Re: [Audyssey] Fifty Shades of Dark.

2013-04-15 Thread James Bartlett
L o l pretty funny. I like it l o l

Bfn
James



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Re: [Audyssey] The White Stick Site.

2013-04-15 Thread dark

Hi Nicole.

It's http://www.whitestick.co.uk/ I'd suggest you put it in your favourites 
or bookmarks menues so that you can always find it again, it's been in mine 
since about 2004.


Beware the grue!

Dark.
- Original Message - 
From: Nicole white bookworm.nic...@gmail.com

To: Games list\ gamers@audyssey.org
Sent: Sunday, April 14, 2013 5:11 PM
Subject: [Audyssey] The White Stick Site.



please send me the link to the Whitestick Webpage/
i completely lost it.
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread dark

I will add however, that even in small games, quality can vary.

Take the BG games for instance. These do not seem to take Ian humphries long 
to write, yet seem to have lots of features, even and above commercial 
varients. For example low vision workable graphics, different skill levels 
of the computer, many speech and review keys, intelligent computer hints 
(his mastermind is quite ridiculous for that), ability to generate different 
puzzles, heck, his crosswords game even lets you load in several sorts of 
crosswords from across the internet.


So for me at least, while it is certainly true that something like Gma tank 
commander takes a lot more building than a word or puzzle game, or even a 
simple arcade game, there still does seem to be a quality aspect of design 
there to be considdered from the perspective of the programmer.


this is doubly true considdering we're seeng lots of people using BGt and 
python to create smaller, simple arcade games, but often ones without enough 
features or detail to be of a reasonable standard, either from a design 
perspective, or simply from a point of view of running smoothly.


Beware the grue!

Dark. 



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Re: [Audyssey] Can a sighted person play swamp?

2013-04-15 Thread dark

Hi al.

the swamp maps aren't propper graphics, they are indeed just referenced 
coloured map sections. Had swamp been programmed with full graphics it 
would've taken about five years to complete, because just about %80 of tthe 
developement of any graphical game is! it's graphics, animations etc.


Still, i'd advise your friend to give it a try, since they might learn 
soemthing new. i've certainly introduced some sighted friends of mine to the 
concept of shades of doom before and they found it a distinctly interesting 
idea.


beware the Grue!

Dark. 



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Re: [Audyssey] Other Game Suggestions was Unable to Run Rail RacerDemo

2013-04-15 Thread dark

Hi Lenran.

the gma games do! work with sapi, no trouble. That is what I've been using 
since they don't work with supernova either, those that are not self voicing 
as most aare.


Beware the grue!

Dark. 



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Re: [Audyssey] Other Game Suggestions was Unable to Run Rail Racer Demo

2013-04-15 Thread Thomas Ward
Hi Lenron,

Actually, you don't need Jaws to play the GMA games. Tank Commander,
Shades of Doom, GMA lander, etc are all self-voicing. Lone Wolf uses
MS Sapi 5 so NVDA support isn't necessary. Believe me I use NVDA full
time, don't own a copy of Jaws, and play all of GMA's games. So forget
about Jaws being an issue. :D

Cheers!

On 4/14/13, lenron brown lenro...@gmail.com wrote:
 ok now trying some of these wish the gma games worked with nvda sense
 i dont have afull copy of jaws


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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hello Lisa,

Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been trying to produce the best game with
the highest quality which takes time and work. I personally hold the
GMA games in high regard and use games like Shades of Doom and Tank
Commander as my standard of quality. If one of my products isn't that
quality I don't release until it is. ;:D

So I agree with you. I'd rather wait a year or so on a game to have
the best quality game I could get rather than have two or three shotty
ones in that time.


Cheers!

On 4/14/13, Lisa Hayes lhay...@internode.on.net wrote:
 Well give me a good qauality game like sod and monkeyu business and others
 as well as the games that are just  light and fun to play.
 Lisa Hayes


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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hi Dark,

Absolutely. The Spoonbill games are a great example of simple with
quality. I have a lot of Ian's games and they are better than the ones
that come with Windows 7 which is saying something about how a
developer can develop quick and simple games with a high degree of
quality. However, I think experience has a lot to do with it too.

You mentioned the fact there are a lot of new games coming out written
with BGT and Python  and the quality isn't there. This is true, but we
must consider the fact the developers themselves are rather green,
don't know much about programming, so more complex concepts might be
beyond their skill or abilities so the over all quality suffers
because of it. Someone like Ian has been writing games for a while now
so can crank out a new card or board game with all kinds of features
in a relatively short amount of time because he knows what he is
doing, and doesn't have to waste time and energy on a lot of newbie
mistakes and first attempts.

Something else that helps in terms of quality and speed is reusable
code. I know I have been programming for years so I have quite a lot
of sample code just laying around I can paste into a project and
modify as needed. It helps when you have a sample function you wrote
months ago which can be modified to suit the current project which
saves time and energy. A newbie won't have a library of reusable code
to work with.

Cheers!

On 4/15/13, dark d...@xgam.org wrote:
 I will add however, that even in small games, quality can vary.

 Take the BG games for instance. These do not seem to take Ian humphries long

 to write, yet seem to have lots of features, even and above commercial
 varients. For example low vision workable graphics, different skill levels
 of the computer, many speech and review keys, intelligent computer hints
 (his mastermind is quite ridiculous for that), ability to generate different

 puzzles, heck, his crosswords game even lets you load in several sorts of
 crosswords from across the internet.

 So for me at least, while it is certainly true that something like Gma tank

 commander takes a lot more building than a word or puzzle game, or even a
 simple arcade game, there still does seem to be a quality aspect of design
 there to be considdered from the perspective of the programmer.

 this is doubly true considdering we're seeng lots of people using BGt and
 python to create smaller, simple arcade games, but often ones without enough

 features or detail to be of a reasonable standard, either from a design
 perspective, or simply from a point of view of running smoothly.

 Beware the grue!

 Dark.


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Re: [Audyssey] Other Game Suggestions was Unable to Run Rail Racer Demo

2013-04-15 Thread lenron brown
awesomeness because me and jaws dont get along lol

On 4/15/13, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Lenron,

 Actually, you don't need Jaws to play the GMA games. Tank Commander,
 Shades of Doom, GMA lander, etc are all self-voicing. Lone Wolf uses
 MS Sapi 5 so NVDA support isn't necessary. Believe me I use NVDA full
 time, don't own a copy of Jaws, and play all of GMA's games. So forget
 about Jaws being an issue. :D

 Cheers!

 On 4/14/13, lenron brown lenro...@gmail.com wrote:
 ok now trying some of these wish the gma games worked with nvda sense
 i dont have afull copy of jaws


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Re: [Audyssey] my track is not showing up in top speed 3

2013-04-15 Thread Valiant8086
the attachments didn't stick. Make sure the .wav file has the exact name 
as the .trk file save for the .wav vs. .trk obviously.


Sent with Thunderbird 16.0.1 Portable
On 4/12/2013 5:47 AM, austin pinto wrote:

hi all i created my track to play with top speed 3 and also created
the wave file to describe it i placed boath the files in the tracks
folder but when i go for custom tracks the track doesnt show up i am
sending the track please find if any errors are there and please
improve it or help me to improve it and if the attachment doesnt come
true please reply ill upload it someware

thanks




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Re: [Audyssey] Audyssey format discussion -Re: Audyssey Magazine Now Online

2013-04-15 Thread Valiant8086


I think podcasts are probably a good idea, especially if game demos in 
audio can become part of the deal.

Sent with Thunderbird 16.0.1 Portable
On 4/13/2013 3:02 PM, Charles Rivard wrote:
The last I heard, he wants to go to a podcast format, which may or may 
not work as well as the previous method.  JMO, but I think that a 
magazine should be read, not heard.  Also, direct links to sites can't 
be put into an audio presentation. Also, submissions from readers 
might be more difficult to insert and edit.  While podcasts are cool, 
I don't think it would be a good format for Audyssey.  Again, this is 
just my opinion.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 13, 2013 6:45 AM
Subject: Re: [Audyssey] Audyssey Magazine Now Online



Hi Dennis,

I don't think its necessary, but if you want to do that go ahead. For
the moment I don't know where Ron is with issue 55, and since his
personal life has been up in the air I don't know how often the
magazine will get updated at this point. I have considered temporarily
taking over the job as editor until he is able to return to that duty,
but I'd have to discuss that with him off list. Obviously, I don't
want to just do it without asking him first. Howeveer, the point I
want to make is that I don't expect that page to change too much right
away unless Ron or I begin cranking out new issues of the magazine.

Cheers!


On 4/12/13, Dennis Towne s...@xirr.com wrote:

Thomas,

A few years ago, I was concerned that the back issues would be lost,
so I also mirrored them at:

http://alteraeon.com/audyssey-archive/archive-new/

It's currently just a raw text/zip archive, but if you'd like me to
set up a fully automated mirror, I could do so.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


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Use the link below to report this message as spam.
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Re: [Audyssey] Audyssey format discussion -Re: Audyssey Magazine Now Online

2013-04-15 Thread Thomas Ward
Hi Valient,

That may be, but I still don't think it should replace the magazine. A
person can do more with the written word than with an hour or two hour
long  podcast. Plus the issue still remains where to store all those
podcasts. It could take a lot of space not to mention require increase
bandwidth costs to host any number of podcasts. So I'm not really sure
it is practical unless we begin charging for that service, or begin
taking donations for it.

On 4/15/13, Valiant8086 valiant8...@lavabit.com wrote:

 I think podcasts are probably a good idea, especially if game demos in
 audio can become part of the deal.

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Re: [Audyssey] Audio Disc on the Mac.

2013-04-15 Thread Teresa Cochran
Hi, Michael,

Well, there is a freeware standalone flash player called Elmedia. 
Unfortunately, it has splash screens that require sighted help to get through. 
When I try to open the .swf file, it only plays it, and doesn't seem to allow 
keyboard interaction. I am stumped. I'm pretty sure it requires a standalone 
flash player.

Teresa
On Apr 13, 2013, at 7:39 PM, michael barnes c...@samobile.net wrote:

 Hello.
 No, this is a downloadable game.
 You can get it at http://www.audiogames.net
 
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Re: [Audyssey] Puppet Nightmares.

2013-04-15 Thread Paul Lemm
Hi Nicole,

I don't claim to be an expert at the game as I'm still getting used to it
myself, but if I can help I will. You can email me off list at

paul.l...@sky.com

I'm on skype to if that helps


Paul 



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nicole white
Sent: 14 April 2013 22:04
To: Games list\
Subject: [Audyssey] Puppet Nightmares.

i ma so lost. i have been trying to figure out the game for a while and i am
stuck.
Is there someone who i can talk to by phone that could help me?
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Re: [Audyssey] Audio Disc on the Mac.

2013-04-15 Thread Teresa Cochran
I managed to get this to work in Safari. I don't know if it's because I 
installed the debugger flash player or not. I just chose open with from the 
contextual menu, then other, then Safari, and the keystrokes work. I imagine 
you could open the .swf file directly within Safari as well. You might be sure 
you have the Shockwave player installed, since this is a Shockwave file.

HtH,
Teresa
On Apr 15, 2013, at 11:02 AM, Teresa Cochran vegaspipistre...@gmail.com wrote:

 Hi, Michael,
 
 Well, there is a freeware standalone flash player called Elmedia. 
 Unfortunately, it has splash screens that require sighted help to get 
 through. When I try to open the .swf file, it only plays it, and doesn't seem 
 to allow keyboard interaction. I am stumped. I'm pretty sure it requires a 
 standalone flash player.
 
 Teresa
 On Apr 13, 2013, at 7:39 PM, michael barnes c...@samobile.net wrote:
 
 Hello.
 No, this is a downloadable game.
 You can get it at http://www.audiogames.net
 
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread dark

Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial 
examples such as those by azabat and american printing house for quality 
simply because they are so well designed for what they are.


In terms of new programmers that also makes sense and is why in fact on 
audiogames.net we draw a distinction betwene practice games and actual 
projects.


That being said there is a design question too. Take Tarzan Junior as an 
example. This was I believe Philip's fourth game, indeed I think he was 
still about 16 when he wrote it, however he obviously sat down and 
considdered carefully matters such as enemy placement, how the enemies would 
sound as they came forward, use of multiple weapons, he even got voice 
acting assistance. Rather than just throwing a bunch of things at the 
player, the way I've seen some games designed with bgt do, Philip sat down 
and carefully thought what! would make a good game, where those elements 
could be placeed and delivered something which, while not in quality up to 
the standard of his later work is certainly way above the average practice 
game, indeed I myself bought tj back in the day since I thought ten dollars 
was a fair enough price for that level of quality.


this is not as much about programmer, as about pure game design, 
considdering what challenges a player has to face, what elements make a good 
game and what elements are needed, certainly iv'e seen developers try and 
create commercial projects without those elements that have not worked.


Thus, while I totally agree about programming experience, there is a bit 
more I think involved specifically in game design, and it's often that 
aspect as much as the programming that gets in the way, indeed the two are 
linked since programming gives you the tools while design tells you what to 
do with them and you really need both.


Beware the grue!

Dark. 



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[Audyssey] Strategy games.

2013-04-15 Thread Lindsay Cowell
Hi all,

I wish there were more sound strategy games. I love SoundRTS and would love to 
play more like that. Please tell me your favorite blind accessible game.

Lindsay Cowell


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[Audyssey] Rail Racer 2 info

2013-04-15 Thread Che Martin
 Hi all,
  Sorry it took so long for me to respond to this thread, I don't check this
list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
  First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

  Sean wrote:
 don't hold your breath.
 I own a coppy but am unsure if I should write che off as bad or not.
 it was 1 key for  each system which made a licence file.
 that server was not always up and people coppied them,  che then made 
 basically everyone have to buy the game again to get another key.
 I never got the game by paying as I tested it so I am not going to go 
 and get a crack for it.
  End quote

  This is total crap all around from sean, as usual.
  I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is a
crap beta tester that just wants a free game without any useful feedback.
  I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
  I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some of
the time about technology, but reader beware when reading his posts..
  If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me off
list. 
  Now to respond to his email:
  Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a lot
of those folks were lying and sharing the keys with friends, but that is the
nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
  Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
  I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
  We have been testing it for a  few months now and adding new stuff, making
it compatible with modern systems, compatible with all major screenreaders,
new sounds, new control systems etc.
  This is not a trivial task, and has taken many months of development time,
but I feel the results will be well worth it.
  A new demo will be released as I finish RR 2, allowing folks to create and
play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
  The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get all
upgrades as new versions come out.
Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
  Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, but
this is the same model used in main stream games, you don't get a free
version of madden football 2012 if you bought 2011. The developers feel the
purchase price is worth the extra content, and I agree with them, many won't
concur with this purchase model, and that is fine.
  Again, I will update the list about rr2 with more details as we get closer
to release.
  I will be checking the list for any responses to this email, and I ask
that folks please respect the subject line and not change topic without
changing the subject. This is one major reason I rarely check the list
anymore, I'll see a subject line that sounds interesting, open it up and its
totally unrelated to the subject line, very frustrating, time wasting, and
inconsiderate overall.
  Also, this is already a large message, be sure and delete the content
before replying or your response may go over the size limit and be rejected.
  Thanks for your patience in waiting for RR2, I feel the wait will be very
worth it.
  Take care, and I look forward to seeing you guys on the tracks very soon
  Che
blindadrenal...@gmail.com




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All messages are archived and can be searched and read at
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If you have any questions or 

[Audyssey] Praise for alter aeon

2013-04-15 Thread Che Martin
  Hi all,
  While I was busy replying to list about rail racer, and in a typing mood,
I just wanted to post a note about alter aeon, which I've been playing a
good bit lately.
  I played alter aeon years ago and really enjoyed it.
  I'm considering a new project using RPG standards as a model and wanted to
do some research by playing some RPG games, so I got back into alter.
  Dentin has done an amazing job with this game, and I feel it is one of the
best experiences available to blind gamers hands down.
  The world is very well constructed, and tons of time and thought have been
put into making alter aeon the best mud possible, with a special emphasis on
the VI player.
  The different areas and rooms are excellently written, and rich with
detail, and the various systems for experience, magic, brewing potions,
grouping, and on and on are just fantastic.
  As far as I can tell, Dentin is online a great deal of the time and is
quick and helpful if folks have questions.
  Bottom line, if you have not checked out alter aeon, your really missing
out.
  Also, please consider buying some in game content with real money to help
support the game. You can get some really cool stuff for cheap, and help
support a great game for the accessible community,.
  You can find out all the info you need at:
http://www.alterAeon.com

  With the sound packs for various clients, the game really comes alive,
just make sure you spend a little time reading how best to configure your
client before jumping in to avoid frustration.
  My character name on there is Che if you wanna look me up, original I
know, aheheh.
  Happy hunting,
  Che
blindadrenal...@gmail.com





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You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread Bryan Peterson
I'll more than likely purchase RR2 when it comes out. I wasn't sure about 
that but then I downloaded the demo of RR1 and sort of got addicted to it 
again LOL.




But thou must!
-Original Message- 
From: Che Martin

Sent: Monday, April 15, 2013 2:45 PM
To: Gamers Discussion list
Subject: [Audyssey] Rail Racer 2 info

Hi all,
 Sorry it took so long for me to respond to this thread, I don't check this
list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
 First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

 Sean wrote:

don't hold your breath.
I own a coppy but am unsure if I should write che off as bad or not.
it was 1 key for  each system which made a licence file.
that server was not always up and people coppied them,  che then made
basically everyone have to buy the game again to get another key.
I never got the game by paying as I tested it so I am not going to go
and get a crack for it.

 End quote

 This is total crap all around from sean, as usual.
 I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is a
crap beta tester that just wants a free game without any useful feedback.
 I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
 I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some of
the time about technology, but reader beware when reading his posts..
 If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me off
list.
 Now to respond to his email:
 Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a lot
of those folks were lying and sharing the keys with friends, but that is the
nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
 Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
 I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
 We have been testing it for a  few months now and adding new stuff, making
it compatible with modern systems, compatible with all major screenreaders,
new sounds, new control systems etc.
 This is not a trivial task, and has taken many months of development time,
but I feel the results will be well worth it.
 A new demo will be released as I finish RR 2, allowing folks to create and
play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
 The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get all
upgrades as new versions come out.
   Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
 Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, but
this is the same model used in main stream games, you don't get a free
version of madden football 2012 if you bought 2011. The developers feel the
purchase price is worth the extra content, and I agree with them, many won't
concur with this purchase model, and that is fine.
 Again, I will update the list about rr2 with more details as we get closer
to release.
 I will be checking the list for any responses to this email, and I ask
that folks please respect the subject line and not change topic without
changing the subject. This is one major reason I rarely check the list
anymore, I'll see a subject line that sounds interesting, open it up and its
totally unrelated to the subject line, very frustrating, time wasting, and
inconsiderate overall.
 Also, this is already a large message, be sure and delete the content
before replying or your response may go over the size limit and be rejected.
 Thanks for your patience in waiting for RR2, I feel the wait will be very
worth it.
 Take care, and I look forward to seeing you guys on the tracks very soon
 Che
blindadrenal...@gmail.com




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Re: [Audyssey] Praise for alter aeon

2013-04-15 Thread James Bartlett
hI there

Yes I have 2 agree with u. I love alter aeon I'm on all the time,
and yes Dentin and a lot of the other gods r very helpful. I got a storage
unit 4 a year witch is a great help. I'm not the tipe that will brag a bout
something unless it's worth it, and alter aeon is worth it 4 shore. There is
also a alter aeon google group that is great 4 help and gossip. I'm Caspero
in the game if any1 wants 2 look me up.

Bfn
James

-Original Message-
From: Che Martin [mailto:blindadrenal...@gmail.com] 
Sent: Monday, April 15, 2013 4:58 PM
Subject: [Audyssey] Praise for alter aeon

  Hi all,
  While I was busy replying to list about rail racer, and in a typing mood,
I just wanted to post a note about alter aeon, which I've been playing a
good bit lately.
  I played alter aeon years ago and really enjoyed it.
  I'm considering a new project using RPG standards as a model and wanted to
do some research by playing some RPG games, so I got back into alter.
  Dentin has done an amazing job with this game, and I feel it is one of the
best experiences available to blind gamers hands down.
  The world is very well constructed, and tons of time and thought have been
put into making alter aeon the best mud possible, with a special emphasis on
the VI player.
  The different areas and rooms are excellently written, and rich with
detail, and the various systems for experience, magic, brewing potions,
grouping, and on and on are just fantastic.
  As far as I can tell, Dentin is online a great deal of the time and is
quick and helpful if folks have questions.
  Bottom line, if you have not checked out alter aeon, your really missing
out.
  Also, please consider buying some in game content with real money to help
support the game. You can get some really cool stuff for cheap, and help
support a great game for the accessible community,.
  You can find out all the info you need at:
http://www.alterAeon.com

  With the sound packs for various clients, the game really comes alive,
just make sure you spend a little time reading how best to configure your
client before jumping in to avoid frustration.
  My character name on there is Che if you wanna look me up, original I
know, aheheh.
  Happy hunting,
  Che
blindadrenal...@gmail.com








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You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread dark

Hello Che.

Good news about rr2. presumably you wouldn't mind me posting basically what 
you've said in this mail on the audiogames.net news.


Myself, a discount for the upgrade seems reasonable to me, since on the one 
hand you've done a lot of work on the game, while on the other since I did! 
perchice the license rebuying from scratch wouldn't be quite as fun 
considdering that all the old tracks and similar upgrades are still in rr2, 
so to me that is a perfect compromise and I will doubtless buy the game when 
it comes out.


As to keys, well I was already provided with a new key for rr1 when i bought 
a new desktop, so no complaints from me on that score.


Beware the Grue!

Dark. 



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread Will
would you consider making rail racer work for iPhone?

On 15 Apr 2013, at 21:45, Che Martin blindadrenal...@gmail.com wrote:

 Hi all,
  Sorry it took so long for me to respond to this thread, I don't check this
 list much anymore, and I've been very busy coding the sequel to RR as well
 as our new cribbage online game.
  First of all, I would like to point out some absolute BS that sean posted
 so we can clear up his mis information.
 
  Sean wrote:
 don't hold your breath.
 I own a coppy but am unsure if I should write che off as bad or not.
 it was 1 key for  each system which made a licence file.
 that server was not always up and people coppied them,  che then made 
 basically everyone have to buy the game again to get another key.
 I never got the game by paying as I tested it so I am not going to go 
 and get a crack for it.
  End quote
 
  This is total crap all around from sean, as usual.
  I don't like flaming folks on public lists, but frankly sean's posts are
 for the most part a detriment to our little community, he is full of bad
 info, complains about the accessible games out there all the time, and is a
 crap beta tester that just wants a free game without any useful feedback.
  I've taken a lot of hits from sean on this list regarding the software I
 work very hard on with his half baked opinions, and kept mum about it, but
 I'm sick and tired of it, as I am sure every other developer is that have
 been knocked by him.
  I think sean is probably a good dude, honestly think he doesn't mean to
 mis lead folks, and he does have some technical info that is correct some of
 the time about technology, but reader beware when reading his posts..
  If any other developers out there care to get my appraisel of his beta
 testing skills before you bring him on board for your projects, email me off
 list. 
  Now to respond to his email:
  Folks that got in touch with me and needed new keys were provided them as
 soon as I could get to there request, I've sent out tons of extra keys to
 folks, and have frankly been more than generous about it, even though a lot
 of those folks were lying and sharing the keys with friends, but that is the
 nature of this small market, everybody wants to have fun, but a lot don't
 want to pay for it.
  Ask those that bought RR 1 and needed new keys while the game was still
 being supported, as far as I know, nobody was turned away.
  I've been pretty mum about RR 2 development, to avoid getting swampped
 with questions from folks before it was ready.
  We have been testing it for a  few months now and adding new stuff, making
 it compatible with modern systems, compatible with all major screenreaders,
 new sounds, new control systems etc.
  This is not a trivial task, and has taken many months of development time,
 but I feel the results will be well worth it.
  A new demo will be released as I finish RR 2, allowing folks to create and
 play user created tracks all they want, they just won't be able to play
 official tracks to earn money, nor play on line until they purchase a
 license.
  The folks that are currently beta testing purchased a new license for
 $39.95, which will be the price of the sequel.  They of course will get all
 upgrades as new versions come out.
Those that purchased RR 1 will receive a discount on the purchase of
 RR2, at this point I haven't decided how much that discount will be, but
 will update the list as we near final.
  Some folks will feel this isn't fair, that they should get rr 2 for free
 if they purchased rr 1, as it is basically an updated version of the
 original game with new content, I can completely understand this stance, but
 this is the same model used in main stream games, you don't get a free
 version of madden football 2012 if you bought 2011. The developers feel the
 purchase price is worth the extra content, and I agree with them, many won't
 concur with this purchase model, and that is fine.
  Again, I will update the list about rr2 with more details as we get closer
 to release.
  I will be checking the list for any responses to this email, and I ask
 that folks please respect the subject line and not change topic without
 changing the subject. This is one major reason I rarely check the list
 anymore, I'll see a subject line that sounds interesting, open it up and its
 totally unrelated to the subject line, very frustrating, time wasting, and
 inconsiderate overall.
  Also, this is already a large message, be sure and delete the content
 before replying or your response may go over the size limit and be rejected.
  Thanks for your patience in waiting for RR2, I feel the wait will be very
 worth it.
  Take care, and I look forward to seeing you guys on the tracks very soon
  Che
 blindadrenal...@gmail.com
 
 
 
 
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 

Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread Thomas Ward
Hi Che,

I don't blame you a bit for wanting to charge for the Rail Racer
upgrade. I know as well as anyone what a chore it can be to upgrade
existing code, to add new features, to test compatibility with new
operating systems, whatever. So fully respect the fact you want to get
paid for it. That only seems natural to me since mainstream developers
also charge for new upgrades and new game content. I'll be looking
forward to trying the new demo when it comes out.

As to the list issues I'll discuss those with you off list as I do
agree those things need to be fixed, and have been trying for about a
month to correct them with moderate success.

Cheers!

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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Charles Rivard
In a one-man operation, it both programming and design that count.  Come to 
think of it, it doesn't matter how many people are involved.  Good design is 
important.  Good programming is, too.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 15, 2013 3:24 PM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial 
examples such as those by azabat and american printing house for quality 
simply because they are so well designed for what they are.


In terms of new programmers that also makes sense and is why in fact on 
audiogames.net we draw a distinction betwene practice games and actual 
projects.


That being said there is a design question too. Take Tarzan Junior as an 
example. This was I believe Philip's fourth game, indeed I think he was 
still about 16 when he wrote it, however he obviously sat down and 
considdered carefully matters such as enemy placement, how the enemies 
would sound as they came forward, use of multiple weapons, he even got 
voice acting assistance. Rather than just throwing a bunch of things at 
the player, the way I've seen some games designed with bgt do, Philip sat 
down and carefully thought what! would make a good game, where those 
elements could be placeed and delivered something which, while not in 
quality up to the standard of his later work is certainly way above the 
average practice game, indeed I myself bought tj back in the day since I 
thought ten dollars was a fair enough price for that level of quality.


this is not as much about programmer, as about pure game design, 
considdering what challenges a player has to face, what elements make a 
good game and what elements are needed, certainly iv'e seen developers try 
and create commercial projects without those elements that have not 
worked.


Thus, while I totally agree about programming experience, there is a bit 
more I think involved specifically in game design, and it's often that 
aspect as much as the programming that gets in the way, indeed the two are 
linked since programming gives you the tools while design tells you what 
to do with them and you really need both.


Beware the grue!

Dark.

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Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread Bryan Peterson

That would depend on how muc interest there is in something like that.



But thou must!
-Original Message- 
From: Will

Sent: Monday, April 15, 2013 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rail Racer 2 info

would you consider making rail racer work for iPhone?

On 15 Apr 2013, at 21:45, Che Martin blindadrenal...@gmail.com wrote:


Hi all,
 Sorry it took so long for me to respond to this thread, I don't check 
this

list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
 First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

 Sean wrote:

don't hold your breath.
I own a coppy but am unsure if I should write che off as bad or not.
it was 1 key for  each system which made a licence file.
that server was not always up and people coppied them,  che then made
basically everyone have to buy the game again to get another key.
I never got the game by paying as I tested it so I am not going to go
and get a crack for it.

 End quote

 This is total crap all around from sean, as usual.
 I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is 
a

crap beta tester that just wants a free game without any useful feedback.
 I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
 I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some 
of

the time about technology, but reader beware when reading his posts..
 If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me 
off

list.
 Now to respond to his email:
 Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a 
lot
of those folks were lying and sharing the keys with friends, but that is 
the

nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
 Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
 I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
 We have been testing it for a  few months now and adding new stuff, 
making
it compatible with modern systems, compatible with all major 
screenreaders,

new sounds, new control systems etc.
 This is not a trivial task, and has taken many months of development 
time,

but I feel the results will be well worth it.
 A new demo will be released as I finish RR 2, allowing folks to create 
and

play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
 The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get 
all

upgrades as new versions come out.
   Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
 Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, 
but

this is the same model used in main stream games, you don't get a free
version of madden football 2012 if you bought 2011. The developers feel 
the
purchase price is worth the extra content, and I agree with them, many 
won't

concur with this purchase model, and that is fine.
 Again, I will update the list about rr2 with more details as we get 
closer

to release.
 I will be checking the list for any responses to this email, and I ask
that folks please respect the subject line and not change topic without
changing the subject. This is one major reason I rarely check the list
anymore, I'll see a subject line that sounds interesting, open it up and 
its

totally unrelated to the subject line, very frustrating, time wasting, and
inconsiderate overall.
 Also, this is already a large message, be sure and delete the content
before replying or your response may go over the size limit and be 
rejected.

 Thanks for your patience in waiting for RR2, I feel the wait will be very
worth it.
 Take care, and I look forward to seeing you guys on the tracks very soon
 Che
blindadrenal...@gmail.com




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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hi Dark,

Oh, definitely. A pore design is a pore design no matter how many
great programmers are there to write the game. In the case of the
newbie programmers writing games in BGT its a case of pore design and
lack of experience combined I think.

I'll use Shooting Range as a simple example here. Shooting Range
reminds me a bit like Duck Hunt accept for the fact it lacks all of
the challenge and replay value. In Duck Hunt the ducks steadily get
faster and faster each level you move up, and eventually you get more
ducks on the screen as well. In Shooting Range it is a constant rate
of speed and the number of targets never changes. This is a case where
a little forethought and a bit of planning could have made Shooting
Range a fun little game if it had similar challenges as Duck Hunt but
did not. I  don't know if that is because the developer had never
played games like Duck Hunt before so didn't have anything to compare
it to, or was too interested in writing a practice game to really
develop it beyond the preliminary version we got. Either way Shooting
Range was a game that had potential, but failed to amount to anything
because it lacked a little planning and a few more features.

In any case design issues does seem to be the problem with many of the
simple practice games being developed in BGT. I don't want to be too
critical here since I know in many cases it is the developer's first
or second attempt at developing a game and are still trying to learn
the tools and language as well as design a game from the ground up so
I don't want to be too hard on them. Unfortunately, a lot of that can
be avoided just by getting back to basics and write down notes, plan
out a game level by level, before jumping in and coding it which I
believe is what some of the newbies do. They are so eager to be
writing a game they just start writing the game before they know what
the game is about, how it works, and what each level is like, etc.
What we end up with is a half baked game that could have been better
if the developer just spend a week or so planning things out before
writing it.

Cheers!

On 4/15/13, dark d...@xgam.org wrote:
 Hi tom.

 Both facts are true, indeed I'd put several of Ian's games over commercial
 examples such as those by azabat and american printing house for quality
 simply because they are so well designed for what they are.

 In terms of new programmers that also makes sense and is why in fact on
 audiogames.net we draw a distinction betwene practice games and actual
 projects.

 That being said there is a design question too. Take Tarzan Junior as an
 example. This was I believe Philip's fourth game, indeed I think he was
 still about 16 when he wrote it, however he obviously sat down and
 considdered carefully matters such as enemy placement, how the enemies would

 sound as they came forward, use of multiple weapons, he even got voice
 acting assistance. Rather than just throwing a bunch of things at the
 player, the way I've seen some games designed with bgt do, Philip sat down
 and carefully thought what! would make a good game, where those elements
 could be placeed and delivered something which, while not in quality up to
 the standard of his later work is certainly way above the average practice
 game, indeed I myself bought tj back in the day since I thought ten dollars

 was a fair enough price for that level of quality.

 this is not as much about programmer, as about pure game design,
 considdering what challenges a player has to face, what elements make a good

 game and what elements are needed, certainly iv'e seen developers try and
 create commercial projects without those elements that have not worked.

 Thus, while I totally agree about programming experience, there is a bit
 more I think involved specifically in game design, and it's often that
 aspect as much as the programming that gets in the way, indeed the two are
 linked since programming gives you the tools while design tells you what to

 do with them and you really need both.

 Beware the grue!

 Dark.


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Re: [Audyssey] Other Game Suggestions was Unable to Run Rail Racer Demo

2013-04-15 Thread Thomas Ward
Hi Lenron,

I here you there. I haven't had a purchased copy of Jaws since Jaws 9,
I think it was, and when I eventually switched to NVDA full time in
2010 I stopped paying out of pocket for Jaws and Window-Eyes which
were getting too expensive to maintain. So went open source for my
screen reader needs.

That said, all of the games I play either don't need a screen reader
because they use Sapi such as Jim Kitchen's games, self-voice like
many of the GMA games, or are text based and can be played in a
console window. So I am not one to recommend games that can't be
played by everyone as I am not a Jaws user myself and can't play games
like Winboard precisely because it only works with Jaws and not
anything else.

Cheers!


On 4/15/13, lenron brown lenro...@gmail.com wrote:
 awesomeness because me and jaws dont get along lol

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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Bryan Peterson
That's also where I'm running into a little trouble, aside from learning and 
retaining the BGT scripting language of course. Granted given the crap I've 
had to deal with in my life over the last couple months that last is 
understandable. But even if I develop relatively simple games to start with 
I'd want them to be of quality. A few of my current ideas are ones I tried 
to implement using the flop known as Audio Game Maker. Namely audio versions 
of Frogs and Flies and Adventure both of which were favorite games of mine 
on the Atari2600. The problem would be keeping the relative simplicity of 
the original games while keeping them as engaging as possible. games




But thou must!
-Original Message- 
From: Thomas Ward

Sent: Monday, April 15, 2013 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quality verses quantity of games.

Hi Dark,

Oh, definitely. A pore design is a pore design no matter how many
great programmers are there to write the game. In the case of the
newbie programmers writing games in BGT its a case of pore design and
lack of experience combined I think.

I'll use Shooting Range as a simple example here. Shooting Range
reminds me a bit like Duck Hunt accept for the fact it lacks all of
the challenge and replay value. In Duck Hunt the ducks steadily get
faster and faster each level you move up, and eventually you get more
ducks on the screen as well. In Shooting Range it is a constant rate
of speed and the number of targets never changes. This is a case where
a little forethought and a bit of planning could have made Shooting
Range a fun little game if it had similar challenges as Duck Hunt but
did not. I  don't know if that is because the developer had never
played games like Duck Hunt before so didn't have anything to compare
it to, or was too interested in writing a practice game to really
develop it beyond the preliminary version we got. Either way Shooting
Range was a game that had potential, but failed to amount to anything
because it lacked a little planning and a few more features.

In any case design issues does seem to be the problem with many of the
simple practice games being developed in BGT. I don't want to be too
critical here since I know in many cases it is the developer's first
or second attempt at developing a game and are still trying to learn
the tools and language as well as design a game from the ground up so
I don't want to be too hard on them. Unfortunately, a lot of that can
be avoided just by getting back to basics and write down notes, plan
out a game level by level, before jumping in and coding it which I
believe is what some of the newbies do. They are so eager to be
writing a game they just start writing the game before they know what
the game is about, how it works, and what each level is like, etc.
What we end up with is a half baked game that could have been better
if the developer just spend a week or so planning things out before
writing it.

Cheers!

On 4/15/13, dark d...@xgam.org wrote:

Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial
examples such as those by azabat and american printing house for quality
simply because they are so well designed for what they are.

In terms of new programmers that also makes sense and is why in fact on
audiogames.net we draw a distinction betwene practice games and actual
projects.

That being said there is a design question too. Take Tarzan Junior as an
example. This was I believe Philip's fourth game, indeed I think he was
still about 16 when he wrote it, however he obviously sat down and
considdered carefully matters such as enemy placement, how the enemies 
would


sound as they came forward, use of multiple weapons, he even got voice
acting assistance. Rather than just throwing a bunch of things at the
player, the way I've seen some games designed with bgt do, Philip sat down
and carefully thought what! would make a good game, where those elements
could be placeed and delivered something which, while not in quality up to
the standard of his later work is certainly way above the average practice
game, indeed I myself bought tj back in the day since I thought ten 
dollars


was a fair enough price for that level of quality.

this is not as much about programmer, as about pure game design,
considdering what challenges a player has to face, what elements make a 
good


game and what elements are needed, certainly iv'e seen developers try and
create commercial projects without those elements that have not worked.

Thus, while I totally agree about programming experience, there is a bit
more I think involved specifically in game design, and it's often that
aspect as much as the programming that gets in the way, indeed the two are
linked since programming gives you the tools while design tells you what 
to


do with them and you really need both.

Beware the grue!

Dark.


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Re: [Audyssey] Praise for alter aeon

2013-04-15 Thread Keith

I have to agree as well.  I'm helplessly addicted to alteraeon.

Keith
- Original Message - 
From: James Bartlett jab8...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, April 15, 2013 4:31 PM
Subject: Re: [Audyssey] Praise for alter aeon



hI there

Yes I have 2 agree with u. I love alter aeon I'm on all the time,
and yes Dentin and a lot of the other gods r very helpful. I got a storage
unit 4 a year witch is a great help. I'm not the tipe that will brag a 
bout
something unless it's worth it, and alter aeon is worth it 4 shore. There 
is
also a alter aeon google group that is great 4 help and gossip. I'm 
Caspero

in the game if any1 wants 2 look me up.

Bfn
James

-Original Message-
From: Che Martin [mailto:blindadrenal...@gmail.com]
Sent: Monday, April 15, 2013 4:58 PM
Subject: [Audyssey] Praise for alter aeon

 Hi all,
 While I was busy replying to list about rail racer, and in a typing mood,
I just wanted to post a note about alter aeon, which I've been playing a
good bit lately.
 I played alter aeon years ago and really enjoyed it.
 I'm considering a new project using RPG standards as a model and wanted 
to

do some research by playing some RPG games, so I got back into alter.
 Dentin has done an amazing job with this game, and I feel it is one of 
the

best experiences available to blind gamers hands down.
 The world is very well constructed, and tons of time and thought have 
been
put into making alter aeon the best mud possible, with a special emphasis 
on

the VI player.
 The different areas and rooms are excellently written, and rich with
detail, and the various systems for experience, magic, brewing potions,
grouping, and on and on are just fantastic.
 As far as I can tell, Dentin is online a great deal of the time and is
quick and helpful if folks have questions.
 Bottom line, if you have not checked out alter aeon, your really missing
out.
 Also, please consider buying some in game content with real money to help
support the game. You can get some really cool stuff for cheap, and help
support a great game for the accessible community,.
 You can find out all the info you need at:
http://www.alterAeon.com

 With the sound packs for various clients, the game really comes alive,
just make sure you spend a little time reading how best to configure your
client before jumping in to avoid frustration.
 My character name on there is Che if you wanna look me up, original I
know, aheheh.
 Happy hunting,
 Che
blindadrenal...@gmail.com








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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Lisa Hayes
and i'd rather wait a year or so to play a good quality well thought out and 
written game then a slip shod work that gives me no fun or pleasure.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 16, 2013 12:03 AM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hello Lisa,

Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been trying to produce the best game with
the highest quality which takes time and work. I personally hold the
GMA games in high regard and use games like Shades of Doom and Tank
Commander as my standard of quality. If one of my products isn't that
quality I don't release until it is. ;:D

So I agree with you. I'd rather wait a year or so on a game to have
the best quality game I could get rather than have two or three shotty
ones in that time.


Cheers!

On 4/14/13, Lisa Hayes lhay...@internode.on.net wrote:
Well give me a good qauality game like sod and monkeyu business and 
others

as well as the games that are just  light and fun to play.
Lisa Hayes



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Re: [Audyssey] Audyssey format discussion -Re: Audyssey MagazineNow Online

2013-04-15 Thread Lisa Hayes
i also think the magazine might be read by parents of kids wanting to know 
waht games to get their visually impaired and blind children and teachers of 
same kids so we need to i think we need a children's section of the 
magazine.  Just my thoughts folks.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 16, 2013 3:56 AM
Subject: Re: [Audyssey] Audyssey format discussion -Re: Audyssey MagazineNow 
Online




Hi Valient,

That may be, but I still don't think it should replace the magazine. A
person can do more with the written word than with an hour or two hour
long  podcast. Plus the issue still remains where to store all those
podcasts. It could take a lot of space not to mention require increase
bandwidth costs to host any number of podcasts. So I'm not really sure
it is practical unless we begin charging for that service, or begin
taking donations for it.

On 4/15/13, Valiant8086 valiant8...@lavabit.com wrote:


I think podcasts are probably a good idea, especially if game demos in
audio can become part of the deal.


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Re: [Audyssey] Python Games On the Mac?

2013-04-15 Thread Cara Quinn
Thomas and Teresa,

Yes, Mac can run concurrent versions of Python.

Teresa, did your installer install a folder within the Applications folder or a 
.app bundle? Also, what versions of Python do you see when you do a control 
click or VO-shift-M to bring up a context menu on an app which needs Python to 
run?

Thanks,

Cara :)
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On Apr 14, 2013, at 6:28 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Teresa,

Honestly I am not sure. I know Python is designed to run multiple
concurrent versions side by side, but I am not as skilled with running
Python on Mac as I am Windows and  Linux. Although, I'd imagine the
Python libraries should go in /library/python/2.4/ which is similar to
Linux and other Unix like operating systems. However, that is more or
less a guess. You'd have to get someone who knows Mac better than I do
to sort this out.

Cheers!


On 4/13/13, Teresa Cochran vegaspipistre...@gmail.com wrote:
 Yes, I have Python 2.4. So the installer put it in the apps folder. I notice
 that there are other versions in /library/python. Should I move it there, or
 does it matter? I notice that in /library/developer, I find PyGames and
 PYOBJC.
 
 Thanks,
 Teresa

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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Cara Quinn
Hi Allan, how much would you be willing to spend for smaller yet high-quality 
games?

This is really as a general query as well.

One dollar? Two Dollars? Five dollars? Ten dollars?…

Just curious…

Thanks,

Cara :)
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On Apr 14, 2013, at 12:07 PM, Allan Thompson allan1.thomp...@cox.net wrote:

I think I agree with the general consensus here, but I think Charles has an 
excellent point. If a developer pumps out dozens of small games, I would still 
want quality, so quantity is really kind of useless if the developer is 
unwilling to spend the time to make it good.

As for time in development for a game, that is really a tough call. 
For instance, I make maps for tactical battles. It isn't programming or 
anything, but it is as good as it gets for one such as myself. 
I find that I can make a basic no brainer map and scenario really easy. The 
problem is that it would be bare bones and wouldn't be fun to play.

So I spend effort and resources on all the little things that make it fun and 
interesting, which takes time, and sometimes doesn't come out as well in 
practice as in  your head, so you have to start over, make allowances for 
updates to technology, fix things that you thought were fixed but new problems 
arose...heck, I can spend an entire  day trying to get one little stupid thing 
to work right, lol. 

So yes, Tom is right, if a developer wants quality, it is going to take time, 
and probably more time then he or she really has to spend. It is the creative 
process that drives, I think, the person to continue that kind of thing, beyond 
the practical. You can get a real buzz off of making something and having it be 
enjoyed, but it will always take lots of time. I never understood before why 
programmers took so long to introduce games. Now I know and I really got a new 
found respect for anyone who is willing to make some major sacrifices to make a 
game come to life.

Al

The truth will set you free
Jesus Christ of Nazareth 33A.D.
 - Original Message - 
 From: Charles Rivard 
 To: Gamers Discussion list 
 Sent: Sunday, April 14, 2013 1:49 PM
 Subject: Re: [Audyssey] Quality verses quantity of games.


 I'll take quality of games over number of games any year of the century! 
 Then again, there are times when I want a quick fun game of blackjack or a 
 slot machine game to kill time before a meeting or before or after a 
 doctor's appointment while waiting for a bus.  Quality?  Yes, even in these 
 little games.  If the blackjack dealer is very easy to beat, or the slot 
 machine pays off on just about every spin, I don't want it.  In such games, 
 I want realistic outcome based on factual statistics or based on my making 
 good judgment.  I want the shuffling of cards to be realistic, the dealer to 
 be smart enough to not draw if his total is 20, and so on.  In a slot 
 machine, I would want realistic wheel behavior and labels of what comes up, 
 as well as a truly randomness.  These are just a few examples.t

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Re: [Audyssey] Audyssey format discussion -Re: Audyssey MagazineNowOnline

2013-04-15 Thread shaun everiss
true tom, its probably one of the disadvantages on being on the list 
audiogames forums, etc, one of the cons is that for those that have 
all the bits and bobs the world gets smaller.


At 11:48 PM 4/14/2013, you wrote:

Hi Shaun,

Actually, if you go back and look at the history of the magazine each
issue usually offered some exclusive content that only could be found
in the magazine and nowhere else. In the early issues there were the
short stories like Adam the Immortal Gamer, there were issues that
contained game reviews, and there were issues containing exclusive
interviews.  So saying everything can be gotten from this list and the
Audiogames.net site is a bit misleading as the magazine always had a
little more extra than that.

Besides not everyone is subscribed to this list or to the
Audiogames.net forum.We still have the magazine announce only list and
those people will get the magazine delivered to their inbox, and be
able to get all the content and news they missed by not being on this
list or the forum.  I think it is easy for people to forget not
everyone has the time to hang out on lists all day every day. Maybe
they have a job, maybe they are a full time college student, or
perhaps they just don't like getting x number of messages a day but
for them getting a single magazine quarterly is the perfect way to
stay in touch without flooding there inbox with messages about topics
of no interest to them.

Cheers!

On 4/14/13, shaun everiss sm.ever...@gmail.com wrote:
 I aggree.
 html and text were the formats the mag was in anyway.
 content wise I don't know.
 most of the info I would usually get from something is already on
 audiogames.net and this list.
 unless ofcause it never came there but to restrict things just for 1
 mag seems a bit harsh and anyway with the net as it is we would never
 be able to stop the flow till mag release anyway.
 So the structure would have to change, a fact I have no idea of.

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Re: [Audyssey] Audyssey format discussion -Re: Audyssey MagazineNow Online

2013-04-15 Thread shaun everiss
yeah I know, my expectations have always been  a bit high, I had to 
catch up a lot when I read the first few issues of the mag so I understand.


At 12:29 AM 4/15/2013, you wrote:

Hi Shaun,

I'll say it again. Not everyone in the world is A, on this list, or B,
on the Audiogames.net forum. For those people getting the Audyssey
Magazine is really news worthy because they don't have to come here
day after day and sort through the general discussion just to find out
that Draconis Entertainment has released Change Reaction 2.0 or that
Aprone is stopping production after Swamp 2.9. The Audyssey Magazine
has always been a resource to find out what is new in the world of
audio games as well as give a nice review of what has happened over
the last quarter. I think once we get things back on track it will
serve that purpose once again.

To be honest I think your problem is your expectations are too high
and a bit unrealistic. It seems to me by the tone of your message you
are looking for something new, something different, from issue to
issue and while that is understandable its not always possible.
Developing good audio games is a difficult and mostly thankless task
that all too often goes unrecognized until people try it themselves
and find out it is much harder than they imagined or that it requires
time and effort better spent somewhere else.

For example,, there was a guy on Audiogames.net who started a game
company a couple of months or so back. He started out with the usual
excitement and enthusiasm of a new developer in our business. Then,
this month he writes the forum saying he wants to have more time to
socialize and do other things and he is quitting game development.
This sort of here today gone tomorrow isn't unusual for the audio
games community at all, and I've been around long enough to see it
happen time and time again. There are plenty of what I like to call
one hit wonders out there where a developer released one game and is
never heard from after that. Its all because its more difficult than
expected and people end up deciding to per sue other activities.

Its things like that which puts more of the pressure on the developers
who stay and continue to develop games. Developers like Draconis who
just spent the last two or three years developing an all new
cross-platform engine from the ground up in order to support Mac,
Windows, and iOS, and now have started work on Change Reaction and
Silver Dollar. Developers like Philip Bennefall who developed BGT has
released Q9 and now hopes to release Perilous Hearts as soon as he is
able. Developers like GMA who just put out GMA Lander earlier this
year. The point being new games come out and are coming out, but you
have to be patient and not expect a new one every quarter. That's just
not realistic given the small handful of dedicated developers who
actually work on games rather than release one game and throw in the
towel.

I could, for example, probably release a new game every 90 days, but
they would not be complex games like MOTA. They would in all likely
hood be quick and simple affairs like Shell Shock, ESP Whoopass,
Bobby's Revenge, whatever. In other words quick and simple games that
only take a little while to create, but are mostly forgettable after a
day or two of playing it. I don't know that quantity of games is
necessarily better than quality of games do you?

Cheers!


On 4/14/13, shaun everiss sm.ever...@gmail.com wrote:
 it was just an idea.
 I actually give a feck what format the mag continues in.
 text html podcast whatever.
 as  long as it actually behaves like a mag.
 Right now most of it is just coppied off the list and developers news
 briefs most of which are usually out of date unless the devs have not
 released them.
 Sadly because of the net our magazine is about as good as a crappy
 dialup connection.
 in a lot of cases bar the articles and some places like the dnd site
 which I don't visit as often as I  should most of the info is in our
 hands and out of date when the mag is released.
 the mag is then quite small.
 but then maybe my expectations are quite high.
 the industry has changed from its fast roling pace to a trickle
 almost stopping at least on the user level in places.
 sometimes there is nothing but the swamps sometimes the treasure
 comes in nuggets and dubloons.
 But I don't know.
 I am happy that there are those that want to continue the mag.
 Right now the mag may as well be dead and gone the shape its in.
 And I am sure it would be easier to call it quits.
 though I am not discouraging the fact that there is still a push to
 keep this thing going.
 I have often wandered what will happen if the mag ever went.
 oh we would survive for a time.
 the old guard, but without anyone replacements the zombies would come
 and then well.
 I have noticed this somewhat on swamp.
 after my system refused to play swamp I got on a few campaigns on
 another box and found I just didn't enjoy it as much as I used to
 when it 

Re: [Audyssey] Audyssey Magazine Now Online

2013-04-15 Thread shaun everiss
would it be possible tom to have some sort of schedual for the next 
mag release date.
yeah I know release dates are something to avoid till things are 
ready but it would be good to know when looking at a new issue of the 
mag or even the site or both when the next release would likely be, 
right now I know you get 1-2  issues per year but never know when the 
next mag may be round if thats feesable.
ofcause you could always put a statement that without any news 
sertain sections would not be updated if you wanted to concentrate on 
exclusives, etc.
even if that means that from time to time sertain sections were not 
included  due to no data for those at least there would be a mag for 
that month or whatever.


At 12:59 AM 4/15/2013, you wrote:

Hi Shaun,

When Michael was in charge of the magazine it was quarterly. I'm
hoping to get it back on the original schedule if possible, but a lot
of that depends on news. One of the reasons Ron changed it to two
issues per year is that those years had less news and submissions and
required two quarters to gather enough information for a magazine
issue as well as his own personal reasons. It may take a concerted
effort here to get the ball rolling again, and all I can say is I
think 2013 is the year to do it in because there are a number of
releases around the corner.

First, there are a number of new games coming out for the iPhone all
the time. There is a lot of new games that can be covered right there.

Second, Josh has announced the emanate release of Change Reaction 2.0
for Windows in or about May, and I imagine Silver Dollar for Windows
will probably come out this year unless I missed my mark.

Third, I know Che Martin is working on Rail Racer 2.0 as well. I don't
know his release schedule, but I imagine we will be hearing more about
that in the not to distant future as well.

There are probably a lot of other games that we can keep an ear out
for such as Perilous Hearts which I know is coming but know not when.
There is the new version of Sarah which Phil keeps dropping hints
about which should be coming sometime in the not too distant future,
but again only time will tell. That and other pending other releases
should give the magazine plenty of content to see us through the year.

As far as having multiple editors I don't know if that would be a good
idea or not. Keep in mind the editor has to be qualified for the
position. We know Ron is, and I certainly could do it since I have a
college degree and have had enough advanced writing courses to edit
something like the Audyssey Magazine if necessary. We would expect the
editor to be pretty fair at spelling, understand good grammar,
understand general punctuation, and can correct errors in submissions
when necessary. Certain people on this list, judging by their sloppy
posts, would fail one or more of those qualifications.

Cheers!

On 4/14/13, shaun everiss sm.ever...@gmail.com wrote:
 well personally I think that a group of us should do the mag, and
 have it shared in such a way that if things go pairshape, then the
 mag can be done on a regular  schedual.
 not sure how it would work.
 my issue is at the moment the mag has no schedual at all.
 Its not the fault of anyone but the mag design and schedual was never
 changed since 1995 when it came out first.
 it worked for ages and ages and now no one saw the issue that some
 day with the net and well life and other junk that we would get to a
 point where it would not be on schedual.
 I think it came out 4 times a year.
 then 2 and then every couple months.
 then it was once every year.
 now I am no longer sure what the schedual really is going.
 The only other thing that can be done is have articles for sections
 and simply terf the mag but I don't want that to happen.


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Re: [Audyssey] I'm sad: Chillingham.

2013-04-15 Thread shaun everiss
yeah I know tom, as long as the core libs stay backward compatible I 
know a   lot of stuff is 32 and 64 right now but eventually 32 bit will die.
A lot still use 32 bit software even on 64 bit systems but you are 
right eventually that will change.


At 01:20 AM 4/15/2013, you wrote:

Hi Shaun,

Well, yes, driver updates will be one complication, but compatibility
will also eventually be another reason to upgrade assuming the person
has a desire to stay current.

A lot of new software is being designed for a 64-bit OS, and while
32-bit versions are still being made available I don't expect that to
remain the case after five years or so. When a certain majority of
developers decide to go straight 64-bit that will effectively be the
death of XP in terms of new games and applications for the OS. If you
want to upgrade to a new version of Microsoft Office, Quicken Deluxe,
or Soundforge Professional after that happens you will have to update
both your hardware and OS at the same time. So XP users will be living
on borrowed time so to speak.

When I look back at how quickly the industry went from 16-bit to
32-bit it happened very very quickly. The last OS to have 16-bit
support was the original release of Windows 95. A year later when the
Intel 32-bit pentiums came out the second version of Windows 95 OS2
was 32-bit. Practically over night games and applications began
switching to 32-bit and by the time Windows 98 came out in 98 new
16-bit apps were rare. It may not happen that quickly this time since
32-bit hardware and software has had longer to take hold, but make no
mistake once all the software and hardware manufacturers decide to
simply stop supporting 32-bit systems people will be forced to upgrade
or be left behind in the dust.

Cheers!


On 4/14/13, shaun everiss sm.ever...@gmail.com wrote:
 Well as long as I have a machine that works or that can have xp I
 won't be going up and if I do it will be 7 that I go to not 8.
 Ofcause once xp stopps hardware manufacturers stop.
 so no drivers for any new stuf.
 Now right now thats probably not to bad, even if they stop next year
 that does mean a lot of new stuff up to i7 etc will still have
 minimal drivers for xp probably.
 but don't hold your life on it.
 my realtech card has not been updated since last year in june and
 sure enough my toshiba laptops I am looking at now don't use realtech
 cards and mostly intel ones.
 So chances are if you want  a system that was released up to june
 2012 you will have realtech cards after that well.
 It was the reason I moved from 98 among other things.
 Well networking was the other thing.

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Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread shaun everiss
Hi che, I don't meen to be a beepstard to anyone, ok so I am a bit 
out of date yeah I do get a bit like that sometimes.
Ok I realise I got rr 1 for free when I did the initial test,   and I 
know I probably won't be as lucky the second time, however for the 
best part of about 3-4 years again it may be less may be more,   due 
to things on my system I have not been able to play with my licence I 
have got which was on an old box, what happens to those first beta 
testers for 1, do we get the game for 40 bucks or are we aligable for 
the discount upgrade.

I don't mean to be rood and such, I think you did help with lost keys.
and I realise that the piracy of game codes is a problem for the industry.
I just thought the having to buy a new key for each computer was a 
bit unfair since there are other ways you could have handled it, but 
its your choice ofcause.
I never got into the game when I tested it really but I I'd be happy 
to  try again.
A lot of what I say is mainly through rumour on the forums or here 
and some of it is old info especially if I have not heard anything 
new I can only quote at what I hear.
Ofcause I get this from a user point of view so the world may look as 
flat and dull as a cupboard when its actually not so I probably 
have  some disadvantage being a user though its just the way it is.

On the subject of testing Yeah I'd really like to get in to some more of that.
but oh well.

At 08:45 AM 4/16/2013, you wrote:

 Hi all,
  Sorry it took so long for me to respond to this thread, I don't check this
list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
  First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

  Sean wrote:
 don't hold your breath.
 I own a coppy but am unsure if I should write che off as bad or not.
 it was 1 key for  each system which made a licence file.
 that server was not always up and people coppied them,  che then made
 basically everyone have to buy the game again to get another key.
 I never got the game by paying as I tested it so I am not going to go
 and get a crack for it.
  End quote

  This is total crap all around from sean, as usual.
  I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is a
crap beta tester that just wants a free game without any useful feedback.
  I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
  I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some of
the time about technology, but reader beware when reading his posts..
  If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me off
list.
  Now to respond to his email:
  Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a lot
of those folks were lying and sharing the keys with friends, but that is the
nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
  Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
  I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
  We have been testing it for a  few months now and adding new stuff, making
it compatible with modern systems, compatible with all major screenreaders,
new sounds, new control systems etc.
  This is not a trivial task, and has taken many months of development time,
but I feel the results will be well worth it.
  A new demo will be released as I finish RR 2, allowing folks to create and
play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
  The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get all
upgrades as new versions come out.
Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
  Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, but
this is the same model 

Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread shaun everiss

yeah rr1 was a good game.
I'd definately like rr2 when it comes out, its something I can use my 
gaming mouse for anyway.


At 08:59 AM 4/16/2013, you wrote:
I'll more than likely purchase RR2 when it comes out. I wasn't sure 
about that but then I downloaded the demo of RR1 and sort of got 
addicted to it again LOL.




But thou must!
-Original Message- From: Che Martin
Sent: Monday, April 15, 2013 2:45 PM
To: Gamers Discussion list
Subject: [Audyssey] Rail Racer 2 info

Hi all,
 Sorry it took so long for me to respond to this thread, I don't check this
list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
 First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

 Sean wrote:

don't hold your breath.
I own a coppy but am unsure if I should write che off as bad or not.
it was 1 key for  each system which made a licence file.
that server was not always up and people coppied them,  che then made
basically everyone have to buy the game again to get another key.
I never got the game by paying as I tested it so I am not going to go
and get a crack for it.

 End quote

 This is total crap all around from sean, as usual.
 I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is a
crap beta tester that just wants a free game without any useful feedback.
 I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
 I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some of
the time about technology, but reader beware when reading his posts..
 If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me off
list.
 Now to respond to his email:
 Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a lot
of those folks were lying and sharing the keys with friends, but that is the
nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
 Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
 I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
 We have been testing it for a  few months now and adding new stuff, making
it compatible with modern systems, compatible with all major screenreaders,
new sounds, new control systems etc.
 This is not a trivial task, and has taken many months of development time,
but I feel the results will be well worth it.
 A new demo will be released as I finish RR 2, allowing folks to create and
play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
 The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get all
upgrades as new versions come out.
   Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
 Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, but
this is the same model used in main stream games, you don't get a free
version of madden football 2012 if you bought 2011. The developers feel the
purchase price is worth the extra content, and I agree with them, many won't
concur with this purchase model, and that is fine.
 Again, I will update the list about rr2 with more details as we get closer
to release.
 I will be checking the list for any responses to this email, and I ask
that folks please respect the subject line and not change topic without
changing the subject. This is one major reason I rarely check the list
anymore, I'll see a subject line that sounds interesting, open it up and its
totally unrelated to the subject line, very frustrating, time wasting, and
inconsiderate overall.
 Also, this is already a large message, be sure and delete the content
before replying or your response may go over the size limit and be rejected.
 Thanks for your patience in waiting for RR2, I feel the wait will be very
worth it.
 Take care, and I look forward to seeing 

Re: [Audyssey] Rail Racer 2 info

2013-04-15 Thread shaun everiss
hmmm then where did the news about all new computers needing the user 
to buy a key then?
I don't like being incorrect in my info but last I heard but this was 
years ago mind you back when I think rr 1.3 or 4 was out that users 
would have to buy a new key for pcs because some were sharing.

If that went away with no notice well fine.
I thought that was  in stone and accepted it would be that way.
Ofcause I would only be buying for my system well 1 box and maybe 
another but 1 is all I can use at once so.


At 09:43 AM 4/16/2013, you wrote:

Hello Che.

Good news about rr2. presumably you wouldn't mind me posting 
basically what you've said in this mail on the audiogames.net news.


Myself, a discount for the upgrade seems reasonable to me, since on 
the one hand you've done a lot of work on the game, while on the 
other since I did! perchice the license rebuying from scratch 
wouldn't be quite as fun considdering that all the old tracks and 
similar upgrades are still in rr2, so to me that is a perfect 
compromise and I will doubtless buy the game when it comes out.


As to keys, well I was already provided with a new key for rr1 when 
i bought a new desktop, so no complaints from me on that score.


Beware the Grue!

Dark.

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Re: [Audyssey] Audyssey format discussion -Re: Audyssey MagazineNowOnline

2013-04-15 Thread Charles Rivard
I wouldn't think that a special section for children would be necessary. 
All that article writers would have to do is to, if they choose, include an 
age recommendation in their article.  Otherwise, the game description should 
suffice for parents to decide what to get for their kids.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 15, 2013 11:39 PM
Subject: Re: [Audyssey] Audyssey format discussion -Re: Audyssey 
MagazineNowOnline



i also think the magazine might be read by parents of kids wanting to know 
waht games to get their visually impaired and blind children and teachers 
of same kids so we need to i think we need a children's section of the 
magazine.  Just my thoughts folks.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 16, 2013 3:56 AM
Subject: Re: [Audyssey] Audyssey format discussion -Re: Audyssey 
MagazineNow Online




Hi Valient,

That may be, but I still don't think it should replace the magazine. A
person can do more with the written word than with an hour or two hour
long  podcast. Plus the issue still remains where to store all those
podcasts. It could take a lot of space not to mention require increase
bandwidth costs to host any number of podcasts. So I'm not really sure
it is practical unless we begin charging for that service, or begin
taking donations for it.

On 4/15/13, Valiant8086 valiant8...@lavabit.com wrote:


I think podcasts are probably a good idea, especially if game demos in
audio can become part of the deal.


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Re: [Audyssey] Strategy games.

2013-04-15 Thread Richard Claridge
Try Tactical Battles at www.blindaudiogames.com
Thanks
Richard

Sent from my iPhone

On 15 Apr 2013, at 21:38, Lindsay Cowell lindsay_cow...@btinternet.com 
wrote:

 Hi all,
 
 I wish there were more sound strategy games. I love SoundRTS and would love 
 to play more like that. Please tell me your favorite blind accessible game.
 
 Lindsay Cowell
 
 
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