Re: [Audyssey] News from Blastbay Studios, and a call for opinions

2013-04-29 Thread Kai

Salutations Philip.

Awesome to hear that you've got yet another project on the way. Below are my 
answers to your project survey:


1. Game on CD: With the proliferation of broadband access methods to the 
Internet, I sincerely believe that the era of physical media for content has 
gone by the wayside. Rarely is it necessary to delivery content on such 
platforms anymore; they were mostly used in the past to subvert the tedium 
of downloading via cumbersome download methods such as low-grade DSL or 
dial-up. While I can see the merit of having a physical copy of a product, 
most of these products require a license key of some sort to unlock them, 
requiring the original software distributor to keep records of some form. By 
that reasoning, a distributor may as well just keep records of purchasers 
(perhaps via an account system), and allow people to redownload and 
reauthorize purchased applications. In conclusion, I personally believe that 
physical media is no longer necessary for content below 4 GB, since even a 2 
GB file can be downloaded much more quickly than it can be shipped. This 
also relieves a lot of the burden from the developer, since they no longer 
have to maintain a physical storehouse or master copy of the physical 
content to duplicate. I believe an online download and management system 
would be sufficient for the majority of customers.


2. Content Size: From my personal experience working on Swamp, the size of 
the content is less of an issue now than it has been in the past. What with 
the aforementioned higher speed Internet access methods and the plethora of 
large hard drives available to the average consumer, the size of a game 
download becomes fairly inconsequential. Indeed, since many mainstream games 
often exceed the 1 GB limit by a fairly significant margin, I believe that 
even 300 MB would be fairly light-weight for a well-developed and executed 
game. Swamp itself has jumped from being 45 MB in its beginnings to now 
being roughly 400 MB, and people still download it without issue. That being 
the case, I doubt size limitations should be of much concern to you or any 
other developer in your field of expertise.


3. Documentation Format: While I can understand and appreciate the desire 
for an audio manual, I don't personally feel that it's so important as to 
invest the time and resources for such a production. there is scarcely much 
of a difference between digesting material via text form than via audio 
narration, particularly with people who are already accessing their 
computers via speech synthesis methods. I'd rather lessen the demands on you 
the developer and not require you to produce such a demanding accompanying 
project to go with the main content, especially if that same content could 
be delivered in a much smaller, much more quickly accessible, and much more 
easily organizable package such as in an HTML, CHM, or indeed text file.


4. Purchasable Unlockables. I actually can agree with this particular 
marketing method. Proof is in the Sony and other online gaming stores; 
people are willing to buy upgrades, packages, and unlockables for their 
games, if the price is done correctly. I, for example, wouldn't expect to 
pay 10 dollars for unlockables, if the initial price of the product was, 
say, 20 to 25 dollars, since that 10 dollars is roughly one half to one 
third the price of the original product. Furthermore, if such unlockables 
are available as rewards for effort, there should be no negatives to 
offering such an unlocking service; you'd be allowing two methods to achieve 
the same ends. In short, I approve of such a marketing model for a product, 
and it does ensure that your initial selling point is not the only method of 
profit.


Kai 



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Re: [Audyssey] looking for swamp zombie info

2013-04-29 Thread Kai

Greetings John.

I'm still drafting up a good descriptive file for you with all the zombies. 
Give me a little bit, since it's also college crunch time, and I've been 
helping my girlfriend with her papers, that taking precedence over most 
other ventures I'm involved in..


Kai

- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 29, 2013 3:57 PM
Subject: Re: [Audyssey] looking for swamp zombie info


I took a look through the zombies section, and while some of it's possibly 
useful, I was more looking for descriptions of the undead in action 
(especially reaper and lampree), as it's not always obvious what's 
happening. I'd be especially interested in relative info (how tall exactly 
is a tyrant and what's the difference between them and a matriarch beyond 
gender)?


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 29 Apr 2013 23:47:04 +0100
Subject: Re: [Audyssey] looking for swamp zombie info

Hi John.

Info on all the zombies can be found in the swamp wiki, along with other
info.

it's still under construction, but there's a lot of stuff there. Find it 
at

:

http://www.kaldobsky.com/audiogames/swampwiki/

Hth.

Beware the grue!

Dark.
- Original Message -
From: john jpcarnemo...@comcast.net
To: gamers gamers@audyssey.org
Sent: Monday, April 29, 2013 11:10 PM
Subject: [Audyssey] looking for swamp zombie info


A while back I remember somebody (I believe it was Kai) posted a
description of the various zombie types in swamp. Would anybody happen to
have a copy of that message, or be able to give me some info as to how the
various zombies are supposed to look/act?

Thanks,
John.

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Re: [Audyssey] The Dragon Answers Questions

2013-01-18 Thread Kai

Greetings.

While I definitely understand and can appreciate the value of a demo, 
remember that tons of mainstream games never have demos. they're sold on 
physical media, typically cost upwards of 50 dollars, and yet, they're 
making a killing in profits. I think the audio gaming community's just been 
spoiled by demos in the past, so can'tt countance the idea of trying a game 
on pure faith based off of trailers and word of mouth.


I buy a lot of games for my Playstation, and have never complained that 
there wasn't a playable demo for me to gauge its effectiveness. Sure, 
sometimes you find games that cost way more than they deserve, or that 
completely fail to impress altogether, but this is the deal with products 
all across the board. Ever bought a pie to discover you hated the filling? 
Imagine the cost of food if stores were required to have samples of every 
item you wanted to purchase.


Myself, I'd rather the developer devote fully to making the product, rather 
than forcing him to make a product, plus a crippled offshoot.


Kai

- Original Message - 
From: Draconis Entertainment gene...@draconisentertainment.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 18, 2013 6:43 AM
Subject: Re: [Audyssey] The Dragon Answers Questions



Hello all,

We really appreciate all the feedback, and we will continue to debate this 
internally leading up to the Windows release of ChangeReaction. Nothing 
has been definitively decided, as I've said once or twice now. *wink*


There are good points on both sides of the debate, and we will do our best 
to make things work out for everyone.


And, frankly, I'm astonished that a couple of people here actually would 
rather pay $30 for a $10 title, just to have a demo. When I asked that 
question, it was intended rhetorically. I'm not sure what to make of the 
answers.



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Re: [Audyssey] Seeking More Voice Volunteers for Swamp

2012-12-23 Thread Kai
Just a friendly reminder that the deadline for Swamp voice submissions is in 
about a week. You can safely assume this will be your last notification on 
the subject.


http://is.gd/48WlmE

After the 31st, voice submissions will be closed, and barring any unforeseen 
circumstances, it will be permanent this time; I really don't feel up to the 
headache of advertising and debating all over again.


Original submitters: If I once allowed your entry through simply because we 
didn't have very many people, I am not making the same exception twice. Old 
voices will also have to meet the new guidelines in order to be implemented 
into future Swamp releases. (I've already excluded about two original voices 
because of this.)


Though I did not make it clear in my original posting: we are now using 3 
phrases per speech category, rather than just selecting the best line out of 
the three. Where before I selected the best even if you only submitted two 
phrases for a category, this time the system is changing, and if your voice 
does not meet the spec, it will either have repeats (if the rest of the 
voice is deemed good enough to keep), or it will be excluded altogether.


A lot of people have expressed interest, only a few people have delivered. 
come on folks! this is your final opportunity to become a part of the 
epidemic that is Swamp. Let your voice be heard!


Kai 



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Re: [Audyssey] SPECIAL NEWS BULLETIN

2012-12-14 Thread Kai
I don't want to sound callous, but this is completely Off Topic. Tragedy and 
violence happens all the time, and my other forms of social media are 
bombarded with them, but surely my e-mail list dedicated to gaming shouldn't 
also play host to such discussions? Unless, of course, you verified this 
with the moderators first, in which case I will gladly apologize for my 
chastisement.


Kai

- Original Message - 
From: Alfredo's Laptop computer birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 14, 2012 2:14 PM
Subject: [Audyssey] SPECIAL NEWS BULLETIN



Read Below:
===
[CNN] News of a shooting in Newtown, Connecticut, at an elementary school, 
where twenty-seven people, eighteen children died at the scene, two more 
died at the hospital, and six adults were killed, including the shooter. 
This has many people on edge, especially after five days of a shooting in 
Clacamas Town Centre.
The president made a special address, and although he was very emotional, 
he made his message clear. We need to stop such tragedies from happening 
in the future.
This is one of the most deadliest school shootings in United States 
history.

[CNN]
Please give a moment of silence to remember those who lost their innocent 
lives this morning. Ask yourself this question, although it might not be 
answered. Why?


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Re: [Audyssey] Seeking More Voice Volunteers for Swamp

2012-12-12 Thread Kai

Greetings folks.

Would just like to remind you again that the deadline for Swamp voice 
submissions is drawing nigh to a close. I know there are tons of you on the 
list who enjoy doing voiceovers, and I'd like to urge you to come and be 
part of what is, in my own opinion, this year's most popular audio game. 
Ladies, in particular, we are in desperate need of more of you, as there are 
very few female vocalists so far who've taken it upon themselves to be a 
part of the game.


You can find the guidelines for the recording procedure here:
http://is.gd/48WlmE

Kai 



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Re: [Audyssey] Seeking More Voice Volunteers for Swamp

2012-11-30 Thread Kai

Greetings.

It's been a week since my initial e-mail on this subject, so I'd just like 
to remind you all that, if you'd like to get in on the Swamp community and 
be part of the game, record a voice for Swamp and become a part of the 
madness!


Details can be found on the Audio Games forum:
http://is.gd/48WlmE #Swamp

A podcast has also been made if you're more inclined to listening to a human 
guide you through the process. The podcast contains examples straight from 
the game to help you come up with phrases. Find the podcast here:

http://is.gd/gwMLPC

The due-date is December 31st, but the earlier, the better. We really need 
more female voices, so ladies, please try and contribute! I'll be looking 
forward to hearing your entry.


Kai 



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Re: [Audyssey] Emails Not Going Through

2012-11-23 Thread Kai

Hello Dark and Thomas.

Nope. It was a new post, so wouldn't have had any replies to remove. It was 
a slightly long email, possibly 1k, but definitely not 10k. I also tried 
sending it without the html formatting, but that didn't go through until 
this morning.


I wonder if I'm still on moderated newbie status, even though I've been on 
the list with this new address for a while now?


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 22, 2012 6:50 AM
Subject: Re: [Audyssey] Emails Not Going Through


Did you chop off the original message? I noticed recently a large post of 
mine didn't appear on  list and then was rejected for that reason, but 
once I sent it gain without the original message on the bottom it was 
fine.


Beware the grue!

Dark.

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[Audyssey] Seeking More Voice Volunteers for Swamp

2012-11-22 Thread Kai

Salutations.

Lately I've been hearing that people really want to record more voices for 
Swamp. To that end, I have (with Aprone's approval) reopened voice 
submissions. The acceptance window begins now, and continue till December 
31st, 2012.


If you've never had your voice in Swamp and would like to be a part of this 
epic game, or if you're unhappy with your current recording, now is your 
chance to either become a part of Swamp, or to improve your current 
offering.


Criteria for qualification will be just as strict as before, and while I do 
not intend any offense upon rejecting a submission, I will not hesitate to 
deny entries which do not meet the below guidelines. if you'd rather have 
these guidelines presented in an audio form, with vocal examples for each 
entry, this podcast from harp will hopefully be of use to you.

http://www.kaldobsky.com/audiogames/kai/Swamp_Voice_Submission_Guide.mp3

1. I fully realize that few of us are good actors (I myself am a prime 
example of a lackluster actor), but please do your best to act the part of 
your character. If you're recording a line requesting a medic to heal you, 
don't ask for such assistance in a bland, monotone voice. You're 
experiencing some degree of stress and panic as a result of being injured. 
do your best to convey this emotional and physical trauma in your 
characterization.


2. Use the best possible microphone you can obtain for your submission. A 
good USB headset will suffice, but if at all possible, try and do your 
recording on a higher quality USB microphone, or indeed a low-end dynamic 
microphone with an XLR to USB adapter would do nicely. The better your 
recording, the better you're going to sound in the game.


3. Do some audio testing before you submit your final results. If you notice 
distortion or clipping in the file, or if there are unwanted artifacts (such 
as the microphone picking up excessive breaths and plosives), do your best 
to rectify these situations before recording, as they could contribute to 
the lacking quality of a submission, and thus may necessitate a rejection 
(depending upon the severity).


4. Record your entry in as quiet of an environment as possible. Don't record 
it outside where there will inevitably be intrusive noises. Try and reserve 
your performance for a quiet, reflection-free area. Most rooms will possess 
some degree of reflection, but the lower, the better, else you'll end up 
with a voice that has unwanted reverberant artifacts.


5. Please include roughly 5 to 10 seconds of recorded silence. This means 
start the recording process with your microphone on, but say nothing, do 
nothing. You want this silence window to be as clean as possible, as i will 
be using the cleanest portion of this particular section to aid in noise 
reduction.


6. Record your entire performance into one single, unedited file. No need to 
worry about mistakes and random chatter and banter in between phrases. I 
will be going through these files and chopping them apart, and in the 
process eliminating any detritus. No one else will ever see your original 
file, so worry not that you'll embarrass yourself with spurious material.
I've had to reject several entries from the previous offerings because they 
insisted on sending me separated files. I require one single take, so that I 
can get a reliable capture of your ambient surroundings, using such data to 
perform noise reduction.


7. For each phrase category, record at least three versions of an 
appropriate phrase. The more you're willing to put in, the more material 
I'll have to select from, and thus the higher your chances of having a 
superior voice in Swamp.


8. Do your best not to have microphone handling, keyboard handling, or other 
jarring noises directly overlap your phrases. Microphones are sensitive, and 
they will pick up these obstructions. Furthermore, such sounds are very hard 
to edit, and if I have to select a poorer performance due to unwanted noises 
ruining a better performance, I will. If you're reading the lines and then 
doing your performance, pause between finishing reading with your screen 
reader or medium of choice to make sure all mechanical devices (keyboards, 
headsets, etc) have come to a full rest, then start performing.


9. If you're recording a foreign language voice, you will need to preempt 
each category with its English name. therefore, if you're recording a set of 
phrases for the greeting category, you'd say Greeting, pause, then start 
your performance. I do not speak every language there is, and thus require 
such prompts when I'm editing so as to determine where a category starts and 
ends.


10. Verify that you've recorded a phrase for each category! A lot of people 
in the last session tended to either skip one category, or to skip recording 
their character names. The absence of even one category is grounds for 
rejection, unless I am by some miracle able to salvage the offering by using 
data from

[Audyssey] Emails Not Going Through

2012-11-21 Thread Kai
Salutations.

I just submitted a large post this morning, and am wondering why it never made 
it to the list? Large though it was, I'm quite sure it was under the 10k limit.

Kai
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Re: [Audyssey] swamp suggestion from steady

2012-07-20 Thread Kai
Rather than have the code and server have to do parity checks to see who 
isn't doing their part, just let the mission leader kick people from the 
mission. Wouldn't even need a list, just use the player tracker. Executing 
the command would kick the person you're currently tracking. This would save 
having to design some kind of cumbersone UI for this one function, too.


Kai

- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, July 20, 2012 5:57 AM
Subject: Re: [Audyssey] swamp suggestion from steady


I'm not sure I like this, as it can take quite a while to find some 
crates. Perhaps a modified version, if a player doesn't move around the 
warehouse a bit (trucksitters usually stay in one area) then they have a 
timer. If, however, a person runs around a lot and tries to find crates 
(I've gone on missions where I can't find any crates just because people 
are faster than me) then they shouldn't be booted. In short, my problem 
with this is that if your trying you'll still get booted.


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[Audyssey] [Swamp] Crate Searching Guide

2012-05-07 Thread Kai
Greetings Gamers.

Below is reposted a topic on the Audio Games forums. Hope you find it useful 
and informative.

***

The only viable method of crate hunting in the big warehouse is to check 
everywhere. If you have a team of at least 2 players, divide up your team, with 
some of your team searching the northern section while others search the 
southern portion, with a couple freelance roamers that check the areas in 
between (assuming you've 3 or more team members).

If you're running the small warehouse, there is a distinct pattern you can 
check.

S
P
O
I
L
E
R

S
P
A
C
E

Head south from the truck to 87, 74. From here, you're at a 4-way intersection, 
with two search patterns to choose from.

Pattern 1:
A. turn right (West) and run to 44, 47 (Storage). You'll hear equipment right 
next to you.
B. Turn south and run to 44, 74 (Parts Inspection). You'll need to be quick and 
snappy here, since this room can get quite busy once the window breaks.
C. Turn left (East) and run to 104, 74. Depending on which doors have broken, 
this area can become very dangerous.
D. Turn left (North) and run to 104, 47. You'll hear equipment right next to 
you.
E. Turn left (West) and run to 44, 47, closing the rectangular pattern.

Pattern 2:
A. turn left (East) and run to 104, 47. You'll hear equipment right next to you.
B. Turn south and run to 104, 74. Depending on which doors have broken, this 
area can become very dangerous.
C. Turn right (West) and run to 44, 74. You'll need to be quick and snappy 
here, since this room can get quite busy once the window breaks.
D. Turn right (North) and run to 44, 47. You'll hear equipment right next to 
you.
E. Turn right (East) and run to 104, 47, closing the rectangular pattern.

These patterns won't guarantee you'll hear every crate, but it does give you 
the maximum spatial exposure, which means you'll hear a good majority of them. 
You'll still need to check offshoots, and you'll definitely run into danger 
zones, but if you're quick and snappy, thigns should go fairly smoothly. I 
recommand running the search pattern in offline mode for practice, so you can 
familiarize yourself with the pattern. Once you do have it down, turns become 
instinctive, and you'll rarely need to even check your coordinates.

Hope this helps.
Kai
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Re: [Audyssey] Keyboard Alternative to swamp.

2012-05-07 Thread Kai

Greetings Lindsay.

You can use your laptop's trackpad to play Swamp. Plenty of players swear by 
trackpads for this game, so if you need assistance, one of them should be 
able to help you out.


Kai

- Original Message - 
From: lindsay_cow...@btinternet.com

To: gamers@audyssey.org
Sent: Monday, May 07, 2012 12:33 AM
Subject: [Audyssey] Keyboard Alternative to swamp.



Hi all,

I would love to play swamp, but being a keyboard user on a laptop, and not 
having room for an external mouse, I can't. Are there any good keyboard 
alternatives to swamp out there?


Lindsay Cowell.


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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Kai

Greetings Scott.

It's a struggle between a subtle sound that relays the information and a 
distinct sound which might be distracting or sound unnatural.


The heart beats have always worked for me, and this is possibly because of 
my familiarity with them, but if I were to switch to something else, they'd 
also have to be just as subtle so as to not distract the player from his 
surroundings. I'm not sure what a suitable replacement would consist of, as 
breaths would be too long, and beeps would be too distracting.


Kai

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 06, 2012 2:57 PM
Subject: Re: [Audyssey] Problem with buildings in swamp



Lori's post does raise an interesting point about the building helper
though. I've just had a tinker with it in buildings I'm not
particularly familiar with yet on map 2, and with the current sounds
being so subtle, I'm not surprised that she's not picking up on them.

Kai, any mileage in the idea of updating In.wav and Out.wav to
something less subtle? I've done no research at all to support this,
but would guess that most of the people using the building helper are
going to be new players, so something easier to distinguish from
background ambience and zombie footsteps in the distance would
probably be a big help to them.

Scott

On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote:

Hey Lori,

Dunno if you've seen them yet, but Shermanator and I both wrote
replies for you earlier on today. If you work your way through both of
our posts, practicing one tip at a time, I'm pretty sure you'll get
it. Try setting the custom map to have no zombies to start with, then
have a potter about in a couple of the buildings. If you can find your
way round in something like Shades of Doom, you can definitely get
this down.

Scott

On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote:

Hi everyone, whenever I accept a quest and go to a building, I find
navigating very hard, as a lot of times I'm told to go in a direction 
but

when I try I run into walls.  I've lost a lot of reputation over failled
quests and a lot of it is to do with the way buildings are I think.  Is
there a possibility they be made easier in an update?  I'm not sure what
the
building helper is supposed to do, but I haven't been able to get it to
work.  I only know that once in a building I find it very hard to get
back
out again, even with the radars, I'm also struggling to find entrences
into
other buildings, again because of being told to go a certain direction
and
hitting walls instead.  It seems a waste of time trying to navigate in
that
way, especially when you're on the listen for zombies and quest items.
Would a better idea not be to have quiet ambience for each section, ie a
soft beeping for checkout section and a russel for bread or something?
Maybe someone could suggest a way to make buildings easier to get 
around,

it
just seems impossible at the moment, trying to navigate fauls directions
and
deal with attacks at the same time.  Thanks from Lori.
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Re: [Audyssey] Problem with buildings in swamp

2012-05-06 Thread Kai

Greetings Scott.

I personally never use the radars because I find them too distracting with 
their beep patterns. I've always just used the building helper to guide me 
to exits out of rooms, since its subtle and less distracting. That being 
said, I can see if I can find some more distinct sounds for the helper to 
let you guys try on a trial basis to gauge its utility.


Kai

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 06, 2012 5:44 PM
Subject: Re: [Audyssey] Problem with buildings in swamp



Hey Kai,

Interesting that you'd find beeps too distracting. I've always thought
of the building helper as being a navigation tool. Going along those
lines, sounds that worked alongside the existing radar chirps wouldn't
seem out of place.

Scott

On 5/7/12, Kai wraith...@comcast.net wrote:

Greetings Scott.

It's a struggle between a subtle sound that relays the information and a
distinct sound which might be distracting or sound unnatural.

The heart beats have always worked for me, and this is possibly because 
of
my familiarity with them, but if I were to switch to something else, 
they'd


also have to be just as subtle so as to not distract the player from his
surroundings. I'm not sure what a suitable replacement would consist of, 
as


breaths would be too long, and beeps would be too distracting.

Kai

- Original Message -
From: Scott Chesworth scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 06, 2012 2:57 PM
Subject: Re: [Audyssey] Problem with buildings in swamp



Lori's post does raise an interesting point about the building helper
though. I've just had a tinker with it in buildings I'm not
particularly familiar with yet on map 2, and with the current sounds
being so subtle, I'm not surprised that she's not picking up on them.

Kai, any mileage in the idea of updating In.wav and Out.wav to
something less subtle? I've done no research at all to support this,
but would guess that most of the people using the building helper are
going to be new players, so something easier to distinguish from
background ambience and zombie footsteps in the distance would
probably be a big help to them.

Scott

On 5/6/12, Scott Chesworth scottcheswo...@gmail.com wrote:

Hey Lori,

Dunno if you've seen them yet, but Shermanator and I both wrote
replies for you earlier on today. If you work your way through both of
our posts, practicing one tip at a time, I'm pretty sure you'll get
it. Try setting the custom map to have no zombies to start with, then
have a potter about in a couple of the buildings. If you can find your
way round in something like Shades of Doom, you can definitely get
this down.

Scott

On 5/6/12, Lori Duncan lori_dunca...@hotmail.com wrote:

Hi everyone, whenever I accept a quest and go to a building, I find
navigating very hard, as a lot of times I'm told to go in a direction
but
when I try I run into walls.  I've lost a lot of reputation over
failled
quests and a lot of it is to do with the way buildings are I think. 
Is

there a possibility they be made easier in an update?  I'm not sure
what
the
building helper is supposed to do, but I haven't been able to get it 
to

work.  I only know that once in a building I find it very hard to get
back
out again, even with the radars, I'm also struggling to find entrences
into
other buildings, again because of being told to go a certain direction
and
hitting walls instead.  It seems a waste of time trying to navigate in
that
way, especially when you're on the listen for zombies and quest items.
Would a better idea not be to have quiet ambience for each section, ie
a
soft beeping for checkout section and a russel for bread or something?
Maybe someone could suggest a way to make buildings easier to get
around,
it
just seems impossible at the moment, trying to navigate fauls
directions
and
deal with attacks at the same time.  Thanks from Lori.
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Re: [Audyssey] zomby bug is still there in swamp 2.03

2012-05-05 Thread Kai
No one's holding a gun to your head forcing you to play. If you're 
intolerant of a few bugs in a game which is free to play, and which involved 
long hours on Aprone's part, well, as the old saying goes, don't let the 
door hit you on the way out.


Kai

- Original Message - 
From: Stephen whocr...@internode.on.net

To: gamers@audyssey.org
Sent: Saturday, May 05, 2012 1:20 AM
Subject: [Audyssey] zomby bug is still there in swamp 2.03


Hi. Sorry to say that the bug with the zombies in the safe zone is still 
there.  I refuse to play swamp any more until this bug is well and truely 
fixed.

Cheers.


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Re: [Audyssey] swamp 2.2 thoughts

2012-05-02 Thread Kai

Ben Said:
But what if, like me, you don't have 200 rep... did you think of that? 
That's kinda inconsiderate to players like myself who have school to contend 
with ...
I might argue that Aprone works nights and that it's inconsiderate of you to 
be so rude simply because he won't jump on the bandwagon and implement a 
feature specifically for you right away. I honestly found this a fairly rude 
comment, and were I in the position to do so, I'd be even more compelled to 
just leave things be on simple merrit of subpar decorum.


John and Johnny:
You can now hit escape and exit the game from almost anywhere, without the 
necessity to forcibly disconnect / terminate the client. Yes, this means you 
lose whatever you gained since you last logged on, but if you are just on 
for the fun of shooting zombies anyway, that shouldn't matter too much. 
There's so many ways I could think of a pausing system (in fact, they were 
being abused before when you could pause swamp), that I doubt the extra 
effort to contend with such tactics codewise would be worth it. I'd much 
rather Jeremy do some bug fixing and new feature implementation than to add 
things which themselves might cause him to have to lock himself in a rat 
race with people intent on cheating the system.


Kai 



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Re: [Audyssey] Something wrong with the swamp speaker test

2012-05-02 Thread Kai
I mixed the file myself, and I don't actually see a problem with it. No, the 
voice isn't at an extreme left or right, but if you're checking your 
speakers for proper positioning, and you can't tell that left is on left and 
right is on right, maybe you're not placing the headphones/speakers 
properly?


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 02, 2012 1:45 PM
Subject: Re: [Audyssey] Something wrong with the swamp speaker test


I was actually sent an updated version of this file already.  Thanks though 
ben.



I'll do it and send it to you,
jeremy



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Re: [Audyssey] swamp-death sounds

2012-05-02 Thread Kai
Swamp doesn't actually care what gender you are, so for all intents and 
purposes, we're all sexless. It's also not a big enough issue in my opinion 
to convince me to mix new female death sounds, or for Aprone to put in 
custom exceptions to check if a player is using a female voice.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 02, 2012 2:40 PM
Subject: [Audyssey] swamp-death sounds


May be a bit extreme here, but shouldn't a female character get female 
sounding death cry? lol

just a thought

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Re: [Audyssey] Possible additions to Swamp keyconfig

2012-05-01 Thread Kai

You can use BKSP as the identifier for the back space key.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 01, 2012 1:53 PM
Subject: Re: [Audyssey] Possible additions to Swamp keyconfig


I'm planning to add in something soon that will detect key presses to help 
you set up the key config file.



Hey Aprone,

I'm running Swamp virtualised on a Macbook Air here. For the
most
part, things are hunky dory (London speak for rather good),
but I have
had to do a lot of tinkering with the key config. This is
partly due
to Apple's slightly insane approach where they have a huge
trackpad,
the entirety of which serves as one giant mouse button when
you press
on it, and mostly due to their keyboard layout being a bit
different.

There are a few keys which the key config system doesn't
seem to
recognise at all, such as backspace (also tried that written
all in
uppercase). I don't know how your system works, but is there
a way I
could perhaps send you the ascii values for the problematic
keys and
get those added?

Cheers
Scott



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Re: [Audyssey] BGT - Most wanted features?

2012-04-23 Thread Kai

Greetings Philip et al.

I do have to put my vote in for gamepad/joystick support, particularly with 
an X-Input sway, since that seems to be the way hardware developers are 
making their products.


I also wonder if there's any way to take advantage of DSP processing in the 
BGT sound API, so that one can retroactively apply reverb and other effects 
to specific game sounds (useful for on-the-fly modification of sounds such 
as footsteps as a player enters different enviornments).


I note that the mouse support doesn't implement detection for the scroll 
wheel, aside from registering it as an additional button. Is there any way 
to include this functionality so a player can use the mouse wheel to, say, 
change values in a game?


Kai
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 22, 2012 11:44 PM
Subject: [Audyssey] BGT - Most wanted features?



Hi all,

I am working on a new revision of BGT, and am planning the new set of 
features that I would like to include in this release. I want to get a 
general idea of what features the users want the most, and so I'm sending 
out an email to ask for your ideas. A few things that I have planned are 
joystick support, tcp sockets to enable more general networking other than 
the strict p2p system we have now, possibly xml parsing and serialization, 
etc. Please do provide any suggestions you may have for new features that 
should go on this list, and especially the one you are mainly interested 
in (whether it be one of those mentioned above or an entirely new one).


I want to make BGT as comprehensive as possible as a game development 
tool, and here's an opportunity to influence the work.


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT - Most wanted features?

2012-04-23 Thread Kai

Greetings Philip.

My apologies about the scroll wheel thing. I had missed that bit in the 
documentation, even while reading the mouse sections. Oops.


I'm really looking forward to the gamepad update, x-input or not. :D
Awesome stuff.

Kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 23, 2012 1:54 PM
Subject: Re: [Audyssey] BGT - Most wanted features?



Hello Kai,

I will be looking into the XInput API at the same time as I do joystick 
support. I have to check what kind of dependencies this would add, but I 
don't think it should be a problem to include.


As for dsp, this is tricky. On Windows Xp, hardware acceleration is 
enabled for DirectSound which means we can have these effects. However, in 
Windows Vista and above this feature is no longer available for 
DirectSound but is instead moved over to XAudio2. I have a version of BGT 
that uses this API instead of DirectSound, but it has some stability 
issues that introduce some lag when playing sounds which gets on my 
nerves. I am therefore staying with DirectSound until there is a new 
version of XAudio2 that addresses this issue, as DirectSound has no lag 
even on Vista and 7 where it is emulated on top of the Wdmks backend.


The mouse wheel is indeed available. In the documentation for the 
mouse_update function, for instance, you have the following:


The three constants that may be accessed are MOUSE_X, MOUSE_Y and MOUSE_Z. 
MOUSE_X and MOUSE_Y represent the left and right and backward and forward 
movement respectively, while MOUSE_Z indicates the movement of the wheel 
if one is present.


As you can see, the wheel works just like the other two movement 
indicators, and is accessible on the Z axis.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kai wraith...@comcast.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 23, 2012 9:47 PM
Subject: Re: [Audyssey] BGT - Most wanted features?


Greetings Philip et al.

I do have to put my vote in for gamepad/joystick support, particularly 
with

an X-Input sway, since that seems to be the way hardware developers are
making their products.

I also wonder if there's any way to take advantage of DSP processing in 
the
BGT sound API, so that one can retroactively apply reverb and other 
effects

to specific game sounds (useful for on-the-fly modification of sounds such
as footsteps as a player enters different enviornments).

I note that the mouse support doesn't implement detection for the scroll
wheel, aside from registering it as an additional button. Is there any way
to include this functionality so a player can use the mouse wheel to, say,
change values in a game?

Kai
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 22, 2012 11:44 PM
Subject: [Audyssey] BGT - Most wanted features?



Hi all,

I am working on a new revision of BGT, and am planning the new set of
features that I would like to include in this release. I want to get a
general idea of what features the users want the most, and so I'm sending
out an email to ask for your ideas. A few things that I have planned are
joystick support, tcp sockets to enable more general networking other 
than
the strict p2p system we have now, possibly xml parsing and 
serialization,

etc. Please do provide any suggestions you may have for new features that
should go on this list, and especially the one you are mainly interested
in (whether it be one of those mentioned above or an entirely new one).

I want to make BGT as comprehensive as possible as a game development
tool, and here's an opportunity to influence the work.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Swamp fan-fiction competition.

2012-04-08 Thread Kai

Greetings Jeremy et al.

I actually envision the sprinklers and fountains as being left on in the 
heat of escape and have just continued to spout out water. Since these 
devices pipe water from large mains, they could in theory go on 
indefinitely, so they probably shouldn't be taken as a guideline for 
seasonal timing in Swamp. Furthermore, the current lack of environmental 
queues gives us much more freedom, since there's nothing suggestive of a 
particular weather pattern.


I think it's best to write the story irrespective of seasonal limitations. 
Remember that everyone's going to be existing differently in the swamp 
timeline, so it should be ok for someone to write their story in winter, 
while another writes a summer-themed one. We may all play at the same time, 
but in the scheme of a character's bio, such gameplay isn't as important.


Kai


- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, April 08, 2012 3:17 PM
Subject: Re: [Audyssey] Swamp fan-fiction competition.


Good question.  Actually it doesn't matter much but we do have a few 
clues.  In the second map you can hear sprinklers and the fountain running 
at the hospital so it can't quite be too cold for those, but we also 
learned from quests that blankets are needed because many of the people 
are far too cold at night.  So I think it gives us a general temperature 
range.



what's the date/timeline of swamp?
like, is it 2011? 2012? January? or doesn't it matter.



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Re: [Audyssey] Swamp 1.9B Released

2012-03-31 Thread Kai

I'm going to address several questions in one message.

Q: Can this version be played offline?
A: No. Swamp for the foreseeable future won't have a single player mode, not 
until the multiplayer functions are ironed out.


Q: I notice that it doesn't have the new voices submitted awhile ago?
A: Version 1.9B is an intermediary release. The new voices will be available 
in a future release.


Q: I checked my chatlog, and only saw what others said and not my own radio 
sends.

A: Yes. To my knowledge it is supposed to do that.

Q: Saw the reme txt mentioned something about second map- is that just the 
area across the river where the houses are or is there a way to switch maps?
A: You'll need to be level 8 to access the second map, which may be accessed 
via a sewer system in the destroyed building on the southern terminous of 
Green Lane.


Kai

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

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



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



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[Audyssey] Swamp 1.9B Released

2012-03-30 Thread Kai
Greetings folks.

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

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

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

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

Enjoy, and apologies for the discrepancy.

Kai
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Re: [Audyssey] Swamp 1.9B Released

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


Kai

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

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



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



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Re: [Audyssey] Swamp Voice Submissions Cut-Off Date

2012-02-26 Thread Kai

Greetings list.

Just want to let you guys know that there are but three more days to submit 
your voice files for Swamp. After that point, submissions will no longer be 
accepted as I focus on cleaning them up for inclusion in the release.


If you'd like to be a part of one of the most prolific and exciting new 
audio games to date, be sure to submit your voice files now!


To read up on the instructions and guidelines for submitting voices, as well 
as to read the script and any discussions about the endeavour, head on over 
to the Audiogames topic made by Aprone.

http://forum.audiogames.net/viewtopic.php?id=7205

Remember. Only 3 more days!

I look forward to having you be a part of Swamp!

Kai 



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[Audyssey] Swamp Voice Submissions Cut-Off Date

2012-02-17 Thread Kai
Greetings list.

I've decided to set the absolute cut-off date for vocal submissions to Swamp to 
February 29. I've been marketing the project for a while now, and would like to 
instead focus on processing the received files. Please get your voice 
recordings in soon, if you do indeed wish to be a part of Swamp!
http://forum.audiogames.net/viewtopic.php?id=7205

Please pay full attention to the instructions and script. Any voices missing a 
category will be declined, and I don't have the inclination to chase down 
everyone who submits a recording to give them a chance to fill in the gap. This 
means that if you neglect to record a name for the file, it will be rejected. 
If you forget to record pain sounds, it will be rejected. If you only record 
two phrases for one category, and neither of those phrases are useable, your 
entry will be rejected. (This is why we ask you to record three.)

I'll stress it again. Please try to get the optimal situation for your 
recording session. I fully realize not everyone has a professional recording 
setup or environment (I myself don't), but there are steps you can take to 
maximize the quality of your 
recording.

Don't record near fans, refridgerators, or other noisy pieces of equipment. 
There's only so much noise reduction I can do, and if that process 
significantly damages the underlying voice I'm trying to clean up, I'll deem 
the submission unuseable. Before recording, try and obtain as quiet of an 
environment as possible. Record in a quiet room. Turn off your appliances for 
the small duration required to record.

Don't record with the windows open, or when there's music playing in the 
background. This also includes not speaking over your speech synthesizer of 
choice. If your computer talking gets picked up by the microphone and is 
interspersed with your phrase, and if there isn't a suitable alternative, I'll 
have to reject your entry. If your computer can be heard in the recording, make 
sure to start speaking after the computer stops.

Don't record using the internal microphone in your laptop or some other device. 
The inferior quality of these microphones will more than likely render your 
submission unuseable.

Don't record multiple times, and then join the results into one long file. This 
makes my noise reduction efforts well nigh impossible. Just turn on the 
microphone, read your lines, re-speak any lines you feel you've messed up, then 
save and submit the entire file.

Similarly, don't submit multiple files. I have very specific requirements and 
reasons for wanting a single file. applying noise reduction across multiple 
files is tedious, and I'm going to be honest in saying that I'm only willing to 
go so far to redeem entries which don't follow the instructions.

I know all of this makes it sound like I'm doing my best to find reasons to 
reject entries. I'm not. I have in fact done my best to make some fairly 
difficult recordings work before having to discard them. In some cases, my 
efforts were successful, and in some others they were not. I'm going to do my 
best to make you a part of the game if you submit an entry, but please also do 
your part to ensure that the file you submit is easy to work with.

I sincerely appreciate each and every person's time invested in making their 
recording, but I need to draw some lines. Otherwise, we'll inevitably have some 
fairly rediculous entries.

Once again, remember that the cut-off date is February 29th. Submissions after 
that point will regretably have to be turned down so that I can dedicate myself 
to processing the available files.

Thank you in advanced for your efforts, and I look forward to seeing you be a 
part of Swamp!

kai
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Re: [Audyssey] Voices For Swamp

2012-02-12 Thread Kai

Greetings folks.

Five days since my last post, and I currently have 17 male voices and 5 
female voices. While this indeed is a good number, I know we can do much 
better than that! (We especially need more female voices!)


In my last post, I asserted that it would take about an hour to record, but 
made this point without proving the point (if only to myself). I therefore 
have recorded my own voice.


I started the process by writing a linear script of phrases corresponding to 
the 20 different categories required for Swamp. I then had to calibrate my 
new Blue icicle XLR to USB adapter, making sure the gain wasn't too high, 
and performing various test to check my levels.


My script contained at least three phrases for each category, but for most 
of them I had four. I recorded three iterations of each phrase, then did the 
pain grunts.


Net time: 45 minutes. The actual recording time was only 15 minutes. This is 
me going to extreme. as I've said, you'll probably have a much smoother 
experience than I.


There's nothing holding you back from being a part of one of the best audio 
games available to date, folks. all it takes is at most an hour of your 
time, a recording setup (even a headset with a suitable microphone would 
do), and some creativity.


Jeremy's put in a lot of time and effort into coding this game, for which 
people are constantly still placing requests and even demands upon him. 
isn't it only fair that, if we expect him to give, we should be willing to 
give in return? aprone's dedicated tons of hours into development and 
debugging, 15 minutes to an hour isn't really too much to ask when compared 
with that.


So come on, folks. Lets get recording. Lets give you the players lots of 
choices on what kind of character voice you'd like. Lets give back to a 
project that's given us hours and hours of enjoyment.

http://forum.audiogames.net/viewtopic.php?id=7205


Kai


- Original Message - 
From: Kai wraith...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 7:49 AM
Subject: [Audyssey] Voices For Swamp



Greetings List.

I'd just like to take a bit of time to remind you all that Swamp is still 
looking for vocal talent contributions. It's been a week since Aprone's 
post, and I've so far only got 11 viable voice selections from nine 
vocalists. That seems disappointingly few to me, and I'd like to urge 
those of you who enjoy Swamp and have been wanting to be a part of it to 
take this opportunity and contribute your voice to the project.


It doesn't take much time (an hour at most), and you get the chance to be 
a part of one of the most popular games in the Audio Games community.


I'd also like to urge any female list members to contribute their voice, 
as we currently only have one viable female selection (two, if I can get 
one of the volunteers to resubmit her entry). Time and again I've heard 
requests for female voices in Swamp, and I am only able to deliver what 
you guys give me to work with.


I tried to add Aprone's original email to this one, but it seems that the 
size limit on the list won't let me make such a post. Below, therefore, is 
a link to the a discussion forum on Audiogames which contains Aprone's 
original email, as well as some comments and clarifications. Feel free to 
ask questions either here or there.

http://forum.audiogames.net/viewtopic.php?id=7205

Again, I'd like to urge each and every one of you who enjoys Swamp to take 
at most an hour out of your time and give something back to one of the 
most popular audio Games to date. Thank you in advanced to those who have 
or are going to submit an entry, and I look forward to having you be a 
part of the Swamp epidemic.


Kai
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Re: [Audyssey] Voices For Swamp

2012-02-12 Thread Kai

Greetings Dan.

If you just want to record, Audacity is free, and goldwave is fairly cheap 
and accessible for what it does. I've heard others speak of wavepad and 
Adobe Audition, but have no personal experience with those applications.


kai

- Original Message - 
From: dan cook dan.sc...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 12, 2012 1:10 PM
Subject: Re: [Audyssey] Voices For Swamp



wow, that's a huge delay.
well i would love to help out, but i forgot to ask, what recording
program would you recommend that's good and easy for beginners?
goldwave or something? for i'm definitely planning on doing a lot more
of it, especially when brandon cole's site comes up.

On 2/12/12, Kai wraith...@comcast.net wrote:

Greetings folks.

Five days since my last post, and I currently have 17 male voices and 5
female voices. While this indeed is a good number, I know we can do much
better than that! (We especially need more female voices!)

In my last post, I asserted that it would take about an hour to record, 
but
made this point without proving the point (if only to myself). I 
therefore

have recorded my own voice.

I started the process by writing a linear script of phrases corresponding 
to
the 20 different categories required for Swamp. I then had to calibrate 
my

new Blue icicle XLR to USB adapter, making sure the gain wasn't too high,
and performing various test to check my levels.

My script contained at least three phrases for each category, but for 
most
of them I had four. I recorded three iterations of each phrase, then did 
the

pain grunts.

Net time: 45 minutes. The actual recording time was only 15 minutes. This 
is

me going to extreme. as I've said, you'll probably have a much smoother
experience than I.

There's nothing holding you back from being a part of one of the best 
audio

games available to date, folks. all it takes is at most an hour of your
time, a recording setup (even a headset with a suitable microphone would
do), and some creativity.

Jeremy's put in a lot of time and effort into coding this game, for which
people are constantly still placing requests and even demands upon him.
isn't it only fair that, if we expect him to give, we should be willing 
to

give in return? aprone's dedicated tons of hours into development and
debugging, 15 minutes to an hour isn't really too much to ask when 
compared

with that.

So come on, folks. Lets get recording. Lets give you the players lots of
choices on what kind of character voice you'd like. Lets give back to a
project that's given us hours and hours of enjoyment.

http://forum.audiogames.net/viewtopic.php?id=7205


Kai


- Original Message -
From: Kai wraith...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 7:49 AM
Subject: [Audyssey] Voices For Swamp



Greetings List.

I'd just like to take a bit of time to remind you all that Swamp is 
still

looking for vocal talent contributions. It's been a week since Aprone's
post, and I've so far only got 11 viable voice selections from nine
vocalists. That seems disappointingly few to me, and I'd like to urge
those of you who enjoy Swamp and have been wanting to be a part of it to
take this opportunity and contribute your voice to the project.

It doesn't take much time (an hour at most), and you get the chance to 
be

a part of one of the most popular games in the Audio Games community.

I'd also like to urge any female list members to contribute their voice,
as we currently only have one viable female selection (two, if I can get
one of the volunteers to resubmit her entry). Time and again I've heard
requests for female voices in Swamp, and I am only able to deliver what
you guys give me to work with.

I tried to add Aprone's original email to this one, but it seems that 
the
size limit on the list won't let me make such a post. Below, therefore, 
is


a link to the a discussion forum on Audiogames which contains Aprone's
original email, as well as some comments and clarifications. Feel free 
to

ask questions either here or there.
http://forum.audiogames.net/viewtopic.php?id=7205

Again, I'd like to urge each and every one of you who enjoys Swamp to 
take


at most an hour out of your time and give something back to one of the
most popular audio Games to date. Thank you in advanced to those who 
have

or are going to submit an entry, and I look forward to having you be a
part of the Swamp epidemic.

Kai
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Re: [Audyssey] Voices For Swamp

2012-02-12 Thread Kai

Greetings Lori.



Record where ever you like, just use the best microphone you've got. Don't 
worry about editing it. I actually don't want people to edit it. I'd like 
the editing left up to me.




Someone recorded multiple recordings and then joined them all together so 
it'd make one file to fit my criteria. That actually made my work a hundred 
times harder, since I then had to compensate for the different clips with 
different methods of removing background noise (which is why I want people 
to record into one long unedited file).



Basically, hit record, record the entirety of your session, save it, send 
it. Let me worry about cutting out all the detritus. If you're worried about 
picking up jaws, just read what you have to, then start speaking once jaws 
stops talking. I'll edit out any excess material.




Kai



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[Audyssey] Voices For Swamp

2012-02-07 Thread Kai
Greetings List.

I'd just like to take a bit of time to remind you all that Swamp is still 
looking for vocal talent contributions. It's been a week since Aprone's post, 
and I've so far only got 11 viable voice selections from nine vocalists. That 
seems disappointingly few to me, and I'd like to urge those of you who enjoy 
Swamp and have been wanting to be a part of it to take this opportunity and 
contribute your voice to the project.

It doesn't take much time (an hour at most), and you get the chance to be a 
part of one of the most popular games in the Audio Games community.

I'd also like to urge any female list members to contribute their voice, as we 
currently only have one viable female selection (two, if I can get one of the 
volunteers to resubmit her entry). Time and again I've heard requests for 
female voices in Swamp, and I am only able to deliver what you guys give me to 
work with.

I tried to add Aprone's original email to this one, but it seems that the size 
limit on the list won't let me make such a post. Below, therefore, is a link to 
the a discussion forum on Audiogames which contains Aprone's original email, as 
well as some comments and clarifications. Feel free to ask questions either 
here or there.
http://forum.audiogames.net/viewtopic.php?id=7205

Again, I'd like to urge each and every one of you who enjoys Swamp to take at 
most an hour out of your time and give something back to one of the most 
popular audio Games to date. Thank you in advanced to those who have or are 
going to submit an entry, and I look forward to having you be a part of the 
Swamp epidemic.

Kai
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[Audyssey] Voices For Swamp

2012-02-07 Thread Kai
Greetings List.

I'd like to take just a bit of time to remind you all that Swamp is still 
looking for vocal talent contributions. It's been a week since Aprone's post, 
and I've so far only got 11 viable voice selections from nine vocalists. That 
seems disappointingly few to me, and I'd like to urge those of you who enjoy 
Swamp and have been wanting to be a part of it to take this opportunity and 
contribute your voice to the project.

It doesn't take much time (an hour at most), and you get the chance to be a 
part of one of the most popular games in the Audio Games community.

I'd also like to urge any female list members to contribute their voice, as we 
currently only have one viable female selection (two, if I can get one of the 
volunteers to resubmit her entry). Time and again I've heard requests for 
female voices in Swamp, and I am only able to deliver what you guys give me to 
work with.

For your convenience, I'm posting Aprone's original email below mine, which 
contains the guidelines and script for vocal submissions.

Again, I'd like to urge each and every one of you who enjoys Swamp to take at 
most an hour out of your time and give something back to one of the most 
popular audio Games to date. Thank you in advanced to those who have or are 
going to submit an entry, and I look forward to having you be a part of the 
Swamp epidemic.

Kai

*** Aprone's Original Email ***

I've been meaning to post a new request for voice volunteers! As you all know, 
the current voices for Swamp have been very good and have served the game well 
thus far. The problem is, now that the game is growing there is a larger list 
of phrases needed and that means the old voices will need to be thrown away. 
The volunteers for the old voices are certainly welcome to record new ones, but 
even old phrases would need to be re recorded so that everything has the same 
sound.

The list is long but here is what we are looking for. First off, please try to 
record these with the nicest microphone you have and with the least amount of 
background noise. Kai has asked that all of these phrases be recorded as 1 long 
sound file so that he can more easily work on it. There are a series of phrase 
categories that we need, followed by a few examples. The examples are not 
exactly what you need to say! I already expect that 90% of people will send in 
these exact phrases word for word, but we are actually hoping to get a bit of 
variety to reflect different people. The examples are to help you think up your 
own, but you can use the examples if they are actually what you'd want to say. 
We are looking for 3 messages for each of the phrase categories so that the 
best 1 or 2 from each can be used. If a voice doesn't have at least 1 good 
phrase from each category then it can't be used, so that's why it's worth the 
extra effort to have
everyone record 3.

Name for your voice: 1 or 2 words to distinguish your voice in the menu list.
Greeting: Hello, salutations, Well met
Ammo crisis: I need to reload
Beckon: Over here, This way, On me
Brag (after a kill): Take that, Who da man, Ooh, what a mess, target is down
Confirmation: Affirmative, Got it, Lets do it, Ten Four
Negative: That's a negative, I don't think so, No thanks
Follow: Follow me, On my mark, This way
Give Help: I've got your back, I got ya, I'll guard you
Report: Mission complete, Success, Objective met
Seek Help: Cover me, Watch my back, I could use a hand
Stay: Stay here, Hold this position, Wait here
taunt: Come on, Die ugly, Eat lead!
Warning: Watch out, heads up, Be careful
Battle cry: Lets go!, Lets do it!, Lets rock!
Ready: Ready, I'm set, Here
Hold: Wait for me, I'm coming, one sec
Pressure: Hurry up, Go go go!, get the lead out
Death warning: Man down!, we lost someone, we're taking casualties!
Help: Help!, Medic!, I'm being overrun!
In pain: If possible we'd like 3 sounds to represent being in pain. These 
aren't the death screams but rather the pain noises to let others hear that you 
are being attacked. Hint, pain grunts are rather short, haha.

Just as before, Kai and I will determine how many voices will be included and 
we will pick that number from the submitted recordings. In advance I'd like to 
thank all who submit voices, and I hope that no one is upset if their own voice 
doesn't end up in the game for whatever reason. Please know that it won't be 
meant as anything personal. Hopefully after these submissions we will have a 
more expressive set of voices as well as some female voices, which have been 
needed for quite some time. Thanks once again!

You can mail your submissions to me: jer...@kaldobsky.com
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Re: [Audyssey] Voices For Swamp

2012-02-07 Thread Kai

Greetings Dan.

The link in the email I sent should provide the details you need to make and 
post the recording. Most people are just emailing him dropbox links, and 
that's probably the best option, though you definitely can still email the 
mp3 file to him.


Kai

- Original Message - 
From: dan cook dan.sc...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 8:28 AM
Subject: Re: [Audyssey] Voices For Swamp



you know, I completely forgot about this.
this is something i'd definitely consider doing, is it best to contact
jeremy off list? or could you help set me up Kai.


On 2/7/12, Kai wraith...@comcast.net wrote:

Greetings List.

I'd just like to take a bit of time to remind you all that Swamp is still
looking for vocal talent contributions. It's been a week since Aprone's
post, and I've so far only got 11 viable voice selections from nine
vocalists. That seems disappointingly few to me, and I'd like to urge 
those
of you who enjoy Swamp and have been wanting to be a part of it to take 
this

opportunity and contribute your voice to the project.

It doesn't take much time (an hour at most), and you get the chance to be 
a

part of one of the most popular games in the Audio Games community.

I'd also like to urge any female list members to contribute their voice, 
as
we currently only have one viable female selection (two, if I can get one 
of

the volunteers to resubmit her entry). Time and again I've heard requests
for female voices in Swamp, and I am only able to deliver what you guys 
give

me to work with.

I tried to add Aprone's original email to this one, but it seems that the
size limit on the list won't let me make such a post. Below, therefore, 
is a

link to the a discussion forum on Audiogames which contains Aprone's
original email, as well as some comments and clarifications. Feel free to
ask questions either here or there.
http://forum.audiogames.net/viewtopic.php?id=7205

Again, I'd like to urge each and every one of you who enjoys Swamp to 
take
at most an hour out of your time and give something back to one of the 
most
popular audio Games to date. Thank you in advanced to those who have or 
are
going to submit an entry, and I look forward to having you be a part of 
the

Swamp epidemic.

Kai
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Re: [Audyssey] Voices For Swamp

2012-02-07 Thread Kai
How strange. So there was apparently some strange delay involved with my 
posting this email. I wonder if I'm still on moderated status, despite my 
joining this list over two months ago from this new email address?


Kai

- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, February 07, 2012 9:51 AM
Subject: Re: [Audyssey] Voices For Swamp



Hi.

I will be recording my voice as soon as I return home with my new seeing 
eye

dog. Should be no later then 2 weeks and you should have it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Tuesday, February 07, 2012 7:49 AM
To: Gamers Discussion list
Subject: [Audyssey] Voices For Swamp

Greetings List.

I'd like to take just a bit of time to remind you all that Swamp is still
looking for vocal talent contributions. It's been a week since Aprone's
post, and I've so far only got 11 viable voice selections from nine
vocalists. That seems disappointingly few to me, and I'd like to urge 
those
of you who enjoy Swamp and have been wanting to be a part of it to take 
this

opportunity and contribute your voice to the project.

It doesn't take much time (an hour at most), and you get the chance to be 
a

part of one of the most popular games in the Audio Games community.

I'd also like to urge any female list members to contribute their voice, 
as
we currently only have one viable female selection (two, if I can get one 
of

the volunteers to resubmit her entry). Time and again I've heard requests
for female voices in Swamp, and I am only able to deliver what you guys 
give

me to work with.

For your convenience, I'm posting Aprone's original email below mine, 
which

contains the guidelines and script for vocal submissions.

Again, I'd like to urge each and every one of you who enjoys Swamp to take
at most an hour out of your time and give something back to one of the 
most
popular audio Games to date. Thank you in advanced to those who have or 
are
going to submit an entry, and I look forward to having you be a part of 
the

Swamp epidemic.

Kai

*** Aprone's Original Email ***

I've been meaning to post a new request for voice volunteers! As you all
know, the current voices for Swamp have been very good and have served the
game well thus far. The problem is, now that the game is growing there is 
a
larger list of phrases needed and that means the old voices will need to 
be

thrown away. The volunteers for the old voices are certainly welcome to
record new ones, but even old phrases would need to be re recorded so that
everything has the same sound.

The list is long but here is what we are looking for. First off, please 
try

to record these with the nicest microphone you have and with the least
amount of background noise. Kai has asked that all of these phrases be
recorded as 1 long sound file so that he can more easily work on it. There
are a series of phrase categories that we need, followed by a few 
examples.
The examples are not exactly what you need to say! I already expect that 
90%

of people will send in these exact phrases word for word, but we are
actually hoping to get a bit of variety to reflect different people. The
examples are to help you think up your own, but you can use the examples 
if
they are actually what you'd want to say. We are looking for 3 messages 
for
each of the phrase categories so that the best 1 or 2 from each can be 
used.

If a voice doesn't have at least 1 good phrase from each category then it
can't be used, so that's why it's worth the extra effort to have everyone
record 3.

Name for your voice: 1 or 2 words to distinguish your voice in the menu
list.
Greeting: Hello, salutations, Well met
Ammo crisis: I need to reload
Beckon: Over here, This way, On me
Brag (after a kill): Take that, Who da man, Ooh, what a mess, target is 
down

Confirmation: Affirmative, Got it, Lets do it, Ten Four
Negative: That's a negative, I don't think so, No thanks
Follow: Follow me, On my mark, This way
Give Help: I've got your back, I got ya, I'll guard you
Report: Mission complete, Success, Objective met Seek Help: Cover me, 
Watch

my back, I could use a hand
Stay: Stay here, Hold this position, Wait here
taunt: Come on, Die ugly, Eat lead!
Warning: Watch out, heads up, Be careful Battle cry: Lets go!, Lets do 
it!,

Lets rock!
Ready: Ready, I'm set, Here
Hold: Wait for me, I'm coming, one sec
Pressure: Hurry up, Go go go!, get the lead out Death warning: Man down!, 
we

lost someone, we're taking casualties!
Help: Help!, Medic!, I'm being overrun!
In pain: If possible we'd like 3 sounds to represent being in pain. These
aren't the death screams but rather the pain noises to let others hear 
that

you are being attacked. Hint, pain grunts are rather short, haha.

Just as before, Kai and I will determine how many voices will be included
and we will pick that number from the submitted recordings

Re: [Audyssey] swamp questions

2012-02-05 Thread Kai
If you're starting out on Swamp, you probably shouldn't be on the testing 
server. it is a testing server for a reason. Many things (such as quests) 
won't work fully as expected, and many things are subject to change. I 
recommend you switch back to the official 1.8B release.


You can save your equipment in the safe zone by hitting escape, and you'll 
have that gear should you exit and return to the game. You also lose 
everything when you die, whether or not you save. The save is only for 
exiting the game, and for progress tracking.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 05, 2012 5:06 PM
Subject: [Audyssey] swamp questions



Hi list:
I have a question or two please with regards to swamp.

1. If we get something or find something and we get killed, is it right 
that

we lose the stuff we were carrying?

2. if we make it to the safe zone, do we always keep it then or what 
should

we do with it?

3. if we quit and then get killed do we lose it?

4. I tried to do a quest. I was told to find a charcoal filter, but when I
went to the pet store,, I went to the fish supply area but I heard 
nothing.


Can someone please explain on how to do a quest? Am I supposed to hear
something or how do I do it?

Do I bring it back then to the safe zone when if I ever find it?

Is there a certain place I bring it?

Thanks so much for all the answers.



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Re: [Audyssey] swamp error

2012-02-02 Thread Kai
Rather than explain all the steps, simply download this file into the Swamp 
folder and run it.


http://dl.dropbox.com/u/6855861/Register%20Drivers.bat

Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 02, 2012 7:30 PM
Subject: [Audyssey] swamp error



Hi list:

I have a problem or at least my sister has a problem when trying to 
install swamp or run it.


She gets a error of:

run time error 339
msinet.ocx or one of it dependencies is missing or not registered 
correctly.


Can anyone tell me what would be causing this problem? She registered the 
dx7vb.dll file.


Any help would be appreciated.
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Re: [Audyssey] Swamp testing server, version 3

2012-01-31 Thread Kai
Given the subject of the email and the contextual references in the body of 
self same, I'd surmise that this release is still intended for testing 
purposes.


quote: I'm not better yet but I am feeling about a million times better than 
I was, haha!  The delay slowed down me releasing the next testing version, 
so here it is!  Just as before, you will need to have Kai's testing sound 
pack although I'm sure most of you already have it if you were playing on 
the testing server before.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 31, 2012 11:27 AM
Subject: Re: [Audyssey] Swamp testing server, version 3


Is this to replace the version we're playing on now for those of us who 
didn't test or is it still just for the testing folk?


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Re: [Audyssey] swamp idea-howlers

2012-01-26 Thread Kai
I strongly protest the idea of Swamp possessing maps with different genre 
elements. Leave such things to another developer to make, as they could then 
make it a proper new game. Leave Swamp a pure zombie survivor game, not an 
amalgamation of every desire that we have for games.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 2:33 PM
Subject: Re: [Audyssey] swamp idea-howlers


Well, it'd be alot more work for Jeremy, but I can easily see a second 
map/world for swamp where it's taking place in medieval setting. So for 
range you'd get crossbows, longbows, shortbows, maybe even throwing spears 
and daggers, and for melee, you'd still get the axe, and maybe the swords 
I hear so many asking for. Then it's a simple matter to change the armor 
types to leather armors, wooden armors, and metal plates/chains.
And maybe instead of gas station, it'd be a large destroyed farm, and can 
throw in a few abandoned castles/keeps to replace the modern buildings.



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Re: [Audyssey] howlers

2012-01-26 Thread Kai
Players are free to mod the game as they wish, particularly since future 
releases will come with the language file that will allow them to modify 
game text. I would still protest such overt departures from the zombie theme 
in the original releases of Swamp, however.


And yes, we could have 20 weapons in Swamp, but would there be much of a 
reason after a certain point? We already have more weapons than most games, 
especially audio, and they cover a wide array of specs and styles while 
sticking to the modern, militaristic, shooter theme. I just can't see how a 
bow, a crossbow, a samurai sword, a catapult, halberd, or any multitude of 
other weapons would fit in... heck, we might as well have magic wands and 
shout inanely strange phrases whilst waving said wands. One could also argue 
that if grenades are eventually going to be allowed, why not an rpg? A 
missile launcher? Cruise missiles? ICBM's? Nukes?... Justification for one 
thing based on the existence of another could mean that Swamp would end up 
being the daddy of jack of all trades, where Swamp would be 2 gb just 
because of the sounds, and even then people would be wanting something else. 
It's a matter of drawing the line.


Originally, the axe was intended to be a knife, but... Do you really see a 
knife being much of a threat against a zombie? Axes can hack zombies to 
bits, while a knife would at best inflict a deep stab or slash wound. Even 
if you sever their throat and such, zombies probably don't need air, so 
they'd still come ahead.



Kai

- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 26, 2012 12:25 AM
Subject: Re: [Audyssey] howlers


Huh. I like that idea. That knife would definitely be an interesting 
addition... and you're right, probably the first time ammo was used for a 
close-ranged weapon in a game. and I'm not saying that axes don't exist in 
the modern world, just that it isn't common to find them in fps games, 
knives and the occasional sword tend to be more common in my 15 or so 
years of mainstream gaming. But the cross-genre thing is only another map 
idea. It's like a mod for a shooter... I remember when I used to watch my 
cousins play counterstrike, which was a multiplayer fps similar to swamp, 
actually, just with a different theme not zombies, but military. There 
were plenty of extra maps and mods available, one of my favorites being 
one that harkened back to an Ancient chinese setting, where you had to 
defend a Shaolin temple with various weapons like swords, staffs, and even 
the occasional whip chain and some unarmed martial arts combat. I guess 
I'm just trying to say that a shooter doesn't have to remain a shooter 
necessarily, but it can have optional maps and whatnot to give a different 
feel for whoever wants to download it. Especially since pc games have fan 
mods and things like what we're suggesting all the time, and most audio 
games tend to stay stagnant because of the lack of change like updates, 
expansions, whatever. Swamp is a great shooter and one I enjoy immensely, 
but can't play right now due to terrible panning issues... but an optional 
mod like that would be awesome, so when I do get back to playing it, I can 
have the option of playing with a map with different weapon sets depending 
on my mood.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 26, 2012 12:19 AM
Subject: Re: [Audyssey] howlers


There are plenty of axes in the modern world. Hatchets, camp axes, fire 
axes, wood-splitting mauls and axes, etc. They aren't just a medieval 
weapon. Having said that I think the axe sound needs to be updated, right 
now it sounds like you're swinging around a giant battleaxe, when in 
truth I think it needs to be cut down to a hatchet or camp axe to make 
things more realistic. Either that or, make it a military issue knife of 
some kind, there are plenty to choose from.


While I don't agree with the cross genre thing, especially not in a game 
like this, unless it was done as a joke, I do want to suggest a weapon. 
The wasp knife. It's a large knife, similar to a bowey knife, but when 
you stab your target, you press a button on the handle and it injects the 
wound with a huge amount of
gas which quickly expands, causing massive internal damage by freezing 
and displacement. This could fit right along with the proposed 
assassination idea, sneaking up on a zombie, getting in extremely close, 
stabbing it for massive damage, then retreating into the shadows to 
reload your knife. It'd also be the first melee weapon that required ammo 
in probably any game.


And yes, this is a real knife. You can buy one for personal use for about 
600 dollars.

--
From: Clement Chou chou.clem...@gmail.com
Sent: Thursday, January 26, 2012 01:12 AM

Re: [Audyssey] swamp idea-howlers

2012-01-25 Thread Kai
I fail to see how a bow would have more oomph than a pistol. A bullet, I'd 
imagine, would outdo an arrow any day. While I love the idea of crossbows 
and such with exploding projectiles for killing zombies, I also don't think 
that their ilk of weaponry properly fits the zombie genre of games.


Kai
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, January 25, 2012 1:08 PM
Subject: Re: [Audyssey] swamp idea-howlers


Yep, this is a good idea, as well as a bow, a silent weapon with a bit 
more

oomph than a pistol, better range, but slower reload time.  Maybe a
crossbow.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, January 25, 2012 3:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp idea-howlers

I like it. Left 4 dead on the xbox360 and pc had things like that, and 
each

zombie had some minor variations that affected them from a gameplay
standpoint. This would add a lot more depth to the game, as well as enemy
management.
- Original Message - 
From: dan cook dan.sc...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 6:21 AM
Subject: Re: [Audyssey] swamp idea-howlers



i like that idea, it would add even more strategy to the game.
now all we need are bos zombies... :D

On 1/25/12, Kelvin Tan k...@weiliankelvin.com wrote:

good idea!! i like it!
- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 5:02 PM
Subject: [Audyssey] swamp idea-howlers


Since we're tossing out ideas, how about a kind of zombie that can call
others to its location when spotting a player? The idea came from a
zombie
radio drama I been following, in there there's this type of zombie that
can
let out a piercing cry that can be heard from miles away- summoning tons
of
zombies to the spot to swarm.
My idea is this, when a howler spots a player, it will start to make
short
grunts- clearing its throat sorta speak, and if the player doesn't kill
it
in a few seconds, it will let out the cry that'd alert others to come to
its
current location.
You can either shoot it dead before it lets the summoning call out, or
run
away real fast before the hoard gets to you.
I think a type like that would add a new thrill to the game since now if
there's 4 zombies approaching, and one is a howler, you probably want to
get
rid of it first- assuming you don't have some big guns ready and are
willing
to face 50 zombies at once.
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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Kai
It's supposed to work that way. Those who die just have their mission items 
vanish.


There's always one crate anywhere in the warehouse, though, so this really 
isn't an issue.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 20, 2012 1:32 AM
Subject: Re: [Audyssey] swamp mission suggestions



a tone would be a good thing.
one thing i have noticed, is that after a load of you grab items, those 
who get killed, don't seem to drop them again, for another to pick up.

dallas


On 1/20/2012 17:22, Steady Goh wrote:
Hi Jeremy, I haven't get to testand compile the list of items that will 
crash the game yet. Will try to do it soon.
A couple of things I hope you will consider adding to your already very 
long list of things to do.
send a message and maybe also an alert tone to every1 on the map when 
someone leads a mission. And also to the person who logon to the server 
when there is mission awaiting people to join.
If zombies get to enter the truck, they should start destroying the items 
that are loaded. I think they should also be able to damage or destroy 
the truck. If truck is destroyed, mission fail.


As for the latest change, I do agree that high health should be able to 
defend our weapons better, but if it only breaks below 75% I'm not sure 
if it is a bit low. If a player is careful enough not be surrounded and 
heal up everytime when health is below 80%, there is little chance for 
the zombies. My suggestion is to make it 85 or 90%. The player with best 
armers may be able to sustain 2 or 3 hits before zombies have a chance to 
break their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.


锦发/Steady Goh
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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Kai
Rather than playing another sound, just play the mission create sound, if 
there indeed needs to be a sound.


Kai

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 20, 2012 1:52 AM
Subject: Re: [Audyssey] swamp mission suggestions


hmmm what about a chime, like a ding or a clock chime, should be easy
to obtain.
I have to much on my plate right now but if no one has got one by
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:
a tone would be a good thing. one thing i have noticed, is that after a 
load of you grab items, those who get killed, don't seem to drop them 
again, for another to pick up. dallas On 1/20/2012 17:22, Steady Goh wrote: 
 Hi Jeremy, I haven't get to testand compile the list of items that will 
crash the game yet. Will try to do it soon.  A couple of things I hope you 
will consider adding to your already very long list of things to do.  send 
a message and maybe also an alert tone to every1 on the map when someone 
leads a mission. And also to the person who logon to the server when there 
is mission awaiting people to join.  If zombies get to enter the truck, 
they should start destroying the items that are loaded. I think they should 
also be able to damage or destroy the truck. If truck is destroyed, mission 
fail.   As for the latest change, I do agree that high health should be 
able to defend our weapons better, but if it only breaks below 75% I'm not 
sure if it is a bit low. If a player is careful enough not be surrounded 
and heal up everytime when health is below 80%, there is little chance for 
the zombies. My suggestion is to make it 85 or 90%. The player with best 
armers may be able to sustain 2 or 3 hits before zombies have a chance to 
break their weapons. They would have to decide whether to use up more med 
kits or risking their weapons.   é¦å'/Steady Goh  ---  Gamers mailing 
list __ Gamers@audyssey.org  If you want to leave the list, send E-mail to 
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[Audyssey] Swamp: Custom Keymap

2011-12-18 Thread Kai
I submit for your experimentation my keymap file. A lot of commands have been 
moved around and grouped into specific keyboard regions, and the most common 
functions have been made more readily accessible. beacons were migrated to the 
F keys, and a lot of commands for navigation have lost their shift-key 
combination. Radar functions have been moved onto the six-key group above the 
arrows, which in theory should tie in well with the cursor group usage for 
activating the radar. The descriptive layout is below.

http://dl.dropbox.com/u/6855861/keyconfig.ini

BEACONS:
Direction to Beacon: B
Safe Zone: F1
Bridge: F2
church: F3
Factory: F4
Kai-Mart: F5
Auto-mart: F6
Pet Store: F7
Hardware Store: F8
Gas Station: F9
Sam's House: F10
Lily's House: F11
Jennifer's House: F12

INFORMATION:
Announce Health and Armour: Tab
Ammo Report: Q
Announce Location Name (Where am I?): W
Announce Direction Facing: E
Announce Zombie Kills: Z
Announce Experience and Reputation: X
Announce Coordinates: C
Mission Report: M

NAVIGATION:
Move Forward: Right Mouse Button
Sidestep Left: S
Sidestep Right: F
Turn 45 Degrees Left: A
Turn 45 Degrees Right: G
Retreat (move backwards): D
Toggle Walk/Run: Alt + E

RADAR:
Building Guide: Home
Deactivate Radar: Delete
Scan Near Ahead: Up Arrow
Scan Near Right: Right Arrow
Scan Near Left: Left Arrow
Scan Near Behind: Down Arrow
Scan Immediate Area: End
Scan Far Ahead: Alt + Up Arrow
Scan Far Right: Alt + Right Arrow
Scan Far Left: Alt + Left Arrow
Scan Far Behind: Alt + Down Arrow
Scan General Area: Alt + End

RADIO:
Broadcast Message: / (Slash)
List Online Players: Shift + / (Slash)
Toggle Radio Mode: Alt + / (Slash)
Read Previous Message: ; (Semicolon) or Page Up
Read Next Message: ' (Apostrophe) or Page Down
Previous Channel: Alt + ; (Semicolon)
Next Channel: Alt + ' (Apostrophe)

WEAPONS:
Fire Weapon: Left Mouse Button
Reload Weapon: R
Unload Weapon: Shift + R
Toggle Weapon Mode: T
Field Kit: ` (Grave accent)
Draw Axe: 1
Draw Pistol: 2
Draw MP5: 3
Draw Hunting Rifle: 4
Draw Assault rifle: 5
Draw Shotgun: 6
Draw Benelli: 7
Draw Sniper's Rifle: 8
Draw M-60: 9
Draw Vulcan Minigun: 0
Draw Chainsaw: - (Dash)

OTHER COMMANDS:
Change Screen Reader: Pause
Toggle Music: \ (Back Slash)
Safe Zone Menu: Enter
Speak Vocal Message: V
Previous game Message: [ (Left Bracket)
Next Game Message: ] (Right bracket)

Kai
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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-13 Thread Kai

I think this is one of those realism vs. playability concerns.

Jeremy initially implemented health-based movement modifiers, and while 
that's great for realism, it wasn't very good for practicality and 
playability's sake; it basically meant you were doomed to die once you were 
injurred.


I think introducing these weight limitations would make the game too 
cumbersome in some regards. True it's not realistic, but it definitely makes 
the game a lot more enjoyable and playable.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 12:59 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


nice! and this sounds very good. might i also point out, it may, at some 
point, be a good idea to bring in the idea of wait capasity? as at the 
moment, i could bring in every weapon i can? and if i did that, i would 
need to be attached to a trailer, and dragged behind a tank?  ahahah
so, for example, you would have to decide, ok, i want my axe, my pistol, 
and an mp5, pluss the ammo to go with it. and this would make it very hard 
to, as your ammo supply would be limited to. not this hole thing of 
carrying 2000 rounds. that, would way loads!
so you would have to pick and choose what to take out in the field. 
perhaps, this is where having a locker or something back at the safehouse 
for your char would come in. or perhaps make selling and buy cost the 
same, or close to. so for example, selling a hunting rifle might get you 
200 rep, and to buy it back, you might have to pay something like 220 or 
something.
just trying to come up with ways  to make it more realistic. and this 
would make you decide on what you want to carry out with you. and if you 
make a mistake and can't take down the enamy as well as you could have? 
... well, you know better for next time.

dallas


On 14/12/2011 02:24, Jeremy Kaldobsky wrote:
I agree.  I'm currently in the middle of adding a new set of player 
tracking features, and fixing the bug that is messing up player foot 
steps.  These few changes will really make a huge difference when it 
comes to working as a group I think.  I'm also planning to add the 
ability to give people items, though the reason is actually centered more 
around instance missions.


When entering an instance mission with a team of people, you will need to 
have brought along any supplies you'll need.  In the regular map you can 
buy more gear or find loot, but in many of the instances this is not an 
option.  The one that's currently being coded is a fine example.  You and 
your team are sent to a warehouse to collect a certain number of supply 
crates which are desperately needed by the people at the Safe zone. 
While at the warehouse you are totally separate from the normal map so 
there is no safe zone, plus you don't have weapon or ammo loot anywhere. 
Everything your team will use must be brought with you when you enter the 
mission.  In the course of defending the warehouse from invading zombies, 
which shatter windows and break down doors to enter from more locations, 
it is very possible that some of your team will get low on ammo or lose a 
gun they desperately needed.  The ability to share equipment will mean 
the difference between

  victory and your entire team dying because the plan fell apart.


I'm going to point this out, not
because I think anyone's dumb, but
because I think people may not have had these experiences:
It's not as off-topic as it seems. I play and have played
several
MUD's. Typically, if you're a beginner and you get help,
there are two
strategies people take to help you. Either they give you
the very best
they can get their hands on, which spoils the experience of
gaming, or
they help you get what's at your level, either because you
broke or
lost what you had or because they know of something right
near what
you have, in skill level, but that will help you out a
bit.

I'm tying this back in now. If you can give in swamp, sure
you could
make ten newbies really strong, but why? They do need to
master their
skills, but if they die, and you out of the kindness of
your heart,
choose to reequip them, it won't hurt anyone. It won't ruin
the
thought of death being risky, as a gift is a gift, not a
guarantee.

Frankly though, the idea of giving in Swamp, though it
could be used
for this purpose, is much more of a good idea when you
consider people
out in the field running out of ammo on bridge duty,
running out of
medkits in a dangerous place. Yeah, you can heal others
with medkits,
and the problem of tracking players, which plagues a
healer, would
need to be fixed anyway if you're to give people stuff, but
I think
that giving people stuff is a way to make Swamp even
greater.

Signed:
Dakotah Rickard


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[Audyssey] Swamp: Gaming Mouse

2011-12-11 Thread Kai
Greetings Jeremy et al.

I'm looking at getting one of these gaming mice with about six buttons. any 
chance of making the key config register more mouse buttons?

Kai
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Re: [Audyssey] Swamp: Gaming Mouse

2011-12-11 Thread Kai
Assuming you cna program the Sidewinder to emulate mouse movements, then it 
probably could. I've got a gamepad myself, and do plan to configure it to 
function as a mouse emulator. I'll report on the results, as soon as I've 
finished the DAISY conversion of the manual.


kai

- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 11, 2011 11:49 AM
Subject: Re: [Audyssey] Swamp: Gaming Mouse


does anyone use a microsoft sidewinder gamepad? would it work on swamp? i 
have on eo fthose devices and its a USB one


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 11, 2011 1:25 PM
Subject: Re: [Audyssey] Swamp: Gaming Mouse


For the next update I plan to have the game support the extra buttons of 
gaming mice.



Greetings Jeremy et al.

I'm looking at getting one of these gaming mice with about
six buttons. any chance of making the key config register
more mouse buttons?

Kai



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Kai
This issue is being addressed. There are now multiple fly sounds, 
eliminating the probability of the same sound being played at multiple 
sources.


Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 11, 2011 1:30 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.



If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even 
with

the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding 
the

individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is 
his

department.  :)

With the graphics I knew that no matter what the sighted players would 
have
an advantage in some ways, so I tried to restrict them in others.  So 
rather

than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard



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Re: [Audyssey] Ok, escape has *got* to be changed.

2011-12-10 Thread Kai
I personally think this is a case of operator error, not game error. If you 
hit escape and hit enter on multiplayer, it respawns you... this has been in 
since day one of multiplayer support. The fact that it respawns you without 
your last saved equipment has also been there since the safe zone's 
inception.


I do agree with che about a 30-second delay to keep players from cheating 
out of zombie swarms, but aside from that, if you hit escape and then hit 
enter to return to the game, how is that Swamp's fault? Just hit escape 
again. Perhaps the Y/N prompt would be prudent, but that doesn't totally 
eliminate the possibility; someone else is going to manage it and complain 
about the same thing, then we'll have to make changes to accomodate that 
eventuality, too.


This is tantamount to saying that you closed Word without saving a document, 
and are now frustrated that you have to start over from the last time you 
saved.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 10, 2011 3:21 PM
Subject: Re: [Audyssey] Ok, escape has *got* to be changed.


Actually I'm also not sure how pressing escape got you out of the game.  You 
should have had to arrow to exit game and press enter.  Pressing escape 
should just bounce you back and forth between the game and the main menu 
without ever exiting you.



Hi there.
I've been out of the loop for a while but it was my
understanding
that escape just pauses the game and brings you back to the
main menu
and if you want to continue your game, you press escape a
second
time. It's like a toggle. Perhaps this was only
true for single player mode?
maybe it should ask are you sure you want to quick and then
you'd
have to spell out the word exit if you really mean it.



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Re: [Audyssey] Swamp, keyconfig question.

2011-12-09 Thread Kai

Yes, Chris. Use F1 through F12 as your keys.

Beacon 7:F7


Kai
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 09, 2011 3:51 AM
Subject: [Audyssey] Swamp, keyconfig question.



Is it possible to use the function keys in a config file?  I'd like to map
the big weapons onto function keys to make it easier to stay one-handed on
the keyboard.



   Chris Bartlett



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Re: [Audyssey] swamp, a few thoughts

2011-12-08 Thread Kai
Fair consideration though, Jeremy: If you plan to re-implement single-player 
mode, why bother removing them? They're not terribly big, and there's little 
point in file juggling if you're just going to put them back eventually 
anyway.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 08, 2011 5:27 AM
Subject: Re: [Audyssey] swamp, a few thoughts


I would be very happy to receive some donated game music.  You can hear 
Che's music if you don't have music muted and are in the game's menu. 
That's a good suggestion with the unneeded files.



I just wanted to say, I haven't been
able to play the new version. A couple
of things though:
1. I'm willing to do music, since I have composed for BPC
programs TDV in
the past, and also would love some more chances to get
known lol.
2. where is che's lovely music that you noted about?
Lol
3. You might want to remove the man files for now in the
route directory
since for now at least single player is unplayable.
Hope you will keep on devving, as usual.
Ben.




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[Audyssey] Swamp: Scroll to Top / Bottom

2011-12-07 Thread Kai
greetings Jeremy et al.

Would it be possible to add ALT + COMMA / ALT + PERIOD | ALT + LEFT BRACKET / 
ALT + RIGHT BRACKET as a method of navigating to the first and last items in 
these two buffers? Oft times am I deep into the buffer, with the only resort of 
holding down the related key to return to the latest item.

Kai
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Re: [Audyssey] msinet.ocx error

2011-12-04 Thread Kai
Copy both MSINET.ocx and MSWINSCK.ocx to your SYSWOW64 directory and 
register them as you would the DX7VB.DLL file:

regsvr32 msinet.ocx
regsvr32 mswinsck.ocx

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 7:10 PM
Subject: [Audyssey] msinet.ocx error



Hi all.

I'm usually pretty good at tech stuff, especially given specific
instructions. However, I'm running Windows 7 and Swamp is not working
for me. It's a 64 bit version, so I put Swamp in C:\Program Files
(x86)\Aprone\Swamp
as makes sense. I registered dx7vb.dll successfully, and started the
game. However, when I try to run either map, I get a runtime error in
msinet.ocx. Did I miss something? Did I fail epically somewhere? Are
there small furry creatures nibbling on the inside of my supposedly
secure computer casing?

Help!

Signed:
Dakotah Rickard

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Re: [Audyssey] ammo in swamp

2011-12-04 Thread Kai

I'd actually prefer Shift + R. Keeps the commands on one hand.

Kai

- Original Message - 
From: lenron brown lenro...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, December 04, 2011 1:15 PM
Subject: Re: [Audyssey] ammo in swamp



maybe u could be the unload key

On 12/4/11, Johnny Tai johnnyti...@shaw.ca wrote:

http://www.kaldobsky.com/audiogames/

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kai
Reputation cost for sending chat messages? what? I can't see how this makes 
any gameplay sense. I agree the chats can get annoying, but I sincerely hope 
a different approach will be taken. I likewise don't really understand the 
medkits healing zombies... I think a limit needs to be drawn somewhere, and 
some things should be purely beneficial, rather than modified just for 
feature's sake. Medkits heal players, and players need to load them one at a 
time. How much more need there be really?


I think that once Jeremy has the channel system in place, it should cure 
most of these problems.


What would be nice is if the channels had a frequency range from 20.000 to 
11,000.000. Pressing control slash would then let you enter in a frequency 
number, with 20.000 being the default, public channel.


If you're having issues with alt slash, delete your keyconfig.ini. It seemed 
to fix the problem for me.


I honestly would rather prefer Jeremy mend the bugs that are there and 
continue working on missions, rather than burdening him with more exotic 
game ideas.


Kai

- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 8:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


yes great idea man jeremy! looking forward to the next update. i'll be 
keep
my weapons till the next update before i donate them because i'm afraid 
that

i will not get the rep points again! is the radio toggle working for
everyone here? so far i think only me and steady are facing the problem of
the alt / key not working.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:41 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


In the next update I'm going to let you change the channel of your radio.
If your friends know you'll be using channel 4 then you can all switch to
that one and not hear people on the other channels.  I don't plan to give
official rules to the different channels, but I expect that the players
themselves will be able to govern themselves pretty well with it.  I won't
be surprised if certain channels end up being used by non English speaking
players, or if others end up being used by the chat spammers who tell 
about

their game in extreme detail.


yes, but at the same time, its like a
radio chatter between comrads in a
war zone. they aren't going to shut up for you, thats why
you can turn
your radio off. lol.
dallas



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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
18:48:00


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Re: [Audyssey] swamp

2011-11-26 Thread Kai
I'm in full agreement with you, Chris. Swamp is a raw survivor game. it's 
not Mario. it's not Tetris. It's not Princess Mononoke on Desert Island. 
it's a battle of the living against the undead. They will kill you. They 
will eat you. Would it be realistic for you to be eaten then resurrected 
fully in tact?
I've never understood why people have such a problem with losing things in 
Swamp. OK. You died. Just try again.
maybe it's proof that blind gamers are different from mainstream gamers. 
I've played Nethack, ADOM, Angband, plenty of Playstation games whose titles 
might be obscure, Diablo, Baldur's Gate... In most of these games, death is 
final. They don't usually coddle you with painless death. True, some games 
have save points, but such games play differently.


I think I'd be very disappointed if Swamp were made less risky. Part of the 
thrill of Swamp is trying to stay alive!


kai


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I'm personally against the perfect targeting beeps. You're basically then 
playing a game of listen for the beep, rather than center and accuracy.


I might be willing to embrace a beep for when a bullet would hit a zombie, 
but not one for perfect target.


Kai 



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Re: [Audyssey] zombie info?

2011-11-22 Thread Kai
I'm not much in favour of such a game-changing item. part of Swamp is the 
thrill of being swamped, not being Star Trek. People just need to accept 
that yes, you can die. yes, you can lose items. Yes, you might have to start 
over.


Once the bugs are ironed out, things will be much better.

Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 10:55 AM
Subject: Re: [Audyssey] zombie info?


And that concern is why such an item wasn't put in to this version, lol. 
I've been considering a town portal item for a while, but have been too 
nervous to put it in yet.  I like the idea of convenience, but also worry it 
will ruin the feel of the game.  I'd love to hear the community's thoughts 
on it.


Oh, I just wrote about this in another email so I almost forgot to explain 
it here.  This would be some type of purchasable item in the Safe Zone that 
could be spent to teleport you instantly back there.  It would work like 
Town portals work in many RPG games.  Because you'd have to buy them using 
reputation, people would get to decide if it was worth walking back or if 
convenience was worth using one up.




I don't know what Aprone thinks of
it, but it seems to me it would destroy
the point of the game.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I don't know about all these proposed changes. Remember that a lot of the 
range-finding issues are bug-related. Once they're sorted out, swamp will 
function as before, except that pistols won't reach as far, etc. You'll 
still be able to hit zombies at the limit of your hearing assuming you can 
center in on them well enough. The only thing range setting will do is to 
differentiate the weapons further, and to prevent people from assassinating 
zombies clear across the map, out of audible range.


People have done ok with the method before, and I honestly can't see the 
need to change it by adding range finders and these other things. Remember 
that zombies behind walls are very unlikely to be heard now, so the chances 
of shooting at zombies in buildings is very unlikely.


Adding in all these helper features takes away from the need to gain 
expertise with how the game works. I don't want to simplify the swamp 
experience by giving us players tools to make perfect shots, or to avoid 
missed shots. range determination should become a skill, as should 
centering. Maybe I'm in the minority here, but the hard-core aspect of Swamp 
in this regard is what makes it appealing to me. Change it up any more, and 
heck, we might as well just go back to playing Shades of doom with its 
automatic target acquisition system.


Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.



I don't like the idea of not hearing a zombie if I'm using a pistol.  When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator and 
sound
alteration concepts.  When you hit the range indicator, the sound changes 
to

reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know it's 
out
of range.  Again, this would also solve the walls problem, feel less like 
it

sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread Kai
I guess I'm the party pooper in the crowd, but cars would really ruin the 
Swamp experience.
Apart from the difficulties of programming a vehicle and contending with all 
the issues therein, what real value would it add to the game?
I feel like we're trying to turn Swamp into the game with a million bells 
and whistles.


Lets just keep it a hard-core struggle to survive against the undead. The 
bugs will be ironed out eventually, and we'll all be playing like before.


The only thing I might suggest is to increase the delay between gun shot and 
bullet impact so that players can differentiate the sounds better.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:23 PM
Subject: [Audyssey] car in the swamp, was zombie info?



Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that you 
could drive there?

Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there were too 
many under your wheels.
They might be able to reach in through your broken window to grab you and 
pull you out.

Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of footsteps, 
swinging your axe at the zombies without having to use the mouse button.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?



Hi joseph

I personally really don't like the teleport idea sinse it'd be far too 
easy to abuse.


Oooh look, a hoard of xzombies, beam me up scotty!

That really would make the game too easy I think.



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Re: [Audyssey] Swamp version 1.2b

2011-11-21 Thread Kai

Hit enter whilst in the Safe Zone. There will be a donate equipment entry.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 12:02 AM
Subject: Re: [Audyssey] Swamp version 1.2b



How do you drop items in safe zone?

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Re: [Audyssey] zombie info?

2011-11-21 Thread Kai
Canine zombies are the result of infections spreading to guard dogs and the 
like. They're large by canine standards, but are less bulky than any other 
zombie. Their light frames and quadraped form allow them to pursue flesh at 
great speed.




Giant zombies aren't necessarily gigantic. They're but larger zombies than 
normal ones, and are the result of the infection amongst athletes.




Normal zombies are the result of the infection among normal townsfolk: your 
clerks and bankers, doctors and lawyers. They're neither overly powerful nor 
fast, and represent a majority of the zombie population.




Lamprey zombies are the result of the infection among albino victims. They 
feature a raw-pink flesh, and are usually extremely slender and quick. their 
faces are mutated beyond recognition, harbouring an array of suckers and 
fangs. A lamprey will usually attack by wrapping its long, slender arms 
around the victim, then it leans forward and eviscerates the victim's face 
and throat with its fangs. The sucker like appendages then delve into the 
opening made by its fangs, whereupon the lamprey will devour the victim from 
the inside out.




Reapers are born from a specialized strain of the infection. Their flesh is 
both slimy and dotted with large pustules oozing a dark green fluid. their 
skulls grotesquely expand during the mutation to zombie form, and their 
mouthes become cavernous mauls of death. A double row of teeth lines the 
inside of their mouth, and their tongue has grown razor-sharp barbs that can 
rise through the flesh of the organ to rend and tear at any flesh caught 
within the huge jaws.




Stalkers retain some of their former cunning in their undead state. Among 
the smartest of the zombies, stalkers have learned to silently hunt for 
flesh. They're lightly built, usually are comprised of female hosts, and are 
ruthlessly tenacious.




Matriarchs and tyrants are born from a mutated strain of the infection. 
these zombies start out resembling giant zombies, but their corrupted 
innards directly convert devoured flesh into raw bone and muscle matter, 
causing the beasts to grow huge and powerful. Their added bulk causes them 
to move slower, but also renders them more resilient. They sport extremely 
thick appendages, and often prefer to bludgeon their victims to the brink of 
death before voraciously feeding.



Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


Like any great zombie games, we need a list of details on the zombies- I'm 
interested to know what they're supposed to be heh, the dogs are fairly 
straight forward, the normal ones too, what about the rest? I think of 
tyrants more like the tyrants from Resident Evil games- but those were not 
zombies.

What in the blue blazes is a lamprey zombie? lol
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Re: [Audyssey] More BGT news

2011-11-20 Thread Kai

Use the check for Updates link in your BGT Start Menu entry.

Kai

- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, November 19, 2011 10:32 PM
Subject: Re: [Audyssey] More BGT news



where is rev2, I can only get v1.1 installer.
At 02:40 a.m. 20/11/2011 +0100, you wrote:

Hi all,

First, let me say thanks once again to all of those who sent me so much 
positive feedback over the last few days since I released BGT 1.1. This 
kind of stuff is what makes my work interesting, and worthwhile.


Now, I just wanted to write and tell you that revision 2 of the engine is 
available. The reason I'm mentioning it on list is because it contains a 
feature that many of you have been wanting for a long time, namely the 
ability to read and write in the registry. I have made a settings class 
which wraps this up quite nicely, and prevents script kids from tampering 
with keys and values that do not concern them.


And as usual, the revision also contains a number of bugfixes reported by 
users.


The next major feature that will see the light of day is joystick support. 
I have started working on this and am making good progress. So stay tuned 
for that!


Kind regards,

Philip Bennefall
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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Kai
While I do agree with these feature requests, we should also remember the 
scale of the games. Jeremy's developing the games for free, without 
commercial reinforcement for the efforts. Perhaps if Jeremy were to sell the 
game after such details were added, or if a subscription rate for the server 
system were involved, these features could be merited. the problem here, of 
course, is that if Jeremy charges for the games, then there's a whole slew 
of other players who'll either complain about that aspect, or else pirate, 
or else hack.


You can't win, really.

Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 20, 2011 7:06 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


Hi Jeremy,

Yes, in deed. That's something I'd personally like to see. You've had
some really great games like Castaways but not enough different
missions. I love Civilization type games like that, and what I'd like
to see is a game like Castaways be improved to have 10 to 20 campaigns
to choose from.

Swamp is another great title, but I can see some areas of improvement.
Like what's the back story? What's your specific objectives besides
running around shooting hundreds of zombies?How about different levels
or maps to play on?

What I'm saying here in a nutshell you have games that are great in
concept, but lack any kind of depth. You could spend an extra month or
so just filling in the back story adding more quest objectives etc
that would dramatically improve the game play I think.

For example, In a game like Swamp I can see a World War Z type game
where players send in custom maps of certain towns that are infected
by zombie hords. The objective is to move in and clear the town of
zombies to resettle by the human survivers.

Even better is to have some sort of third-party quest editor that
allows the end user to create custom maps and custom quest objectives
which would ultimately boost replay value a lot. Before you know it
I'm sure there would be several submissions of extra content you could
add to the game that would all be to the good. Just some ideas to
ponder.

Cheers!


On 11/20/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

Thank you Jorge, I'm glad you hear you enjoy my games.  :)  I plan to
continue making games, but I think I will try to spend a little more time 
on
each one so that they become longer.  Of course this does mean fewer 
overall

titles, but it's worth trying since it seems like what the majority are
asking for.



Jeremy, i just wanted to tell you:
please go on with your projects and go on with your own
style of development.
In this community the thing the people do best is to
criticize without presenting any positive ideas.
Your games are a big fresh air on this community and I
would love to see you going on with your games.
People can say that your games are short but some of them
if they had the same ideas before, they could easily charge
30 dollars or more.
If they say the games are short, why they didn't come up
with the same ideas before?
A Fsp multiplayer game only can please the majority of
players and why noone did that before excepting the
complicated case of audioquake?
I understand why some people can be worried about your
games because in my opinion it's not normal for this
community that the best audiogame ever produced is still
railracer which is 5 years old.
Just my opinions so go on with your games.
Because of my professional life and my small baby, I don't
have much time to play but when I have some minutes I
enjoy very much your swamp.
Cheers,


Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com



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Re: [Audyssey] More BGT news

2011-11-20 Thread Kai
I'm inclined to agree with Philip here. Clearly, a significant enough number 
of BGT users desired registration access, and Philip had the inclination to 
add it, so why not? It's existence does not mandate usage by a BGT script 
writer; the author's still free to use any other file I/O supported by the 
BGT engine.


I feel like this debate is along the lines of We already have a fire escape 
on the second floor. Why do we need another one there? The answer, of 
course, is utilitarian.


I myself never use superscript or subscript font settings in a word editor, 
but I appreciate that the feature is there, should I desire to.



Kudos, Philip.
kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 20, 2011 6:46 PM
Subject: Re: [Audyssey] More BGT news



Hi Willem,

This was actually something I had clearly in mind when building the 
wrapper. For the reason you mention, I have put much stricter limits on 
size of key and value names, and of the stored data itself than Microsoft 
does. As recommended by the article at:

http://msdn.microsoft.com/en-us/library/windows/desktop/ms724872(v=vs.85).aspx

I limited the size of each value to 2048 bytes, and encouraged users to 
save anything larger to a file. Similarly, I limited the length of key and 
value names to about half of the true limitation set by Microsoft.


So while I agree completely with yours and Dennis's points, I feel that it 
is my responsibility as the developer of this engine to include features 
that people request, as long as they are reasonable and related to games 
in one way or another. Naturally users are still free to utilize files 
exclusively; the registry is just one more option.


Kind regards,

Philip Bennefall
- Original Message - 
From: Willem Venter dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 3:35 AM
Subject: Re: [Audyssey] More BGT news


Hi Thomas.
While I hear what you say about ease of use of the built in functions
of dot net for serializing and writing to the registry, sometimes
reading a file gives valuable insight to a problem and altering
something doesn't require a hex editor or custom loader for your file.

In my opinion the registry has no functionality that you can't
duplicate by using a file. Philip could even have emulated
registry-like behavior by using a file. The larger the registry
becomes, the longer it takes to find something in it.

On 11/21/11, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

I do see how editing an ini or conf file could help in a situation as
you describe. Howver, on the other hand it is more simple to serialize
the settings and save them to a file or just send the settings to the
registry. Modern programming languages like C# .Net, Visual Basic
.Net, and Java all have fairly simple methods for serializing objects
which makes saving and restoring a program's state very straight
forward and easy. That's principly why I don't use an ini or conf file
myself.

Cheers!




On 11/20/11, dark d...@xgam.org wrote:

As an interesting fact, in a couple of low vision access games I've
played,
editing a conf file is actually a great way around mucking about with
options menues, sinse I can just read it in Hal.

The most extreme form of this is in the game Rocks n diamonds, which has
about 8 pages! of options, the learning of which could be a nightmare,
particularly as there are some really useful options buried in the list,
such as the ability to set scroll delay to zero so that the screen 
scrolls

around the characters' position, rather than the character running all
over
the screen (an obscure idea but brilliant for field of vision trouble).

Obviously this doesn't apply to audio games where presumably all the
settings will be accessible anyhow.

Beware the grue!

Dark.


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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Kai
Shaun, it's all well and good to go criticizing someone's work in a negative 
fashion, but one should attempt to do likewise or else to trump the effort 
before delivering such denouncements.


Jeremy's regularly delivered games for people to play, be they finished 
projects or proofs of concept. Until you've done likewise, I believe that a 
modicum of temperance might be in order.


Part of the reason developers for the audio gaming community are far and few 
in between is that there's such a ready group of naysayers and denigrators 
who, ironically, still play the games despite a public front of contempt. 
Rather than flat-out decrying someone's efforts as crappy or otherwise, 
might it not be better to deliver constructive criticism, and where 
possible, advice and assistance?



Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 19, 2011 8:21 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


If jeremy's games are crappy code, then we need a lot more crappy code 
around here! :D.


Beware the grue!

Dark.

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Kai

Greetings Philip.

I note that you decided not to implement game controller support in this 
release a feature I'd been waiting for since I purchased BGT at 1.0. Were 
the plans shelved, or will it make an appearance in a future release?


Kai
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 9:46 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


I am assuming that the question is which screen readers are supported by 
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.


Kind regards,

Philip Bennefall
- Original Message - 
From: Brandon Misch bmisch2...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

Wow. That's an email to make my day if ever I saw one. Thanks man, for 
your support! While I haven't had any time to actually play any games at 
all lately, yours are at the top of my list of things to try. I have 
followed the discussions about your various titles with interest, you'll 
definitely hear from me once I sit down and play. Now which one to start 
with, I wonder? I am leaning towards killing zombies. Grin.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is 
going to have a huge impact on the community!  I wasn't around before the 
days of BGT, but I see how it is twisted and woven in to almost every 
thread and game discussion.  All by its self, I believe BGT has won you a 
permanent legacy in the audio game community Philip, and I have yet to 
see anything that compares to it in terms of overall community long-term 
impact.  As cheesy as it may sound, creating something with the same 
level of importance is what I'm striving for myself.  I am absolutely 
positive I have not come close yet, but I will stick around until I do.


Mr. Bennefall, keep up the great work and prepare yourself for probably a 
hundred ecstatic responses to the news of your new release.  :D  And keep 
the bar really high so I have to climb a while before getting up there 
with you sir.




Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



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Re: [Audyssey] swamp suggestions and questions

2011-11-15 Thread Kai
hold and wait's not really the right way to use the axe. if you're fighting 
a zombie whose slower than you (most of them), your s key is a friend 
indeed. You can step back away from the zombie, then slightly hesitate, and 
retreat whilst slashing. If done right, you'll stay out of his reach (except 
the tyrant and possibly matriarch), whilst dealing damage. This is assuming 
you have tactical space to work with, of course.


Kai


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Re: [Audyssey] thoughts on swamp

2011-11-13 Thread Kai
One potential reason for the quiet speech could be that it's panned to the 
left, rather than being centered, since your friend is ostensibly leaning 
against the western wall of the shack to tend to his leg.  Try turning to 
face that direction to see if this helps?


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 13, 2011 11:24 AM
Subject: Re: [Audyssey] thoughts on swamp


I find the speech in the beginning of single player mode extremely quiet 
comparing to the rest of the sounds- I actually had to crank up the volume 
to make out what he's saying even with headphones on.


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Re: [Audyssey] more about swamp

2011-11-12 Thread Kai
It would be impractical to just keep adding and adding voices and sounds. My 
current working directory for Swamp is 70 MB. With in reason we could of 
course add more, but selectiveness will probably have to come ahead.


Players are, of course, free to replace sounds as they wish. With 8 male 
voices and potentially two more female voices, however, I'm not sure there 
needs be more.


Kai

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 12, 2011 2:27 PM
Subject: Re: [Audyssey] more about swamp



in the next update I'd like the ability to add more voices in the game.
Like have users be able to add more voices maybe sounds.
I have some really cool idea for mods ofcause it won't be zombie related, 
but it will still use the same engine just the sounds will be different.

At 02:21 p.m. 12/11/2011 -0800, you wrote:
Actually we may need her when I have a revised voice list.  We have 8 men, 
and I would like to get 2 women as well.  This will give people a more 
balanced set of choices.


 Oh darn. Really? And I was about to
 start recording several different
 character sets. I was even going to try to bribe my wife to
 record a
 set or two.

 Signed:
 Dakotah Rickard


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Re: [Audyssey] more about swamp

2011-11-12 Thread Kai
It'd be nice to have at least some female voices, yes. The availability of 
voices, however, is down to those who volunteer to record. It was all guys 
who submitted voices, so... it's all guys on the server.


Kai

- Original Message - 
From: lenron brown lenro...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 12, 2011 7:28 PM
Subject: Re: [Audyssey] more about swamp



i think it would be nice to have a even amount of male and feemale voices

On 11/12/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
The reason the game won't detect new voice sub folders is because the 
other

players in multiplayer need to be able to play the matching file whenever
you are speaking within ear shot of them.


true, but could the player have the
ability to create extra sound
folders for voices, I made another just to see andit never
showed in
the game but you are probably right.



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Re: [Audyssey] Swamp questions

2011-11-11 Thread Kai
I agree with Dakotah here. Perhaps the map should have differing wall types, 
thin walls for isle divisions, thick walls for building perimeter. You can 
hear zombies through thin walls, but not thick ones.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 9:02 AM
Subject: Re: [Audyssey] Swamp questions


The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test 
before

I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of 
zombies

being behind you, but it reminded me to share the strategy I use.


Hi Dakotah,
Yeah, that is a good suggestion about
using the radar, i've tried
that myself, but maybe i need to pay more attention to the
sounds its
putting out.
the thing i am finding now that is
helping the most is knowing where
i am on the map and how i am oriented, so i know where the
walls are as
much as I can and try to avoid them.
as for the previous suggestions of
pingging or changing the sound for
indicating a wall between you and the zombie, that
shouldn't be anything
that puts any more work on the server.
The server is sending location info of
other players and zombies to
each client, and the client does all the processing from
there. at least
that is the standard way MP setups are done, and jeremy has
to be pretty
efficient with his server code since he is running a
personal server,
and so far it seems to be working very well.
Now, if we can just get some grenades in
here...
later
che



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Re: [Audyssey] Swamp questions

2011-11-10 Thread Kai
Another way is to open up the progress.ini file in the swamp directory and 
setting the value of the first line to 3.


Kai

- Original Message - 
From: Darren Duff duff...@gmail.com
To: blindadrenal...@gmail.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


In regards to getting jaws to work with the game press tab twice quickly 
and

jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

  Wow, Jeremy has done it again. Great job man.
  Swamp has the potential to be one of the most popular games ever for the
action oriented AG community in my opinion.
  The sound effects especially deserve kudos.
  Some questions though:
1. Why the deviation from the time tested standard input method of FPS on
the PC? Every FPS I played when I was sighted used the mouse in 
conjunction

with the A S D and W keys fore movement by default, a system that works
great. Why not mirror this, in other words, w moves one forward, and use 
the

right mouse button for replicating the shift key, removing the need to
stretch the fingers for shift v for example.
 also, having the scroll wheel move between available weapons would be
great.
  2. I can't get jaws to work with swamp on my system, when I hit tab, the
game ends up crashing. is there maybe a config file or something that can 
be
set to jaws so the game will launch in JFW mode, or is this just a bug 
that

has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is
right there, when he is actually on the other side of a wall. can we have 
a

mode that gives a subtle audio cue when you have a direct shot, or maybe a
key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe

double tap a number to drop a beacon, then control number to turn that
beacon on.  being able to name the beacon when you drop it would be a 
great

bonus as well, with the name being read out when you control numbered.
  thanks for another excellent release Jeremy, and awesome job on the 
sound

efffects Chi, hope I'm spelling that right.
  Later
che
.

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[Audyssey] Swamp: Randomized Ammo Spawns

2011-11-06 Thread Kai
Greetings.

Currently, ammo is always found in stable quantities. Being that we're finding 
these items on the corpses of soldiers and other survivors, it would make sense 
that there would be the possibility of not finding a full set.

Perhaps when finding ammo, you'd find a box of random([min]-[max]) ammo. To 
make it fair, it should probably have a reasonable minimum, and a reasonable 
maximum.

Kai
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[Audyssey] Swamp: Weapon Modifications

2011-11-06 Thread Kai
Greetings.

Point 1: a graduated weapons system. In order to use the MP5, you must make X 
amount of kills (25?) with the pistol.
In order to use the Assault rifle, you must make x amount of kills with the 
hunting rifle (20?).
In order to use the sniper's rifle, you must make x amount of one-shot kills 
with the hunting rifle (20?).
And so on and so forth.

the rationale is that the higher weapons require more skill, particularly the 
automatic weapons with their kickback.

Point 2: I notice that the hunting rifle fires rather quickly for what it is. 
Perhaps it could be delayed a bit more?

Kai
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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Kai
The only problem with this first-letter, first-word concept is that one, 
you're having to hit f, and then reach over to one of the other keys in 
time. F, followed by N, makes for interesting times.


Furthermore, the various phrases aren't locked. While most people recorded 
the template statements, it doesn't necessarily mean that's what they need 
to say.


Kai

- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:12 AM
Subject: Re: [Audyssey] Swamp, version 1.1b



G for greeting
f for follow me
h for over here
a for need ammo
c for cover me
w for watch out
b for I got your back
n for no sir
y for yes sir
r for roger that
s for stay here
In short, the first letter of the first word involved, unless that letter 
is already used for another phrase, then the first letter of the second 
word etc.


Another one I'd like to see added is
help, or I'm in big trouble over here! etc
and
Thanks! or You saved my backside! Whew!

Sent with Thunderbird 3.1.14 portable.

On 11/5/2011 5:15 AM, Darren Duff wrote:

While I like the voice keys they are hard to remember and aren't very
intuitive.  Could we change them to something different?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key 
for

pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at 
times.

- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that 
others
can find you easier.  Coordinate 1,1 is located the very North-West 
corner

of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
+ Right mouse button asks someone to follow you.
+ Left mouse button is a warning message.
+ The A key is some form of yes.
+ The D key is some form of no.
+ The S key says follow you.
+ The W key is a greeting.
+ The Z key asks them to cover you.
+ The X key says you will cover them.
+ The C key says to stay here.
+ The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes 
remaining,

so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace 
what
is necessary.  It assumes you already have been using version 1.0b.  So 
if

you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp 
folder.

Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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[Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Kai
Greetings.

I've seen a lot of discussions about sniper's rifles and the like, so here's a 
proposed approach.

Rather than add more weapons to the number row just to accomodate a sniper's 
rifle, I'd say just modify the hunting rifle, along with other weapons.

The t key could be used to toggle weapon features on and off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this mode, the weapon has a 
wider spread, so you don't have to be as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires batteries. Whilst the 
scope is on, it would ping gently in the background to alert you to its active 
status. It would then chirp when you have target acquisition, and the faster 
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast firing, but maybe the 
t key could activate burst fire. In this mode, every shot consumes two rounds 
of ammo, but will do more damage. it's a way of making a faster weapon without 
incurring buffer issues.

Kai
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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Kai
I only suggest batteries for the scope, both sniper and hunting rifle 
versions, in order to place some balancing factor on the benefits. If you 
have the scope without the need for an additional resource, what then would 
be the use for the other weapons? You'd just grab a sniper rifle and have at 
it with the zombies, no need for the mp5 or any other weapon, since you'd 
always be able to track zombies.


With the battery concept, you'd have to be judicious with your usage of the 
scope, saving it for tougher targets. This would leave other weapons still 
useful, rather than completely trumping them.


It's partially why I'm less than thrilled about adding grenades. One, the 
audio issues are manifold: How do you adequately represent the sound of 
multiple targets being hit in a premixed sound, or do you then change the 
code and use buffers for those extra hit sounds, which could be multiple, 
happening at once. 2. How do you also represent the player himself being 
damaged, furthermore possibly being damage along with zombies. So many audio 
and memory issues to consider in that respect. 3. You'd then have to set a 
proper rarity value, so that it's not over used, yet never seen. After all, 
if you can easily spawn an armload of grenades, would you bother pulling out 
your pistol or your shotgun?


This doesn't mean I'm against these weapons, and of course the decision is 
up to Aprone, I'm just stating the technical and balancing issues involved 
in introducing such weaons. I could add an RPG, for example, but then how 
would you balance it? Would it damage other players? Would it be realistic 
if it didn't? If it did damage players, would that open up room for abuse?


Kai




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:37 PM
Subject: Re: [Audyssey] Swamp: Special Weapon Functions



What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

I'm liking that idea but I do have a few concerns.  The scatter shot and
even the beeping scope will be tricky to code.  I'm not sure if you saw 
it,

but at some point I wrote a long thing about the differences between
simulated and true 2D game worlds.  In a simulated it is very easy to do
that kind of thing, but in true it is not.  My game runs in a true 2D 
world,

which carries with it a bunch of benefits over simulated, sadly the on
target limitations are among the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine 
gun

which both use 7.62 ammo.  As you know, I like the idea that each ammo is
used by at least 2 weapons, so this seems like a good match up.  If we 
just

slap a scope on to the hunting rifle, it would be abandoning this idea.
Arg, I can't decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the
sounds from you on that.  :D

--- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:


From: Kai kaixi...@sbcglobal.net
Subject: [Audyssey] Swamp: Special Weapon Functions
To: Gamers Discussion list gamers@audyssey.org
Date: Saturday, November 5, 2011, 11:06 PM
Greetings.

I've seen a lot of discussions about sniper's rifles and
the like, so here's a proposed approach.

Rather than add more weapons to the number row just to
accomodate a sniper's rifle, I'd say just modify the hunting
rifle, along with other weapons.

The t key could be used to toggle weapon features on and
off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this
mode, the weapon has a wider spread, so you don't have to be
as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires
batteries. Whilst the scope is on, it would ping gently in
the background to alert you to its active status. It would
then chirp when you have target acquisition, and the faster
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast
firing, but maybe the t key could activate burst fire. In
this mode, every shot consumes two rounds of ammo, but will
do more damage. it's a way of making a faster weapon without
incurring buffer issues.

Kai
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Re: [Audyssey] Swamp, version 0.8b update

2011-11-02 Thread Kai

Greetings jeremy.

Encountered the following whilst exchanging shots with a normal zombie in 
the Kai-mart:


Run-time error '40006':
Wrong protocol or connection state for the requested transaction or request
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Tuesday, November 01, 2011 7:01 PM
Subject: [Audyssey] Swamp, version 0.8b update


I've just posted version 0.8b.  Assuming I haven't introduced any new 
bugs, I think people will be quite happy with the improvements.


Changes from version 0.7b to 0.8b
-

- The item system has been removed for now, and now weapons have been 
moved up to the number keys.

- To use the beacons, you now hold Shift while pressing the number keys.
- Ammo is stored in each individual weapon, so if you loaded your pistol 
before switching to a shotgun then it will still be loaded when you switch 
back to it.
- Loot carrying corpses can be heard from twice as far away now, so it is 
easier to find them.
- When selecting a beacon, you will be told what direction you need to 
travel in.
- Using the Shift A and D keys is finally fixed, so that it takes your 
mouse rotation into consideration.
- Additional sounds have been added to multiplayer, including players 
being injured or killed.

- The Assault Rifle has been added to the game.
- Picking up a new gun will start it out loaded with 1 full clip.
- If you normally would have found a second gun that you already have, it 
will be converted into extra ammo instead.

- Pausing the Music should be remembered between games now.
- Zombies are more likely to growl while chasing you.
- The bug has been fixed that made gun shots go quiet at times.
- I've fixed a few bugs that were crashing the game for people.
- I've removed the announcements for when people join or leave the server.

www.kaldobsky.com/audiogames/Swamp.zip

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Kai 



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Re: [Audyssey] Swamp, version 0.8b update

2011-11-02 Thread Kai
Another bug: I managed to spawn inside one of the borded up busineses. No 
matter which way I turn, I can't move, not even to sidestep.


Perhaps if the random spawn points were limited to the corners of the map?

Kai

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

To: audyssey gamers@audyssey.org
Sent: Tuesday, November 01, 2011 7:01 PM
Subject: [Audyssey] Swamp, version 0.8b update


I've just posted version 0.8b.  Assuming I haven't introduced any new 
bugs, I think people will be quite happy with the improvements.


Changes from version 0.7b to 0.8b
-

- The item system has been removed for now, and now weapons have been 
moved up to the number keys.

- To use the beacons, you now hold Shift while pressing the number keys.
- Ammo is stored in each individual weapon, so if you loaded your pistol 
before switching to a shotgun then it will still be loaded when you switch 
back to it.
- Loot carrying corpses can be heard from twice as far away now, so it is 
easier to find them.
- When selecting a beacon, you will be told what direction you need to 
travel in.
- Using the Shift A and D keys is finally fixed, so that it takes your 
mouse rotation into consideration.
- Additional sounds have been added to multiplayer, including players 
being injured or killed.

- The Assault Rifle has been added to the game.
- Picking up a new gun will start it out loaded with 1 full clip.
- If you normally would have found a second gun that you already have, it 
will be converted into extra ammo instead.

- Pausing the Music should be remembered between games now.
- Zombies are more likely to growl while chasing you.
- The bug has been fixed that made gun shots go quiet at times.
- I've fixed a few bugs that were crashing the game for people.
- I've removed the announcements for when people join or leave the server.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Kai
I've already submitted environmental / atmospheric sounds, but as it's very 
much an alpha project, I'm sure Jeremy's got that further down the list.


I don't know how you guys manage to stay alive so long, since I can never 
find enough ammo or weapons to keep me gunning, which forces me to the axe, 
which inevitably means death by zombie.


I've said as much on the audio game sforum, but I think f and g for 
scrolling through weapons is... ok. My problem is selecting the weapon, then 
having to reach across the keyboard with my left hand to put it into play. 
That's not to say another method of selecting weapons wouldn't be welcome, 
just that if f and g ar eintended to remain, then auto selection would 
probably be nice. Even with number row selection, though, the scroll wheel 
approach would still be nice for switching weapons on the mouse.


It'd be useful if f and g scrolled through and automatically made weapons 
active. These functions could then be tied to a mouse's scroll wheel, and 
pressing down on the scroll wheel would then reload the current weapon.


Medkits and other items could be scrolled through with  t and y or shift f 
and shift g, for instance.


The enter key would then be freed up for uses such as interacting with 
in-game objects, such as doors, buttons, etc.


I also think the beacon should sound at a lower pitch when its behind you, 
as I often have difficulty figuring out if I'm even walking towards the 
bloody thing. It also takes forever for it to sound if you're far away. 
Perhaps that time delay could be maxed out at 2 seconds. I know, could get 
annoying, but my theory is that if you've a beacon on, you're trying to find 
a place. You can always turn it off.


Likewise for zombie sounds. They seem to wait fairly long in between growls. 
I either need to make them longer, or they need to sound sooner.


Item generation seems extremely low to me, perhaps because other players 
keep beating me to them, but more likely that it's just fairly low. It'd be 
nneat to have zombies randomly drop clips and medkits, leaving weapons and 
other items to corpses.


There's probably a few other suggestions I've forgotten, but there you have 
it.


Kai

- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 01, 2011 6:37 AM
Subject: [Audyssey] my thoughts on swamp multy player.



Hi.

Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 
pistil

2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.

Well guess that's all for now.  Back to blasting zombies.

Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279


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[Audyssey] Swamp Ideas

2011-10-25 Thread Kai
Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery 
time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate 
recovery time between shots, high damage.
Rifle: Five-bullet capacity, long range, moderate clip spawn rate, high 
recovery time between shots, high damage.
Uzi: Thirty-bullet capacity, medium range, low clip spawn rate, low recovery 
time between shots, low damage.
Club: No bullet capacity, close range, low damage.
Knife: No bullet capacity, close range, low damage.
Grenade: Start with four, high damage within blast radius, low spawn rate.

Zombie types:
Standard: Moderate speed, moderate health, short reach, moderate damage, high 
spawn rate.
Canine: fast speed, Low health, short reach, moderate damage, moderate spawn 
rate.
Large: Low speed, high health, long reach, moderate damage, low spawn rate.
Giant: Low speed, extreme health, long reach, high damage, very low spawn rate.

Items:
Med kit: Restores 5 to 10% health, moderate spawn rate.
Vest: Low damage absorb.
Reinforced vest: Moderate damage absorb.
Combat vest: High damage absorb.

Killing a zombie would cause one of the above items to spawn, in effect you're 
salvaging items that the zombie has for one reason or another decided to keep 
from previous victims. Every minute (just as an example), the fallen body of a 
victim spawns at a random place on the map. Finding the body allows the player 
to find up to three items.

the low/moderate/high values listed above are relative, of course, so even high 
doesn't mean high, just that it's more effective than other items of its 
class.
Giant zombies should also have their own footstep sounds, except for whilst 
traveling through water sectors.

Kai
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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Kai

Greetings jeremy.

I'm gathering up gun sounds now. Do you want sounds for the weapons I 
suggested? any other sounds you need? Would you mind if I replaced some of 
the existing ones?


kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 9:05 AM
Subject: Re: [Audyssey] Swamp Ideas


I really like it Kai!  :D  I'm hoping to get some time to work on the game 
today, and I will probably be starting to implement some of these ideas. 
If anyone has weapon sounds that really seem to fit then I'd appreciate if 
you sent them to me.  I have a few different gun sounds, but the rest are 
too quiet or have a different style to them so that they don't seem to 
match the current game.



Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn
rate, low recovery time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip
spawn rate, moderate recovery time between shots, high
damage.
Rifle: Five-bullet capacity, long range, moderate clip
spawn rate, high recovery time between shots, high damage.
Uzi: Thirty-bullet capacity, medium range, low clip spawn
rate, low recovery time between shots, low damage.
Club: No bullet capacity, close range, low damage.
Knife: No bullet capacity, close range, low damage.
Grenade: Start with four, high damage within blast radius,
low spawn rate.

Zombie types:
Standard: Moderate speed, moderate health, short reach,
moderate damage, high spawn rate.
Canine: fast speed, Low health, short reach, moderate
damage, moderate spawn rate.
Large: Low speed, high health, long reach, moderate damage,
low spawn rate.
Giant: Low speed, extreme health, long reach, high damage,
very low spawn rate.

Items:
Med kit: Restores 5 to 10% health, moderate spawn rate.
Vest: Low damage absorb.
Reinforced vest: Moderate damage absorb.
Combat vest: High damage absorb.

Killing a zombie would cause one of the above items to
spawn, in effect you're salvaging items that the zombie has
for one reason or another decided to keep from previous
victims. Every minute (just as an example), the fallen body
of a victim spawns at a random place on the map. Finding the
body allows the player to find up to three items.

the low/moderate/high values listed above are relative, of
course, so even high doesn't mean high, just that it's
more effective than other items of its class.
Giant zombies should also have their own footstep sounds,
except for whilst traveling through water sectors.

Kai



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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Kai

Greetings jeremy.

I'm inclined to agree with the majority of sentiments. It's your project, 
given at gratis, so do with it as you see fit. If the mouse movement system 
affords more control, then why settle for the clunky keyboard method?


Question: Have you any familiarity with game controller input code? If yes, 
I think that'd be a nice alternative input method, since you could probably 
do the same with a game controller as with a mouse, and given that most 
controllers have analog support, you could even control movement speed by 
the position of the joystick.


BTW, this is really lame, but I love drawing zombies towards the south 
shack, running deep inside it, then sniping them off, since they then move 
straight in.


Re: weapons sounds: Do you prefer premixed sounds (gun+impact, gun+ricochet, 
etc), or can you code the game to play one sound then delay playing the 
next? If you can do the latter, it'd open up more room for audio variety 
(slightly varying impact sounds, slightly different ricochets each time, 
etc).
If you prefer premixed audio (which, admittedly would be much easier to 
implement), I'll mix them before submitting.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 9:45 AM
Subject: Re: [Audyssey] Swamp Ideas


While I was at work I was giving the code a lot of thought.  Currently 
I've been offering a few ways to control movement which has been giving 
people more variety, but is also making it very difficult to design 
things.  I don't mean to imply that designing the movement is difficult, 
what I mean is that the people falling into the different control 
categories all have very different abilities.  The people using steering 
can navigate terrain that the keyboard users simply can not.  I've 
realized that this has been forcing me to work on the map while catering 
to the most restricted group, and in a way that's a bad thing.  The people 
who use the more advanced controls will still be able to, but they will be 
exploring a world designed to be navigated by the keyboarders.


I'm very tempted to change the controls to a single layout, which would 
utilize steering and a few other things.  The more I thought about the 
idea of a single layout, the more I convinced myself that the layout 
should be as close to the mainstream FPS standard as possible.  If we are 
already changing the controls, they might as well use a standard that has 
developed over the past decade by players using a mouse and keyboard 
combination.


If I make this kind of change, the bad thing is that it will likely split 
the current Swamp players.  Some people will just not accept the more 
advanced controls and would probably stop playing the game altogether. 
I'm just starting to think that it's a necessary step.


Please give me your thoughts on this.  I already know some people won't be 
happy, or they will try to suggest that I leave the alternate controls in 
as an option.  The problem with that idea is that I would still have to 
design the maps and game to work for the clunky keyboard navigators and we 
are back to the exactly same situation.


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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Kai

Greetings Jeremy.

What I can do is render the sounds at a lower volume, too. I rendered them 
at full volume, and it doesn't step on my screen reader, but I realize this 
is probably not the case with everyone. Just give me a bit of time to add 
more sounds for some other events I thought of.


While I'm at it, if anyone has event suggestions, fire away.

kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 4:26 PM
Subject: Re: [Audyssey] My personal opinion on the castaways sounds


Wow!  I must say that is quite an impressive barricade you've put around 
your land.  I think any enemies would think twice before wanting to take 
on anyone who could construct such a titanic defense!  Haha, I know I 
would.


I can't remember if Cliff is a member from audyssey, but I saw earlier he 
asked on the server about a way to lower the game's volume to better hear 
his screen reader.  There isn't such a feature yet, but I've added it to 
the next update that I'm still coding.  I figure it will be useful to 
others as well, with the introduction of all of these new game sounds 
which might distract from the speech.



That's way to subtle for me. I just
built walls starting at p-20 through p-31 through y-31
through y-20 and x-20 through q-20. It's a big square with
all my buildings, and so far it's working beautifully. I've
probably got 50 enemies on the map with only one or two more
decoy catapults left.



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[Audyssey] Castaways Observations

2011-07-31 Thread Kai

Greetings Jeremy et al.

Really loving Castaways. Strategy games like this can entertain me for hours
on end, and you've done a great job on this one.
Below are a few observations and suggestions I have on the game as of 1.4B
(I'll be updating to 1.5B soon):

* Destroying a building leaves you in the menu entry for that item, perhaps
it should drop you back to the map, the way constructing one does?

* Could the key assignments be changed a bit? Shift + letter to move to a
column as normal, alt+letter to perform a special function, CTRL + letter to
jump between career choices.

* If this command scheme is implemented, perhaps the input algorithm could
be updated? It currently passes a modified command through all available
functions for that letter. Pressing Shift + E, for instance, moves me to
that column, but also navigates through my list of occupations. Similarly,
Shift + U performs an upgrade on a target, but also takes me to that Column.

*Tomes should only work on the base career, not any substitutions. I've gone
to upgrade a builder who was currently working as a peasant, only to have it
become a surf, not an architect.

* Assuming the above suggestion is implemented: If an upgrade target is
currently occupied with another job, the upgrade should queue itself, rather
than instantly changing the target.

* In the line which states that a mother cannot be assigned a job, it says:
is be without its mother. The is should be a to.

* Could pressing f1 within the buildings list give the description for that
kind of building? The only way to see that description currently is to queue
the building for construction, then enter its menu and arrow down to the
description (or, of course, to look in the included RTF).

* I think there's a small typo with the second occurrence of upgraded in
the help message displayed when hitting u.

* In that same message, it says: But the ones that can, permanently locked
in place. Should be something like: but the ones that can are permanently
locked in place.

* When changing to an output mode (JAWS, Window-Eyes, Etc), alt-tabbing away
than back to the game window sometimes displays erroneous data at the top
(It says Window-Eyes support for me, though I'm clearly using JAWS mode). It
strangely doesn't do it if I first hit an arrow key to move to another map
sector, then do the window switching.

* Small suggestion: Can we hit f2 or n when highlighting a person to
rename him/her? Probably shouldn't work on settlers gotten through
multiplayer mode, though.

Awesome work, as always.

Kai


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Kai

Greetings Thomas.

You might consider assigning the grave accent to interrupt speech. It's a 
key that's rarely used in games, and has the merit of being near your 
operating hand, and is readily accessible.


The grave accent key, for example, is at the left-hand corner of most 
keyboards, clearly delineated from the escape key. It's also not that far of 
a reach from the control key, so you could still keep your thumb on the 
control or shift key while reaching up to silence speech.


Jacob suggested using the slash, but that one is surrounded by a multitude 
of keys, making it less accessible (even for the right hand.


Kai


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Re: [Audyssey] For all F510 owners.

2011-04-29 Thread Kai

Greetings Ron et al.

Not sure that it'll have any great effect, but I've posted a message to the 
Logitech forums requesting that the center button be updated so that it 
functions like a thirteenth button. I could definitely think of good uses 
for such an addition. MotA, for instance, could use the thirteenth button as 
a modifier for multiple occasions.


Kai

- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Audyssey gamers@audyssey.org
Sent: Friday, April 29, 2011 2:56 PM
Subject: [Audyssey] For all F510 owners.


My dad just read to me what the cenbter round button is. In direct mode no 
function to the button

But in X mode its
Keyboard home
So home that helps everyone out.
Ron
Ron Kolesar
kolesar16...@roadrunner.com


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Re: [Audyssey] For all F510 owners.

2011-04-29 Thread Kai

Greetings Ron.

Small point of clarification: My name's Kai, not Kay. I'm most definitely 
male, not female.


Assuming any updates are made (don't hold your breath, it is Logitech after 
all), I'll post relevant data to the list.


Kai

- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 29, 2011 6:07 PM
Subject: Re: [Audyssey] For all F510 owners.



I agree with you.
For TDV, it could be for keeping a eye on your ALT and or to keep a eye on 
your speed or to make sure you're level.
I still say that there ought to be a duel gamepad with about fifteen to 
twenty buttons.

Well, at least fifteen.
Anyone agree with me on that?
Kay, how would we know if there's a up grade and how would we be able to 
clame it?

Thanks.
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Kai kaixi...@sbcglobal.net
Sent: Friday, April 29, 2011 9:03 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] For all F510 owners.


Greetings Ron et al.

Not sure that it'll have any great effect, but I've posted a message to 
the Logitech forums requesting that the center button be updated so that 
it functions like a thirteenth button. I could definitely think of good 
uses for such an addition. MotA, for instance, could use the thirteenth 
button as a modifier for multiple occasions.


Kai

- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Audyssey gamers@audyssey.org
Sent: Friday, April 29, 2011 2:56 PM
Subject: [Audyssey] For all F510 owners.


My dad just read to me what the cenbter round button is. In direct mode 
no function to the button

But in X mode its
Keyboard home
So home that helps everyone out.
Ron
Ron Kolesar
kolesar16...@roadrunner.com


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[Audyssey] Places To Buy Logitech Controllers; Was: Found two more gamepads.

2011-04-24 Thread Kai

Greetings Ron et al.

Logitech F310 ($24.73): Shipping is free if you spend over $25, and it 
qualifies for Amazon Prime. This wired model doesn't support force feedback, 
but is cheaper than the other two versions.

http://www.amazon.com/Logitech-Gamepad-F310-Customizable-Buttons/dp/B003VAHYQY/ref=sr_1_3?ie=UTF8qid=1303705984sr=8-3

Logitech Rumble Gamepad F510 ($32.24): Shipping is free, and it qualifies 
for Amazon Prime. This wired model supports force feedback.

http://www.amazon.com/Logitech-Rumble-Gamepad-Vibration-Motors/dp/B003VAM392/ref=sr_1_1?ie=UTF8qid=1303705984sr=8-1

Logitech Wireless Gamepad F710 ($44.99): Shipping is free, and it qualifies 
for Amazon Prime. This wireless model supports force feedback, but requires 
batteries which (according to Amazon) are not included.

http://www.amazon.com/Logitech-Wireless-Gamepad-Support-Vibration/dp/B0041RR0TW/ref=sr_1_2?ie=UTF8qid=1303705984sr=8-2

Kai

- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Audyssey gamers@audyssey.org
Sent: Sunday, April 24, 2011 7:18 PM
Subject: [Audyssey] Found two more gamepads.



I couldn't find the Logitech f510.
But I did find the following.
Would like to have feedback from my fellow gamers if they would work with 
the Three D Velocity flight simulator from BPC Programs and or the games 
from Blind software.
It looks like both units are twelve buttons, duel sticks and have force 
feedback written into them.

The first is from Wal-Mart
Mace Group USB Game Pad
The second is from K mart.
Steel Series #G Game Controller
They're both around the $25 to $50 price range.
This is all that I can give.
I wish I could give further details since I'm asking for advice from my 
fellow gamers.

But this is all that I could find.
It does look like both gamepads will work in windows seven and in the 64 
bit processor world.

And all assistance will be deeply appreciated.
Many Many Thanks.
Ron who's looking for a way to enjoy the hang to ear products and to be 
able to be untied from the keyboard once again to enjoy them.


Ron Kolesar
kolesar16...@roadrunner.com


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[Audyssey] Logitech F510 layout

2011-04-23 Thread Kai
OK. Try number three. Note to self: Use the correct From email address when 
writing a new message to the list.  Below's the information on the Logitech 
F510. Lets hope it goes through this time.


Greetings List.

I've recently received my Logitech Rumble F510, which is the wired cousin to
the F710. For owners of the Logitech Rumblepad II, the F510 resembles that
model in many respects, except that the mounting apertures for the two
analog axis's are circular, whereas the Rumblepad II's sockets are squared.
Buttons 9 and 10 also double as analog triggers (see below). The F510 also
has a new central button, which I assume functions as the Xbox 360 Guide
button. Below is a description of the device:

The Rumble F510 resembles the Playstation controller, in that it's a gamepad
with two grips that fill a person's palms as he/she is holding the
controller. The top of the device is divided into three sections:
On the left of the device is the digital directional cross. This cross is a
floating design, in that the directional arrows are set on a disc which is
floating atop the actual buttons corresponding to each compass point, rather
than being inset into the surface of the device.
The center of the device has five buttons, plus the two analog axis's which
may be buttons. In Direct Input mode (see below), the top left button in
this section is button 9, and the top right button is button 10. In X-input
mode, the top left button is Button 7, while the top right button is Button
8. The bottom left button turns the analog axis's on or off, while the
bottom right button turns the vibration feature on/off. In Direct Input
mode, the center button performs no function, and I'm not sure what it does
in X-Input mode.
Below this central group of buttons are the two analog axis's. In Direct
Input mode, the left axis functions as button 11 when pressed, while the
right functions as Button 12. In X-Input mode, the analog sticks become
Buttons 9 and 10, respectively.
On the right of the controller is a diamond-shaped arrangement of four
buttons. In direct Input mode, the buttons are as follows: West: Button 1,
South: Button 2, East: Button 3, North: Button 4. In X-Input mode, the
layout is as follows: South: Button 1, East: Button 2, West: Button 3,
North: Button 4.
On the shoulder of the device (where one places his/her index fingers),
there are two buttons on the top and two dual-purpose buttons/analog
triggers on the bottom. In Direct Input mode, the top left button is Button
5 and the top right button is Button 6. The two bottom triggers function as
digital buttons, becoming Button 7 for the bottom left trigger, and Button 8
for the bottom right. In X-Input mode, the top left button is Button 5, and
the top right button is Button 6. The triggers function as analog sensors in
X-Input mode, allowing them to function as accelerators and such in games
which support them.
On the bottom of the device is a switch that toggles the device between
X-input or Direct Input mode. If one holds the controller in the normal
position, X-Input mode is on the right, while direct Input mode is on the
left. Mine shipped defaulted to X-Input mode, yours may not.

In case your version of windows doesn't have the X-Input drivers for one
reason or another, I've included links to them below:

Windows XP, vista, and 7 (32-bit):
http://download.microsoft.com/download/6/9/4/69446ACF-E625-4CCF-8F56-58B589934CD3/Xbox360_32Eng.exe

Windows Vista and 7 (64-bit):
http://download.microsoft.com/download/6/9/4/69446ACF-E625-4CCF-8F56-58B589934CD3/Xbox360_64Eng.exe

Kai


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Kai

Greetings Christopher et al.

Here's the link to the aforementioned file on Python from The Empowerment 
Zone. I cannot, however, vouch for the viability of the content, since I 
neither use nor plan to use Python.


http://www.empowermentzone.com/pyth_doc.zip

Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 21, 2011 12:20 PM
Subject: [Audyssey] Python resources, possibly somewhat o/t


Ok, I have to come clean.  I love the intellectual puzzle-solving aspects 
of

programming, and used to be a pretty hot algorithm designer in class
programming teams.  The drudgery that is most programming has turned me 
away

from this love.



Recently while pondering a challenge in playing RSW, (retro starweb) I
decided that programming was going to be my only solution, other than
waiting for the developer to create the text-based client.  In checking 
out

the current programming landscape, I discovered Python, which I had known
about in a sort of oh, this exists and is scriptish, kind of way.  But in
investigating further, I found a language I could very much fall in love
with, given some proper resources to learn from.



So, to those of you who program out there, if any of you use Python, can 
you
steer me to resources where I can learn the language, and get some nudges 
on

algorithm development?  The possible pay-off is that I may end up throwing
my hat into the games blind people can play development ring, and more 
devs

is a good thing, right?



   Chris Bartlett



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Re: [Audyssey] problum configuring the usb controler

2011-04-21 Thread Kai

Greetings Thom et al.

I just reposted my overview of the F510, but it doesn't seem to be going 
through on my end. Is that true for the rest of you?


Kai


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 21, 2011 10:47 PM
Subject: Re: [Audyssey] problum configuring the usb controler



Hi Mich,

Its actually very simple. You start by enabling joystick support.
Hopefully once you do that it will initialize and plug and play the
device you have enabling it for use with the game. Now, you go into
configure joystick and select an action you want to map. Let's assume
here you select fire weapon. You press enter on that and it will ask
you to press a button to map. You pick up your joystick and press the
button you want to map to the fire control. It will asign it to your
joystick profiler, and then take you back to the configure menu. If
that does not happen then there could be a problem with your joystick.

One common issue I've been getting from users using the F510 and F710
is they don't have the controller correctly configured for
DirectInput. Instead, sometimes the controller ships with XInput by
default, and you simply have to flip the switch on the front over to
DirectInput. Since MOTA still uses DirectInput 8 instead of XInput if
you have it set to XInput it won't work.

Another is if you just installed the device make sure to reboot before
configuring it. Sometimes it doesn't detect it right off, and you have
to try again.

HTH


On 4/22/11, Mich mi...@eastlink.ca wrote:
Hi tom and all. I looked at the users guide for mota under the section 
about
joysticks. I am having a bit of trouble configuring the different buttons 
on
the controller. the controller is your standard button controller with 
the 4

round buttons on the right side the plus sign button on the left and 4
little buttons in the middle. and then there are the 2 different joy 
sticks
that move forward and back and left and right. the problem I am having is 
I
get in to the part of the menu were it says configure joystick and I say 
yes
then it says press a button to draw weapon and to walk and all of that. 
that
is the issue I am having problems with is how to configure these buttons 
for

this. any help you can give me regarding this would be grate from Mich.


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Re: [Audyssey] [audyssey] anyone ever tryed making a lord of therings accessible game?

2011-03-14 Thread Kai
The Tolkien family and its affiliates are very strict about their copyrights 
and properties.


Whose going to barter licensing rights with Tolkien's descendants, and whose 
going to pay the fees for such rights?


Kai

- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 14, 2011 6:48 PM
Subject: Re: [Audyssey] [audyssey] anyone ever tryed making a lord of 
therings accessible game?



Hi. I to would love to see a lotr game. I to really like the movies and 
the bbc radio play starring Sir Ian Holme is just grate. I would love to 
see a lotr accessible game. speaking of lotr games. a few years ago I saw 
online a lotr pinball game. with recordings from the movies etc. from 
Mich.
- Original Message - 
From: bryant walker bryantwalk...@hotmail.com

To: gamers@audyssey.org
Sent: Monday, March 14, 2011 4:54 PM
Subject: [Audyssey] [audyssey] anyone ever tryed making a lord of the 
rings accessible game?





Hi
Has anyone ever tried to make a lord of the rings accessible game? I 
think this would be cool, as i really like the lord of the rings movies.

Just a suggestion

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-09 Thread Kai

Greetings Philip.

You could apply the switch/button concept to your jungle game, too. Say a 
player comes to a stream but is unable to swim. The player might have to 
explore around the stream to find a series of boulders which he/she can push 
into the stream to form a dam or logs to make a bridge.


I tend to agree with Thomas. I love games that have subtle puzzle type 
elements, like finding the right gem that fits into the slot of a statue, 
which reveals a hidden passage that contains a button that you have to hit 
to make a bridge drop down, etc.


Further examples for your jungle game might involve swinging on a vine over 
a crevice to reach a ledge that has a bee hive. You'd have to get wax from 
the hive to use as a medium for making a candle, which one could place in 
one of the sconces in an ancient jungle temple, which when lit would cause 
an event to happen. Furthermore, the player might jump on the altar, causing 
it to drop into the ground, serving as the trigger for a secret door.


Kai


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 1:24 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX



Hi Thomas,

Speaking of puzzles. You mention things like pushing a certain switch to 
unlock a door in another room, but I don't really see that as a puzzle. I 
see that more as a random action that just happens to do something. I 
mean, there is no logic that explains why this switch should or should not 
open that particular door. Do you see where I'm coming from? In other 
words you would not be able to figure it out with an intelligent process 
of deduction, you would have to try things at random to see what happens 
or be told by someone else. Puzzles that are in some way connected to what 
they actually do, I would call those proper puzzles. But just pressing a 
certain switch somewhere has no logical connection with the door in 
question in my mind.


Another problem with this is the environment setting. My upcoming game is 
set in a jungle, and there would be no logic for me to use switches or 
similar high-tech devices to accomplish things. I could make it so that 
you had to jump on a certain stone to accomplish something but it wouldn't 
make any logical sense, it would just be something you had to do to 
progress but there would be no particular reason for doing so. These kinds 
of puzzles turn me away from a game rather quickly, since if I don't see a 
reason why I have to do something it doesn't really create an enjoyable 
experience. It becomes guesswork rather than gaming.


What are your views on this?

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 09, 2011 7:45 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or 
Shades

of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries of the Ancients I'm working myself to the
bone trying to create the kind of side-scroller I want to play and it
is not easy. There is just too much work to do with too little time to
do it in. Add to that I'm working on a very slim budget so certain
sounds, voice acting, whatever has to slide until I have the money to
add them.

That said, there are small things we can do to make our games more
like the mainstream counterparts that would greatly improve the game
play in my personal opinion. For example, in a lot of classic Nintendo
adventure games there might be a treasure chest on the floor. It is
locked, and you can't open it without unlocking it. Well, as you look
around the room there might be a button, switch, or pressure plate on
the floor that unlocks the chest. If you jump and land on the
button/pressure plate the chest pops open revealing a bunch of jewls.
You know, something like that doesn't take a lot to program, but I
haven't found really any accessible games begin to explore these types
of game play elements.

Which probably brings me to one more reason why accessible games
aren't as advanced as mainstream games. Most of the VI game

Re: [Audyssey] Suggestion about topspeed 3

2011-02-17 Thread Kai

Burak.

I'm going to take into consideration your ineptitude with the English 
language as well as your developmental maturity, and in doing so I'll give 
you the following advice with far more civility and respect than the tone of 
your email deserves:


Your use of punctuations to denote every word expresses a certain degree of 
demand and condescension. By no means are the developers of Top Speed, much 
less any other free game, obligated to subject themselves to your every 
whim. They are in no wise your personal servant, required to attend to bug 
reports and feature requests right at that moment. Nor even are they 
obligated to release any future updates should they wish not to do so.


Developers of free games do so out of the kindness of their own gamers' 
hearts. Since such projects are very much gratis, their generosity should be 
applauded rather than berated as I (whether rightly or wrongly) comprehend 
you are doing in this email.


Granted, your ignorance of the grammatical syntaxes may mean you are unaware 
of the import of your punctuation use. With that in mind, I'll remind you 
that deliberately imposing pauses into sentences, at least in English (and I 
assume most other languages as well), completely changes the tone and nature 
of the statement.
You are in effect here conveying the following opinion: Are you competent 
enough to attend to *my* problem, or are you too inept? This, in English, 
carries a very insulting connotation.


If the development team were selling this product, you *might* have more 
ground to make such demands, but even then a certain degree of decorum and 
etiquette should prohibit such overt displays of disrespect.


Are these bugs so life-threatening, so world-changing that you require their 
resolution this quickly? The answer, I'm sure, is no.


Please. I see enough disrespect for game developers who offer their products 
quid pro quo. Lets not extend this disrespect to those who offer their 
products free of charge.


Kai

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 17, 2011 2:38 AM
Subject: Re: [Audyssey] Suggestion about topspeed 3


Yeah, I have saym errors. Can. You. Fix. It?
saygılar sevgiler.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 17, 2011 4:08 AM
Subject: Re: [Audyssey] Suggestion about topspeed 3


Hi.
Did you get to look into the bugs my friend and I are experiencing with
crashes in multiplayer and when pressing f9 to hear what track we're on


On 2/16/2011 7:56 AM, Davy Kager wrote:

Hello!


Can you do a nitro feature to some car?
 First of all, this is not really along the style of Top Speed 3.  To 
give another example, we don't have a tournament-system either.  Secondly, 
we have decided to let Top Speed rest unless there is an evident desire 
for more features by the community.  Points we will take into account 
include how many people are still hosting multi-player games, how many 
donations we receive, if there are any custom vehicles and tracks still 
being made, and so on.  As stated before, there's no good reason to 
continue developing a relatively old game if focussing on new projects 
would be more beneficial. That does not mean we won't be fixing bugs 
and/or adding minor features though, just don't expect a major update, you 
may end up being disappointed. I for one wouldn't mind working on 
something else, a sidescroller perhaps, after three years of racing games. 
(Note: This is my personal opinion and not an indication of a new game 
that's coming up.)


Thanks,
Davy

- Original Message - From: burakyuksek 
burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 16, 2011 1:34 PM
Subject: [Audyssey] Suggestion about topspeed 3


Hi,
Can you do a nitro feature to some car? This is verry nice. But I hope 
adding nitro will not hard. But It's up to you.

Thanks
saygılar sevgiler.
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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Kai

greetings Thomas.

I definitely agree with you about the vast differences between mainstream 
and accessible game complexity. Syphon Filter, as a quick and dirty example, 
allows the character to jump, duck, roll, sprint, yata yata. On top of that, 
he can aim his weapon independently, rather than just turning his body to 
orient the gun. This is by far much more realistic, particularly for pistols 
which are able to be aimed quite freely due to their lower shock. Rifles may 
not be as flexible, but even they were aimable up, down, and side to side. 
Shotguns has a spread effect, which allowed the player to be slightly less 
accurate and still manage a hit. Worse yet, Syphon Filter is a fairly 
simplistic game where these mechanics are concerned, so if that' simplistic, 
Shades of Doom would be like child's play. Worse thing about SOD, as I've 
mentioned before, is that it doesn't really do proper calculations for 
impact... gun fires, you're hit if you're where the monster is aiming. 
There's no bullet physics (which, due to recoil and skill could cause a 
bullet to miss even if the player's in the right position), no projectile 
speed differences to distinguish between the speeds of the different weapons 
(a laser pistol fires just as fast as a bolt-action rifle in SOD), no time 
dilation to reflect distance from target, etc, etc.


SOD was good for it's time, but we really need a new approach.

Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 1:37 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




Hi,

Well, that only works for games like the side-scroller where you can
choose. With the 3d fps version, for example, every available modifier
key will need to be used for something. You have the ability to run,
jump, crawl, turn left/right, not to mention any kind of specials like
safety drop, roll, etc. I'm sorry but you guys don't have the faintest
clue what mainstream fps games are like these days. Shades of Doom is
rather simplistic in comparison, and doesn't offer the number of
actions/moves as a real mainstream game. You are going to have to
update your thinking quite a lot once I begin producing fps titles.

Cheers!


On 2/3/11, shaun everiss sm.ever...@gmail.com wrote:

I suggest we allow the player to choose between alt or control
Control works for me.


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-03 Thread Kai

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do list. 
it was intended as an informal demonstration, not a professional 
presentation. And honestly, if he's not getting paid to produce the preview 
for a game which he's offering gratis, why does it matter whether or not the 
recording was amateur or professional?


Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities of 
the upcoming release. The update concept is also a neat addition.


Small point, but for fluency's sake, you might make the game wait to finish 
saying sending score, even if it doesn't take that long. Of course, others 
would probably prefer speed rather than verbosity.


Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to 
remember you having mentioned something to this effect. If so, was it 
actually easier than with the old code?


Kai 



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Re: [Audyssey] street fighter and all tdl games

2011-01-31 Thread Kai
I don't know how many times you've been told this, but Street Fighter IV is 
a retail product, protected by copyright laws. Pirate if you will, but 
please refrain from doing so on this particular forum?


Kai

- Original Message - 
From: Jack F mymonkeyboy2...@gmail.com

To: gamers gamers@audyssey.org
Sent: Monday, January 31, 2011 7:09 PM
Subject: [Audyssey] street fighter and all tdl games



Hey all,
I want the street fighter game for the pc. I heard a recording of it
and really enjoyed it. Please send me all tdl games to me since we all
want the games.
best regards,
Jack

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Re: [Audyssey] Windows screen reader software?

2011-01-28 Thread Kai

Greetings David.

Despite its prohibitive cost, JAWS definitely dominates the screen reader 
market due to governmental endorsement through purchase orders for 
educational institutions and other services.


Regarding making your site accessible: generally, if it's accessible to 
NVDA, it will more than likely be accessible to the bigger screen readers 
(JAWS, Window-Eyes, System Access, etc). Feel free to test your site with 
NVDA. At worst, you'll get some strange JAWS behaviour, which can be 
rectified upon user input.


Kai

- Original Message - 
From: David Rose drokaudysseygam...@ddrose.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 28, 2011 11:09 AM
Subject: Re: [Audyssey] Windows screen reader software?


Thanks for the advice, everyone!  NVDA and System Access are workable, but 
clumsy.  JAWS is much nicer, it approaches VoiceOver in usability, but 
it's incredibly expensive (you could buy a new computer for less). Of 
course, I can use it in the free demo mode for my purposes, but do people 
really spend so much on JAWS?


I guess the most important question is, what software do people actually 
use?  I see after a quick inspection that all of these options read my 
webpages slightly differently.  I don't want to waste time making it work 
well with a program that no one uses.


Thanks,
David

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