Re: [Audyssey] One more thought about Magical powers, Was: Re: Sryth.

2006-07-28 Thread Ryan Strunk
K, but how do you stay healthy? I remember having my melee at something like
30, and the rolls I needed to hit some of them was up around 16. Is there a
place to heal up there?

Ryan

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, July 27, 2006 8:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] One more thought about Magical powers,Was: Re:
Sryth.

Hi, Ryan.
Are you talking about the Murk? For 5 of the statues pick any direction and
stumble around some. Sometimes you will find a Swomp Troll, Murkman, etc and
eventually the game will begin randomly generating the statues.
However, on the far side of the North end of the Murk you will find the
final statue.



Ryan Strunk wrote:
> Some of those are so difficult, though. Can you give any spoilers on 
> how to get through the non guild swamp?
>
> Thanks,
> Ryan
>   


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Re: [Audyssey] Gaming Section Live!

2006-08-09 Thread Ryan Strunk
Ari,

While playing games as a hobby is a great undertaking, I think the biggest
obstacle you'll find is that many of these organizations are going to want
to focus on issues that are of greater importance to blind people in
general--issues such as employment, training, etc. I think you have the
right idea with regard to collective action, but in my opinion, games aren't
the highest thing on my list of priorities, what with the blind unemployment
rate around 74%

Regards,
Ryan

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of ari
Sent: Wednesday, August 09, 2006 5:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Gaming Section Live!

So, if some of us could somehow work on a sort of universal online petition
or document together, that we could somehow then submit to major
organisations like the Rnib, ACB, ONCE, and organisations in countries like
Sweden, The Netherlands, Belgium, France, Denmark, Germany, Italy, Finland,
Canada, and of course Korea and Japan, where gaming amongst the sighted
communities are very popular, something could be done? To promote, for
example, a football game, we should also not rule out football-crazy Brazil,
sorry that I can't think of other countries at the moment. I didn't mention
my country here, since here resources and funding are too stretched.
 How should we go about this? Is it a good idea?
Ari


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Re: [Audyssey] playability of Playstation 2 games?

2006-10-22 Thread Ryan Strunk
I think it all comes down to what you're looking for in a game, how much
sighted help you have, how much you're willing to experiment, and a whole
host of other factors. In the end, it all amounts to how much accessibility
you want, and what degree of inaccessibility you're willing to put up with.
Would you know just from the sounds that one of Scorpion's combos in MK III
has him pulling out a battleaxe and slicing his opponent up with it? Can you
tell what a fatality does just by the sounds it makes, or do you need a
sighted person or internet site to describe them to you?
Personally, I'm into the games purely from a point of nostalgia, and enjoy
watching someone play if they describe. Occasionally, I'll even pick up a
controller, study the move lists, and do a little button mashing myself, but
I also won't convince myself that I'm really playing the game. I could
probably steal a car in GTA III, and could probably shoot a few people, but
I could never jump the buildings on my motorcycle or take pictures of the
philandering senator--and if I can't do those things, I can't complete the
game, and if I can't complete the game, is it really even accessible?

Ryan


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Re: [Audyssey] BPCPrograms Has Returned

2006-12-21 Thread Ryan Strunk
It makes me really sad to see posts like the below. Can we all please make
an effort to be constructive in our criticism?

Ryan 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of shaun everiss
Sent: Wednesday, December 20, 2006 11:55 PM
To: Gamers Discussion list; 'Gamers Discussion list'
Subject: Re: [Audyssey] BPCPrograms Has Returned

willl there be sfx as well as music and maybe audio comentary instead of the
stupid text prompt thingies.
At 05:11 PM 12/21/2006, Michael Maslo wrote:
>Hi, I have treasure hunt and love the game a ton
>Was wondering do you think there will be any new games you will work on 
>in the future?
>
>-Original Message-
>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
>On Behalf Of Sky Taylor
>Sent: Wednesday, December 20, 2006 6:39 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] BPCPrograms Has Returned
>
>Heya Munawar, Thanks!   That's good new's!
>- Original Message -
>From: <[EMAIL PROTECTED]>
>To: 
>Sent: Wednesday, December 20, 2006 10:08 AM
>Subject: [Audyssey] BPCPrograms Has Returned
>
>
>> Greetings Gamers,
>> BPCPrograms has returned, and orders for Treasure Hunt are once again 
>> being accepted. Please do not Email me asking why I had shut down; I 
>> will not answer your post. I have received quite a few questions 
>> along those lines over the past six months or so.
>> I hope this does not happen again however, and will take every 
>> precaution necessary to prevent it in the future. www.bpcprograms.com 
>> Sincerely, Munawar
>>
>>
>>
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Re: [Audyssey] BPCPrograms Has Returned

2006-12-21 Thread Ryan Strunk
There were quite a few people who liked Treasure Hunt. Do you realize that
the developer might have read your post? It takes a lot of blood, sweat, and
tears to put together a game, as many programmers can tell you, and that
kind of criticism is just unfeeling.

Ryan

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Everett Elam
Sent: Wednesday, December 20, 2006 11:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BPCPrograms Has Returned

Heh isn't that that medal gear solid wanabee thinger with the bad acting?

- Original Message -
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, December 20, 2006 5:17 PM
Subject: Re: [Audyssey] BPCPrograms Has Returned


> It would seem odd that you would not answer a customer's legitimate
> question?
> - Original Message - 
> From: <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, December 20, 2006 12:08 PM
> Subject: [Audyssey] BPCPrograms Has Returned
>
>
>> Greetings Gamers,
>> BPCPrograms has returned, and orders for Treasure Hunt are once again
>> being accepted. Please do not
>> Email me asking why I had shut down; I will not answer your post. I have
>> received quite a few questions along those lines over the past six months
>> or so.
>> I hope this does not happen again however, and will take every precaution
>> necessary to prevent it in the future. www.bpcprograms.com
>> Sincerely,
>> Munawar
>>
>>
>>
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Re: [Audyssey] a new free audiogame : Tampokme

2007-01-11 Thread Ryan Strunk
I wonder if the developer of this game--a guy who does read the
list--thought the intro to the game was stupid. I think he probably spent a
fair bit of time and effort on it, and might even welcome constructive
criticism. Calling the intro stupid, though, is just rude.

Ryan

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ken the Crazy
Sent: Thursday, January 11, 2007 2:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a new free audiogame : Tampokme

http://www.donationcoder.com/Forums/bb/index.php?PHPSESSID=5aa97c72f64521171
21d70ed733e6fad&board=174.0
There is the game I told you about, called Cyberland sound escape---do a
search for it.  I wish I knew what other games were accessible, but Sound
escape is better than the mosquito eater game.  You are running from this
unidentified entity--contact with him crashes the computer and the game
ends.  You are trying to find the gate, which you do by moving around using
the numpad keys.
I do have a few gripes with the game though, mainly that it's hard to get
going and that you have to sit through the stupid intro without being able
to stop it, and there is no sound telling you you're through the gate. 
Still a good game though--just needs work.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message -
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 04, 2007 10:49 AM
Subject: Re: [Audyssey] a new free audiogame : Tampokme


Hi,

Good to see people from this community participating in the contest. You can
find more links to other audio-game and one-switch-game entries in this
forum:

http://www.donationcoder.com/Forums/bb/index.php?PHPSESSID=5aa97c72f64521171
21d70ed733e6fad&board=174.0

I'll put them on AudioGames.net and Game-Accessibility.com as well as soon
as possible.

Greets,

Richard


- Original Message - 
From: "Thomas Gaudy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 04, 2007 2:29 PM
Subject: [Audyssey] a new free audiogame : Tampokme


Hello !
Here is a game I write for the donation coder accessibility game contest
2006.
The name of the game is Tampokme. The meaning of Tampokme is : the audio
multi-players one-key mosquito eater, so it is an audiogame but also a one
switch game.
 Here is a link to download the game :
http://www.donationcoder.com/Contests/agame/entries/Tampokme.rar
it is a free multi players game.
Please, just tell me about your feeling about this game.
Thank you and happy new year.

Thomas Gaudy

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Re: [Audyssey] Swamp: Randomized Ammo Spawns

2011-11-06 Thread Ryan Strunk
Most mainstream titles I've played just have ammo clips of one size. I'd
vote for keeping it that way. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, November 06, 2011 10:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: Randomized Ammo Spawns

Actually that's how it started out, but I think it was 2 versions ago I
changed it over to fixed amounts.  While random amounts were more realistic,
I didn't feel that it was worth the extra server work just to perhaps gain a
handful of extra bullets or a handful less.  By having standard ammo
magazine sizes, the server doesn't need to send any extra details as the
amount is always the same.  If people think it would make a difference, I
will switch it back to the way it was.  I don't really mind either way.

> 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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Re: [Audyssey] Swamp version 1.3b patch

2011-11-25 Thread Ryan Strunk
Phil,
I couldn't duplicate that behavior at all. Like Che said, you have to brace
the gun in order to fire it. When I changed the fire.wav from stereo to
mono, I walked just as slow as before, and I couldn't fire without bracing.
Was it perhaps the m60 you tried?
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, November 25, 2011 8:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp version 1.3b patch

Hi Jeremy,
I noticed that the Vulcan gun fire.wav doesn't play and wile walking you
sound like you're carrying 1000 pounds.
It doesn't play because it is a stereo file while all the other guns are in
mono.
After I converted the fire.wav to mono the gun fire.wav sounded and you
walked a lot faster.

With this patch the single player game is much more enjoyable.
I haven't tried multy player because I kept getting killed in the shack.
thanks,
Phil 


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Re: [Audyssey] swamp

2011-11-26 Thread Ryan Strunk
I have to agree with the latter traffic in stating that death in the game
should cost you your equipment, especially considering some of the other
mechanics that exist. If zombies can rip a weapon out of your hand and break
it, what makes you think they wouldn't do the same to the rest of your
weapons once they had taken you out. And that's not even considering what
they'd do to your body.
It sucks losing your gear after an hour of hunting, but that's the danger in
being out hunting for an hour. Either come back at regular increments to
drop off gear, or face the possibility that all the work will go to waste if
you make a wrong turn.
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 25, 2011 11:22 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp

Hi.
So far I prefer the game to not make you lose your equipment when you 
die. Maybe that won't be so bad if weapons become more plentiful again 
though. I had lots of equipment today about 45 minutes worth of time 
went down the drain when I got killed trying to reach the safe zone. We 
might be a little better off maintaining equipment on death though, 
assuming the bug fixes don't rebalance it.

-- 
Sent with Thunderbird 3.1.14 portable.


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Re: [Audyssey] swamp

2011-11-27 Thread Ryan Strunk
I completely agree that the issues of panning and such for the hearing
impaired are important. I'm also trying to work on solutions in my titles.
However, I don't believe that a game should be made harder for those who
aren't good at games. The whole point of playing, in my opinion, is to
overcome a challenge. Being an invincible hero gets old pretty fast.
If a game is too hard, practice. If it's still too hard, play something
else.
I don't mean to sound like I'm coming down on you, Johnny, because that's
not my intent. But this argument crops up on list from time to time, and I
think it's a big part of the reason our games are the way they are.
Back in my mainstream title days, I can remember renting a game for weekends
on end in order to complete it. I would buy a game for $50, then play it for
a solid month before I was able to finish it. When I bought my first audio
game--Grizzly Gulch--I paid $50, then beat it in under 12 hours, and part of
that 12 hours was because I slept.
This could easily spawn its own thread--and well it might--but the point I'm
driving at is that games should be harder, not easier, and Swamp is no
exception.
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Saturday, November 26, 2011 7:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp

While a challenging game's all good and fun, and I do agree, death has to
mean something, but there has to be a balance- for those who are, 1: 
Gaming-challenged. and 2: Got a hearing issue as several of us do and have
no solution yet. I know Jeremy said he's working on the 2nd, but in the mean
time, it's a practice in frustration to be wacked off everytime you start to
get somewhere.
I'm actually doing alright at the moment, but that's by playing extremely
cheap- staying enar the safe zone, everytime my health goes near 50% I run
for home and log back in... This is the only way I can find so far to be
able to save a bit of loot and not die every 3 minutes.
Before you say it, yes I know it's very cheap, and I hate playing chicken-
but I can't find any other way atm, what with the bugs and such, to play
this without wanting to smash the mouse 100 times and over lol.

Another point, the "being realistic" argument doesn't really jive- first of
all, we're fighting...zombies...it's already not realistic. And secondly, if
you want this to be "realistic" then you'd die from 2 or 3 zombie bites-
infection, bleeding, etc, and not be in there swinging that axe like Conan
the barbarian.

Games like Resident Evil and many others at least offer you lockers/item
boxes where you can go to store backup items in- so when you die, you just
lose things you gain after last time you save.
So no, it's not a blind gamer thing, maybe you can chuck it up to some
people just don't like the stress as much as some others.

My suggestion for making this a bit more sane is:
1: Maybe a locker/saving system scattered throughout the map, so you don't
hav eto hug the safe zone in fear of losing everything you gained the last
hour.
or
2: Need mroe healing options... In my 200 kills and about 500 deaths and
over 6 hours play time, I've ever only found 3 med kitts- and with the
little amount each restore, it's really not enough- considering I've found
no armor yet- the only 3 pieces I found went bye bye when a group of zombies
greeted me inside a doorway. The zombies do alot of damage- especially a
tyrant, I got caught by one and before I could kill it, it left me at 35%
health and no med kitt.


All that being said, it's a kick ass game, and I've no doubt that once the
bugs are gone, things will even out for everyone- the new patch already
solve the zombie-gangbang issue for me and makes this 20 times more
enjoyable than a day ago.


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Re: [Audyssey] swamp

2011-11-27 Thread Ryan Strunk
In certain zombie lore, they do moan/growl constantly. Max Brooks comes to 
mind. I could certainly see that being built into the game. If that doesn't 
work, however, you can identify zombies by their footsteps usually. Most 
zombies walk, and the zombie dogs run twice as fast as any player.
HTH,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Steady Goh
Sent: Saturday, November 26, 2011 7:54 PM
To: blindadrenal...@gmail.com; Gamers Discussion list
Subject: Re: [Audyssey] swamp

Hi Che, I very much wish to play team work. will sure give more depth to the 
game and I believe jeremy intended this way especially looking at how the field 
kit works. The main problem i feel is often we can't really tell whether is it 
zombies and our team mate near by. And it won't make sense to make zombies 
growl continuously. We need to put more heads together to find a way around it. 
now we actually waste a lot of ammo shooting at friends.
??/Steady Goh
- Original Message -
From: "Che" 
To: "Gamers Discussion list" 
Sent: Sunday, November 27, 2011 8:54 AM
Subject: Re: [Audyssey] swamp


>   I would say the majority of the players i've talked with like the 
> fact you pay a stiff penalty if you die, myself included.
>   I know some people just want action all the time, but swamp isn't 
> really designed that way it seems to me.
>   if you can get into the spirit of the MP play by planning out your 
> attacks, making sure you don't walk into a situation where you might 
> get ambushed, etc. you'll appreciate the game more, and start to feel 
> more in tune with your character.
>   One thing I would personally like to see more of is team work, and 
> maybe missions that require teamwork down the line.
>   it seems most folks just do their own thing, when a couple of 
> players cooperating can really do some damage if they have their crap 
> together.
>
>   To that end, my name on there is B A if anyone ever needs backup or 
> whatever.
>   One question though, didn't we get 5 rep points per kill before, and 
> now we get 1? this seems a bit on the cheap side, considering 20 
> rounds of .45 ammo costs you  30 rep, leather jacket is 40 i think, etc.
>   i love the idea of reputation as barter, and hopefully the rep economy 
> can be tweaked out as we go here.   having to kill 100 zombies to buy a 
> shotgun is a bit expensive.
>   also, if you haven't already and your spending hours of time in the 
> game, remember even a five dollar donation helps out, jeremy could 
> easily be charging 50 bucks for this game, so do the right thing and 
> help support a great game developer.
> happy hunting,
> che
>
>
> On 11/26/2011 6:22 PM, Ryan Strunk wrote:
>> I have to agree with the latter traffic in stating that death in the 
>> game should cost you your equipment, especially considering some of 
>> the other mechanics that exist. If zombies can rip a weapon out of 
>> your hand and break it, what makes you think they wouldn't do the 
>> same to the rest of your weapons once they had taken you out. And 
>> that's not even considering what they'd do to your body.
>> It sucks losing your gear after an hour of hunting, but that's the 
>> danger in being out hunting for an hour. Either come back at regular 
>> increments to drop off gear, or face the possibility that all the 
>> work will go to waste if you make a wrong turn.
>> Ryan
>>
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org 
>> [mailto:gamers-boun...@audyssey.org] On Behalf Of Valiant8086
>> Sent: Friday, November 25, 2011 11:22 PM
>> To: Gamers Discussion list
>> Subject: [Audyssey] swamp
>>
>> Hi.
>> So far I prefer the game to not make you lose your equipment when you 
>> die. Maybe that won't be so bad if weapons become more plentiful 
>> again though. I had lots of equipment today about 45 minutes worth of 
>> time went down the drain when I got killed trying to reach the safe 
>> zone. We might be a little better off maintaining equipment on death 
>> though, assuming the bug fixes don't rebalance it.
>>
>
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[Audyssey] Game Difficulty was RE: swamp

2011-11-27 Thread Ryan Strunk
Post note: I had originally intended to put this post in the main thread,
but it got so far afield I figured I better change the subject line.

Hi Tom,
In the era you and I came from, gamers weren't lazy because they couldn't
be. We had situations where you had to start completely over because the
technology/memory wasn't there to save progress. Even then, though, there
were plenty of ways to start where you left off--passwords, save points, and
continues come to mind. In Super Mario Brothers there was the "hold A and
press start" trick that let you start at the beginning of the current world.
Granted you lost all your points, but at least you didn't have to begin
again like poor old Michael Finnegan.
And let's not even get started on the Game Genie/Game Shark.
In today's situation, the bar has lowered significantly. Quick-saving allows
you to start exactly where you left off. In games like L.A. Noire, you can
skip a mission automatically if you fail it too many times. In the latest
Mario title, if you're playing 2 player and you die, the other player can
play through the level until they pass the hard part, then pop your bubble
and respawn you instantly.
So are blind gamers lazy? Maybe, but not any more so, I think, than
mainstream gamers. Most blind gamers never grew up in the "get better or go
home" era that you and I did, and they never had to face the frustration of
running out of continues. Gamers and blind gamers don't have that hurdle
anymore, and I think the industry has suffered for it.
Even so, if you never put in "Justin Bailey" to get all the cool weapons and
see Samus in her bathing suit, I'll eat my keyboard.
Best,
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, November 26, 2011 9:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp

Hi Chris,

I here you there. Everyone knows dying in a game sucks, but let's get real.
Dying in a game should have consiquences and shouldn't mean you just respaun
and pick up from where you left off. I've played many games where I have
died litterally on the last level fighting the big boss, and have ended up
having to start clear back at the start of the game. That seriously bites,
but I also had many hours of fun playing and replaying those games trying to
beat them. Is it my imagination or are blind gamers just absolutely lazy?

Cheers!


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Re: [Audyssey] swamp: awards

2011-11-28 Thread Ryan Strunk
The one issue I see with getting extra prestige for killing zombies
with an axe and a pistol is that it forces a situation where you're
sort of encouraged to play crazily. You'll get more of a reputation
for doing reckless, dangerous, and possibly fatal stunts, and I don't
know that that's always a good thing.
If I personally had to go out on a mission with a fellow survivor to
go raid the surrounding city for supplies, I would want someone old
and dependable by my side, not a loose cannon with a death wish. I
would want a clear-headed, straight-thinking soldier, not a barbarian
berserker. Besides which, I don't know that a reckless axe-wielding
maniac would be trusted with important goods, as it's likely he'll be
killed in action.
What I would advocate for is a system whereby players are awarded for
heroic, valiant, skilled, or daring actions. First, make accuracy
count. A player could have a counter that reset itself every x
zombies. It might also reset each time the player left the safe zone.
The greater the players' accuracy and skill while out in the field,
the greater the reputation he gains. In order to do this, though, the
axe will need to stop contributing to shots fired.
Possible formula: reputation += hits * accuracy percentage
This way, if you go out and take down a tyrant with a pistol, and it
takes you 10 shots, you can get a max of 10 reputation points for it.
If it takes you 10 shots, but you also miss 10 times, you get 5
reputation points. This puts greater emphasis on conserving ammo,
too--something the survivors will greatly approve of. That said, extra
points for head shots would be nice. There needs to be some prestige
for being a sniper.
Second, as missions and the like are implemented, give points for
completing those, and give additional points for completing them well.
Did you complete the mission accurately and cleanly, or did you level
the place and use up twice the ammo you could have?
Another possibility might be letting players sign up for guard duty.
Staying out of the field to keep the safe zone free from zombies could
show that you're a dependable sort who has the safety of the survivors
in mind.
I like the idea of reputation being a fluid thing, and I'm glad it's
on the table for consideration.
Best,
Ryan

On 11/28/11, Christopher Bartlett  wrote:
> I've been mulling awards and have some thoughts to share.  There are
> currently two different award currencies, experience and reputation.
> Experience gives access to higher-level stuff, while reputation is the
> currency with which you buy it.
>
>
>
> There are also two variables in zombie killing, the zombie type you kill and
> the weapon with which you do it.  This should allow for some variation in
> awards.
>
>
>
> I suggest that reputation should be awarded on the basis of which weapon you
> use to kill the zombie.  Axe should get the highest award, followed by
> pistol and shotgun.  I'm not sure exactly how to order the rest.  I
> personally have an easier time with the hunting rifle than I do with the
> Banally, but it has five shots vs. eight, so one could argue that it's
> harder because of more frequent reloads.  The assault rifle, m-60 and Vulcan
> all seem similar, though if I remember correctly the machine guns have a
> longer range.  And I'm not sure where the sniper rifle fits in, still
> mastering that weapon.
>
>
>
> The second variable is zombie type, and this should be accounted for with
> different experience awards.  It is certainly more difficult to kill a
> tyrant or matriarch than it is to kill the garden variety zombie.
>
>
>
> I think I'd save the 1 rep point award for kills with the big guns.  Axe
> might be worth as much as 10, pistol maybe 7 and shotgun 5 with others
> proceeding from there.  This makes those times with only a pistol and axe
> and no ammo a bit easier to deal with.
>
>
>
> As for exp, have the common zombie worth 5.  I'd argue the dogs should be
> worth less; I've one-shotted them with a pistol.  Other types go up in award
> to maybe 20 for the tyrant?
>
>
>
> Lastly, there needs to be a limiting factor on experience.  As it is,
> everyone's going to be level 5 sooner or later; you just have to keep
> playing, never mind how many times you die.  Reputation is self-limiting
> since you spend it for stuff, but experience has no such limiting factor.
> So I propose that death should cost experience.  I'd reset it to 0, but we
> all know I'm the rat bastard who wants to steal all your fun.  perhaps a
> compromise of half would work.
>
>
>
> Anyway, that's what I have so far, now that the worst of the bugs have been
> squashed.  (Great work and thank you Jeremy.)
>
>
>
> Chris Bartlett
>
>
>
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Re: [Audyssey] swamp: awards

2011-11-28 Thread Ryan Strunk
Hey Johnny,
If you look at ammo purely in terms of returns on kills, none of them can
stand up. 20 pistol/mp5 bullets is 15 rep, but your chance of getting 20
head shots is minimal. 12 shells is 15 rep, like you said. So the shells
will never be worth the rep you would get from strictly killing zombies. One
way they absolutely come in handy, though, is in helping you reach other
goals. If you have a box of 12 shells, and there are two bodies blocked by
two zombies, your shotgun will give you a much better opportunity to
dispatch the zombies without putting yourself in too much harm. If both
bodies have their own boxes of shells, you've suddenly gone from 12 to 32
shells, assuming you give both zombies the double barrel. More likely,
though, those bodies will either have other things you need or other things
you can drop back at the safe zone. You could turn that box of 12 shells
into a sniper rifle and a clip of 40 bullets for it and still have shells
left over.
You can turn a little bit of equipment into a lot of equipment if you play
your cards right, and then you'll end up with more reputation than you know
what to do with both from kills and donations.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Monday, November 28, 2011 12:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: awards

That brings to mind a thought I had while playing last night- currently,
it's worth it more, for me anyway, to just donate everything and stick to
the axe- because, when I retrieve 12 shotgun shells, I have to think...can I
make 15 kills with these? Answer is no, so I might as well trade it in for
15 reps and the shotgun along with it.
Same with chainsaw, I asked myself, can I kill 100 of them before I die and
lose this, again, answer was no, so out went the chainsaw.


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[Audyssey] (no subject)

2011-12-03 Thread Ryan Strunk
http://ganphilosophy.com/modules/mod_wdbanners/www.php?attention138.html

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Re: [Audyssey] swamp, a few thoughts

2011-12-07 Thread Ryan Strunk
I disagree. The game should be made harder. Not everywhere, but there should
be scaling difficulty for those of us who want a greater challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Wednesday, December 07, 2011 1:47 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] swamp, a few thoughts

I do like the baricade idea a lot. It could create a bit of time for a
person to breathe if they were being chased, as well as trap in zombies for
a while. I'm not a fan of the other idea, the game is really hard enough as
is.


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

2011-12-10 Thread Ryan Strunk
And that is *awesome*!
I'm ashamed to admit it, but I died 3 separate times trying to get across
the bridge yesterday. Wore my reputation down to nothing. So I stayed on the
west side, built up my pistol ammo collection, tried a fourth time, and
found a giant heap of loot when I got there. I came back armed to the teeth,
and the satisfaction I got from trying, improving, and finally succeeding
was well worth the effort.
I think situations like this are perfect. Please don't change them.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, December 10, 2011 7:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

Part of the loot thing (in my opinion) is that at many times, there are so
many zombies near the bridge, people can't get across to claim the loot
there. They snatch up the loot on the west side, but nobody makes it to the
east side, so when loot generates over there, it stays there.

 - Original Message -
From: "Christopher Bartlett" From a story perspective, it almost might make sense to restrict spawning to
a few points around the edge, to mimic an invasion.  You could have players
who try to stem the invasion and protect the town getting overwhelmed by
sheer numbers and either having to beat a hasty retreat or becoming zombies.
Speaking of which, might it be possible for player death to result in
zombies of a separate type that aren't counted in the 150 limit?  
One of the
worst things about a plague of the undead is their tendency to recruit from
the casualties.



Chris Bartlett



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

2011-12-13 Thread Ryan Strunk
I just want to throw out there that I love the fact that missions are
instanced. Awesome foresight!
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, December 13, 2011 10:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

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] Are we Done Yet

2011-12-18 Thread Ryan Strunk
I come back to the Audyssey list after a few days, and we're flooded with
messages which appear to have been spawned as a result of a few of you
getting your shorts in a twist over typos. Seriously people? And you want to
put proper grammar in the guidelines? Tongue in cheek note: one of the
biggest proponents of doing so is a staunch conservative! You should be
arguing for less moderation, not more.
So look. First and foremost, typos, bad spelling, and bad grammar are not
endemic to blind people. Examples, even websites, abound of typos made by
the Average Joe on a daily basis. I checked. I don't think I need tell
you--though I'm going to anyway because I like the view from my high
horse--that since blind people make up one third of one percent of this
country, there's a 99.7% chance those typos were made by the sighted. In
fact, just as I finished typing the previous sentence, this came across my
Twitter feed:
"Username posted I do believe the customer service rep at my bank meant I
need to add a recipient on my account, not a reciprocant."
Case, meet point. You guys should go grab a cup of coffee or something. Get
to know each other.
So why are we getting so thoroughly riled up about this business of hard to
understand posts? It seems to me that one of the following methods should
solve your problem nicely.
1. Delete posts from people you can't stand to read.
I'm going to come right out and say that there are about six people on this
who I flatly refuse to read posts from, either because they're posts are
downright hard to read or because they contribute nothing to any
discussion.* You should try it. You'd be amazed how much time and
frustration you'll save yourself.
*The first clause of that paragraph's first sentence contained a hanging
preposition. Sorry about that, but I'm too lazy to fix it. Please don't
start a new thread over it.
2. Take your frustration off list.
If you're tired of poorly-composed emails and you want something done about
it, try approaching the offender off list with an offer of help. Publically
blasting them for their shortcomings just makes you look petty. Which leads
me to point 3.
3. GET OVER IT!
This is my favorite method of dealing with the problem, and you wouldn't
believe how much it has cut down on the stress in my life. There are things
in life that are worth getting worked up over, and there are things that are
not. Having a bird flap down to the rock you're chained to and eating your
liver every day should piss you off. Reading poorly-written emails should
not.
I'm going to pick on Dark for a minute because I respect the guy, I know he
can take it, and because he has said himself that he has a lax attitude
toward spelling in informal communication. His lack of properly-doubled
letters used to piss me off to no end, and I would get thoroughly angry when
I read his posts. At some point, though, I realized that, in spite of the
occasional hiccups he gave my speech synthesizer, his writings contained a
great deal of well-reasoned, intelligent material and were worth reading,
warts and all.
Are proper spelling and grammar important? Absolutely--on tests, job
applications, cover letters, grant requests, and any number of other
professional documents. But this list is not a professional document; it's a
hobby.* Treat it as such. Enjoy it. Have fun with it. Don't use it as a
place to vent your frustrations on blind people with poor literacy skills.
*except for those of you who write 30 posts a day. For you, it's a way of
life.
When Jeremy Hartley started the " Blind Gamers Being Taken Seriously?"
thread, he dispensed some excellent advice about working with the sighted
public, specifically mainstream developers. Since then, the thread has been
high jacked by people who insist on turning the blind gamers list into
grammar school. If those of you who are guilty of this really want to help
fix the situation, see method 2 above and keep your criticisms off the list.
And if you still can't get over it, go shoot a zombie in the face. It will
be much more productive, and it will save the rest of us the clutter.
Now if you'll pardon me, I'm getting saddle sores.
Ryan


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Re: [Audyssey] looking for an accessible version of risk

2012-01-11 Thread Ryan Strunk
It's not risk--I think it's better--but you guys really ought to consider
checking out Time of Conflict from GMA Games. It's a strategy game based on
conquering a map with a variety of World War II-themed pieces. In the new,
forthcoming version, David has built in the ability to create custom rule
sets and playing pieces, so players could easily build an LOTR or Star Trek
theme and share it with their friends. The best part, though, is that the
new version will be fully multi-player, enabling you to play online with
several of your friends at once.
Definitely give it a look, and let us know on list if you have any
questions.
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, January 11, 2012 10:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for an accessible version of risk

Hi,

Well, if anyone has an accessible copy of the rules, IE the manual,
for Risk send it my way. If someone could scan them and send them to
me I might see if I can write a quick and dirty game of Risk for you
guys.

One of the problems for me is I don't remember all of the rules
exactly, and of course it depends on if you are playing Risk or
Mission Risk. Plus there are a number of variations on the game now
with Star Wars Classic, Star Wars Clone Wars, Transformers, Lord of
the Rings, etc that could be made into audio games. Each of these
specialized boards have extra cards and different maps from Classic
Risk.

Cheers!


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Re: [Audyssey] board game writing question - programing language etc

2012-01-14 Thread Ryan Strunk
Hi Laurel,
Keep in mind that when asking questions about which language is best, you're
going to get answers as varied as the programmers who give them. And most of
those answers, alas, will be biased.
Consider that Sound RTS, which is quite a bit more complex than a board or
card game, was written in Pygame. It also has the benefit of being
cross-platform. Python, and by extension, Pygame, is noteable for its rapid
development. The code reads much more like standard English, and it isn't
quite so particular about things like variable types. It's also noteworthy
for having quite a large knowledge base to draw from, as the code is
well-entrenched in the mainstream. With regard to SAPI/screen reader
integration, there currently exists a third-party library which can
interface with JAWS, SAPI, WindowEyes, NVDA, System Access, and possibly HAL
(I'd have to check on that last one). It can even support Braille displays.
BGT, by comparison, comes with much of this functionality already bundled,
as has been stated below. It also has a very active forum, and its lead
developer is extremely friendly and willing to help. It comes with a quite
thorough tutorial chalk full of examples.
While it's true that BGT-based games can run faster than those developed in
Python, it's also true that you may not require that speed boost, especially
since you will not be programming with graphics. Further, current projects
within Python exist that enhance Python's speed capabilities; one is even in
the works that will transform Python code to pure C++.
It's probably obvious which side of my own comparison I come down on, so
take my advice, along with everyone else's, with as much salt as you like.
In the end, though, it's up to you, and you'll certainly find support
whichever language you choose. Do some research, look at suggested language
tutorials, and see what clicks for you. There's no right answer, so don't
feel like you're in danger of picking the wrong one. I write in Python. Che
from BLIND Adrenaline writes in C#.net. Jeremy Kaldobsky and David Greenwood
write in VB, and Philip Bennefall writes in C++.
Good luck, and let us know if there's anything we can do to be of
assistance.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 14, 2012 9:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] board game writing question - programing language
etc

Hi Laurel,

Well, for a beginner such as yourself BGT is by far and away the best
tool to write any games with because Philip has wrapped all the
essential application programming interfaces, APIs, like DirectX,
SAPI, and so on with a powerful scripting language called Angelscript.
You can write something as simple and basic as Monopoly to something
as advanced and complex as Shades of Doom. /so its a fairly good place
to start.

If you later want to branch out and practice with some general
application development or want to write games in a language that
doesn't require a license like BGT my suggestion would be Python. Its
a light weight scripting language, is easy to learn, and is supported
on just about every platform you are likely to use. You can write
anything from a one lline text application to an advanced FPS game
with sounds, input, and networking. Although, PyGame isn't as good as
DirectX so I probably wouldn't recommend it for anything really
advanced like Tank Commander or Shades of Doom. For card and board
games though it is fine.

HTH


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Re: [Audyssey] British coinage

2012-12-27 Thread Ryan Strunk
I'm going to come down on the unpopular side of the discussion here because
there is one thing in all of this that doesn't make sense to me. As far as I
can figure from the thread of the conversation, some people want a
completely arbitrary coinage system because the existing system, to them, is
arbitrary. I understand that American coinage doesn't make sense, and I
could certainly see a desire to put the coins in your native culture's
currency, but I can't wrap my mind around the concept of arbitrary coinage
based on colors or animals or whatever. What you're basically advocating is
that we go from a system where some people understand the denominations to
one in which no one does.
Were I in Josh's shoes, I would put a description of each coin in the
manual, and I would leave it at that. This way people who didn't understand
could learn, and they'd have some real--albeit esoteric--knowledge to show
for it.
All the best,
Ryan


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Re: [Audyssey] British coinage

2012-12-27 Thread Ryan Strunk
Hey Dark,
\The biggest reason James North designed the currency the way he did is
because he originally used the game as a promotion. At the end of the month,
the score board leader would be credited the amount of his score toward the
purchase of an ESP title. You can see how well that worked out.
Second, since the game is purely based on matching, what would be the
problem with coins like zing zang and zod? You find a match, you throw the
proper coin.
Third, there used to be, at least, a more abstract system in the two
previous incarnations of the game. In the original version, you could type
"whoopass" into the main menu, and the coins would be replaced with
flatulence. In the second incarnation, the coins could be replaced with
tones.
When I started playing the Discworld mud, one of the first things I had to
get used to was the concept of British spelling. I knew, going in, that I
would be playing a British mud, and as such, I had to learn to spell certain
words differently in order to play the game. It's completely against my
nature to spell color with a u or center with "r e" at the end, but I was
able to learn it, and I still occasionally log into that mud today.
A penny is a pence. In fact some people, I'm told, call 1 pence a penny.
Fifty is self-explanatory. A dollar shouldn't be too much of a problem.
The confusion seems to exist with the dime and the nickel--confusion which
could be solved by putting definitions in the manual.
But in the end, it's just matching. Find a match, throw your coin, score
points. By that logic, we could play produce exchange reaction. Then we
could have carrot, potato, beet, mushroom, and turnip. If you wanted an
aubergine instead of an eggplant, that would be just fine. But seriously no
broccoli. That stuff's awful.
All the best,
Ryan


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Thursday, December 27, 2012 8:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] British coinage

Hi Ryan.

for me it is a question of identification and logic. i know! what british
coins are like, I have no idea what american ones are, indeed until Tom's
explanation I didn't even know that a dime was a tenth of a dollar.

At the moment, the game feels like playing with completely random names that
have no meaning or logic to me at all, I might as well be playing with made
up words such as zing zang and zod.

The reason I think this is such a big deal is that clearly in creating the
game, james north wanted a way of constructing tetris using everyday
objects, however to most people outside the us, they are nothing of the
sort, just pure abstractions, which actually gets in the way of playing the
game sinse it means your effectively working with something rather
meaningless just as if they were totally nonsensical names unrelated to
anything in a person's real environment.

One way of fixing this might be to add options for various currencies such
as British pounds and euroes, however you still then run into the problem of
people in countries who's currency wasn't represented, (I know for a fact
there are several indian audio gamers who naturally use rupees), and also
the more serious problem that each coinage has different size and
denomination coins, for example we've already said that in British coins
there is no such thing as a quarter of a pound coin.

thus, the suggestion is to create a system based upon objects that everyone
has readily to hand, or could easily imagine for themselves, that is why I
personally suggested simply changing the names of the coins to metals such
as copper, iron, bronze, silver and gold, sinse then anyone is free to
imagine the physical coins themselves.

tom suggested plastic tocans of the arcade type with some sort of internal
logic.

the point however about either of those systems is that they have more logic
and relevancy to players outside the us.

As I said, imagine playing the game with nonsense words substituted for the
coin names and you might gather why it is such a problem, particularly for a
game so heavily based on the idea of moving physical objectts.

Beware the grue!

Dark. 


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Re: [Audyssey] BGT: any suggestion for a text editor.

2013-01-04 Thread Ryan Strunk
Hi Gabriel,
There might be something better out there that I don't know about, but in
the meantime, I use plane old vanilla notepad. If you turn off word wrap in
the format menu and turn on the status bar in the view menu, you'll be able
to see line numbers and navigate amongst them. Are you looking for more
functionality than Notepad provides?
All the best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Gabriel
Battaglia (Kriyaban)
Sent: Friday, January 04, 2013 7:53 AM
To: Gamers Audissey Mailinglist
Subject: [Audyssey] BGT: any suggestion for a text editor.

This is a question for those who write BGT scripts.

What text editor do you use to write your scripts and why?

I am actually using NotePad++ but it doesn't work well with Jaws, I'm not
able to see what I'm selecting, for instance. Any 
alternative would be very appreciated.

Thanks for the suggestion.

Gabriel.
|-< Gabriel Battaglia (Kriyaban) >-|
|- Skype: gabriel_battaglia
|---|
|- Ricevitoria Telefonica
|--- Fondazione Cassa di Risparmio in Bologna
|- via Farini 15, I:40124, Bologna (BO)
|--- Tel: (+39) 051 27 54 111
|- Sito Web: http://fondazionecarisbo.it
|--| 


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Re: [Audyssey] BGT: Synth and notes.

2013-01-04 Thread Ryan Strunk
Hi Gabriel,
I'd be happy to help you with explanations. To keep this from expanding into
a giant thread on music theory, though, feel free to shoot me an email off
list.
Best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Gabriel
Battaglia (Kriyaban)
Sent: Friday, January 04, 2013 1:21 AM
To: Gamers Audissey Mailinglist
Subject: [Audyssey] BGT: Synth and notes.

Hi All.
I don't have musical knoledge and I'm not familiar with the system on
writing notes, octaves and so forth, that the Synth instrument in BGT uses
too.
Where can I find a simple document that can help me to understand the basics
of this musical notation? Or, would someone send me a couple of lines with
the explanation, please?
Thank you very much in advance.

Gabriel.
|-< Gabriel Battaglia (Kriyaban) >-|
|- Skype: gabriel_battaglia
|---|


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Re: [Audyssey] BGT: any suggestion for a text editor.

2013-01-04 Thread Ryan Strunk
Unfortunately I can't help you there, as I haven't used notepad++. I'm told
notepad2 is an idea, though I haven't tried it myself.
Good luck,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Gabriel
Battaglia (Kriyaban)
Sent: Friday, January 04, 2013 9:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT: any suggestion for a text editor.

Ryan: [...] the meantime, I use plane old vanilla notepad. If you turn off
word wrap in
> the format menu and turn on the status bar in the view menu, you'll be
able
> to see line numbers and navigate amongst them. Are you looking for more
> functionality than Notepad provides?
GB: Hi Ryan and thanks for both answers. I'll send an email of list for the
other question.
Regarding to notepad, I'm using Notepadd++ in its last release. It provides
such a good feature but it has also some problems 
running with Jaws. The main of these problems is that Jaws doesn't read the
autocomplete feature which will be nice to save lots of 
time while typing the recursive words within a script. Another problem is
that Notepad++ uses a non standard scheme of colors for 
text, background and selected text, so, Jaws doesn't recognize the selected
chunk of code and this result in a serious stuck when 
you have to work within a script, where to be sharp is something compulsary.

Any idea or suggestion, even to optimize Jaws to work with Notepad++, will
be very appreciated.
Bye 4 now, have a nice day.

Gabriel. 


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Re: [Audyssey] help with gagging text on vipmud?

2013-01-12 Thread Ryan Strunk
Hey Darren,
How you gag text depends on what method you use to write your trigger.
Personally I like to use the trigger wizard. I just copy the line I want to
gag, paste it into the trigger with an asterisk at the beginning and end,
then use the builder to assign actions to it. If you want to hand code it,
though, that's not hard either.
Say you have the line:
The ship shudders as its lasers are fired.
Place a line like so in one of your .set files:
#trigger {The ship shudders as its lasers are fired.} {#gagline voice}
Placing the word voice after gagline means that the text will still show up
in the log, but it won't be spoken. I like to do it this way because it
makes logs easier to understand. If you don't want the text to even show up
in your output window, you can substitute voice for all, or you can
eliminate the word altogether.
Please let me know if there's anything else you need help with.
All the best,
Ryan


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Darren Harris
Sent: Saturday, January 05, 2013 5:26 AM
To: Gamers Discussion list
Subject: [Audyssey] help with gagging text on vipmud?

Hi all,

 

I really need some help here.

 

Am playing the star conquest mud at moo.squidsoft.net port . Yes it's a
really good mud I'm rather enjoying it. 

 

I'm wanting to gag text so I can cut out various bits of spam including
battle spam. I've read the manual on this subject but I don't really
understand if I'm telling the truth.

 

If someone could please write me either off list or on I don't suppose it
matters and try and explain how this is done then I would indeed be
greatful.

 

Thanks all.

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Re: [Audyssey] help with gagging text on vipmud?

2013-01-13 Thread Ryan Strunk
Hi Darren,
No problem at all. It's what we're here for.
So first, grab the text you want to gag.
The ship shudders as its lasers are fired.
Then press control shift t. This will put you in a trigger list and the
start of the wizard. Tab to the add button to create a new trigger.
The first box you come to is the search pattern. This is where you paste the
text you want to gag. If you're working with a mud that places a prompt at
the beginning of the line, you'll want an asterisk before the matching text.
In Discworld, for example, some lines are preceded by a greater than sign,
so it helps to have that asterisk. You'll have to experiment to see what, if
anything, your mud requires.
So our line in the trigger search pattern box could potentially look like:
*The ship shudders as its lasers are fired.
Next, tab to easy script builder and press enter.
This will put you into a list box where you can select an action you want
the trigger to perform. Simply arrow to the command you want, then tab to
add and press enter. For some commands, such as gag, you'll find extra
controls when you tab. These will give you extra parameters for the command
you chose.
Once you click add, you'll be placed in a list box containing the commands
you have chosen thus far. If you tab, you'll be back on the command list. In
this way, you can assign multiple commands to a trigger. If you want to gag
a triggering line and also play a sound, you can do that here.
After assigning all of the desired commands to the trigger, tab to OK and
press enter. This will put you into a box where you can specify a few
additional things about your trigger, but since we're gagging text only, we
don't have to worry about them. Tab to OK and press enter again.
This will place us back into the window with trigger search pattern, and the
easy script button will have vanished. The first control you come to when
you tab will be the class edit field. Here you can type the name of a class
you want the trigger assigned to. Be aware, though, that if you use a class
for this trigger, the class will have to be enabled in order for this
trigger to work. If you leave the class field blank, the trigger will always
work.
The next control is match any case. If you check this, it will match the
trigger pattern even if the capitalization is different. Since you copied
the line directly from the mud, you shouldn't need to match any case.
The next control is color trigger. I have never used this because I have
color disabled, but you can if you like.
Tab again, and you're on one of two crucial fields. This is the box where
you determine which script file your command is placed in. By default, it's
set to unassigned, which would mean your script is not saved. Arrow down to
the file where you want this trigger saved, then tab again.
The next control is update script file. It should be checked by default, but
if it's not, make sure you check it. If you don't, the command won't be
saved.
Finally, tab to OK and press enter. Then tab to done and press enter again.
If you have done all that correctly, your trigger will be saved and active.
Please let me know if you have more questions.
Hope this helps,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Darren Harris
Sent: Saturday, January 12, 2013 5:48 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] help with gagging text on vipmud?

Hi,

So how exactly would I use the wizard?

Sorry for sounding silly I really haven't done this before.


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Re: [Audyssey] help with gagging text on vipmud?

2013-01-13 Thread Ryan Strunk
Hi Darren,
Where you save the command depends on where you plan on using it. On
Discworld, for example, I might have two characters. Thus I would have a
bob.set, a jim.set, and a Discworld.set. If I save the commands in Bob or
Jim, they will only be active when Bob or Jim is active. If I save the
command in Discworld, though, it will be active whenever I play Discworld
regardless of who my character is.
On Star Conquest, because you can only have one character, it shouldn't
matter much where you put them. If you decide to start a different
character, though, you might have a different set of triggers.
Long answer to your short question, I'd put them in starconquest.set or
sc.set or whatever the mud file is called if I were you. You can always
choose to do differently, though.
Best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Darren Harris
Sent: Sunday, January 13, 2013 11:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] help with gagging text on vipmud?

hi,

thanks for this.

so which 1 of the files do i actually save it 2? i mean there's 2 files that
i have in my star conquest folder in vipmud. 

Sent from my iPad

On 13 Jan 2013, at 16:45, "Ryan Strunk"  wrote:

> Hi Darren,
> No problem at all. It's what we're here for.
> So first, grab the text you want to gag.
> The ship shudders as its lasers are fired.
> Then press control shift t. This will put you in a trigger list and the
> start of the wizard. Tab to the add button to create a new trigger.
> The first box you come to is the search pattern. This is where you paste
the
> text you want to gag. If you're working with a mud that places a prompt at
> the beginning of the line, you'll want an asterisk before the matching
text.
> In Discworld, for example, some lines are preceded by a greater than sign,
> so it helps to have that asterisk. You'll have to experiment to see what,
if
> anything, your mud requires.
> So our line in the trigger search pattern box could potentially look like:
> *The ship shudders as its lasers are fired.
> Next, tab to easy script builder and press enter.
> This will put you into a list box where you can select an action you want
> the trigger to perform. Simply arrow to the command you want, then tab to
> add and press enter. For some commands, such as gag, you'll find extra
> controls when you tab. These will give you extra parameters for the
command
> you chose.
> Once you click add, you'll be placed in a list box containing the commands
> you have chosen thus far. If you tab, you'll be back on the command list.
In
> this way, you can assign multiple commands to a trigger. If you want to
gag
> a triggering line and also play a sound, you can do that here.
> After assigning all of the desired commands to the trigger, tab to OK and
> press enter. This will put you into a box where you can specify a few
> additional things about your trigger, but since we're gagging text only,
we
> don't have to worry about them. Tab to OK and press enter again.
> This will place us back into the window with trigger search pattern, and
the
> easy script button will have vanished. The first control you come to when
> you tab will be the class edit field. Here you can type the name of a
class
> you want the trigger assigned to. Be aware, though, that if you use a
class
> for this trigger, the class will have to be enabled in order for this
> trigger to work. If you leave the class field blank, the trigger will
always
> work.
> The next control is match any case. If you check this, it will match the
> trigger pattern even if the capitalization is different. Since you copied
> the line directly from the mud, you shouldn't need to match any case.
> The next control is color trigger. I have never used this because I have
> color disabled, but you can if you like.
> Tab again, and you're on one of two crucial fields. This is the box where
> you determine which script file your command is placed in. By default,
it's
> set to unassigned, which would mean your script is not saved. Arrow down
to
> the file where you want this trigger saved, then tab again.
> The next control is update script file. It should be checked by default,
but
> if it's not, make sure you check it. If you don't, the command won't be
> saved.
> Finally, tab to OK and press enter. Then tab to done and press enter
again.
> If you have done all that correctly, your trigger will be saved and
active.
> Please let me know if you have more questions.
> Hope this helps,
> Ryan
> 
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Darren
Harris
> Sent: Saturday, January 12, 2013 5:48 PM
> To: 'Gamers Discussion

Re: [Audyssey] beep beep game

2013-01-25 Thread Ryan Strunk
I'm going to sincerely hope that this response was a joke. If not, please
remember that you can attract more flies with honey than vinegar.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Friday, January 25, 2013 1:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] beep beep game

Probably in the App Store.  Seeing as I don't know the game you're referring

to, I suggest you do a search.  And, it is for the iPhone.  There is no such

thing as an iphone.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Hayri Tulumcu" 
To: 
Sent: Friday, January 25, 2013 11:50 AM
Subject: [Audyssey] beep beep game


> where can i find the  beep beep game ore what is it called? to the iphone
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Re: [Audyssey] beep beep game

2013-01-26 Thread Ryan Strunk
Hi Haryi,
I haven't heard of any beep beep game, though it's possible you're thinking
of HearStrike. Beeping is the only sound that game makes. *grin*
If this isn't it, and if you have any other clues, feel free to write back,
and I'm sure the community can brainstorm up a solution.
Best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayri Tulumcu
Sent: Friday, January 25, 2013 11:50 AM
To: Gamers@audyssey.org
Subject: [Audyssey] beep beep game

where can i find the  beep beep game ore what is it called? to the iphone
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Re: [Audyssey] beep beep game

2013-01-26 Thread Ryan Strunk
Hi Ben,
I knew the community would come through! Thanks for the info.
All the best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ben
Sent: Saturday, January 26, 2013 10:26 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] beep beep game

In fact, Ryan, you're wrong there.  Don't know who developed it, but there
is such a game.  Raul reviewed it a long time back.  Have a look on his
sight, or I have the podcast if you want it.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ryan Strunk
Sent: 26 January 2013 15:55
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] beep beep game

Hi Haryi,
I haven't heard of any beep beep game, though it's possible you're thinking
of HearStrike. Beeping is the only sound that game makes. *grin* If this
isn't it, and if you have any other clues, feel free to write back, and I'm
sure the community can brainstorm up a solution.
Best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayri Tulumcu
Sent: Friday, January 25, 2013 11:50 AM
To: Gamers@audyssey.org
Subject: [Audyssey] beep beep game

where can i find the  beep beep game ore what is it called? to the iphone
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Re: [Audyssey] MUD question

2013-03-05 Thread Ryan Strunk
You'll see something like this:
site: discworld.imaginary.com 23 [216.254.34.56]
First is the host name. Right after that, that number, which will be between
2 and 4 digits, is the port. Then you have the IP address.
Hope this helps,
Ryan


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith
Sent: Tuesday, March 05, 2013 1:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MUD question

sounds like a plan.  One problem.  Where do I find the address (okay, I know
where that is on the page) but whoat about the port number?

keith
- Original Message -
From: "Shadow Dragon" 
To: "Gamers Discussion list" 
Sent: Tuesday, March 05, 2013 12:13 AM
Subject: Re: [Audyssey] MUD question


> Why not just start new worlds in MushClient, which you already have if you

> use Mush-Z. Just hit control n from inside the mush client window and you 
> can put in the address and port under the mud listing. The java/flash 
> client is probably inaccessible anyway, I haven't tried it though.
>
> --
> From: "Keith" 
> Sent: Monday, March 04, 2013 10:19 PM
> To: "Gamers Discussion list" 
> Subject: [Audyssey] MUD question
>
>> Hi, I have been trying to connect and play some of the muds on the mud 
>> connector site and when I click the connect and play link, it takes me to

>> a page about something called TMC and needing java enabled and having 
>> adobe flash player installed.  I currently do not have flashplayer 
>> installed due to some issues with a website I visit every day that 
>> automatically plays video that cannot be muted or turned off (as in an 
>> onscreen player).  So, is there some way I can install Adobe flash 
>> player, yet be able to disable it or turn it off when I need to?
>>
>> Windows xp sp 3
>> window eyes 7.5.4.1
>> IE 8
>>
>> Thanks
>>
>> Keith
>>
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Re: [Audyssey] Giving Away Free Games was Announcement About BSC Games

2013-04-23 Thread Ryan Strunk
Tom,
I agree with 95% of your post below. Developing games isn't a walk in the
park, financial or otherwise. But there is one comment you made that I want
to underscore.
"Developing high quality games costs lots of money. Far more money than the
average blind American collects from SSI checks each month."
Absolutely true, which is a great incentive for blind people to get jobs.
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Tuesday, April 23, 2013 2:47 PM
To: Gamers Discussion list
Subject: [Audyssey] Giving Away Free Games was Announcement About BSC Games


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Re: [Audyssey] Giving Away Free Games was Announcement About BSCGames

2013-04-23 Thread Ryan Strunk
Bryan,
I don't want to get too far afield, but a store refusing to help you shop is
in direct violation of the ADA. I'm not saying that a lawsuit is the best or
even a good option, but I can understand their anger.
As for games, the sighted public has just as much of an entitlement complex.
We just don't see it because we're not in the thick of it. Try logging onto
any torrent site, though, and see what you find there. I guarantee you'll be
amazed--or maybe you won't.
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Tuesday, April 23, 2013 4:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Giving Away Free Games was Announcement About
BSCGames

Quite frankly this entitlement view is why I don't have much respect for
many blind folks in general, and it's not ust to do with games. I get so mad
when I hear people talk about ow they won't participate in an activity
unless there's a discount because of blindness. THese are often the same
people who'll threaten to sue a store employee if they refuse to help them
shop regardless of the reasons for that refusal.



But thou must!


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Re: [Audyssey] challenge for developers, post xp windows

2013-04-30 Thread Ryan Strunk
The ribbons are perfectly usable. In fact, as a former access tech
instructor, I taught them to every student who came through my class. I
think the biggest problem with them isn't the ribbons themselves, but rather
blind users not understanding how they work.
Each ribbon is divided into sub-groups. Each sub-group has controls. Want to
jump from control to control, just press tab. Want to jump from group to
group, just use control left and control right.
The advantage is that you can set tons of options without ever having to go
digging through multi-page dialog boxes.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Tuesday, April 30, 2013 2:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] challenge for developers, post xp windows

Is it equally accessible to a blind user, though?  The ribbon system is a 
big pain in the backside, pulldown menus weren't.  What works should remain.

--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, April 30, 2013 1:13 PM
Subject: Re: [Audyssey] challenge for developers, post xp windows


> Hi Charles,
>
> that's close enough. However, I don't believe anyone said it was right
> or particularly. fair. That's just the way business generally works.
>
> For example, when I took a marketing class in college we studied a
> marketing technique called perceived obsolescence. The way it works is
> you take an existing product and you find a way to repackage and
> resell it to the customer without having to spend much on developing a
> new product to replace it.
>
> So let's say you purchased a brand new computer from Del with an
> almond colored case, keyboard, mouse, and flat screen display. Six
> months later Del has parts left over from that run so they put them in
> a brand new case that is smaller, painted black, and has a matching
> USB keyboard, wireless mouse, and flat screen monitor. The
> motherboard, hard drive, sound card, etc inside the computer is
> exactly the same as you purchased but because of the nice new case,
> keyboard and mouse you might think you are getting something new when
> it is the same product in a slightly different form.
>
> A lot of what Microsoft does is for the same reasons. I don't know too
> many people who likes the ribbons in Microsoft Office and File
> Explorer etc but it looks different. I figure the primary reason they
> do it is because of perceived obsolescence. They can take a product
> like Wordpad, which has been around for years, and make it new just by
> taking out the menu bars, replacing them with ribbons, changing a few
> other user interface elements and packing it on their new OS as an
> updated version of the software when in reality the software hasn't
> changed. There isn't anything new we didn't have before like a spell
> checker, grammar checker, thesaurus, whatever, but it looks new and is
> marketed as such.
>
> Cheers!
>
> On 4/30/13, Charles Rivard  wrote:
>> Is this how it works?
>>
>> Microsoft sells the new OS.  That OS doesn't support older hardware and
>> software, so hardware and software developers make new products to run on
>> the new OS.  The computer manufacturers make the new computers that 
>> handle
>> all of this other new stuff.  Now, the consumer must buy the new 
>> computers
>> that come with the new software and hardware running the new OS.  The 
>> only
>> ones who are short changed are the consumers.  If we don't have the money

>> to
>>
>> buy the new for whatever reason, we're screwed.  What's wrong with this
>> picture from the consumer's side of things?
>>
>> --
>> If guns kill people, writing implements cause grammatical and spelling
>> errors!
>
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Re: [Audyssey] challenge for developers, post xp windows

2013-04-30 Thread Ryan Strunk
One of the biggest factors to consider is security. XP has been out on the
market for 13 years. That means people have had 13 years to figure out all
its little exploits. Windows 7 is more secure. It runs faster. It's more
efficient from an end-user standpoint.
There is a substantial difference between not liking something because it
has been poorly designed and not liking something because you aren't
comfortable using it. I would suspect this massive hate-on you're packing
for Windows is due to the latter.
I loved XP. I owned 6 computers over the course of 8 years, and that was the
only system I would run. I hated the idea of switching to Windows 7.
But now that I have, I wouldn't switch back if you paid me to. Windows 7
runs quicker, the search box is a dream, and I don't get fishing/virus
programs that pop up on my computer just for visiting a Trojan site.
Perhaps instead of railing against a system that will eventually replace
what you're comfortable with now, you might reach out for advice/tips on how
to use it better. You might surprise yourself.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Tuesday, April 30, 2013 3:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] challenge for developers, post xp windows

Hi tom.

touchscreens are the rub however with that one and why I don't want to
completely dismiss windows eight, since I do indeed like the touchscreen
interface on ios which has an icon setup much as you describe windows 8
having, which would I agree be a nightmare with arrows but is great with a
touch screen and speech.

Another part of this however, particularly where things like ribbons are
concerned, is why should! a user bother learning a new interface,  or to
put it a little less bluntly, what extra bennifits are provided with windows
7 or 8 that xp doesn't have, ie, what more will it do for me that justify
the time spend learning all this.

in the case of the Ios screen this was clear. if I wanted to play games like
king of dragon pass, as well as access phone functions like text messages,
siri etc, I had to learn the interface, there was a clear bennifit to doing
so. What however does windows 8 do that xp doesn't that justifies a persons
time?

This is more than just an idle question. For a visually impared user,
naturally stuff is more difficult, that is part of life, this means however
that a person needs to pick their battles a little more carefully and is my
point as to windows 7.

As you've already said, the practical functionality isn't that much over xp,
all it provides is extra trouble and work to learn, so why should! people
take the trouble for something that they can do anyway?

Windows 8 might be another beast entirely since touchscreens have a
different set of bennifits to keyboards, which is why I will likely wait to
try windows 8 (and specifically windows 8 with a touch screen), before
making up my mind entirely on the subject.

Beware the Grue!

dark. 


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Re: [Audyssey] Guns

2013-05-11 Thread Ryan Strunk
I, for one, am captivated by the idea of an oozi. I mean ... being able to
shoot people with bullets made of slime would be one interesting concept.
Imagine what would happen if you set the gun to burst mode. Every time
someone said "I don't know," you could pull out your oozi and ... splat!
Now an Uzi on the other hand, I have no desire to shoot anyone with.
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Friday, May 10, 2013 12:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Guns

Hi Cara,

Lol! Just print your own machine gun using a 3d printer. Not sure the FBI
would like that idea. Then any gansta wannabe would be printing Oozies,
MP5s, M-16s, etc. Interesting idea though.

On 5/10/13, Cara Quinn  wrote:
> Jim, does this come with the 3D printing plans that were just pulled 
> from the internet as well? ;)
>
> Smiles,
>
> Cara :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>

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[Audyssey] A See Munkey in my house!

2013-05-19 Thread Ryan Strunk
Hi everyone,
Most of you may remember reading a thread a few weeks ago about the See
Munkey, a revolutionary new 3D motion tracking headset that Aprone is
designing and coding for use in upcoming game titles. I received my headset
in the mail yesterday, and I am amazed beyond comprehension at what Jeremy
has put together.
First, let me say, as people start firing up their spell checkers and
splitting the subject lines, See Munkey is not spelled like the packets of
brine shrimp we used to get as kids. It's "see" as in to understand or to
take in visually, and "monkey" like the animal only spelled with a "U"
instead. See Munkey.
And now to the amazingness!
There were two pieces of gear in my See Munkey box: a reinforced headband
and a small rubberized box fitted with a clip and trailing a USB cord. The
rubberized box is the actual See Munkey. It's designed to clip onto the top
of your headphones if they run across your head. If you wear ear buds, or if
your headset, like mine, wraps around the back of your head, you clip the
box to the headband and slip that on over the top of your head. The See
Munkey is designed to sit on top of your head in order to track your
movements.
The See Munkey currently tracks your head on 3 major planes:
*Horizontal rotation: turning your head side to side, called yaw
*Vertical rotation: nodding your head up and down, called pitch
*tilt: tilting your head side to side and stretching out your neck, called
roll
The software is still being developed, but it was amazing to see it in
action; I'm practically drooling to play with it more, but I want to put
this email out there first to give Aprone the credit he so richly deserves.
I downloaded a mapper program to calibrate the headset to my particular
movements. Once the mapper is launched, you move your head through a series
of gestures and press letters to teach the program about yourself. The more
times you perform these gestures, the more the mapper learns about your
movements and the smoother it translates your gestures into actions.
Currently the See Munkey supports playing in Swamp as a means of turning
your character, but this will change very shortly.
But it using it to play Swamp, I've already seen the true genius the See
Munkey is going to be.
I was walking through the abandoned hospital today, one hand on my keyboard,
the other on my mouse, and I heard a zombie in my left ear. Instead of
moving my mouse so my character was facing him, I simply looked at him. I
mean I quite literally turned my head to face the noise and looked directly
at the zombie. As I turned my head, the sound panned with my movement until
I was staring the zombie square in his rotting face. It was the easiest
thing in the world to pull the trigger.
You will not truly be able to appreciate the amazing ground the See Munkey
is not only going to break, but shatter, until you get your hands on
one--and you must get your hands on one. My understanding is that the
devices, once commercially available, will retail for $50 plus shipping, and
they will be worth every penny. If you don't have $50, save your pennies,
ask a friend, or mortgage Vermont Avenue. This is something you truly must
experience.
Aprone, you are a gentleman and a scholar.
And now, zombies.
Ryan


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[Audyssey] See Munkey Instructions

2013-05-26 Thread Ryan Strunk
Before you can proceed with the below instructions, download the mapper from
http://www.kaldobsky.com/audiogames/munkeymapper.zip
It should also go without saying that you need a physical See Munkey in
order for the instructions to apply to you.
And now, everything you ever wanted to know about the See Munkey but were
afraid to ask.


Wearing your See Monkey
 Your See Munkey is designed to be worn on top of your head with the
trailing cable pointing backward, and the attached clip positioned on the
underside of the device. If you are wearing a set of headphones with a band
that runs across the top of your head, you may clip the See Munkey onto the
band to hold it in place. If you are using a set of ear buds, a pair of
headphones with a band that runs across the back, or a separate set of
speakers, attach the See Munkey's clip to the center of the headband which
is included in your package, and wear the headband across the top of your
head.

Connecting your See Munkey
Wear the See Munkey and plug its USB cord into your computer. Once the
device has been detected and installed, your See Munkey is ready to use.

Setting up your See Munkey
After your See Munkey has been installed, launch the program entitled
"MunkeyMapper.exe." This will launch a basic utility program which will
enable you to play Swamp using your device. This program, in addition to
mapping commands to Swamp, will enable you to calibrate your See Munkey to
your own comfortable range of motion, install firmware updates to the
device, and specify the port your computer should check to detect the See
Munkey. This last feature will be changed in a future update.

Selecting your Port and Checking for Connectivity
Commands needed:
ComX - where X is the number of the port to check. This will range from 1 to
16
Version - Displays the version of the mapping software you're using, gives
connection information for the See Munkey, and relays the current firmware
version, if available (see below)

Selecting the port for your See Munkey may take a few moments, but you will
only have to perform these steps once. Afterward the Munkey Mapper will
recall your connection information.
1.  Type "com1" into the edit box and press return. This will manually
set the See Munkey's port to com port 1.
2.  Type version into the edit box and press return. This will activate
the See Munkey, if this is the correct port, and the device will begin to
warm up. This may take 5 to 10 seconds. The first time you type "version,"
you will likely be told device information is not available.
3.  Wait approximately 10 seconds for the See Munkey to be activated
4.  Type "version" again and press enter. If the See Munkey is connected
to this port, you will be told the build information for the device and you
can skip to updating the firmware (see below). If device information is
still not available, proceed to the next step.
5.  Repeat steps 1 through 4 above, substituting higher numbers in place
of com1. You may have to perform these steps using "com2," "com3," "com4,"
etc. before the proper port has been located. Remember, however, that you
will only have to locate the proper port once, and the information will be
saved.

Updating your See Munkey's Firmware
Commands needed:
Firmware - Places you in a menu where you can select the latest version of
the firmware for your See Munkey

1.  Type "firmware" into Munkey Mapper's  edit box and press return. You
will be placed in a menu where you can select a firmware version.
2.  Using the up and down arrows, select the version you would like and
press return. If you do not wish to update at this time, select cancel and
press return.
3.  A command window will open showing the progress of the update. You
may have to manually switch to this window in order to read the progress.
Once the update has been written to your See Munkey, both the command window
and the Munkey Mapper will close.
4.  If your See Munkey's firmware was successfully updated, relaunch
Monkey Mapper and proceed to calibration.

Calibrating your See Munkey
Commands needed:
C - Center your See Munkey
L - Set the left parameter
R - Set the right parameter
U - Set the up parameter
D - Set the down parameter
7 - Set the tilt left parameter
9 - Set the tilt right parameter
S - Reset your See Munkey's parameters

Calibrating your See Munkey can be done as often as you like. The more you
perform the calibration steps, the more your See Munkey will adjust to your
personal style of movement. Your most recent calibration set will be heavily
weighted, however, so if you perform a calibration that feels quite natural
to you, you may want to test it in a game before continuing to make
adjustments to your See Munkey's parameters.
Your See Munkey contains implanted memory which will store your various
movements, so you will not need to perform these steps each time you use the
device.
Complete the below steps to calibrate your See Munkey. When moving your 

Re: [Audyssey] what will it take for this community to learn?

2013-06-23 Thread Ryan Strunk
Slow your roll, Charles. We obviously have different interpretations of his
second point, but I would guess, given the nature of his entire post, that
he isn't advocating piracy. Rather he's saying that, given people's natural
tendency toward impatience--misguided or not--if they don't get what they
want, they will turn to piracy. The solution to that is to get your codes
out quicker.
Deep breaths, my man.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Sunday, June 23, 2013 12:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] what will it take for this community to learn?

Your comments, followed by my responses:
Comment:
 If one doesn't get the key in 24 hours, then the developer should be
blamed.
Response:  So, if I were to purchase something on Saturday evening, the
developer is to get my registration key to me by Sunday evening?  If more
people felt this way, there goes a developer's weekend with family, and they
get no time off, all due to gamer's total lack of understanding and
patience!  This attitude is exactly what I was talking about in my original
post on this thread, and there! is! no! excuse! for! it! being! tolerated!!!

You say:   If I want money for my product, I have to check orders at least 
once in a day, otherwise I lose my clients and, yes, get them to opt for the
cracked product rather than buying from another developer as they get
frustrated quite like the developers do about the complaints.
my response:  If your clients behave that way, then I strongly suggest that
you get other clients.  And to make matters worse, you? condone? piracy?? 
If I had anything to say about this list, and keep in mind that this is my
personal opinion, you would be banned from this list, and I would do
something about your advertising of the fact that you have no problem in
having a hand in piracy for the simple fact that your clients are impatient.

Suggesting to your clients that they should get a cracked copy of software
rather than wait for a legal one is downright deplorable, and you should be
ashamed of yourself, although you apparently are not.  I know one thing for
sure:  Knowing what I now have read directly from you, I would never do any
business with you, and I suggest that all others take the same stance
against your despicable business practices.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message -
From: "Milos Przic" 
To: "Gamers Discussion list" 
Sent: Sunday, June 23, 2013 12:28 PM
Subject: Re: [Audyssey] what will it take for this community to learn?


> Hi Charles,
> Yes. About release dates I agree 100 percent. But about getting 
> registrations not quite. If one doesn't get the key in 24 hours, then the 
> developer should be blamed. If I want money for my product, I have to 
> check orders at least once in a day, otherwise I lose my clients and, yes,

> get them to opt for the cracked product rather than buying from another 
> developer as they get frustrated quite like the developers do about the 
> complaints.
> Best!
>  Milos Przic
> twitter: MilosPrzic
> skype: Milosh-hs
> - Original Message - 
> From: "Charles Rivard" 
> To: "audyssey gamers list" 
> Sent: Sunday, June 23, 2013 4:00 AM
> Subject: [Audyssey] what will it take for this community to learn?
>
>
>>A thought on impatience:  Some people gripe about the length of time taken

>>by developers to come out with a new game.  Some people gripe if they 
>>don't get a registration key right away.  Some people gripe about the fact

>>that they don't have enough games to play.  Strangely enough, these 3 
>>complaints come from pretty much the same few people.  These are also the 
>>same people who want cheat codes very shortly after they get a new game.
>>
>> Have you noticed what always seems to happen when these complainers 
>> really get on a roll?
>>
>> James North produced many very good games and then quit.  Why did this 
>> occur??  Liam has voiced frustration, to say the least, and has openly 
>> voiced a consideration of quitting.  Why?  Other producers of games have 
>> also vacated the premises.  Guess why?
>>
>> I commend those developers who have stuck it out and continue working for

>> those of us who do care about and respect them.  For those of us who 
>> don't, and who only care about themselves and what they want, when they 
>> want it and no later, what's it going to take for you to learn what you 
>> cause?  It's about time you grow! up! and think about someone other than 
>> you for a change.
>>
>> Yes, I'm angry, and I think I have a darned good reason to be.  Although 
>> I don't create games, I care about those who do, and it just flat burns 
>> me up when you drive these creators away with your selfish and downright 
>> childish behavior!
>>
>>
>>
>> ---
>> Shepherds are the best beasts, but Labs are a close second.
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you 

Re: [Audyssey] what will it take for this community to learn?

2013-06-23 Thread Ryan Strunk
Bryan says there's no other interpretation for that quote than the one you
supplied. That makes me sad, Brian.
As for yours, Charles, let me try and help.
Quote:  "If I want money for my product, I have to check
orders at least once in a day, otherwise I lose my clients and, yes, get 
them to opt for the cracked product rather than buying from another 
developer"  end quote.
I.E. If I don't supply codes to my clients soon enough, they, not I, are
going to opt for piracy instead of waiting. That doesn't make it right, but
I believe that was the point.
But hey! You're ripping the guy a new one for what you think he said. I'm
defending him from the vigorous ripping you want to give him with what I
think he said. So let's try this:
What did you really mean?
More deep breaths, gentlemen, and let's try not to think the worst of one
another, shall we?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Sunday, June 23, 2013 3:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] what will it take for this community to learn?

Quote:  "If I want money for my product, I have to check
orders at least once in a day, otherwise I lose my clients and, yes, get 
them to opt for the cracked product rather than buying from another 
developer"  end quote.

How else can that be taken?  Isn't he suggesting that if they don't get 
their registration key within 24 hours, they should get a pirated copy?  And

blaming a developer for not getting a registration code to a customer within

24 hours, even though they may have a very fair policy that you should wait 
for at least 72 hours is just flat crazy, because there may be Internet 
problems, or, as I pointed out, it might be during a week end.

---
Shepherds are the best beasts, but Labs are a close second.


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Re: [Audyssey] what will it take for this community to learn?

2013-06-23 Thread Ryan Strunk
No, it doesn't, as he wrote it in the first person. He was referring to
himself as the hypothetical developer.
But again, let's just ask him.
I fully realize I'm contributing to the very problem I'm trying to stop by
hashing and rehashing one silly little sentence someone may or may not have
meant to write in the way they did, but I think this traffic is indicative
of a much larger problem we have on this list.
Milos writes a post expressing his viewpoint on a controversial topic about
developers and the time they have available. The sentence wasn't
particularly strong, and according to Milos' Twitter feed, English isn't his
first language, adding a whole level of possible complications. Remember
when JFK said he was a doughnut?
So someone reads that sentence, interprets it a certain way, and goes off on
what can only be described as a tirade, making some pretty strong statements
about the author's character and comportment and recommending that
developers stay clear of him. And if that's not enough, other people start
writing in support of the tirade. "Yeah! I can't believe that guy! What a
jerk!"
But what if it turns out Milos mistyped that sentence? What if it turns out,
English not being his first language, he didn't mean to word it as you
interpreted it? Now a vocal section of the community has made him a villain
because of one simple mistake that he likely didn't even realize he made.
He's going to come back to his inbox and read a huge number of posts
debating his status as a pirate because of 13 little words.
What does that say about this community?
We can talk all we want about the awful people who beat on developers, who
whine about cheat codes and product keys, who are destroying the possibility
of future games because of their actions. But all the while, those who
aren't are preaching from soap boxes about their own virtues, and in cases
like this, are likely making huge mistakes. If we're going to be holier than
thou, there likely won't be much thou left after too long, and it's going to
be a sad and lonely place.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Sunday, June 23, 2013 5:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] what will it take for this community to learn?

The problem is his wording seems to indicate that he would, at least when it

came to other people's products.



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Desiree Oudinot
Sent: Sunday, June 23, 2013 4:15 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] what will it take for this community to learn?

That doesn't make sense though. If he's selling something, and he
doesn't get back to his clients within 24 hours, he wouldn't tell
them, "it's ok, just go out and crack my software. I don't give a
damn." That's just plain idiotic. I think Ryan is right--I gave an
objective viewpoint earlier in this thread, and I'm sticking to it. I
think a few of you are taking one badly worded comment and blowing it
way out of proportion.

On 6/23/13, Bryan Peterson  wrote:
> Or that he persuades them to opt for the cracked product.
>
>
>
> Ash nazg durbatulûk, ash nazg gimbatul,
> Ash nazg thrakatulûk agh burzum-ishi krimpatul.
> -Original Message-
> From: Ryan Strunk
> Sent: Sunday, June 23, 2013 3:56 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] what will it take for this community to learn?
>
> Bryan says there's no other interpretation for that quote than the one you
> supplied. That makes me sad, Brian.
> As for yours, Charles, let me try and help.
> Quote:  "If I want money for my product, I have to check
> orders at least once in a day, otherwise I lose my clients and, yes, get
> them to opt for the cracked product rather than buying from another
> developer"  end quote.
> I.E. If I don't supply codes to my clients soon enough, they, not I, are
> going to opt for piracy instead of waiting. That doesn't make it right, 
> but
> I believe that was the point.
> But hey! You're ripping the guy a new one for what you think he said. I'm
> defending him from the vigorous ripping you want to give him with what I
> think he said. So let's try this:
> What did you really mean?
> More deep breaths, gentlemen, and let's try not to think the worst of one
> another, shall we?
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
> Rivard
> Sent: Sunday, June 23, 2013 3:18 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] what will it take for this community to learn?
>
> Quote:  "If I want 

Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread Ryan Strunk
I'm not sure why you wouldn't use a timer to calculate movement rate. If you
rely on whether the sound is playing or not, you run into a whole host of
problems:
* If you change the step sound, the game's speed changes.
* If your floor footstep is shorter than your grass one, you would move
faster on a floor.
* If you want to adjust speed either up or down on the fly, you're out of
luck.
* Literals, especially such obscure ones, are not a good idea.
If you're going to have your player move a tile at a time, use a timer, then
have the sound stopped and restarted if it's already playing.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Monday, July 29, 2013 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi John,

Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an FPS.
They aren't precise enough for what you want and you'll loose accuracy
and precision. You would be better off using floats or even better yet
doubles for a wider degree of accuracy when moving from coordinate to
coordinate.

Second, you don't have to use timers to update the player's position.
You can simply update the player's position in real time as the up or
down arrow keys are pressed. To keep them at a constant speed you can
check if the step sounds are playing or not. If playing ignore the
command. If not playing play step sound and update position. That's
basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as due
east, or you can use the bearing system where 0 is oriented do north.
If we know how you want to handle this it will be pretty easy to pass
along some formulas for calculating your position.

Cheers!


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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Ryan Strunk
Hi Cara,
I haven't pondered this. Are you saying, for example, that you could give
the player a forward velocity of 0.1, and as long as walking is true, update
that every time through the game loop? Then if the velocity is 0, he just
wouldn't move?
Fascinating concept. I wouldn't mind some clarification.
All the best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hey there y'all,

Maybe I'm missing something here, but rather than using a timer at all,
would it not be more appropriate to simply calculate a velocity vector each
frame which could either stay static or change depending on the player's
surroundings. This way the player's movement could be calculated and
performed every frame. No timer necessary.

thanks for the great thread!

Smiles,

Cara :)


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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-08-01 Thread Ryan Strunk
Hi Cara,
I'm curious about the frame rate concept. I assume this would be based on
the time of your game loop? If your game loop is instructed to wait 5
milliseconds at the end to save processing power, then the movement rate
would, in essence, be triggered every 5 milliseconds? For faster characters,
you would just give them greater velocities?
Thanks much,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 7:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's
avatar move and if he's unable to do that then the collision detection
routines can stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently
stop him. If he is running and touches a wall then give him some damage,
stop him and bounce him back a bit based on his velocity. Does this make
sense?

It's really the job of the collision detection to decide whether or not your
player can move.

Obviously there may be other situations you may want to check for other than
collisions but the concept of attempting the move is what I'm getting at
here.

In a real physical situation sometimes you can't walk because the hill is
too steep. Know what I mean? Nothing is really stopping you but there's a
physical reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity
to something greater than 0.

The game loop processes your player's movement and if nothing is preventing
you from moving in the direction you want at the speed you want then you do.
Simple as that. If something is in your way then your collision detection
will stop you or move you back to where you were and reassign your velocity
to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the
timing of your game loop or your frame rate as we've been calling it as
well, to manage your movements. YOu can sort of think of this as a movie.
But it's a dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH 

Cara :)
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Re: [Audyssey] adventure at c:

2013-08-24 Thread Ryan Strunk
Hi Kenny,
That puzzle leaves a little bit to be desired because of the stereo panning
caused by the same sound being played at various points. The solution, I
found, is to jump, hit the arrow a specific number of times, and hope you
land. If you do, great. Remember that number. If you don't, try again with a
different number. For example:
At the first platform, jump, then tap the right arrow 4 times. If you fall,
it probably wasn't far enough.
When you get back to the first platform, jump, then tap the right arrow five
times. If you landed, the answer is five. If you fall, try again with six.
Keep doing this until you have memorized the number of key presses for each
jump.
I want to say most of the jumps were 5 key presses, but it's been a while,
so I don't remember for sure.
HTH,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Kenny
Nikolausson
Sent: Wednesday, August 21, 2013 10:14 AM
To: Gamers Discussion list
Subject: [Audyssey] adventure at c:

Hi everybody. I just tried the "adventure at c:"-game and have a quession
about the platforms there.
For example, in "my pictures"-level I will losse my lifes at the point of
the level there you should jump between platforms. I cannot land at hte
point the "knock-knock-knock" sound are because I falling down. The time you
are in the air is to short.
Excuse me for my bad ecplanation but I hope someone maybee can understand it
and give me a good answer.
Best regards Kenny 


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Re: [Audyssey] building in the storm 8 games.

2013-10-05 Thread Ryan Strunk
One of my responsibilities at Target is working with the team who manages
and programs our iOS apps. Everyone on the team but me is sighted. As you
might expect, we talk about the iphone and the ipad pretty extensively. To a
soul, not one of the team bothers to capitalize the letter P except in
official communications such as release announcements. When we discuss bug
tracking, feature implementation, ux design, etc. it's always iphone and
ipad.
For the magazine, we should pay more attention to proper capitalization. To
my mind, though, this is a discussion list, and it can be treated as such.
In my experience, Charles and anyone else obsessed with iPhone and iPad, the
sighted public just doesn't care.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Wednesday, October 02, 2013 10:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] building in the storm 8 games.

I wonder how long it will take for people to start proofreading their 
messages?  If you do, you will hear the mistakes and hopefully correct them.

It's iPhone, not iphone!

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Wednesday, October 02, 2013 4:23 AM
Subject: Re: [Audyssey] building in the storm 8 games.


> Hi Ian.
>
> it depends very much on the game and situation. If however you listen to 
> Raul's storm8 podcasts, he gives some very important tips.
>
> Find both parts on http://asmodean.net/games/gameaudio.shtml
>
> Personally though I confess the storm8 games just didn't have the 
> atmosphere or playability to interest me, too much number crunching and 
> not enough actual substance to the game's world or plot. This is one 
> reason why the only game of that sort that I've consistantly played on my 
> iphone is Solara, since there the missions  and buildings and such mean! 
> something.
>
> Still, if you like that style of game fair enough.
>
> All the best,
>
> Dark.
> - Original Message - 
> From: "Ian McNamara" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, October 01, 2013 9:57 PM
> Subject: [Audyssey] building in the storm 8 games.
>
>
>> Hi, in the storm 8 games how is it best to start off the building. Is it 
>> best to start with the best building you can afford with the money you 
>> have or is it best to build a few of the smaller buildings to get as many

>> buildings as possible.
>>
>> thanks very much.
>>
>> Ian McNamara
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>
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Re: [Audyssey] audio limitations was: Re: More Halloween type games.

2013-10-06 Thread Ryan Strunk
I'm surprised you still remember that. Thank you.
That sound was absolutely disgusting in context. I wonder if I still have it
lying around somewhere.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Sunday, October 06, 2013 12:25 PM
To: Gamers Discussion list
Subject: [Audyssey] audio limitations was: Re: More Halloween type games.

Hi Tom.

To be honest, the problem does not just seem lack of finances. AFter all, 
indi developers, while not having the cash for huge, fullmotion 3D graphics 
have created some amazingly atmospheric and workable games, (just go check 
out the charts on a site like gamehippo and you'll see what I mean). The 
problem seems more one of the limitations of audio.

If your an indi developer and you want a wall dripping blood in your game, 
well you find a pixel artist to draw you one, then animate it, - indeed 
many indi companies are a pixel artist plus a coder.

With the sort of animation software freely available to handle sprites, it's

quite possible to get a game that looks as good as anything produced in the 
mainstream 10 years ago, and of course since your artist can just draw you 
stuff from scratch, well you pretty much have no content limits.

Want a slavering monster? fine! want a wall dripping blood? also fine! want 
an undead zombie cammel spitting clouds of poisonous gas,  well that 
might take a little creative drawing, but still the right person and the 
right animation software and there you go!

This is just not possible in audio simply because you can't create sound 
effects from scratch.

However one thing I've always wondered is why don't audio sound designers, 
instead of perchicing expensive libraries turn to the sorts of techniques 
people like the Bbc used to use 50 or 60 years ago.

For example, you want a sticky sound of footstpes in blood? Well if you 
can't find an expensive library, why not just fill a small bole with mud, 
position your mike (probably in a waterproof container), next to it and 
dabble your hand forceably up and down.

Since the vast majority of noises the human ear detects are essentially 
identified more by context than by absolute, instant identification such as 
images, then the context will fill in the blanks,  I know some devs have

done this, such as Ryan strunk and his use of splitting raw onion to 
simulate bone cracks.

Lastly, regarding actors, well I've heard far too much good quality internet

indi produced audio drama to convince me that you need to pay massive 
prices, not to mention having met several amazing ameter actors myself, 

heck, I'll admit I'm myself working on a voice acting project at the moment,

(though admitedly it's not precisely for an audio game).

If a person's acting skills aren't up to the task, well that is why you hold

auditions, and also your responsability as director,  heck I learnt more

about acting myself by stage directors just telling me "I want it done like 
that" before I even had one class in performance, and even though I have 
studdied performance a little, I'd still considder myself primarily a 
singer. That however doesn't stop me voice acting.

While I am quite aware just how expensive things like sound libraries are 
(I've checked myself), at the same time, since there is no way in Hell an 
audio game developer is ever going to get their hands on a free million or 
so for development we, and that's as much the community as the developers 
should really start thinking a little more creatively, --- -and not just 
with writing code.

As I said, I've voice acted myself and would be happy to do it again. I also

wouldn't mind doing monster or animal sfx.

While I don't personally have skills in sound editing or really any 
recording devices that would do well with anything bar voice, such is not 
true of others, look at all the topics in the offtopic room of 
audiogames.net about sound editing and sound creation.

So if we have some people who act, and some people who sound edit and some 
people who write code,  well isn't it a little stupid not! to make use 
of all of these people's tallents?

And lastly it goes without saying that tools like Philip's new music creator

will be great aides to anyone in such endeavours.

I know this point has been made before, but sometimes I just feel a little 
frustrated with a discussion yet again ending with "if we only had the cash 
and there's nothing we can do about it"

Well we're not going to get the cash, but maybe we, as a community could! do

something about it.

All the best,

Dark.


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Re: [Audyssey] Any Accessible Android Games

2013-11-08 Thread Ryan Strunk
Tom,
I'm going to touch on just one facet of your post, but I think it's a pretty
major one.

Quote:
"to be honest I think what has happened here is that Apple got to the
accessibility first. All the blind users ran out, purchased Apple
iPhones, and now any time someone goes looking for a smartphone they
say iPhone, iPhone, iPhone. However, now that Google is closing the
gap, the accessibility is improving, people such as yourself already
have an iPhone and refuse to switch or even follow changes in Android
accessibility since it does not apply to you. Am I right?"
End quote:

In some cases you are absolutely right, but in others, it's a clear case of
Talkback just plain not being as good as VoiceOver. This says nothing about
Android versus iOS. That's beyond the scope of my point. I use an Android on
a daily basis in my work. I'm required to make sure our sites and apps are
accessible for both Android and iOS, so I'm required to be fluent in both
systems.
The bottom line is that, while Talkback is improving, it's nowhere near as
polished as VoiceOver, and it won't be for some time. For example, VoiceOver
has given users the ability to navigate by various HTML elements for several
years. This feature was added to Talkback around a month ago, and it's still
not as fluid or thorough as VoiceOver's navigation. Perhaps most telling,
however, is the fact that all standard apps on iOS can be utilized by a
VoiceOver user instantly, where the same cannot be said for Talkback users.
iPhone users can navigate apple maps by touch and fully utilize the iOS
camera app. VoiceOver will even tell the user when a face is centered and
describe the taken picture in broad strokes. Talkback users, on the other
hand, can't even use the built-in calendar.
One could argue--and probably will--that you can just install a different
file browser, a different calendar, a different whatever on Android if you
want accessibility. But therein lies the crux of the issue--the reason why
Apple still wins hands-down. On iOS, you don't *have* to do that to use it.
It just works.
I'm sure Google will catch up some day, and I'm very much looking forward to
that day. I greatly appreciate their approach to open-source software, and I
think they're an all-around more impressive company. Right now, though, it's
not a case of blind people refusing to change; it's an issue of Talkback
just not being there yet.
Ryan


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Re: [Audyssey] Any Accessible Android Games

2013-11-09 Thread Ryan Strunk
Hi Tom,
I don't know the answer to that, as I don't tend to use the device for
leisure very often. Sorry I can't be of more help.
Best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, November 09, 2013 9:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Any Accessible Android Games

Hi Ryan,

I really appreciate your detailed post. That's the kind of information
I'd like to hear from people such as yourself who have and do use
both. However, are there any accessible games for Android or is
accessible games almost exclusively for iOS right now?

Cheers!


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Re: [Audyssey] Swamp needs some volunteer testers

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

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

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


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Re: [Audyssey] swamp idea-howlers

2012-01-25 Thread Ryan Strunk
I like this idea a lot. Especially with how people seem to be abusing
the stealth skill to solo big missions. I even saw people standing
next to someone they wanted to kill, firing their guns, and running
away in order to bury him in a tide of zombies. The type of zombies
you propose would cut down on this behavior, and it would encourage
people to actually shoot things.

On 1/25/12, Johnny Tai  wrote:
> 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] quests in new test version

2012-02-01 Thread Ryan Strunk
I can understand getting the bugs worked out, but please, no hints!
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Richard Sherman
Sent: Wednesday, February 01, 2012 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] quests in new test version

HI,

Do you think that that with multiple people havign the same quest this might

be causing some confusion in the coding?

Do you think that at least for testing, and maybe to carry over, that there 
might be a hint key. where if they press it, some minor hint might be given,

But then it will deduct some rep from the quest. Like maybe 50. Then if they

press the hint key 5 times, they get no rep.

In my case with the first quest, you were online at that time. You stated 
the pet cage is in the pet store. The other player found it, and grabbed it.

But while I was there, I could hear the pinging from it, but could never 
find it. Then it was gone, and never came back. And the player who got it 
again went back and no pinging for that player either.

the second quest was for a car battery. I went all over the auto mart, gas 
station, the hardware store, and kai mart. Never heard any pinging for it. 
Now if it was in the first 3 mentioned above, I should hear the pinging from

just moving from one end to another. But in Kai mart, I went all over that 
place with a fine tooth comb with no success.

the 3rd request was for drinks. There again I went every place that would 
have this with no success.

If it sounds like I am complaining, I'm not. I am just trying to give you 
the information on what quests I had and what I did to solve them. After 
all, this is just a test version and you said that once done, all profiles 
will go away.

Thanks.

Shermanator


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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Ryan Strunk
There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff. 


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Character Names and MUDs

2012-02-25 Thread Ryan Strunk
Hi Kelly,
If you don't want to go the cliché route of putting random words in your
names--Kelly Stormsong--try this for a little inspiration.
http://rinkworks.com/namegen/


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kelly Sapergia
Sent: Saturday, February 25, 2012 5:37 PM
To: gamers@audyssey.org
Subject: [Audyssey] Character Names and MUDs

Hi,

Now that I've registered VIP Mud, I'm interested in trying other MUDs, such 
as Valhalla. However, one thing I have problems with is coming up with a 
good character name. I'm just wondering if anyone has any suggestions for 
getting around this issue?

Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] audiogames.net is down again

2012-03-15 Thread Ryan Strunk
Hi Will,
I used to think the same thing until about a week ago. In  that time, I have
seen countless discussions on the AG forums and only a few over here. Swamp
updates, for example, are being posted and discussed over on the forum. It
might be worth giving it another look. There's quite a lot of really good
discussion taking place there.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Thursday, March 15, 2012 3:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] audiogames.net is down again

nothing new to talk about anyways any news will come to the list


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Re: [Audyssey] [IOS] Hearstrike the app is finally out!

2012-03-18 Thread Ryan Strunk
When I tried to play this on the bus, I could barely hear the target. When I
turned up the volume to hear the target better, I nearly ruptured my ear
drums when I fired the gun. I certainly hope he raises the target volume.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Il primo cittadino
Sent: Sunday, March 18, 2012 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] [IOS] Hearstrike the app is finally out!

Hi Tom.
You're welcome as a friend to my Game center, add me whenever you like by
searchingo for Siddharta33.
The clouded target is what you may call also Blind mode. If it isn't
checked, the screen will show the game and you can play it 
against sighted people. If you do so, however, there will be some more
difficulties to win scores.
Gabriel. 


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Re: [Audyssey] [IOS] Hearstrike the app is finally out!

2012-03-18 Thread Ryan Strunk
My point, though, is that regardless of why he did it, the target sound is
too quiet. Either that, or the gun sound is too loud. If I can only play
this app in a very quiet location, it loses its appeal for me.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Il primo cittadino
Sent: Sunday, March 18, 2012 1:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [IOS] Hearstrike the app is finally out!

Hi Ryan. The volume of the target is directly linked with its distance from
you. So, He can't rises it or players will lose the ability to center the
target.
Keep the volume at an average level and learn to ricognize the target's
distances while centering vertically.
Gabriele. 


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Re: [Audyssey] tips on programming

2012-03-31 Thread Ryan Strunk
I completely echo this sentiment. BGT has a lot of great features that would
cover anything you want to accomplish in terms of creating an audio game.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, March 31, 2012 3:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] tips on programming

Hello Dakotah,

Another option, if you are looking at audio games exclusively, is BGT. It 
fulfills all the criteria you specified. It only runs on Windows, but has 
been confirmed to work well on Xp, Vista, 7 and 8 both on 32 and 64 bit 
architectures. It has facilities for sound, speech, networking, and a lot 
more. You can find it at:
http://www.blastbay.com/bgt.php

Kind regards,

Philip Bennefall


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Re: [Audyssey] tips on programming

2012-04-01 Thread Ryan Strunk
Hi Tom,
Amazing how much you extrapolated from my brief post. 
You said:
"Well, that is debatible, [sic] and to be honest is a bit bias."
It's most certainly biased. It's biased in favor of market trends which
overwhelmingly show that the majority of blind computer users are Windows
users. While BGT is not cross-platform, it hardly needs to be in order to
support the widest possible customer base. At present that base lies in
windows, and nothing compatible to BGT exists elsewhere. Had I not already
invested more than a year into learning Python, I would make the switch
myself without reservation.
You said:
"While I will agree that BGT is a nice tool it is not the be all and end 
all of accessible game development."
That's funny given how much you recommended it in the past to aspiring game
developers. I daresay the only reason you've flip-flopped now is you have it
in your head to produce a competing product in Python. By the way, do you
still think Python is suitable only for text adventures and is useful only
for script kitties?
Have fun,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, March 31, 2012 10:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] tips on programming


Hi Ryan,

Well, that is debatible, and to be honest is a bit bias. What I mean by 
that is you are assuming that everyone uses
Windows and that Mac OS and Linux users aren't included in this 
discussion. As I recall the initial message asked what language or 
languages would be good for writing games for Mac, Linux, mobile 
devices, etc and BGT doesn't remotely cover that aspect of his message. 
While I will agree that BGT is a nice tool it is not the be all and end 
all of accessible game development.

Cheers!


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Re: [Audyssey] how i get out?

2012-04-05 Thread Ryan Strunk
Will,
Navigating buildings is something you'll certainly want to master, as the
safe zone is really the simplest of them. Wait until you have to navigate
the grocery aisles and back rooms of the Kai-Mart. Then you'll see a whole
new navigation challenge.
One way to navigate buildings is to use your radars like you're shore lining
with a cane. Face an exact cardinal direction, turn on your left radar, and
follow along the wall until you can't go any further. If you hit the wall
and can't turn left, then turn right and put the new wall on your left. In
this way, you can follow the perimeter of a building and find the major
exits.
There will certainly come times when you want to explore the center of a
building, though, and you can always use your front radar for that.
Just keep in mind that your best bet is to use cardinal directions when
navigating a building, and don't just move the mouse around as you walk.
Snap to a direction, stick to that until you hit some sort of cue, and go
forward.
Hope this helps,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Thursday, April 05, 2012 12:39 AM
To: Gamers Discussion list
Subject: [Audyssey] how i get out?

hi how i find the door to the safe zone and get out?
i can't target things obviously until I am outside the building


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Re: [Audyssey] LWorks

2012-04-21 Thread Ryan Strunk
Hi Tom,
Liam is programming the games himself.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, April 21, 2012 8:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] LWorks


Hi Damien,

That's hard to say. For one thing there are developers who write iOS games
etc on a contract basis and its possible Liam is simply hiring someone to
develop the games for him. In a case like that he can keep producing games
for LWorks without actively developing games himself.

Of course, if he is developing the games himself or hiring the job out to a
third-party developer he has a personal interest in supporting iOS devices
and has decided to get out of the PC market. As someone who also tends to
spend more and more time on mobile devices I can see why that is a much more
appealing target than writing games for his desktop or laptop at home. :D


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Re: [Audyssey] LWorks

2012-04-21 Thread Ryan Strunk
Hi Damien,
The idea of handing someone a computer with a screen reader and a mouse
doesn't sound half bad to me. One of the most amazing things I've found
about using the iPhone is the very fact that you can use the touch screen to
find the positions of things.
For example, I have placed my settings icon in the top left corner of my
home screen. The phone icon is in the bottom left corner. All I need to do
if I want to access either one of those icons is touch that particular
section of the screen. I don't even have to scroll. The fact that, for the
first time, I have the visual shape of things on the screen is incredibly
freeing.
It's no wonder sighted people love using the mouse so much. Now blind people
finally have an equivalent medium.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Saturday, April 21, 2012 4:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] LWorks

Hi Brian,
What I'm trying to say is, the very nature of a touch screen device makes it
seem rather inaccessible, no matter how many attempts and tweaks you make at
it. It'd be like giving a computer user a mouse, a screenreader, but no
keyboard. The fact is, blind people cannot see the screen, so it would take
them way longer than should be necessary to access things that could be
accessed in seconds.
As for the button-style cases, again. Good plan, if it weren't for the fact
that the screen was constantly changing, and therefore you're still tapping,
or pressing, for longer than necessary, trying to find what you need. There
are only two buttons on a Simbian based Nokia at least, that change on a
regular basis. Those are your two soft keys, and talks always announces them
to you before you even press them.
Regards,
Damien.


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Re: [Audyssey] bgt understanding problem

2012-04-21 Thread Ryan Strunk
Brandon,
The tutorial really does do a fantastic job of starting you out. If that's
still confusing, though, perhaps you can ask specific questions here?
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Brandon Peters
Sent: Saturday, April 21, 2012 10:11 AM
To: gamers@audyssey.org
Subject: [Audyssey] bgt understanding problem

Hi. I have a problem unstanding bgt or otherwise known as the blastbay
toolkit. I have been reading code from games by bgt, and reading the
tutorials, but I can't seem to understand it. Can someone help me understand
it from the very basics to the more advanced language?
--
Thanks,
Brandon
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Re: [Audyssey] bgt understanding problem

2012-04-22 Thread Ryan Strunk
Hey Brandon,
When working with code and the errors it can generate, specificity is king.
You have to let people know what doesn't work in pretty thorough detail in
order for them to be able to help you. Whereas doctors and mechanics can
take a look at the body of work and see what the problem is, we don't have
access to the code you have created in order to troubleshoot it.
With that in mind, let's look at your problems:
1. When you say you are having trouble putting together a menu, what part
are you having trouble with? Is BGT throwing any specific error when you
attempt to run your code, and if so, what is the error?
2. In creating a script with multiple commands, what is the text of the
error you are receiving? Giving out the error can help us solve the problem.
Good luck,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Brandon Peters
Sent: Sunday, April 22, 2012 6:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] bgt understanding problem

Well here are a few things. First, I am not understanding how to create a
menu and have sapi read it out to me. Second, I'm trying to make a script or
comment with multiple commands but I always get a compelation error. I hope
that helps.


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Re: [Audyssey] GMA Games was Times Ashes Collection

2012-04-29 Thread Ryan Strunk
He also has a really nice free game called Trek 2000 that's worth checking
out.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, April 29, 2012 6:23 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA Games was Times Ashes Collection


  Hi Paulette,

GMA is the developer of a number of action games for the blind. The 
developer is a guy named David Greenwood and to date he has created Lone 
Wolf a World War II submarine simulation, Tank Commander a modern tank 
simulation, Shades of Doom which is an accessible clone of Doom, and 
Time of Conflict which is a huge real time strategy game. In addition 
GMA has created VIPMud which is a self-voicing mud client for online 
muds, as well as a number of free games like Solitaire, Mine Buster, and 
the GMA dice
rolling program.


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Re: [Audyssey] GMA Games was Times Ashes Collection

2012-04-29 Thread Ryan Strunk
It's on this page:
http://www.gmagames.com/freegames.shtml
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Paulette Vickery
Sent: Sunday, April 29, 2012 12:04 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] GMA Games was Times Ashes Collection

Please tell me where I can find this free game. Thanks.

Paulette 


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Re: [Audyssey] Swamp account weerdness?

2012-05-15 Thread Ryan Strunk
Hi Dark,
If you're being told you have the wrong password, it's likely because
someone has already taken the name Dark. There have been player wipes
between certain versions, and it's possible that someone slipped in and
stole the name out from under you.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, May 15, 2012 5:45 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Swamp account weerdness?

Hi. 

I decided to give swamp more of a propper go, however when I try to log in
with the dark account which I created a very long time ago (several
versions), I can't, i keep getting told I've got the wrong password. 

this is weerd sinse I always! use the same password. Sinse I'd obviously
like to be Dark on swamp as indeed anywhere else, I was wondering if there
is a way to reset my password, heck I don't mind if Aprone deletes the dark
account and I just create a new one sinse there is only about ten minutes of
actual play on there and I hadn't got anywhere at all. 

I would however obviously like to play as dark on the game, so if Aprone
could fix this that would help a lot. 

All the best, 

Dark.
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Re: [Audyssey] Audio Archery news.

2012-05-20 Thread Ryan Strunk
There's nothing stupid about it. When you play a game with 0 graphics, 0
background, 0 anything, it looks like your phone is turned off. So some
sighted person will tap the archery icon, get this black background, and
immediately freak out, sending numerous emails and complaints to Apple in
the process. They're not asking Liam to animate the game. They just want
some kind of picture in the background so people know the app is working
properly. As someone already pointed out, even Papa Sangre has icons.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, May 20, 2012 4:30 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.

Hmmm, as I said on audiogames.net, methinks apple need to considder the
meaning of "audio game" a bit more carefully. I'm not sure if this is
malicious disregard or just shear stupidity.

After all, I'd bet they ever reject photo management or picture tweaking
programs for not having sound? :D.

A very silly atitude for a company who include accessibility into their os
by default.

Beware the grue!

Dark.
- O 


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Re: [Audyssey] Audio Archery news.

2012-05-20 Thread Ryan Strunk
I'm not certain. You'd have to ask Liam that question.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Sunday, May 20, 2012 8:45 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Audio Archery news.

Well since that is the case, why don't he just put the name of the game 
on the screen?


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Re: [Audyssey] Audio Archery news.

2012-05-20 Thread Ryan Strunk
Hi Charles,
Two points here.
First, one reason the community at large would like other app store options
is because of some of the random things Apple refuses in the apps it allows
to be posted. For example, someone made an app that allowed you to put an
icon on your home screen to toggle Bluetooth on and off. Apple later decided
it didn't want consumers to be able to do that anymore, perhaps because
they'll be adding that functionality in a later version, so the app was
pulled from the store. Now people can't toggle Bluetooth from the home
screen anymore. It's why so many people choose to jailbreak their iPhones.
They want the ability to install apps that are outside of Apple's rather
stringent guidelines. It's the same reason people want smaller government.
They want the freedom to do what they will with the device they paid for.
Second, as to the post below yours, I see some mistaken assumptions about
Apple, and I see some definite opinions expressed by someone who isn't as
into Apple products as you or I, but I'm having trouble finding the whining
you accuse him of. Can you please help me find said whining so I can also
indignantly tell him to stop doing it?
Thanks,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Sunday, May 20, 2012 9:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.

As for upgrading your OS, I have never had to pay for any upgrades of Apple 
iTunes, which is how I transfer info from my Windows PC to my iPhone, and it

was free to begin with.

As for the games for the blind, you are way off base.  What Apple wants is 
some kind of background, icons, or both, so that people with eyesight know 
that the app is working.  A totally blank screen would possibly indicate 
that either the app or the phone is not working.

As for how much control Apple has, I think it is good that they do have this

control, because it makes things secure and, hopefully, virus free, just to 
name one thing among several.

Think before you wine.
---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Willem Venter" 
To: "Gamers Discussion list" 
Sent: Monday, May 21, 2012 12:12 AM
Subject: Re: [Audyssey] Audio Archery news.


> This is why I stear clear of apple products. Even though they make a nice 
> phone and operating system, it's not worth it. They have too much control 
> over things that a normal user should be allowed to choose about. What do 
> they know about accessible games anyway?
>
> You can't even change the battery of your phone or upgrade your computer's

> hardware without violating their lisence agreement. You can't program for 
> IOS without using their propriotary tools that cost a lot of money and 
> then some know it all tech at the app store decides that an audio game 
> needs graphics.


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Re: [Audyssey] Audio Archery news.

2012-05-20 Thread Ryan Strunk
Just as most things today exist for a world that takes in 90% of its
environment through sight, the iPhone is no different. That's why you don't
need audio feedback for visual apps. You can tell just by looking at the
screen that things are working. In fact, many apps lose their sound when the
iPhone's mute switch has been flipped, whereas at no time is the screen
blank unless the phone is off or a blind user turns on the screen curtain.
I see where you're coming from, and to you and I it makes sense, but Apple
is catering to a pretty low denominator--the same type of people who can't
find the button to make the cup holder pop out the front of their computer
again.
Like it or not, it's just a picture, and that won't be hard to implement. At
least they're not making Liam put moving graphics into the game.
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, May 20, 2012 3:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.

I'm afraid I disagree Ryan, sinse the entire point of an audio game is that
the audio is still laying, so no reason for sighted people to freak.

By the same logic, shouldn't all those soundless aps have sound just in case
someone freaked out because they thought their speakers were bust?

And anyway, don't Iphones have a way to alt tab to the desktop or nearest
equivolent? while I freely confess I know little about the interface, I'd be
very shocked if once something was running you couldn't go back to your
basic phone setup or pull up a taskbar, just in case it crashed, in which
case, no freakout.

As I said, unless Apple are requiring the same requirements from visual only
programs that have no sound, which planely they are not doing, this strikes
me simply as unrealistic standard applied to a medium they weren't meant to
be applied to.

Beware the Grue!

dark.
-  


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Re: [Audyssey] Audio Archery news.

2012-05-20 Thread Ryan Strunk
I think the overarching point here is not Apple and its stance on graphics,
but rather the novelty of audio games. Think how much hubbub arises when
some mainstream developer decides to create an audio adventure--Papa Sangre,
Zombies! Run!, Aurify, etc. The reason audio-only  programs aren't seen as
just another form of program is because of their rarity. There are half a
million apps in the app store, and I would guess than less than 100 are
audio only programs. If we say there are exactly 500,000 apps, and 100 are
audio only, we're looking at 0.02% of all apps. Apple isn't looking at
profit, but rather wants to avoid the loss it would accrue from spending
customer service time telling people "No. Your phone isn't broken. It's an
audio-only program."
I think your idea of a picture that says "audio only program" is a good one,
and it would probably work. It's not a matter of flashiness, but rather
understandability for the sighted user who hasn't bought the 0.02% of
audio-only apps.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, May 20, 2012 4:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.

Hi Charlese.

I'm afraid I just do not agree on the basis that an audio game does not
output graphically. It is not a question of who uses the ap, so much as the
medium in which it outputs.

If a photo editing program outputs images, no sound is needed for the
control or correct running of such a program. Most audio software does have
visual controls, but this is a matter of the interfaced use used to control
such a program, not the ouput, if it were, apple would reffuse any audio
playing program that did not have something like the video show in winamp to
output visual effects during playback of the music.

An audio game however is! controled, and output entirely in audio, just as a
photo editing program is output and controled entirely in images. If you are
not going to demand extra output for the one, why for the other?

i do not doubt that your reason, that the software must! appeal to a sighted
user and Apple considders only visual presentation is correct, but to my
mind this is eronius thinking when it comes to audio games.

As someone with a small degree of vision who plays both audio, and graphical
games (albeit most are old, or at least in retro style), I do believe that
just as purely text based games still have a place and a unique style of
their own, so do audio games.

To take an example, in swamp, the fact that it's the surface you walk on and
the loudness of your movements which attracts the zombies, but by the same
tocan that you yourself must avoid zombies by ear gives a very unique twist
to the game, sinse you really need to watch where you walk, and what weapons
you use.

These are not features used in a graphical game, sinse obviously even if
some game or other did feature blind zombies that navigated by sound (though
I haven't heard of any that has), your character would still! by virtue of
the graphics have an advantage, being able to for instance see your way to
walk around patches of noisey gravel. In swamp however, the fact that you
and the zombies are on a more equal footing, neither having the advantage of
full overview gives a really unique feeling to the game that you wouldn't
get in something fully graphical.

So, swamp is unique because! it is an audio game, and as I believe has been
said previously, deserves recognition not merely in it's status of being
accessible, but in it's status of being audio, just as a fine radio drama
deserves recognition for being a radio drama, and neither a book nor a film.

it is however this I think apple are missing by their insistance on flashy
graphics, sinse they are considdering not what an audio game is! but only
how it will appeal to their customers and sell more phones. Rather than
saying "we are a company who support all! forms of art" they are saying "we
are a company who insist! things look and feel a certain way, even when this
is of no relevance to the things themselves"

it'd be like insisting that every radio drama comes with pictures of all the
characters, or that every novel be written as a comic with the story told in
pictures as well as words.

Of course, apple being the huge, multinational corporation that just wants
more ticks on it's prophit sheet, none of this makes a difference even if we
told it to them, sinse "a corporation that cares" is something of a
contradiction in terms.

Just because we are forced to accept something however by virtue of Apples
control on things doesn't make it right, which is really my point.

yes, Liam and other audio game devs will! have to have graphics for their
games in order that they have the correct, flashy look apple wants, this
however doesn't mean they should! just as even though capcom, nintendo etc
don't give a flying monkey's rear for game access doesn't mean that game
access i

Re: [Audyssey] Audio Archery news.

2012-05-21 Thread Ryan Strunk
Maybe I'm missing something here. Aren't you blind, too, Tom?
Thanks,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 21, 2012 12:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.


Hi Dark,

Sigh.This is the problem inherent with blind people. Instead of just
trying to meet sighted people like Apple half way and add a few graphics to
make the main game window more visually appealing you are willing to dig
your heals in and debate the point when nothing you say or do will change
their minds on that score. If you don't like Apple's terms then don't buy
their phone and don't develop games for their device. Its really that
simple.

Cheers!


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Re: [Audyssey] Audio Archery news.

2012-05-22 Thread Ryan Strunk
Okay now I understand. When Tom was saying "blind people," he was saying
"blind people who aren't me." I gather that's what you're doing in the
message below, because I know for a fact you're blind, too, and you don't
mind a graphic in the game. Thanks for clearing that up.
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Monday, May 21, 2012 10:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio Archery news.

I can't figure out why blind people don't think there should be at least a 
little feedback, even if it doesn't aid in the playing of the game, for the 
sighted gamer.  Using that logic, there should be no sound for any game 
designed for a deaf gamer.  Of course, if there were sound, maybe a blind 
player could play the game, too?  But without any sound, the speaker must be

broken, right?  Same idea.

---
Be positive!  When it comes to being defeated, if you think you're finished,

you! are! finished!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, May 21, 2012 7:33 PM
Subject: Re: [Audyssey] Audio Archery news.


>
> Hi Ryan,
>
> Yes, I am certainly blind. However, I wasn't blind my entire life so 
> perhaps that makes the difference. I know how sighted people think, and I 
> know how blind people think. So I am in a position to understand both 
> sides of the argument. However, the problem is that a sighted person knows

> no more about what it is like to be blind than a blind person knows what 
> its like to see so often those people argue from a position of ignorance 
> of the other party's perspective.
>
> In a situation like this one I get frustrated with the blind who say 
> adding icons, graphics, etc to a game is unnecessary. Of course its 
> unnecessary for a blind player, but since they don't understand how much a

> sighted person depends on sight they blithely make statements like they 
> can learn to play without graphics. While that may be technically true the

> fact of the matter is most sighted people will be disinterested in the 
> game if there aren't any graphics, and even if they do go as far to play a

> game by sound they would still want something to look at besides a black 
> screen. The sooner blind people recognize this the sooner we'll be able to

> at least open up dialog between blind game developers and sighted game 
> developers on how we can bridge the needs of blind and sighted users at 
> the same time. However, instead of attempting to meet the needs of both 
> blind and sighted gamers some blind people want to argue the point and 
> force a sighted person to play our games as we do, and I'm afraid to say 
> that will never happen unless we are willing to meet them half way.
>
> Cheers!


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Re: [Audyssey] The First Trailer

2011-06-01 Thread Ryan Strunk
Hi Willem,
Thanks for saying so.
As for probability factor, I'll have to give that one some thought with
regard to building it in. The way the system is designed to work right now,
you could likely achieve the same result if you created a rare punch on a
switch with other, less involved combos. When I get into the meat of
switches, I'll take a look, though.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Wednesday, June 01, 2011 2:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The First Trailer

Hi Ryan.
Firstly let me say that I think you are doing a great job on the game.
You mentioned that there will be the ability to add random selection in a 
timeline. What I would like to see is also the ability to edit the 
probability of that event occuring (for example a high stakes punch with 
high risk and high reward should not have the same probability as a normal 
punch), so the surprise element is not lost.
- Original Message - 
From: "GreyMatter Info" 
To: "Gamers Discussion list" 
Sent: Wednesday, June 01, 2011 1:42 PM
Subject: Re: [Audyssey] The First Trailer


> Hi everyone,
> I checked the archives last night, and it appears this message didn't 
> post.
> Sorry if you get this twice.
>
>
> Hey Dark and Tom,
> I'm glad you guys liked the demo. Thanks for the kind words.
> The mechanics of the editor, while fleshed out in my mind, are certainly 
> not
> all in place at this point. As I mentioned in the demo, I need to add
> opponent speech at the very least.
> As for your question, Dark, about what happens in a timeline, there are 
> two
> things that will be built into the final product. First, each round will
> have its own timeline, so you can design opponent behaviors according to
> which round they're in. Second, the timeline will contain the ability to
> program in custom combos and set them up on a switch. If you want the
> opponent to randomly choose between two sets of punch flurries, or if you
> want him to adopt a certain behavior depending on his health, that will be
> completely doable.
> It will be possible to hit an opponent while they're speaking. Just 
> program
> an unblock at the same time as you program opponent speech.
> I haven't quite figured out how I want custom opponents to fit into the 
> main
> game. The goal is to have a set list of opponents that I design, complete
> with some crazy behaviors. Defeating all these opponents in sequence earns
> you the title belt. After winning the belt, the player can play back 
> through
> the same list of opponents, but they'll be much harder to beat. I figure 
> the
> custom opponents can be challenged individually, and I could even see a
> precedent for setting up a tournament of custom opponents, but I'm not 
> sure
> how I feel at this point about players setting up secondary story lines. I
> worry that may detract from the main thrust of the game. Still, I won't 
> rule
> it out completely. After all, the credit for combos and random switches is
> all Che Martin's, and I'm happy to implement it.
> Tom mentioned having custom sounds for the various opponents, and that's
> something I fully intend to implement. As you noticed during the demo, the
> clown taunted the player between the first and second rounds. I want to 
> add
> all sorts of things like that: impact sounds, taunts between rounds, intro
> speech, in-round taunts, body falls, etc. As for music, I haven't given it
> much thought, though I suppose you could just drop in a piece of music at
> the beginning of each round timeline if you really wanted.
> Thanks for all the feedback, and thanks for the interest. Feel free to let
> me know if you have more questions.
> Best,
> Ryan
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Tuesday, May 31, 2011 11:46 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] The First Trailer
>
> This is deffinately sounding good, though as Thomas and others have said,
> I'll be extremely sorry if Jaws is the only output alternative for the 
> game.
>
> Personally I'd like a sapi option sinse direct output from programs to Hal
> hasn't really been worked out yet,  and anyway i'm quite happy with
> daniel as my default sapi voice in games.
>
> The opponent editer does sound interesting indeed, though one thing I find
> myself wondering is what happens when you get to the end of the pattern?
> Does it just repeat?
>
> And is it possible for you to hit opponents while they are speaking?
>
> Also, while I understand the game will feature a crowd sound to give you 
> an
> idea of how well your punches hit, will there be an option for adding 
> custom
> music to opponents, the way game likes street fighter tekken and virtua
> fighter did. That would be a nice addition to the game.
>
> Possibly as well you could considder extending the opponent editer to let
> peo

Re: [Audyssey] Airik the Cleric a scam?

2011-06-13 Thread Ryan Strunk
And Max Shrapnel? Did he have the best of intentions on that one, too?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, June 13, 2011 5:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Airik the Cleric a scam?

Hi Bryan,

True, but often times this community jumps to the wrong conclusion when they
don't have any evidence to prove their opinions false. Here is a case in
point.

Back in 2005 when James North had  not produced working copies of
Montezuma's Revenge and Raceway there was this huge group of people who said
it was all a scam. That opinion was false as I happen to have the original
source code, written in VB 6, for Raceway and Montezuma's Revenge that
proves he was in deed working on those games as well as his changelog files
etc. From what I seen of reading through his personal notes and such is that
there would be long stretches between updates. He might start working on
something on a Sunday,  stop working on it for a few days, and take up with
it on Friday night.
This looks to me like a man working around a busy schedule rather than
someone who was outright trying to scam people. As to why he would say the
game would be released on x, and turn around and then say it was not ready
I'll never know. All I can say based on his notes is that he was in deed
working on it, but progress was slow and spread out over a haphazard
schedule. If James North had just been more forthcoming about his work
schedule people might have understood, but since he said nothing people
asumed the worst.

Bottom line, I think we could be seeing something very similar. I'm pretty
sure Jake has no intention to scam people. It is more likely there have been
delays, setbacks, he never planned on and regardless of what he says or does
there will be a few people who won't believe a word he says until he
produces the game. If he does produce it I'm also pretty certain his
detracters will not be man or woman enough to apologise for dragging his
name through the mud.

Cheers!


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Re: [Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-20 Thread Ryan Strunk
Hey Willem,
I've also had to defend my stance on Python with Tom, and while I
understand the need for diplomacy, I think there's also something to
be said for mis-information. My Python response became necessary
because Tom was telling aspiring programmers that Python was not a
viable language. So much of his opinion was being stated as fact, and
those interested in learning were taking it as such. It's hard not to
be offended when, amongst a small community of developers, one of
those self-same developers feels the need to criticize his peers. It's
not like this market has much competition, after all.
Tom stated in his first response to Che that he doesn't understand why
people always mischaracterize what he says. If several people seem to
take his words in the wrong light, perhaps he needs to reflect on that
before getting upset at others for not understanding him.

On 7/20/11, Willem  wrote:
> Hi all.
> Firstly, a lot of this nonsense could have been avoided with a little
> common sense and a lot less self important attitudes. Yes, Thomas did
> not always express himself diplomaticly enough, but also some people
> needled him repeatedly until he snapped. Saying this, an opinion is just
> that, an opinion and thomas had no right forcing his on people.
>
> I think people like Che and to a lesser extend Jeremy were over
> sensitive about the whole vb issue. Unnecisary atacking of people won't
> change their mind and helps nothing in the end. Thomas's email was
> totally uncalled for too and was really childish, but he wasn't the only
> one.
>
> I hope we can all learn to ignore the people or opinions we don't like.
> If you can't convince someone with reason, nothing will change their
> mind. There is something like a block sender list, after all.
>
>
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Re: [Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-20 Thread Ryan Strunk
I know it, and I still appreciate you for it. What happened today was
rather unfortunate, but I do think a lot of the onus is on Tom's
initial statements and his reaction to others' responses.

On 7/20/11, Willem Venter  wrote:
> Ryan, I remember that time. If you recall I was one of those who
> backed you up too.
>
> In the end, Thomas admitted he was biest toward python and no insults
> and name calling was required, just reason and statement of fact.
>
> On 7/20/11, Ryan Strunk  wrote:
>> Hey Willem,
>> I've also had to defend my stance on Python with Tom, and while I
>> understand the need for diplomacy, I think there's also something to
>> be said for mis-information. My Python response became necessary
>> because Tom was telling aspiring programmers that Python was not a
>> viable language. So much of his opinion was being stated as fact, and
>> those interested in learning were taking it as such. It's hard not to
>> be offended when, amongst a small community of developers, one of
>> those self-same developers feels the need to criticize his peers. It's
>> not like this market has much competition, after all.
>> Tom stated in his first response to Che that he doesn't understand why
>> people always mischaracterize what he says. If several people seem to
>> take his words in the wrong light, perhaps he needs to reflect on that
>> before getting upset at others for not understanding him.
>>
>> On 7/20/11, Willem  wrote:
>>> Hi all.
>>> Firstly, a lot of this nonsense could have been avoided with a little
>>> common sense and a lot less self important attitudes. Yes, Thomas did
>>> not always express himself diplomaticly enough, but also some people
>>> needled him repeatedly until he snapped. Saying this, an opinion is just
>>> that, an opinion and thomas had no right forcing his on people.
>>>
>>> I think people like Che and to a lesser extend Jeremy were over
>>> sensitive about the whole vb issue. Unnecisary atacking of people won't
>>> change their mind and helps nothing in the end. Thomas's email was
>>> totally uncalled for too and was really childish, but he wasn't the only
>>> one.
>>>
>>> I hope we can all learn to ignore the people or opinions we don't like.
>>> If you can't convince someone with reason, nothing will change their
>>> mind. There is something like a block sender list, after all.
>>>
>>>
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Re: [Audyssey] Castaways, translated in to other languages.

2011-07-20 Thread Ryan Strunk
I'm going to go ahead and do Pig Latin. You're welcome.

On 7/20/11, Jeremy Kaldobsky  wrote:
> Hey guys, I'm still busy coding the next version, but I've finished one of
> the pieces and it will require help from some of you!  As some of you know,
> I only speak English, and some people have contacted me because they would
> like to see Castaways translated into other languages.  I already have
> someone willing to do a French translation, but if you know other languages,
> and are willing to help, I'd appreciate it!
>
> Here is how it works.  Download this text file.
> www.kaldobsky.com/audiogames/castawayslang.zip
> Inside, you will find every piece of dialog Castaways displays, although
> they are broken into pieces.  There are 2 copies of each line, and it is
> important that the first line is left in English, exactly as it is written.
> The line under it, is to be replaced with a translation.  If there is
> punctuation in the original line, try to keep it in the translated line as
> well.
>
> There are some places where similar messages seem like a bit of a waste.
> Some people may wonder why we don't just translate each word individually,
> but here is why I am doing it this way.  If I change all of the words from
> English, to another language, the way it is worded will no longer sound
> natural.  Different languages arrange words differently, and sometimes extra
> words, or less words, are needed to get the right message across.  By
> letting you change an entire sentence, you can make it sound correct, in the
> new language.
>
> When finished, you should have the original English line, and the new
> translated line under it.  Please email the finished files back to me, and I
> will handle the rest.
>
> Please be mindful of capital letters and spelling.  If you decide to
> translate this into another language, please post on here what language you
> are doing.  This will help ensure, others do not spend time doing the exact
> same one.  When these are all handed back in, I will probably post them so
> that everyone can give them a final check, before they officially go into
> the game.  Thanks in advance guys!
>
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Re: [Audyssey] Castaways, translated in to other languages.

2011-07-20 Thread Ryan Strunk
If nothing else, it might be an interesting coding project, but for
now I think I'll have to beg off. I've got a pretty full plate at the
moment. If no one ends up taking up the torch, though, I'll be happy
to tackle it down the road.

On 7/20/11, Jeremy Kaldobsky  wrote:
> I almost put a "Pig Latin is not a language" line at the end of my post!
> ROFL! I'm so happy to know I'm not the only one to have thought of that,
> hahaha!
>
> It would actually be funny to have, so if you really are going to do it,
> I'll happily add it to the official language list.
>
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Re: [Audyssey] Craziest Mortal Kombat news!

2011-07-21 Thread Ryan Strunk
I'm so glad to hear they're branching out. The next characters, just in case
you haven't seen the news, are Kirby, Dora the Explorer, and Jack Bauer.
Also Ronald McDonald has a cameo. For his x-ray move, he shoves a hamburger
down the opponent's throat, damaging the esophagus. Then there's a moment of
stillness, followed by the sight of clogging arteries. I'm told it's pretty
intense.
No wait. I lied. This is just silly. I've heard of crossing franchises, but
this goes a little above and beyond that.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Thursday, July 21, 2011 10:28 PM
To: Gamers Discussion list
Subject: [Audyssey] Craziest Mortal Kombat news!

If you guys have been keeping up with MK DLC announcements, you probably
know that so far we have Rain, Kenshi, and Skarlet already in the game. But
do you know who's coming August 9th? Take a guess, and scroll down for the
answer!







It's none other than Freddy Krueger! I'm totally serious. they even have a
trailer out! Check this out, and let me know what you think of this
craziness!
http://goo.gl/nwmNK



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Re: [Audyssey] High score list for developers

2011-08-01 Thread Ryan Strunk
Jeremy,
I think this is an awesome idea, and it's nice of you to take that on. As
regards block party, though, I wonder if score posting is a route we really
want to go down, mainly because of the huge amount of possible scoreboards.
3 to 8 block types, 4 board sizes, 4 game modes ... that's 96 possible
scoreboards. I would love any feedback on how we could streamline/simplify
this, however.
For future titles this will be awesome! Thanks again.
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, August 01, 2011 9:02 AM
To: Gamers Discussion list
Subject: [Audyssey] High score list for developers

Ryan, your post yesterday gave me an idea that I wanted to run past you, and
really everyone for that matter.  It occurred to me that quite a few arcade
style games get posted, that don't support online high score lists.  In most
cases I'm sure this is due to lack of equipment or not knowing how to handle
the server side of things.  Since I've got the community supporting a server
for my games, I thought I could help solve those 2 barriers that have been
getting in the way.

I'm still figuring out how best to set this up, but here is the idea.  I
adjusted the software on my server to handle high score lists.  Developers
who have games will contact me and I'll send them an 11 digit password along
with a small 8kb file called hsa.exe.  In your game, written in python I
believe, you can simply run that file and pass it a command line argument
that contains the password, the person's score, and their player name.
Obviously your game would have to have its own way of getting the player's
name, but that's nothing difficult.  The little program contacts my server
and passes the information along, all in the background, with no one even
knowing what happened.  The server accepts the data if the password is
correct, and it does the work of putting them on your high score list based
on score.  When people view the webpage, they can easily see the rankings.

Here is the example I currently have running, for testing purposes.
http://www.kaldobsky.com/audiogames/highscores.htm
The webpage side of things probably needs to be made more accessible, but
please take a look.  

Each different setting of your game, like grid size, number of blocks, and
so forth, would have its own password so that it would have its own high
score list.  The 2 lines at the top, the 1 line at the bottom, and the
number of people in the high score list can all be set using a separate
admin program that I would also give out to the developers.  The tiny
hsa.exe file would be sent along with your games, but the admin program
would be kept with you of course.

I'm just wondering if this type of idea would provide easy high score
tracking for our large group of developers that aren't already using high
score lists.  With this test high score list I've got running, I'm
encouraging people to play around with it and see how it works.  The hsa.exe
file can be downloaded here.
www.kaldobsky.com/audiogames/hsa.zip
Just put it into your game's directory, and execute it with the command
argument from within your game.  The password for this practice score list
is 398-093-129, so here are some specific examples of how you can submit
high scores.

If you had a player named Goblin, and he just ended a game with 45 points,
here is how you could submit that score from within a python game.
import os
os.system("hsa.exe 398-093-129,45,Goblin")

>From within a Visual basic 6 game.
x = shell("hsa.exe 398-093-129,45,Goblin",0)

Or even from a dos batch file.
hsa.exe 398-093-129,45,Goblin

Give it a try and please let me know if you guys think this is a good idea,
and if you think other developers would actually want to use it.


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Re: [Audyssey] Twitter instead of e-mail

2011-08-05 Thread Ryan Strunk
Hi Phil,
If you'd like to put another one on your list, you can add the Grey Matter
Productions feed at http://www.twitter.com/gmpupdates. 
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, August 05, 2011 7:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Twitter instead of e-mail

Hi folks,
That url got you to twitter not the l-works feed. Try:
http://twitter.com/lworksgames


- Original Message - 
From: "Phil Vlasak" 
To: "Gamers Discussion list" 
Sent: Friday, August 05, 2011 8:16 AM
Subject: [Audyssey] Twitter instead of e-mail


> Hi Folks,
> There was a news story this week that many students and those in their 
> twenties are dropping e-mail accounts for twitter and facebook.
> In Checking L-works it seems that development on Super Egg Hunt Plus news 
> is only on his twitter feed.
> It looks like I'll have to get a twitter account to follow new game 
> development from now on.
> Here is L-works twitter feed:
> http://twitter.com/#!/lworksgames
>
>
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>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 10.0.1390 / Virus Database: 1518/3810 - Release Date: 08/04/11
> 


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Re: [Audyssey] Block Party

2011-09-19 Thread Ryan Strunk


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Angela Lerma
Sent: Monday, September 19, 2011 1:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: Block Party

I am not getting an error.  It just will not start or do anything.


- Original Message - 
From: "GreyMatter Info" 
To: "Gamers Discussion list" 
Sent: Monday, September 19, 2011 9:10 AM
Subject: [Audyssey] FW: Block Party


> Hi everyone,
> I'm sorry there are still errors with the game; I admit I'm awfully
> perplexed with this one. Angela, what specific problem are you having when
> you try to run the game. Can you send me the text of any error message
> you're receiving, please?
> Thanks,
> Ryan
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Angela Lerma
> Sent: Monday, September 19, 2011 2:44 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Block Party
>
> I tried installing over the top of the old version and that didn't even
> work.
>
>
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Re: [Audyssey] tennis, anyone?

2012-06-07 Thread Ryan Strunk
After reading the article and seeing your feedback, I can't help but nod my
head in agreement. It got me to thinking about a perennial problem with
so-called "blind sports," and I wonder what the solution is.
If this strays too far from the realm of accessible gaming, please feel free
to steer the topic back in a more suitable direction.
In all blind sports I have seen--goal ball, beep baseball, accessible
cricket, power showdown, and now this--the common trend seems to be that
blind players are forced to play only with other blind players. In some of
these sports totally blind people even get a different set of rules than
those with partial sight. Nuts to that, and I have some residual vision. 
The article talks about how tennis teaches blind people that they can do the
same things as their sighted peers, but I'm having trouble seeing how
modified tennis makes that case. Certainly I believe that blindness can be
relegated to the level of an inconvenience, and I believe that given the
proper training and opportunity, blind people can compete on an equal
playing field with the sighted--no pun intended--but I don't know if that's
often the case when it comes to sports.
I know that certain forms of martial arts lend themselves to equal
competition between blind and sighted people; one of my co-workers this
Summer takes part in UFC fights. I myself wrestled for 8 years while going
to school. But when it comes to other sports, especially team sports, I
wonder how we could go about participating on an equal level. Is the answer
to create a new sport that blind and sighted people can play together? Do we
develop a new set of techniques so that we, too, can play pickup basketball?
I don't know, but I'd sure like to find out. My days of training to be a
star athlete are certainly behind me, but it's not too late for the younger
guys.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, June 06, 2012 10:46 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] tennis, anyone?

I gave this a shot, but was pretty underwhelmed TBH. Has to be said that I'm
no athlete, but my spacial awareness, coordination and confidence when
moving aren't too shabby. I found the adaptions felt clunky, and that there
was little satisfaction to be gained. Sitting in on a few games between
people who'd been training casually but consistently for a couple of years
didn't inspire me any further, it didn't have anywhere near the breakneck
pace and fluidity of play that unmodified tennis does, and that was kinda
the appeal here.

One person's take of course, it's all subjective. Not posting this to
discourage, just to make sure people will turn up for their first session
prepared for a long slog. It's certainly not something that you can just
dive into and let off some steam with like Goalball for example.

Scott


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Re: [Audyssey] tennis, anyone?

2012-06-08 Thread Ryan Strunk
Hi Tom,
You might be familiar with a different style of beep baseball than I
am. The version I'm familiar with has a sighted pitcher and a sighted
catcher, both of whom are on the batter's team. When the batter hits a
ball, he has to run directly to either third or first base before the
people in the outfield, scrambling around on all fours, manage to pick
up the ball.
That's one of my biggest gripes with beep baseball. It's not real baseball.
Is there a different version out there?
Ryan
On 6/8/12, Thomas Ward  wrote:
> Hi Ryan,
>
> I don't know that we need a new sport, but we need to involve more
> sighted players in the sports we do have. What I mean by that is
> beeper baseball is very much like regular baseball accept we have
> beepers for the baseball and bases. There is no reason we couldn't
> have sighted players playing beeper baseball with us as I think we
> would be even as far as accessibility goes.
>
> Same might be said for socker. I've actually played beeper socker with
> sighted people before and its not really any different for them. The
> only effective difference is that the ball rolls around beeping like
> crazywhere a regular ball doesn't. Again, I think both blind and
> sighted players would be pretty much even as far as accessibility
> goes.
>
> The real problem is not that there aren't sports blind and sighted
> people can play together, but nobody  tends to bring the two groups
> together. If a parent takes a blind child to a little league baseball
> game the coach is likely to suggest that the parents of the child take
> him/her to a beeper ball league instead. Which is quite sad, because
> as long as the parents provide the little league team with a beeper
> baseball there isn't any reason their child can't play with the
> sighted kids. However, attitudes being what they are parents of blind
> children tend to form their own leagues for beeper baseball while
> parents of sighted children run little leagues for sighted kids
> without much interaction between the two.
>
> There are other sports such as bowling that don't require sight
> either. As long as someone lines the blind player up correctly and
> he/she has a decent aim they can bowl with the rest of the sighted
> people and be competitive. I've personally found I don't need the
> guide rails and all the other stuff that is suppose to make bowling
> more accessible for the blind. I just line up and bowl the best I can.
> Which means if a blind player wants to he or she could compete against
> sighted players more or less equally.
>
> Cheers!

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Re: [Audyssey] tennis, anyone?

2012-06-08 Thread Ryan Strunk
Hi Steady,
That's kind of my point, though. I want to know what the answer is to
the fact that the rules are different for people with varying levels
of sight. I can't help but think that if the rules have to bend like
that, then maybe the sport isn't worth adapting.
What I want to know is if there is a sport out there that blind people
can play on an exactly level playing field with the sighted, or play
with a modification so small that it doesn't make a difference. Could
we, for example, make an accessible air hockey puck that beeped, and
if we could, would blind people, using their ears, be able to play as
fast as sighted people do?
Ryan


On 6/7/12, Steady Goh  wrote:
> Blind tennis or also called soundball tennis, a blind person can play with a
> fully sighted person but with different rules. we are allowed up to 3
> bounces before we return the ball. A fully sighted has to return on the 1st
> bounce and parcially sighted allow up to 2 bounces. Yes, is not an equal
> playing field to make up for our disadvantages. A sighted person can tell
> exactly where the direction the ball is heading, it's hight and speed very
> early and react accordingly. whereas we are like having an unstable
> connection with the ball because the sound is not constantly ringing so we
> need more time to process then react. Given that, I still do miss the ball
> after training for 2 months and no where near being able to play a match
> yet, but i do see my progress.
>
> 锦发/Steady Goh

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Re: [Audyssey] how to play poker

2012-07-29 Thread Ryan Strunk
Hi Stancil,
There are some really great strategy guides out there on the internet. I
wish I could remember the book I used, but it's been quite some time since I
read it. Do searches for things like pot odds and play strategies on Google,
though, and you will get some good tips.
As for a place to play, I highly recommend http://www.blindadrenaline.com/
Che has put together 8 card games, including 2 versions of Poker, but also
Hearts, Spades, Euchre, and Blackjack. Definitely give it a look. I think
you'll really enjoy it.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of stoo...@juno.com
Sent: Sunday, July 29, 2012 4:34 PM
To: gamers@audyssey.org
Subject: [Audyssey] how to play poker

Looking for some books and a good accesible game for the pc. I don't know
anything about the game so need a good book in any format please.

For all your shopping needs click http://www.fhtmus.com/portal01.aspx id
0385946
Peace Stancil Tootle

Woman is 53 But Looks 25
Mom reveals 1 simple wrinkle trick that has angered doctors...
http://thirdpartyoffers.juno.com/TGL3141/5015acb45d1e42cb4712cst53duc

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Re: [Audyssey] N A Soft is back and I'm looking for some testers with Braille displays.

2012-08-04 Thread Ryan Strunk
Hi Nick,
Thankfully you're not developing a side scroller, arcade game, or FPS title,
so you don't have to worry about that. Just because very little use has been
made of Braille displays in the past 8 years doesn't mean you shouldn't give
it a go. I would venture a guess that there are actually quite a few Braille
displays out there. Rehab agencies purchase them for a lot of people here in
the states, and some countries overseas--especially in Europe--will actually
give free Braille displays to blind people. My wife and I own two between
the two of us, and I have access to four more of them at work.
Audio Tetris has been tried; it didn't work very well. Music audio Tetris
has been tried; it didn't work very well either. The spatial implications of
a tactile Tetris would be phenomenal to work with. I think you have a winner
of an idea here.
Good luck to you in your efforts.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, August 04, 2012 10:38 PM
To: Nick Adamson; Gamers Discussion list
Subject: Re: [Audyssey] N A Soft is back and I'm looking for some testers
with Braille displays.

Hi Nick,

Most of the accessible games out there use speech and/or audio for
feedback. The reason is that braille displays are extremely
expensive,and most blind computer users don't own one. The other
reason is that  there has been a huge migration from text based gaming
to real time audio gaming and in a lot of cases the action moves too
fast to review the information via braille. Speech feedback is much
much quicker in an arcade, FPS, or side-scroller so most accessible
game developers don't bother with braille display support.

Cheers!


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Re: [Audyssey] N A Soft is back and I'm looking for some testers with Braille displays.

2012-08-05 Thread Ryan Strunk
Hi Nick,
Pay no attention to the man behind the curtain. No one has the right to
blame you for having changing priorities or life circumstances, especially
if that no one has never released an accessible game for the blind community
himself. You never took a pre-order, and you never released a public demo
you didn't finish. Do what makes you happy. If that's programming accessible
games, you have the support of 100% of the community--even the vocal ones
who like to bring up past projects. After all, it's not as though they won't
play your game; they just want to make some noise in the meantime.
You have a fine idea for a project which has the potential to break new
ground in accessible gaming. Don't let anyone diminish that.
All the best,
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Adamson
Sent: Sunday, August 05, 2012 11:32 AM
To: Trouble
Cc: Gamers Discussion list
Subject: Re: [Audyssey] N A Soft is back and I'm looking for some testers
with Braille displays.

And that sort of comment is why I stopped wanting to write software in my
spare time. 


Sent from my iPhone

On 5 Aug 2012, at 15:24, Trouble  wrote:

> Is this going to be like the flight sim you dropped, because you was done
with school? or is this one for real?


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Re: [Audyssey] where the appeal

2012-08-22 Thread Ryan Strunk
Yes it is.
If you disagree, save your money.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Sunday, August 19, 2012 2:56 AM
To: Gamers Discussion list
Subject: [Audyssey] where the appeal

hi all

just played the free version of super egg hunt where is the appeal in 12
other ways of getting eggs
is it really worth making a fre game in to a paid one 
shrug


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Re: [Audyssey] Zombies run iphone game

2012-10-10 Thread Ryan Strunk
Hi Dark,
Using the version that came out a few months ago, you actually can
participate in zombie chases using the accelerometer. You specify where you
will be carrying the phone--pocket, hand, arm band--and tell it you want
zombie chases on. I have outrun zombies on my treadmill several times,
though I'm sure it's always more fun out in the open.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Wednesday, October 10, 2012 5:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Zombies run iphone game

Hmm christina, I'm stil not sure, sinse I was rather looking forward to
outrunning zombies while running, and it would be quite irritating if there
were bits of the game that were utterly unplayable because of lack of enough
vision to engage in cross country running in large open areas,  or at
least any areas near me I could trust myself to run in without hitting a
wall!

Maybe when i get my Iphone I'll have to talk to the devs about this.

Beware the grue!

Dark.


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Re: [Audyssey] Question About Playing Smugglers 5

2012-10-13 Thread Ryan Strunk
I'm trying the demo, and from the first screen after start a new game, I
don't see where I can choose a different government than the Federation. I
understand that in the demo you can only be a bounty hunter, but can you
also only be a federation member? Otherwise, how do I change this?
I'm using JFW 13.
Thanks,
Ryan


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Re: [Audyssey] Question About Playing Smugglers 5

2012-10-13 Thread Ryan Strunk
Thanks for the tip on that. That made things easier to click.
I'm encountering a new problem now, however. During a fight, for no reason I
have yet figured out, I am suddenly unable to end a turn. I can click on
various icons, though I have no action points. When I click end turn,
though, nothing happens.
I can't figure out anything else to do other than ending the game. Any
ideas?
Thanks,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Saturday, October 13, 2012 2:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Question About Playing Smugglers 5

Hi Ryan.

You need to go into "game settings" and turn on compatibility mode to have
images in the game labled in text, including the images you click on to
choose a faction.

Just hit game settings in the main menue, then click on compatibility mode
and hit yes to  confirm. Sinse the game doesn't save settings I'm afraid
you'll need to do this everytime you start, but it's not a big deal and it
does! make the game playable.

 hth.

Btw, in the demo  you are not limited to bounty hunter as profession. You
can choose any of the professions that starts with a fighter class ship,
that is bounty hunter, free trader, smuggler and pirate.

Beware the Grue!

Dark.


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Re: [Audyssey] Question About Playing Smugglers 5

2012-10-13 Thread Ryan Strunk
So that I don't have to play through a ton of games and do lots of trial and
error, do you know a good way to determine what skills are in what trees?
I'd like to buy boarding, but clicking on choose skill doesn't appear to let
me. I assume it's because I need a lower skill first.
Thanks for any help you can provide.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Saturday, October 13, 2012 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Question About Playing Smugglers 5

Hi Ryan.

I've never had any problems at all ending turns in combat, so I wonder if 
perhaps you are clicking on the right thing?

 the option you want is called "end this turn" with Hal it is just  after 
the shield wratings of the two ships which makes  it easier to find.

I can confirm that there are no bugs around this, which  suggests to me 
there is something up at your end, but having a shark free computer I'm 
afraid I can't say what :D.

Perhaps someone who uses  jfw can give more info on this, indeed as Tom said

I think it'd be good if someone could create some jaws scripts for 
smugglers.

They would work in s4 and s5, because the  games have the same interface, 
and the games are so good it's a shame for people to miss out on them due to

screen reader issues.

Beware the grue!

dark.


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Re: [Audyssey] FW: Smugglers 5 Update (V. 1.0.1)!

2012-10-18 Thread Ryan Strunk
Hi Dan,
How did you get NVDA to say anything other than Smugglers 5 when you moved
around with the NVDA review cursor?
Thanks,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dan cook
Sent: Sunday, October 14, 2012 9:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: Smugglers 5 Update (V. 1.0.1)!

well, i checked again and i've gotten it to work now finally!
its a bit cluttered at times but doable.
i've wanted to play these games for ages so i'm really looking forward
to getting into this.

a couple of questions though, when clicking the blind compatibility
mode, i'm guessing i click yes after? only there is no dialogue box
after it.
i know that might sounds like a stupid question, but just wanted to
make sure it was on.
also i'm guessing trader is the profession they want you to have in
the tutorial?
one final thing for now, when typing your name in, there is no
continue button.  can i just type it in and then alt f4 out of there?


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Re: [Audyssey] Dotris A Milestone Event and a question.

2012-11-11 Thread Ryan Strunk
Hey Nick,
I downloaded the game about a month ago, and it blew me away. It's
ground-breaking--revolutionary even. The problem, though, is that I was
playing it on an old Pac-Mate display, and those things aren't exactly known
for having great design. After a few slow starts, I went to do something
else, and then life happened.
I'm actually in the market for a new Braille display now, and I'd like to
pick it back up when I get one. At that point, I'm happy to make a donation.
You really have put something incredible together. You should be commended
for your work, and Clear Vision definitely deserves the assistance.
All the best,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nick Adamson
Sent: Saturday, November 10, 2012 6:30 PM
To: Gamers Discussion list
Subject: [Audyssey] Dotris A Milestone Event and a question.

Hi all.

Well N A Soft released Dotris, our game for Braille displays about a month
ago and today we had our 100th download. Something which seems quite hard to
Believe.
As I'm sure your all aware that Dotris was developed to publicize Braille,
something I've been doing with a small UK based charity, the ClearVision
library who I chose to support with Dotris. ClearVision have been really
pleased with the amount of publicity they have had through Dotris and have
told me there pleased to be involved with a project like it. If you've no
idea what Dotris is check out www.ndadamson.com.

I was also hoping to raise money for ClearVision as well as getting them
publicity. I've been really disappointed that no users have made a donation.

Its quite clear on the website and in the game that its not free.
There are 3 reasons I can think of why users haven't donated.
1. They can't afford to. I'm well aware that money is tight and that there
isn't a lot of spare cache in peoples wallets. If this is the case then how
about asking for it as an alternative  Christmas gift. I'm more than happy
to send out emails to users stating that someone has made a donation on
there behalf. Just get in contact with me via the website and we can work it
out.
2. I'm not sure if users know how easy it is to make a donation. Remember
that you don't need to register to make a donation and your details are
completely secure. I never see any account details and all payments are
handled by a large trustworthy company. If you have concerns in this area
which have stopped you donating then again get in touch and I can answer any
questions you've got.
3. You don't value the game. If this is the case then I'd love to here from
you to find out how I can improve it.

I can be contacted through my website or twitter, @n_a_soft

Thanks.
Nick.


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[Audyssey] Question in Sarah

2007-03-29 Thread Ryan Strunk
Hi List,

Just to keep from giving anything away ...
S
P
O
I
L
E
r
S
P
A
C
E

I'm having a couple of issues and I'm wondering if they're bugs. On the
first floor, when I go into the broom cupboard, the broom is always there,
but I can't pick it up. Even when I use shift+d to check my distance, I find
that I'm zero feet from it. This actually goes for catching the snitch on
the first floor, too.

The other problem that I have is getting the map from Filch's office. I've
tried doing all sorts of things to get him out of his office, including
opening the door and running away, but that doesn't seem to work. Whenever I
get to his office, regardless of where he is in the castle, he always seems
to be there, too. The manual says that if you're invisible, he can't catch
you, but I've found that even while wearing the invisibility cloak, if I go
into his office, I still get caught and thrown out.

Can someone please help me solve these issues? I'm running the full install
plus patch 2.

Regards,
Ryan 


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