Re: [Audyssey] Super Liam Max Payne

2012-03-30 Thread william lomas
this mod has been out years thought people new about it?
it is based on a film and subsiquently a game

On 29 Mar 2012, at 18:04, Alfredo_The_Music_maker wrote:

 Max Pain? Is this an inventive character? Who created the modifier?
 
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Re: [Audyssey] Super Liam Max Payne

2012-03-30 Thread william lomas
it is the superliam side scroller but suing different cut scenes and sounds 
from the max pane game

On 29 Mar 2012, at 12:11, Jess Varnell wrote:

 What is this file supposed to do exactly?
 - Original Message - From: Ryan Conroy staindadd...@juno.com
 To: birdlover2...@hotmail.com; gamers@audyssey.org
 Sent: Wednesday, March 28, 2012 8:34 PM
 Subject: Re: [Audyssey] Super Liam Max Payne
 
 
 Here ya go:
 
 http://dl.dropbox.com/u/3272592/max_pain_mod_for_super_liam.exe
 
 Enjoy.
 
 
 -- Original Message --
 From: Alfredo_The_Music_maker birdlover2...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Super Liam Max Payne
 Date: Wed, 28 Mar 2012 17:28:48 -0700
 
 Hello Gamers,
 I recently heard of a game modifier with the title already mentioned. I
 tried clicking on some soapbox links, but all to no avail. I received
 404 notifications that the file no longer existed. If someone could
 upload it, that would be excellent!
 Many thanks,
 Alfredo
 
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 The New #34;Skinny#34; Fruit
 How This Strange 62-Cent African Fruit Is Making Americans Skinny.
 http://thirdpartyoffers.juno.com/TGL3131/4f73ae498970127719f5st03vuc
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[Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are 
continuing work on Mysteries of the Ancients, which has recently been 
renamed for reasons explained later in this news letter, we are also 
moving forward with a few other projects  we've wanted to develop for a 
long time, but have been delayed time after time by Mysteries of the 
Ancients. So without further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course 
several updates that did not make it into the final beta of Mysteries of 
the Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must 
fight or flee several unworldly creatures such as: sword wielding 
skeletons, undead zombie warriors, flying harpies, and mighty centaurs. 
Along the way she will pick up and collect gold coins, ancient reed 
torches, precious jewels, and pieces of a long lost scroll that will 
lead her to Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called Open G3D. We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted 
was a game engine that met a number of criteria that were difficult to 
meet, and it took quite a lot of time and research to come up with a 
workable solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps 
other platforms as well. Needless to say meeting this criteria was 
difficult to do because there is a lot of technical considerations 
involved in cross-platform game development in addition to the fact we 
wanted to create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to 
be the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run 
anywhere type engine so we could produce games for non-Windows 
platforms. As someone who does not regularly use Windows, preferring to 
use Linux instead, we are well aware of the fact that the desire for 
more games for Mac OS and Linux is growing. Unfortunately, since most of 
the accessible games and game development tools are designed for Windows 
those of us who choose to use Linux, Mac OS, or some other alternative 
operating system often get ignored. By producing a cross-platform 
solution we hope that we can make it both easier and  less difficult for 
developers to produce more cross-platform games.


In the end what we decided to do is adopt the Python programming 
language and PyGame for our open source cross-platform engine. While it 
is not completely a perfect solution we believe that it is a 
satisfactory one considering the task before us. 

Re: [Audyssey] anotherminir issue

2012-03-30 Thread Reinhard Stebner
I think I missed part of this conversation. How do I get to this newest
version of the trucker sim?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Kolesar
Sent: Thursday, March 29, 2012 5:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anotherminir issue

You got it. GRIN.
It doesn't take that long for the app to go through.
Just after you log in, insert f7 and if you press the letter p, you don't 
even have to go into private messages, it will tell you if you have mail and

how many letters.
Pretty much all of the blind drivers are driving for smooth riders.
So enjoy your new additcition. GRIN.
What's your character's name so I can watch out for you?
Big Ron



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: joseph weakland
Sent: Thursday, March 29, 2012 5:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anotherminir issue

so the first thing is purchasing a truck then look under activie contracts?
my application is still pendi
- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 29, 2012 3:48 PM
Subject: Re: [Audyssey] anotherminir issue


 You'd have to talk to either Miss Velvet and or miss kitten on that.
 She switches in between user names.
 But the main person who's behind the web page is
 jefffan24.
 He's the owner of the web page and the designer of the new truck driving 
 game from the original which was over seas.
 Just keep a eye on your priviate truckingsim mail box.
 Yes you'll need to purchase a new truck by budgeting some of that new 
 money that you found in your wallet. SMILES.
 You might want to do the skate run or the pizza run.
 Go to smooth riders and then look at the contract link.
 In there is active and completed contracts.
 Hope that helps.
 Enjoy this new aditction. GRIN.




 Ron and current Leader Dog boz who states
 that a service dog beats a cane paws down any day of the week.
 -Original Message- 
 From: joseph weakland
 Sent: Thursday, March 29, 2012 1:43 PM
 To: audyssey games list
 Subject: [Audyssey] anotherminir issue

 hello i got signed up with tuckingsim and when i log in it says page 
 cannot be displayed but rtheres a start city combo box weird and i also 
 submitted an application to join smooth riders
 now do i have to purchase a truck? whats next? also i have a perfect 
 suggestion for voice chat for trucking sim. have you heard of the program 
 zello formally loudtalks? its a push to talk voice chat program that works

 like a walkietalkie. I am a user of zello myself and my username is 
 HarmonicaPlayer. the site for zello is

 http://www.zello.com
 I can create a channel on there called trucking sim if needed.
 have a good day.
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Re: [Audyssey] USA Games News

2012-03-30 Thread Christopher Bartlett
All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Christopher,

I certainly have plans to do that.  Its part of the reason I am writing 
the engine. At first I initially was going to write up general Python 
tutorials for the USA Games developer site and then realized I could 
ease the new game developer into Python by building some common modules 
for sound, music, input, etc. It would simplify a language that is 
already fairly simple to begin with.


Basically, what I'll be doing in terms of documentation is a two part 
tutorial. One part will deal with the basics of the Python language. The 
second part will give specific documentation on the Open G3D engine and 
how to use the class modules  for this, that, and the other thing.


For instance, here is a quick source example of initializing and using 
sound in Open G3D.


#Import the audio class module
import audio

#Declare a mixer object
mixer = audio.Audio()

def main():

#Load a sound and asign it to channel 1
mixer.SoundOpen(1, my_sound.wav)

#Play the sound
mixer.SoundPlay(1, False)

#Position the sound to the left
mixer.SoundPosition(1, -90, 0)

#Position the sound to the right
mixer.SoundPosition(1, 90, 0)

#Stop the sound
mixer.SoundStop()

Obviously, something like this would be explained in more depth in the 
actual documentation, but there really isn't much complication to this 
simple example. We import the audio module, declare an audio mixer 
object, and then in the main function we load a sound, start it playing, 
and move it around a bit. Very simple stuff here. However simple it 
might be I think it is a great intro to programming without a lot of 
overhead involved.


Cheers!

On 3/30/2012 11:55 AM, Christopher Bartlett wrote:

All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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[Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Darren Harris
Hi Thomas,

So reading what you've written here, not that am a programmer I'm not am
just thinking from a gamer point of view of perhaps what we could be looking
forward too.

Does this mean that in theory we can have more types of games? Like for
example more simulator type games? Perhaps an elite type game to come out?
Would the engine offer potential for such a creation? I'm guessing that with
what's currently available at the moment something along these lines isn't
as yet possible.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 30 March 2012 20:31
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News


Hi Christopher,

I certainly have plans to do that.  Its part of the reason I am writing 
the engine. At first I initially was going to write up general Python 
tutorials for the USA Games developer site and then realized I could 
ease the new game developer into Python by building some common modules 
for sound, music, input, etc. It would simplify a language that is 
already fairly simple to begin with.

Basically, what I'll be doing in terms of documentation is a two part 
tutorial. One part will deal with the basics of the Python language. The 
second part will give specific documentation on the Open G3D engine and 
how to use the class modules  for this, that, and the other thing.

For instance, here is a quick source example of initializing and using 
sound in Open G3D.

#Import the audio class module
import audio

#Declare a mixer object
mixer = audio.Audio()

def main():

 #Load a sound and asign it to channel 1
 mixer.SoundOpen(1, my_sound.wav)

 #Play the sound
 mixer.SoundPlay(1, False)

 #Position the sound to the left
 mixer.SoundPosition(1, -90, 0)

 #Position the sound to the right
 mixer.SoundPosition(1, 90, 0)

 #Stop the sound
 mixer.SoundStop()

Obviously, something like this would be explained in more depth in the 
actual documentation, but there really isn't much complication to this 
simple example. We import the audio module, declare an audio mixer 
object, and then in the main function we load a sound, start it playing, 
and move it around a bit. Very simple stuff here. However simple it 
might be I think it is a great intro to programming without a lot of 
overhead involved.

Cheers!

On 3/30/2012 11:55 AM, Christopher Bartlett wrote:
 All this sounds excellent, though I'm far more interested in the open
engine
 than either of the specific games.  I hope that you will provide
 documentation of the quality and ease of use that Philip has provided for
 BGT, which is one reason I've recommended his dev kit to folk starting
out.

   Christopher Bartlett


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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Jeremy Kaldobsky
Darren, there isn't any limit on what games can already be made.  Thomas' 
engine would offer advantages such as cross platform games and perhaps speeding 
up development time for people using it, but in the end the types of games 
people can make doesn't change.

 Hi Thomas,
 
 So reading what you've written here, not that am a
 programmer I'm not am
 just thinking from a gamer point of view of perhaps what we
 could be looking
 forward too.
 
 Does this mean that in theory we can have more types of
 games? Like for
 example more simulator type games? Perhaps an elite type
 game to come out?
 Would the engine offer potential for such a creation? I'm
 guessing that with
 what's currently available at the moment something along
 these lines isn't
 as yet possible.


---
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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Darren Harris
Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types of games that
are available have grown in type. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 30 March 2012 20:58
To: Gamers Discussion list
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News

Darren, there isn't any limit on what games can already be made.  Thomas'
engine would offer advantages such as cross platform games and perhaps
speeding up development time for people using it, but in the end the types
of games people can make doesn't change.

 Hi Thomas,
 
 So reading what you've written here, not that am a programmer I'm not 
 am just thinking from a gamer point of view of perhaps what we could 
 be looking forward too.
 
 Does this mean that in theory we can have more types of games? Like 
 for example more simulator type games? Perhaps an elite type game to 
 come out?
 Would the engine offer potential for such a creation? I'm guessing 
 that with what's currently available at the moment something along 
 these lines isn't as yet possible.


---
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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Jeremy Kaldobsky
Lol yep I'm still around, I've just been busy so these days I find myself 
reading more posts than I'm writing.

The types of games have always been possible, but I think the ideas just 
weren't floating around as much as they are now.  For example, if in 5 years 
some brand new game idea is thought up, it could have been programmed right now 
if anyone had thought of it sooner.  Programmer ability also comes in to play 
since sometimes an idea is already out there but people just don't have the 
necessary skills to create it.  I would imagine that no matter what kind of 
engines or tools are made available, if a person doesn't know enough about 
programming they still aren't going to be able to create what they want to 
create.  It makes me a bit sad to see how often new programmers try to skip the 
process of making little practice games.  By trying to skip in to working on 
some amazing project idea, they are setting themselves up for failure and in 
the end haven't grown their skills at all.  I firmly believe that people get 
things backwards.  They come up with an idea
 and then hope they can figure out how to make it when instead they should be 
listing everything they know how to do, and then figuring out what kind of game 
can be made with those pieces.  This ensures that they won't get stuck halfway 
through in a project that's way over their head, and in the process they get in 
practice to grow in skill for the next project.

 Hi jeramy.
 
 Nice to see you still posting.
 
 I only asked because it's only been recently that the types
 of games that
 are available have grown in type. 


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Re: [Audyssey] USA Games News

2012-03-30 Thread Brandon Misch
will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech? 

On Mar 30, 2012, at 3:30 PM, Thomas Ward wrote:

 
 Hi Christopher,
 
 I certainly have plans to do that.  Its part of the reason I am writing the 
 engine. At first I initially was going to write up general Python tutorials 
 for the USA Games developer site and then realized I could ease the new game 
 developer into Python by building some common modules for sound, music, 
 input, etc. It would simplify a language that is already fairly simple to 
 begin with.
 
 Basically, what I'll be doing in terms of documentation is a two part 
 tutorial. One part will deal with the basics of the Python language. The 
 second part will give specific documentation on the Open G3D engine and how 
 to use the class modules  for this, that, and the other thing.
 
 For instance, here is a quick source example of initializing and using sound 
 in Open G3D.
 
 #Import the audio class module
 import audio
 
 #Declare a mixer object
 mixer = audio.Audio()
 
 def main():
 
#Load a sound and asign it to channel 1
mixer.SoundOpen(1, my_sound.wav)
 
#Play the sound
mixer.SoundPlay(1, False)
 
#Position the sound to the left
mixer.SoundPosition(1, -90, 0)
 
#Position the sound to the right
mixer.SoundPosition(1, 90, 0)
 
#Stop the sound
mixer.SoundStop()
 
 Obviously, something like this would be explained in more depth in the actual 
 documentation, but there really isn't much complication to this simple 
 example. We import the audio module, declare an audio mixer object, and then 
 in the main function we load a sound, start it playing, and move it around a 
 bit. Very simple stuff here. However simple it might be I think it is a great 
 intro to programming without a lot of overhead involved.
 
 Cheers!
 
 On 3/30/2012 11:55 AM, Christopher Bartlett wrote:
 All this sounds excellent, though I'm far more interested in the open engine
 than either of the specific games.  I hope that you will provide
 documentation of the quality and ease of use that Philip has provided for
 BGT, which is one reason I've recommended his dev kit to folk starting out.
 
  Christopher Bartlett
 
 
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Re: [Audyssey] Beri Beri Baseball

2012-03-30 Thread jason

yes it is the game can be found on the same site.

On 3/26/2012 6:26 PM, Ron hopkins wrote:

Is the download for the game at the same sight?



--
This is Jason known as BlindFury


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[Audyssey] tips on programming

2012-03-30 Thread Ken
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB at 
all, was to simply start modifying an open-source game, Chopper Patrol. 
Little by little, I modified it, and voila--Enemy Attack was born.  Soon 
after that, I had to start from scratch.  I wanted a whole new style of 
game, a pinball/breakout kind of thing, so I began work on Wrecking Ball. 
Imagine my joy when I could simply copy over the directX modules, and only 
had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant of 
Basic, called Basic4ppc.  I wanted to learn that language because games I 
programmed on it could run on my Pac Mate, and I wanted to make games that 
would work with the display.  I made a game I never published called 
Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because Basic4PPC 
can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I had 
to scour the net for some viable 3d audio code, and once I found it I could 
simply modify it, change it little by little to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get an 
open-source game and have a look at it.  If you understand its elements, you 
can start changing things about it, and soon you have a whole new game.
I also experimented with the GMA engine, and wrote some games with that, but 
lost my old computer before I could publish them.  Its best feature was, for 
me, the map maker.  Since I want more levels for Heli, it's about time I 
write one of my own.  I feel like Im reinventing the wheel, but ya gotta do 
what ya gotta do I guess, lol.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:40 PM
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


Lol yep I'm still around, I've just been busy so these days I find myself 
reading more posts than I'm writing.


The types of games have always been possible, but I think the ideas just 
weren't floating around as much as they are now.  For example, if in 5 
years some brand new game idea is thought up, it could have been 
programmed right now if anyone had thought of it sooner.  Programmer 
ability also comes in to play since sometimes an idea is already out there 
but people just don't have the necessary skills to create it.  I would 
imagine that no matter what kind of engines or tools are made available, 
if a person doesn't know enough about programming they still aren't going 
to be able to create what they want to create.  It makes me a bit sad to 
see how often new programmers try to skip the process of making little 
practice games.  By trying to skip in to working on some amazing project 
idea, they are setting themselves up for failure and in the end haven't 
grown their skills at all.  I firmly believe that people get things 
backwards.  They come up with an idea
and then hope they can figure out how to make it when instead they should 
be listing everything they know how to do, and then figuring out what kind 
of game can be made with those pieces.  This ensures that they won't get 
stuck halfway through in a project that's way over their head, and in the 
process they get in practice to grow in skill for the next project.



Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types
of games that
are available have grown in type.



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Re: [Audyssey] Beri Beri Baseball

2012-03-30 Thread Valiant8086
Hi. Thanks for telling us about this baseball game. I didn't manage to get much 
out of it though because it didn't have very good punctuation. can you try to 
get more into future messages so people like me can understand the speech? 

Sent from my iPod

On Mar 26, 2012, at 5:56 PM, jason kb3...@verizon.net wrote:

 Hello everyone the game now works in xp and windows 7 thanks Coro for fixing 
 the bugs in the game when you first load it up it tells you are running a 
 trial, then it asks about the screen if you want it in black or white mode 
 you tell what preference you want your screen then it asks you if you are 
 running sound from a program I said yes then the game loads and I am able to 
 go threw the options by hitting my up and down arrow keys and the game works 
 good it's a start I hope in the future sounds can be updated and the game can 
 run allot faster and give reports and dynamic changes allot faster then it 
 does now, however good job Coro and it's a great start on how this game is 
 created I like how the rosters are up to date or they can be updated and the 
 language files are up to date or the program retrieves all the updates so 
 hope this game can get better and it announces the team names correctly since 
 the voice sometimes sound like it announces the team names in broken English 
 otherwise it's a good game.
 
 -- 
 This is Jason known as BlindFury
 
 
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Re: [Audyssey] tips on programming

2012-03-30 Thread Dakotah Rickard
I usually don't like doing this, but I will. First, where can I get
your helicopter sim? I miss flying my little helicopters.

Also, though I know this has been asked before, and I don't really
like revisiting, but I'm fairly confused, because there's so many out
there.

What is the best programming language out there. What language meets
the following needs the best:
Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.
Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.
Able to be used for network communications.
Able to support Speech Application Interfaces of one or more types.

Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

Signed:
Dakotah Rickard

On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB at
 all, was to simply start modifying an open-source game, Chopper Patrol.
 Little by little, I modified it, and voila--Enemy Attack was born.  Soon
 after that, I had to start from scratch.  I wanted a whole new style of
 game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
 Imagine my joy when I could simply copy over the directX modules, and only
 had to change the names of the sounds.
 Then I had to start from scratch again.  I discovered another variant of
 Basic, called Basic4ppc.  I wanted to learn that language because games I
 programmed on it could run on my Pac Mate, and I wanted to make games that
 would work with the display.  I made a game I never published called
 Infinite Reactions.  After that, I made Phrase Madness.
 Then, I started from scratch again.  I went back to VB6 because Basic4PPC
 can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I had
 to scour the net for some viable 3d audio code, and once I found it I could
 simply modify it, change it little by little to what I wanted.
 Therefore, if one of you gamers  wonder whether you can program, get an
 open-source game and have a look at it.  If you understand its elements, you
 can start changing things about it, and soon you have a whole new game.
 I also experimented with the GMA engine, and wrote some games with that, but
 lost my old computer before I could publish them.  Its best feature was, for
 me, the map maker.  Since I want more levels for Heli, it's about time I
 write one of my own.  I feel like Im reinventing the wheel, but ya gotta do
 what ya gotta do I guess, lol.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:40 PM
 Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


 Lol yep I'm still around, I've just been busy so these days I find myself
 reading more posts than I'm writing.

 The types of games have always been possible, but I think the ideas just
 weren't floating around as much as they are now.  For example, if in 5
 years some brand new game idea is thought up, it could have been
 programmed right now if anyone had thought of it sooner.  Programmer
 ability also comes in to play since sometimes an idea is already out there

 but people just don't have the necessary skills to create it.  I would
 imagine that no matter what kind of engines or tools are made available,
 if a person doesn't know enough about programming they still aren't going
 to be able to create what they want to create.  It makes me a bit sad to
 see how often new programmers try to skip the process of making little
 practice games.  By trying to skip in to working on some amazing project
 idea, they are setting themselves up for failure and in the end haven't
 grown their skills at all.  I firmly believe that people get things
 backwards.  They come up with an idea
 and then hope they can figure out how to make it when instead they should
 be listing everything they know how to do, and then figuring out what kind

 of game can be made with those pieces.  This ensures that they won't get
 stuck halfway through in a project that's way over their head, and in the
 process they get in practice to grow in skill for the next project.

 Hi jeramy.

 Nice to see you still posting.

 I only asked because it's only been recently that the types
 of games that
 are available have grown in type.


 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 list,
 please send E-mail to 

[Audyssey] Roadsplat.

2012-03-30 Thread michael barnes

Hello, I was looking for Roadsplat.
But when I went to the site I kept getting page can not be display notice.
Can someone please help me to get the game?
Thanks for the help!

--
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] tips on programming

2012-03-30 Thread Ken

You can get Heli from
www.thePionEar.net
HTH
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 9:33 PM
Subject: Re: [Audyssey] tips on programming



I usually don't like doing this, but I will. First, where can I get
your helicopter sim? I miss flying my little helicopters.

Also, though I know this has been asked before, and I don't really
like revisiting, but I'm fairly confused, because there's so many out
there.

What is the best programming language out there. What language meets
the following needs the best:
Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.
Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.
Able to be used for network communications.
Able to support Speech Application Interfaces of one or more types.

Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

Signed:
Dakotah Rickard

On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB 
at

all, was to simply start modifying an open-source game, Chopper Patrol.
Little by little, I modified it, and voila--Enemy Attack was born.  Soon
after that, I had to start from scratch.  I wanted a whole new style of
game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
Imagine my joy when I could simply copy over the directX modules, and 
only

had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant of
Basic, called Basic4ppc.  I wanted to learn that language because games I
programmed on it could run on my Pac Mate, and I wanted to make games 
that

would work with the display.  I made a game I never published called
Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because Basic4PPC
can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I 
had
to scour the net for some viable 3d audio code, and once I found it I 
could

simply modify it, change it little by little to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get an
open-source game and have a look at it.  If you understand its elements, 
you

can start changing things about it, and soon you have a whole new game.
I also experimented with the GMA engine, and wrote some games with that, 
but
lost my old computer before I could publish them.  Its best feature was, 
for

me, the map maker.  Since I want more levels for Heli, it's about time I
write one of my own.  I feel like Im reinventing the wheel, but ya gotta 
do

what ya gotta do I guess, lol.
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:40 PM
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


Lol yep I'm still around, I've just been busy so these days I find 
myself

reading more posts than I'm writing.

The types of games have always been possible, but I think the ideas just
weren't floating around as much as they are now.  For example, if in 5
years some brand new game idea is thought up, it could have been
programmed right now if anyone had thought of it sooner.  Programmer
ability also comes in to play since sometimes an idea is already out 
there


but people just don't have the necessary skills to create it.  I would
imagine that no matter what kind of engines or tools are made available,
if a person doesn't know enough about programming they still aren't 
going

to be able to create what they want to create.  It makes me a bit sad to
see how often new programmers try to skip the process of making little
practice games.  By trying to skip in to working on some amazing project
idea, they are setting themselves up for failure and in the end haven't
grown their skills at all.  I firmly believe that people get things
backwards.  They come up with an idea
and then hope they can figure out how to make it when instead they 
should
be listing everything they know how to do, and then figuring out what 
kind


of game can be made with those pieces.  This ensures that they won't get
stuck halfway through in a project that's way over their head, and in 
the

process they get in practice to grow in skill for the next project.


Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types
of games that
are available have grown in type.



---
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
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All 

Re: [Audyssey] tips on programming

2012-03-30 Thread Dakotah Rickard
I don't see it there. I'm sorry.


On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 You can get Heli from
 www.thePionEar.net
 HTH
 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 9:33 PM
 Subject: Re: [Audyssey] tips on programming


I usually don't like doing this, but I will. First, where can I get
 your helicopter sim? I miss flying my little helicopters.

 Also, though I know this has been asked before, and I don't really
 like revisiting, but I'm fairly confused, because there's so many out
 there.

 What is the best programming language out there. What language meets
 the following needs the best:
 Sourcecode written in a format using numbered lines or at least not
 relying on spacing, as that can grow difficult to track.
 Able to be played on a wide variety of versions of Windows and perhaps
 other Operating Systems, including for Mac and possibly for mobile
 devices.
 Able to be used for network communications.
 Able to support Speech Application Interfaces of one or more types.

 Right now, I'm considering learning Java, but I've heard that that
 language presents difficulties concerning accessibility.

 Signed:
 Dakotah Rickard

 On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB
 at
 all, was to simply start modifying an open-source game, Chopper Patrol.
 Little by little, I modified it, and voila--Enemy Attack was born.  Soon
 after that, I had to start from scratch.  I wanted a whole new style of
 game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
 Imagine my joy when I could simply copy over the directX modules, and
 only
 had to change the names of the sounds.
 Then I had to start from scratch again.  I discovered another variant of
 Basic, called Basic4ppc.  I wanted to learn that language because games I
 programmed on it could run on my Pac Mate, and I wanted to make games
 that
 would work with the display.  I made a game I never published called
 Infinite Reactions.  After that, I made Phrase Madness.
 Then, I started from scratch again.  I went back to VB6 because Basic4PPC
 can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I
 had
 to scour the net for some viable 3d audio code, and once I found it I
 could
 simply modify it, change it little by little to what I wanted.
 Therefore, if one of you gamers  wonder whether you can program, get an
 open-source game and have a look at it.  If you understand its elements,
 you
 can start changing things about it, and soon you have a whole new game.
 I also experimented with the GMA engine, and wrote some games with that,
 but
 lost my old computer before I could publish them.  Its best feature was,
 for
 me, the map maker.  Since I want more levels for Heli, it's about time I
 write one of my own.  I feel like Im reinventing the wheel, but ya gotta
 do
 what ya gotta do I guess, lol.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:40 PM
 Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


 Lol yep I'm still around, I've just been busy so these days I find
 myself
 reading more posts than I'm writing.

 The types of games have always been possible, but I think the ideas just
 weren't floating around as much as they are now.  For example, if in 5
 years some brand new game idea is thought up, it could have been
 programmed right now if anyone had thought of it sooner.  Programmer
 ability also comes in to play since sometimes an idea is already out
 there

 but people just don't have the necessary skills to create it.  I would
 imagine that no matter what kind of engines or tools are made available,
 if a person doesn't know enough about programming they still aren't
 going
 to be able to create what they want to create.  It makes me a bit sad to
 see how often new programmers try to skip the process of making little
 practice games.  By trying to skip in to working on some amazing project
 idea, they are setting themselves up for failure and in the end haven't
 grown their skills at all.  I firmly believe that people get things
 backwards.  They come up with an idea
 and then hope they can figure out how to make it when instead they
 should
 be listing everything they know how to do, and then figuring out what
 kind

 of game can be made with those pieces.  This ensures that they won't get
 stuck halfway through in a project that's way over their head, and in
 the
 process they get in practice to grow in skill for the next project.

 Hi jeramy.

 Nice to see you still posting.

 I only asked because it's only been recently that the types
 of games that
 are available have grown in type.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 

Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Brandon,

Eventually, I'll probably create a screen reader module for the engine 
given the fact that is something many game developers and gamers want to 
have. It shouldn't be too difficult to create as most screen readers 
expose their APIs via a COM interface. However, its probably not 
something I will use myself for the simple fact one of the purposes I'm 
developing this engine is to help promote game development for Mac OS 
and Linux as well as Windows. If I tie my games to a platform specific 
screen reader like Jaws, Window-Eyes, etc I've just defeated one of the 
primary features of writing this engine in the first place.


So in answer to your question no I won't be adding direct screen reader 
support to Final Conflict. At least not initially. I'm rewriting the 
game in Python primarily so I can play it on my computers which all run 
Linux as the primary OS, and I wouldn't want to have a bunch of Windows 
dependencies  I'd have to remove just to compile a cross-platform 
version for Mac and Linux users. So as far as speech output goes I'll 
probably end up using something like pyttsx which uses Sapi on Windows, 
Espeak on Linux, and something else on Mac.


Cheers!

On 3/30/2012 5:03 PM, Brandon Misch wrote:

will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech?



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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Thomas Ward


Hi Darren,

Well, in theory yes. All those types of games are possible using Python 
given the fact it is a full blown programming language. However, they 
are just as possible with BGT, C++, Visual Basic, or whatever a 
developer wants to use. Its not a case of them not being possible with 
the current technologies that are out there, but of having skilled 
developers in the know to create them.


For example, until 3D Velocity came out there were no true flight sims 
designed for the blind. Well, there is a good reason for that.


A flight sim really requires a lot of math, some basic understanding of 
physics, and the better a developer is at those two qualifications the 
more realistic the flight sim is going to be. If a person has very poor 
math skills and doesn't know beans about physics the flight sim just 
isn't going to be all that realistic. So while the potential is and 
always has been there to create that type of game it takes certain 
skills to do it correctly.


Same goes for creating a game like Elite. If I had never played the game 
before, had no concept of how the game worked, I'd have absolutely no 
idea how to program a decent version of the game. I might have the 
necessary programming skills, but not the conceptual background 
information I'd need. Make sense?


Cheers!

On 3/30/2012 3:35 PM, Darren Harris wrote:

Hi Thomas,

So reading what you've written here, not that am a programmer I'm not am
just thinking from a gamer point of view of perhaps what we could be looking
forward too.

Does this mean that in theory we can have more types of games? Like for
example more simulator type games? Perhaps an elite type game to come out?
Would the engine offer potential for such a creation? I'm guessing that with
what's currently available at the moment something along these lines isn't
as yet possible.



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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Thomas Ward


Hi Jeremy,

Right. Basically, I consider this engine nothing more and nothing less 
than a set of building blocks to help automate or assemble something 
quickly. By defining certain class modules it would offer some 
advantages over starting from scratch like having a ready made module 
for audio, another ready made module for input, another module for tts, 
etc. This saves time and energy, but the types of games is unlimited. A 
person could do the same thing in Java, Visual Basic, or C++ if they 
wanted to with more or less difficulty.


Cheers!

On 3/30/2012 3:58 PM, Jeremy Kaldobsky wrote:

Darren, there isn't any limit on what games can already be made.  Thomas' 
engine would offer advantages such as cross platform games and perhaps speeding 
up development time for people using it, but in the end the types of games 
people can make doesn't change.



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Re: [Audyssey] diffferent types of games was RE: USA Games News

2012-03-30 Thread Thomas Ward


Hi Darren,

Well, I think the reason there are more types of games available has to 
do with a lot of new developers working on projects. Many of the people 
we saw ten years ago like Liam, Justin, Daniel, James North, etc all 
have left our community to explore new horizons. Meanwhile we've had 
more new developers like Jason take interest in us and develop Entombed 
which is the furst roguelike audio RPG. Jeremey has come along and 
created Castaways, Swamp, Towers of War, Daytona, etc. With the BGT 
toolkit now available I look for more games to appear as new developers 
acquire the engine and setup shop.


Cheers!

On 3/30/2012 4:06 PM, Darren Harris wrote:

Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types of games that
are available have grown in type.



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[Audyssey] Swamp 1.9B Released

2012-03-30 Thread Kai
Greetings folks.

Aprone's just released Swamp version 1.9B. Sadly, there are some complications 
with the version he posted that are of my own making. I recently posted a fix 
for these issues, and also enhanced some sounds to compensate. Below is my 
original post to the Audiogames forum, including the relevant links for 
download:

The Swamp release that was just put out had some issues of my own making; I 
neglected to convert some files from 24-bit to 16-bit. Swamp is unable to 
handle 24-bit files, so you'll receive a lot of debug errors and also not be 
able to hear those sounds. To amend this, I've repackaged and re-released Swamp 
1.9B, and while doing so also included updated sounds for several weapons and 
menu/detection sounds.
The file is a self-extracting archive, and will attempt to launch Swamp upon 
successful extraction.

I've made the file available on both Dropbox and Sendspace, in case one or the 
other messes up. I've also uploaded the file to Jeremy's server, so maybe he'll 
be able to reflect the change later on.
http://dl.dropbox.com/u/6855861/Swamp-1.9B.exe

http://www.sendspace.com/file/uc8nhl

Enjoy, and apologies for the discrepancy.

Kai
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Re: [Audyssey] Swamp 1.9B Released

2012-03-30 Thread Johnny Tai

This official release or is it still testing?
Also, can I just grab the file you posted or do I need to download the 
original package first?



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Re: [Audyssey] Swamp 1.9B Released

2012-03-30 Thread Kai
This is an official release, and you can just grab the file I posted, as it 
contains the entire Swamp package.


Kai

- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 9:21 PM
Subject: Re: [Audyssey] Swamp 1.9B Released



This official release or is it still testing?
Also, can I just grab the file you posted or do I need to download the 
original package first?



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list,
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