.
Ron
Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Bryan,

Well, that's technically half the problem. When we began working on a
2d and 3d version of the game it became apparent there is no easy way
to come up with a design that works for both formats.

With 2d levels a developer basically can go in for directions: left,
right, up, or down. Naturally, all the rooms have to conform to a 2d
map and that really, really, really limits the layout of the maze.
Which is something I don't like about developing a side-scroller,
because I have ideas but they won't work in that format.

With a 3d game you have no such restrictions. You can have rooms ahead
of you, behind you, to the left, to the right, above your position,
and below your position. Not only is the level larger and more complex
but there is a lot more room to put things.

For example, let's say you are in a large room. There is a stone
statue in the center of the room. Now, you need to climb up that
statue, grab the rope above it, and swing over to the ledge to pick up
a golden idol, and then safety drop back to the floor, and enter the
next room.

Ok, the problem here is that stone statue is a solid object. In a 3d
game I can put it in the center of the room, and if you don't want to
run into it just step around it.  In a 2d side-scroller if I set that
statue in the center of the room you'll run into it because you can't
pass through it. That forces you to climb over it to get to the other
side when you should be able to walk around said object. I can set the
object to allow you to pass through it, but then you couldn't
necessarily climb on it because its not a solid surface any more. That
single example would force me to rewrite the attributes and how they
work in my game engine just for a special case exception that I could
completely avoid just by using a 3d FPS format instead. Were there no
preorders hanging over my head there would be no question as to what I
should do.

Ah, but that's just it. I have roughly 150 preorders to fulfill, and
several want a side-scroller regardless of the limitations it would
provide. I have to modify the engine to make exceptions that I'd
ordinarily not need, limit the size and complexity of the level, and
dumb down a game just to fit it into a 2d only format when a 3d model
would offer so much more potential without any of the hassle. That's
why I am so disgusted with the project.

Cheers!


On 12/30/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Personally I'd say finish the side scroller, take a nice long break and then
 see about the FPS version. I want to see how it would translate. Smile.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi,

Ah, no. Angela Carter, our protagonist, is considered to be good,
heroic, valiant, etc.  All the qualities Athena looks for in those she
chooses to help. So of course she's not going to fight and kill
someone whom she feels is worthy of her support.

Cheers!


On 12/30/11, Johnny Tai johnnyti...@shaw.ca wrote:
 Heh, there again, Athena can still be good- who's to say that our Miss Tomb
 hunter is a good girl? For all we know, we can actually be playing the bad
 guy here.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
Seems like more games are adapting that idea, which I like. That's what I 
love about games for the ps3 and xbox360 is the trophy and achievement 
systems. I don't get 100% of them all the time, but it's always nice to get 
one after a good hour or two of hard playing. lol. Now I'm looking forward 
to this even more!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 1:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. That's why we are doing this. When we started Mysteries of the
Ancients we basically just modified Montezuma's Revenge, stuck a
slightly different storyline on it, added some additional monsters,
and were following that course until we had time to come up with a
better game idea, sound effects, etc. However, it quickly became
apparent when there was no score system why exactly am I picking up
all these random scrolls, and is there any value in picking up a gem
other than for general treasure hunting? Might there be some specific
treasure such as necklaces, earings, bracelets, etc that would be of
interest to a female treasure hunter?

Point being the game as it stands now seems rather shallow and
incomplete. Sure there might be value in finding some gold coins, but
there should be other types of treasure such as rings, bracelets,
necklaces, etc that would be extremely valuable to find. I could even
put in a score system that would rate your performance on how many
diamond necklaces you find. once you get x diamond necklaces in your
collection you could add that to your trophy case. Things like that
add in replay value and gives you an actual reason to pick them up and
put them in your backpack.

Another possible treasure item is statuary. Almost every ancient
culture in existance have stone, wood, or bronze idols of various gods
and goddesses. Tombs are generally full of these, but of course there
are no artifacts like this to recover. So I'm working on adding in
some extra artifacts that might not necessarily add to the game play
itself, but would be authentic and realistic. Again if I add a trophy
case system these items might unlock extra levels or certain trophies
you couldn't get otherwise.

Finally, there is the storyline itself. The storyline we originally
were going to use isn't true to Greek mythology. What I mean by that
is Athena is and has always been one of the good Olympian goddesses,
and it seems wrong to cast her in the roll of villain in the game.
Now, if we were talking about Hades, Ares, or one of the Olympian gods
who have a somewhat villainous history I could see it. So the story
doesn't really work, and its bothered me for a long time. So I've
elected to discard it and start over.

Cheers!


On 12/30/11, Clement Chou chou.clem...@gmail.com wrote:

While I was looking forward to playing the game already, this sounds like
it'll be better... I can't say for other people, only myself, but I'll be
keeping my eye on this one a bit more intently now... I for one have no
problem waiting longer for a better product. As you said, better that 
than
pumping out something quickly done and shallow. Hope we get to see 
something

soon... I'm excited!


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
Knew that idea wasn't going to fly. lol Angela from what I imagine, being 
the typical treasure hunter should have some witty remarks every now and 
then. Seems like all the movies I watch in this kind of genre usually have 
protagonists who like to throw out witty one-liners like no tomorrow. lol
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, December 30, 2011 1:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Ah, no. Angela Carter, our protagonist, is considered to be good,
heroic, valiant, etc.  All the qualities Athena looks for in those she
chooses to help. So of course she's not going to fight and kill
someone whom she feels is worthy of her support.

Cheers!


On 12/30/11, Johnny Tai johnnyti...@shaw.ca wrote:
Heh, there again, Athena can still be good- who's to say that our Miss 
Tomb
hunter is a good girl? For all we know, we can actually be playing the 
bad

guy here.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Clement,

Yeah, I know. The trophy/rewards system has pretty much replaced the
scoring system in games, and provides a newer incentive to pick up
random items that otherwise appear to do nothing. As a consequence I
think getting these random items should be difficult or challenging to
get. Which comes back to why I'd like to update the game to a 3d FPS
style game.

If you have a special item that unlocks a level, gives you a special
trophy, or anything like that I think the gamer should need to work
for it. in a side-scroller its hard to hide items or put them where
its difficult to access without adding in special traps or other means
of preventing access to that item. With a 3d format the level design
can in of itself be a challenge.

For example, in a lot of the newer Tomb raider games you have to go
through some pretty complex steps to get special artifacts as they are
placed in areas not easily accessible. You might have to throw a
grappling hook to get up to a certain ledge, take a running jump to a
higher ledge, turn x degrees, and hop onto a higher ledge. Then, and
only then, reach in to a notch in the wall and pull out an artifact.

We can easily add challenges like that in a 3d game, but in a 2d only
game  we can do it but not quite as effectively, because 3d just adds
additional challenges like having to center the ledge before jumping.
With 2d you are either facing left or right which takes part of the
challenge away right there.

Which reminds me of a specific case in point. In Angel of Darkness
there is this area filled with lava from wall to wall. Lara Croft has
to get over the lava to retrieve a crystal sitting on a ledge. The way
to do it is by plotting out a path by hopping from stepping stone to
stepping stone until you get the crystal. What makes matters even
trickier is the stepping stones sink so the path to get back will be
completely different from the way in. This provides a major puzzle to
solve and makes you work for that crystal instead of just picking it
up off the floor somewhere.

A puzzle like that would never work in a side-scroller because you can
only move left or right. All you'd have to do is jump far enough to
land on the next stepping stone. It might be challenging, but not as
tricky as having to line them up and jump far enough to land on it and
figure out the easiest path through the stepping stones too.

Cheers!


On 12/30/11, Clement Chou chou.clem...@gmail.com wrote:
 Seems like more games are adapting that idea, which I like. That's what I
 love about games for the ps3 and xbox360 is the trophy and achievement
 systems. I don't get 100% of them all the time, but it's always nice to get
 one after a good hour or two of hard playing. lol. Now I'm looking forward
 to this even more!

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread michael maslo
Thomas:

Since there is only a hand flu of the people who want th aside scroller version 
of the game. Is there any way whatsoever they can be refunded their money and 
you proceed with the first person game?

Just out of curiosity, how many people are totally against the first person 
game?

Even if you could not afford it I would be willing to refund the money back to 
them.

Just a suggestion.

Smiley


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Bryan Peterson

It's probably more than a handful who want the side scroller.
They're coming to take me away, ha-haaa!
- Original Message - 
From: michael maslo mmaslo1...@swbell.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 4:42 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Thomas:

Since there is only a hand flu of the people who want th aside scroller 
version of the game. Is there any way whatsoever they can be refunded 
their money and you proceed with the first person game?


Just out of curiosity, how many people are totally against the first 
person game?


Even if you could not afford it I would be willing to refund the money 
back to them.


Just a suggestion.

Smiley


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi tom.

I agree with Bryan, i'll be very glad when this has finished.

At the same time I'm very pleased to here of these changes, particlarly
sticking in things like unique treasure or items to collect for awards.

that's imho one of the best replayability hooks, and while uncommon when
mota started developement is now used by more games. As an exploration fan,
i of course love the idea,  not to mention that I rather enjoy statues
of gods and such myself (I saw several in griece and more recently when I
went to egypt.

the plot change also sounds logical, though as I remember Athena, while less
of a trouble causing goddess than say Hera or Aphrodite, stil had her share
of troubles noteably the war over troi and the naming of athins.

so, even if taken out as the main antagonist I'd stil like to see her make a
martial appearance, perhaps with some legendary gear like her shield baring
the gorgon's head that could be won by the most skillful players.

for plot, i always think the Titans are a pretty cool bunch.

Hades and Ares are stil part of the olympian panthian, and thus of natural
order. Afterall Hades as ruler of the underworld actually preforms a very
vital task.

MyselfThe titans however, Atlas, Zagreus Chronos etc are all outside nature
and time and thus have a mystic quality about them that has always
fascinated me.

That's I think why they were chosen as antagonists in the percey jaxon.

I will confess I'm slightly disappointed that we have another stage of 
developement to go through, though it sounds like this won't be half as 
arduous a task as all the mesage around with game languages and cross 
compatibility libraries.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Michael,

/Well, refunds are a tricky thing here as James North took in about
$2,000 in sales for Montezuma's Revenge, and I never saw a dime of
that money so I don't feel I owe those people a cent as USA Games
wasn't responcible for refunds. Now we did take in another $1,500 in
sales for Montezuma's Revenge ourselves, but that money was put
towards sounds, music, and software upgrades etc. So we don't really
have the cash to refund those customers either.

That said, I'm not absolutely certain who is and is not for an FPS
game these days. When we took a poll the results came to 35 for
side-scroller and 25 for FPS. Clearly the majority who voted were in
favor of a side-scroller, but that's not to say every single person
who voted for the side-scroller are completely against an FPS.
Certainly some are, but how many I don't know.


Now, that's only about 60 people who actually voted on the issue. As
I've got about 150 preorders that's only 1/3 of the total preorders
accounted for assuming every person who voted actually preordered the
game. That additional 90 people is enough to seriously swing the vote
one way or the other. Without hearing from those 80 I don't really
know what they want. At the time I just put them in the undecided
catagory and forgot about it.

Personally, I'm of a mind to just write the game my way, release it,
and send everyone on preorder status a key. If people don't like it
then they'll just have to cut their losses. That's the risk people
take when preordering software.

Cheers!


On 12/30/11, michael maslo mmaslo1...@swbell.net wrote:
 Thomas:

 Since there is only a hand flu of the people who want th aside scroller
 version of the game. Is there any way whatsoever they can be refunded their
 money and you proceed with the first person game?

 Just out of curiosity, how many people are totally against the first person
 game?

 Even if you could not afford it I would be willing to refund the money back
 to them.

 Just a suggestion.

 Smiley


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

Well, at this point some details and so on are still up in the air,
but I'm strongly thinking of basing the game on Egyptian mythology
instead of Greek mythology. For one thing I've been working on the G3D
engine for three years and MOTA was my testbed app for figuring out if
this or that was working, and it did very well as a test app. However,
I'm frankly sick of fighting centaurs, harpies, and things like that.
I'd like to mix it up with some mummies, maybe a crocodile or two, and
fight a seriously bad god like Set. This would indeed be totally
different, but would also be a breath of fresh air.

That said, if people are into the Greek mythology I could probably
come up with a decent plot around gods and goddesses where you have to
fight a Titan or similar villain to complete your quest.

As for developing the game itself it isn't nearly as arduous as
developing the engine, testing all the different cross-platform APIs,
etc. All of that is settled. All I have to do is just write the thing
with the tools and code I have. At this point I have enough working
code to either produce a basic one or two level demo of a new
side-scroller or FPS in a couple of months. Maybe less if I have the
time.

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 Hi tom.

 I agree with Bryan, i'll be very glad when this has finished.

 At the same time I'm very pleased to here of these changes, particlarly
 sticking in things like unique treasure or items to collect for awards.

 that's imho one of the best replayability hooks, and while uncommon when
 mota started developement is now used by more games. As an exploration fan,
 i of course love the idea,  not to mention that I rather enjoy statues
 of gods and such myself (I saw several in griece and more recently when I
 went to egypt.

 the plot change also sounds logical, though as I remember Athena, while less
 of a trouble causing goddess than say Hera or Aphrodite, stil had her share
 of troubles noteably the war over troi and the naming of athins.

 so, even if taken out as the main antagonist I'd stil like to see her make a
 martial appearance, perhaps with some legendary gear like her shield baring
 the gorgon's head that could be won by the most skillful players.

 for plot, i always think the Titans are a pretty cool bunch.

 Hades and Ares are stil part of the olympian panthian, and thus of natural
 order. Afterall Hades as ruler of the underworld actually preforms a very
 vital task.

 MyselfThe titans however, Atlas, Zagreus Chronos etc are all outside nature
 and time and thus have a mystic quality about them that has always
 fascinated me.

 That's I think why they were chosen as antagonists in the percey jaxon.

 I will confess I'm slightly disappointed that we have another stage of
 developement to go through, though it sounds like this won't be half as
 arduous a task as all the mesage around with game languages and cross
 compatibility libraries.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Bryan,

You are right. I know at least 35 people who were specifically in
favor of a side-scroller. If we had to refund all that money that's
like $1,225 USD. That's only those I know about who voted. There are
about 90 people on preorder who for whatever reason didn't vote either
way when I took the poll. If you say another 35 to 45 people out of
that group decide they want a side-scroller or a refund I'm looking at
an additional $1,225 to $1,545 bucks on top of what was already
mentioned before.I don't think $2,500 to $3,000 is anything to sneeze
at. Refunding 10 to 15 people is one thing, but 30, 40, 50, people or
more is just too much money. We don't have the finances to refund or
we would.


On 12/30/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 It's probably more than a handful who want the side scroller.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark
You missed out hard as nales, another quality which Athena likes as I recall 
:d.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, December 30, 2011 9:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Ah, no. Angela Carter, our protagonist, is considered to be good,
heroic, valiant, etc.  All the qualities Athena looks for in those she
chooses to help. So of course she's not going to fight and kill
someone whom she feels is worthy of her support.

Cheers!


On 12/30/11, Johnny Tai johnnyti...@shaw.ca wrote:
Heh, there again, Athena can still be good- who's to say that our Miss 
Tomb
hunter is a good girl? For all we know, we can actually be playing the 
bad

guy here.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark
Actually clemment, unlockables and achievement systems are far older than 
that in games.


Even back on the Snes there were games where completing a certain difficult 
task, like collecting all of a certan item, or defating a particularly 
difficult opponent would get you new modes, characters or weaponss.


Take mario world for instance, by finding all the hidden levels in the game 
and completing them, hard as they were, you got an alternative colour mode. 
While not astounding in itself, it stil is valued as the hard challenge of 
finishing every single level in the game some of which were ridiculously 
tricky!


In all the mega man games sinse x1 was first released on the Snes, 
collecting certai items could get you special weapons, for instance in Mega 
man x1 if you got every item in the game Dr. light would give X the ability 
to throw hadokens from streetfighter! :d.


With the ps1 and 32 bit era, the hole thing expanded, especially with beat 
em ups and puzle games, indeed original soul blade with it's unlockable 
weapons, as well as the extensive story mode is stil a favourite of mine in 
the series for that reason.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 10:15 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Seems like more games are adapting that idea, which I like. That's what I 
love about games for the ps3 and xbox360 is the trophy and achievement 
systems. I don't get 100% of them all the time, but it's always nice to 
get one after a good hour or two of hard playing. lol. Now I'm looking 
forward to this even more!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 1:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. That's why we are doing this. When we started Mysteries of the
Ancients we basically just modified Montezuma's Revenge, stuck a
slightly different storyline on it, added some additional monsters,
and were following that course until we had time to come up with a
better game idea, sound effects, etc. However, it quickly became
apparent when there was no score system why exactly am I picking up
all these random scrolls, and is there any value in picking up a gem
other than for general treasure hunting? Might there be some specific
treasure such as necklaces, earings, bracelets, etc that would be of
interest to a female treasure hunter?

Point being the game as it stands now seems rather shallow and
incomplete. Sure there might be value in finding some gold coins, but
there should be other types of treasure such as rings, bracelets,
necklaces, etc that would be extremely valuable to find. I could even
put in a score system that would rate your performance on how many
diamond necklaces you find. once you get x diamond necklaces in your
collection you could add that to your trophy case. Things like that
add in replay value and gives you an actual reason to pick them up and
put them in your backpack.

Another possible treasure item is statuary. Almost every ancient
culture in existance have stone, wood, or bronze idols of various gods
and goddesses. Tombs are generally full of these, but of course there
are no artifacts like this to recover. So I'm working on adding in
some extra artifacts that might not necessarily add to the game play
itself, but would be authentic and realistic. Again if I add a trophy
case system these items might unlock extra levels or certain trophies
you couldn't get otherwise.

Finally, there is the storyline itself. The storyline we originally
were going to use isn't true to Greek mythology. What I mean by that
is Athena is and has always been one of the good Olympian goddesses,
and it seems wrong to cast her in the roll of villain in the game.
Now, if we were talking about Hades, Ares, or one of the Olympian gods
who have a somewhat villainous history I could see it. So the story
doesn't really work, and its bothered me for a long time. So I've
elected to discard it and start over.

Cheers!


On 12/30/11, Clement Chou chou.clem...@gmail.com wrote:
While I was looking forward to playing the game already, this sounds 
like
it'll be better... I can't say for other people, only myself, but I'll 
be

keeping my eye on this one a bit more intently now... I for one have no
problem waiting longer for a better product. As you said, better that 
than
pumping out something quickly done and shallow. Hope we get to see 
something

soon... I'm excited!


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Oh please no!

not another annoying hero who makes bad jokes every step of the way!

Actually myself I'd always thought of Angela more as the serious dedicated 
type, indeed when i've met survivalits they don't tend to be to chatty :D.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 10:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Knew that idea wasn't going to fly. lol Angela from what I imagine, being 
the typical treasure hunter should have some witty remarks every now and 
then. Seems like all the movies I watch in this kind of genre usually have 
protagonists who like to throw out witty one-liners like no tomorrow. lol
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, December 30, 2011 1:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Ah, no. Angela Carter, our protagonist, is considered to be good,
heroic, valiant, etc.  All the qualities Athena looks for in those she
chooses to help. So of course she's not going to fight and kill
someone whom she feels is worthy of her support.

Cheers!


On 12/30/11, Johnny Tai johnnyti...@shaw.ca wrote:
Heh, there again, Athena can still be good- who's to say that our Miss 
Tomb
hunter is a good girl? For all we know, we can actually be playing the 
bad

guy here.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread michael maslo
It is still such a huge disappointment. It bothers me so much that we stay 
behind the curve in many areas. 

I respect you as a business man and hopefully the next release will take us who 
do not want a side scroller in to account.
On Dec 30, 2011, at 6:46 PM, Thomas Ward wrote:

 Hi Michael,
 
 /Well, refunds are a tricky thing here as James North took in about
 $2,000 in sales for Montezuma's Revenge, and I never saw a dime of
 that money so I don't feel I owe those people a cent as USA Games
 wasn't responcible for refunds. Now we did take in another $1,500 in
 sales for Montezuma's Revenge ourselves, but that money was put
 towards sounds, music, and software upgrades etc. So we don't really
 have the cash to refund those customers either.
 
 That said, I'm not absolutely certain who is and is not for an FPS
 game these days. When we took a poll the results came to 35 for
 side-scroller and 25 for FPS. Clearly the majority who voted were in
 favor of a side-scroller, but that's not to say every single person
 who voted for the side-scroller are completely against an FPS.
 Certainly some are, but how many I don't know.
 
 
 Now, that's only about 60 people who actually voted on the issue. As
 I've got about 150 preorders that's only 1/3 of the total preorders
 accounted for assuming every person who voted actually preordered the
 game. That additional 90 people is enough to seriously swing the vote
 one way or the other. Without hearing from those 80 I don't really
 know what they want. At the time I just put them in the undecided
 catagory and forgot about it.
 
 Personally, I'm of a mind to just write the game my way, release it,
 and send everyone on preorder status a key. If people don't like it
 then they'll just have to cut their losses. That's the risk people
 take when preordering software.
 
 Cheers!
 
 
 On 12/30/11, michael maslo mmaslo1...@swbell.net wrote:
 Thomas:
 
 Since there is only a hand flu of the people who want th aside scroller
 version of the game. Is there any way whatsoever they can be refunded their
 money and you proceed with the first person game?
 
 Just out of curiosity, how many people are totally against the first person
 game?
 
 Even if you could not afford it I would be willing to refund the money back
 to them.
 
 Just a suggestion.
 
 Smiley
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

That too. Although, in America the expression is tough as nails not
hard as nails. :D

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 You missed out hard as nales, another quality which Athena likes as I recall
 :d.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Tim Kilgore
Hey tom. I've bought the sidescrooler but have absolutely no problem with 
getting the 3d version.  Is there a way to trade? It doesn't matter to me 
what I get.


Tim

-Original Message- 
From: Thomas Ward

Sent: Friday, December 30, 2011 11:07 AM
To: Gamers Discussion list
Subject: [Audyssey] Mysteries of the Ancients News

Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, what is the point of the ancient scrolls? What is the purpose in
collecting them?

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally
going to be a side-scroller we realize that its not fair to those
customers to sell them one type of game and give them another. So we
don't feel we can opt out of our prior commitments regarding the
side-scroller version. So we'll just have to see.

Q: So what is going to be 

Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi tom.

as you might guess, I'm afraid I rather disagree on your assertion about 
side scrollers.


it's possible that sinse you never played some of the later mega man or 
metroid series, let alone mario, you've not seen some of the puzles 
involved.


For instance, the lava puzle you scribe is actually very much like a similar 
puzle to get a bonus in frost man's stage of mega man 7.


there are several icy ledges, some of which you closer than your actual jump 
hight together, so that from the top of one ledge you can reach several 
others, however some ledges may be too far away from the ledge with the 
bonus item to reach it, and of course the ledges crumble under you weight 
and disappear, meaning you need to plot a route much as you describe.


the only difference is your moving vertically not horizontally.

once again, remember that having a ful analogue jump system implies a ful 
scale of movement arcs relative to the character's jumping hight, just as 
even though you can only throw a ball a short maximum vertical distance, the 
number of trajectories it can describe and even how far it flies can undergo 
huge variation.


while I agree that as yet the problem of representing vertical space around 
characters in audio has not yet been solved to the point that such puzles 
can be attempted, that's not to say that other complex puzles couldn't be 
developed.


For instance, super metroid had an item called a speed booster. This would 
not just increase samas' running speed, but when up to enough speed, she'd 
be surrounded by energy and would pass streight through enemies.


also, hitting down in that state would store her power for a very short time 
(perhaps two seconds), where upon she could perform a massive jump 
vertically or diagonally upwards.


The trick came in knowing when to stop running, and start storing power in 
order to make the jump.


one of the most difficult items to get in the game for example required you 
to shoot open a gate in one room with a small tunnel, then use the tunnel to 
build up enough speed to get the booster going and speed into the next room 
(you'd need to kill all enemies in the tunnel first).


in the next room, an energy tank was hidden high in the roof behind blocks 
that only the speed booster could break, so you'd need to get it from below, 
however there were also ledges scattered all over the room with only one 
clear vertical path through them.


thus, knowing when to stop running, start charging and jump took a lot of 
practice, and this energy tank was thought of as the hardest to get in the 
game.


a puzle like that could be quite possible in audio I'd say.

You only flew upwards in a streight line and could hit from below, so no 
problems about crazy arcs, and of course the art was defigning by previous 
attempts where the energy tank was, thus letting you know when to stop 
running and start boosting.


Then of course the controls and precision required to do this were soemthing 
a player had to get good at. I took many many attempts my first go at this 
tank, and even now that I've completed the game for 100 percent items more 
times than I can count, I usually don't get it first time.


This isn't to say that I wouldn't want a 3D game, only that clever hidden 
items, complex routes etc are just as possible in 2D.


I think once we have a side scroller not based just upon reactions, with a 
true analogue jump system and some inervative use of audio positioning, 
we'll be a good way to closing the gap on mainstream games.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

I'm not against a 3D game michael, but i'd be sorry to see this route taken.

i think as I've said before, sinse in audio we have only had one dimentional 
side scrollers with reaction based gameplay, people do not really understand 
what they are missing.


Mota, with the analogue jump system and hopefully vertical mazes is a step 
in the right direction in terms of making up this gap, so I'd be really 
sorry to see it abandoned as a side scroller,  much as I'd like to see a 
3D game too.


Beware the grue!

Dark.
- Original Message - 
From: michael maslo mmaslo1...@swbell.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 11:42 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Thomas:

Since there is only a hand flu of the people who want th aside scroller 
version of the game. Is there any way whatsoever they can be refunded 
their money and you proceed with the first person game?


Just out of curiosity, how many people are totally against the first 
person game?


Even if you could not afford it I would be willing to refund the money 
back to them.


Just a suggestion.

Smiley


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi,

Well, I never got around to giving Angela herself a personality just
yet, but I think the reason so many lead characters zip off bad jokes
is because of the movie industry. They want to mix a little humor into
the action and some games have pickd up on that by inserting similar
scenes in their games as well.

For example, I never use to think of Lara Croft as a person who cracks
jokes, definitely not the version we see in Angel of Darkness, but in
the movies they gave her a lighter personality.

For instance, there is the scene at the beginning of the first movie
where Lara is fighting one of Brice's training robots and she beats
the crap out of it. After the fight Brice gets all upset that Lara
trashed his robot. They begin an argument about it, and she asks Brice
if it was programmed to stop before it cut her head off with the saw.
He answers no and she then cracks a joke about it.

This provides a bit of banter between the characters and I felt it
made Lara more human.  It showed she knows when to let her hair down,
to laugh off a life or death situation, and of course provides a
little stress relief after an action scene.

I've scene games insert things like this to. In Mysteries of the Sith
after Mara Jade kills a storm trooper or similar enemy with her light
saber she'll make a comment like, Woe! What a mess! After you've
heard it for the tenth time its no longer funny, but its cool the
first few times you hear her make a comment like that.

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 Oh please no!

 not another annoying hero who makes bad jokes every step of the way!

 Actually myself I'd always thought of Angela more as the serious dedicated
 type, indeed when i've met survivalits they don't tend to be to chatty :D.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Tim,

Well, let's cross that road when we come to it. Right now we are
hammering out the story, list of items, potential unlockables, and
things like that. If we do a side-scroller everyone will get that
version as its what we created. If we do an FPS we will offer it to
everyone on preorder status. If the decide they don't want it we've
been looking at offering them store credits instead of actual cash.

On 12/30/11, Tim Kilgore tim8...@cox.net wrote:
 Hey tom. I've bought the sidescrooler but have absolutely no problem with
 getting the 3d version.  Is there a way to trade? It doesn't matter to me
 what I get.

 Tim


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Well Tom an interesting idea.

i must confess I'd miss the centaurs and harpies, sinse they're so unusual 
to see in a game, where as mummies, crocodiles, giant cobras etc are a litle 
more run of the mill, as is going through ancient egyptian pyramids hunting 
for treasure.


so myself I'd be in favour of keeping it griek just because it is such an 
usual setting for a tomb hunting type game, though if you did decide to move 
to egypt I wouldn't object sinse your absolutely write about the numbers of 
monsters and nasties available.


Ironically enough, in our weekly mutants and masterminds game, we've fought 
against both set and Hades at different points.


Hades I ended up giving a rockit powered drop kick to the head, which was 
quite fun, while we defeated set (or at least an evil sorcerer channeling 
his spirit), by having one of our characters who can do magic based on 
nature create a localized winter, which of course being a snake god and 
therefore cold blooded, Set didn't like at all!


Yes, I freely admit our battle tactics can be rather unusual :D.

Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark
I see the point Tom, however for me it's just become too much of an annoying 
sterriotype.


While I'm quite in favour of characters with more complex personalities, in 
films, games or whatever, it seems now that people are wise cracking every 
inch of the way, often in situatiosn where it's deeply inappropriate.


For example, in the first resident evil game, there was a trap where if you 
picked up a shot gun on a wall of a particular cell, the cieling started 
coming down. Barry berton would turn up to rescue jill at the last moment, 
pulling her out of the cell before the roof crushed her.


he then said

wow! I never fancied a jill sandwich where upon jill gave a tittering 
litle laugh and replied yeah


Bare in mind this is after seeing all of their friends brutally and bloodily 
murdered by wolves and zombies, and after themselves running around a trap 
filled mantion.


While I'm not against humour, indeed I laugh myself, it almost seems now 
that the gravity of life threatening danger is underplayed for humour. Sinse 
myself I have far more respect for a character who struggles against actual 
danger and difficulty, and is! affected by their experiences but is able to 
overcome them, than some super human who is never bothered by anything, I 
find this isn't a tendency I like particularly.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

Yeah, I take your point, but you still haven't addressed the over
riding problem of converting ideas or puzzles that are 3d into 2d
ones.

Here is an example. Let's say there is a locked door ahead of you. On
the floor is three stone tiles marked with a picture. You have to walk
up to each of them and step on the pressure  switches in the correct
order to unlock the door. I can't really see how you could do that in
a side-scroller. I could put the switches on the wall, but I don't
want them on the wall I want them on the floor. You see the problem?

My job as author and creator is being hampered by having to make
exceptions or changes to my idea to suit the game's format not the
game's format being changed to suit my ideas.

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 Hi tom.

 as you might guess, I'm afraid I rather disagree on your assertion about
 side scrollers.

 it's possible that sinse you never played some of the later mega man or
 metroid series, let alone mario, you've not seen some of the puzles
 involved.

 For instance, the lava puzle you scribe is actually very much like a similar
 puzle to get a bonus in frost man's stage of mega man 7.

 there are several icy ledges, some of which you closer than your actual jump
 hight together, so that from the top of one ledge you can reach several
 others, however some ledges may be too far away from the ledge with the
 bonus item to reach it, and of course the ledges crumble under you weight
 and disappear, meaning you need to plot a route much as you describe.

 the only difference is your moving vertically not horizontally.

 once again, remember that having a ful analogue jump system implies a ful
 scale of movement arcs relative to the character's jumping hight, just as
 even though you can only throw a ball a short maximum vertical distance, the
 number of trajectories it can describe and even how far it flies can undergo
 huge variation.

 while I agree that as yet the problem of representing vertical space around
 characters in audio has not yet been solved to the point that such puzles
 can be attempted, that's not to say that other complex puzles couldn't be
 developed.

 For instance, super metroid had an item called a speed booster. This would
 not just increase samas' running speed, but when up to enough speed, she'd
 be surrounded by energy and would pass streight through enemies.

 also, hitting down in that state would store her power for a very short time
 (perhaps two seconds), where upon she could perform a massive jump
 vertically or diagonally upwards.

 The trick came in knowing when to stop running, and start storing power in
 order to make the jump.

 one of the most difficult items to get in the game for example required you
 to shoot open a gate in one room with a small tunnel, then use the tunnel to
 build up enough speed to get the booster going and speed into the next room
 (you'd need to kill all enemies in the tunnel first).

 in the next room, an energy tank was hidden high in the roof behind blocks
 that only the speed booster could break, so you'd need to get it from below,
 however there were also ledges scattered all over the room with only one
 clear vertical path through them.

 thus, knowing when to stop running, start charging and jump took a lot of
 practice, and this energy tank was thought of as the hardest to get in the
 game.

 a puzle like that could be quite possible in audio I'd say.

 You only flew upwards in a streight line and could hit from below, so no
 problems about crazy arcs, and of course the art was defigning by previous
 attempts where the energy tank was, thus letting you know when to stop
 running and start boosting.

 Then of course the controls and precision required to do this were soemthing
 a player had to get good at. I took many many attempts my first go at this
 tank, and even now that I've completed the game for 100 percent items more
 times than I can count, I usually don't get it first time.

 This isn't to say that I wouldn't want a 3D game, only that clever hidden
 items, complex routes etc are just as possible in 2D.

 I think once we have a side scroller not based just upon reactions, with a
 true analogue jump system and some inervative use of audio positioning,
 we'll be a good way to closing the gap on mainstream games.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

Sure, I know where you are coming from. The G3D Engine is now able to
roll out some pretty amazing side-scrollers were I so inclined to take
that route. Analog jumping has been around for the last few betas as
you know, and of course it offers a true 2d environment for taking
advantage of both virtical and horizontal movement. Where far too many
accessible side-scrollers are only focused on 1d movement.

That said, though, I have a problem visually seeing 2d levels in my
head. I know that sounds strange, but having been sighted for a good
part of my early life I think in 3d terms with the ability to
visualize all that in my head Where when I try and sit down with a 2d
map its not quite so easy to visualize.

For example, lets say you have a 100x100 grid. Essentually, what you
are doing is drawing boxes, rectangles,  etc that fill that space and
connect some how. I suppose there are several different combinations
of where you put those rooms and hallways in that 100x100 grid but I
have to struggle at it. Now give me a 100x100x100 and I can go to town
writing up a fairly complex maze with more twists and turns than a
pretzel.

I know its weird, but I just can't think of 2d mazes or level maps
that satisfies me. Its one thing to look at Super Castlevania,
Megaman, or whatever  and go cool when I see how its laid out, but
to come up with something that good on my own forget it. My mind draws
a blank and I have to spend several days drawing and redrawing the
maps to come up with something I might accept.

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 I'm not against a 3D game michael, but i'd be sorry to see this route taken.

 i think as I've said before, sinse in audio we have only had one dimentional
 side scrollers with reaction based gameplay, people do not really understand
 what they are missing.

 Mota, with the analogue jump system and hopefully vertical mazes is a step
 in the right direction in terms of making up this gap, so I'd be really
 sorry to see it abandoned as a side scroller,  much as I'd like to see a
 3D game too.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi tom.

with that particular puzle, I'm actually a litle confused as to your 
problem, sinse that's one I've seen in several games.


simply space the floor tyles one jump apart on the floor so that the 
character has space to cross them without landing on the ones he/she doesn't 
need to.


mega man 7 and 8 have puzles like this, as in fact does the game robocod and 
Alex kid way back on the master system had this as it's final puzle, where 
you were given the sequence throughout the game. Heck prince of persia was 
pretty much made! of those sorts of puzles!


Megamanbass even added another element, by having the tyles light up simon 
style with you jumping around to stand on the right ones after the sequence 
plays.


Get it right and the door openss, get it rong you got shot!

There have been some pretty complex 2D puzles actually, for instance Mega 
man x 6 has one stage where there are firing lasers and mirror reflectors 
that you can move around by attacking them.


You need to angle each mirror to reflect the laser to unlock the door, or 
even activate another laser.


to my knolidge, the only sorts of puzles you would absolutely not be able to 
do in 2D would be those that involve an expressly 3 dimentional element, for 
example, in mario 64 there was a puzle where you had to run around a corc 
screw in a spiral in order to force it down into a hole, which obviously you 
couldn't do in 2D.


Other than this though, I'd think pretty much any type of puzle could be 
done in 2D as well as 3D, though admittedly it would probably need the use 
of the vertical dimention.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi Tom.

that map issue is very strange, sinse myself, i find 3D maps far harder to 
contemplate. indeed a basic 2D map with vertical space at the top would be 
what I'd always think of as the easiest to get my way around.


turrican, Metroid etc have all had hyper complex maps, especially metroid!

One of my favourite litle exercizes as a child, that I stil sometimes run 
into doing mentally in an idle moment, is running across a complex flat 
serfice such as a set of embroidery, a lightly plastered wall or even a 
piece of braille text, heck even the white on black shapes of the scrolling 
creddits in films, and imagine it as a side scrolling level in a game.


If you have a braille embosser or something similar, I'm pretty sure there 
are ascii versions of Metroid maps kicking around, and I know! for a very 
good guide that has the entire original prince of persia game for the Snes 
layed out in ascii, even with each room marked.


Let me know if that would help and I could send it to you.

Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

Well, let me explain what my problem here is. If you are facing north
I want the tiles to line up in front of you from left to right. You
might have to take one step right and one step forward to active the
first switch, step back once, step left twice, and one step forward to
activate the second switch on the left, and one step right to activate
the middle switch. Then, one step forward to push the door open. That
definitely requires 3d movement as you can't move left, right,
forward, and backward all in a 2d environment.


Yeah, I know i could modify the puzzle as you suggested by having you
jump forward and back so many tiles as Prince of persia, Megaman,
whatever but I really don't want to do it that way.

I guess what it all really boils down to in the end is personal
preference or tastes. I for one am sick and tired of 2d
side-scrollers.  I just spend three years developing a game engine
playing the same old side-scroller over and over and over again day in
and day out until the engine is finished. Now, that the engine is
ready for production I can't stand side-scrollers personally. Testing
MOTA over and over again just burned me out on 2d games, and you can
hardly blame me for wanting to develop something different which
brings us back to the issue I mentioned in my original post.

I really want to honor my customers by giving them the best game
possible for their money. However, if the community wants a
side-scroller, something I'm personally not interested in creating,
I'm not going to put my heart into creating it.If I'm not interested
in the final product. Its going to end up being very shallow, not as
feature filled as it could be, and of course I'll end up having to
support the game with upgrades, patches, etc which I'm not really
interested in doing. Its hardly fair to give everyone a side-scroller
and turn around the day after they buy it and tell them that is the
final version and I'm no longer going to support that game. That is a
crummy deal. So of course whatever I make it is for the long hall and
I better be willing to support and maintain it for a while.

Bottom line, if I have to I'll create the side-scroller to settle
accounts, but don't think its going to be my best work. I won't spend
that much time or effort on a project that doesn't interest me. The
story, sounds, music, might be great but if I can't create it my way,
the way I want to, then I don't have any personal interest in it. Its
just been reduced to a meaningless job and I don't get as much
pleasure out of creating it as I might.

Cheers!



On 12/30/11, dark d...@xgam.org wrote:
 Hi tom.

 with that particular puzle, I'm actually a litle confused as to your
 problem, sinse that's one I've seen in several games.

 simply space the floor tyles one jump apart on the floor so that the
 character has space to cross them without landing on the ones he/she doesn't
 need to.

 mega man 7 and 8 have puzles like this, as in fact does the game robocod and
 Alex kid way back on the master system had this as it's final puzle, where
 you were given the sequence throughout the game. Heck prince of persia was
 pretty much made! of those sorts of puzles!

 Megamanbass even added another element, by having the tyles light up simon
 style with you jumping around to stand on the right ones after the sequence
 plays.

 Get it right and the door openss, get it rong you got shot!

 There have been some pretty complex 2D puzles actually, for instance Mega
 man x 6 has one stage where there are firing lasers and mirror reflectors
 that you can move around by attacking them.

 You need to angle each mirror to reflect the laser to unlock the door, or
 even activate another laser.

 to my knolidge, the only sorts of puzles you would absolutely not be able to
 do in 2D would be those that involve an expressly 3 dimentional element, for
 example, in mario 64 there was a puzle where you had to run around a corc
 screw in a spiral in order to force it down into a hole, which obviously you
 couldn't do in 2D.

 Other than this though, I'd think pretty much any type of puzle could be
 done in 2D as well as 3D, though admittedly it would probably need the use
 of the vertical dimention.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Dark,

That would be interesting to see.If you have the ascii maps I'd like
to look at them. Although, I have a braille printer I can't use it do
to the fact I don't have a parallel port on any of my computers. I got
my Braille Blazer back in 92 when serial and parallel ports were the
rage, but now that USB ports are common a lot of equipment like that
is litterally rendered useless by age.

Interesting enough though. These days when I want a tactile map I use
legos to build structures that I can feel and modify as needed. I can
make the stuff, feel it, decide if that feels right, and then convert
it to code.

Cheers!


On 12/30/11, dark d...@xgam.org wrote:
 Hi Tom.

 that map issue is very strange, sinse myself, i find 3D maps far harder to
 contemplate. indeed a basic 2D map with vertical space at the top would be
 what I'd always think of as the easiest to get my way around.

 turrican, Metroid etc have all had hyper complex maps, especially metroid!

 One of my favourite litle exercizes as a child, that I stil sometimes run
 into doing mentally in an idle moment, is running across a complex flat
 serfice such as a set of embroidery, a lightly plastered wall or even a
 piece of braille text, heck even the white on black shapes of the scrolling
 creddits in films, and imagine it as a side scrolling level in a game.

 If you have a braille embosser or something similar, I'm pretty sure there
 are ascii versions of Metroid maps kicking around, and I know! for a very
 good guide that has the entire original prince of persia game for the Snes
 layed out in ascii, even with each room marked.

 Let me know if that would help and I could send it to you.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Thomas Ward
Hi Michael,

Well, I haven't exactly decided yet. We are still trying to figure out
if we could legally just change the format to a 3d FPS and let people
who don't want an FPS to opt out of it and get store credits in
exchange for actual money. If we can legally do that then we'll likely
go ahead with an FPS version.

If not, and our legal counsel, says we should try and stick to
creating a product as close to the original business agreement as
possible then we will go 2d. Although, I'm the last person who wants
to create a side-scroller at this point.

As I said to Dark in my prior post I just feel burned out and
frustrated over the whole business situation. I took over Montezuma's
Revenge believing at that time I'd be creating that game and that
would be it. No problem.

Ok, then we get scared off by the copyright situation, and have been
in limbo land ever since. Some people want a 3d game in exchange and
others want a side-scroller. No matter what we do we are between a
rock and a hard place because neither solution will fully satisfy the
other party.

On 12/30/11, michael maslo mmaslo1...@swbell.net wrote:
 It is still such a huge disappointment. It bothers me so much that we stay
 behind the curve in many areas.

 I respect you as a business man and hopefully the next release will take us
 who do not want a side scroller in to account.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Mike Maslo
I truly like how you put that Thomas.

I feel same as you and feel that you shoul d create what you will take pride 
and heart in.

Technology has changed and gaming for the blind has to.

For those who don want a fps game offer a upcoming title as compensation.

I can say with all of  my heart that I have less then a interest in a side 
scroller.

Super Liam was fun a few times but once I memorized movements and grid and won 
I never looked at it again.

I respect your dilemma but since it is your project and James never finished 
his commitment, I feel you should do what your heart tells you to do.

Not only that but when you took the project on you truthfully owe nothing.

It is so frustrating to see how hard it is for blind people to move forward and 
go with new and better.

Either way I respect your decision as well as a promise that if it was a fps 
which came out I would be the first buyer.
Sent from my iPhone

On Dec 30, 2011, at 9:22 PM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Well, let me explain what my problem here is. If you are facing north
 I want the tiles to line up in front of you from left to right. You
 might have to take one step right and one step forward to active the
 first switch, step back once, step left twice, and one step forward to
 activate the second switch on the left, and one step right to activate
 the middle switch. Then, one step forward to push the door open. That
 definitely requires 3d movement as you can't move left, right,
 forward, and backward all in a 2d environment.
 
 
 Yeah, I know i could modify the puzzle as you suggested by having you
 jump forward and back so many tiles as Prince of persia, Megaman,
 whatever but I really don't want to do it that way.
 
 I guess what it all really boils down to in the end is personal
 preference or tastes. I for one am sick and tired of 2d
 side-scrollers.  I just spend three years developing a game engine
 playing the same old side-scroller over and over and over again day in
 and day out until the engine is finished. Now, that the engine is
 ready for production I can't stand side-scrollers personally. Testing
 MOTA over and over again just burned me out on 2d games, and you can
 hardly blame me for wanting to develop something different which
 brings us back to the issue I mentioned in my original post.
 
 I really want to honor my customers by giving them the best game
 possible for their money. However, if the community wants a
 side-scroller, something I'm personally not interested in creating,
 I'm not going to put my heart into creating it.If I'm not interested
 in the final product. Its going to end up being very shallow, not as
 feature filled as it could be, and of course I'll end up having to
 support the game with upgrades, patches, etc which I'm not really
 interested in doing. Its hardly fair to give everyone a side-scroller
 and turn around the day after they buy it and tell them that is the
 final version and I'm no longer going to support that game. That is a
 crummy deal. So of course whatever I make it is for the long hall and
 I better be willing to support and maintain it for a while.
 
 Bottom line, if I have to I'll create the side-scroller to settle
 accounts, but don't think its going to be my best work. I won't spend
 that much time or effort on a project that doesn't interest me. The
 story, sounds, music, might be great but if I can't create it my way,
 the way I want to, then I don't have any personal interest in it. Its
 just been reduced to a meaningless job and I don't get as much
 pleasure out of creating it as I might.
 
 Cheers!
 
 
 
 On 12/30/11, dark d...@xgam.org wrote:
 Hi tom.
 
 with that particular puzle, I'm actually a litle confused as to your
 problem, sinse that's one I've seen in several games.
 
 simply space the floor tyles one jump apart on the floor so that the
 character has space to cross them without landing on the ones he/she doesn't
 need to.
 
 mega man 7 and 8 have puzles like this, as in fact does the game robocod and
 Alex kid way back on the master system had this as it's final puzle, where
 you were given the sequence throughout the game. Heck prince of persia was
 pretty much made! of those sorts of puzles!
 
 Megamanbass even added another element, by having the tyles light up simon
 style with you jumping around to stand on the right ones after the sequence
 plays.
 
 Get it right and the door openss, get it rong you got shot!
 
 There have been some pretty complex 2D puzles actually, for instance Mega
 man x 6 has one stage where there are firing lasers and mirror reflectors
 that you can move around by attacking them.
 
 You need to angle each mirror to reflect the laser to unlock the door, or
 even activate another laser.
 
 to my knolidge, the only sorts of puzles you would absolutely not be able to
 do in 2D would be those that involve an expressly 3 dimentional element, for
 example, in mario 64 there was a puzle where you had to 

Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Ian McNamara
Hi, i'm not like some blind people on this list, this is not a war starting 
here but all i'm saying is would an fps game not be better and more worth the 
money your going to spend? Your stil going to be getting the game you ordered 
so what is the difference?

Ian McNamara
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi tom.

while I completely understand why you might well be sick of side scrollers 
(indeed having worked on the same phd thesis for five years I can very much! 
understand), I will say I'd think it a shame if you completely rewrote and 
changed the project around now.


I don't have anything against 3D and would like to see a 3D tomb hunter game 
eventually myself, however the Mota betas have! actually been good, sinse 
they've done things that audio side scrollers haven't before.


Puzles, true 2D exploration, it's deffinately there, and while I know 
perilous hearts is going somewhere in the same direction with the 2D, in 
many ways it's a different game,  for instance i doubt there will be any 
mazes in that game let alone swimming or torch usage.


Even if you just didn't change a thing, created a few more levels with 
different layout along the lines of the current beta's, the game would be 
more than passable, and myself I have confidence in your abilities that more 
would be added,  I remember all the ideas you were discussing for the 
castlevania type side scroller last halloween for example.


So, while I wouldn't mind a 3D game, to me it would lose a lot of the ground 
mota has already gained, and the chance to do some unique stuff in audio.


No, you can't have a 3D puzle, but there hasn't yet been a tyles puzle in an 
audio game. nor timed switch door events, pressure pads to be jumped or even 
just exploration of a vertical maze in 2D.


as I said if you really just want to create a 3D game and forget side 
scrollers,  well I'll look forward to playing it, but I stil think we'd 
miss out on something in the process, not the least seeing the engine you've 
worked so hard on in action in a propper game.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread dark

Hi Ian.

I'm afraid as I said, the answer to your unqualified assertion that would an 
fps game be better simply because it is fps is a simple no.


a game is good or bad because it is a good or bad game, not because it uses 
one viewpoint or another.


Yes, an fps game would be equally worth paying for if it were a good game, 
however where as we currently have several good fps's,  and one in rapid 
developement, we've not yet seen a fully complex side scroller ala mota.


As I said in my previous message, if Tom really feels he cannot work on a 
side scroller any longer and changes to a 3D game,  well that's fair 
enough and I'd enjoy such a game on it's own merrits, but I'd stil believe 
something would be lost.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Mike Maslo
I disagree

Sent from my iPhone

On Dec 31, 2011, at 12:42 AM, dark d...@xgam.org wrote:

 Hi tom.
 
 while I completely understand why you might well be sick of side scrollers 
 (indeed having worked on the same phd thesis for five years I can very much! 
 understand), I will say I'd think it a shame if you completely rewrote and 
 changed the project around now.
 
 I don't have anything against 3D and would like to see a 3D tomb hunter game 
 eventually myself, however the Mota betas have! actually been good, sinse 
 they've done things that audio side scrollers haven't before.
 
 Puzles, true 2D exploration, it's deffinately there, and while I know 
 perilous hearts is going somewhere in the same direction with the 2D, in many 
 ways it's a different game,  for instance i doubt there will be any mazes 
 in that game let alone swimming or torch usage.
 
 Even if you just didn't change a thing, created a few more levels with 
 different layout along the lines of the current beta's, the game would be 
 more than passable, and myself I have confidence in your abilities that more 
 would be added,  I remember all the ideas you were discussing for the 
 castlevania type side scroller last halloween for example.
 
 So, while I wouldn't mind a 3D game, to me it would lose a lot of the ground 
 mota has already gained, and the chance to do some unique stuff in audio.
 
 No, you can't have a 3D puzle, but there hasn't yet been a tyles puzle in an 
 audio game. nor timed switch door events, pressure pads to be jumped or even 
 just exploration of a vertical maze in 2D.
 
 as I said if you really just want to create a 3D game and forget side 
 scrollers,  well I'll look forward to playing it, but I stil think we'd 
 miss out on something in the process, not the least seeing the engine you've 
 worked so hard on in action in a propper game.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Mike Maslo
Disagree strongly

Sent from my iPhone

On Dec 31, 2011, at 12:48 AM, dark d...@xgam.org wrote:

 Hi Ian.
 
 I'm afraid as I said, the answer to your unqualified assertion that would an 
 fps game be better simply because it is fps is a simple no.
 
 a game is good or bad because it is a good or bad game, not because it uses 
 one viewpoint or another.
 
 Yes, an fps game would be equally worth paying for if it were a good game, 
 however where as we currently have several good fps's,  and one in rapid 
 developement, we've not yet seen a fully complex side scroller ala mota.
 
 As I said in my previous message, if Tom really feels he cannot work on a 
 side scroller any longer and changes to a 3D game,  well that's fair 
 enough and I'd enjoy such a game on it's own merrits, but I'd stil believe 
 something would be lost.
 
 Beware the grue!
 
 Dark. 
 
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