Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread QuentinC

Hello,

Nice discussion between side scroller and 3D.

I always found 3D games much harder and a puzzle in themselves to find 
your way. Like dark, when I was younger and partially sighted, I 
imagined allmost everything being a side scroller level.


I'm pretty sure you can do a side scroller as difficult as a 3D game. 
For exemple, nobody has yet tried to include puzzles that are outside 
level area. Imagine the following scenario:  your  character arrive in 
front of a locked door. When trying to open it, you could say that there 
are switches on the wall next to the door and open a separate screen to 
manipulate them. You can even go further and turn the puzzle into a 
mini-game.


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[Audyssey] SoundRTS

2011-12-31 Thread Lindsay Cowell
I went through the campaign on SoundRTS and did OK. But I struggle navigating 
the map, I end up in enemy territory with a small army, any advice? And which 
map should I use?  

   Lindsay Cowell


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread william lomas
i agree. we have plenty of side scrollers now as it is, shouldn't we branch out 
in to unexplored territory to be honest?
and become as possible as it is to become, more mainstream?

On Dec 31, 2011, at 6:38 AM, Ian McNamara wrote:

 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] Fw: Eamon Deluxe Update-12-27-2011

2011-12-31 Thread shaun everiss
I am not sure about windoweyes, but one reason why I like nvda at 
least for simple apps using standard controls, is that nvda was built 
to take advantage of the libraries in the system.
It uses all apis and is made with a scripting language meaning extra 
modules for it can be source scripted and that source run directly 
without to much hastle.
Direct tieins does have a few issues which is where win eyes, jaws, 
and supernova and others are needed.
However, most of the win7/vista systems I maintain have only nvda, 
ofcause I need to avoid anything that has info which needs navmode to 
read or can automatically do their thing and warn me with controls 
that nvda can read.
And to be honest the only reason for my reader upgrade is for win7 
and up on my end.
In  fact when I reach a version I need to buy again and don't need 
it, if I still have my xp box I plan to downgrade to the more stable 
5.2 version of hal for now anyway things do work .

At 12:40 p.m. 30/12/2011 +0100, you 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] Mysteries of the Ancients News

2011-12-31 Thread shaun everiss
I have been getting frustrated with the sidescroler anyway, I thought 
it would be good but with all the changes etc, etc I got frustrated 
with it real quick, so yeah fps would sertainly be more freer movement wise.

At 06:38 a.m. 31/12/2011 +, you wrote:
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

2011-12-31 Thread shaun everiss
well I think 3d would be more realistic, the side scroler is to 
bussy, so many things to bother with now, its to hard, just go fps, 
it is freer and probably you can fit more in the grid, I think the 
game is at a stage where free movement would hugely help now.

At 04:21 p.m. 30/12/2011 -0500, you wrote:

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] my opinion on flight gear.

2011-12-31 Thread shaun everiss
hmmm well if this is opensource, if they can get access what is going 
to stop someone just uploading modules, etc, etc.

At 04:46 p.m. 30/12/2011 -0500, you wrote:

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

2011-12-31 Thread Phil Vlasak

Hi Mike and Thomas,
Although I would enjoy a 3d version of MOTA, I think a side scroller version 
has advantages.

Usually it is much easier to move around.
Many people trying out Shades of Doom and Sarah give up because of their 
difficulty in moving around.

They get frustrated, running into wals and don't know which way to go.
While some people have good memories of where they are and can picture the 
whole level in their minds, many people do not have this ability.
For example when I worked with Carl on Maze Haze for DOS we both created 
five mazes.
I could easily get around mine as I remembered exactly how to get from the 
start to the finish.

But when I tried Carl's, I was completely lost.
I had to brail out maps of his mazes in order to figure how to solve them.
Carl could not complete my mazes until he plotted them on a pizza box, 
making walls out of push pins, which took him many hours.

But some of our customers could do the mazes in minutes.
It is a skill like having perfect pitch.
In our DOS bowling game we used a C note to designate the point where you 
should hit the space bar to throw the ball.
Some people with perfect pitch could anticipate when the C note was coming 
next and consistently got perfect bowling scores.
So in conclusion, there are probably more people who would like a side 
scroller than their are those who would like a 3d game.

Phil


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

Hi quentin.

that is a good point indeed and something I've seen done in other games too.

Indeed, some side scrollers have a ful object and inventory system like an 
rpg, and just use a separate screen to manipulate them.


Beware the grue!

Dark.
- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:13 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hello,

Nice discussion between side scroller and 3D.

I always found 3D games much harder and a puzzle in themselves to find 
your way. Like dark, when I was younger and partially sighted, I imagined 
allmost everything being a side scroller level.


I'm pretty sure you can do a side scroller as difficult as a 3D game. For 
exemple, nobody has yet tried to include puzzles that are outside level 
area. Imagine the following scenario:  your  character arrive in front of 
a locked door. When trying to open it, you could say that there are 
switches on the wall next to the door and open a separate screen to 
manipulate them. You can even go further and turn the puzzle into a 
mini-game.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

As I said william, we actually don't! have side scrollers yet.

this really I think shows the problem with discussion of this issue.

while we have some successful fps games that give an idea of what a true 3D 
game would be like, we have nothing that gives an idea of what a propper 
side scroller should be.


As I've said before, Q9 and superliam and the like are in no way 
representative of the side scroller genre, just as galaxy ranger is not 
representative of the stratogy genre.


If back before sound rts was developed, Jeanluc turned up and proposed a 
stratogy game on a grid, there may well have been people who were less keen 
and believed all stratogy games required only control of one unit at a time 
and real time arcade style combat like galaxy ranger, which as we know is 
not the case.


As I said, i'm not in any way aversed to a 3D game if that's the way things 
go, but in considdering the issue, remember it isn't a case of shades of 
doom vs superliam here.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Michael,

Well, we will see. I was feeling a bit of irritation when I wrote that
message, but you are right. This entire situation initially was caused
by James North failing to complete Montezuma's Revenge clear back in
2004, and when he decided to quit the business he kept the initial
preorder money but gave me the games. That was a bad business decision
on my part as I had no idea less than two years later I'd get a seace
and desist letter regarding the copyright issues of the game and felt
at the time it wasn't worth a legal battle and discontinued
Montezuma's Revenge. I think at that point any legal obligations I had
just went out the window anyway through no fault of my own.

However, there is no need here to dwell over sour grapes. What's done
is done, and ultimately what I can create now, what I am willing to
provide, is actually several times better than the original game
people purchased in the first place.

Let's take sound and music. The sounds that came with the Alchemy
version of Montezuma's Revenge were pretty poor. They were ok for a
Alpha or Beta, but I honestly wouldn't see someone using them for a
game that was going to retail for $45.00. What I did is purchased
sounds, music, and replaced pretty much everything he gave me with
newer high quality sounds. That's certainly something people wouldn't
have gotten with James North's version.

Next we have input devices. James North's version only had keyboard
support. I don't know if mouse and joystick support was planned on
adding them or not, but they were not listed in his development notes.
My new engine supports keyboards, mice, and joystick support so right
there is another feature you didn't have.

Since Montezuma's Revenge was based on an arcade game from 1984 the
only replay value was to top your own high score. What I'm looking at
is adding trophies, unlockables,  and other bonus content based on
achievements. Again, you guys wouldn't have gotten that in James
North's version.

Finally, how about saved games and things like that. You couldn't save
your position in Montezuma's Revenge. If you died you went to the
beginning of the level you last completed. After the third time it was
game over. I'm offering saved checkpoints that allows you to play a
level as many times as it takes to complete it.

Point being, that I think the debate over side-scroller over FPS is a
bit unnecessary. What I can offer is many many many times better than
Montezuma's Revenge in my opinion. To me going full 3d FPS is just one
more advantage. Although, I think the reason so many disagree with me
on that point is due to accessibility issues and bad experiences in
the past trying FPS games.


 Cheers!


On 12/30/11, Mike Maslo mmaslo1...@swbell.net wrote:
 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


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Richard Claridge
Hi all
I don't quite agree with dark on this matter. Although shades of doom is first 
person it is not representative of mainstream first person shooter games.
Although shades of doom is from the first person perspective, it doesn't have a 
third axis and therefore restricts the movement to 2 main directions.
The only game I can think of that uses all directions is lone wolf which isn't 
quite what you would call a first person shooter.
I agree that we have not fully explored what 2D sidescrollers games can do, we 
have not witnessed proper 3D first person either.
At the end of the day, I think Thomas should make the game that he wants, 
rather than the game that even the majority of users will want, as there are so 
few audio games out there, that most who want to play a new game will buy it 
regardless.
None of our first person games even have the ability to jump, if I am correct. 
This is what restricts them to not being full 3-D. There are no ledges, stairs, 
or such like.
This is just my opinion on the matter.
Richard

Sent from my iPhone

On 31 Dec 2011, at 13:35, dark d...@xgam.org wrote:

 As I said william, we actually don't! have side scrollers yet.
 
 this really I think shows the problem with discussion of this issue.
 
 while we have some successful fps games that give an idea of what a true 3D 
 game would be like, we have nothing that gives an idea of what a propper side 
 scroller should be.
 
 As I've said before, Q9 and superliam and the like are in no way 
 representative of the side scroller genre, just as galaxy ranger is not 
 representative of the stratogy genre.
 
 If back before sound rts was developed, Jeanluc turned up and proposed a 
 stratogy game on a grid, there may well have been people who were less keen 
 and believed all stratogy games required only control of one unit at a time 
 and real time arcade style combat like galaxy ranger, which as we know is not 
 the case.
 
 As I said, i'm not in any way aversed to a 3D game if that's the way things 
 go, but in considdering the issue, remember it isn't a case of shades of doom 
 vs superliam here.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark
Richard I do take the point about propper 3D, though actually monkey 
business and to a lesser extent technoshock both feature a degree of 
movement in the vertical axis.


However, where as shades of doom represents mainstream 3D games as they were 
in about 1994, and indeed swamp has taken that even further, I'd say the 
current state of audio side scrollers is not even into the early 1980's.


another way of putting it would be to say that we are for example fourty 
percent closer to mainstream 3D games, where as we're probably only about 
five percent closer to side scrollers.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Dark,

Actually, I disagree. Monkey Business, Sarah, and Shades of Doom are
good games, but they don't even begin to tap the full potential of
what a true 3d game is like. I should know since Tomb Raider fan that
I am I've seen some really interesting stuff never attempted in an
audio game before. Here is a very simple example.

Let's say you are looking for Queen Nefertiti's golden diadem. Now, it
happens to be in a wooden box in a niche in the wall high above the
floor. To get up there you might have to climb Nefertiti's statue,
jump from the statues head onto the ledge, reach into the niche, and
pull out the wooden box, open the box, and stash the diadem in your
bag of treasure. This is pretty common stuff for the Indiana Jones and
Lara Croft treasure hunting games and takes advantage of the 3d
environment to hide items where you wouldn't necessarily find them by
accident.

Another key advantage of 3d FPS not explored is the ability to shoot
from any angle or position. Using the Nefertiti statue Angela could
climb up there and fire down at mummies, snakes, crocodiles, and other
baddies from a snipers position. It gives the player an entirely new
level of play and strategy not fully realized in any VI accessible FPS
game to date.

I guess what I'm saying here is while you are making a valid point
that there are no accessible side-scrollers truly up to mainstream
quality its also true that there are no accessible FPS games that fit
that description either. Shades of Doom, Monkey Business,  etc are
good games, but lack features that were available in many FPS games
from the 90's let alone fully represent that style of game now.

Cheers!


On 12/31/11, dark d...@xgam.org wrote:
 As I said william, we actually don't! have side scrollers yet.

 this really I think shows the problem with discussion of this issue.

 while we have some successful fps games that give an idea of what a true 3D
 game would be like, we have nothing that gives an idea of what a propper
 side scroller should be.

 As I've said before, Q9 and superliam and the like are in no way
 representative of the side scroller genre, just as galaxy ranger is not
 representative of the stratogy genre.

 If back before sound rts was developed, Jeanluc turned up and proposed a
 stratogy game on a grid, there may well have been people who were less keen
 and believed all stratogy games required only control of one unit at a time
 and real time arcade style combat like galaxy ranger, which as we know is
 not the case.

 As I said, i'm not in any way aversed to a 3D game if that's the way things
 go, but in considdering the issue, remember it isn't a case of shades of
 doom vs superliam here.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

Hi Tom.

this all makes sense, and I'm glad your now thinking in terms of what good 
stuff will be in the game.


Even taking your own last version of montizuma's return vs the current mota, 
there's a fair amount of extra stuff in the game. More weapons, swimming, 
more enemies, a larger variety of traps, timed switches, a far more detailed 
story etc.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread michael maslo
That is what makes shades of doom fun. The problem is that people want things 
easy. 

I want something thathat is hard. I want a challenge. side scrollers are easy 
and honestly no fun.

You said the key word Phil. It is easier to move. Really? Really? Movement and 
such is so much more challenging and fun.

Thoma go with the fps. For those who do not want it we are sorry. Let's look at 
the facts. if you would not have taken on this endeavor they would have no game 
whatsoever. Yet instead of being appreciative of what you are trying to do, 
they again are complaining cause you want to go a new way with the game. One 
which your heart and mind are in. 

My feelings again are who cares. Do what you want and feel is good for you and 
the game. Do what you want where support patches and such will make you happy!
On Dec 31, 2011, at 7:21 AM, Phil Vlasak wrote:

 Hi Mike and Thomas,
 Although I would enjoy a 3d version of MOTA, I think a side scroller version 
 has advantages.
 Usually it is much easier to move around.
 Many people trying out Shades of Doom and Sarah give up because of their 
 difficulty in moving around.
 They get frustrated, running into wals and don't know which way to go.
 While some people have good memories of where they are and can picture the 
 whole level in their minds, many people do not have this ability.
 For example when I worked with Carl on Maze Haze for DOS we both created five 
 mazes.
 I could easily get around mine as I remembered exactly how to get from the 
 start to the finish.
 But when I tried Carl's, I was completely lost.
 I had to brail out maps of his mazes in order to figure how to solve them.
 Carl could not complete my mazes until he plotted them on a pizza box, making 
 walls out of push pins, which took him many hours.
 But some of our customers could do the mazes in minutes.
 It is a skill like having perfect pitch.
 In our DOS bowling game we used a C note to designate the point where you 
 should hit the space bar to throw the ball.
 Some people with perfect pitch could anticipate when the C note was coming 
 next and consistently got perfect bowling scores.
 So in conclusion, there are probably more people who would like a side 
 scroller than their are those who would like a 3d game.
 Phil
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread michael maslo
There are enough side scrollers here already. If you are so in love with side 
scrollers which I fully appreciate, play those games.

On Dec 31, 2011, at 7:30 AM, dark wrote:

 Hi quentin.
 
 that is a good point indeed and something I've seen done in other games too.
 
 Indeed, some side scrollers have a ful object and inventory system like an 
 rpg, and just use a separate screen to manipulate them.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: QuentinC quent...@cfardel.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 31, 2011 8:13 AM
 Subject: Re: [Audyssey] Mysteries of the Ancients News
 
 
 Hello,
 
 Nice discussion between side scroller and 3D.
 
 I always found 3D games much harder and a puzzle in themselves to find your 
 way. Like dark, when I was younger and partially sighted, I imagined allmost 
 everything being a side scroller level.
 
 I'm pretty sure you can do a side scroller as difficult as a 3D game. For 
 exemple, nobody has yet tried to include puzzles that are outside level 
 area. Imagine the following scenario:  your  character arrive in front of a 
 locked door. When trying to open it, you could say that there are switches 
 on the wall next to the door and open a separate screen to manipulate them. 
 You can even go further and turn the puzzle into a mini-game.
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread michael maslo
I would agree with bad experiences to 3d fps.

I think the game would be so more challenging and fun if it was a 3d fps.

I am really very passionate about this. I can not and will not get into any 
side scroller. I played the demo's and was honestly bored with it. I want to be 
able to move any direct around and not be restricted to right, left up or down. 

Again I respect your opinions and whatever you do.

Take care and look forward to raceway and other titles you come out with if 
your choice is to continue to side scroller route.
On Dec 31, 2011, at 8:13 AM, Thomas Ward wrote:

 Hi Michael,
 
 Well, we will see. I was feeling a bit of irritation when I wrote that
 message, but you are right. This entire situation initially was caused
 by James North failing to complete Montezuma's Revenge clear back in
 2004, and when he decided to quit the business he kept the initial
 preorder money but gave me the games. That was a bad business decision
 on my part as I had no idea less than two years later I'd get a seace
 and desist letter regarding the copyright issues of the game and felt
 at the time it wasn't worth a legal battle and discontinued
 Montezuma's Revenge. I think at that point any legal obligations I had
 just went out the window anyway through no fault of my own.
 
 However, there is no need here to dwell over sour grapes. What's done
 is done, and ultimately what I can create now, what I am willing to
 provide, is actually several times better than the original game
 people purchased in the first place.
 
 Let's take sound and music. The sounds that came with the Alchemy
 version of Montezuma's Revenge were pretty poor. They were ok for a
 Alpha or Beta, but I honestly wouldn't see someone using them for a
 game that was going to retail for $45.00. What I did is purchased
 sounds, music, and replaced pretty much everything he gave me with
 newer high quality sounds. That's certainly something people wouldn't
 have gotten with James North's version.
 
 Next we have input devices. James North's version only had keyboard
 support. I don't know if mouse and joystick support was planned on
 adding them or not, but they were not listed in his development notes.
 My new engine supports keyboards, mice, and joystick support so right
 there is another feature you didn't have.
 
 Since Montezuma's Revenge was based on an arcade game from 1984 the
 only replay value was to top your own high score. What I'm looking at
 is adding trophies, unlockables,  and other bonus content based on
 achievements. Again, you guys wouldn't have gotten that in James
 North's version.
 
 Finally, how about saved games and things like that. You couldn't save
 your position in Montezuma's Revenge. If you died you went to the
 beginning of the level you last completed. After the third time it was
 game over. I'm offering saved checkpoints that allows you to play a
 level as many times as it takes to complete it.
 
 Point being, that I think the debate over side-scroller over FPS is a
 bit unnecessary. What I can offer is many many many times better than
 Montezuma's Revenge in my opinion. To me going full 3d FPS is just one
 more advantage. Although, I think the reason so many disagree with me
 on that point is due to accessibility issues and bad experiences in
 the past trying FPS games.
 
 
 Cheers!
 
 
 On 12/30/11, Mike Maslo mmaslo1...@swbell.net wrote:
 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
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Richard,

So true. As it happens Lone Wolf doesn't even fully use 3d as much as
it could because enemy submarines are on the surface along with
destroyers, aircraft carriers, tankers, and other surface ships.

If Lone Wolf was a true 3d World War II submarine simulation those
enemy subs would be able to attack from above, from below, ahead,
behind, left, right, etc. You wouldn't be able to just dive to 100
feet and escape because they could follow you down and stick a torpedo
up your tail if you didn't kill him first. Although, if memory serves
me World War II subs only had a maximum attack depth of 80 feet.
Still, the principle applies that if it were 3d those enemy subs
wouldn't be floating on the surface like fish in a barrel. They'd have
free reign to hunt you at any depth and hit you from any angle they
chose.

Getting back to 3d FPS though again no accessible game comes remotely
close to mainstream games. Not even simple things like in Jedi Night
being able to jump up to a secret area above the room and finding a
few extra med kits to boost your health, or throwing your light saber
up into the air to chop the sniper on a catwalk in half. These were
pretty common features for FPS games in the 90's and no accessible
game developer has created an FPS game that comes close to the full 3d
FPS experience.

On 12/31/11, Richard Claridge richard.claridg...@googlemail.com wrote:
 Hi all
 I don't quite agree with dark on this matter. Although shades of doom is
 first person it is not representative of mainstream first person shooter
 games.
 Although shades of doom is from the first person perspective, it doesn't
 have a third axis and therefore restricts the movement to 2 main directions.
 The only game I can think of that uses all directions is lone wolf which
 isn't quite what you would call a first person shooter.
 I agree that we have not fully explored what 2D sidescrollers games can do,
 we have not witnessed proper 3D first person either.
 At the end of the day, I think Thomas should make the game that he wants,
 rather than the game that even the majority of users will want, as there are
 so few audio games out there, that most who want to play a new game will buy
 it regardless.
 None of our first person games even have the ability to jump, if I am
 correct. This is what restricts them to not being full 3-D. There are no
 ledges, stairs, or such like.
 This is just my opinion on the matter.
 Richard

 Sent from my iPhone

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Phil Vlasak

Hi Michael,
The trouble is you might not be an average game player.
For some people even a side scroller is hard.
And a 3d game is impossible.
The other point is that many people purchased the game that was described as 
a side scroller, so I think that is what they wanted to buy.
It would be like buying a car and the dealer says we decided to sell you a 
helicopter instead.

While you can drive a car easily you do not know how to fly a helicopter.
Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 10:00 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


That is what makes shades of doom fun. The problem is that people want 
things easy.


I want something thathat is hard. I want a challenge. side scrollers are 
easy and honestly no fun.


You said the key word Phil. It is easier to move. Really? Really? Movement 
and such is so much more challenging and fun.


Thoma go with the fps. For those who do not want it we are sorry. Let's 
look at the facts. if you would not have taken on this endeavor they would 
have no game whatsoever. Yet instead of being appreciative of what you are 
trying to do, they again are complaining cause you want to go a new way 
with the game. One which your heart and mind are in.


My feelings again are who cares. Do what you want and feel is good for you 
and the game. Do what you want where support patches and such will make 
you happy!



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Ben
Hi Tom,
I just want to say I'm looking forward to this idea.  And if I can be of
service, then I shal.  Since I've done music for people like Munawar of BPC
programs, I can safely say that I think I Know what I'm doing, although I'm
always open to being wrong. *smiles*

If I can ever help, then ask.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 31 December 2011 00:59
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

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

2011-12-31 Thread Richard Claridge
I see what you're saying dark. But I still have to disagree to an extent.
The majority of mainstream games these days are first person perspective games 
rather than 2-D side Scrollers.
Therefore to say that we're much further behind on 2-D games is like saying we 
much further behind on the games from the 80s but closer to the games of today. 
Surely we want to be even closer to modern games. So these other games we 
should be focusing on.
Also Tom is surely going to create more games in the future. So whatever his 
first game is, afterwards he will be able to work on other games like possibly 
a good side scroller. 
I am not totally against side scrollers at all. I remember playing super Mario 
all-stars when I was younger, which was one of the few games mainstream that is 
that I could play by myself because of the easy bright coloured graphics.
I would love a game like this.
As I have said before what I really believe is that Thomas should create a game 
that he once, because that way he will be able to put much more of his heart 
and imagination into it.
Richard

Sent from my iPhone

On 31 Dec 2011, at 14:44, dark d...@xgam.org wrote:

 Richard I do take the point about propper 3D, though actually monkey business 
 and to a lesser extent technoshock both feature a degree of movement in the 
 vertical axis.
 
 However, where as shades of doom represents mainstream 3D games as they were 
 in about 1994, and indeed swamp has taken that even further, I'd say the 
 current state of audio side scrollers is not even into the early 1980's.
 
 another way of putting it would be to say that we are for example fourty 
 percent closer to mainstream 3D games, where as we're probably only about 
 five percent closer to side scrollers.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Richard Claridge
This is exactly the point I have been trying to make.
It is true that we haven't got full 2-D side scrollers yet but also we 
definitely do not have full 3D first person shooters like mainstream. These are 
the games that are developed today and therefore these are the games we should 
be aiming towards.

Sent from my iPhone

On 31 Dec 2011, at 14:46, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Actually, I disagree. Monkey Business, Sarah, and Shades of Doom are
 good games, but they don't even begin to tap the full potential of
 what a true 3d game is like. I should know since Tomb Raider fan that
 I am I've seen some really interesting stuff never attempted in an
 audio game before. Here is a very simple example.
 
 Let's say you are looking for Queen Nefertiti's golden diadem. Now, it
 happens to be in a wooden box in a niche in the wall high above the
 floor. To get up there you might have to climb Nefertiti's statue,
 jump from the statues head onto the ledge, reach into the niche, and
 pull out the wooden box, open the box, and stash the diadem in your
 bag of treasure. This is pretty common stuff for the Indiana Jones and
 Lara Croft treasure hunting games and takes advantage of the 3d
 environment to hide items where you wouldn't necessarily find them by
 accident.
 
 Another key advantage of 3d FPS not explored is the ability to shoot
 from any angle or position. Using the Nefertiti statue Angela could
 climb up there and fire down at mummies, snakes, crocodiles, and other
 baddies from a snipers position. It gives the player an entirely new
 level of play and strategy not fully realized in any VI accessible FPS
 game to date.
 
 I guess what I'm saying here is while you are making a valid point
 that there are no accessible side-scrollers truly up to mainstream
 quality its also true that there are no accessible FPS games that fit
 that description either. Shades of Doom, Monkey Business,  etc are
 good games, but lack features that were available in many FPS games
 from the 90's let alone fully represent that style of game now.
 
 Cheers!
 
 
 On 12/31/11, dark d...@xgam.org wrote:
 As I said william, we actually don't! have side scrollers yet.
 
 this really I think shows the problem with discussion of this issue.
 
 while we have some successful fps games that give an idea of what a true 3D
 game would be like, we have nothing that gives an idea of what a propper
 side scroller should be.
 
 As I've said before, Q9 and superliam and the like are in no way
 representative of the side scroller genre, just as galaxy ranger is not
 representative of the stratogy genre.
 
 If back before sound rts was developed, Jeanluc turned up and proposed a
 stratogy game on a grid, there may well have been people who were less keen
 and believed all stratogy games required only control of one unit at a time
 and real time arcade style combat like galaxy ranger, which as we know is
 not the case.
 
 As I said, i'm not in any way aversed to a 3D game if that's the way things
 go, but in considdering the issue, remember it isn't a case of shades of
 doom vs superliam here.
 
 Beware the grue!
 
 Dark.
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Richard,

Thanks. That pretty much says how I feel about this situation as well.
I don't have anything particularly against developing side-scrollers,
am in fact interested to see how Perilous Hearts turns out, but I
really want to pick up development where the mainstream is today. I
can't get that with accessible gaming as it currently stands.

For example, I recently just acquired the new Tomb Raider  game. As
third-person action adventures goes it is far beyond anything even
hinted at in audio. Its chocked full of puzzles, tricky 3d obstacles,
and of course the graphics and audio are excellent. The only problem
is its not accessible which means I need help with getting around the
levels and I can't do the simplest of tasks like look at Lara's health
meter or scroll through my inventory to pick out a more powerful
weapon. That's exactly the type of game I want to play.

For me having been sighted most of my early life I've done Ninja
Turtles, Legend of Kage, Mario Brothers, Megaman, Super Castlevania,
etc. I've had plenty of time playing side-scrollers in the 80's and
90's, and while I don't mind still playing them I'm personally ready
to move on.  I'm growing board with them. The full 3d third-person
games like Tomb Raider were just coming out when I was going blind so
I feel totally left out of that experience and want to personally
experience that for myself without having my wife, a friend, or
someone pick up the controller and guide my character through an area
I simply can't do on  my own. In short, its not that I have anything
personally against side-scrollers its just I've already been there and
done that so to speak.

Cheers!


On 12/31/11, Richard Claridge richard.claridg...@googlemail.com wrote:
 I see what you're saying dark. But I still have to disagree to an extent.
 The majority of mainstream games these days are first person perspective
 games rather than 2-D side Scrollers.
 Therefore to say that we're much further behind on 2-D games is like saying
 we much further behind on the games from the 80s but closer to the games of
 today. Surely we want to be even closer to modern games. So these other
 games we should be focusing on.
 Also Tom is surely going to create more games in the future. So whatever his
 first game is, afterwards he will be able to work on other games like
 possibly a good side scroller.
 I am not totally against side scrollers at all. I remember playing super
 Mario all-stars when I was younger, which was one of the few games
 mainstream that is that I could play by myself because of the easy bright
 coloured graphics.
 I would love a game like this.
 As I have said before what I really believe is that Thomas should create a
 game that he once, because that way he will be able to put much more of his
 heart and imagination into it.
 Richard

 Sent from my iPhone


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Phil,

Right. We all have different skills, are good at one thing and not
another, and that is the problem. A lot of VI users find
side-scrollers accessible, easier to play, and so that's what they
prefer.

With full 3d I'm not sure how many people will run into problems. I've
been on this and other gaming lists for a long time and I've seen
people say they can't even complete the first level of Shades of Doom,
its too hard, whatever. That doesn't mean those people are stupid, but
they have the problem of being easily disoriented and go south when
they were suppose to head north etc. With full 3d we have drop-offs,
ropes, ladders, and other  3d elements that add a vertical axis to an
already complex environment. If people get confused in Shades of Doom
they'll totally be lost in a full 3d environment.

Cheers!


On 12/31/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Michael,
 The trouble is you might not be an average game player.
 For some people even a side scroller is hard.
 And a 3d game is impossible.
 The other point is that many people purchased the game that was described as
 a side scroller, so I think that is what they wanted to buy.
 It would be like buying a car and the dealer says we decided to sell you a
 helicopter instead.
 While you can drive a car easily you do not know how to fly a helicopter.
 Phil


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Phil,

That's probably true. Although, I think I have an idea how to resolve
this sticky situation. What I could do is write a one level demo, a
concept demo like Philip Bennefall did with Perilous Hearts, and see
how people do with it. If I get a lot of feedback this game is too
hard, its too complicated, I can't figure it out, whatever then we can
revise it by creating a 2d side-scroller if need be.

However, I think one of the problems is just fear of the unknown.
People doubt what they can do or what is possible until they try it. I
know before Che released Rail Racer there was all kinds of erroneous
assumptions about the mouse that were based on nothing more than lack
of personal experience. I can't use the mouse I'm blind. The mouse is
too hard to use.  I tried using the mouse with application x and
couldn't get it to work.

All of those assumptions were proven false. The mouse is a
programmable device and it will do whatever the application tells it
to do, and Rail Racer proved that it is and can be just as accessible
as a keyboard if supported properly. However, what we found out after
Rail Racer was released is most blind gamers didn't even know how to
properly hold and move the mouse let alone use it in a game. So there
was an educational curve involved in getting it accepted by a large
number of VI gamers, but it did happen. Now, days games like Rail
Racer, Swamp, etc are popular because they go beyond just the keyboard
approach to input and those users are requesting more developers to
provide mouse support as well.

So what really needs to happen here is break the ice by releasing a
fully playable demo with a full 3d environment and take it from there.
Let's see how many of those people truly have actual difficulty with
it and how many are willing to take the bull by the horns and try
something a bit different.

Cheers!


On 12/31/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Mike and Thomas,
 Although I would enjoy a 3d version of MOTA, I think a side scroller version
 has advantages.
 Usually it is much easier to move around.
 Many people trying out Shades of Doom and Sarah give up because of their
 difficulty in moving around.
 They get frustrated, running into wals and don't know which way to go.
 While some people have good memories of where they are and can picture the
 whole level in their minds, many people do not have this ability.
 For example when I worked with Carl on Maze Haze for DOS we both created
 five mazes.
 I could easily get around mine as I remembered exactly how to get from the
 start to the finish.
 But when I tried Carl's, I was completely lost.
 I had to brail out maps of his mazes in order to figure how to solve them.
 Carl could not complete my mazes until he plotted them on a pizza box,
 making walls out of push pins, which took him many hours.
 But some of our customers could do the mazes in minutes.
 It is a skill like having perfect pitch.
 In our DOS bowling game we used a C note to designate the point where you
 should hit the space bar to throw the ball.
 Some people with perfect pitch could anticipate when the C note was coming
 next and consistently got perfect bowling scores.
 So in conclusion, there are probably more people who would like a side
 scroller than their are those who would like a 3d game.
 Phil


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Yohandy

Thomas,
I think it'll be a shame if you were to abandon the side scroller. not 
because I hate FPS games, in fact I'll be the first to download an FPS MOTA 
whenever it's available, but due to the fact you've been working on this 
game engine for 3 years, and now you'll be throwing all that work away 
because the project doesn't interest you. Keep in mind that with this engine 
already finished, you could probably release this game in a couple of 
months. On the other hand, you'll need to work on modifying your engine to 
support 3d movement, and then start work on the game. it'll take so much 
longer.




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 30, 2011 10:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



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!






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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Mike Maslo
Great idea

Sent from my iPhone

On Dec 31, 2011, at 11:21 AM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Phil,
 
 That's probably true. Although, I think I have an idea how to resolve
 this sticky situation. What I could do is write a one level demo, a
 concept demo like Philip Bennefall did with Perilous Hearts, and see
 how people do with it. If I get a lot of feedback this game is too
 hard, its too complicated, I can't figure it out, whatever then we can
 revise it by creating a 2d side-scroller if need be.
 
 However, I think one of the problems is just fear of the unknown.
 People doubt what they can do or what is possible until they try it. I
 know before Che released Rail Racer there was all kinds of erroneous
 assumptions about the mouse that were based on nothing more than lack
 of personal experience. I can't use the mouse I'm blind. The mouse is
 too hard to use.  I tried using the mouse with application x and
 couldn't get it to work.
 
 All of those assumptions were proven false. The mouse is a
 programmable device and it will do whatever the application tells it
 to do, and Rail Racer proved that it is and can be just as accessible
 as a keyboard if supported properly. However, what we found out after
 Rail Racer was released is most blind gamers didn't even know how to
 properly hold and move the mouse let alone use it in a game. So there
 was an educational curve involved in getting it accepted by a large
 number of VI gamers, but it did happen. Now, days games like Rail
 Racer, Swamp, etc are popular because they go beyond just the keyboard
 approach to input and those users are requesting more developers to
 provide mouse support as well.
 
 So what really needs to happen here is break the ice by releasing a
 fully playable demo with a full 3d environment and take it from there.
 Let's see how many of those people truly have actual difficulty with
 it and how many are willing to take the bull by the horns and try
 something a bit different.
 
 Cheers!
 
 
 On 12/31/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Mike and Thomas,
 Although I would enjoy a 3d version of MOTA, I think a side scroller version
 has advantages.
 Usually it is much easier to move around.
 Many people trying out Shades of Doom and Sarah give up because of their
 difficulty in moving around.
 They get frustrated, running into wals and don't know which way to go.
 While some people have good memories of where they are and can picture the
 whole level in their minds, many people do not have this ability.
 For example when I worked with Carl on Maze Haze for DOS we both created
 five mazes.
 I could easily get around mine as I remembered exactly how to get from the
 start to the finish.
 But when I tried Carl's, I was completely lost.
 I had to brail out maps of his mazes in order to figure how to solve them.
 Carl could not complete my mazes until he plotted them on a pizza box,
 making walls out of push pins, which took him many hours.
 But some of our customers could do the mazes in minutes.
 It is a skill like having perfect pitch.
 In our DOS bowling game we used a C note to designate the point where you
 should hit the space bar to throw the ball.
 Some people with perfect pitch could anticipate when the C note was coming
 next and consistently got perfect bowling scores.
 So in conclusion, there are probably more people who would like a side
 scroller than their are those who would like a 3d game.
 Phil
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Mike Maslo
Silly reason 

Easy to convert 

Sent from my iPhone

On Dec 31, 2011, at 11:56 AM, Yohandy yohand...@gmail.com wrote:

 Thomas,
 I think it'll be a shame if you were to abandon the side scroller. not 
 because I hate FPS games, in fact I'll be the first to download an FPS MOTA 
 whenever it's available, but due to the fact you've been working on this game 
 engine for 3 years, and now you'll be throwing all that work away because the 
 project doesn't interest you. Keep in mind that with this engine already 
 finished, you could probably release this game in a couple of months. On the 
 other hand, you'll need to work on modifying your engine to support 3d 
 movement, and then start work on the game. it'll take so much longer.
 
 
 
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 30, 2011 10:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News
 
 
 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!
 
 
 
 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Yohandy,

Smile. that's where you are wrong. Even if I throw out the 2d version
of the game I'm not throwing all of that work away because I already
have a lot of reusable code. Things like menus, functions to load
sounds, save settings, etc all can be copied over as is. That's so
generic that I don't even have to change it to get that functionality
added to the new game on the first day.

Besides, as far as how much work it will take to convert it from 2d to
3d it isn't a lot of work in reality because I have existing templates
for this. Templates to run, jump, crawl, swim, etc all in a 3d
environment. Remember the primary purpose of the engine is for
developing 3d type games thus the name Genesis 3D or G3D for short.

Plus last year I started work on a 3d version of MOTA which I was
thinking about releasing at the same time as the 2d side-scroller
version and never got around to releasing a public beta. So the fact
of the matter is all of the basic coding is done. All the mechanics
etc are there. I just need to add levels, maybe update the AI, load
the new sounds, etc and by March or April I'll have a decent demo for
you guys to try. So its not as bad as you are probably imagining here.
Its not like it will take three to five years to get back to where we
are now, because I have a lot of existing code to work with. I've got
a stable engine, a very good start on a 3d game, all I need to do is
just bring it up to date and add a level or two for demonstration
purposes.

HTH


On 12/31/11, Yohandy yohand...@gmail.com wrote:
 Thomas,
 I think it'll be a shame if you were to abandon the side scroller. not
 because I hate FPS games, in fact I'll be the first to download an FPS MOTA
 whenever it's available, but due to the fact you've been working on this
 game engine for 3 years, and now you'll be throwing all that work away
 because the project doesn't interest you. Keep in mind that with this engine
 already finished, you could probably release this game in a couple of
 months. On the other hand, you'll need to work on modifying your engine to
 support 3d movement, and then start work on the game. it'll take so much
 longer.



 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 30, 2011 10:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 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.


[Audyssey] Saturday's Out of Sight events

2011-12-31 Thread Charles Rivard
Here are the events scheduled for Saturday, December 31st:





On Stage

8:00 PM eastern

Hosted by Lisa filroy

Location:  On Stage

Join us this evening and showcase your talent by either playing an instrument, 
singing, reciting poetry, etc. If you would just like to be a member of the 
audience and listen to these talented performers, that is fine, too!  You won't 
want to miss your fellow friends as they showcase their talent!





Zilch
10:00 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] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
I agree. Both genres need to be explored more thoroughly. After all, if 
mainstream devs hadn't done that even side scrollers wouldn't have 
eventually become as advanced as they did.

They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 7:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Richard I do take the point about propper 3D, though actually monkey 
business and to a lesser extent technoshock both feature a degree of 
movement in the vertical axis.


However, where as shades of doom represents mainstream 3D games as they 
were in about 1994, and indeed swamp has taken that even further, I'd say 
the current state of audio side scrollers is not even into the early 
1980's.


another way of putting it would be to say that we are for example fourty 
percent closer to mainstream 3D games, where as we're probably only about 
five percent closer to side scrollers.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
Honestly, if mainstream developers had had that attitude we probably 
wouldn't have seen some of the classic games we did. If we're ever going to 
have a market even close to the mainstream we need to fully explore EVERY! 
genre. That includes side scrollers as well as 3-d games.

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: Saturday, December 31, 2011 8:01 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


There are enough side scrollers here already. If you are so in love with 
side scrollers which I fully appreciate, play those games.


On Dec 31, 2011, at 7:30 AM, dark wrote:


Hi quentin.

that is a good point indeed and something I've seen done in other games 
too.


Indeed, some side scrollers have a ful object and inventory system like 
an rpg, and just use a separate screen to manipulate them.


Beware the grue!

Dark.
- Original Message - From: QuentinC quent...@cfardel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:13 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hello,

Nice discussion between side scroller and 3D.

I always found 3D games much harder and a puzzle in themselves to find 
your way. Like dark, when I was younger and partially sighted, I 
imagined allmost everything being a side scroller level.


I'm pretty sure you can do a side scroller as difficult as a 3D game. 
For exemple, nobody has yet tried to include puzzles that are outside 
level area. Imagine the following scenario:  your  character arrive in 
front of a locked door. When trying to open it, you could say that there 
are switches on the wall next to the door and open a separate screen to 
manipulate them. You can even go further and turn the puzzle into a 
mini-game.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
Good point there Phil. And it's not always just a simple matter of bite te 
bullet and learn it. Some people just can't grasp the concept. It's the same 
as math. Some people, myself included, just can't get it. Smile.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:12 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Michael,
The trouble is you might not be an average game player.
For some people even a side scroller is hard.
And a 3d game is impossible.
The other point is that many people purchased the game that was described 
as a side scroller, so I think that is what they wanted to buy.
It would be like buying a car and the dealer says we decided to sell you a 
helicopter instead.

While you can drive a car easily you do not know how to fly a helicopter.
Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 10:00 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


That is what makes shades of doom fun. The problem is that people want 
things easy.


I want something thathat is hard. I want a challenge. side scrollers are 
easy and honestly no fun.


You said the key word Phil. It is easier to move. Really? Really? 
Movement and such is so much more challenging and fun.


Thoma go with the fps. For those who do not want it we are sorry. Let's 
look at the facts. if you would not have taken on this endeavor they 
would have no game whatsoever. Yet instead of being appreciative of what 
you are trying to do, they again are complaining cause you want to go a 
new way with the game. One which your heart and mind are in.


My feelings again are who cares. Do what you want and feel is good for 
you and the game. Do what you want where support patches and such will 
make you happy!



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson

Personally I feel we shouldn't be aiming towards any one specific genre.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Richard Claridge richard.claridg...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:24 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



This is exactly the point I have been trying to make.
It is true that we haven't got full 2-D side scrollers yet but also we 
definitely do not have full 3D first person shooters like mainstream. 
These are the games that are developed today and therefore these are the 
games we should be aiming towards.


Sent from my iPhone

On 31 Dec 2011, at 14:46, Thomas Ward thomasward1...@gmail.com wrote:


Hi Dark,

Actually, I disagree. Monkey Business, Sarah, and Shades of Doom are
good games, but they don't even begin to tap the full potential of
what a true 3d game is like. I should know since Tomb Raider fan that
I am I've seen some really interesting stuff never attempted in an
audio game before. Here is a very simple example.

Let's say you are looking for Queen Nefertiti's golden diadem. Now, it
happens to be in a wooden box in a niche in the wall high above the
floor. To get up there you might have to climb Nefertiti's statue,
jump from the statues head onto the ledge, reach into the niche, and
pull out the wooden box, open the box, and stash the diadem in your
bag of treasure. This is pretty common stuff for the Indiana Jones and
Lara Croft treasure hunting games and takes advantage of the 3d
environment to hide items where you wouldn't necessarily find them by
accident.

Another key advantage of 3d FPS not explored is the ability to shoot
from any angle or position. Using the Nefertiti statue Angela could
climb up there and fire down at mummies, snakes, crocodiles, and other
baddies from a snipers position. It gives the player an entirely new
level of play and strategy not fully realized in any VI accessible FPS
game to date.

I guess what I'm saying here is while you are making a valid point
that there are no accessible side-scrollers truly up to mainstream
quality its also true that there are no accessible FPS games that fit
that description either. Shades of Doom, Monkey Business,  etc are
good games, but lack features that were available in many FPS games
from the 90's let alone fully represent that style of game now.

Cheers!


On 12/31/11, dark d...@xgam.org wrote:

As I said william, we actually don't! have side scrollers yet.

this really I think shows the problem with discussion of this issue.

while we have some successful fps games that give an idea of what a true 
3D

game would be like, we have nothing that gives an idea of what a propper
side scroller should be.

As I've said before, Q9 and superliam and the like are in no way
representative of the side scroller genre, just as galaxy ranger is not
representative of the stratogy genre.

If back before sound rts was developed, Jeanluc turned up and proposed a
stratogy game on a grid, there may well have been people who were less 
keen
and believed all stratogy games required only control of one unit at a 
time
and real time arcade style combat like galaxy ranger, which as we know 
is

not the case.

As I said, i'm not in any way aversed to a 3D game if that's the way 
things

go, but in considdering the issue, remember it isn't a case of shades of
doom vs superliam here.

Beware the grue!

Dark.


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If you 

[Audyssey] my audio game - aliens attack

2011-12-31 Thread Nikola Stojsic (NS studios)
Hello all.

I'm proud to present you my new audio game called aliens attack.
That's aliens attack 2012.0 beta.
 http://www.nsstudios.tk/games.htm 

readme:
Aliens attack T2012.0 beta

. about the game

The game aliens attack is the science fiction game. In this game, the goal
is to shoote as many aliens you can.
Currently, 5 levels are available, but in the future, more levels will be
added and same game will be improved.
The game is free of charge, it gives you a lot of fun.

. more features

. information
you have information spoken for the first time you turn on the game, and
when info has been updated. It contains my warnings and helpful notes to the
users.

. ads

ads will be spoken first time you play the game or when it's updated. It
contains useful advertisements from people who payed me for an ad, or my own
ads.

. submiting your own ad

your ad can be free of charge or costs a small amount, e.g. 10 euros. Ad
doesn't have any limits, and every user will see that not just once, because
they will have a copy of all ads in the ads.txt text file in their game
folder.
For more info, and how you're able to pay me, drop me the line at
ns.studi...@gmail.com

. skipping intros, ads, information, and story

if you wanna skip the intro, story, ads or information, you may want just to
press one of the following keys:
. enter
. space
. escape
. control

. menu

use up and down arrows or left and right arrows to move between options, and
enter or space to activate it.
. start the game - starts the game, by playing ads (if new or if first run),
playing the story and then starting the game, when you hear level 1 then
time to act!
. scoreboard settings - unavailable in the beta version, because it's not
yet finished. When you click on it, it will not do anything.
. test speakers - plays gun sound on the left speaker, in the middle and on
the right speaker (if you hear differently, then you need to adjust your
speakers or hedphones correctly to play this game).
. help - opens this file up
. exit - what it could be unless quitting the game as an alternative you may
press escape or alt f4 to quit the game

. keys in the game

. right arrow - walk to the right
. left arrow - walk to the left
. space - fire (only works when you're at the same position as alien does)
. 1 2 3 4 5 - selects the weapon (1 = gun, 2 = punch, 3 = whip, 4 = sord, 5
= electricity)
. q w e r t - viewing the score for the 1st, 2nd, 3rd, 4th and 5th level
. a - viewing which weapon you have loaded
. s - viewing total score
. d - viewing how much time elapsed from the game beginning
. escape or alt f4 - returns to the menu with the question before (press y
if yes, n if not)
You're limited to the 25 seconds per each level, when 20 seconds elapsed,
you'll hear the buzzer sound warning you that just 5 seconds elapsed.
when you hear something like alarm clock sound, it means you got time
boosed. The time boosed resets the timer, which means that you'll have more
25 seconds.

. notices

. the game comes with the keyhook which will be active when you start the
game, the keyhook allows you to play the game even if your screenreader is
running. In very very rare cases keyhook will not be active, and if you
noticed that you can't move across the menu, that you can't walk, or
something like that, please turn your screenreader off.
. the ads and information things weren't added to anoy you or something like
that. This game is free of charge, but i need to get something to eate,
rite? You'll hear ads when you hit start game, and that's the only one place
reserved for the ads, and also information will be heard just when intro
finishes.
. new releases will be more powerful, because by this beta, i just wanna
show you that i'm not sleeping, or just sitting around, etc.

. thanks

Thanks to all fokes those suggested something, helped something, etc.

. license note

you're not supposed to decrypt the sounds, change or redistribute the game,
etc.

CC NS studios, all rights reserved!
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
klango: sdjnick
aim: nikolastojsic

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
aim: nikolastojsic
web site: http://www.nsstudios.tk




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[Audyssey] Laser Tag

2011-12-31 Thread Dakotah Rickard
All right, folks. I'm bringing this up because of personal interest,
because this is a gaming list, not necessarily just computers, and
because I seriously think some folks would find this interesting.

When I was a kid, I loved playing Lazer Tag, that's with a z and it's
branded. My brothers and I had loads of fun shooting at each other,
and they didn't always win, either. My set was basically just a couple
of blasters that you velcroed onto your arm with a trigger and a
button, with which you had unlimited ammo, a huge blast you could only
use once, and a shield button that gave you a dinky five second
protection from damage and sounded somewhat like a washing machine on
overload. The health meter beeped at a certain rate to let you know
how banged up you were, and the whole thing was so simple that to call
it accessible is a joke, because it wasn't complicated enough to be
unaccessible.
A lot of my friends played Laser Challenge, which was nearly as
accessible, but it was incompatible with my gun, so we never really
played together, and why should a parent by another perfectly good
laser tag system.

Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
like used fads, not for me but for average consumers. I've been
looking online for decent laser tag style stuff for years, now, with
little success, unless I wanted to pay out the nose on Ebay or Amazon.
However, in the space of just a month or so, I struck gold.

My mom actually pointed out the product while we were talking about
toys I might get for my kids, just as a neat little thought. She
didn't know how meaningful it was for me. She told me about Light
Strike laser tag, a new system from WowWee toys, a reputable company,
most recently, before Light Strike, known for Paper Jams products.

While researching this awesome system, I came across the Phoenix LTX,
now the Nerf Two-Player Laser Battle System, yet another relatively
new system based on an older, more expensive platform.

I'm going to give a very brief overview of what I found from both
systems, and what I want to know is do any people on this list care to
have me do a more extensive review, possibly in podcast or youtube
form, of the light Strike stuff, which I've actually handled and am in
the process of purchasing? I can add to the plethora of reviews out
there, but mine would add a few from the blind perspective. If you
like, let me know.

Anyway, I'll tell you about the Phoenix first, then I'll write on
Light Strike, then I'll compare and contrast.

The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
of two pistol-style laser guns. They have a Nerf sort of look to them,
according to friends I've asked. They host switches and sliders to
control any functions for setting up a game, unusual in an age of
buttons and touchscreens. the LTX supports up to three different
teams, although the older, no longer produced, LTTO system adds
functionality and complexity. The guns feature a built-in recoil
simulating hammer that wiggles the weapon when fired, and reloading
feels more interactive, as you release a false clip and then smack it
back into the grip of the weapon. The only other control is the shield
trigger, located near the firing trigger, which allows you to burst
your limited shield throughout play. It may or may not, research is
inconclusive, come with a shotgun accessory for each gun and a scope
accessory for each gun by default.

the Light Strike guns come in two different sets, Strikers which are
like pistols, and Assault Strikers which are like carbines. the
pistols and carbines are also divided up into Orange, Yellow, and Red
sets, which are Human, Robot, and Alien respectively. These variances
affect the styling of the weapons, arrangement of buttons, and voice
of the weapon, but have no effect on function, besides comfort with a
particular style of grip and button arrangement. The Strikers, the
pistol form, are about $25 U.S., while the Assault Strikers, the
carbines, are about $35, with accessories running from $10 to $14, and
$25 for the targeting vests and automated turret, the I.T.S. which is
beyond the scope of this overview. The Light Strike weapons feature
several different fire modes, and the Assault Strikers have a reload
button which resembles a loaded clip of ammunition already in the gun.
The pistols are controlled by buttons to access different functions,
but the carbine Assault model features somewhat sensative touch-based
controls. I can personally use either with fair to good results. The
Assault Strikers can accept four different accessories, the scope
which is a sniper rifle augment, the Rapid Fire System, which is a
machinegun augment, the refractor launch system, which is a
shotgun/grenade launcher augment, and the enemy scanner, a radar and
damage booster augment. The Strikers and Assault Strikers come with
targets, although only those which come with the Assault Strikers make
sound.

The two systems are incompatible, but 

Re: [Audyssey] Laser Tag

2011-12-31 Thread Bryan Peterson
I actually had a set of those when I was in High School. They worked with 
the Star Wars Lazer Tag set also.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 6:07 PM
Subject: [Audyssey] Laser Tag



All right, folks. I'm bringing this up because of personal interest,
because this is a gaming list, not necessarily just computers, and
because I seriously think some folks would find this interesting.

When I was a kid, I loved playing Lazer Tag, that's with a z and it's
branded. My brothers and I had loads of fun shooting at each other,
and they didn't always win, either. My set was basically just a couple
of blasters that you velcroed onto your arm with a trigger and a
button, with which you had unlimited ammo, a huge blast you could only
use once, and a shield button that gave you a dinky five second
protection from damage and sounded somewhat like a washing machine on
overload. The health meter beeped at a certain rate to let you know
how banged up you were, and the whole thing was so simple that to call
it accessible is a joke, because it wasn't complicated enough to be
unaccessible.
A lot of my friends played Laser Challenge, which was nearly as
accessible, but it was incompatible with my gun, so we never really
played together, and why should a parent by another perfectly good
laser tag system.

Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
like used fads, not for me but for average consumers. I've been
looking online for decent laser tag style stuff for years, now, with
little success, unless I wanted to pay out the nose on Ebay or Amazon.
However, in the space of just a month or so, I struck gold.

My mom actually pointed out the product while we were talking about
toys I might get for my kids, just as a neat little thought. She
didn't know how meaningful it was for me. She told me about Light
Strike laser tag, a new system from WowWee toys, a reputable company,
most recently, before Light Strike, known for Paper Jams products.

While researching this awesome system, I came across the Phoenix LTX,
now the Nerf Two-Player Laser Battle System, yet another relatively
new system based on an older, more expensive platform.

I'm going to give a very brief overview of what I found from both
systems, and what I want to know is do any people on this list care to
have me do a more extensive review, possibly in podcast or youtube
form, of the light Strike stuff, which I've actually handled and am in
the process of purchasing? I can add to the plethora of reviews out
there, but mine would add a few from the blind perspective. If you
like, let me know.

Anyway, I'll tell you about the Phoenix first, then I'll write on
Light Strike, then I'll compare and contrast.

The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
of two pistol-style laser guns. They have a Nerf sort of look to them,
according to friends I've asked. They host switches and sliders to
control any functions for setting up a game, unusual in an age of
buttons and touchscreens. the LTX supports up to three different
teams, although the older, no longer produced, LTTO system adds
functionality and complexity. The guns feature a built-in recoil
simulating hammer that wiggles the weapon when fired, and reloading
feels more interactive, as you release a false clip and then smack it
back into the grip of the weapon. The only other control is the shield
trigger, located near the firing trigger, which allows you to burst
your limited shield throughout play. It may or may not, research is
inconclusive, come with a shotgun accessory for each gun and a scope
accessory for each gun by default.

the Light Strike guns come in two different sets, Strikers which are
like pistols, and Assault Strikers which are like carbines. the
pistols and carbines are also divided up into Orange, Yellow, and Red
sets, which are Human, Robot, and Alien respectively. These variances
affect the styling of the weapons, arrangement of buttons, and voice
of the weapon, but have no effect on function, besides comfort with a
particular style of grip and button arrangement. The Strikers, the
pistol form, are about $25 U.S., while the Assault Strikers, the
carbines, are about $35, with accessories running from $10 to $14, and
$25 for the targeting vests and automated turret, the I.T.S. which is
beyond the scope of this overview. The Light Strike weapons feature
several different fire modes, and the Assault Strikers have a reload
button which resembles a loaded clip of ammunition already in the gun.
The pistols are controlled by buttons to access different functions,
but the carbine Assault model features somewhat sensative touch-based
controls. I can personally use either with fair to good results. The
Assault Strikers can accept four different accessories, the scope
which is a sniper rifle 

Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

Hi Tom.

that is true, and I certainly wouldn't say that audio 3D is even up to what 
other indi developers are doing in 3D today.


it's just that where as there has been at least an attempt at audio 3D 
games, the jumps in monkey business,, the head hight fireballs in 
technoshock, there hasn't even been a vague attempt at a true 2D game.


Yes, I agree an audio 3D tomb hunter would be a good thing and I'd love to 
see such a game, but I think there is a danger in people believing that 
superliam and Q9 are representative of what a side scroller is, especially 
sinse many first off developers are creating side scrollers as bgt example 
games, and it would be nice to have a true! accessible side scroller to tip 
the balance.


Beware the grue!

Dark.
-  



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

Michael I'm afraid you've exactly proved my point here.

Thinking superliam and q9 are representative of 2D games would be like 
believing a wheel barro is like a peter built freight carrier truck.


right now it is as if your saying well I've seen this wheel barrow, but i 
think transporting goods by road is utterly pointless and cargo ships are 
the only way to go


Without looking over the 200 tonne fright carrying monster!

this is indeed one of the major contributions I see Mota making in audio 
games, giving people an experience far closer to a true 2D game.


right now, while we're certainly a long way behind graphical indi games in 
all areas, the 2D is stil miles behind 3D.


Also, this is not a diatribe against 3D games at all. as I've said before, 
i'd love to see a 3D game.


i just believe that there is a lot of potential for fun games in 2D that 
people will not realize until a developer creates something closer to a true 
2D game.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 3:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


There are enough side scrollers here already. If you are so in love with 
side scrollers which I fully appreciate, play those games.





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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Mike Maslo
Disagree

Go with fps 3d

Sent from my iPhone

On Dec 31, 2011, at 7:55 PM, dark d...@xgam.org wrote:

 Hi Tom.
 
 that is true, and I certainly wouldn't say that audio 3D is even up to what 
 other indi developers are doing in 3D today.
 
 it's just that where as there has been at least an attempt at audio 3D games, 
 the jumps in monkey business,, the head hight fireballs in technoshock, there 
 hasn't even been a vague attempt at a true 2D game.
 
 Yes, I agree an audio 3D tomb hunter would be a good thing and I'd love to 
 see such a game, but I think there is a danger in people believing that 
 superliam and Q9 are representative of what a side scroller is, especially 
 sinse many first off developers are creating side scrollers as bgt example 
 games, and it would be nice to have a true! accessible side scroller to tip 
 the balance.
 
 Beware the grue!
 
 Dark.
 -  
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson

I agree completely with Dark.
They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 6:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Tom.

that is true, and I certainly wouldn't say that audio 3D is even up to 
what other indi developers are doing in 3D today.


it's just that where as there has been at least an attempt at audio 3D 
games, the jumps in monkey business,, the head hight fireballs in 
technoshock, there hasn't even been a vague attempt at a true 2D game.


Yes, I agree an audio 3D tomb hunter would be a good thing and I'd love to 
see such a game, but I think there is a danger in people believing that 
superliam and Q9 are representative of what a side scroller is, especially 
sinse many first off developers are creating side scrollers as bgt example 
games, and it would be nice to have a true! accessible side scroller to 
tip the balance.


Beware the grue!

Dark.
- 


---
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gamers-unsubscr...@audyssey.org.

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list,
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Re: [Audyssey] Laser Tag

2011-12-31 Thread Charles Rivard
While I probably wouldn't buy them they are interesting to read about, so if 
you want to do a more in depth review, I'd be interested.  This would be a 
great article or two for the Audyssey magazine!


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 7:07 PM
Subject: [Audyssey] Laser Tag



All right, folks. I'm bringing this up because of personal interest,
because this is a gaming list, not necessarily just computers, and
because I seriously think some folks would find this interesting.

When I was a kid, I loved playing Lazer Tag, that's with a z and it's
branded. My brothers and I had loads of fun shooting at each other,
and they didn't always win, either. My set was basically just a couple
of blasters that you velcroed onto your arm with a trigger and a
button, with which you had unlimited ammo, a huge blast you could only
use once, and a shield button that gave you a dinky five second
protection from damage and sounded somewhat like a washing machine on
overload. The health meter beeped at a certain rate to let you know
how banged up you were, and the whole thing was so simple that to call
it accessible is a joke, because it wasn't complicated enough to be
unaccessible.
A lot of my friends played Laser Challenge, which was nearly as
accessible, but it was incompatible with my gun, so we never really
played together, and why should a parent by another perfectly good
laser tag system.

Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
like used fads, not for me but for average consumers. I've been
looking online for decent laser tag style stuff for years, now, with
little success, unless I wanted to pay out the nose on Ebay or Amazon.
However, in the space of just a month or so, I struck gold.

My mom actually pointed out the product while we were talking about
toys I might get for my kids, just as a neat little thought. She
didn't know how meaningful it was for me. She told me about Light
Strike laser tag, a new system from WowWee toys, a reputable company,
most recently, before Light Strike, known for Paper Jams products.

While researching this awesome system, I came across the Phoenix LTX,
now the Nerf Two-Player Laser Battle System, yet another relatively
new system based on an older, more expensive platform.

I'm going to give a very brief overview of what I found from both
systems, and what I want to know is do any people on this list care to
have me do a more extensive review, possibly in podcast or youtube
form, of the light Strike stuff, which I've actually handled and am in
the process of purchasing? I can add to the plethora of reviews out
there, but mine would add a few from the blind perspective. If you
like, let me know.

Anyway, I'll tell you about the Phoenix first, then I'll write on
Light Strike, then I'll compare and contrast.

The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
of two pistol-style laser guns. They have a Nerf sort of look to them,
according to friends I've asked. They host switches and sliders to
control any functions for setting up a game, unusual in an age of
buttons and touchscreens. the LTX supports up to three different
teams, although the older, no longer produced, LTTO system adds
functionality and complexity. The guns feature a built-in recoil
simulating hammer that wiggles the weapon when fired, and reloading
feels more interactive, as you release a false clip and then smack it
back into the grip of the weapon. The only other control is the shield
trigger, located near the firing trigger, which allows you to burst
your limited shield throughout play. It may or may not, research is
inconclusive, come with a shotgun accessory for each gun and a scope
accessory for each gun by default.

the Light Strike guns come in two different sets, Strikers which are
like pistols, and Assault Strikers which are like carbines. the
pistols and carbines are also divided up into Orange, Yellow, and Red
sets, which are Human, Robot, and Alien respectively. These variances
affect the styling of the weapons, arrangement of buttons, and voice
of the weapon, but have no effect on function, besides comfort with a
particular style of grip and button arrangement. The Strikers, the
pistol form, are about $25 U.S., while the Assault Strikers, the
carbines, are about $35, with accessories running from $10 to $14, and
$25 for the targeting vests and automated turret, the I.T.S. which is
beyond the scope of this overview. The Light Strike weapons feature
several different fire modes, and the Assault Strikers have a reload
button which resembles a loaded clip of ammunition already in the gun.
The pistols are controlled by buttons to access different functions,
but the carbine Assault model features somewhat sensative touch-based
controls. I can personally use either with fair 

Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Mike Maslo
The problem is you want one thing and mo matter if the developer is not fully 
in to it

No matter what any of us say we will never agree

It's Thomas decision and no matter what i respect his decision

Sent from my iPhone

On Dec 31, 2011, at 8:01 PM, dark d...@xgam.org wrote:

 Michael I'm afraid you've exactly proved my point here.
 
 Thinking superliam and q9 are representative of 2D games would be like 
 believing a wheel barro is like a peter built freight carrier truck.
 
 right now it is as if your saying well I've seen this wheel barrow, but i 
 think transporting goods by road is utterly pointless and cargo ships are the 
 only way to go
 
 Without looking over the 200 tonne fright carrying monster!
 
 this is indeed one of the major contributions I see Mota making in audio 
 games, giving people an experience far closer to a true 2D game.
 
 right now, while we're certainly a long way behind graphical indi games in 
 all areas, the 2D is stil miles behind 3D.
 
 Also, this is not a diatribe against 3D games at all. as I've said before, 
 i'd love to see a 3D game.
 
 i just believe that there is a lot of potential for fun games in 2D that 
 people will not realize until a developer creates something closer to a true 
 2D game.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: michael maslo mmaslo1...@swbell.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 31, 2011 3:01 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News
 
 
 There are enough side scrollers here already. If you are so in love with 
 side scrollers which I fully appreciate, play those games.
 
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.

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All messages are archived and can be searched and read at
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson

I could raise a glass to that. Smile.
They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 7:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Michael I'm afraid you've exactly proved my point here.

Thinking superliam and q9 are representative of 2D games would be like 
believing a wheel barro is like a peter built freight carrier truck.


right now it is as if your saying well I've seen this wheel barrow, but i 
think transporting goods by road is utterly pointless and cargo ships are 
the only way to go


Without looking over the 200 tonne fright carrying monster!

this is indeed one of the major contributions I see Mota making in audio 
games, giving people an experience far closer to a true 2D game.


right now, while we're certainly a long way behind graphical indi games in 
all areas, the 2D is stil miles behind 3D.


Also, this is not a diatribe against 3D games at all. as I've said before, 
i'd love to see a 3D game.


i just believe that there is a lot of potential for fun games in 2D that 
people will not realize until a developer creates something closer to a 
true 2D game.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 3:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


There are enough side scrollers here already. If you are so in love with 
side scrollers which I fully appreciate, play those games.





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All messages are archived and can be searched and read at
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list,
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread dark

Hi Richard.

I fully agree on the point that Thomas should create the game he wants, 
however the reason I'm continuing this discussion is more for everyone else, 
sinse there seem far too many of the 3D good, 2D bad camp.


the reason mainstream games changed to 3D was primarily graphical in origin. 
Developement in 3D graphics technology, even on 16 bit consoles meant that 
more realistic images could be shown on screen, indeed some of the earlier 
efforts at 3D or psudo 3D that were made got laughable press sinse they 
focused on graphics so much the gameplay went out of the window.


There are! actually 2D games stil being made, especially on handheld 
consoles. Capcom for instance is continuing the mega man series on the wii, 
and in developement currently is another 2D metroid game, so the genre is 
far from exhausted.


Pluss, sinse people on the list haven't had chance to enjoy all the great 2D 
titles that have been rpoduced over the years, isn't there an arguement that 
they should?


As to other developers creating 2D games in the future, well I actually see 
that as unlikely at the moment unless! mota raises the bar a litle. Right 
now as Michael's words have shown, people's perception of 2D is q9.


so long as it is a choice betwene Q9 and shades of doom, people will pretty 
much go with 3D, and on this basis I can't really blaime them sinse if I 
didn't have other experience myself I'd probably think the same.


My personal belief is that while both games are equally valid types and 
could be equally fun, 2D currently is more behind in audio, thus a 2D title 
would be better for developement.


This is not an attempt to pressure Tom into anything, I'm fully of the 
opinion he should write whatsoever he wants, just a general comment on the 
state of the audio games currently available, and possible trends in the 
future.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
Personally I'd prefer THomas finish the side scroller and then do the FPS 
remake he was talkin about. THen if the rest of the Tomb Hunter series were 
in FPS there would be some sense of continuity. But I for one would like to 
play both versions.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 7:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


The problem is you want one thing and mo matter if the developer is not 
fully in to it


No matter what any of us say we will never agree

It's Thomas decision and no matter what i respect his decision

Sent from my iPhone

On Dec 31, 2011, at 8:01 PM, dark d...@xgam.org wrote:


Michael I'm afraid you've exactly proved my point here.

Thinking superliam and q9 are representative of 2D games would be like 
believing a wheel barro is like a peter built freight carrier truck.


right now it is as if your saying well I've seen this wheel barrow, but 
i think transporting goods by road is utterly pointless and cargo ships 
are the only way to go


Without looking over the 200 tonne fright carrying monster!

this is indeed one of the major contributions I see Mota making in audio 
games, giving people an experience far closer to a true 2D game.


right now, while we're certainly a long way behind graphical indi games 
in all areas, the 2D is stil miles behind 3D.


Also, this is not a diatribe against 3D games at all. as I've said 
before, i'd love to see a 3D game.


i just believe that there is a lot of potential for fun games in 2D that 
people will not realize until a developer creates something closer to a 
true 2D game.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 3:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


There are enough side scrollers here already. If you are so in love with 
side scrollers which I fully appreciate, play those games.





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gamers-unsubscr...@audyssey.org.

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All messages are archived and can be searched and read at
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Re: [Audyssey] Laser Tag

2011-12-31 Thread Dakotah Rickard
Ok, would you guys prefer something long written and detailed or
spoken and detailed?
If you guys want a decent review, there's plenty on youtube, like I
said, but I'd be willing to do another especially for us and from our
perspective with our needs.

Either way, I'll try for conciseness, if you guys want, or I can just write.

Either way, I want to give you guys as much info as I can. As I said
also, I'm not buying the LTX, because I'm going to buy all the Light
Strike I can.
Obviously, the LTX stuff will have less of a review attached to it.

Nerf bought stuff out from under that laser tag company and changed a
few things. I honestly can't remember what they changed.

However, I'll do what I can.

Signed:
Dakotah Rickard

On 12/31/11, Charles Rivard wee1s...@fidnet.com wrote:
 While I probably wouldn't buy them they are interesting to read about, so if
 you want to do a more in depth review, I'd be interested.  This would be a
 great article or two for the Audyssey magazine!

 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 31, 2011 7:07 PM
 Subject: [Audyssey] Laser Tag


 All right, folks. I'm bringing this up because of personal interest,
 because this is a gaming list, not necessarily just computers, and
 because I seriously think some folks would find this interesting.

 When I was a kid, I loved playing Lazer Tag, that's with a z and it's
 branded. My brothers and I had loads of fun shooting at each other,
 and they didn't always win, either. My set was basically just a couple
 of blasters that you velcroed onto your arm with a trigger and a
 button, with which you had unlimited ammo, a huge blast you could only
 use once, and a shield button that gave you a dinky five second
 protection from damage and sounded somewhat like a washing machine on
 overload. The health meter beeped at a certain rate to let you know
 how banged up you were, and the whole thing was so simple that to call
 it accessible is a joke, because it wasn't complicated enough to be
 unaccessible.
 A lot of my friends played Laser Challenge, which was nearly as
 accessible, but it was incompatible with my gun, so we never really
 played together, and why should a parent by another perfectly good
 laser tag system.

 Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
 like used fads, not for me but for average consumers. I've been
 looking online for decent laser tag style stuff for years, now, with
 little success, unless I wanted to pay out the nose on Ebay or Amazon.
 However, in the space of just a month or so, I struck gold.

 My mom actually pointed out the product while we were talking about
 toys I might get for my kids, just as a neat little thought. She
 didn't know how meaningful it was for me. She told me about Light
 Strike laser tag, a new system from WowWee toys, a reputable company,
 most recently, before Light Strike, known for Paper Jams products.

 While researching this awesome system, I came across the Phoenix LTX,
 now the Nerf Two-Player Laser Battle System, yet another relatively
 new system based on an older, more expensive platform.

 I'm going to give a very brief overview of what I found from both
 systems, and what I want to know is do any people on this list care to
 have me do a more extensive review, possibly in podcast or youtube
 form, of the light Strike stuff, which I've actually handled and am in
 the process of purchasing? I can add to the plethora of reviews out
 there, but mine would add a few from the blind perspective. If you
 like, let me know.

 Anyway, I'll tell you about the Phoenix first, then I'll write on
 Light Strike, then I'll compare and contrast.

 The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
 of two pistol-style laser guns. They have a Nerf sort of look to them,
 according to friends I've asked. They host switches and sliders to
 control any functions for setting up a game, unusual in an age of
 buttons and touchscreens. the LTX supports up to three different
 teams, although the older, no longer produced, LTTO system adds
 functionality and complexity. The guns feature a built-in recoil
 simulating hammer that wiggles the weapon when fired, and reloading
 feels more interactive, as you release a false clip and then smack it
 back into the grip of the weapon. The only other control is the shield
 trigger, located near the firing trigger, which allows you to burst
 your limited shield throughout play. It may or may not, research is
 inconclusive, come with a shotgun accessory for each gun and a scope
 accessory for each gun by default.

 the Light Strike guns come in two different sets, Strikers which are
 like pistols, and Assault Strikers which are like carbines. the
 pistols and carbines are also divided up into Orange, Yellow, and Red
 sets, which are Human, 

[Audyssey] legacy of a princess help please

2011-12-31 Thread Allen
Hi, Gamers,

If anyone else is playing or has played the Legacy of a Princess Adrift game I 
could use a little help.  I have gotten 25 points so far but I am at a loss of 
how to proceed.  I don't want to give anything away but, I can't figure out how 
to get across the lake.  Can anyone give me a hint?

Many thanks

Sincerely,
Allen
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Re: [Audyssey] Laser Tag

2011-12-31 Thread dark

Hi Decota.
just one question, how do you tell where the other players are?

When i was quite young, about 10 or 11 I went to a laser quest center which 
sounds like similar rules, you had a larger gun and a pack on chest and back 
which was a litle like the proton packs of the ghost busters which had 
targits.


The game was played in a specially constructed arena with sniper points etc, 
and it was simply a case of running around and shooting as many other 
players as you could within the time limit. When shot your weapon would go 
down and you'd have a beeping sound for ten seconds, but there was no 
health, just a scoring system, so in that sense it was less advanced than 
the system you mention, though the arena where it was played was pretty 
cool, and I enjoyed exploring the arena as much as anything.


The problem I had though was knowing where my enemies were, sinse there was 
zero audio indication, indeed the ambient music in the arena was so loud it 
was hard to here anything.


do these laser tag systems make a constant bleeping sound? or did you just 
go on footsteps,  which I could see as being unreliable, or did you have 
some sort of other method.


I'm just interested to know what you did.

Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi,

Yeah, but here is the deal. Mysteries of the ancients has been in the
works since 2008 as I was using it to build and test the game engine.
At this point I just want to get done with the game, release it, and
forget about it. At first I was willing to consider both, but after
having spent so much time with the game I'm tired of it. I don't want
to write it one way, and then turn around and rewrite it another.
That's, quite frankly, just too much work. So I'll do it one way or
the other, but not both.

Which brings me to the other point you made here. You talked about
continuity. As you know Tomb Hunter is going to be a series of games
much like Indiana Jones or Tomb Raider is a series of
books/movies/games.  If I want to do that it would be better to make
them all FPS or all side-scrollers rather than start out with a
side-scroller and switch to an FPS later. I'd prefer to just start out
with an FPS and design the games that way since that's what I was
creating a 3d game engine for in the first place.

Finally, whenever there is a dispute or argument about something the
answer I hear from people is write both or put in a toggle to turn
feature x on/off. No one seems to stop and think how much longer that
takes, or thinks about the effort involved to satisfy every single
person's desires. That's why I'm really thinking just do it my way and
if people don't like it then let the fur fly because I've had enough
of the VI community wining, moaning, and groaning about this game and
what they want or don't want.

Cheers!


On 12/31/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Personally I'd prefer THomas finish the side scroller and then do the FPS
 remake he was talkin about. THen if the rest of the Tomb Hunter series were
 in FPS there would be some sense of continuity. But I for one would like to
 play both versions.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Laser Tag

2011-12-31 Thread Dakotah Rickard
Hi.
Well, mostly I went on footsteps so far. It's not great, but it does
work, and I'm working on solutions for my own home use.

However, one of the things I found out about while researching the LTX
was the LTTO, made by the same people but no longer sold. The LTX
doesn't support this feature, but the LTTO guns actually had a
proximity beeper.

theoretically, there's an accessory for the Light Strike that might
let us know. I don't have it  and I can't find an active review. It's
called the enemy scanner. I know that the accessory actually gives you
light cues, but I don't know if it gives audio ones. I won't be
reviewing those for a while, as my first goal is to get one each of
the guns. I'll have all the assault strikers soon, possibly as soon as
tomorrow, and those are the guns on which the accessories slip.
It'll be a couple of months before I can have pistols, and that's if
my wife is amenable. Compromise is fun.
I'm considering just making little beepers to wear. it won't be too
hard, but other than that, I can't tell.

Signed:
Dakotah Rickard

On 12/31/11, dark d...@xgam.org wrote:
 Hi Decota.
 just one question, how do you tell where the other players are?

 When i was quite young, about 10 or 11 I went to a laser quest center which
 sounds like similar rules, you had a larger gun and a pack on chest and back
 which was a litle like the proton packs of the ghost busters which had
 targits.

 The game was played in a specially constructed arena with sniper points etc,
 and it was simply a case of running around and shooting as many other
 players as you could within the time limit. When shot your weapon would go
 down and you'd have a beeping sound for ten seconds, but there was no
 health, just a scoring system, so in that sense it was less advanced than
 the system you mention, though the arena where it was played was pretty
 cool, and I enjoyed exploring the arena as much as anything.

 The problem I had though was knowing where my enemies were, sinse there was
 zero audio indication, indeed the ambient music in the arena was so loud it
 was hard to here anything.

 do these laser tag systems make a constant bleeping sound? or did you just
 go on footsteps,  which I could see as being unreliable, or did you have
 some sort of other method.

 I'm just interested to know what you did.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Dark,

SighYeah, I understand where you are coming from, but why do I
have to be the person to set the example? Why does it absolutely,
positively, have to be this game? Why can't I just create the game I
want, and do a side-scroller later if you so desire it so much?

The reason I'm feeling a bit pressured here is this. Back at Halloween
time I was looking into creating a Castlevania clone. It was to be a
2d side-scroller with all the bells and wissles you are talking about.
 I've still got plans to do that game in the future so I don't think I
have to set the example with Mysteries of the Ancients, and some day
some time I'll probably put out a few good side-scrollers to tap that
market.

The thing is that Mysteries of the Ancients is and has always been a
clone of the Tomb Raider games. Those games are almost exclusively 3d
third-person shooters with the exception of the 2d platformers for the
GBA and other handhelds. When I think of Mysteries of the Ancients I
can't help but compare in my mind my game to those games, which set
the example for me, and that is what I'd like to emulate.

If the community really wants a side-scroller then perhaps I should
come up with something else totally different and save my Tomb Hunter
games for future development. I'm sure I can come up with some simple
2d side-scroller affair with Mario trying to get through the African
jungle where he beats up on Donkey Kong. Ok, I am joking there, but
you see what I mean. Writing a 2d side-scroller isn't hard, but that
has to be the intent from the beginning rather than take a 3d game
like Tomb Raider and adapt it to a 2d enviroment. It is this aspect
that so turns me off.

Cheers!


On 12/31/11, dark d...@xgam.org wrote:
 Hi Tom.

 that is true, and I certainly wouldn't say that audio 3D is even up to what
 other indi developers are doing in 3D today.

 it's just that where as there has been at least an attempt at audio 3D
 games, the jumps in monkey business,, the head hight fireballs in
 technoshock, there hasn't even been a vague attempt at a true 2D game.

 Yes, I agree an audio 3D tomb hunter would be a good thing and I'd love to
 see such a game, but I think there is a danger in people believing that
 superliam and Q9 are representative of what a side scroller is, especially
 sinse many first off developers are creating side scrollers as bgt example
 games, and it would be nice to have a true! accessible side scroller to tip
 the balance.

 Beware the grue!

 Dark.

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Re: [Audyssey] SoundRTS help, please. Was Re: Mysteries of the Ancients News

2011-12-31 Thread Lindsay Cowell
Hi all,

I am really struggling with SoundRTS. I went through the campaign OK, but now I 
am getting slaughtered. Please can I have some tips for getting a good army 
together, without getting absolutely slaughtered? 

Lindsay Cowell

-original message-
Subject: Re: [Audyssey] Mysteries of the Ancients News
From: Bryan Peterson bpeterson2...@cableone.net
Date: 01/01/2012 2:14 am

I could raise a glass to that. Smile.
They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 7:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 Michael I'm afraid you've exactly proved my point here.

 Thinking superliam and q9 are representative of 2D games would be like 
 believing a wheel barro is like a peter built freight carrier truck.

 right now it is as if your saying well I've seen this wheel barrow, but i 
 think transporting goods by road is utterly pointless and cargo ships are 
 the only way to go

 Without looking over the 200 tonne fright carrying monster!

 this is indeed one of the major contributions I see Mota making in audio 
 games, giving people an experience far closer to a true 2D game.

 right now, while we're certainly a long way behind graphical indi games in 
 all areas, the 2D is stil miles behind 3D.

 Also, this is not a diatribe against 3D games at all. as I've said before, 
 i'd love to see a 3D game.

 i just believe that there is a lot of potential for fun games in 2D that 
 people will not realize until a developer creates something closer to a 
 true 2D game.

 Beware the grue!

 Dark.
 - Original Message - 
 From: michael maslo mmaslo1...@swbell.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 31, 2011 3:01 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 There are enough side scrollers here already. If you are so in love with 
 side scrollers which I fully appreciate, play those games.



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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
I'd say do what you'd prefer then. I just don't like the blanket statement 
that all side scrollers are too easy.

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: Saturday, December 31, 2011 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Yeah, but here is the deal. Mysteries of the ancients has been in the
works since 2008 as I was using it to build and test the game engine.
At this point I just want to get done with the game, release it, and
forget about it. At first I was willing to consider both, but after
having spent so much time with the game I'm tired of it. I don't want
to write it one way, and then turn around and rewrite it another.
That's, quite frankly, just too much work. So I'll do it one way or
the other, but not both.

Which brings me to the other point you made here. You talked about
continuity. As you know Tomb Hunter is going to be a series of games
much like Indiana Jones or Tomb Raider is a series of
books/movies/games.  If I want to do that it would be better to make
them all FPS or all side-scrollers rather than start out with a
side-scroller and switch to an FPS later. I'd prefer to just start out
with an FPS and design the games that way since that's what I was
creating a 3d game engine for in the first place.

Finally, whenever there is a dispute or argument about something the
answer I hear from people is write both or put in a toggle to turn
feature x on/off. No one seems to stop and think how much longer that
takes, or thinks about the effort involved to satisfy every single
person's desires. That's why I'm really thinking just do it my way and
if people don't like it then let the fur fly because I've had enough
of the VI community wining, moaning, and groaning about this game and
what they want or don't want.

Cheers!


On 12/31/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Personally I'd prefer THomas finish the side scroller and then do the FPS
remake he was talkin about. THen if the rest of the Tomb Hunter series 
were
in FPS there would be some sense of continuity. But I for one would like 
to

play both versions.
They're coming to take me away, ha-haaa!


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list,
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Mike Maslo
Dually noted

We all have opinions

Who is right or wrong
?

No one we are all humans 
Sent from my iPhone

On Dec 31, 2011, at 9:26 PM, Bryan Peterson bpeterson2...@cableone.net 
wrote:

 I'd say do what you'd prefer then. I just don't like the blanket statement 
 that all side scrollers are too easy.
 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: Saturday, December 31, 2011 7:36 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News
 
 
 Hi,
 
 Yeah, but here is the deal. Mysteries of the ancients has been in the
 works since 2008 as I was using it to build and test the game engine.
 At this point I just want to get done with the game, release it, and
 forget about it. At first I was willing to consider both, but after
 having spent so much time with the game I'm tired of it. I don't want
 to write it one way, and then turn around and rewrite it another.
 That's, quite frankly, just too much work. So I'll do it one way or
 the other, but not both.
 
 Which brings me to the other point you made here. You talked about
 continuity. As you know Tomb Hunter is going to be a series of games
 much like Indiana Jones or Tomb Raider is a series of
 books/movies/games.  If I want to do that it would be better to make
 them all FPS or all side-scrollers rather than start out with a
 side-scroller and switch to an FPS later. I'd prefer to just start out
 with an FPS and design the games that way since that's what I was
 creating a 3d game engine for in the first place.
 
 Finally, whenever there is a dispute or argument about something the
 answer I hear from people is write both or put in a toggle to turn
 feature x on/off. No one seems to stop and think how much longer that
 takes, or thinks about the effort involved to satisfy every single
 person's desires. That's why I'm really thinking just do it my way and
 if people don't like it then let the fur fly because I've had enough
 of the VI community wining, moaning, and groaning about this game and
 what they want or don't want.
 
 Cheers!
 
 
 On 12/31/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Personally I'd prefer THomas finish the side scroller and then do the FPS
 remake he was talkin about. THen if the rest of the Tomb Hunter series were
 in FPS there would be some sense of continuity. But I for one would like to
 play both versions.
 They're coming to take me away, ha-haaa!
 
 ---
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[Audyssey] HAPPY NEW YEAR!

2011-12-31 Thread michael barnes

Hello, All gamers.
I would like to wish everyone out there a Happy New Year!
I hope that 2012 will be a better year for all of us blind gamers.
I hope that we get to see alot of great things from the different 
developers of accessible games!

So I hope you all have a wonderful New Year holiday!

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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Thomas Ward
Hi Bryan,

Yeah, its not a matter of one format being easier than the other. I
think you and I both know there are some mainstream side-scrollers out
that really would blow some of the VI gamers minds. Super Castlevania
comes to mind here. After level 7 that game is quite simply insanely
difficult. However, if a blind gamer has never had that experience
then its no wonder they are saying side-scrollers are too easy because
they don't have anything in their personal experience to compare Super
Liam, Q9, and Tarzan Junior to.

So I know where you are coming from. I don't really like the blanket
statements either, but I also know their options and experience has
been rather limited to date. Even Philip came out and said Q9 was
intended to be a children's game so didn't put too much complexity
into it. However, if someone plays that and says its the be all and
end all of side-scrollers that is far from true. Any of the classic
mainstream side-scrollers such as Mario, Megaman, Double Dragon, Ninja
Turtles, Castlevania, etc are 10 times the game Q9 is in terms of
complexity and general difficulty.

Cheers!


On 12/31/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I'd say do what you'd prefer then. I just don't like the blanket statement
 that all side scrollers are too easy.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Laser Tag

2011-12-31 Thread Jess Varnell
Hi. I'm interested in this and would be interested in hearing a demo or 
podcast. Thanks and happy new year.


jess
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:07 PM
Subject: [Audyssey] Laser Tag



All right, folks. I'm bringing this up because of personal interest,
because this is a gaming list, not necessarily just computers, and
because I seriously think some folks would find this interesting.

When I was a kid, I loved playing Lazer Tag, that's with a z and it's
branded. My brothers and I had loads of fun shooting at each other,
and they didn't always win, either. My set was basically just a couple
of blasters that you velcroed onto your arm with a trigger and a
button, with which you had unlimited ammo, a huge blast you could only
use once, and a shield button that gave you a dinky five second
protection from damage and sounded somewhat like a washing machine on
overload. The health meter beeped at a certain rate to let you know
how banged up you were, and the whole thing was so simple that to call
it accessible is a joke, because it wasn't complicated enough to be
unaccessible.
A lot of my friends played Laser Challenge, which was nearly as
accessible, but it was incompatible with my gun, so we never really
played together, and why should a parent by another perfectly good
laser tag system.

Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
like used fads, not for me but for average consumers. I've been
looking online for decent laser tag style stuff for years, now, with
little success, unless I wanted to pay out the nose on Ebay or Amazon.
However, in the space of just a month or so, I struck gold.

My mom actually pointed out the product while we were talking about
toys I might get for my kids, just as a neat little thought. She
didn't know how meaningful it was for me. She told me about Light
Strike laser tag, a new system from WowWee toys, a reputable company,
most recently, before Light Strike, known for Paper Jams products.

While researching this awesome system, I came across the Phoenix LTX,
now the Nerf Two-Player Laser Battle System, yet another relatively
new system based on an older, more expensive platform.

I'm going to give a very brief overview of what I found from both
systems, and what I want to know is do any people on this list care to
have me do a more extensive review, possibly in podcast or youtube
form, of the light Strike stuff, which I've actually handled and am in
the process of purchasing? I can add to the plethora of reviews out
there, but mine would add a few from the blind perspective. If you
like, let me know.

Anyway, I'll tell you about the Phoenix first, then I'll write on
Light Strike, then I'll compare and contrast.

The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
of two pistol-style laser guns. They have a Nerf sort of look to them,
according to friends I've asked. They host switches and sliders to
control any functions for setting up a game, unusual in an age of
buttons and touchscreens. the LTX supports up to three different
teams, although the older, no longer produced, LTTO system adds
functionality and complexity. The guns feature a built-in recoil
simulating hammer that wiggles the weapon when fired, and reloading
feels more interactive, as you release a false clip and then smack it
back into the grip of the weapon. The only other control is the shield
trigger, located near the firing trigger, which allows you to burst
your limited shield throughout play. It may or may not, research is
inconclusive, come with a shotgun accessory for each gun and a scope
accessory for each gun by default.

the Light Strike guns come in two different sets, Strikers which are
like pistols, and Assault Strikers which are like carbines. the
pistols and carbines are also divided up into Orange, Yellow, and Red
sets, which are Human, Robot, and Alien respectively. These variances
affect the styling of the weapons, arrangement of buttons, and voice
of the weapon, but have no effect on function, besides comfort with a
particular style of grip and button arrangement. The Strikers, the
pistol form, are about $25 U.S., while the Assault Strikers, the
carbines, are about $35, with accessories running from $10 to $14, and
$25 for the targeting vests and automated turret, the I.T.S. which is
beyond the scope of this overview. The Light Strike weapons feature
several different fire modes, and the Assault Strikers have a reload
button which resembles a loaded clip of ammunition already in the gun.
The pistols are controlled by buttons to access different functions,
but the carbine Assault model features somewhat sensative touch-based
controls. I can personally use either with fair to good results. The
Assault Strikers can accept four different accessories, the scope
which is a sniper rifle augment, the Rapid Fire System, which is a

Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Bryan Peterson
The sad part is that they're never going to learn the real truth if they 
keep on every developer to focus on 3-D FPS or other genres. I'd much rather 
you finish MOTA however you want and then develop a side scroller later if 
that's what you decided to do. After all, we've got Perilous Hearts to look 
forward to, which is probably closer to what a tre side scroller would be.

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: Saturday, December 31, 2011 10:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Bryan,

Yeah, its not a matter of one format being easier than the other. I
think you and I both know there are some mainstream side-scrollers out
that really would blow some of the VI gamers minds. Super Castlevania
comes to mind here. After level 7 that game is quite simply insanely
difficult. However, if a blind gamer has never had that experience
then its no wonder they are saying side-scrollers are too easy because
they don't have anything in their personal experience to compare Super
Liam, Q9, and Tarzan Junior to.

So I know where you are coming from. I don't really like the blanket
statements either, but I also know their options and experience has
been rather limited to date. Even Philip came out and said Q9 was
intended to be a children's game so didn't put too much complexity
into it. However, if someone plays that and says its the be all and
end all of side-scrollers that is far from true. Any of the classic
mainstream side-scrollers such as Mario, Megaman, Double Dragon, Ninja
Turtles, Castlevania, etc are 10 times the game Q9 is in terms of
complexity and general difficulty.

Cheers!


On 12/31/11, Bryan Peterson bpeterson2...@cableone.net wrote:
I'd say do what you'd prefer then. I just don't like the blanket 
statement

that all side scrollers are too easy.
They're coming to take me away, ha-haaa!


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All messages are archived and can be searched and read at
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list,
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Re: [Audyssey] Laser Tag

2011-12-31 Thread Bryan Peterson
I was more interested in the Lazer Challenge version. That one had cooler 
sound effects and you could reload your weapon. There was also a reset 
button on the gun but that was generally considered off limits since it 
would reset your hit count to zero. When we played it in school anyone 
caught doing that would be taken out of the game.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 11:14 PM
Subject: Re: [Audyssey] Laser Tag


Hi. I'm interested in this and would be interested in hearing a demo or 
podcast. Thanks and happy new year.


jess
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 31, 2011 8:07 PM
Subject: [Audyssey] Laser Tag



All right, folks. I'm bringing this up because of personal interest,
because this is a gaming list, not necessarily just computers, and
because I seriously think some folks would find this interesting.

When I was a kid, I loved playing Lazer Tag, that's with a z and it's
branded. My brothers and I had loads of fun shooting at each other,
and they didn't always win, either. My set was basically just a couple
of blasters that you velcroed onto your arm with a trigger and a
button, with which you had unlimited ammo, a huge blast you could only
use once, and a shield button that gave you a dinky five second
protection from damage and sounded somewhat like a washing machine on
overload. The health meter beeped at a certain rate to let you know
how banged up you were, and the whole thing was so simple that to call
it accessible is a joke, because it wasn't complicated enough to be
unaccessible.
A lot of my friends played Laser Challenge, which was nearly as
accessible, but it was incompatible with my gun, so we never really
played together, and why should a parent by another perfectly good
laser tag system.

Well, Lazer Tag with a z and Laser Challenge all kind of flopped away
like used fads, not for me but for average consumers. I've been
looking online for decent laser tag style stuff for years, now, with
little success, unless I wanted to pay out the nose on Ebay or Amazon.
However, in the space of just a month or so, I struck gold.

My mom actually pointed out the product while we were talking about
toys I might get for my kids, just as a neat little thought. She
didn't know how meaningful it was for me. She told me about Light
Strike laser tag, a new system from WowWee toys, a reputable company,
most recently, before Light Strike, known for Paper Jams products.

While researching this awesome system, I came across the Phoenix LTX,
now the Nerf Two-Player Laser Battle System, yet another relatively
new system based on an older, more expensive platform.

I'm going to give a very brief overview of what I found from both
systems, and what I want to know is do any people on this list care to
have me do a more extensive review, possibly in podcast or youtube
form, of the light Strike stuff, which I've actually handled and am in
the process of purchasing? I can add to the plethora of reviews out
there, but mine would add a few from the blind perspective. If you
like, let me know.

Anyway, I'll tell you about the Phoenix first, then I'll write on
Light Strike, then I'll compare and contrast.

The Phoenix LTX, which I'll shorten to LTX, is a roughly $70 U.S. set
of two pistol-style laser guns. They have a Nerf sort of look to them,
according to friends I've asked. They host switches and sliders to
control any functions for setting up a game, unusual in an age of
buttons and touchscreens. the LTX supports up to three different
teams, although the older, no longer produced, LTTO system adds
functionality and complexity. The guns feature a built-in recoil
simulating hammer that wiggles the weapon when fired, and reloading
feels more interactive, as you release a false clip and then smack it
back into the grip of the weapon. The only other control is the shield
trigger, located near the firing trigger, which allows you to burst
your limited shield throughout play. It may or may not, research is
inconclusive, come with a shotgun accessory for each gun and a scope
accessory for each gun by default.

the Light Strike guns come in two different sets, Strikers which are
like pistols, and Assault Strikers which are like carbines. the
pistols and carbines are also divided up into Orange, Yellow, and Red
sets, which are Human, Robot, and Alien respectively. These variances
affect the styling of the weapons, arrangement of buttons, and voice
of the weapon, but have no effect on function, besides comfort with a
particular style of grip and button arrangement. The Strikers, the
pistol form, are about $25 U.S., while the Assault Strikers, the
carbines, are about $35, with accessories running from $10 to $14, and
$25 for the targeting vests and 

[Audyssey] Adrift interpreter.

2011-12-31 Thread michael barnes

Hey.
Can someone send me a link for an accessible Adrift interpreter?
Thanks!

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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Adrift interpreter.

2011-12-31 Thread michael barnes

Hey.
I forgot to let everyone know what system I need the interpreter for.
I need it for windows 7 32 bit.
Thanks!

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