Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Jim Kitchen

Hi Ken,

When you say, a c64, was that the Commodore 64?  I heard that the Commodore 64 had a 
built in synthesizer.  I was given a program named Sams for the Atari 800 XL that 
would talk.  It was not a screen reader, but would say what ever you typed in.  It 
would even make the sound of any thing that you typed in.  Kind of wish that sapi5 
would still do that. grin

BTW the Atari 800 XL was out at the same time as the Commodore 64 and had the 
same amount of ram etc.

At the time I was not happy going from the Atari 800 XL to an IBM PC because 
the Atari 800 XL had four sound channels with effects and the PC only had one.  
Just didn't seem to be the way to go for creating games with cool sounds.

BFN

Jim

The command prompt is our friend.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] A dark room, alternative ending and developer thoughts

2014-01-08 Thread Paul Lemm
Hi Dark,

Although I haven't completed the game yet, I have really enjoyed playing it
and once completed will definitely go online and  rate the game.  Thanks for
the info about the alternate ending, I wouldn't have thought of trying that
otherwise but look forward to giving that a go. Did you ever work out if
stoking the fire in the main room played any part in the game? I've tried
keeping it stoked and leaving it to die but it doesn't seem to change
anything either way


Paul 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 07 January 2014 19:36
To: Gamers@audyssey.org
Subject: [Audyssey] A dark room, alternative ending and developer thoughts

I sent a mail to the developer of A dark room, to firstly say I liked the
game and particularly the access, and to ask about possible expantions or
future plans. 

He (I believe the name Amir is a  man's name), said that he didn't plan to
expand the game since he felt the current length was as he wanted. however
he is thinking of more games, possibly even aprequal, though he'd
appreciate  people to give the game good reviews and publicity. 

One thing he did tell me though which I am trying now, is that the game has
an alternative ending, which is tantamount to a different play mode.  to get
it, you need to complete the game without building a singlehut!  that's
right, no slaves at all! this obviously means you need to explore and battle
for all your  materials, which changes gameplay around. 

The only annoying part is that to unlock the first exploration stage you
actually need to build traps, which is a rather long process just by
gathering 20 wood a pop, (nobody said this was an easy mode).

I'm trying it now, just because I did rather  enjoy this game, and I can see
the  alternate ending being quite a challenge to get since it needs far more
exploring. 

The developer did state he's looking for 5 star reviews, so if people like
the game perhaps they can contribute, to encourage the developer to do more
in the same style, or perhaps even something more ambicious next time, (last
I checked you needed facebook to write a review so annoyingly I couldn't,
but when I am back at my flat with my bluetooth keyboard I'll try again). 

Beware the grue! 

Dark.
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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dennis Towne
Shaun,

Minecraft is actually an excellent game, and the music and sounds make
sense if you have vision and can see the graphics.  However, it's not
a game that the blind can effectively play, and it's not a game that
can be made accessible - the graphics are what make it awesome.  Being
able to see in the distance and maybe pick out a weird configuration
of blocks that might be a buried castle, being able to build
structures that you can look at, making some goofy monument that
spells out your mom's name in block letters - those are the things you
do with your time there.

It's not a regular game with quests and an end.  It's more like a
giant sandbox for people to find and build gigantic 3d objects, often
in complete silence.

-dentin

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


On Tue, Jan 7, 2014 at 7:57 PM, shaun everiss sm.ever...@gmail.com wrote:
 Well I played minecraft with my cousin on his xbox 360.
 Firstly the music is utter crap.
 It may have improved in the pc version but it made my ears want to drop off
 after just a minute of listening.
 The sound  fx sounded like they were coming out of a crappy sound box kids
 use.
 Now I am not saying sound boxes are crap I have 2 of them but I wouldn't
 concidder them worthy of playing games with.
 There is supposed to be more sounds that are better.
 But unless minecraft was made tesxt based or something I think I'd get bored
 after 5 minutes of play,  I quit using it.

 At 04:17 PM 1/7/2014, you wrote:

 Hi listers
 Minecraft itself was quite cheap, considering the price of 15 euros when I
 purchased it. But as those guys are actually pushing the limits of Java, the
 humble talking about accessibility of mine fell on deaf ears, but so long
 it's ok, my relatives are playing under my account and enjoying it
 immensely. Minecraft as a matter of fact doesn't even have a ton of sounds
 attached to it, if not talking about mods. The only thing that needs to be
 realised here is that I think we are coming to the point where people are
 not afraid any more having a 100x100 map layed out before them and
 navigating it if sufficient data is provided. David Greenwood with his
 T.O.T. managed to make a small incursion into the land of such big maps and
 I hope that when T.O.T. gets updated it gets much more into it. But this is
 generally more to speaking about the strategy games.
 Was there anything so difficult about mortal kombat? No. The answer is
 simple, the playroom is small, so moving is limited, but what really gave
 the game it's replayability was the intelligent AI and the fact that you
 needed to act fast as hell, thereby producing huge amounts of adrenaline.
 Mortal kombat was easily beatable by anyone without sight. Now coming to the
 new mortal kombats on consoles or the last one on pc, than the story modes
 and such puzzles would need some tweaks for those who can't see, but it's
 all a question of making it. At this point I would think it could be easier
 to program a game similar to minecraft or civilisation, because before civ4,
 even they didn't make heavy use of sounds and background music.
 Thousand thanks for reading
 with kind regards
 Dengo Jürgen

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[Audyssey] Japanese Audio Games?

2014-01-08 Thread Teresa Cochran
Hi, all,

I’m intrigued by these much-discussed Japanese audio games. Are they Windows 
only? I have a Mac. Do they run on IoS? Where can I find more info about them?

thanks,
teresa

On the other hand, there are different fingers.


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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread dark

Hi jim.

That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a 
screen reader but could read out what you typed, and also be recorded if you 
were programming for the  Amigar and ddn't want to use a full size sound 
sample which obvious took up lots of memory at the time.


Workbench sounds pretty dire compared to sapi, and I never actually used it 
to do any serious computer things myself me being about 8-11 when we had the 
Amigar and never having used a propper computer, but I do remember playing 
some public domain games that used the synth in some fun ways.


There was a port of the old (and very difficult), platformer hunchback which 
had a sampled version of the music with Workbench wrapping quasy modo is a 
nice man, quasy modo is a nice man which was funny, (it also had lots of 
amusing game text before levels too).


Probably the best use I saw of workbench was in a public domain game called 
war.  This was a mix of stratogy and action. So you would have a map with 
planets to move to, resources to build fleets, research etc, however 
whenever you got a battle you'd  have to physically fight it in a 2D 
spaceship game style. Actually thinking about it it   would make a pretty 
awsome audio game :D.


The thing I remember best is that the amigar workbench voice was used to 
play the evil aliens, the Zargans who were fighting against the  player 
controled vaigans, and so when it was your turn to place fleets or alocate 
resources it'd say things like try your best hu mon (and yes, it did say 
Hu mon well before Quark in ds9), or over to you,embryo head


the best was when you lost battles however as the voice would make comments 
like the Vaigan fleet has been destroyed, I am so sad I think I will commit 
suicide  or the vaigan fleet has been destroyed, ha ha ha


or even the vaigan fleet has been destroyed, I think your joystic is made 
of concrete


What was so funny about  these is they were all in a dead flat, very robotic 
monotone, which  naturally made them very hilarious to hear.


My brother also claimed that if you destroyed enough  enemy fleets  it'd say 
the zargan fleet has been  destroyed you bastard but I never heard this 
myself.


Very much a case though of a bad synth actually being hilarious in the way 
it contributed to the game.


Beware the grue!

Dark. 



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Re: [Audyssey] Japanese Audio Games?

2014-01-08 Thread Bryan Peterson

Windows only I'm afraid.



Pinky, are you pondering what I'm pondering?
-Original Message- 
From: Teresa Cochran

Sent: Wednesday, January 08, 2014 9:36 AM
To: Gamers Discussion list
Subject: [Audyssey] Japanese Audio Games?

Hi, all,

I’m intrigued by these much-discussed Japanese audio games. Are they Windows 
only? I have a Mac. Do they run on IoS? Where can I find more info about 
them?


thanks,
teresa

On the other hand, there are different fingers.


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Re: [Audyssey] A dark room, alternative ending and developer thoughts

2014-01-08 Thread dark

Hi Paul.

I don't think the fire has any more affect than atmosphere after it's 
triggered the first few encounters with the builder and unlocked the silent 
forest, at least I've had nothing dire happen with it going out. I do keep 
it stoked though for atmosphere  if nothing else.


I'm well in to the  alternate mode now. it was tough to get going, since 
though the  trading post got unlocked when I had 15 traps and I bought the 
compass the dusty path didn't appear, but when I mentioned this to the 
developer he  advised me to turn the ap off and on again with the ap 
switcher which fixed it.


I actually like the  alternate mode in a lot of ways, since it makes loot 
really important, and gives you a good reason to take back even the firs and 
such you get from beasts (since you really need to work at exchanging them 
with the merchant for stuff), and also it 



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Re: [Audyssey] A dark room, alternative ending and developer thoughts

2014-01-08 Thread dark

Oopse sorry, sent the other mail by mistake (hand slip).

As I was saying I really like the alternate mode, it really makes the game 
strategic and the exploration matter since you can't just  expect to  wait 
and  have your slaves build you everything.


The developer also asked me to publicize the  alternate ending, which is 
also why I'm writing to the list.


While he's said he prefers to keep the  game at the length and pace it is 
and so doesn't plan to add any extra content such as extra weapons etc, he 
is thinking of more games, that's again why wratings would be good.


I'll see if I can do a review tomorrow when I get back to my flat and my 
wireless keyboard, provided you don't still need face book for them (one 
reason I've never rating king of dragon pass or Solara).


Beware the grue!

Dark.
- Original Message - 
From: Paul Lemm paul.l...@sky.com

To: Gamers@audyssey.org
Sent: Wednesday, January 08, 2014 3:55 PM
Subject: [Audyssey] A dark room, alternative ending and developer thoughts



Hi Dark,

Although I haven't completed the game yet, I have really enjoyed playing 
it
and once completed will definitely go online and  rate the game.  Thanks 
for
the info about the alternate ending, I wouldn't have thought of trying 
that

otherwise but look forward to giving that a go. Did you ever work out if
stoking the fire in the main room played any part in the game? I've tried
keeping it stoked and leaving it to die but it doesn't seem to change
anything either way


Paul

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 07 January 2014 19:36
To: Gamers@audyssey.org
Subject: [Audyssey] A dark room, alternative ending and developer thoughts

I sent a mail to the developer of A dark room, to firstly say I liked the
game and particularly the access, and to ask about possible expantions or
future plans.

He (I believe the name Amir is a  man's name), said that he didn't plan to
expand the game since he felt the current length was as he wanted. however
he is thinking of more games, possibly even aprequal, though he'd
appreciate  people to give the game good reviews and publicity.

One thing he did tell me though which I am trying now, is that the game 
has
an alternative ending, which is tantamount to a different play mode.  to 
get

it, you need to complete the game without building a singlehut!  that's
right, no slaves at all! this obviously means you need to explore and 
battle

for all your  materials, which changes gameplay around.

The only annoying part is that to unlock the first exploration stage you
actually need to build traps, which is a rather long process just by
gathering 20 wood a pop, (nobody said this was an easy mode).

I'm trying it now, just because I did rather  enjoy this game, and I can 
see
the  alternate ending being quite a challenge to get since it needs far 
more

exploring.

The developer did state he's looking for 5 star reviews, so if people like
the game perhaps they can contribute, to encourage the developer to do 
more
in the same style, or perhaps even something more ambicious next time, 
(last

I checked you needed facebook to write a review so annoyingly I couldn't,
but when I am back at my flat with my bluetooth keyboard I'll try again).

Beware the grue!

Dark.
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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dakotah Rickard
Hi guys.

First of all, there's a sort of minimalist trend in the sighted gaming
community. There're a lot of fake 8-bit offerings and offerings with
minimal sound and graphics, primarily because independent developers
and very small studios are really driving the community at this point.
Minecraft was developed by, I think, five guys or so. It's made them
millionaires many times over, and frankly I don't like the concept. I
rather like Terraria, and I wish more people played it. It's different
from Minecraft, the music and feeling of the game are different, the
mechanics are different.
Will we ever be able to play this precise kind of game? No. There're
too many chances of missing something important, but there are other
and varied ways to make the same thing work.Soundscaping, terrain
blocks making different sounds, adaptive music, etc.
If someone wanted me to brainstorm for them on how to make a game like
Terraria work for the blind, I will happily do so. I don't have the
coding skills to actually make it work (my best and only computer game
to date is a crappy port of Lunar Lander I put together in a C-Sharp
class).
I have the knowledge of what is possible to code and a vague idea of
how to do it though, so I probably wouldn't be asking for anything too
radical.
I'm eager for this style of game, among others. I've talked to a
couple of developers privately about them, but nothing has panned out.
I wish someone would play to my strengths and recruit me for ideas,
story, and a bit of pseudocode.

The offer is open.


On 1/8/14, dark d...@xgam.org wrote:
 Hi jim.

 That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a

 screen reader but could read out what you typed, and also be recorded if you

 were programming for the  Amigar and ddn't want to use a full size sound
 sample which obvious took up lots of memory at the time.

 Workbench sounds pretty dire compared to sapi, and I never actually used it

 to do any serious computer things myself me being about 8-11 when we had the

 Amigar and never having used a propper computer, but I do remember playing
 some public domain games that used the synth in some fun ways.

 There was a port of the old (and very difficult), platformer hunchback which

 had a sampled version of the music with Workbench wrapping quasy modo is a

 nice man, quasy modo is a nice man which was funny, (it also had lots of
 amusing game text before levels too).

 Probably the best use I saw of workbench was in a public domain game called

 war.  This was a mix of stratogy and action. So you would have a map with
 planets to move to, resources to build fleets, research etc, however
 whenever you got a battle you'd  have to physically fight it in a 2D
 spaceship game style. Actually thinking about it it   would make a pretty
 awsome audio game :D.

 The thing I remember best is that the amigar workbench voice was used to
 play the evil aliens, the Zargans who were fighting against the  player
 controled vaigans, and so when it was your turn to place fleets or alocate
 resources it'd say things like try your best hu mon (and yes, it did say
 Hu mon well before Quark in ds9), or over to you,embryo head

 the best was when you lost battles however as the voice would make comments

 like the Vaigan fleet has been destroyed, I am so sad I think I will commit

 suicide  or the vaigan fleet has been destroyed, ha ha ha

 or even the vaigan fleet has been destroyed, I think your joystic is made
 of concrete

 What was so funny about  these is they were all in a dead flat, very robotic

 monotone, which  naturally made them very hilarious to hear.

 My brother also claimed that if you destroyed enough  enemy fleets  it'd say

 the zargan fleet has been  destroyed you bastard but I never heard this
 myself.

 Very much a case though of a bad synth actually being hilarious in the way
 it contributed to the game.

 Beware the grue!

 Dark.


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-- 
Signed:
Dakotah Rickard

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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dallas O'Brien
hi. well put. my girlfriend plays minecraft all the time, and yes, the sounds 
could be better. but they aren't the point of the game. lol. many sighted games 
have horrible sounds. because, to put it quite simply, they don't care about 
sounds much. it's only in expensive, highly complex and emersive games, where 
the sounds are very important too.
Dallas


 On 9 Jan 2014, at 2:27, Dennis Towne s...@xirr.com wrote:
 
 Shaun,
 
 Minecraft is actually an excellent game, and the music and sounds make
 sense if you have vision and can see the graphics.  However, it's not
 a game that the blind can effectively play, and it's not a game that
 can be made accessible - the graphics are what make it awesome.  Being
 able to see in the distance and maybe pick out a weird configuration
 of blocks that might be a buried castle, being able to build
 structures that you can look at, making some goofy monument that
 spells out your mom's name in block letters - those are the things you
 do with your time there.
 
 It's not a regular game with quests and an end.  It's more like a
 giant sandbox for people to find and build gigantic 3d objects, often
 in complete silence.
 
 -dentin
 
 Alter Aeon MUD
 http://www.alteraeon.com
 
 
 On Tue, Jan 7, 2014 at 7:57 PM, shaun everiss sm.ever...@gmail.com wrote:
 Well I played minecraft with my cousin on his xbox 360.
 Firstly the music is utter crap.
 It may have improved in the pc version but it made my ears want to drop off
 after just a minute of listening.
 The sound  fx sounded like they were coming out of a crappy sound box kids
 use.
 Now I am not saying sound boxes are crap I have 2 of them but I wouldn't
 concidder them worthy of playing games with.
 There is supposed to be more sounds that are better.
 But unless minecraft was made tesxt based or something I think I'd get bored
 after 5 minutes of play,  I quit using it.
 
 At 04:17 PM 1/7/2014, you wrote:
 
 Hi listers
 Minecraft itself was quite cheap, considering the price of 15 euros when I
 purchased it. But as those guys are actually pushing the limits of Java, the
 humble talking about accessibility of mine fell on deaf ears, but so long
 it's ok, my relatives are playing under my account and enjoying it
 immensely. Minecraft as a matter of fact doesn't even have a ton of sounds
 attached to it, if not talking about mods. The only thing that needs to be
 realised here is that I think we are coming to the point where people are
 not afraid any more having a 100x100 map layed out before them and
 navigating it if sufficient data is provided. David Greenwood with his
 T.O.T. managed to make a small incursion into the land of such big maps and
 I hope that when T.O.T. gets updated it gets much more into it. But this is
 generally more to speaking about the strategy games.
 Was there anything so difficult about mortal kombat? No. The answer is
 simple, the playroom is small, so moving is limited, but what really gave
 the game it's replayability was the intelligent AI and the fact that you
 needed to act fast as hell, thereby producing huge amounts of adrenaline.
 Mortal kombat was easily beatable by anyone without sight. Now coming to the
 new mortal kombats on consoles or the last one on pc, than the story modes
 and such puzzles would need some tweaks for those who can't see, but it's
 all a question of making it. At this point I would think it could be easier
 to program a game similar to minecraft or civilisation, because before civ4,
 even they didn't make heavy use of sounds and background music.
 Thousand thanks for reading
 with kind regards
 Dengo Jürgen
 
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