Re: [Audyssey] Multiple playable characters

2012-01-16 Thread dark

Hi Decota.

I think part of the reason is that most modern games either have characters 
who are hugely different in every way to the point where playing the game 
becomes an utterly different experience,  as in fact is the case with a 
lot of modern beat em ups where everyone has their own style and moves, or 
modern games have characters that are so customizeable as to be ridiculous, 
with lots of different equipment, skills to learn etc.


In a lot of the 16 or 8 bit era games though, even a very simple game just 
changed a couple of properties to create more characters, eg, jump high or 
distance, whether a weapon could hit up and down or side to side, number and 
uses of special weapons, health etc.
As I said, even with a very basic game of the Superliam type it'd be 
possible to have more characters by just playing with some properties.


Of course on the down side, this does require a different programming 
architecture that might be more complex, - for instance instead of 
having a function that alters a players' position by one step everytime 
right arrow is pushed, you would have to have a function that alters' a 
players position by the number of steps in each characters' movement range 
when the arrow is pushed.


If however it was built in from the ground up I could see it working.

Beware the grue!

DArk. 



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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread dark

Hi Tom.

That's good to know, sinse I rather assumed the lack of it in audio games 
thus far,  even in the more simple games that might stil bennifit from 
such a feature was primarily due to coding trouble.


Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 15, 2012 11:00 PM
Subject: Re: [Audyssey] Multiple playable characters



Hi,

Actually, its not all that hard to do. It might take a few extra lines
of coding, but its not difficult to add multiple main characters to a
game. It just takes a little extra time and perhaps some forethought
how each characters basic stats can be modified to give the player a
wide range of eexperiences.

Cheers!


On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:

I strongly agree with you on this.
It doesn't take a lot to turn a game, whether for the audio or video
genre, into a smash hit, when you take minor things, like simple
differences in character, and make them noticeable.
I'd love to see different characters with different stats. It's my
favorite part of gaming, and it is usually lacking.
I understand that it may not be the simplest thing ever, but it
shouldn't be that hard to implement, though this does come from my
limited knowledge of programming.

Signed:
Dakotah Rickard


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Re: [Audyssey] Eamon delux news and thoughts

2012-01-16 Thread dark

Hi Decota.

As I said, I personally don't really play If anymore sinse I just got rather 
sick of getting stuck with exactly those sorts of issues. Even when there is 
a commands command, it's not always clear, and in fact use/put is one of the 
worst problems.


The Eamon games though have a very limited set of commands. All item 
interactions are handled by basic use or examine commands, which speeds 
things up know end.


For example, while testing one eamon adventure I found a bottle of gunpouder 
and a flint and steel. There was a bricked up door I needed to enter so the 
solution was pretty obvious.


Simply use bottle, with the flint in my inventory did the job perfectl. no 
worries even about using what on what.


This is indeed why I'm very much in favour of a limited parza of verbs in 
such puzzles, sinse then the player only has to frame what he/she wants to 
do in terms of using something with something else, not finding the right 
verb or exactly the command that the if author wants.


in fact the only irritating thing about the Eamon parza is that it doesn't 
recognize a lot of text adventure conventions. For example, though you can 
shorten commands to one or two letters, and type in only a few letters of 
the name of the monster or thing your acting on,  eg, a zo instead of 
attack zombie, for examine you need to use e x or e x a instead of the more 
usual x.


You also need to use the terms to and from when doing multiple object 
opperations, for instance remove gold from box.(though you can abbreviate 
from to fr).


Once I got used to working this way though it wasn't a problem at all!

Beware te grue!

Dark. 



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Re: [Audyssey] Eamon delux news and thoughts

2012-01-16 Thread dark

Hi Decota.

The current downloadable is the old one. The new version (with vi 
compatibility mode), is in beta testing and will hopefully be out 
soon, - obviously muggins is one of the testers.


The version on audiogames.net requires quite a lot of shenanigans to get to 
run correctly, (see the attached thread on that page for information), which 
are some of the things that are being fixed in the new version, as well as a 
lot of general stablization and adding all! the original Eamon adventures as 
well as some new ones.
Your welcome to try the original sinse running it is possible, but the new 
version should be out extremely soon.
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 12:50 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Oh darn. I forgot one more question.
Is the downloadable on Audiogames.net the new one or the old one?

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:

Wow, guys. I'm sorry for the blank message. How's that for
spell-check. No mistakes.

Also, I think it's funny and ironic that we're talking of spelling
while also discussing text adventures.

Anyhow, on to something more serious. I played Miriani at one point,
and one of the most useful commands that I saw on the entire game was
the commands command. This command listed all commands for a given
object. I suggest this is implemented, if the verb list contains any
more than just a few simple verbs.
I love interactive fiction stuff, but one of my most frustrating times
of it is when I know the answer, but I can't make it happen, because
of use versus put versus, in one memorable case, just examining the
item to trigger an action.

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:

On 1/9/12, Jim Kitchen j...@kitchensinc.net wrote:

Hi Dark,

Not to pile on, but, ATT Crystal reads my Email and she will often
spell
words that are miss spelled, you know such as stil instead of still.
And
puzle sure gets pronounced strangely.  But that spelling words in the
middle
of reading is disturbing.

But you are by no means the only major poster on the list that doesn't
use
a
spell checker.

BFN

 Jim

I wouldn't even write Email without a spell checker.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Looking for games.

2012-01-16 Thread dark
Unfortunately Michael sinse the games are stil on sale, posting them for 
download would be rather illegal.


Beware the grue!

Dark.
- Original Message - 
From: Nicole Valicia Thompson-Andrews goldyemo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 2:46 AM
Subject: Re: [Audyssey] Looking for games.



I got them fine.


Follow me on twitter


www.twitter.com/greenmellissa


- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Sunday, January 15, 2012 9:42 PM
Subject: Re: [Audyssey] Looking for games.


Thanks for the info!  But from what I heard if you buy a software from 
them you would never recieve your items.

That is why I am asking for help getting them from somewhere.

--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread Thomas Ward
Hi Dark,

Yeah, its not a coding issue. As long as you plan to have multiple
playable characters you can easily create some generic stat variables
that are set depending on which character you are playing.

For example, I do this very thing in my WWE wrestling game. I've
currently about 40 super stars in the database, and when you select a
super star from the database it loads the stats for that specific
super star and from then on out every function uses the values stored
in the generic stat variables. The game doesn't care if you are
playing as CM Punk, Randy Orton, or Big Show, because after the stats
are stored in my generic variables who the character is no longer is
an issue. Its how it uses those stats that effect the game play.

For example,someone like Mark Henry would have very high strength
stats, but his speed stats would be lower than average. Someone else
like Daniel Bryan wouldn't have strength stats as high as Mark Henry,
but because he is smaller, lighter, and faster he would have a higher
speed stat. In this way you can play to a wrestlers advantages and
have a match where speed verses brute strength would come into play.

I've in fact played a few divas matches where these very factors made
a big difference even though there might be a couple of stats
different. In a match up between Eve Torres and Beth Phoenix Eve
Torres is both faster and more athletic of the two. She has a greater
success of pulling off acrobatic moves like moonsaults and flying
headscissor takedowns. Beth Phoenix on the other hand might not be as
likely to pull off the acrobatic moves, but because of her high
strength stats she can put a lot of power into throwing moves like
press slams, powerslams, suplexes, etc which will take their toll
quite quickly if you are unfortunate enough to take one of Beth's
infamous beat downs in the ring. The heck of it all is just a few
different stats and we get a fairly different super star with
advantages and disadvantages.

Cheers!



On 1/16/12, dark d...@xgam.org wrote:
 Hi Tom.

 That's good to know, sinse I rather assumed the lack of it in audio games
 thus far,  even in the more simple games that might stil bennifit from
 such a feature was primarily due to coding trouble.

 Beware the gRue!


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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Steady Goh
Hi Jeremy, the update is good. I especially like being able to hear other 
players shooting and footsteps better. This gives the feeling of multi 
player and not feeling like i am alone. But at times i wish to silent 
players footsteps especially when many players and zombies are around the 
same area. I suggest when tracking players is off, footsteps also off.
A small problem is i didn't get the points to customize my character when i 
lvl up. I am lvl 4 now.
Look forward to try out the missions. when ky was about to start 1, i got 
killed. haha! no power to help out.


锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Monday, January 16, 2012 1:24 PM
Subject: [Audyssey] Swamp needs some volunteer testers


The version 1.9b update is still being finished up, but in the mean time I 
am looking for volunteers to help search for bugs.  A separate test server 
has been set up and it is running a test version of 1.9.  I only plan to 
maintain this test server for a day or two while I clear up the few 
remaining code issues.  If anyone is interested in giving this a try, here 
is the download link.  Be warned that the character you play during this 
test will be gone once the testing is finished, so don't get too attached 
to it Haha.  Also, because this test would overwrite many files, keep it 
in a separate folder from your normal Swamp game!

http://dl.dropbox.com/u/6855861/SwampTest.zip

You'll notice new options when you browse through the Safe zone menu. 
Once you reach level 10, the next area can be accessed from the blown up 
building that is south on Green lane.  You'll go into the entrance sewer 
pipe and press Enter.  The instance missions are working but don't try to 
cancel a mission after you've created it.  That's the part I'm still 
working on so it will just end up giving you a bunch of garbage messages.


Because this is just a test, I will pop in to give people weapons and ammo 
in order to help everyone level up faster.  I'm heading to bed right now 
though, so that extra help won't show up until the morning.  :)  Once I've 
finished up the code and fixed any problems this test reveals, I'll 
officially switch things over and update Swamp to this version.  Good luck 
and thanks in advance to anyone willing to test!


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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread dark

Hi Tom.

That is perfectly true and in fact the way you've built the wrestling game 
sounds extremely logical, however this wasn't exactly what I was thinking of 
when I raised the topic of multiple characters, sinse your wrestling 
game,  even though it is obviously themed around wrestling, sounds like 
it uses character stats and combat far more like an rpg, indeed what you've 
said about strength and speed could be equally well represented in Entombed, 
DD, 7th sea or any other reasonably good turn based combat system. In such 
systems as you said, it's the differences in the characters' stats and what 
combat actions the player decides upon in order to most prominantly bennifit 
from those differences that will win the day, whether it's a wrestling 
match, a fight with swords and magic, or (as in the weekly mutants game I 
play), a fight in a modern day setting betwene super heroes and villains.


When i speak about different characters in games, I was rather more thinking 
about action based 2D or fps games, that usually have just the one 
character. there, the environment and dangers faced by the character will be 
the same, but it is the players own reactions, ability to learn the game and 
also learn how that character handles from an instinctive basis that will 
make as much difference as the inherent difference betwene the character and 
enemies.


For instance, in Mega man x4, you can play as either x or zero.
X fights with the usual mega man style buster, which can fire either several 
small bullits or be charged to fire a larger and more powerful shot. he also 
gets different projectile weapons by defeating each boss, and can gain 
armour created for him by Dr. Light that gives him several advantages such 
as taking half damage, enhancing his buster or letting him dash in mid air.


Zero however fights with his Z saber (similar to a light saber). This is 
only a close range weapon and has no charge attack (he doesn't get that 
until the Mega man zero series), but can cover a wider area vertically as 
well as do combos.


Zero can also perform a double jump, letting him be more mobile in the air 
than X, and instead of projectile weapons, he gets techniques with his sword 
such as a spinning slash attack in the air or a rising slash.


Thus, while X remains at a distance, avoiding projectiles and chucking in 
powerful shots, Zero needs to mix things up, gett in close and use his 
techniques to play in a far more fluid style, chaining the rising slash into 
an areal slash for instance.


It's also interesting that some sections or enemies that one character has 
trouble with, are absolutely destroyed by the other. For instance most 
bosses are far harder with Zero because you need to get in close and because 
he doesn't always have an obvious weapon weakness to do super damage like X, 
however the final form of Sigma I found incredibly easy with Zero thanks to 
his ability to block shots with his sabre and double jump.


This is the sort of thing I mean, two characters in an action setting that 
go through largely the same environment, but possess overall different 
properties or weapons that mean the gameplay completely changes.


Beware the grue!

Dark. 



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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread Keith S

is this weekly mutant game online?

If so, is there some way to join?  Sounds like something like X-men or 
Teenage mutant ninja turtles   (both of which I love, roleplaying games (pen 
and paper), and old video games when I could see)


Keith
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 5:03 AM
Subject: Re: [Audyssey] Multiple playable characters



Hi Tom.

That is perfectly true and in fact the way you've built the wrestling game 
sounds extremely logical, however this wasn't exactly what I was thinking 
of when I raised the topic of multiple characters, sinse your wrestling 
game,  even though it is obviously themed around wrestling, sounds 
like it uses character stats and combat far more like an rpg, indeed what 
you've said about strength and speed could be equally well represented in 
Entombed, DD, 7th sea or any other reasonably good turn based combat 
system. In such systems as you said, it's the differences in the 
characters' stats and what combat actions the player decides upon in order 
to most prominantly bennifit from those differences that will win the day, 
whether it's a wrestling match, a fight with swords and magic, or (as in 
the weekly mutants game I play), a fight in a modern day setting betwene 
super heroes and villains.


When i speak about different characters in games, I was rather more 
thinking about action based 2D or fps games, that usually have just the 
one character. there, the environment and dangers faced by the character 
will be the same, but it is the players own reactions, ability to learn 
the game and also learn how that character handles from an instinctive 
basis that will make as much difference as the inherent difference betwene 
the character and enemies.


For instance, in Mega man x4, you can play as either x or zero.
X fights with the usual mega man style buster, which can fire either 
several small bullits or be charged to fire a larger and more powerful 
shot. he also gets different projectile weapons by defeating each boss, 
and can gain armour created for him by Dr. Light that gives him several 
advantages such as taking half damage, enhancing his buster or letting him 
dash in mid air.


Zero however fights with his Z saber (similar to a light saber). This is 
only a close range weapon and has no charge attack (he doesn't get that 
until the Mega man zero series), but can cover a wider area vertically as 
well as do combos.


Zero can also perform a double jump, letting him be more mobile in the air 
than X, and instead of projectile weapons, he gets techniques with his 
sword such as a spinning slash attack in the air or a rising slash.


Thus, while X remains at a distance, avoiding projectiles and chucking in 
powerful shots, Zero needs to mix things up, gett in close and use his 
techniques to play in a far more fluid style, chaining the rising slash 
into an areal slash for instance.


It's also interesting that some sections or enemies that one character has 
trouble with, are absolutely destroyed by the other. For instance most 
bosses are far harder with Zero because you need to get in close and 
because he doesn't always have an obvious weapon weakness to do super 
damage like X, however the final form of Sigma I found incredibly easy 
with Zero thanks to his ability to block shots with his sabre and double 
jump.


This is the sort of thing I mean, two characters in an action setting that 
go through largely the same environment, but possess overall different 
properties or weapons that mean the gameplay completely changes.


Beware the grue!

Dark.

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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread dark
No Kieth, I'm afraid the mutants game I play is deffinately offline. It's 
what I believe in your post you refer to as a pen and paper game, though 
more properly is usually called a tabletop game (both myself and the gm use 
laptops and I use the gma dice program).


We use the Mutants and masterminds system, which is an rp systekm loosly 
based on DD, but with rules specific to playing super heroes and villains.


I must confess, I'm less interested generally in rping on line myself, and 
much prefer to do it live in a tabletop setting, sinse for me it's just not 
the same. There's something wonderfully spontanius and immediate that you 
can only physically get when your around a table with actual players, and 
while superheroes aren't my favourite genre, (originally the group was going 
to play more normal DD but then the gm changed his mind), it has been a lot 
of fun, particularly sinse we've been playing a long running campainge that 
has gone on for the last few years with a very complex and interweaving 
storyline.


At the moment we're in the middle of a major confrontation with Hern the 
hunter and his wild hunt that has gone on for the last two sessions, though 
thanks to some very instant magic, some lucky mind manipulations and I have 
to confess partly to my own characters'machine guns (he wears battle armour 
ala Iron man), we've managed to floor Hern.


If you could find a group who play locally I can strongly recommend live 
rp,  indeed it might be possible to play over a voice chat system and 
get the same sort of feeling, which is I believe what Phil's group does.


Beware the grue!

dArk. 



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[Audyssey] Swamp 1.9 test first impressions.

2012-01-16 Thread Christopher Bartlett
No bugs so far.  I love the player ping feature and can't wait to try out
the player customization.  I think the fly sound may be a bit softer and
harder to localize sometimes, though in a swarm, the individual bodies do
seem a bit easier to pick out.

 

More as I test further.

 

Chris

 

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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Dallas O'Brien
the one thing i noticed, was although i have leveled, and gotten my 
points, and spent them, ... after quitting the game and logging back in, 
no points are on the things i spent them on.
also, the amount of reputation i have didn't seem to hold. logged out 
with over 700, came back in to find i had only 400 some.
and the only other thing that was noticed when testing missions, was 
that the person who came out alive, was treeted as a death.

those are the only things that i have found so far.
dallas


On 1/16/2012 20:58, Steady Goh wrote:
Hi Jeremy, the update is good. I especially like being able to hear 
other players shooting and footsteps better. This gives the feeling of 
multi player and not feeling like i am alone. But at times i wish to 
silent players footsteps especially when many players and zombies are 
around the same area. I suggest when tracking players is off, 
footsteps also off.
A small problem is i didn't get the points to customize my character 
when i lvl up. I am lvl 4 now.
Look forward to try out the missions. when ky was about to start 1, i 
got killed. haha! no power to help out.


锦发/Steady Goh
- Original Message - From: Jeremy Kaldobsky 
jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Monday, January 16, 2012 1:24 PM
Subject: [Audyssey] Swamp needs some volunteer testers


The version 1.9b update is still being finished up, but in the mean 
time I am looking for volunteers to help search for bugs.  A separate 
test server has been set up and it is running a test version of 1.9.  
I only plan to maintain this test server for a day or two while I 
clear up the few remaining code issues.  If anyone is interested in 
giving this a try, here is the download link.  Be warned that the 
character you play during this test will be gone once the testing is 
finished, so don't get too attached to it Haha.  Also, because this 
test would overwrite many files, keep it in a separate folder from 
your normal Swamp game!

http://dl.dropbox.com/u/6855861/SwampTest.zip

You'll notice new options when you browse through the Safe zone menu. 
Once you reach level 10, the next area can be accessed from the blown 
up building that is south on Green lane.  You'll go into the entrance 
sewer pipe and press Enter.  The instance missions are working but 
don't try to cancel a mission after you've created it.  That's the 
part I'm still working on so it will just end up giving you a bunch 
of garbage messages.


Because this is just a test, I will pop in to give people weapons and 
ammo in order to help everyone level up faster.  I'm heading to bed 
right now though, so that extra help won't show up until the 
morning.  :)  Once I've finished up the code and fixed any problems 
this test reveals, I'll officially switch things over and update 
Swamp to this version.  Good luck and thanks in advance to anyone 
willing to test!


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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Jeremy Kaldobsky
Good ideas Steady.  I'll look in to the points problem.


--- On Mon, 1/16/12, Steady Goh stea...@gmail.com wrote:

 From: Steady Goh stea...@gmail.com
 Subject: Re: [Audyssey] Swamp needs some volunteer testers
 To: Gamers Discussion list gamers@audyssey.org
 Date: Monday, January 16, 2012, 5:58 AM
 Hi Jeremy, the update is good. I
 especially like being able to hear other players shooting
 and footsteps better. This gives the feeling of multi player
 and not feeling like i am alone. But at times i wish to
 silent players footsteps especially when many players and
 zombies are around the same area. I suggest when tracking
 players is off, footsteps also off.
 A small problem is i didn't get the points to customize my
 character when i lvl up. I am lvl 4 now.
 Look forward to try out the missions. when ky was about to
 start 1, i got killed. haha! no power to help out.
 
 锦发/Steady Goh
 - Original Message - From: Jeremy Kaldobsky
 jer...@kaldobsky.com
 To: audyssey gamers@audyssey.org
 Sent: Monday, January 16, 2012 1:24 PM
 Subject: [Audyssey] Swamp needs some volunteer testers
 
 
  The version 1.9b update is still being finished up,
 but in the mean time I am looking for volunteers to help
 search for bugs.  A separate test server has been set
 up and it is running a test version of 1.9.  I only
 plan to maintain this test server for a day or two while I
 clear up the few remaining code issues.  If anyone is
 interested in giving this a try, here is the download
 link.  Be warned that the character you play during
 this test will be gone once the testing is finished, so
 don't get too attached to it Haha.  Also, because this
 test would overwrite many files, keep it in a separate
 folder from your normal Swamp game!
  http://dl.dropbox.com/u/6855861/SwampTest.zip
  
  You'll notice new options when you browse through the
 Safe zone menu. Once you reach level 10, the next area can
 be accessed from the blown up building that is south on
 Green lane.  You'll go into the entrance sewer pipe and
 press Enter.  The instance missions are working but
 don't try to cancel a mission after you've created it. 
 That's the part I'm still working on so it will just end up
 giving you a bunch of garbage messages.
  
  Because this is just a test, I will pop in to give
 people weapons and ammo in order to help everyone level up
 faster.  I'm heading to bed right now though, so that
 extra help won't show up until the morning.  :) 
 Once I've finished up the code and fixed any problems this
 test reveals, I'll officially switch things over and update
 Swamp to this version.  Good luck and thanks in advance
 to anyone willing to test!
  
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  gamers-unsubscr...@audyssey.org.
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 the web, at
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 at
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 management of the list,
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 web, at
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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Jeremy Kaldobsky
I'm looking in to the problem with the points and rep.  I think they are 
actually there but just not showing up.  I hope to have it fixed soon.

 the one thing i noticed, was although
 i have leveled, and gotten my points, and spent them, ...
 after quitting the game and logging back in, no points are
 on the things i spent them on.
 also, the amount of reputation i have didn't seem to hold.
 logged out with over 700, came back in to find i had only
 400 some.
 and the only other thing that was noticed when testing
 missions, was that the person who came out alive, was
 treeted as a death.
 those are the only things that i have found so far.
 dallas
 

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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread dark
The problem I'm having at the moment is staying alive long enough to level, 
but sinse I've not played the game too much I imagine that's practice. The 
zombies do however seem a lot quieter now than when I last played it, and 
often I don't seem to find any until I run into a hole bunch of them all at 
once and get munched.


A doctor in the safe zone would be nice and in keeping with the setting I 
think. To avoid it being spammed by people, have it on a timer so that the 
doctor could heal you say once per one real world hour. That would make 
building up rep and kills much easier, especially if death is going to be so 
perminant in the game.


beware the grue!

dArk.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 2:24 PM
Subject: Re: [Audyssey] Swamp needs some volunteer testers


I'm looking in to the problem with the points and rep.  I think they are 
actually there but just not showing up.  I hope to have it fixed soon.



the one thing i noticed, was although
i have leveled, and gotten my points, and spent them, ...
after quitting the game and logging back in, no points are
on the things i spent them on.
also, the amount of reputation i have didn't seem to hold.
logged out with over 700, came back in to find i had only
400 some.
and the only other thing that was noticed when testing
missions, was that the person who came out alive, was
treeted as a death.
those are the only things that i have found so far.
dallas



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[Audyssey] mars game

2012-01-16 Thread Jess Varnell
Hi list. Does anyone have any hints on the mars game? Like how to repeat the 
last prompt and how to get more oxygen when you're out of your ship on the 
astroyds? Thanks much.

Jess
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Re: [Audyssey] mars game

2012-01-16 Thread michael barnes

Hey, Jess.
No there is no way of doing that.  However here is the path that I 
always take each time I land starting from within the ship.
West two times, north one time, east three times, south three times, 
west one time, north one time, west one time, south one time, west two 
times, north one time, east one time, north one time, east one time.

You should be back in your ship.

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Re: [Audyssey] mars game

2012-01-16 Thread QuentinC

A predefined path don't always work on all asteroids.
Sometimes you have barriers, and I have the impression that sometimes 
you can't go back to your ship...

To get new oxygen, you just have to go back to your ship.

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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Sarah Haake

Hi,

I tried that already, it doesn't work either. No idea what the problem 
is here.


Best regards
Sarah 



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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Sarah Haake

Hi Clement,

the game is still in japanese. The third option in the main menue is the 
update thing, not the settings. And when I select sapi just nothing 
happens, which I guess is because my Windows version can't properly 
display the japanese characters.


Best regards
Sarah 



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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Sarah Haake

Hi Ben,

thanks, I'll try that and report back. Maybe this shouldn't happen when 
using the english patch. Is this only the first time when starting the 
game or do I have to do this every time?


Best regards
Sarah 



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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Sarah Haake

Hi Yohandi

ok, I'll try and turn of the updates also. Hopefully it will work then 
without constantly updating itself and going back to japanese. *grins*


Best regards
Sarah 



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[Audyssey] Technical questions about the Mars game

2012-01-16 Thread dark
I've just tried the mars game. Nice, and rather fun, but that's actually not 
why I'm writing this message. 

one problem the developer of Eamon deluxe is having is that sinse Eamon deluxe 
needs to use a doss like interface to run the eamon games, the only option for 
running it in windows 7 is using dosbox, which is obviously not accessible, 
because windows 7 doesn't have a console window mode for launching 16 bit 
applications. 

yet Mars does! seem to run in a console window, or something very like it, and 
obviously the original was made for Dos, yet this version now works on post xp 
windows. 

has Richard desteno got some sort of code to run doss programs in windows? 
could this be added to other games?

If I am utterly wrong and in fact mars is has been completely and utterly 
rewritten so as to be a windows application, and doesn't in fact use the 
console window at all just let me know. if however there is a way round this it 
could be a great way for running Eamon deluxe accessibly in windows 7,  and 
maybe some other doss games too assuming Richard would be willing to share his 
knolidge. 

Beware the grue! 

Dark.
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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread michael barnes

Hey, Dark.
I'm not sure.  You would need to email Richard and ask him.

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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread dark
I may well do that, I just wondered if perhaps Phil, Tom or one of the more 
technical people here could let me know before I go asking Richard.


Beware the grue!

Dark.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, January 16, 2012 5:03 PM
Subject: Re: [Audyssey] Technical questions about the Mars game



Hey, Dark.
I'm not sure.  You would need to email Richard and ask him.

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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread Phil Vlasak

Hi Dark,
Rich de steno wrote his DOS games in Borland Turbo C in the 1990's
He has re-written the two games in C Plus Plus for Windows.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, January 16, 2012 11:58 AM
Subject: [Audyssey] Technical questions about the Mars game


I've just tried the mars game. Nice, and rather fun, but that's actually 
not why I'm writing this message.


one problem the developer of Eamon deluxe is having is that sinse Eamon 
deluxe needs to use a doss like interface to run the eamon games, the only 
option for running it in windows 7 is using dosbox, which is obviously not 
accessible, because windows 7 doesn't have a console window mode for 
launching 16 bit applications.


yet Mars does! seem to run in a console window, or something very like it, 
and obviously the original was made for Dos, yet this version now works on 
post xp windows.


has Richard desteno got some sort of code to run doss programs in windows? 
could this be added to other games?


If I am utterly wrong and in fact mars is has been completely and utterly 
rewritten so as to be a windows application, and doesn't in fact use the 
console window at all just let me know. if however there is a way round 
this it could be a great way for running Eamon deluxe accessibly in 
windows 7,  and maybe some other doss games too assuming Richard would 
be willing to share his knolidge.


Beware the grue!

Dark.
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1416 / Virus Database: 2109/4146 - Release Date: 01/16/12




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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread dark
Ah Phil, in that case probably not much help to the Eamon deluxe situation, 
even though the windows port does look uncommonly like the dos one just with 
sfx and better gameplay, but this is obviously not because of any reused 
code or some magic way of producing a dos style console window in windows.


Sadly converting the entire Eamon library from basic to C++ isn't something 
I think would be at all possible.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 5:23 PM
Subject: Re: [Audyssey] Technical questions about the Mars game



Hi Dark,
Rich de steno wrote his DOS games in Borland Turbo C in the 1990's
He has re-written the two games in C Plus Plus for Windows.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, January 16, 2012 11:58 AM
Subject: [Audyssey] Technical questions about the Mars game


I've just tried the mars game. Nice, and rather fun, but that's actually 
not why I'm writing this message.


one problem the developer of Eamon deluxe is having is that sinse Eamon 
deluxe needs to use a doss like interface to run the eamon games, the 
only option for running it in windows 7 is using dosbox, which is 
obviously not accessible, because windows 7 doesn't have a console window 
mode for launching 16 bit applications.


yet Mars does! seem to run in a console window, or something very like 
it, and obviously the original was made for Dos, yet this version now 
works on post xp windows.


has Richard desteno got some sort of code to run doss programs in 
windows? could this be added to other games?


If I am utterly wrong and in fact mars is has been completely and utterly 
rewritten so as to be a windows application, and doesn't in fact use the 
console window at all just let me know. if however there is a way round 
this it could be a great way for running Eamon deluxe accessibly in 
windows 7,  and maybe some other doss games too assuming Richard 
would be willing to share his knolidge.


Beware the grue!

Dark.
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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread Phil Vlasak

Hi Dark,
There was a converter program that turned a DOS turbo C program into a 
Window c plus plus for windows program.
It takes a little adjusting but it is easier than writing the game from 
scratch.
Carl tried using it for all our DOS games and said there was too much he 
would have to change to make it work.


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 12:32 PM
Subject: Re: [Audyssey] Technical questions about the Mars game


Ah Phil, in that case probably not much help to the Eamon deluxe 
situation, even though the windows port does look uncommonly like the dos 
one just with sfx and better gameplay, but this is obviously not because 
of any reused code or some magic way of producing a dos style console 
window in windows.


Sadly converting the entire Eamon library from basic to C++ isn't 
something I think would be at all possible.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 5:23 PM
Subject: Re: [Audyssey] Technical questions about the Mars game



Hi Dark,
Rich de steno wrote his DOS games in Borland Turbo C in the 1990's
He has re-written the two games in C Plus Plus for Windows.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, January 16, 2012 11:58 AM
Subject: [Audyssey] Technical questions about the Mars game


I've just tried the mars game. Nice, and rather fun, but that's actually 
not why I'm writing this message.


one problem the developer of Eamon deluxe is having is that sinse Eamon 
deluxe needs to use a doss like interface to run the eamon games, the 
only option for running it in windows 7 is using dosbox, which is 
obviously not accessible, because windows 7 doesn't have a console 
window mode for launching 16 bit applications.


yet Mars does! seem to run in a console window, or something very like 
it, and obviously the original was made for Dos, yet this version now 
works on post xp windows.


has Richard desteno got some sort of code to run doss programs in 
windows? could this be added to other games?


If I am utterly wrong and in fact mars is has been completely and 
utterly rewritten so as to be a windows application, and doesn't in fact 
use the console window at all just let me know. if however there is a 
way round this it could be a great way for running Eamon deluxe 
accessibly in windows 7,  and maybe some other doss games too 
assuming Richard would be willing to share his knolidge.


Beware the grue!

Dark.
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If you have any questions or concerns regarding the management of the 
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Checked by AVG - www.avg.com
Version: 10.0.1416 / Virus Database: 2109/4146 - Release Date: 01/16/12




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[Audyssey] Time to submit applications to join the BGT competition!

2012-01-16 Thread Philip Bennefall
Hi all!

Based on all the positive feedback I received, I've decided to go ahead with 
the BGT game creation contest! I have really done my best to incorporate all of 
your suggestions in the final terms and conditions, which you may read by 
visiting blastbay.com and navigating to the BGT page under software. There you 
may also read all the details about how to go about submitting an application 
to join. Applications are accepted until January 30, so you still have some 
time to come up with ideas for your title.

I hope everyone else is looking forward to this as much as I am!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread QuentinC

Hello,
I think he has completly rewritten the program, or at least recompiled 
it under a modern compiler.
An element in favor of my claim: there are 2 version of the game 
available for download: one for windows and one for DOS.


A positive note though: if the game was written in standard C90, or C99, 
or C++ 91, required changes might not be so huge. A simple recompilation 
with a recent version of MinGW or MSVC might be sufficient. It depends 
on how far the game goes with specific hardware or multimedia functions. 
A text game which is strictly only text shouldn't be to hard to port, 
including on mac and linux. However, if there was sounds and/or 
graphics, that's infortunately another story...


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[Audyssey] chess chat gets the OK!

2012-01-16 Thread Charles Rivard
We got the Go ahead, so here's the news:

Chess Chat
Hosted by Charles Rivard, and Alan Dicey
Yes, Blind and Visually Impaired People, Can, and Do, Play Chess!
We will tell you How You Can Learn to Play Chess Absolutely free of cost, 
including receiving a free full size highest quality Adaptive Chess Set!  
The Gymnastics of the Brain or The Martial Arts of the Mind feel the Thrill 
of Victory and the Agony of Defeat or just have lots of fun, a fantastic 
hobby, wonderful inexpensive recreation, playing Blind or sighted people alike.
A great way to meet others, take this games of Kings to whatever level you 
like!  Each Week, We will be discussing all aspects of this great Sport, from 
how 
to get started, to improving your game if you play already!
Each Wednesday at 2 PM EST in the 

USBCA #1  Yes, blind people can, and do play chess!

 Chat Room.  Hope to see you there!

If you're not currently a member of the Out of Sight community, signing up 
is free and painless.  A chat client might need to be installed on 
your PC, but it's a snap to do.  To sign up to receive a user name and 
password, and to download and install the chat client, go to:

www.Out-Of-Sight.net

Catch the vision, it's Out of Sight!


---
Shepherds are the best beasts, but Labs are a close second.
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[Audyssey] Monday's Out of Sight events

2012-01-16 Thread Charles Rivard
Here are the events scheduled for Monday, January 16th:


Zilch
8:00 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!


OOS News
9:15 PM eastern
Hosted by Rick
Location: Entertainment Center
Join Rick in the Entertainment Center room, Monday nights at 9:15 PM eastern 
for inter active discussions on news and other issue's that are important to us 
all. There will be a variety of subjects discussed to include the weeks biggest 
news, the stock market and how it affects us all. New medical findings, 
Medicare, Social Security and any other topics of interest. 

 

Have a great day! 


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Re: [Audyssey] Technical questions about the Mars game

2012-01-16 Thread dark

Thanks for letting me know Phil.

While I'm glad destination mars is now playable in windows, I'm slightly 
sorry the process can't work for other dos titles too sinse there are some 
good games around.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 5:37 PM
Subject: Re: [Audyssey] Technical questions about the Mars game



Hi Dark,
There was a converter program that turned a DOS turbo C program into a 
Window c plus plus for windows program.
It takes a little adjusting but it is easier than writing the game from 
scratch.
Carl tried using it for all our DOS games and said there was too much he 
would have to change to make it work.


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 12:32 PM
Subject: Re: [Audyssey] Technical questions about the Mars game


Ah Phil, in that case probably not much help to the Eamon deluxe 
situation, even though the windows port does look uncommonly like the dos 
one just with sfx and better gameplay, but this is obviously not because 
of any reused code or some magic way of producing a dos style console 
window in windows.


Sadly converting the entire Eamon library from basic to C++ isn't 
something I think would be at all possible.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 5:23 PM
Subject: Re: [Audyssey] Technical questions about the Mars game



Hi Dark,
Rich de steno wrote his DOS games in Borland Turbo C in the 1990's
He has re-written the two games in C Plus Plus for Windows.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, January 16, 2012 11:58 AM
Subject: [Audyssey] Technical questions about the Mars game


I've just tried the mars game. Nice, and rather fun, but that's 
actually not why I'm writing this message.


one problem the developer of Eamon deluxe is having is that sinse Eamon 
deluxe needs to use a doss like interface to run the eamon games, the 
only option for running it in windows 7 is using dosbox, which is 
obviously not accessible, because windows 7 doesn't have a console 
window mode for launching 16 bit applications.


yet Mars does! seem to run in a console window, or something very like 
it, and obviously the original was made for Dos, yet this version now 
works on post xp windows.


has Richard desteno got some sort of code to run doss programs in 
windows? could this be added to other games?


If I am utterly wrong and in fact mars is has been completely and 
utterly rewritten so as to be a windows application, and doesn't in 
fact use the console window at all just let me know. if however there 
is a way round this it could be a great way for running Eamon deluxe 
accessibly in windows 7,  and maybe some other doss games too 
assuming Richard would be willing to share his knolidge.


Beware the grue!

Dark.
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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.


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Version: 10.0.1416 / Virus Database: 2109/4146 - Release Date: 01/16/12




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[Audyssey] a message for the developer of windows attack wrote with BGT

2012-01-16 Thread joseph weakland
hello I played the windows attack game and I love it. When new updates become 
availlable please email me thanks.
email:
josephweakl...@att.net
skype:
joeweakland1027
msn:
josephweakl...@gmail.com
yahoo messenger:
joseph_weakl...@yahoo.com
google phone number:
6304470709
aim:
joeweakland1027
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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Clement Chou
Hmm. Well, that is strange... it's possibly because the link to the file is 
the same but is a different file associated with that dropbox link. However, 
if you can at least find a Japanese tts, I've made a walkthrough translating 
most of the things in the game... and you could refer to that.
- Original Message - 
From: Sarah Haake ti...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 8:44 AM
Subject: Re: [Audyssey] Bakura language problem



Hi Clement,

the game is still in japanese. The third option in the main menue is the 
update thing, not the settings. And when I select sapi just nothing 
happens, which I guess is because my Windows version can't properly 
display the japanese characters.


Best regards
Sarah

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[Audyssey] Swamp questions

2012-01-16 Thread dark
Hi. 

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however have 
some questions which may or may not count as bug reports. 

Firstly, I'm having trouble hereing the zombies footsteps over other players, 
sinse other players footsteps are so fast and the zombies are correspondingly 
slower. 

secondly (and more seriously), I often can't here how close zombies are to me. 
This comes into play both with me wasting a lot of amo trying to shoot a zombie 
out of range, and with me dying a lot because I think a zombie is more distant 
than it actually is. Indeed I've usually got killed because while I'm 
concentrating on shooting one zombie a hole bunch of others literally sneak in. 

I'm not sure why, but zombies don't seem to grone as much as they used to in 
the older versions of the game, which means I'm doing a lot more standing stil 
and listening, and consequently getting caught by a bunch of the, indeed it 
seems the tracking of distance to relative volume of footsteps sounds on the 
zombies isn't as I would've expected or whyat I'm used to in a game like 
shades, sinse the difference in volume betwene a dzombie that is a long way 
away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs fixing. 

I genuinely don't know which at this point, but I do seem to be dying a heck of 
a lot simply because I don't know where zombies are, which isn't a good thing. 

beware the grue! 

Dark.
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Re: [Audyssey] Audyssey babble report for all of 2011 part 1

2012-01-16 Thread Christina
I am way behind on my messages here so I am just now seeing this.
Thanks for the year-long report.
Christina

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Sunday, January 01, 2012 8:48 AM
Subject: [Audyssey] Audyssey babble report for all of 2011 part 1



 285 people posted 18016 messages.

 2480 From, Thomas Ward.
 1475 From, dark.
 993 From, shaun everiss.
 748 From, Jeremy Kaldobsky.
 656 From, Hayden Presley.
 567 From, Charles Rivard.
 540 From, Bryan Peterson.
 444 From, Jim Kitchen.
 442 From, Clement Chou.
 408 From, Shane Lowe.
 363 From, michael barnes.
 327 From, Shiny protector.
 303 From, Darren Duff.
 292 From, Phil Vlasak.
 278 From, burakyuksek.
 264 From, Christopher Bartlett.
 247 From, john.
 217 From, Alfredo_The_Music_maker.
 213 From, Yohandy.
 169 From, Lori Duncan.
 162 From, Trouble.
 162 From, william lomas.
 154 From, Charles Rivard.
 144 From, Philip Bennefall.
 143 From, Jacob Kruger.
 142 From, The Addictor.
 135 From, Ken the Crazy.
 128 From, Ian McNamara.
 125 From, Valiant8086.
 121 From, Christina.
 120 From, Dakotah Rickard.
 117 From, Damien Pendleton.
 114 From, darren harris.
 112 From, Ron Kolesar.
 110 From, Pitermach.
 100 From, Johnny Tai.
 98 From, Tommy.
 95 From, Kai.
 91 From, Frost.
 86 From, Jack F.
 85 From, Che.
 80 From, alex wallis.
 80 From, NIcol.
 78 From, Karl Belanger.
 77 From, Imbar Golt.
 77 From, Tom Randall.
 72 From, Ben.
 67 From, Richard Sherman.
 65 From, Michael Gauler.
 64 From, Dallas O'Brien.
 64 From, Ron Schamerhorn.
 63 From, Darren Harris.
 63 From, Sarah Haake.
 62 From, fred olver.
 61 From, lenron brown.
 61 From, Liam Erven.
 61 From, Zachary Kline.
 60 From, Dennis Towne.
 58 From, Orin.
 57 From, Lisa Hayes.
 57 From, Willem.
 55 From, Mich.
 54 From, Steady Goh.
 53 From, Harmony Neil.
 53 From, QuentinC.
 51 From, Brandon Misch.
 51 From, Greg Steel.
 50 From, Ryan Conroy.
 49 From, Willem Venter.
 47 From, Oriol Gómez.
 46 From, Lelia Struve.
 43 From, Milos Przic.
 42 From, David Mehler.
 40 From, Kelvin Tan.
 39 From, Curt Taubert.
 39 From, jason.
 38 From, Ryan Strunk.
 38 From, Scott Chesworth.
 38 From, Shard Workshop.
 37 From, Dallas O'Brien.
 37 From, mike maslo.
 37 From, Tj Squires.
 36 From, joseph weakland.
 36 From, Nick Helms.
 35 From, Raul A. Gallegos.
 34 From, Angela Lerma.
 34 From, Jess Varnell.
 33 From, Damien C. Pendleton.
 33 From, dan cook.
 29 From, Davy Kager.
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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Ben
Every time, I'm afraid. Besides, who listens to the intros ... lol.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sarah Haake
Sent: 16 January 2012 16:51
To: Gamers Discussion list
Subject: Re: [Audyssey] Bakura language problem

Hi Ben,

thanks, I'll try that and report back. Maybe this shouldn't happen when
using the english patch. Is this only the first time when starting the game
or do I have to do this every time?

Best regards
Sarah 


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Re: [Audyssey] Swamp questions

2012-01-16 Thread Christopher Bartlett
The player footsteps are a new thing, but the volume and range v. volume for
zombies seems to be the same from version to version.  I don't think this is
a bug from the new version.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, January 16, 2012 3:13 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Swamp questions

Hi. 

I'm playing swamp again. Bare in mind I've not tried too many previous
versions, so am probably stil relatively new at the game. I do however have
some questions which may or may not count as bug reports. 

Firstly, I'm having trouble hereing the zombies footsteps over other
players, sinse other players footsteps are so fast and the zombies are
correspondingly slower. 

secondly (and more seriously), I often can't here how close zombies are to
me. This comes into play both with me wasting a lot of amo trying to shoot a
zombie out of range, and with me dying a lot because I think a zombie is
more distant than it actually is. Indeed I've usually got killed because
while I'm concentrating on shooting one zombie a hole bunch of others
literally sneak in. 

I'm not sure why, but zombies don't seem to grone as much as they used to in
the older versions of the game, which means I'm doing a lot more standing
stil and listening, and consequently getting caught by a bunch of the,
indeed it seems the tracking of distance to relative volume of footsteps
sounds on the zombies isn't as I would've expected or whyat I'm used to in a
game like shades, sinse the difference in volume betwene a dzombie that is a
long way away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs
fixing. 

I genuinely don't know which at this point, but I do seem to be dying a heck
of a lot simply because I don't know where zombies are, which isn't a good
thing. 

beware the grue! 

Dark.
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Re: [Audyssey] Swamp questions

2012-01-16 Thread Dallas O'Brien
hi dark, it simply takes a bit of practive. i found it hard at first to, 
but you just need to get used to it. once you do, you will start 
noticing the different volumes more readily.

dallas


On 1/17/2012 6:13, dark wrote:

Hi.

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however have 
some questions which may or may not count as bug reports.

Firstly, I'm having trouble hereing the zombies footsteps over other players, 
sinse other players footsteps are so fast and the zombies are correspondingly 
slower.

secondly (and more seriously), I often can't here how close zombies are to me. 
This comes into play both with me wasting a lot of amo trying to shoot a zombie 
out of range, and with me dying a lot because I think a zombie is more distant 
than it actually is. Indeed I've usually got killed because while I'm 
concentrating on shooting one zombie a hole bunch of others literally sneak in.

I'm not sure why, but zombies don't seem to grone as much as they used to in 
the older versions of the game, which means I'm doing a lot more standing stil 
and listening, and consequently getting caught by a bunch of the, indeed it 
seems the tracking of distance to relative volume of footsteps sounds on the 
zombies isn't as I would've expected or whyat I'm used to in a game like 
shades, sinse the difference in volume betwene a dzombie that is a long way 
away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs fixing.

I genuinely don't know which at this point, but I do seem to be dying a heck of 
a lot simply because I don't know where zombies are, which isn't a good thing.

beware the grue!

Dark.
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Re: [Audyssey] Bakura language problem

2012-01-16 Thread Yohandy
The dev just created a new English version, since the old one was having 
issues. check out the last page of the thread for the link. let us know if 
that one works for you. that's such a strange problem though.



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- Original Message - 
From: Sarah Haake ti...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 11:42 AM
Subject: Re: [Audyssey] Bakura language problem



Hi,

I tried that already, it doesn't work either. No idea what the problem is 
here.


Best regards
Sarah

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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Ryan Strunk
Is there another link to the setup file? Dropbox has temporarily blocked
downloads.
Thanks,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, January 16, 2012 8:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp needs some volunteer testers

I'm looking in to the problem with the points and rep.  I think they are
actually there but just not showing up.  I hope to have it fixed soon.


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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Mike Maslo
Yeah I'm facing the same problem

Sent from my iPhone

On Jan 16, 2012, at 5:45 PM, Ryan Strunk ryan.str...@gmail.com wrote:

 Is there another link to the setup file? Dropbox has temporarily blocked
 downloads.
 Thanks,
 Ryan
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Monday, January 16, 2012 8:25 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp needs some volunteer testers
 
 I'm looking in to the problem with the points and rep.  I think they are
 actually there but just not showing up.  I hope to have it fixed soon.
 
 
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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread Thomas Ward
Hi Dark,

Yeah, I understood what you were getting at. My basic point of using
my wrestling game as an example is that the programming techniques are
identical to those I'd use for Megaman, Golden Ax, Ninja Turtles,
Mario, or any other  game where there are multiple playable
characters.

You start out by creating a generic player class object and set all
the initial values to 0. If the end user selects the Zero character
from the menu the player object is then initialized with the default
weapons and stats for the Zero character. If the end user decided to
use X instead you'd Initialize the player object with the X
character's  default stats and weapons. From that point on when your
program accesses the player object it will respond accordingly to
whatever stats are stored in the player object. There is no need to
program the game to react differently from character to character
because the player object acts as a global interface to all the
characters in the game.

Since BGT is becoming quite popular I'll demonstrate this concept in
Angelscript.

#include player.bgt // Include player class

Player g_player; // Initialized player object

void Select Character (int character)
{

// player selected X
if (character == 1)
{
g_player.SetJumpDistance (6);
}

// player selected Zero
if (character == 2)
{
g_player.SetJumpDistance (4);
}
}

void PlayerJump ()
{

// Declare local variables
bool blocked = false;
int distance = 0;
double direction = g_player.IsDirection ();
double x = g_player.IsX ();
double y = g_player.IsY ();
double z = g_player.IsZ ();

// Jump as far as the
// player character can go
while (distance = g_player.IsJumpDistance ())
{

// update the player's location
x = GetX (direction, x, 1);
y = GetY (0, y, 1);
z = GetZ (direction, z, 1);

// Find out if the player's way is blocked
blocked = EncounteredObject (x, y, z);

// If the player's way is blocked
// exit the jump loop
if (blocked)
{
distance = g_player.IsJumpDistance ();
}

// If the player's way is clear
// update the player's location
else
{
g_player.SetLocation (x, y, z);
}

// Update the loop
distance++;
}

// Drop back to the ground
PlayerLand ();
}

Although, this tiny example is far from complete the basic point I
outlined here is that after I set the jump distance for the player
character when we go into the while loop it will stop jumping when the
maximum distance is reached or the character plows face first into a
wall, force field, or some other object that will block his/her path.
If the max distance is 4 when the distance counter reaches 4 it will
end the loop and the player will fall to the ground. If it is set to 6
same thing only you get a chance to jump a little further along the
x/y/z axis. This is standard programming 101.

By not hard coding the values and using an interface like a player
object to set maximum jump distance I don't have to write a separate
jump function for X and Zero. This way I can use the same jump
function for either, and the program will react according to the
default stats. Hope that makes sense.

This is why it is so easy to write games with multiple playable
characters. As long as you structure your program properly it doesn't
matter what the game is or what style. The programming conceptually is
identical. You can have one or one hundred characters because once you
initialize your player object with the initial stats the game simply
doesnt care who you are. All it cares about is what values are stored
in your object.

Cheers!

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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread Keith S

where can I find out more about BGT?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 9:00 PM
Subject: Re: [Audyssey] Multiple playable characters



Hi Dark,

Yeah, I understood what you were getting at. My basic point of using
my wrestling game as an example is that the programming techniques are
identical to those I'd use for Megaman, Golden Ax, Ninja Turtles,
Mario, or any other  game where there are multiple playable
characters.

You start out by creating a generic player class object and set all
the initial values to 0. If the end user selects the Zero character
from the menu the player object is then initialized with the default
weapons and stats for the Zero character. If the end user decided to
use X instead you'd Initialize the player object with the X
character's  default stats and weapons. From that point on when your
program accesses the player object it will respond accordingly to
whatever stats are stored in the player object. There is no need to
program the game to react differently from character to character
because the player object acts as a global interface to all the
characters in the game.

Since BGT is becoming quite popular I'll demonstrate this concept in
Angelscript.

#include player.bgt // Include player class

Player g_player; // Initialized player object

void Select Character (int character)
{

// player selected X
if (character == 1)
{
g_player.SetJumpDistance (6);
}

// player selected Zero
if (character == 2)
{
g_player.SetJumpDistance (4);
}
}

void PlayerJump ()
{

// Declare local variables
bool blocked = false;
int distance = 0;
double direction = g_player.IsDirection ();
double x = g_player.IsX ();
double y = g_player.IsY ();
double z = g_player.IsZ ();

// Jump as far as the
// player character can go
while (distance = g_player.IsJumpDistance ())
{

// update the player's location
x = GetX (direction, x, 1);
y = GetY (0, y, 1);
z = GetZ (direction, z, 1);

// Find out if the player's way is blocked
blocked = EncounteredObject (x, y, z);

// If the player's way is blocked
// exit the jump loop
if (blocked)
{
distance = g_player.IsJumpDistance ();
}

// If the player's way is clear
// update the player's location
else
{
g_player.SetLocation (x, y, z);
}

// Update the loop
distance++;
}

// Drop back to the ground
PlayerLand ();
}

Although, this tiny example is far from complete the basic point I
outlined here is that after I set the jump distance for the player
character when we go into the while loop it will stop jumping when the
maximum distance is reached or the character plows face first into a
wall, force field, or some other object that will block his/her path.
If the max distance is 4 when the distance counter reaches 4 it will
end the loop and the player will fall to the ground. If it is set to 6
same thing only you get a chance to jump a little further along the
x/y/z axis. This is standard programming 101.

By not hard coding the values and using an interface like a player
object to set maximum jump distance I don't have to write a separate
jump function for X and Zero. This way I can use the same jump
function for either, and the program will react according to the
default stats. Hope that makes sense.

This is why it is so easy to write games with multiple playable
characters. As long as you structure your program properly it doesn't
matter what the game is or what style. The programming conceptually is
identical. You can have one or one hundred characters because once you
initialize your player object with the initial stats the game simply
doesnt care who you are. All it cares about is what values are stored
in your object.

Cheers!

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[Audyssey] BGT was Multiple playable characters

2012-01-16 Thread Thomas Ward
Hi Keith,

The BGT toolkit and related documentation and forums can all be found on
http://www.blastbay.com

Cheers!


On 1/16/12, Keith S hea...@mchsi.com wrote:
 where can I find out more about BGT?

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[Audyssey] New Java Speech API

2012-01-16 Thread Thomas Ward
Hi all,

Tonight while chatting on the Audiogames.net forum a guy passed on a
link to a free open source Java speech API for VI Java developers.
This is definitely something we could use. Here is the information.

= Phonemic version 1.0, June 1, 2011 =

== Introduction ==

This is the first official release of the Phonemic speech library.
Phonemic is a Java library that allows its users to write
cross-platform speaking applications.

== Big Features ==

* Support for many major speech systems, including Microsoft SAPI,
JAWS, NVDA, VoiceOver and ORCA.
* Provides a single API to communicate with all engines.
* Support for various types of speech modifications (when available):
    * Volume control
    * Pitch control (either manually or automatically through the
speakChar functions).
    * Speed control
* Speech modifications are consistent across engines.
* Support for blocking speech calls (when available).
* Ability to query an engine for its features.
* Ability to switch engines on the fly (Windows and Mac OS X only).
* A queuing system that enables the use of speech priorities, even
when not supported natively by the engine.
* A speech processing mechanism to enable advanced pre-processing of
speech before it is sent to an engine.
* Ability to query for / change voice when supported by the engine.

== Supported Engines ==

Phonemic currently supports the following platforms and speech engines:
* Windows XP, Windows Vista and Windows 7:

    * Microsoft Speech API (SAPI)
    * JAWS
    * NVDA

* Mac OS X

    * Carbon (on Intel Macs only), the same speech interface used by VoiceOver.
    * The `say' command

* Linux

    * speech-dispatcher (available by default on Vinux and Ubuntu), the
same speech interface used by ORCA.

== Home Page

http://sourceforge.net/projects/phonemic/files/

Cheers!

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[Audyssey] swamp problem with ammo count when unloading

2012-01-16 Thread Steady Goh
Hi Jeremy, When i start the game with no field kit and med kit, and collect 
a field kit outside, it will have a med kit in it. but when i unload, my med 
kit count becomes 0. but if i already have med kits at the start, the count 
is correct. Not sure but i think this also happened to the 2 short gun 
shells that were in my short gun.
I think this has got to do with if we start the game and collect a weapon, 
it is loaded. but if we donate it and collect again, it is empty. This is 
also 1 reason people exit game and re-enter a lot. Whether the weapon is 
empty or loaded i am ok, but i think it should be standardised.


锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Monday, January 16, 2012 1:24 PM
Subject: [Audyssey] Swamp needs some volunteer testers


The version 1.9b update is still being finished up, but in the mean time I 
am looking for volunteers to help search for bugs.  A separate test server 
has been set up and it is running a test version of 1.9.  I only plan to 
maintain this test server for a day or two while I clear up the few 
remaining code issues.  If anyone is interested in giving this a try, here 
is the download link.  Be warned that the character you play during this 
test will be gone once the testing is finished, so don't get too attached 
to it Haha.  Also, because this test would overwrite many files, keep it 
in a separate folder from your normal Swamp game!

http://dl.dropbox.com/u/6855861/SwampTest.zip

You'll notice new options when you browse through the Safe zone menu. 
Once you reach level 10, the next area can be accessed from the blown up 
building that is south on Green lane.  You'll go into the entrance sewer 
pipe and press Enter.  The instance missions are working but don't try to 
cancel a mission after you've created it.  That's the part I'm still 
working on so it will just end up giving you a bunch of garbage messages.


Because this is just a test, I will pop in to give people weapons and ammo 
in order to help everyone level up faster.  I'm heading to bed right now 
though, so that extra help won't show up until the morning.  :)  Once I've 
finished up the code and fixed any problems this test reveals, I'll 
officially switch things over and update Swamp to this version.  Good luck 
and thanks in advance to anyone willing to test!


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Re: [Audyssey] New Java Speech API

2012-01-16 Thread QuentinC

Hello,
Thank you, I will have a look at that.

I could look at that to see how they do with VoiceOver.
And they could look at ScreenReaderAPI.dll to see how they could add 
support for window eyes, supernova and system access.


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Re: [Audyssey] New Java Speech API

2012-01-16 Thread Thomas Ward
Hi Quentin,

Yes, in deed. I had pretty much the same thought. I was looking at
seeing how they wrote their interface to Carbon and Speech-Dispatcher
and was going to see if I could include support for those speech APIs
in my engine.

As far as Window-Eyes goes though the way you are doing it through
GWSpeak.dll is technically deprecated. Window-Eyes 7.2 and above
requires that you use their app interface and the Window-Eyes SDK.
Both can be found on the Window-Eyes developer pages. I would
recommend probably rewriting and updating your Window-Eyes support to
better support 7.2 and 7.5 as there is some question as to how long
GWSpeak.dll will remain backward compatible now that the new API has
replaced it.

Cheers!


On 1/17/12, QuentinC quent...@cfardel.net wrote:
 Hello,
 Thank you, I will have a look at that.

 I could look at that to see how they do with VoiceOver.
 And they could look at ScreenReaderAPI.dll to see how they could add
 support for window eyes, supernova and system access.

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Re: [Audyssey] Swamp questions

2012-01-16 Thread dark

Hi dallas.

That is probably true as well. As I said I'm not sure how much is my 
inexperience and how much is identifyable problems with the game.

beware the gRue!

Dark.

- Original Message - 
From: Dallas O'Brien dallas-obr...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 10:10 PM
Subject: Re: [Audyssey] Swamp questions


hi dark, it simply takes a bit of practive. i found it hard at first to, 
but you just need to get used to it. once you do, you will start noticing 
the different volumes more readily.

dallas


On 1/17/2012 6:13, dark wrote:

Hi.

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however 
have some questions which may or may not count as bug reports.


Firstly, I'm having trouble hereing the zombies footsteps over other 
players, sinse other players footsteps are so fast and the zombies are 
correspondingly slower.


secondly (and more seriously), I often can't here how close zombies are 
to me. This comes into play both with me wasting a lot of amo trying to 
shoot a zombie out of range, and with me dying a lot because I think a 
zombie is more distant than it actually is. Indeed I've usually got 
killed because while I'm concentrating on shooting one zombie a hole 
bunch of others literally sneak in.


I'm not sure why, but zombies don't seem to grone as much as they used to 
in the older versions of the game, which means I'm doing a lot more 
standing stil and listening, and consequently getting caught by a bunch 
of the, indeed it seems the tracking of distance to relative volume of 
footsteps sounds on the zombies isn't as I would've expected or whyat I'm 
used to in a game like shades, sinse the difference in volume betwene a 
dzombie that is a long way away and a close up one doesn't seem 
particularly great.


Am I doing something wrong? or is it something in the game that needs 
fixing.


I genuinely don't know which at this point, but I do seem to be dying a 
heck of a lot simply because I don't know where zombies are, which isn't 
a good thing.


beware the grue!

Dark.
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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread dark

Hi ryan.
Because of the dropbox trouble, and because it seemed a shame if people 
couldn't download the game, I stuck it on sendspace at 
http://www.sendspace.com/file/epqhoz


Hth.

Beware the grue!

dark.
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, January 16, 2012 11:45 PM
Subject: Re: [Audyssey] Swamp needs some volunteer testers



Is there another link to the setup file? Dropbox has temporarily blocked
downloads.
Thanks,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, January 16, 2012 8:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp needs some volunteer testers

I'm looking in to the problem with the points and rep.  I think they are
actually there but just not showing up.  I hope to have it fixed soon.


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Re: [Audyssey] Multiple playable characters

2012-01-16 Thread dark

Ah fair enough Tom, and that does indeed make sense and work as I expected.

I'm actually rather surprised as I said that we haven't in fact sene more 
games with multiple characters for this exact reason.



Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 17, 2012 3:00 AM
Subject: Re: [Audyssey] Multiple playable characters



Hi Dark,

Yeah, I understood what you were getting at. My basic point of using
my wrestling game as an example is that the programming techniques are
identical to those I'd use for Megaman, Golden Ax, Ninja Turtles,
Mario, or any other  game where there are multiple playable
characters.

You start out by creating a generic player class object and set all
the initial values to 0. If the end user selects the Zero character
from the menu the player object is then initialized with the default
weapons and stats for the Zero character. If the end user decided to
use X instead you'd Initialize the player object with the X
character's  default stats and weapons. From that point on when your
program accesses the player object it will respond accordingly to
whatever stats are stored in the player object. There is no need to
program the game to react differently from character to character
because the player object acts as a global interface to all the
characters in the game.

Since BGT is becoming quite popular I'll demonstrate this concept in
Angelscript.

#include player.bgt // Include player class

Player g_player; // Initialized player object

void Select Character (int character)
{

// player selected X
if (character == 1)
{
g_player.SetJumpDistance (6);
}

// player selected Zero
if (character == 2)
{
g_player.SetJumpDistance (4);
}
}

void PlayerJump ()
{

// Declare local variables
bool blocked = false;
int distance = 0;
double direction = g_player.IsDirection ();
double x = g_player.IsX ();
double y = g_player.IsY ();
double z = g_player.IsZ ();

// Jump as far as the
// player character can go
while (distance = g_player.IsJumpDistance ())
{

// update the player's location
x = GetX (direction, x, 1);
y = GetY (0, y, 1);
z = GetZ (direction, z, 1);

// Find out if the player's way is blocked
blocked = EncounteredObject (x, y, z);

// If the player's way is blocked
// exit the jump loop
if (blocked)
{
distance = g_player.IsJumpDistance ();
}

// If the player's way is clear
// update the player's location
else
{
g_player.SetLocation (x, y, z);
}

// Update the loop
distance++;
}

// Drop back to the ground
PlayerLand ();
}

Although, this tiny example is far from complete the basic point I
outlined here is that after I set the jump distance for the player
character when we go into the while loop it will stop jumping when the
maximum distance is reached or the character plows face first into a
wall, force field, or some other object that will block his/her path.
If the max distance is 4 when the distance counter reaches 4 it will
end the loop and the player will fall to the ground. If it is set to 6
same thing only you get a chance to jump a little further along the
x/y/z axis. This is standard programming 101.

By not hard coding the values and using an interface like a player
object to set maximum jump distance I don't have to write a separate
jump function for X and Zero. This way I can use the same jump
function for either, and the program will react according to the
default stats. Hope that makes sense.

This is why it is so easy to write games with multiple playable
characters. As long as you structure your program properly it doesn't
matter what the game is or what style. The programming conceptually is
identical. You can have one or one hundred characters because once you
initialize your player object with the initial stats the game simply
doesnt care who you are. All it cares about is what values are stored
in your object.

Cheers!

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Re: [Audyssey] New Java Speech API

2012-01-16 Thread dark

nice tom.

There are several applicatinos I've seen with java, especially the gamebook 
related ones that really should! interact with screen reeaders but work very 
badly.


I doubt this api could be included in them, but if anyone is making 
something similar in future it might be a good thing.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 17, 2012 4:56 AM
Subject: [Audyssey] New Java Speech API


Hi all,

Tonight while chatting on the Audiogames.net forum a guy passed on a
link to a free open source Java speech API for VI Java developers.
This is definitely something we could use. Here is the information.

= Phonemic version 1.0, June 1, 2011 =

== Introduction ==

This is the first official release of the Phonemic speech library.
Phonemic is a Java library that allows its users to write
cross-platform speaking applications.

== Big Features ==

* Support for many major speech systems, including Microsoft SAPI,
JAWS, NVDA, VoiceOver and ORCA.
* Provides a single API to communicate with all engines.
* Support for various types of speech modifications (when available):
* Volume control
* Pitch control (either manually or automatically through the
speakChar functions).
* Speed control
* Speech modifications are consistent across engines.
* Support for blocking speech calls (when available).
* Ability to query an engine for its features.
* Ability to switch engines on the fly (Windows and Mac OS X only).
* A queuing system that enables the use of speech priorities, even
when not supported natively by the engine.
* A speech processing mechanism to enable advanced pre-processing of
speech before it is sent to an engine.
* Ability to query for / change voice when supported by the engine.

== Supported Engines ==

Phonemic currently supports the following platforms and speech engines:
* Windows XP, Windows Vista and Windows 7:

* Microsoft Speech API (SAPI)
* JAWS
* NVDA

* Mac OS X

* Carbon (on Intel Macs only), the same speech interface used by VoiceOver.
* The `say' command

* Linux

* speech-dispatcher (available by default on Vinux and Ubuntu), the
same speech interface used by ORCA.

== Home Page

http://sourceforge.net/projects/phonemic/files/

Cheers!

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