[Audyssey] more street fighter x tekken vids!

2011-11-02 Thread Clement Chou
Pulled this off a post on gamefaqs, someone posted a bunch of vids from the MCM 
expo in London this year from gamespot. A good set of vids, gives a good 
impression of what the game sounds like... but let me just say that those were 
some really bad matches... not that it matters to most people, but if anyone 
pays enough attention you can notice how the attacks are being missed, how very 
few specials and supers are used, etc. Yohandy I'm looking at you. :P But 
they're a good bunch of matches to watch if you want to know what the game 
sounds like... and there's a nice surprise for us blind folk in these! There's 
something about the first video which I think is really cool and will make 
things hell of a lot easier for us... see if anyone can pick it out. Listen 
carefully!
Ryu/Rolento vs Lili/Chun-Li
http://www.youtube.com/watch?v=N8VKXcUbL0s
Ryu/Hwoarang vs Lili/Abel
http://www.youtube.com/watch?v=lo0UyMTB-ak&feature=watch_response_rev
Abel/Heihachi vs Ken/Nina
http://www.youtube.com/watch?v=vqaBf1_dJnE&feature=watch_response
Kazuya/Ryu vs Ryu/Kazuya
http://youtu.be/zxAXjAZrbpA
Ibuki/Hwoarang vs Ken/King
http://www.youtube.com/watch?v=M235aRLyjis&feature=watch_response
Ibuki/Yoshimitsu vs Lili/Poison
http://www.youtube.com/watch?v=xDRm6bfmyXQ&feature=watch_response
Ryu/Hugo vs Ken/Rolento
http://www.youtube.com/watch?v=xMVhsHomHpU&feature=watch_responsee
Enjoy!
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Re: [Audyssey] more street fighter x tekken vids!

2011-11-02 Thread Clement Chou
MK 9 basic strategy... get your opponent in a corner and juggle them to 
death. lol. all kidding aside, MK has to be played with a lot of aggression. 
It's a lot more like Tekken that way... it's more about hitting hard than 
games like SF or Soul Calibur, and combos in tekken and MK are both huge. 
Glad to see you figured out the surprise! :D And whenever you want to get on 
skype and get some help, let me know. My skype is working now, at least I 
hope it is... just drop me an email or give me a call.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 02, 2011 9:22 AM
Subject: Re: [Audyssey] more street fighter x tekken vids!



Hey Clemant and all.

oh how absolutely cool!  The character grid talks!  I'd already pretty 
much decided to get this one but that is the capper.  And yeah I see what 
you are saying about missed attacks and stuff, sounds like when I am 
playing sometimes and having an off day lol.  I still gotta get with you 
and/or yohandy sometime on skype or teamtalk, still need help with doing 
supers and specials speaking of those.  Also need to get some strategies 
on playing MK9.


Take care and game on.

Tom

----- Original Message - 
From: "Clement Chou" 
To: ; "Gamers Discussion list" 


Sent: Wednesday, November 02, 2011 7:27 AM
Subject: [Audyssey] more street fighter x tekken vids!


Pulled this off a post on gamefaqs, someone posted a bunch of vids from 
the MCM expo in London this year from gamespot. A good set of vids, gives 
a good impression of what the game sounds like... but let me just say 
that those were some really bad matches... not that it matters to most 
people, but if anyone pays enough attention you can notice how the 
attacks are being missed, how very few specials and supers are used, etc. 
Yohandy I'm looking at you. :P But they're a good bunch of matches to 
watch if you want to know what the game sounds like... and there's a nice 
surprise for us blind folk in these! There's something about the first 
video which I think is really cool and will make things hell of a lot 
easier for us... see if anyone can pick it out. Listen carefully!

Ryu/Rolento vs Lili/Chun-Li
http://www.youtube.com/watch?v=N8VKXcUbL0s
Ryu/Hwoarang vs Lili/Abel
http://www.youtube.com/watch?v=lo0UyMTB-ak&feature=watch_response_rev
Abel/Heihachi vs Ken/Nina
http://www.youtube.com/watch?v=vqaBf1_dJnE&feature=watch_response
Kazuya/Ryu vs Ryu/Kazuya
http://youtu.be/zxAXjAZrbpA
Ibuki/Hwoarang vs Ken/King
http://www.youtube.com/watch?v=M235aRLyjis&feature=watch_response
Ibuki/Yoshimitsu vs Lili/Poison
http://www.youtube.com/watch?v=xDRm6bfmyXQ&feature=watch_response
Ryu/Hugo vs Ken/Rolento
http://www.youtube.com/watch?v=xMVhsHomHpU&feature=watch_responsee
Enjoy!
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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-02 Thread Clement Chou
I like the idea. But I was wondering whether it'd be possible to give each 
character certain atributes and certain proficiencies? Have it like Left 4 
Dead and have each character from a different background. Someone who was or 
is in the Military? Proficient with all the weapons, but if he was a sniper 
in the military, give him a precision weapon that he can aim at from long 
range, but requires more skill. Civilian character? Give him or her the 
ability to pick random things up and use them as weapons, since they 
wouldn't have any particular area of weaponry that they're good with. I feel 
this makes for more variety, along with the quests. It would change 
strategies a player could use. Just some ideas.. and I'll be waiting for 
those lines! 



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[Audyssey] king of fighters xiii vid

2011-11-05 Thread Clement Chou
This is huge... this is an hour long video of matches on the console version. I 
love it, personally, but not everyone will... the sounds may turn some people 
off, but this is a good game imo. I always liked the KOF series, and this looks 
to be a good entry after the disappointment that was KOF 12. Opinions, 
concerns, etc?
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Re: [Audyssey] [brandon's list] Re: king of fighters xiii vid

2011-11-05 Thread Clement Chou
Right... forgot the link. Damn it all.
http://www.youtube.com/watch?v=lGGNbDsRlAw
  - Original Message - 
  From: Riz 
  To: brandonsl...@freelists.org 
  Sent: Saturday, November 05, 2011 6:03 PM
  Subject: [brandon's list] Re: king of fighters xiii vid


  that was a fantastic vidio Clement, I am so impressed.  it was so good in 
fact that you forgot to link it. hahaha. ok I am just teasing you. :)

  On 06/11/2011 12:03 AM, Clement Chou wrote: 
This is huge... this is an hour long video of matches on the console 
version. I love it, personally, but not everyone will... the sounds may turn 
some people off, but this is a good game imo. I always liked the KOF series, 
and this looks to be a good entry after the disappointment that was KOF 12. 
Opinions, concerns, etc?
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[Audyssey] kof thoughts?

2011-11-06 Thread Clement Chou
So... any thoughts on the video? I believe the link message was sent... so it 
should be available now. Thoughts and comments?
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Re: [Audyssey] kof thoughts?

2011-11-07 Thread Clement Chou
Well, this was the console build, and players hadn't gotten their hands on 
it for long. The arcade version's been out for a year, and if you can watch 
those... that's some mighty fine stuff. I like the sounds as they stand now, 
personally. It's cheesy, but it doesn't sound as old as the neo geo games 
used to. Man that sound hardware was old. lol.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Monday, November 07, 2011 10:56 AM
Subject: Re: [Audyssey] kof thoughts?


Lol sorry- meant to post a reply but forgot all about it when too much got 
piled onto my plate at once.
Yes, viewed the vid- lol, that first round was funny, Yuri got the tar 
beat out of her like, majorly.
Never been much of a combo kinda guy where KOF's concerned, I can't judge 
them too well- though Terry definitely seemed impressive as he always has 
been.
The action's a bit...slow...almost like how you see it in practice mode 
when people are trying to figure out what does what.
Hm, I haven't been keeping track of KOF since I don't have a ps3 of xbox 
or any of the new things- but I like it better when they used to announce 
the name of the winner after each fight- if they did in this vid, I 
couldn't understand them lol.


I also actually prefer the much harsh combat sounds when hits connect as 
in the earlier versions- 97 was great for that.




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Re: [Audyssey] [brandon's list] Re: another video, with commentary!

2011-11-07 Thread Clement Chou
Dammit.. why do I always keep doing that?
http://www.youtube.com/watch?v=n5fKUTT_x9c
  - Original Message - 
  From: Yohandy 
  To: brandonsl...@freelists.org 
  Sent: Monday, November 07, 2011 3:41 PM
  Subject: [brandon's list] Re: another video, with commentary!


  lol! Clement's on a roll lately. hey clement, how bout you always assume you 
didn't post a link? then we'll actually get one! hahahaha. couldn't help it.

- Original Message - 
From: Riz 
To: brandonsl...@freelists.org 
Sent: Monday, November 07, 2011 6:27 PM
Subject: [brandon's list] Re: another video, with commentary!


I noticed that too but thought best someone else point it out this time. 
hahaha.

On 07/11/2011 11:25 PM, Yohandy wrote: 
  no link. rofl!

- Original Message ----- 
From: Clement Chou 
To: brandonsl...@freelists.org 
Sent: Monday, November 07, 2011 4:54 PM
Subject: [brandon's list] another video, with commentary!


Here's another video of a tournament that happened recently. This is 
pretty good... and makes me want the game even more. For everyone who wants to 
know, the button notation for attacks is as follows
a = light punch
b = light kick
c = hard punch
d = hard kick

The last two I believe are true... I can't remember whether I'm right 
or not. Just so that people know what they're refering to in the video.
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[Audyssey] more recordings to enjoy

2011-11-08 Thread Clement Chou
So... here are two more recordings done by me. The first one is of a game 
called Arcana heart 3. It's a very typical Japanese game, that is to say it's a 
fighter with a bunch of squeally girls who all have some sort of super power or 
other, cool music and a fun gameplay system. Trick is... this game is has a 
cast of all female fighters, and they are all one example or another of 
Japanese stereotypes... the schoolgirls, priests, cross-dressing tomboys, and 
anything else that comes up in anime or any other form of Japanese media. It's 
a fun game and worth checking out, but those who have vision may get a kick out 
of watching some actual vids on youtube to get exactly what I mean with these 
descriptions... though keep in mind these are all passed on to me by word of 
mouth and reviews, since I don't have any vision myself. Enjoy.
The gameplay, for those who are curious, is similar to that found in blazblue.. 
but there are a few unique things about it, the most important of which are the 
arcanas, which are... equips, if you will, kind of like an rpg that can enhance 
your cdharacter with some small atributes and provide you with their own 
special moves and supers in addition to the ones posessed by your character.
http://dl.dropbox.com/u/3394499/arcana%20heart%203%20as%20weis.mp3

Second is of space channel 5, which is perhaps the most accessible rhythm game 
as of yet... and you'll see why. Shame it was never continued.
http://dl.dropbox.com/u/3394499/space%20channel%205%20part%202%20hundred%20stage%20battle.mp3
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[Audyssey] yet more SF x Tekken vids!

2011-11-13 Thread Clement Chou
These ones are good. Top Korean players going at it, and shows a lot of what 
the combos sound like. And there's a lot of flashy stuff that happens too. 
Enjoy!
http://www.youtube.com/watch?v=lrXggI8Crtc
http://www.youtube.com/watch?v=ufVB6NjL2oQ
http://www.youtube.com/watch?v=pxufjdnyVjM
http://www.youtube.com/watch?v=tuOtn6JWRS8
Liking this game more and more!
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[Audyssey] new kof xiii vid!

2011-11-17 Thread Clement Chou
Okay! So... here's the latest vid for this game, and the game is less than a 
week away! Damn it I want to play now!
http://youtu.be/X9Vw8LxJNFI
Tuesday can't come soon enough!
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Re: [Audyssey] new kof xiii vid!

2011-11-17 Thread Clement Chou
That is correct... although there are rumours of a pc version. We'll have to 
see what happens... but for now, yes, you definitely need a system.
- Original Message - 
From: "Jess Varnell" 

To: "Gamers Discussion list" 
Sent: Thursday, November 17, 2011 7:35 PM
Subject: Re: [Audyssey] new kof xiii vid!



Let me guess, you have to have some kind of game system to play this?

Jess
- Original Message - 
From: "Clement Chou" 
To: ; "Gamers Discussion list" 


Sent: Thursday, November 17, 2011 7:24 PM
Subject: [Audyssey] new kof xiii vid!


Okay! So... here's the latest vid for this game, and the game is less 
than a week away! Damn it I want to play now!

http://youtu.be/X9Vw8LxJNFI
Tuesday can't come soon enough!
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Re: [Audyssey] new kof xiii vid!

2011-11-18 Thread Clement Chou
Menus need to be learned.. but with any other fighting game, the case is the 
same. Gameplay itself is quite accessible.
- Original Message - 
From: "Ron hopkins" 

To: 
Sent: Thursday, November 17, 2011 6:18 PM
Subject: Re: [Audyssey] new kof xiii vid!



Is this game acissable?

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Re: [Audyssey] new kof xiii vid!

2011-11-19 Thread Clement Chou
Your friends don't necessarily have to play the games to help you find out 
the menus... and it never hurts to introduce them to the genre. As to places 
to find menus... the best place is here, because anywhere else on the net 
has people who have no need for that information unless you're playing an 
import game from Japan in which case you do need translations. Or, as most 
of us have done, simple trial and error will work nicely.
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Saturday, November 19, 2011 3:52 AM
Subject: Re: [Audyssey] new kof xiii vid!



Hi.
Is there a place where info about menus and gameplay is available for
these fighting games? It would be nice to play, but I think many
people on this list, me included, hesitate to buy a game they cannot
try out propperly. Personally, my sighted friends do not play or enjoy
these types of games, so sighted help isn't always available.

On 11/19/11, Clement Chou  wrote:
Menus need to be learned.. but with any other fighting game, the case is 
the

same. Gameplay itself is quite accessible.
- Original Message -
From: "Ron hopkins" 
To: 
Sent: Thursday, November 17, 2011 6:18 PM
Subject: Re: [Audyssey] new kof xiii vid!



Is this game acissable?

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www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] new kof xiii vid!

2011-11-21 Thread Clement Chou
Well, the game comes out tomorrow, and I will be giving impressions as soon 
as I can. I forgot to preorder this one, so I hope EB has enough left for 
me. lol. Here's hoping so!
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 3:32 PM
Subject: Re: [Audyssey] new kof xiii vid!



Hi.

Wow yeah definitely sounds like one to look into getting.  I'm not very 
familiar with this series at all but very well may be tempted to give this 
one a try sometime.


Thanks for the link.

Tom



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[Audyssey] new soul calibur vid!

2011-11-24 Thread Clement Chou
http://www.youtube.com/watch?v=PD55aCZlw9g
Game won't be out for another two months, but for everyone interested, here is 
a vid. I'm liking the music and sounds so far, sounds a tad faster than soul 
calibur 4 was, and hopefully will stay that way. Ezio Auditore from the 
Assassin's Creed series is in this game, and these matches feature him. Enjoy!
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[Audyssey] king of fighters xiii questions

2011-11-26 Thread Clement Chou
So I got the game, after a long wait. It looks good so far, but I'm going 
through the tutorial myself to familiarize myself with the controls. However, 
the explanations are text, though be it as dialog.. if anyone with enough 
vision can read this, could you post a transcript for me and the rest of the 
people who may find this useful? Thanks!
http://www.youtube.com/watch?v=IIGsD6YPjv4
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[Audyssey] king of fighters xiii gameplay!

2011-11-26 Thread Clement Chou
So.. I found this game after looking for it for 3 hours on Friday, and my best 
buy lied to me and said they had some in stock when they didn't. I played the 
first time today, and here's the result. For all those who don't know what KOF 
is, here's a basic breakdown. It's a 2d fighter, but the uniqueness of this 
series is that it's 3 on 3. Trick is, it isn't tag team. You pick three 
characters, and the match is played in rounds, elimination style. When your 
first character gets knocked out, the next round is played by your second 
character and so on. So essentially, one match can have up to five rounds 
depending on how even it goes for the players. The sounds in this game are 
classic fighting game style, so not very realistic. The music, on the other 
hand, is awesome. I showed off what stuff I could being a first time player, 
and I wanted to show off the coolest things in the game... the neo max super 
moves, but didn't get the chance... though I think the computer might've pulled 
one off on me. lol. Enjoy!
http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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Re: [Audyssey] king of fighters xiii gameplay!

2011-11-27 Thread Clement Chou
This is indeed for the ps3. And I would say that it's actually a pretty fair 
balance since most games are on both platforms nowadays. The xbox360 is 
easier to manage accessibly as you can manage it from a website on your 
computer whereas with a ps3 90% of the stuff has to be done through an 
actual console. But it really depends on what you want. I personally like 
the ps3's controller a lot better, and the fact that it also doubles as a 
blue ray, dvd, cd, and video player is all just part of the bonus. But this 
game is for both platforms, so whichever one you get you should be able to 
get this game.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Sunday, November 27, 2011 9:57 AM
Subject: Re: [Audyssey] king of fighters xiii gameplay!



Hi,
is this for ps3?  only i'm planning on getting one soon, as there
seems to be more on the playable side than xbox360.  even so, i'm
trying to find as many varied options as possible.

On 11/27/11, Clement Chou  wrote:

So.. I found this game after looking for it for 3 hours on Friday, and my
best buy lied to me and said they had some in stock when they didn't. I
played the first time today, and here's the result. For all those who 
don't

know what KOF is, here's a basic breakdown. It's a 2d fighter, but the
uniqueness of this series is that it's 3 on 3. Trick is, it isn't tag 
team.

You pick three characters, and the match is played in rounds, elimination
style. When your first character gets knocked out, the next round is 
played
by your second character and so on. So essentially, one match can have up 
to

five rounds depending on how even it goes for the players. The sounds in
this game are classic fighting game style, so not very realistic. The 
music,
on the other hand, is awesome. I showed off what stuff I could being a 
first
time player, and I wanted to show off the coolest things in the game... 
the

neo max super moves, but didn't get the chance... though I think the
computer might've pulled one off on me. lol. Enjoy!
http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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[Audyssey] king of fighters xiii tutorial!

2011-11-28 Thread Clement Chou
So if anyone remembers... I posted a video about this game's tutorial mode. I 
figured it out on my own, and I recorded a run through of the mode this 
morning... I figured I'd post it as a way to give a basic introduction to this 
game and for anyone who's planning to buy it. And of course, there is 
commentary. Questions, comments, concerns... all welcome as always.
http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20tutorial%20mode.mp3
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Re: [Audyssey] new soul calibur vid!

2011-11-28 Thread Clement Chou
Definitely getting it. Placed my preorder last week, and I'm looking forward 
to it.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 11:50 AM
Subject: Re: [Audyssey] new soul calibur vid!



Hi Clemant and all.

Hey this looks great so far.  I agree I really like the sounds and music 
in this so far, this definitely looks like one to keep an eye on and 
probably get when it comes out.


Thanks for the link.

Game on.

TomOn Nov 24, 2011, at 1:19 AM, Clement Chou wrote:


http://www.youtube.com/watch?v=PD55aCZlw9g
Game won't be out for another two months, but for everyone interested, 
here is a vid. I'm liking the music and sounds so far, sounds a tad 
faster than soul calibur 4 was, and hopefully will stay that way. Ezio 
Auditore from the Assassin's Creed series is in this game, and these 
matches feature him. Enjoy!

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Re: [Audyssey] king of fighters xiii tutorial!

2011-11-28 Thread Clement Chou
Thanks... glad someone enjoys them! Hahaha As to setting up recorders, 
that's relatively easy... what's harder can be trying to route all the 
sounds through and the like. One xp it's relatively easy, but I think 
starting from vista it gets a bit complicated. Unfortunately, I don't know 
squat about anything past xp. lol.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 1:14 PM
Subject: Re: [Audyssey] king of fighters xiii tutorial!



as always, I love your recordings.  i'm hoping to start doing some
myself when i've got the ps3, assuming i'm able to figure out how to
set up goldwave or whichever recorder i choose to use correctly.


On 11/28/11, Clement Chou  wrote:
So if anyone remembers... I posted a video about this game's tutorial 
mode.

I figured it out on my own, and I recorded a run through of the mode this
morning... I figured I'd post it as a way to give a basic introduction to
this game and for anyone who's planning to buy it. And of course, there 
is

commentary. Questions, comments, concerns... all welcome as always.
http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20tutorial%20mode.mp3
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Re: [Audyssey] new soul calibur vid!

2011-11-28 Thread Clement Chou
No demo. These are just vids that were taken at game events in Paris about a 
month ago. There's more of them if you look.
- Original Message - 
From: "Ben" 

To: "'Gamers Discussion list'" 
Sent: Monday, November 28, 2011 2:08 PM
Subject: Re: [Audyssey] new soul calibur vid!



There's a demo I take it... is there?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: 28 November 2011 20:13
To: Gamers Discussion list
Subject: Re: [Audyssey] new soul calibur vid!

Definitely getting it. Placed my preorder last week, and I'm looking 
forward

to it.
- Original Message -
From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 11:50 AM
Subject: Re: [Audyssey] new soul calibur vid!



Hi Clemant and all.

Hey this looks great so far.  I agree I really like the sounds and
music in this so far, this definitely looks like one to keep an eye on
and probably get when it comes out.

Thanks for the link.

Game on.

TomOn Nov 24, 2011, at 1:19 AM, Clement Chou wrote:


http://www.youtube.com/watch?v=PD55aCZlw9g
Game won't be out for another two months, but for everyone
interested, here is a vid. I'm liking the music and sounds so far,
sounds a tad faster than soul calibur 4 was, and hopefully will stay
that way. Ezio Auditore from the Assassin's Creed series is in this
game, and these matches feature him. Enjoy!
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Re: [Audyssey] king of fighters xiii gameplay!

2011-11-28 Thread Clement Chou
Well, I did say in that recording I did intend to come back and do another 
one which is more in depth. I'll look into doing one for MK as well, when I 
dig the game back up out of my no-longer-played stack. haha. It's been a 
while since I played that game... I'm glad you found the podcasts useful... 
and to hear that you got someone else interested in SC because of my 
recording is good news!
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 2:48 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


Hey man, another excellent recording as always.  You kind of got your butt 
handed to you at the end of that but a great job nonetheless.  Sometime 
when you have time to do it I think it would be great if you can do a 
couple more podcasts like you did with SC4 and MVC3.  I don't know about 
anyone else but I found these extremely useful and I still do, have 
actually gotten a new person interested in the SC series because of your 
intro.  The King of Fighters series is one that I for one am not very 
familiar with so I think this would be really good once you have had the 
game for a while.  I am sure those intros are really time consuming to do 
so I can understand it might take you a while to do this but thought it is 
something worth mentioning.  Like I say I think this one would be good to 
do one for and maybe MK9 as well since you've had that one for a while. 
Anyhow just something for you to think about.


Game on.

Tom
On Nov 26, 2011, at 8:27 PM, Clement Chou wrote:

So.. I found this game after looking for it for 3 hours on Friday, and my 
best buy lied to me and said they had some in stock when they didn't. I 
played the first time today, and here's the result. For all those who 
don't know what KOF is, here's a basic breakdown. It's a 2d fighter, but 
the uniqueness of this series is that it's 3 on 3. Trick is, it isn't tag 
team. You pick three characters, and the match is played in rounds, 
elimination style. When your first character gets knocked out, the next 
round is played by your second character and so on. So essentially, one 
match can have up to five rounds depending on how even it goes for the 
players. The sounds in this game are classic fighting game style, so not 
very realistic. The music, on the other hand, is awesome. I showed off 
what stuff I could being a first time player, and I wanted to show off 
the coolest things in the game... the neo max super moves, but didn't get 
the chance... though I think the computer might've pulled one off on me. 
lol. Enjoy!

http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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Re: [Audyssey] king of fighters xiii gameplay!

2011-11-28 Thread Clement Chou
Well, the subject title does say the King of Fighters xiii. lol But you're 
right. KOF is just the abbreviation the comunity uses.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 3:26 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!



Hey again all.

I forgot to mention this in my last post, I looked up KOF XIII on EB 
Games, it actually shows up as "The King of Fighters XIII."  This is 
probably minor but it might matter if somebody is trying to find this for 
you in a store.


Hope this helps.

Game On.

Tom

On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:

Well, I did say in that recording I did intend to come back and do 
another one which is more in depth. I'll look into doing one for MK as 
well, when I dig the game back up out of my no-longer-played stack. haha. 
It's been a while since I played that game... I'm glad you found the 
podcasts useful... and to hear that you got someone else interested in SC 
because of my recording is good news!

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 2:48 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


Hey man, another excellent recording as always.  You kind of got your 
butt handed to you at the end of that but a great job nonetheless. 
Sometime when you have time to do it I think it would be great if you 
can do a couple more podcasts like you did with SC4 and MVC3.  I don't 
know about anyone else but I found these extremely useful and I still 
do, have actually gotten a new person interested in the SC series 
because of your intro.  The King of Fighters series is one that I for 
one am not very familiar with so I think this would be really good once 
you have had the game for a while.  I am sure those intros are really 
time consuming to do so I can understand it might take you a while to do 
this but thought it is something worth mentioning.  Like I say I think 
this one would be good to do one for and maybe MK9 as well since you've 
had that one for a while. Anyhow just something for you to think about.


Game on.

Tom
On Nov 26, 2011, at 8:27 PM, Clement Chou wrote:

So.. I found this game after looking for it for 3 hours on Friday, and 
my best buy lied to me and said they had some in stock when they 
didn't. I played the first time today, and here's the result. For all 
those who don't know what KOF is, here's a basic breakdown. It's a 2d 
fighter, but the uniqueness of this series is that it's 3 on 3. Trick 
is, it isn't tag team. You pick three characters, and the match is 
played in rounds, elimination style. When your first character gets 
knocked out, the next round is played by your second character and so 
on. So essentially, one match can have up to five rounds depending on 
how even it goes for the players. The sounds in this game are classic 
fighting game style, so not very realistic. The music, on the other 
hand, is awesome. I showed off what stuff I could being a first time 
player, and I wanted to show off the coolest things in the game... the 
neo max super moves, but didn't get the chance... though I think the 
computer might've pulled one off on me. lol. Enjoy!

http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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Re: [Audyssey] king of fighters xiii gameplay!

2011-11-28 Thread Clement Chou
SC 2 isn't actually more limiting. A lot of people, including myself, find 
SC 2 a lot better because it's faster and more balanced... but yes, the 
basic gameplay is the same. SC 2 doesn't have critical finishers or 
breakable armor, but the rest of it is more or less the same... though I 
don't remember as it's been ages since I played it.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 3:23 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!



Hey.

Yes I do recall you saying that you intended to do another one sometime so 
will definitely be looking forward to that.


Yeah I was pretty happy about that myself, I let people listen to these 
things pretty often and most of them say oh that's cool but that's about 
as far as it goes so to have somebody show some pretty serious interest 
was great.  I'm not sure he's gonna run out and buy a PS3 or Xbox or 
anything but who knows.  So just wanted you to know that these things 
you're spending time doing really are making a difference and maybe 
helping get some more of us into mainstream gaming which we all know is a 
good thing.


Oh by the way, is much of that SC4 podcast applicable to SC2?  I know SC2 
is much more limited in the things you can do and the options you have and 
so on, I am talking about how the basic game play works.  The reason I ask 
is I gave a good friend of mine who is also blind my PS2 and a copy of SC2 
for Xmas and if this would help him get some of the basics down it'd be 
great and I obviously no longer have it here to experiment with and find 
out myself so would appreciate any input you or anyone else for that 
matter has on this.


Game on.

Tom
On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:

Well, I did say in that recording I did intend to come back and do 
another one which is more in depth. I'll look into doing one for MK as 
well, when I dig the game back up out of my no-longer-played stack. haha. 
It's been a while since I played that game... I'm glad you found the 
podcasts useful... and to hear that you got someone else interested in SC 
because of my recording is good news!

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 2:48 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


Hey man, another excellent recording as always.  You kind of got your 
butt handed to you at the end of that but a great job nonetheless. 
Sometime when you have time to do it I think it would be great if you 
can do a couple more podcasts like you did with SC4 and MVC3.  I don't 
know about anyone else but I found these extremely useful and I still 
do, have actually gotten a new person interested in the SC series 
because of your intro.  The King of Fighters series is one that I for 
one am not very familiar with so I think this would be really good once 
you have had the game for a while.  I am sure those intros are really 
time consuming to do so I can understand it might take you a while to do 
this but thought it is something worth mentioning.  Like I say I think 
this one would be good to do one for and maybe MK9 as well since you've 
had that one for a while. Anyhow just something for you to think about.


Game on.

Tom
On Nov 26, 2011, at 8:27 PM, Clement Chou wrote:

So.. I found this game after looking for it for 3 hours on Friday, and 
my best buy lied to me and said they had some in stock when they 
didn't. I played the first time today, and here's the result. For all 
those who don't know what KOF is, here's a basic breakdown. It's a 2d 
fighter, but the uniqueness of this series is that it's 3 on 3. Trick 
is, it isn't tag team. You pick three characters, and the match is 
played in rounds, elimination style. When your first character gets 
knocked out, the next round is played by your second character and so 
on. So essentially, one match can have up to five rounds depending on 
how even it goes for the players. The sounds in this game are classic 
fighting game style, so not very realistic. The music, on the other 
hand, is awesome. I showed off what stuff I could being a first time 
player, and I wanted to show off the coolest things in the game... the 
neo max super moves, but didn't get the chance... though I think the 
computer might've pulled one off on me. lol. Enjoy!

http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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Re: [Audyssey] king of fighters xiii gameplay!

2011-11-28 Thread Clement Chou
Aha... though funny thing is, the the doesn't really matter so much. If you 
say king of fighters xiii people generally know what you're refering to. I 
don't think the vid has the in it either.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 4:17 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


If you mean the subject we've been using on here, it actually does not 
include the word "the" in it.  If you mean the youtube vid then I admit I 
did not check carefully but in any case like I said this is probably a 
minor thing.  The only reason somebody might need to worry about it is if 
you are having one of these customer service people who is clueless about 
games trying to find it for you then they might look in the wrong place 
that's the main reason I brought it up.


Game on.

Tom
On Nov 28, 2011, at 3:29 PM, Clement Chou wrote:

Well, the subject title does say the King of Fighters xiii. lol But 
you're right. KOF is just the abbreviation the comunity uses.

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 3:26 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!



Hey again all.

I forgot to mention this in my last post, I looked up KOF XIII on EB 
Games, it actually shows up as "The King of Fighters XIII."  This is 
probably minor but it might matter if somebody is trying to find this 
for you in a store.


Hope this helps.

Game On.

Tom

On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:

Well, I did say in that recording I did intend to come back and do 
another one which is more in depth. I'll look into doing one for MK as 
well, when I dig the game back up out of my no-longer-played stack. 
haha. It's been a while since I played that game... I'm glad you found 
the podcasts useful... and to hear that you got someone else interested 
in SC because of my recording is good news!

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 2:48 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


Hey man, another excellent recording as always.  You kind of got your 
butt handed to you at the end of that but a great job nonetheless. 
Sometime when you have time to do it I think it would be great if you 
can do a couple more podcasts like you did with SC4 and MVC3.  I don't 
know about anyone else but I found these extremely useful and I still 
do, have actually gotten a new person interested in the SC series 
because of your intro.  The King of Fighters series is one that I for 
one am not very familiar with so I think this would be really good 
once you have had the game for a while.  I am sure those intros are 
really time consuming to do so I can understand it might take you a 
while to do this but thought it is something worth mentioning.  Like I 
say I think this one would be good to do one for and maybe MK9 as well 
since you've had that one for a while. Anyhow just something for you 
to think about.


Game on.

Tom
On Nov 26, 2011, at 8:27 PM, Clement Chou wrote:

So.. I found this game after looking for it for 3 hours on Friday, 
and my best buy lied to me and said they had some in stock when they 
didn't. I played the first time today, and here's the result. For all 
those who don't know what KOF is, here's a basic breakdown. It's a 2d 
fighter, but the uniqueness of this series is that it's 3 on 3. Trick 
is, it isn't tag team. You pick three characters, and the match is 
played in rounds, elimination style. When your first character gets 
knocked out, the next round is played by your second character and so 
on. So essentially, one match can have up to five rounds depending on 
how even it goes for the players. The sounds in this game are classic 
fighting game style, so not very realistic. The music, on the other 
hand, is awesome. I showed off what stuff I could being a first time 
player, and I wanted to show off the coolest things in the game... 
the neo max super moves, but didn't get the chance... though I think 
the computer might've pulled one off on me. lol. Enjoy!

http://dl.dropbox.com/u/3394499/king%20of%20fighters%20xiii%20-%20art%20of%20fighting%20team%20gameplay.mp3
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Re: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!

2011-11-28 Thread Clement Chou
It actually has a few more modes than 4, and it still has the Japanese 
track. The only game that didn't have one was the original Soul Calibur on 
the dreamcast which only had Japanese voices. Mode wise, soul calibur has 
your typical arcade and versus, as well as team battle, survival, time 
attack and a weapon master mode. The weapon master mode isn't negotiable 
without sighted assistance, sadly.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 4:31 PM
Subject: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!



Hey again.

Ok thanks lots that is what I was hoping to hear.  I should clarify, what 
I mean by limited is that so far as I know you don't have as many game 
options available, say the multilanguage voice tracks and so forth like 
you do in SC4.  That was the kind of thing I was referring to not so much 
the game play itself.


Thanks for mentioning the no finishing moves and no breakable armor thing 
as well I can just tell him to ignore any references to that kind of thing 
in the podcast.  I actually really do like SC2 as well myself so what I 
will probably end up doing is just pick up another copy and either keep it 
or let my friend have that one and take my original back.  I actually 
found SC2 to be much easier to get a handle on for some reason than I have 
with SC4 but SC4 is finally starting to make at least some sense to me 
thank the gods.


Game on.

Tom
On Nov 28, 2011, at 3:30 PM, Clement Chou wrote:

SC 2 isn't actually more limiting. A lot of people, including myself, 
find SC 2 a lot better because it's faster and more balanced... but yes, 
the basic gameplay is the same. SC 2 doesn't have critical finishers or 
breakable armor, but the rest of it is more or less the same... though I 
don't remember as it's been ages since I played it.

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 3:23 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!



Hey.

Yes I do recall you saying that you intended to do another one sometime 
so will definitely be looking forward to that.


Yeah I was pretty happy about that myself, I let people listen to these 
things pretty often and most of them say oh that's cool but that's about 
as far as it goes so to have somebody show some pretty serious interest 
was great.  I'm not sure he's gonna run out and buy a PS3 or Xbox or 
anything but who knows.  So just wanted you to know that these things 
you're spending time doing really are making a difference and maybe 
helping get some more of us into mainstream gaming which we all know is 
a good thing.


Oh by the way, is much of that SC4 podcast applicable to SC2?  I know 
SC2 is much more limited in the things you can do and the options you 
have and so on, I am talking about how the basic game play works.  The 
reason I ask is I gave a good friend of mine who is also blind my PS2 
and a copy of SC2 for Xmas and if this would help him get some of the 
basics down it'd be great and I obviously no longer have it here to 
experiment with and find out myself so would appreciate any input you or 
anyone else for that matter has on this.


Game on.

Tom
On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:

Well, I did say in that recording I did intend to come back and do 
another one which is more in depth. I'll look into doing one for MK as 
well, when I dig the game back up out of my no-longer-played stack. 
haha. It's been a while since I played that game... I'm glad you found 
the podcasts useful... and to hear that you got someone else interested 
in SC because of my recording is good news!

- Original Message - From: "Tom Randall" 
To: "Gamers Discussion list" 
Sent: Monday, November 28, 2011 2:48 PM
Subject: Re: [Audyssey] king of fighters xiii gameplay!


Hey man, another excellent recording as always.  You kind of got your 
butt handed to you at the end of that but a great job nonetheless. 
Sometime when you have time to do it I think it would be great if you 
can do a couple more podcasts like you did with SC4 and MVC3.  I don't 
know about anyone else but I found these extremely useful and I still 
do, have actually gotten a new person interested in the SC series 
because of your intro.  The King of Fighters series is one that I for 
one am not very familiar with so I think this would be really good 
once you have had the game for a while.  I am sure those intros are 
really time consuming to do so I can understand it might take you a 
while to do this but thought it is something worth mentioning.  Like I 
say I think this one would be good to do one for and maybe MK9 as well 
since you've had that one for a while. Anyhow just something for you 
to think about.


Game on.

Tom
On Nov 26, 2

[Audyssey] in depth fighting game history

2011-12-06 Thread Clement Chou
So for all those who haven't been all that into fighting games, or those who 
recently joined the sceen, or even those who have been playing them for a long 
time... this is a great read. Just shows you how much is really behind these 
games. I know a lot of people disregard Street Fighter, Tekken, etc as being 
simple, and fighting games don't have much behind them. Here's an article that 
gives a glimpse as to just how much of a story there is behind them.
http://www.gamernode.com/knock-out-gamernodes-complete-history-of-fighting-games/
Having read all this, let me say tfor all those who've been keeping track of 
posts to the lists about fighters and hearing about all these complex things, 
it isn't necessary to spend all your time with fighting games  to get good... a 
lot of people play these for fun. If you get a fighting game, it doesn't mean 
you have to spend hundreds of hours learning every single mechanic... unless 
you want to be a tournament-level player. I know that I play fighters almost 
exclusively, other than Rock band and the occasional hack and slash, but I 
don't go research how many frames of animation an attack takes to come out... I 
take them more seriously than some people, but only because I find a lot to do 
with my brain when it comes to fighters. Well, that and so whenever I get to 
play Yohandy I don't get my rear end handed to me. :P Enjoy the read!
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Re: [Audyssey] in depth fighting game history

2011-12-06 Thread Clement Chou
You'll have to remind me what the AA and SVR series are, exactly. I can't 
remember what those stand for right now. lol. But yes, it should be fun to 
get back into the sceen... when you get a ps3 you'll have quite a few more 
games to mess around with.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 06, 2011 3:44 AM
Subject: Re: [Audyssey] in depth fighting game history



Hi Clement,
agreed, this is a great read.
I definitely cant wait to get back into the fighting game scene
propperly asap.  right now with my ps2 about to be sould off as i
won't have room for it, i'm saying fair well to Mk Da, AA and the
early svr series. :(

On 12/6/11, Clement Chou  wrote:
So for all those who haven't been all that into fighting games, or those 
who

recently joined the sceen, or even those who have been playing them for a
long time... this is a great read. Just shows you how much is really 
behind
these games. I know a lot of people disregard Street Fighter, Tekken, etc 
as

being simple, and fighting games don't have much behind them. Here's an
article that gives a glimpse as to just how much of a story there is 
behind

them.
http://www.gamernode.com/knock-out-gamernodes-complete-history-of-fighting-games/
Having read all this, let me say tfor all those who've been keeping track 
of

posts to the lists about fighters and hearing about all these complex
things, it isn't necessary to spend all your time with fighting games  to
get good... a lot of people play these for fun. If you get a fighting 
game,

it doesn't mean you have to spend hundreds of hours learning every single
mechanic... unless you want to be a tournament-level player. I know that 
I

play fighters almost exclusively, other than Rock band and the occasional
hack and slash, but I don't go research how many frames of animation an
attack takes to come out... I take them more seriously than some people, 
but

only because I find a lot to do with my brain when it comes to fighters.
Well, that and so whenever I get to play Yohandy I don't get my rear end
handed to me. :P Enjoy the read!
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Re: [Audyssey] in depth fighting game history

2011-12-06 Thread Clement Chou
Hahaha. Well, when you get it, Yohandy and I can probably both get you 
started on that route. As for God of War and Heavenly Sword, don't get too 
excited... unless you have vision you'll need sighted assistance to get past 
both those games. GW moreso than Heavenly Sword.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 06, 2011 7:00 AM
Subject: Re: [Audyssey] in depth fighting game history



ah, i meant the short version of mk armageddon and smackdown vs raw.
well, as well as all the fighting games, i'm also really looking
forward to god of war, heavenly sword and rock band to name a few.
although i'm not sure how its possible to play rockband, but i'm
trying to convince my sighted friends that it is playable without
actually finding out how myself

On 12/6/11, Clement Chou  wrote:

You'll have to remind me what the AA and SVR series are, exactly. I can't
remember what those stand for right now. lol. But yes, it should be fun 
to
get back into the sceen... when you get a ps3 you'll have quite a few 
more

games to mess around with.
- Original Message -
From: "dan cook" 
To: "Gamers Discussion list" 
Sent: Tuesday, December 06, 2011 3:44 AM
Subject: Re: [Audyssey] in depth fighting game history



Hi Clement,
agreed, this is a great read.
I definitely cant wait to get back into the fighting game scene
propperly asap.  right now with my ps2 about to be sould off as i
won't have room for it, i'm saying fair well to Mk Da, AA and the
early svr series. :(

On 12/6/11, Clement Chou  wrote:
So for all those who haven't been all that into fighting games, or 
those

who
recently joined the sceen, or even those who have been playing them for 
a

long time... this is a great read. Just shows you how much is really
behind
these games. I know a lot of people disregard Street Fighter, Tekken, 
etc


as
being simple, and fighting games don't have much behind them. Here's an
article that gives a glimpse as to just how much of a story there is
behind
them.
http://www.gamernode.com/knock-out-gamernodes-complete-history-of-fighting-games/
Having read all this, let me say tfor all those who've been keeping 
track


of
posts to the lists about fighters and hearing about all these complex
things, it isn't necessary to spend all your time with fighting games 
to

get good... a lot of people play these for fun. If you get a fighting
game,
it doesn't mean you have to spend hundreds of hours learning every 
single
mechanic... unless you want to be a tournament-level player. I know 
that

I
play fighters almost exclusively, other than Rock band and the 
occasional

hack and slash, but I don't go research how many frames of animation an
attack takes to come out... I take them more seriously than some 
people,

but
only because I find a lot to do with my brain when it comes to 
fighters.
Well, that and so whenever I get to play Yohandy I don't get my rear 
end

handed to me. :P Enjoy the read!
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Re: [Audyssey] in depth fighting game history

2011-12-06 Thread Clement Chou
By the time he gets a ps3... probably MK, SF, Street fighter x tekken, KOF 
13, Soul Calibur v... and that's just scratching the surface. lol There's 
going to be a lot to choose from just based on the fighting games released 
since 2008. And yes, a cooperative experience on rock band is always good... 
I just haven't had many of them. My internet doesn't like RB for some 
reason... will need to look into it.
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 06, 2011 1:03 PM
Subject: Re: [Audyssey] in depth fighting game history


play us in what game? Rock band you don't actually play a person, you play 
with them. which is a whole different thing hahaha. unless you meant mk?



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[Audyssey] more SF AE...

2011-12-06 Thread Clement Chou
Living proof of how much time the top players in the word spend playing online. 
Poonko is the one who beat Daigo, and even perfected him to send him to the 
losers bracket at Evo. He's the Korean kid, who came third place at Evo. Here's 
a seven hour broadcast... these are some awesome matches. Poonko plays Seth, 
which is almost unheard of in Asia, if not in the community in general. Seth, 
for those who don't know, is a very weird one to play as. His health and 
endurance is crap, which is why noone thinks he's worth the time. I admire him 
for doing so, and the tricks he can pull off with this bad boy are wicked. And 
gotta love his English voice... me ha ha ha!
http://www.youtube.com/watch?v=phzALO61wg0
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[Audyssey] more SF AE...

2011-12-06 Thread Clement Chou
Living proof of how much time the top players in the word spend playing online. 
Poonko is the one who beat Daigo, and even perfected him to send him to the 
losers bracket at Evo. He's the Korean kid, who came third place at Evo. Here's 
a seven hour broadcast... these are some awesome matches. Poonko plays Seth, 
which is almost unheard of in Asia, if not in the community in general. Seth, 
for those who don't know, is a very weird one to play as. His health and 
endurance is crap, which is why noone thinks he's worth the time. I admire him 
for doing so, and the tricks he can pull off with this bad boy are wicked. And 
gotta love his English voice... me ha ha ha!
http://www.youtube.com/watch?v=phzALO61wg0
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[Audyssey] more SF AE...

2011-12-06 Thread Clement Chou
Living proof of how much time the top players in the word spend playing online. 
Poonko is the one who beat Daigo, and even perfected him to send him to the 
losers bracket at Evo. He's the Korean kid, who came third place at Evo. Here's 
a seven hour broadcast... these are some awesome matches. Poonko plays Seth, 
which is almost unheard of in Asia, if not in the community in general. Seth, 
for those who don't know, is a very weird one to play as. His health and 
endurance is crap, which is why noone thinks he's worth the time. I admire him 
for doing so, and the tricks he can pull off with this bad boy are wicked. And 
gotta love his English voice... me ha ha ha!
http://www.youtube.com/watch?v=phzALO61wg0
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[Audyssey] more SF AE...

2011-12-06 Thread Clement Chou
Living proof of how much time the top players in the word spend playing online. 
Poonko is the one who beat Daigo, and even perfected him to send him to the 
losers bracket at Evo. He's the Korean kid, who came third place at Evo. Here's 
a seven hour broadcast... these are some awesome matches. Poonko plays Seth, 
which is almost unheard of in Asia, if not in the community in general. Seth, 
for those who don't know, is a very weird one to play as. His health and 
endurance is crap, which is why noone thinks he's worth the time. I admire him 
for doing so, and the tricks he can pull off with this bad boy are wicked. And 
gotta love his English voice... me ha ha ha!
http://www.youtube.com/watch?v=phzALO61wg0
---
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Re: [Audyssey] in depth fighting game history

2011-12-07 Thread Clement Chou
I mentioned this already earlier in case you missed it. On a 1-10 scale, I'd 
rate God of War at about a 4... there are platforming bits, not to mention 
all the qte's which, unlike Heavenly Sword,  are not preset, I believe, 
they're random. And there are puzzles that require being able to spot things 
visually and the like.
- Original Message - 
From: "Orin" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 7:06 AM
Subject: Re: [Audyssey] in depth fighting game history


Hmm, I question God of War's playability…


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] in depth fighting game history

2011-12-07 Thread Clement Chou

Yeah, really is a pity. But if you can get sighted assistance, it's a blast.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 2:23 PM
Subject: Re: [Audyssey] in depth fighting game history


that's a shame, been wanting to play that for ages.
ah well, cant have everything and Kratos is in mk at least. :D

On 12/7/11, Clement Chou  wrote:
I mentioned this already earlier in case you missed it. On a 1-10 scale, 
I'd

rate God of War at about a 4... there are platforming bits, not to mention
all the qte's which, unlike Heavenly Sword,  are not preset, I believe,
they're random. And there are puzzles that require being able to spot 
things

visually and the like.
- Original Message -
From: "Orin" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 7:06 AM
Subject: Re: [Audyssey] in depth fighting game history


Hmm, I question God of War's playability…


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] in depth fighting game history

2011-12-07 Thread Clement Chou
Well, if you can get sighted assistance do let me know. There are a lot of 
good games for the ps3 to play... you just have to find people to go through 
them with you. Granted if you don't like Japanese-themed games than most of 
the suggestions I give you won't be to your taste. lol
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 3:05 PM
Subject: Re: [Audyssey] in depth fighting game history


that's my plan.  also i really want to have a go at final fantacy xiii
as i've heard many good things about it and its accessibility.
although i'd need a pretty good tutorial or walkthrough as i'm not at
all familiar with ff.

On 12/7/11, Clement Chou  wrote:
Yeah, really is a pity. But if you can get sighted assistance, it's a 
blast.

- Original Message -
From: "dan cook" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 2:23 PM
Subject: Re: [Audyssey] in depth fighting game history


that's a shame, been wanting to play that for ages.
ah well, cant have everything and Kratos is in mk at least. :D

On 12/7/11, Clement Chou  wrote:

I mentioned this already earlier in case you missed it. On a 1-10 scale,
I'd
rate God of War at about a 4... there are platforming bits, not to 
mention

all the qte's which, unlike Heavenly Sword,  are not preset, I believe,
they're random. And there are puzzles that require being able to spot
things
visually and the like.
- Original Message -
From: "Orin" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 7:06 AM
Subject: Re: [Audyssey] in depth fighting game history


Hmm, I question God of War's playability…


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] in depth fighting game history

2011-12-07 Thread Clement Chou
I like that viewpoint... I generally do that too. I guess I play more 
oriental titles because I grew up with games from asian companies. hahaha.
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 4:58 PM
Subject: Re: [Audyssey] in depth fighting game history


well personally i'm willing to give anything a shot without
prejudging.  that way there are more options.

On 12/7/11, Clement Chou  wrote:

Well, if you can get sighted assistance do let me know. There are a lot of
good games for the ps3 to play... you just have to find people to go 
through
them with you. Granted if you don't like Japanese-themed games than most 
of

the suggestions I give you won't be to your taste. lol
- Original Message -
From: "dan cook" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 3:05 PM
Subject: Re: [Audyssey] in depth fighting game history


that's my plan.  also i really want to have a go at final fantacy xiii
as i've heard many good things about it and its accessibility.
although i'd need a pretty good tutorial or walkthrough as i'm not at
all familiar with ff.

On 12/7/11, Clement Chou  wrote:

Yeah, really is a pity. But if you can get sighted assistance, it's a
blast.
- Original Message -
From: "dan cook" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 2:23 PM
Subject: Re: [Audyssey] in depth fighting game history


that's a shame, been wanting to play that for ages.
ah well, cant have everything and Kratos is in mk at least. :D

On 12/7/11, Clement Chou  wrote:

I mentioned this already earlier in case you missed it. On a 1-10 scale,
I'd
rate God of War at about a 4... there are platforming bits, not to
mention
all the qte's which, unlike Heavenly Sword,  are not preset, I believe,
they're random. And there are puzzles that require being able to spot
things
visually and the like.
- Original Message -
From: "Orin" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 07, 2011 7:06 AM
Subject: Re: [Audyssey] in depth fighting game history


Hmm, I question God of War's playability…


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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[Audyssey] Dead or Alive 5 video preview

2011-12-10 Thread Clement Chou
Well, finally something more than that trailer I posted some time ago. For 
anyone interested...
http://www.youtube.com/watch?v=jUSEieww85E
DOA has never been the deepest fighting game in, but it's always been a fun 
game to just pick up and play... people will be glad to hear that it's simple 
to learn, much moreso than SF or Tekken. DOA is usually known more for the 
stylish combat you get, and of course, the sexy girls... but the stylish combat 
is really what gets DOA to catch peoples' attention. In the series it's always 
been possible to smash someone through a wall, knock someone into a danger zone 
that's electrified to cause more damage, etc. This whole button-pressing thing 
is interesting... but we'll have to see how it plays out. As to it being 
inaccessible, QTE's are almost always the same, so once you learn it once you 
can do it from then on. Here's the link to the trailer, just to give an 
impression of how cinematic DOA 5 wants to be. This is something you'll 
probably never hear from an SF game or, KOF game or tekken game. Even MK, with 
its hard-hitting effects can't match this. This just sounds cool, period... 
straight out of a martial arts film if you ask me.
http://www.youtube.com/watch?v=JwB1xhVVb9s
There you have it. This's always been one of my favorite serieses to just pick 
up and mess around with especialy with friends. Unfortunately, I've only played 
DOA 2... since all the others are on the xbox and xbox360. For anyone who has 
these consoles and wants to try this series, Dead or alive 4 is for the 
xbox360, and DOA 2 hardcore is for the ps2. Enjoy!
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[Audyssey] another soul calibur vid!

2011-12-10 Thread Clement Chou
Here's another vid of hilde vs. Viola. Awesome set of matches, and the music is 
amazing... enjoy! Can't wait for this...
http://www.youtube.com/watch?v=ulgIAijPjC4&feature=player_embedded
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Re: [Audyssey] another soul calibur vid!

2011-12-10 Thread Clement Chou
I thought the sounds in SC 3 were fine. They were a bit anime-like, but 
nothing I didn't expect from a Japanese company. lol. 4 and this one are 
looking at being more realistic which is always nice.. and yeah. The music 
is epic. I did spot a couple juggles, and that ring out was awesome. Always 
one of my favorite parts of the series.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, December 10, 2011 11:47 AM
Subject: Re: [Audyssey] another soul calibur vid!



Very hot-- great music, and the sounds are alot cleaner than SC3 I find.
Smooth action it seems- though that may just be the style of the players- 
didn't see any juggling though?

Nice ring out on second round rofl- I always hate those things.


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[Audyssey] new DOA 5 preview

2011-12-12 Thread Clement Chou
I don't know about anyone else, but my hype for this game just increased by 
about 10. This article, compared with the awesome gameplay footage from tgs, is 
making me very excited... I've never sceen DOA as a technical or deep fighter, 
and compared to other games this looks to be the same, but with a more stylish 
touch. I can't wait to play this... hope we get a demo before release. I still 
have my copy of DOA 2 for the ps2... and still enjoy playing it.

Since former Team Ninja head Tomonobu Itagaki left the company on less than 
friendly
terms, the developer and its owner Tecmo Koei have slowly rebuilt the group and 
its
franchises. We've seen much of Ninja Gaiden, with Ninja Gaiden 3 hitting PS3 and
360 in March and a Vita release of Ninja Gaiden Sigma planned for some time near
that handheld's February launch. Conversely, things had been relatively quiet 
with
Itagaki's other big franchise, Dead or Alive (save for an adequate 3DS title). 
Now
the fighting franchise is finally ready to formally return with a new numbered 
entry,
Dead or Alive 5, and its coming to both 360 and PS3.
Above: Our interview with DOA5's director Mr Shimbori
Though we'd seen it at Tokyo Game Show
this year
, today was the first time press had a chance to actually play the game. For a 
series
that had increasingly been known for its sex appeal instead of its gameplay, our
first match showed the heightened emphasis on action. As rivals Ryu and Hayate 
entered
the stage, we saw the battles were quick, the early combos easy to grasp, and it
was all wrapped up in a package of shiny graphics including a new emphasis on 
dirty
and sweat appearing on the fighters. But from the start the game had a tutorial,
which didn't make much sense to us until we pressed the right shoulder button.
Programmed to that button is a charge move that (when pulled off correctly) 
sends
the fighter and their victim into a cinematic auto-combo that pauses at the end,
which initially confused us. Soon we figured out that the brief pause lets the 
player
choose which direction they will launch their opponent in after the flurry of 
strikes,
which added some strategy to the sortie. If you acted fast enough you could 
cause
an explosion, a wall to fall, or even send your enemy flying off the stage. Then
an extended rock-paper-scissors style quick time event happens as you try to 
launch
your enemy off the edge of the platform for extra damage.
Down on the ground we got into even more involved exchanges, sending opponents 
flying
into electrified fences and once even tossing them into a car that had been 
suspended
in mid-air. The stage was full of little environmental touches like that, ones 
that
could cause a dozen or so interesting moments on top of the standard combat 
happening
in the arena. Sadly, the game seems to be in early development still, as the 
only
stage ready to be shown was the same one that debuted in video form during TGS, 
but
it was still fun to direct the action in it ourselves.
The other thing worth noting about this event was it was the first time Team 
Ninja
had shown any of DOA5's ladies, as series regulars Ayane and Hitomi were also 
playable.
Obviously this is our initial look at them so we aren't sure just how they'll be
treated in the final game, but by DOA standards their costumes and (how to put 
this
delicately?) jiggle-factor weren't as crazy as they'd been in years past. Both 
were
there to fight (as opposed to play volleyball sexily) and they fought as down 
and
dirty as the guys, with especially nasty combos using the action button. We'll 
wait
until we see how they're characterized in the cutscenes before we make up our 
minds
on the issue, but it seems Team Ninja has begun to tone down the fan service 
aspect
of the series that lately had been overshadowing the fighting.
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[Audyssey] DOA 4 video

2011-12-12 Thread Clement Chou
So here's a bit more on the series... This video is from dOA 4, and shows off 
one of my personal favorites. I love this character.. he fights with a cool 
style, and in Ninja Gaiden he's awesome as always.
http://www.youtube.com/watch?v=v-394ImSWig
I don't understand why DOA 5 reverts back to having the fighting effects in 
mono when everything else is in stereo. This story mode is pretty... lame, this 
series has never been known for the plot. It's pretty generic stuff... but some 
sceens are awesome. Hope DOA 5 gives me a better experience than 2 did with 
story... all you xbox360 people can still get it. The ps3 owners like us are 
out of luck here, sadly.
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[Audyssey] more SC vids!

2011-12-12 Thread Clement Chou
Dang it, Namco needs to put up a demo. Sounds are awesome, music is above 
amazing, and the gameplay looks great from what I've read and heard! Two 
videos, almost 20 minutes of footage! Enjoy... discussion welcome as always. I 
just love, and I mean love, this audio. I think the sword slashes themselves 
could be slightly better, but I like the ones they have now. Jst me being 
picky. Haha
Hilde vs. Viola:
http://www.youtube.com/watch?v=jBKezB9m2wQ
Lexia vs. Zwei:
http://www.youtube.com/watch?v=JUF-5AFmUlU
Lexia is the daughter of Xianghua from the previous games, and her name is 
pronounced "lee shia." At least, if my guess is correct.
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[Audyssey] a bit more soul calibur info

2011-12-12 Thread Clement Chou
No vids this time, just some facts that some people may not have about the 
gameplay system. The three biggest things to point out are probably, the just 
guard, brave edge, and critical edge. Just guard is basically a perry maneuver. 
When you tap the guard button and let it go, you'll have a few frames during 
which if an opponent hits you with an attack, you will automatically perry 
their attack and will be able to punish them while they're recoverying. Brave 
edge is basically a powered up version of a normal move. If you compare the SF 
games with this, the SF games have special and ex-specials. In SC, you don't 
really have special moves... instead you have a series of normal attacks that 
can be increased in power and have certain properties. A critical edge is the 
SC equivalent to a super move. The command for the critical edge is the same 
for everyone, but unlike 2d games you can't just throw them out and hope they 
connect... you have to combo into them. Because if you perform one and miss, 
you're in big, big trouble. Aside from these three things, the rest of the 
gameplay is more or less the same, just without the critical finisher, and the 
speed is faster. Hope this little snippet was somewhat informative!
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Re: [Audyssey] a bit more soul calibur info

2011-12-13 Thread Clement Chou
Sorry, I neglected to say that everything I've mentioned is about SC 5, and 
nothing relating to 4.
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 13, 2011 8:55 AM
Subject: Re: [Audyssey] a bit more soul calibur info


Indeed this is good information.  I am assuming that this stuff applies 
only to SC4 and perhaps SC5?


Game on.

Tom

On Dec 12, 2011, at 9:41 PM, Clement Chou wrote:

No vids this time, just some facts that some people may not have about 
the gameplay system. The three biggest things to point out are probably, 
the just guard, brave edge, and critical edge. Just guard is basically a 
perry maneuver. When you tap the guard button and let it go, you'll have 
a few frames during which if an opponent hits you with an attack, you 
will automatically perry their attack and will be able to punish them 
while they're recoverying. Brave edge is basically a powered up version 
of a normal move. If you compare the SF games with this, the SF games 
have special and ex-specials. In SC, you don't really have special 
moves... instead you have a series of normal attacks that can be 
increased in power and have certain properties. A critical edge is the SC 
equivalent to a super move. The command for the critical edge is the same 
for everyone, but unlike 2d games you can't just throw them out and hope 
they connect... you have to combo into them. Because if you perform one 
and miss, you're in big, big trouble. Aside from these three things, the 
rest of the gameplay is more or less the same, just without the critical 
finisher, and the speed is faster. Hope this little snippet was somewhat 
informative!

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Re: [Audyssey] more SC vids!

2011-12-13 Thread Clement Chou
I do agree there. Like I said... I still think the Announcer tries too hard 
at times to sound excited. lol
- Original Message - 
From: "dan cook" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 13, 2011 3:02 PM
Subject: Re: [Audyssey] more SC vids!


this sounds fantastic, the announcer too sounds a lot better than in SC4. 
:D


On 12/13/11, Tom Randall  wrote:
Hey thanks for these, had not found them myself yet.  I agree this is 
gonna

be great cannot wait for this one to come out.

Game on.

Tom

On Dec 12, 2011, at 4:56 PM, Clement Chou wrote:

Dang it, Namco needs to put up a demo. Sounds are awesome, music is 
above

amazing, and the gameplay looks great from what I've read and heard! Two
videos, almost 20 minutes of footage! Enjoy... discussion welcome as
always. I just love, and I mean love, this audio. I think the sword
slashes themselves could be slightly better, but I like the ones they 
have

now. Jst me being picky. Haha
Hilde vs. Viola:
http://www.youtube.com/watch?v=jBKezB9m2wQ
Lexia vs. Zwei:
http://www.youtube.com/watch?v=JUF-5AFmUlU
Lexia is the daughter of Xianghua from the previous games, and her name 
is

pronounced "lee shia." At least, if my guess is correct.
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Re: [Audyssey] SilverSword PDF from SilverSword-rpg.comisaccessible.Was: RE: Silversword question

2011-12-13 Thread Clement Chou
A dropbox or sendspace link would be appreciated... I'm interested and wnat 
to know how it works. Also, I want to know how accessible this is.
- Original Message - 
From: "Jeremy Hartley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 13, 2011 7:35 PM
Subject: Re: [Audyssey] SilverSword PDF from 
SilverSword-rpg.comisaccessible.Was: RE: Silversword question




Hi Phil,

Sure thing.  In fact, I have just saved it as a text file.  If I remember
correctly, aren't attachments banned from this list?  I didn't want to go
ahead and send the attachment, and have it banned and cause bandwidth
problems for the mods.  I will send it directly to you.  Then, if anyone
else wants a copy, I can upload it to sendspace or something if 
attachments

are restricted on this list.

Jeremy


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 13, 2011 7:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com
isaccessible.Was: RE: Silversword question

Hi Jeremy,
I downloaded the manual again and it is still a graphic PDF that I can't
read.
Can you save it as an RTF or TXT version?
Phil

- Original Message - 
From: "Jeremy Hartley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 13, 2011 10:10 PM
Subject: [Audyssey] SilverSword PDF from SilverSword-rpg.com is
accessible.Was: RE: Silversword question



Hi Phil and all,

I downloaded the silver sword manual from the silversword-rpg.com site
under
the downloads section.  I am using the latest version of acrobat reader.
Not sure which version of acrobat reader you have, but it comes up
perfectly
fine with links and headings for each section.  In fact, I didn't even
have
to change the reading order.

Wonder if Mario already updated the pdf just in the last three hours?  If
so, wow, that is quick work.

By the way, the Game Mechanics you posted from your OCR copy were just as
it
says in the pdf.

Jeremy


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 13, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Silversword question

Hi Michael,
I found a Silversword_help.pdf file but it is graphic and needs an OCR
package to convert it to readable text.
I wrote to Mario and maybe he will put out a RTF or TXT version.
Here is the section about the interface of the game that I used a OCR on,
but there may be scanning errors:
About the mechanics
Silversword is a game in the genre of The Bards Tale. This means, it 
tries

to simulate a roleplaying session like you might know from Dungeons
Dragons.

you control a group (your "party') of up to seven members. The first four
slots are melee slots, meaning that this is the front line when facing
enemies. The last three slots are the members in the second row, they 
have

to use ranged weapons, special items or magic spells to participate in
combat.

Starting the game After having installed and started the game,you are
taken
to the Ruin Camp.

In the Ruin Camp,you can find new heroes to join you on your adventure. 
It

might happen that your party is already filled with some brave fellows,
but
you can of course create your own characters.

General interaction

you play the game by touching the elements on the screen.

4- Cross-hair panel

4- Cast Spell

4- Use Item

4- play Song

Spell Effects

4- Show Map
+mob Settings


A touchable area in the text output (upper right side of the screen) is
marked by brackets (e.g. "[ Touch me ]). We will call it "Link" from now
on.

you can move by touching the view (upper left side of the screen) on its
upper half, or at its sides. But it is more elegant to use the cross-hair
panel, which you can activate by touching the cross-hair symbol on the
upper

right side of your screen. Change the position of the cross-hair panel by
touching and dragging the symbol. you go into character view by simply
touching a character new in your party roster, which fills up the  lower
half of your screen. To change order or to rename or discard a character,
see the section "Managing your party". By touching the Spell Effects
area,you can get an overview of active spell effects that are summoned by
your party members. It is possible to end an effect before it fades by
itself -just touch the entry and confirm.

The party roster The lower half of the screen is reserved for your party
members. you can form a party of up to seven characters. Shown are the
name,

the armour class (AC), the actual condition, the current hit points, the
current spell points, and the class shortcut of each character. The 
actual

condition may be either your full hit point value, or one of the
following:
PSNDyour character is poisoned.
NUTS your character is insane, he may attack your party.
POSS  your character is haunted by evil spirits. Dangerous!
INC?  

[Audyssey] more gem system information

2011-12-14 Thread Clement Chou
So here's a new preview for SF x tekken which explains the gem system. There's 
also a video that basically reitterates the info in the post, but the rep from 
Capcom plays a match and demonstrates the gems. This is good info, and settles 
my concerns about broken gameplay... but the fact that Capcom repeatedly 
ignores the question of DLC and exclusive gems is really starting to tick me 
off.
http://www.eventhubs.com/news/2011/dec/14/capcom-unity-posts-entire-lists-gems-and-more-explanations/#c295258
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Re: [Audyssey] To Yohandi, your space channel 5 playthrough

2011-12-15 Thread Clement Chou
That was a nice playthrough... I haven't beaten it myself yet so I stopped 
at report 5 to avoid spoilers. But nice one all the same! I wish they had 
more variations in the pattern though... it's such a small game, and one 
that had so much potential.
- Original Message - 
From: "Sarah Haake" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 12:34 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough



Hi,

ah, ok. But I really doubt I could remember such long passages after 
reading them to be able to get it right in the actual game. *lol*
But I'll certainly try to get my hands on the game and will let you know 
when I got it and if there are any questions. I would at least the menu 
layout and things like that.


Best regards
Sarah

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Re: [Audyssey] To Yohandi, your space channel 5 playthrough

2011-12-15 Thread Clement Chou
You have my full agreement there. Unfortunately, this game was released on 
the dreamcast in its dying days... so as much as I'd like to see a SC 3, I 
don't think that's going to happen. And I figured out the reason why so many 
people find some sections to be so hard to understand... there's a lot of 
voiceovers left from the Japanese version and when they say directions they 
have a very heavy accent. And to all wondering why they'd even use English 
words in a Japanese game... it's simple. Japanese directions wouldn't work 
well with this, because the rhythms would be off due to the words themselves 
having multiple syllables. It could potentially work, but then the music 
would have to be completely different for both versions.
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 2:10 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


thanks Clement! There's so much you can do with dpad and buttons though. 
they could've added the square and triangle buttons though. that would've 
made things a lot more interesting. I just wish there was a space channel 
3. and make it like 20 hours long. lol.



- Original Message - 
From: "Clement Chou" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 4:22 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


That was a nice playthrough... I haven't beaten it myself yet so I 
stopped at report 5 to avoid spoilers. But nice one all the same! I wish 
they had more variations in the pattern though... it's such a small game, 
and one that had so much potential.
- Original Message - 
From: "Sarah Haake" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 12:34 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough



Hi,

ah, ok. But I really doubt I could remember such long passages after 
reading them to be able to get it right in the actual game. *lol*
But I'll certainly try to get my hands on the game and will let you know 
when I got it and if there are any questions. I would at least the menu 
layout and things like that.


Best regards
Sarah

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Re: [Audyssey] Silversword is not the game for the blind.

2011-12-16 Thread Clement Chou
It's also possible you just tried to promote yourself in the wrong way... 
you could've just mentioned them once, and not even specifically mentioned 
you worked with others which makes it sound like a business colaboration. 
Could've just emailed and said hey, I'm blind, but I love the sound of your 
game and would like to see this, this and this changed and or added. And 
giving it a bad review on the app store because you didn't find it 
accessible probably doesn't help, either.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Friday, December 16, 2011 5:01 AM
Subject: Re: [Audyssey] Silversword is not the game for the blind.



Hey, Hayden.
I wrote him and share with him how I worked with another developer on 
making apps accessible.
I also told him I would love to help him to make the game accessible and 
would like it if he could be able to give me a call so he could hear the 
parts where the game could be made accessible.

That is all I told him.
I feel that if sighted people would work beside us then I know that alot 
can be done with accessibility in games.


--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Silversword is not the game for the blind.

2011-12-16 Thread Clement Chou
Well, I hope our chances improve... and I would ask anyone else 
contemplating it to leave emails on the down low... I know from experience 
that repeated requests from people to do something usually just turns me off 
it all the more. Let him simmer down first and see what the next revision of 
the game contains...
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Friday, December 16, 2011 6:26 AM
Subject: Re: [Audyssey] Silversword is not the game for the blind.


That's exactly my thought. Leaving the I've worked with other developers 
part out at least right at the beginning MIGHT have been a better way to 
go. Because Mario did seem genuinely interested in what we had to say. I 
just hope this hasn't destroyed our chances of gaining access to the game.

They're coming to take me away, ha-haaa!
- Original Message - 
From: "Clement Chou" 

To: "Gamers Discussion list" 
Sent: Friday, December 16, 2011 6:50 AM
Subject: Re: [Audyssey] Silversword is not the game for the blind.


It's also possible you just tried to promote yourself in the wrong way... 
you could've just mentioned them once, and not even specifically 
mentioned you worked with others which makes it sound like a business 
colaboration. Could've just emailed and said hey, I'm blind, but I love 
the sound of your game and would like to see this, this and this changed 
and or added. And giving it a bad review on the app store because you 
didn't find it accessible probably doesn't help, either.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Friday, December 16, 2011 5:01 AM
Subject: Re: [Audyssey] Silversword is not the game for the blind.



Hey, Hayden.
I wrote him and share with him how I worked with another developer on 
making apps accessible.
I also told him I would love to help him to make the game accessible and 
would like it if he could be able to give me a call so he could hear the 
parts where the game could be made accessible.

That is all I told him.
I feel that if sighted people would work beside us then I know that alot 
can be done with accessibility in games.


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Re: [Audyssey] Silversword is not the game for the blind.

2011-12-16 Thread Clement Chou
You have my full agreement there. But at the same time part of me just 
wonders... why isn't this common sense? It isn't like it takes a genius to 
realize that a suggestion and nagging are not one and the same... most 
sighted people get this concept.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, December 16, 2011 7:31 AM
Subject: Re: [Audyssey] Silversword is not the game for the blind.



Hi Bryan,

Right. I do that myself, and it is amazing how many blind people out
there who can't be patient enough for the developer to do something on
his own schedule, in his own time, and in his own way. Instead they
have to repeatedly nag, nag, nag until the developer just gets
irritated and doesn't want to listen to it any more. When the
developer sends them the appropriate "stop nagging me to death"
message the blind party acts all offended and upset over it.

I don't know about Mario, but I personally find if someone nags me
about something the less I want to do it.  It seems to generate the
opposite effect the person wants. I get irritated and  angry at the
nagging party, and feel like telling them to put an egg in their shoe
and beat it." By the looks of it Mario is feeling this way at
Michael's constant posting on the access issue. Guys like Michael
seriously need to understand where to draw the line between sending a
suggestion and nagging the developer to death.

Cheers!


On 12/16/11, Bryan Peterson  wrote:
Not only that but I sort of got the feeling he'd decided on what he 
thought

was the best way to go about doing it, which happened to agree with what
Michael had suggested. So when a few days ago e asked us not to bring the
forum topic up again I didn't. Nor did I contact him privately because I
figured that when time allowed he would work on it. And if he had any
questions he could have contacted one of us or joined the list if he so
wished. I figured, i sort, that we'd gotten to the point where we should
have just left it to him to ask for any needed information and let him do
his job in the meantime.
They're coming to take me away, ha-haaa!


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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Clement Chou

Amen to this. You have my full agreement.
- Original Message - 
From: "Jeremy Hartley" 

To: "'Gamers Discussion list'" 
Sent: Friday, December 16, 2011 11:14 PM
Subject: [Audyssey] Blind Gamers Being Taken Seriously?



Hello All,

I have been a member of this list since 2000 or 2001, whenever this list 
in

all of the many forms was begun.  I have also been a business owner, a
professional musician, and now work as a computer trainer for blind and
sighted individuals.  As you may guess, since I am on this list, I happen 
to

be totally blind, and have been so for my entire life of 36 years.

Like it or not, we as blind and visually impaired individuals, exist in a
sighted world.  Choke it down.  Get used to it, and get over it, and get
with it.  So, what does this all mean for any of us blind gamers?  Plenty!

Whether we like it or not, we are viewed differently by the sighted world.
Differently?  What does that mean.  Well, to me, I have seen sighted 
gamers
say things like, well, they can play text games.  Or, well, why do the 
blind
even need to play games like us anyway.  Ok, that really stings to read 
such
comments, but it is due to an ignorance of most of this sighted world. 
Yes,

I said ignorance.  Not stupidity!  Too often, people mix up ignorance and
stupidity, and call it at that.

So, why should we care?  I mean, we have our games written by Jim Kitchen,
draconis, and other devs who are either visually impaired or realize we 
are
out there, hungry to play games.  Taken nothing away from those people, 
why

shouldn't we as people, not blind, not visually impaired people, just
people, be taken seriously?

Well, we are in some ways, but not in other ways.  I have found that in
order to be taken seriously by the sighted world, we need to show that we
know what we are talking about, enough to capture their interest.  Not
everyone can get the point across when it comes to interests and what 
blind

and visually impaired people are capable of accomplishing.  After all, we
all have our interests, pleasures and dislikes.

So, what can we do?  The answer is simple, if one takes the time to put
things into perspective.  We all want a lot of the same things, but we go
about accomplishing them in the wrong way a lot of times.

What it really comes down to, at least for me, is that we really need to
step up and give any sighted game dev a picture of what we are asking for.
If a map is not read by voiceover on the Iphone, why is that?  Have we
explored the window with our voiceover cursor?  If so, then what can we 
say

to the dev to make sense of our needs.  Does text need to be placed on the
map?  If so, what text, and would it be beneficial to have map coordinates
mentioned?  Would that be enough?  Would it require a whole rewrite of the
app to make things right, or would it be OK to have a few additions made 
to

the program?

Guess what.  For each app/program/game/whatever, it differs, depending on
the program in question.

You may think we can't make a difference, but I would like to tell you 
from

personal experience, sometimes just a nudge makes a difference.  But, what
kind of nudge?  Sadly, I have to say that when it comes to blind folks, 
and

yes, because I am one, I am a bit partial to blind folks, but blind folks
must be one step ahead.

So, what do I mean?  well,  I mean when it comes to explaining what we 
need,

we must be specific.  I am sure that many of us have been in the situation
where we have been working with a sighted colleague.  We say something 
like,

"just go to the file menu and go to save as.
 It is amazing how many sighted computer users don't even know about this
simple menu item.  But, we have to know each menu item, each choice.  We
have to know the difference between a combo box, a radio button and a push
button.  Guess what?  If you were to ask most of the sighted computer 
users

what a radio button was, they would look at you with a blank stair.  Why
should they know?  I mean, a button is a button, after all, is what they
say.  Like it or not, we know there is a difference, and when it comes to
developers, we need to make our wants and needs crystal clear.

Another issue we face is the fact that some of the messages sighted devs 
get

from us, well, they aren't the most well written messages.  I truly think
that if we are going to present ourselves as a community to be taken
seriously, we must double and triple check what we put on the web, and how
we present ourselves.

Now, this has a lot to do with what I am about to say, so please do not
think I am picking on any one person.
Let's take something simple like audiogames.net.

My apologies to the mods of audiogames.net, but I have to say that if a
sighted dev went to that site for the first time, they would have to think
twice.  Just as one example, the word puzzle is spelled with two z's and 
not
one.  Something so small can make or break what someone new sees and 
thinks

about our quote community unquot

Re: [Audyssey] a bit more soul calibur info

2011-12-17 Thread Clement Chou
Soul Calibur is as accessible as any other mainstream game, it's for the 
ps3, and it is not free. Accessible by this definition means having to learn 
menus, but the gameplay itself is accessible.
- Original Message - 
From: "Connor Moser" 

To: 
Sent: Tuesday, December 13, 2011 6:51 AM
Subject: Re: [Audyssey] a bit more soul calibur info


just to ask. what is soul calibur. is it axesable? is it for the pc? is it 
free?
- Original Message - 
From: 

To: 
Sent: Tuesday, December 13, 2011 7:23 AM
Subject: Gamers Digest, Vol 70, Issue 125



Send Gamers mailing list submissions to
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of Gamers digest..."


Today's Topics:

  1.  a bit more soul calibur info (Clement Chou)
  2. Re:  plans for an updated Lone Wolf (Thomas Ward)
  3. Re:  plans for an updated Lone Wolf (Thomas Ward)
  4. Re:  plans for an updated Lone Wolf (Thomas Ward)
  5. Re:  plans for an updated Lone Wolf (Dallas O'Brien)
  6. Re:  plans for an updated Lone Wolf (Dallas O'Brien)


--

Message: 1
Date: Mon, 12 Dec 2011 21:41:57 -0800
From: "Clement Chou" 
To: , "Gamers Discussion list"

Subject: [Audyssey] a bit more soul calibur info
Message-ID: <6E713B7FC438444F881C90CBEE2F8CD2@setbc>
Content-Type: text/plain; charset="iso-8859-1"

No vids this time, just some facts that some people may not have about 
the gameplay system. The three biggest things to point out are probably, 
the just guard, brave edge, and critical edge. Just guard is basically a 
perry maneuver. When you tap the guard button and let it go, you'll have 
a few frames during which if an opponent hits you with an attack, you 
will automatically perry their attack and will be able to punish them 
while they're recoverying. Brave edge is basically a powered up version 
of a normal move. If you compare the SF games with this, the SF games 
have special and ex-specials. In SC, you don't really have special 
moves... instead you have a series of normal attacks that can be 
increased in power and have certain properties. A critical edge is the SC 
equivalent to a super move. The command for the critical edge is the same 
for everyone, but unlike 2d games you can't just throw them out and hope 
they connect... you have to combo into them. Because if you perform one 
and miss, you're in big, big trouble. Aside from these three things, the 
rest of the gameplay is more or less the same, just without the critical 
finisher, and the speed is faster. Hope this little snippet was somewhat 
informative!


--

Message: 2
Date: Tue, 13 Dec 2011 00:45:20 -0500
From: Thomas Ward 
To: Gamers Discussion list 
Subject: Re: [Audyssey] plans for an updated Lone Wolf
Message-ID:

Content-Type: text/plain; charset=ISO-8859-1

Hi,

Well, that's where Ebay and places like that come in handy. I've seen
old Pentium 133 computers with Windows 95 on them for like $15. You
could purchase the computer or find someone on there selling Windows
95 separately on the cheep and install it in a virtual machine. That's
really the only solution for hanging on to software that is that old.

Cheers!


On 12/12/11, Michael Gauler  wrote:

Yea...
But what do you do about the classic games?
Surely, there are still many people in the world who want to use the old
games.
But running an outdated operating system like Windows 95 or older on 
modern
PCs isn't an option when the os doesn't get along with your hardware due 
to

a lack of drivers...
And you might want to use a virtual machine, but then is the question 
where

to get that old operating system you need legally.
Good if you still have installation media, but what if not?


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Message: 3
Date: Tue, 13 Dec 2011 00:56:46 -0500
From: Thomas Ward 
To: Gamers Discussion list 
Subject: Re: [Audyssey] plans for an updated Lone Wolf
Message-ID:

Content-Type: text/plain; charset=ISO-8859-1

Hi Michael,

That is true. Technically the Dir

Re: [Audyssey] To Yohandi, your space channel 5 playthrough

2011-12-17 Thread Clement Chou
I have the ps3 version... and only got it recently. lol I don't have the 
original one for the ps2. I just got it in a time when a lot of games were 
coming out I wanted to play. Gundam extreme vs, KOF xiii, and the new 
assassin's creed just to name a few.
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 6:41 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


What! You're telling me you've had this game for years, and never 
completed it? Wow... how can people do this? If I get a game I'm really 
interested in, I must complete it in a few days at most, whatever it 
takes. sometimes I'm a total completionist to boot. I just can't stand 
doing things half way. lol. here are the commands including the 
cheerleader ones.

report 4 cheerleader part
right, chu
left, chu
right, left, hey
left, right, hey
left, right, hey
right, left, hey
left, hey
right, hey
left, chu, chu
right, chu, chu
up, up, hey

report 5 moves:
up, down, up, down, chu
left, left, right, right, chu
up, down, left, right, chu
up, down, up, down, up, down, chu
up, down, up, down, down, up, chu
up, down, down, down, up, up, chu
right, right, right, left, left, left, left, right, right, right, chu
down, up, down, up, down, up, down, up, down, up, chu
up, up, up, right, down, down, down, left, left, right, chu
up, right, left, down, up, right, left, down, down, up, chu

guessing game:
up, chu, chu, chu, chu, hey
up, chu, chu, hey, chu, chu
up, chu, chu, chu, hey, chu,
up, hey, chu, chu, chu, chu
up, chu, hey, chu, chu, chu
up, chu, chu, chu, chu, hey
up, chu, hey, chu, chu, chu
up, chu, chu, chu, hey, chu
up, chu, chu, hey, chu, chu
up, chu, chu, chu, chu, hey

report 4 second world: cheerleader part
right, chu
left, chu
left, right, hey
right, left, hey
right, left, hey
left, right, hey
left, hey
right, hey
left, chu, chu
right, chu, chu
up, up, hey

second world, report 5 moves:
up, down, up, down, chu
left, left, right, right, chu
up, right, left, down, chu
right, left, right,, left, right, left, chu
right, left, right, left, left, right, chu
right, left, left, left, right, right, chu
up, down, up, down, up, down, up, down, up, down, chu
down, down, down, up, down, down, down, up, up, up, chu
right, right, right, down, left, left, left, up, left, right, chu
up, right, left, down, up, right, left, right, down, up, chu


- Original Message - 
From: "Tommy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 9:22 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough



Yes! I have the game. The special Eddition.

Tommy

- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 7:54 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


Um... do you even have the game yourself? never seen you post about it 
before.



- Original Message - 
From: "Tommy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 8:17 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough



Can u give me inaccessible commands?

Tommy


- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 4:17 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


unlocking some of the trophies in particular can be extremely 
frustrating. I don't know if you noticed the secret notes? check 
cheerleader part for a ton of the things. those are going to give you 
some problems. the ones on the Stay tuned! parts are extremely 
annoying, and are usually right at the end of a checkpoint, so you 
have to start the whole section over if you miss them. and some of 
those checkpoints are reeally long! then you also have to worry 
about getting all the commands perfectly. it can all be done quite 
accessibly if you put in the time though. If you guys need a list of 
tough or inaccessible commands let me know and I'll provide that info.




- Original Message - 
From: "Tommy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 4:51 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough



I didn't finish unlock all the stuff yet.

- Original Message - 
From: "Clement Chou" 

To: "Gamers Discussion list" 
Sent: Thursday, December 15, 2011 3:22 PM
Subject: Re: [Audyssey] To Yohandi, your space channel 5 playthrough


That was a nice playthrough... I haven't beaten it myself yet so I 
stopped at report 5 to avoid spoilers. But nice one all the same! I 
wish they had more variations in the pattern though... it's such a 
small game, and one that had so much potential.
- Original Message - 
From: "Sarah Haake" 

To: "Gamers 

Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Clement Chou
I fully agree, Thomas. Bad spelling and punctuation is easily recognizable 
and distinguishable between someone who speaks English and someone who isn't 
a native English speaker. I cringe as well every time I get emails from this 
list or others where people just don't check their spelling, or make grammar 
errors that look very, very silly. And another thing about outreach to 
developers, and to sighted people in general if you want to adapt 
something... I notice a lot of people have very basic ideas of what 
accessibility in a game, and those tend to be the ideas that they shoot off 
to the developers, and those ideas can be very vague. I myself know from 
experience that one simple solution suggested doesn't usually do much. One 
has to come up with a list of possible ideas, and then present them in a 
professional and mature way. If I hadn't learned it, I would never have got 
into the field of Martial arts... some teachers are dead set against 
visually impaired or disabled people, not because of dislike or 
discrimination... but because of ignorance. But once you suggest to them how 
this aspect or that aspect can be adapted to suit people like you, then 
they're willing to try. And when you excell, you impress them. It's the same 
scenario here. Good communications skills, presentable writing, and a good 
solid set of ideas will go further along in accessibility than writing a 
developer and saying, "Hey, your game isn't accessible! I don't know if 
this'll work, but here's an idea that I just came up with 2 minutes ago 
which I don't have all the details for."
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, December 17, 2011 6:49 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



Hi Jeremy,

Yes, you definitely raise some very good points in your message. As
you pointed out the biggest problem in communicating with sighted
developers and the public at large is ignorance on their part. Most
sighted people have never met a blind person before, and even if they
have there is no way of knowing what their experience was if any. Its
our job to correct their impressions through by educating them a step
at a time, and to do it in a way that makes us look like intelligent,
competent, and mature individuals who have something worthwhile to say
about their products and services.

Its for that reason every time I see a poorly written message on
Audyssey or some other access list I inwardly cringe. I can't tell you
how many blind individuals just shoot off a message filled with poor
grammar, lack of proper punctuation, and spelling errors. Like it or
not if a sighted person reads those messages we will be judged one and
all as not very intelligent, as lacking communication skills, etc.
Bottom line, if we want the mainstream public's respect we have to
work for it, and not forgo proper language and writing skills for
convenience sake.

Here at Audyssey we considered adding proofreading to the list
guidelines to improve the quality and clarity of the posts.
Unfortunately, there were some individuals that took serious offense
to that, and felt that the moderators were going too far. All I can
draw from their reaction is they don't care about being taken
seriously and want the rest of the sighted world to view us
negatively, because that's exactly what will happen if they send a
poorly written message to a person or company who has no experience
with the blind. In short, good communication skills will go a long
ways to bridging the gap between the blind and sighted communities.

Cheers!

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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Clement Chou
I agree, Charles. I would fully support implementation of proofreading as 
part of the guidelines. Or at least spellchecking..
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Saturday, December 17, 2011 7:12 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


Personally, I think that proofreading should be in the guidelines to 
improve clarity.  Those who are offended by it are the ones that have the 
problem. It's not up to the reader to figure out what is being said, it's 
up to the author to accurately convey it.  If English isn't your native 
language, that's understandable.  If it is, use it correctly, or get 
software from the Net that helps, and use it.  If you don't want to show 
yourself as a person who wants to be taken seriously about your gaming 
experience, go elsewhere. Sounds harsh and blunt, but it's realistic.


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



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Re: [Audyssey] the first resident evil-- partial playthrough

2011-12-17 Thread Clement Chou
Oh the good old times! I remember those games... my favorite is still 
resident evil 4 on the ps2. That one was awesome and possibly the best RE 
game I've ever heard. It's considered by many to be the best one. I'll find 
a playthrough of it at some point.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, December 17, 2011 11:08 PM
Subject: [Audyssey] the first resident evil-- partial playthrough


   So, with all these swamp time, I'm getting lots of old memories coming 
back- and most of them are about the resident evil series- how I wished 
and wished that I could play something like that, and eventually have my 
dream realized in Shades of Doom, and now, even mroe so, in Swamp.

To me, this is where it all started- zombies, monsters, and lots of guns.
Here's a clip from the re-released Resident Evil I- I still remember how 
me and my brothers got so freaked out when we watch the intro of the 
original- when the zombie dogs just ripped one of the team members apart 
lol.

Give it a watch:
http://www.youtube.com/watch?v=8T-i6kdsYxY
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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
While I don't disagree, it should be simple courtesy to check an email as 
you go for maximum intelligibility. I don't necessarily think that 
spellchecking has to be done after the fact... I myself proofread as I go, 
to ensure my grammar and spelling are up to scratch. It just makes life 
easier, and makes me more presentable at the same time.
- Original Message - 
From: "Ben" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 18, 2011 2:09 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



I completely concure on the points suggested, such as putting proofreading
elements in the guidelines.  However, I think we are all probably taking
this a little too far, although I could be wrong.  I just don't want 
people

posting to the list and having to check several things, and thus getting
borred of doing this every time they have to send a message.


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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
I agree with both Thomas and charles. I'm on so many lists that if I see an 
email I know I won't be able to read without taking a lot of time, I won't 
bother. As I said earlier, it isn't exactly the hardest thing in the world 
to proofread an email as you go. This makes yourself look better, and it 
takes less effort for others to understand you, which means they'll be more 
likely to want to listen to what you have to say.
And to Joseph... this was never meant to insult Michael, simply our reaction 
to his complaint about Mario's bad response to his continuous emails about 
Silversword accessibility, which has lead to a discussion as well as an 
attempt to educate some people on list who seem to have the same problem 
when they post here.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 8:07 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


I receive a few hundred Emails on most days, and there are some Emails 
that, when I see that they are written by certain people, I hit the delete 
key.  I already know that I won't be able to understand them because of 
their lack of communication skills.  It's not because they don't use 
English as their native language.  It's because they write horribly.  I, 
and others, used to try to help them become more understandable, but all 
they did was to get mad, and no improvements were made.  It's not because 
they can't, but because they! won't!  They just don't care.  As a result, 
even if I could help them through a spot in a game, or if I could help them 
with a problem with their computer, or if I could give them tips on how to 
barbecue, I'll never even see their questions, because they refuse to do 
even minor work on being understood.  It's their loss, not mine.  Sad, but 
true.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, December 17, 2011 11:28 PM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



Hi Chris,

All good points. I'd like to add that I'm on a number of technology
lists and forums, and I largely read and respond to e-mails based on
reputation. By reputation I mean weather the person can write clearly,
if there aren't a lot of grammar and spelling errors, and weather or
not the e-mails use proper punctuation. Is that unfair?

No. Even using a screen reader like Jaws, NVDA, or Window-Eyes things
like spelling errors, grammatical errors, and lack of punctuation make
it difficult to listen to a poorly written e-mail. Lack of punctuation
means the screen reader won't pause properly between natural sentense
breaks and it makes it difficult to listen to the message. Spelling
and grammar errors will cause the screen reader to say things
incorrectly forcing me to stop the speech and review the line word by
word to get the context of the message. If I have to do that with x
number of e-mails waiting for me to read I'm just going to throw out
and skip anything that requires extra time and effort to read. So my
point here is it isn't just a case of sighted people doing this, but
there are blind people such as myself who quickly toss out anything
that isn't immediately clear from the start as well.

Cheers!





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Re: [Audyssey] Are we Done Yet

2011-12-18 Thread Clement Chou
While I agree with some of your post, I think this was not an attempt to 
turn things into grammar school or blast people. True, it's gotten a bit out 
of hand, but there is a point to it... sure bad grammar is the norm on the 
web, but there's a limit... and while this list isn't a professional list, 
it is one that reaches out to a wide audience, some of whom English is not a 
first language and may find it harder to understand misspelled words or 
incorrect punctuation which makes their screen reader read things in a way 
that may sound unnatural. And while I agree with a lot of the points, I 
agree with you that the thread should be closed, and hopefully a lesson 
learned. Though I wouldn't've put it quite the way you did. (smile)
- Original Message - 
From: "Ryan Strunk" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 8:17 AM
Subject: [Audyssey] Are we Done Yet



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, a

Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
While I appreciate the fact that you are trying to defend your friend... we 
have not flamed him, merely given him suggestions. I suggest we all just let 
this thread drop... the discussion is over... and as shown by the post below 
now it's gone to rude comments and insults flying around.
- Original Message - 
From: "Joseph Weaver" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:03 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


Don't flame michael and I will not flame you.  My screen reader read the 
post fine so you need to stop letting the shark bite you in the butt.


Sent from my iPhone




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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
Charles, while checking for understandability is all well and good... 
there's a fine line between lack of that and simple spelling errors. Unless 
it is a major one, you can still understand the post. Punctuation is the 
same thing... a couple of missing punctuation points aren't the problem. And 
we originally started this thread as blind people not having the best 
communication skills to them... and while I think we should enforce that, 
turning this into a list of messages with perfect spelling and punctuation 
sounds too much like a police state. I'm all for good spelling and 
punctuation and grammar, but... there's a limit to how much that should be 
enforced. See what I there in the last sentence? Should that one sentence 
mean my entire message is banned, or that I have to resend the whole thing 
again simply because of that one error?
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:09 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


If you have been reading messages that I have posted, you would have seen 
that on at least 2 occasions, I have very clearly stated that there are 
people who do not use English as their first language, and I have no 
problem with that reason.  If you have been following this thread, you 
also have noticed that I am not the only one on the list who is of the 
same opinion I have.


And, as for starting my own list?, I do co-own a list of general chat, 
assistance with blind related issues, kidding around, and what ever else 
as long as it is family oriented.  One of the guidelines is that you check 
your messages for understandability before sending them, and we do not 
have any of the problems discussed in this thread, and the guideline does 
not offend one! single! member! that we are aware of.


The main reason, though, that I am responding to your message is that I 
figure that, seeing as you blast me unnecessarily for all the list to see, 
I think that they should all see my response.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Trouble" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 6:32 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



One question, is this a gaming list or English list.
Just because Charles gets his nose bent on reading email by people in 
other countries. Don't mean we put this crap in the guidelines.
If you want that rule Charles. Then start your own list and you will be 
happy to know. Your the only member!

Back to games if this still is a gaming list.

At 05:09 AM 12/18/2011, you wrote:
I completely concure on the points suggested, such as putting 
proofreading

elements in the guidelines.  However, I think we are all probably taking
this a little too far, although I could be wrong.  I just don't want 
people

posting to the list and having to check several things, and thus getting
borred of doing this every time they have to send a message.


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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
As far as I'm aware... this is the first time this's happened. so no, we 
don't seriously have to flame him every few months.. because it doesn't 
happen.
- Original Message - 
From: "Joseph Weaver" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:18 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



Do we seriously have to have this bash michael party every few month.
This is why I don't play your games or talk much because you guys are just 
looking for people to tear down.  That's why I will only ever play Jim"s 
games.  Cause as a developer he is the nicest guy I've met.  You guys need 
to quit being hatefully to the people who support you.  I think if 
moderators were doing their jobs the topic would have done been closes and 
changed.


Sent from my iPhone

On Dec 18, 2011, at 11:24 AM, "Clement Chou"  
wrote:


I agree with both Thomas and charles. I'm on so many lists that if I see 
an email I know I won't be able to read without taking a lot of time, I 
won't bother. As I said earlier, it isn't exactly the hardest thing in 
the world to proofread an email as you go. This makes yourself look 
better, and it takes less effort for others to understand you, which 
means they'll be more likely to want to listen to what you have to say.
And to Joseph... this was never meant to insult Michael, simply our 
reaction to his complaint about Mario's bad response to his continuous 
emails about Silversword accessibility, which has lead to a discussion as 
well as an attempt to educate some people on list who seem to have the 
same problem when they post here.

- Original Message - From: "Charles Rivard" 
To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 8:07 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


I receive a few hundred Emails on most days, and there are some Emails 
that, when I see that they are written by certain people, I hit the 
delete key.  I already know that I won't be able to understand them 
because of their lack of communication skills.  It's not because they 
don't use English as their native language.  It's because they write 
horribly.  I, and others, used to try to help them become more 
understandable, but all they did was to get mad, and no improvements 
were made.  It's not because they can't, but because they! won't!  They 
just don't care.  As a result, even if I could help them through a spot 
in a game, or if I could help them with a problem with their computer, 
or if I could give them tips on how to barbecue, I'll never even see 
their questions, because they refuse to do even minor work on being 
understood.  It's their loss, not mine.  Sad, but true.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: "Thomas Ward" 


To: "Gamers Discussion list" 
Sent: Saturday, December 17, 2011 11:28 PM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



Hi Chris,

All good points. I'd like to add that I'm on a number of technology
lists and forums, and I largely read and respond to e-mails based on
reputation. By reputation I mean weather the person can write clearly,
if there aren't a lot of grammar and spelling errors, and weather or
not the e-mails use proper punctuation. Is that unfair?

No. Even using a screen reader like Jaws, NVDA, or Window-Eyes things
like spelling errors, grammatical errors, and lack of punctuation make
it difficult to listen to a poorly written e-mail. Lack of punctuation
means the screen reader won't pause properly between natural sentense
breaks and it makes it difficult to listen to the message. Spelling
and grammar errors will cause the screen reader to say things
incorrectly forcing me to stop the speech and review the line word by
word to get the context of the message. If I have to do that with x
number of e-mails waiting for me to read I'm just going to throw out
and skip anything that requires extra time and effort to read. So my
point here is it isn't just a case of sighted people doing this, but
there are blind people such as myself who quickly toss out anything
that isn't immediately clear from the start as well.

Cheers!





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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
First of all, now you're just being unreasonable... second, I haven't had 
anything to do with what you call flaming Michael... have simply tried to 
help as best I can. Third... in some places, this would be known as trolling 
on your part. But that's beside the point. If you don't like seeing what you 
read, then don't read it... it's that simple. Throwing around insults 
doesn't help anyone, least of all yourself.
- Original Message - 
From: "Joseph Weaver" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:23 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



I disagree you all do this to him all the time.

Sent from my iPhone




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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Clement Chou
If that was stated then I appologize. I may have missed it... but I do agree 
with that statement.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:38 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


Hasn't it already been stated that perfection is not expected and that a 
few mistakes are OK?  It's the blatancy that should be curtailed.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Clement Chou" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 11:18 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


Charles, while checking for understandability is all well and good... 
there's a fine line between lack of that and simple spelling errors. 
Unless it is a major one, you can still understand the post. Punctuation 
is the same thing... a couple of missing punctuation points aren't the 
problem. And we originally started this thread as blind people not having 
the best communication skills to them... and while I think we should 
enforce that, turning this into a list of messages with perfect spelling 
and punctuation sounds too much like a police state. I'm all for good 
spelling and punctuation and grammar, but... there's a limit to how much 
that should be enforced. See what I there in the last sentence? Should 
that one sentence mean my entire message is banned, or that I have to 
resend the whole thing again simply because of that one error?
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 9:09 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?


If you have been reading messages that I have posted, you would have 
seen that on at least 2 occasions, I have very clearly stated that there 
are people who do not use English as their first language, and I have no 
problem with that reason.  If you have been following this thread, you 
also have noticed that I am not the only one on the list who is of the 
same opinion I have.


And, as for starting my own list?, I do co-own a list of general chat, 
assistance with blind related issues, kidding around, and what ever else 
as long as it is family oriented.  One of the guidelines is that you 
check your messages for understandability before sending them, and we do 
not have any of the problems discussed in this thread, and the guideline 
does not offend one! single! member! that we are aware of.


The main reason, though, that I am responding to your message is that I 
figure that, seeing as you blast me unnecessarily for all the list to 
see, I think that they should all see my response.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Trouble" 

To: "Gamers Discussion list" 
Sent: Sunday, December 18, 2011 6:32 AM
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?



One question, is this a gaming list or English list.
Just because Charles gets his nose bent on reading email by people in 
other countries. Don't mean we put this crap in the guidelines.
If you want that rule Charles. Then start your own list and you will be 
happy to know. Your the only member!

Back to games if this still is a gaming list.

At 05:09 AM 12/18/2011, you wrote:
I completely concure on the points suggested, such as putting 
proofreading
elements in the guidelines.  However, I think we are all probably 
taking
this a little too far, although I could be wrong.  I just don't want 
people
posting to the list and having to check several things, and thus 
getting

borred of doing this every time they have to send a message.


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[Audyssey] need a volunteer for a test

2011-12-18 Thread Clement Chou
Hi there. I need a volunteer to help me out with a game test.. no, I am not 
developing, though that'd be fun. lol Email me offlist for further details if 
you meet the criteria:
-- someone who knows how to play mainstream fighting games
-- has a good computer optomized for gaming, preferably with a good video and 
sound card
-- someone who doesn't mind downloading a decent-sized file with no guarantee 
of a 100% success rate. lol

That's about it. Sorry to be specific, but it's a specific problem I'm having...
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Re: [Audyssey] Bobby's Revenge

2011-12-20 Thread Clement Chou
I would agree with that! I was shocked when I read the thread title... I 
don't even remember when I last played that game. haha
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 9:08 AM
Subject: Re: [Audyssey] Bobby's Revenge


It's been years sinse I played that game, so I'd love to see it back, also 
it means I can update the audiogames.net page for it too so everyone can 
find it.


I deffinately had fun tormenting old Saint nick :D.

Beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 4:08 PM
Subject: [Audyssey] Bobby's Revenge



Hi all,

A little while ago I headed over to
http://www.blindsoftware.com
and noticed that Bobby's Revenge doesn't seem to be listed on the BSC
Games section any more. After that I looked through several back up
cds and found the game. I was wondering since Justin doesn't seem to
be supporting and hosting the game any longer if there is any interest
in having USA Games host the game. If there isn't much interest in
this game any more I won't upload it, but if there are some people out
there who doesn't have it and still want to play it for Christmas let
me know and I'll upload it along side the other changes to the new
website.

Cheers!

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[Audyssey] possibly playable MMO game

2011-12-21 Thread Clement Chou
So as people know... MMO's are short for massively multiplayer online games, 
and these have traditionally proved a hazard for us. Games like WOW, maple 
story, etc are pretty much unplayable... but what about Dungeon Fighter online? 
Supposedly, 90% of the game is a essentially a beat 'em up, and the whole game 
is 2d. This leads me to wonder whether we might be able to play it... for 
anyone who has the time and willingness to check it out, I'm curious to see how 
playable it is. I haven't had the chance to check it out myself, so if is 
willing to give it a wirl... please post to the list and let us know the 
result. Best part is, it's free!
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[Audyssey] game startup problem

2011-12-28 Thread Clement Chou
I'm trying to start a game for my pc... it's configured for Japanese computers 
and screen readers, and when I start the game I get a message that says "error 
39 in line -1." I have no idea what the problem is, but I know it has a problem 
with com objects or something... because that was what the developer told me, 
and when he deleted the com object in the executable, the game worked fine. 
However, the game works fine on my desktop. It seems to be only my laptop that 
has this issue... but I have Japanese support set up on my laptop so I don't 
think it's the text recognition acting up... so what is the problem? Any of the 
computer wizzes know anything? Thanks!
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Re: [Audyssey] What does API stand for?

2011-12-28 Thread Clement Chou
Well, API isn't a blind abbreviation... it stands for application 
programming interface, or something like that.
- Original Message - 
From: "Ron Kolesar" 

To: "Audyssey" 
Sent: Wednesday, December 28, 2011 5:00 PM
Subject: [Audyssey] What does API stand for?



To my fellow gamers.
I would like to know what API stands for.
I've been hearing quite a bit about this abbreviation and would like to 
learn  more about it.
I would like to share this info that makes games blind friendly with the 
new up coming microsoft flight simulator up grade.
So what would you as fellow blind gamers or in this case a simulator for 
the blind want in the sim?
I'm trying to educate the sighted members on the beta team that we the 
blind also enjoy the art of flight.
Many Many thanks for educating not only this blind gamer but the sighted 
members of flight simulator beta team to make fs blind friendly.;;





   Ron and current Leader Dog boz who states "that a service dog beats 
a cane hands down any day of the week."


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Re: [Audyssey] game startup problem

2011-12-29 Thread Clement Chou
That's probably it... the fact that the game was configured for a Japanese 
screen reader which apparently needs those com objects to read Japanese text 
as speech. What I don't understand is why it works on one of my computers 
and not the other. lol
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 29, 2011 8:18 AM
Subject: Re: [Audyssey] game startup problem



Hi,

Hmm...Hard to say without actually seeing the source code and testing.
However, by the sounds of it there could be a problem with a string
not properly being converted to unicode before being passed to a COM
object. However, since Windows COM objects only accept unicode anyway
I would think the compiler would catch that error and refuse to build
the program so you got me on that one.

On 12/28/11, Clement Chou  wrote:

I'm trying to start a game for my pc... it's configured for Japanese
computers and screen readers, and when I start the game I get a message 
that
says "error 39 in line -1." I have no idea what the problem is, but I 
know
it has a problem with com objects or something... because that was what 
the
developer told me, and when he deleted the com object in the executable, 
the
game worked fine. However, the game works fine on my desktop. It seems to 
be
only my laptop that has this issue... but I have Japanese support set up 
on
my laptop so I don't think it's the text recognition acting up... so what 
is

the problem? Any of the computer wizzes know anything? Thanks!
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Re: [Audyssey] game startup problem

2011-12-29 Thread Clement Chou
Hahahaha. I can totally see that... but I guess it is just different 
settings. but I asked him if he could delete the com object and he did, so 
it now works on my laptop... but instead of using the japanese screen reader 
itself, it's using sapi 5 with a japanese tts voice which works well.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 29, 2011 10:44 AM
Subject: Re: [Audyssey] game startup problem



Hi,

Not sure. Possibly different version of the API being used, slightly
different settings, or something else. As a college prof once said to
my class, "programming is the easy part. Its debugging it that is so
difficult."

Oh, he was so right about that. Learning to program, and actually
writing software, is so much easier than tracking down runtime errors
and bugs that happen oon one computer but not another. Its enough to
make you yank your hair out in frustration. Lol!

On 12/29/11, Clement Chou  wrote:
That's probably it... the fact that the game was configured for a 
Japanese
screen reader which apparently needs those com objects to read Japanese 
text

as speech. What I don't understand is why it works on one of my computers
and not the other. lol


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Re: [Audyssey] game startup problem

2011-12-30 Thread Clement Chou
What little is translated is good enough to get you through the game. What 
isn't translated is the story, and I'm working on that. I have a topic on 
the audio games forum called bokura no daibouken walkthrough with 
translations or something like that. Just give the recording a wirl and let 
me know if you need help. Email either on or offlist... doesn't matter. I'd 
be happy to assist if I can.
- Original Message - 
From: "Ian McNamara" 

To: "Gamers Discussion list" 
Sent: Thursday, December 29, 2011 11:21 AM
Subject: Re: [Audyssey] game startup problem


Hi i've spoken to a friend about this game, how would someone who knows no 
japaneese be able to play this? it sounds good and i'd like to try it but 
i'd need to understand all of it.


Ian McNamara
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
While I was looking forward to playing the game already, this sounds like 
it'll be better... I can't say for other people, only myself, but I'll be 
keeping my eye on this one a bit more intently now... I for one have no 
problem waiting longer for a better product. As you said, better that than 
pumping out something quickly done and shallow. Hope we get to see something 
soon... I'm excited!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, December 30, 2011 9:07 AM
Subject: [Audyssey] Mysteries of the Ancients News



Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, "what is the point of the ancient scrolls? What is the purpose in
collecting them?"

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally
going to be a side-scroller we realize

Re: [Audyssey] game startup problem

2011-12-30 Thread Clement Chou

Um... you can buy one, or get one by other means.
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Friday, December 30, 2011 10:43 AM
Subject: Re: [Audyssey] game startup problem


clement where can i get a good japanese tts. the yen euros and all other 
jibberish read by microsoft anna is annoying smile and even though i don't 
understand the language, makes the game more real in my view


On Dec 30, 2011, at 6:37 PM, Clement Chou wrote:

What little is translated is good enough to get you through the game. 
What isn't translated is the story, and I'm working on that. I have a 
topic on the audio games forum called bokura no daibouken walkthrough 
with translations or something like that. Just give the recording a wirl 
and let me know if you need help. Email either on or offlist... doesn't 
matter. I'd be happy to assist if I can.
- Original Message - From: "Ian McNamara" 


To: "Gamers Discussion list" 
Sent: Thursday, December 29, 2011 11:21 AM
Subject: Re: [Audyssey] game startup problem


Hi i've spoken to a friend about this game, how would someone who knows 
no japaneese be able to play this? it sounds good and i'd like to try it 
but i'd need to understand all of it.


Ian McNamara
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
Seems like more games are adapting that idea, which I like. That's what I 
love about games for the ps3 and xbox360 is the trophy and achievement 
systems. I don't get 100% of them all the time, but it's always nice to get 
one after a good hour or two of hard playing. lol. Now I'm looking forward 
to this even more!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, December 30, 2011 1:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. That's why we are doing this. When we started Mysteries of the
Ancients we basically just modified Montezuma's Revenge, stuck a
slightly different storyline on it, added some additional monsters,
and were following that course until we had time to come up with a
better game idea, sound effects, etc. However, it quickly became
apparent when there was no score system why exactly am I picking up
all these random scrolls, and is there any value in picking up a gem
other than for general treasure hunting? Might there be some specific
treasure such as necklaces, earings, bracelets, etc that would be of
interest to a female treasure hunter?

Point being the game as it stands now seems rather shallow and
incomplete. Sure there might be value in finding some gold coins, but
there should be other types of treasure such as rings, bracelets,
necklaces, etc that would be extremely valuable to find. I could even
put in a score system that would rate your performance on how many
diamond necklaces you find. once you get x diamond necklaces in your
collection you could add that to your trophy case. Things like that
add in replay value and gives you an actual reason to pick them up and
put them in your backpack.

Another possible treasure item is statuary. Almost every ancient
culture in existance have stone, wood, or bronze idols of various gods
and goddesses. Tombs are generally full of these, but of course there
are no artifacts like this to recover. So I'm working on adding in
some extra artifacts that might not necessarily add to the game play
itself, but would be authentic and realistic. Again if I add a trophy
case system these items might unlock extra levels or certain trophies
you couldn't get otherwise.

Finally, there is the storyline itself. The storyline we originally
were going to use isn't true to Greek mythology. What I mean by that
is Athena is and has always been one of the good Olympian goddesses,
and it seems wrong to cast her in the roll of villain in the game.
Now, if we were talking about Hades, Ares, or one of the Olympian gods
who have a somewhat villainous history I could see it. So the story
doesn't really work, and its bothered me for a long time. So I've
elected to discard it and start over.

Cheers!


On 12/30/11, Clement Chou  wrote:

While I was looking forward to playing the game already, this sounds like
it'll be better... I can't say for other people, only myself, but I'll be
keeping my eye on this one a bit more intently now... I for one have no
problem waiting longer for a better product. As you said, better that 
than
pumping out something quickly done and shallow. Hope we get to see 
something

soon... I'm excited!


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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Clement Chou
Knew that idea wasn't going to fly. lol Angela from what I imagine, being 
the typical treasure hunter should have some witty remarks every now and 
then. Seems like all the movies I watch in this kind of genre usually have 
protagonists who like to throw out witty one-liners like no tomorrow. lol
- Original Message - 
From: "Thomas Ward" 
To: "Johnny Tai" ; "Gamers Discussion list" 


Sent: Friday, December 30, 2011 1:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Ah, no. Angela Carter, our protagonist, is considered to be good,
heroic, valiant, etc.  All the qualities Athena looks for in those she
chooses to help. So of course she's not going to fight and kill
someone whom she feels is worthy of her support.

Cheers!


On 12/30/11, Johnny Tai  wrote:
Heh, there again, Athena can still be good- who's to say that our Miss 
Tomb
hunter is a good girl? For all we know, we can actually be playing the 
bad

guy here.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-02 Thread Clement Chou
Hi Tom. I see what you're saying, and I personally can't say I have a solid 
opinion one way or another. I grew up blind and so only played fighting 
games, and have fallen in love with them as a result since they were my 
earliest gaming memories. I have played both side scrollers and 3d games, 
and like both. The only side scrollers I have played were beat 'em ups, so 
they're the kind of game that I would love to see redone in audio. There are 
a couple of them out there already, but although they come loaded with 
features it just doesn't feel like the ones I used to play. On the other 
hand, while I would like to see that, I would also like to see a full 3d 
game that I could play completely independently. I also grew up watching 
cousins and relatives play games like Tomb Raider, Resident Evil, Golden 
Eye, Doom, etc. I personally really want to see a multiplayer first-person 
shooter title, like what Max Shrapnel would've been if James North had stuck 
around, or what Call of Duty is today.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 6:42 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

I see your points, all of them valid, but as I said the turn around
time really isn't that great. Your concern of how big a delay this
will be is largely due in part to a misunderstanding of how my engine
is developed and how easy it is for me to swop out 2d functionality
for 3d functionality here.

The answer is its not that big a deal. I have most of the 3d functions
already written, in fact have, a 3d game template or wizard I can use
to rapidly get the basics in place. I mentioned the idea early Sunday
morning and guess what?

Well, over Sunday I ran my 3d wizard created a basic 3d game with the
ability to jump, run, swim,climb, and otherwise move around in a 3d
environment. I created a simple 2x200x100 empty room and am running
around shooting up enemies and climbing on things to test the engine
out. Point being depending on how complex I want this game to be I can
have a couple of solid game levels done within the next month or two.
I can borrow most of the existing code from the side-scroller such as
menus, status commands, whatever because that stuff isn't
side-scroller or 3d FPS specific. Its just common code that can be
copied and pasted as is right into a new game.
This is unfortunately the biggest concern I can't seem to lay to rest.
When I mentioned rewriting or updating the game a lot of people jumped
to the conclusion this would mean six, months, a year, maybe two
years, delay. Its nothing so drastic as that because I have months of
work already in existing code. Anything that isn't specifically 3d can
be quickly and easily modified.

For example. The SpeakPlayerLocation() function in MOTA only speaks
your x and y location. Ok, no big deal. All I need to do is get the
player's z location and speak that too. That's like a five minute
procedure. Its a delay, but nothing that would prevent me from getting
it done in a reasonable amount of time for the effort involved.

Lastly, as for the side-scroller business I understand where you are
coming from on that issue, but I can't help feel like we are beating a
dead horse here.  Yeah, I know I'm probably the only developer who
truly understands what is possible in that particular format, but its
a personal decision on my part to make or not make a game of that
type. I think what we have here is simply a difference of opinion in
preference.

I know you seem to be heavy into the NES, Super NES, and other classic
side-scrollers. You often talk about Megaman, Castlvania, or some
other console game. Some I've played and some I haven't. As a result
you really like that type of game, and have a dream that some game
developer will come along and create the next Megaman, Mario, or
Castlevania side-scroller in audio. Nothing wrong with that dream as
far as it goes.

However, my own history is a bit different. I of course grew up in the
80's playing the Atari, the Colleco, moved onto the NES, and played
some games for the Super NES. I went from there straight to the PC
market which was taking off in the 90's. By the mid 90's I was playing
Doom, Quake, Star Wars Dark Forces, Star Wars Jedi Knight, Tomb
Raider, Soldier of Fortune, Mech Warrior, and so on. What happened is
that I became adicted to the 3d game environments and pretty much
began playing FPS and third-person games exclusively. Then, I lost my
sight.

Well, when I saw GMA come out with Shades of Doom, saw how I might be
able to create my own FPS games, that's what I wanted to do.   So you
could say it became my personal dream, my desire, my goal to begin
writing games like I was playing in the 90's. Of course, back in 2004
when I got started I didn't really know how to write games period, but
I was willing to wait and write a few practice games like Final
conflict and Montezuma's Revenge. At this point I have both the too

Re: [Audyssey] game classifications

2012-01-02 Thread Clement Chou
I've never really thought about it that way... but now that you mention it, 
it makes sense. But it isn't only vi gamers who would classify it that 
way... mainstream gamers do that as well. As I see it, in gaming conventions 
a 2d game is a game that only has movement on a horrizontal axis. Megaman is 
what Tom would call a true 2d game since there are platforming elements, and 
often it requires you to jump up or down. However, for gamers, games like 
Final Fight would still be considered a 2d game, in spite of not requiring 
you to move up or down, and where the only jumping you do is as a way to 
dodge enemy attacks. And this is especially noticable in fighting games. A 
2d fighter is a fighting game that has movements on a horrizontal axis, as 
well as jumping. Yet games like Tekken, Soul Calibur and several of the 
Mortal Kombat games are considered 3d because they also include 
sidestepping. Soul Calibur is probably the only 3d fighter out there that 
has a full 360 degrees of movement, yet people still simply call it a 3d 
game. So while I I think while I agree with the essentials of Thomas's post, 
this largely boils down to opinion.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 9:10 AM
Subject: Re: [Audyssey] game classifications



Hi Allen,

That's correct. Super Liam and Q9 really only use the x axis of
movement as in moving left to right. The only movement you see along
the y axis is when jumping over something, but in the main its still
only a 1d game. In order for Super Liam and Q9 to be true 2d games
you'd have to be able to climb up and down on things like staircases,
ladders, ropes, vines, etc.

For example, the original Montezuma's Revenge game by Parker Brothers
for the Atari 2600 was a true 2d game.In that game not only did you
walk/jump left and right, but there was a vertical axis of movement
too. You often had to climb up and down on ladders and ropes to get to
rooms above and below the one you were in. Jewels were often suspended
in the air above you, and you had to jump up and attempt to grab them.
In trickier situations you might have to climb a rope, and then jump
left or right and catch the jewel out of the air. Its 2d elements like
this that are holy absent from accessible games.

As for games like Shades of Doom those are 2d FPS games not 3d. They
are 2d  because you can walk left, right, forward, or backward along
the x and y axis but you can not move up and down. There is no third
axis of movement in Shades of Doom. In fact, you can't even jump in
that game limiting you to north, south, east, and west directions
only.

A true 3d game allows you to move north, south, east, west, up, and
down on an x/y/z axis. So that's why by and large the VI community
have never seen a true 2d side-scroller besides MOTA, and they've
never experienced a true 3d FPS game either. They just assume this or
that game is 2d or 3d without understanding the actual definition or
mechanics of what that implies.

HTH





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[Audyssey] five more soul calibur v videos

2012-01-02 Thread Clement Chou
For anyone who hasn't had enough of these yet.. here are five more vids from 
some time last October. I'll put the characters featured, and then the link:

hilde vs. Viola
http://www.youtube.com/watch?v=ulgIAijPjC4
Ezio vs. Viola
http://www.youtube.com/watch?v=PD55aCZlw9g
Leixia vs. Zwei
http://www.youtube.com/watch?v=OkRp52lHUJc
Natsu vs. Nightmare
http://www.youtube.com/watch?v=xa4LnCyTkdE
Rafael vs. Ivy
http://www.youtube.com/watch?v=DI7vbiHFxt8
I think I already posted one of those before. Either way.. enjoy the footage. 
Soul Calibur v is coming out on January 31 for ps3 and xbox 360... and I 
absolutely cannot wait for this game.
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-02 Thread Clement Chou

I second this... and love the signature, Brian. :P
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 10:37 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I too would love to see the next Megaman or Castlevania in audio, or at
least hhte closest possible thing thereto. But my biggest concern right now
is seeing MOTA finally completed, regardless of whether it's a 3-d or side
scroller. If many of the functions are already in place for a 3-d conversion
I'd say go for it. You can develop a side scroller at a later time if you
get the urge. Yeah I paid for the game in December of '07 but all
indications are that side scroller or no I'm getting better than what I paid
for.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Possible New MOTA Story

2012-01-02 Thread Clement Chou
I like it. I'm curious as to why you decided to change the setting from 
Greek mythology to ancient Egyptian? Other than that, it looks cool... and 
in a dark way, fascinating. I like the idea of having to actually battle 
mercinaries too.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 11:09 AM
Subject: [Audyssey] Possible New MOTA Story



Hi Everyone,

As you know I mentioned a few days ago I am working on some possible
new background stories for MOTA. This one would involve a name change,
but this is in my personal opinion the best one I've come up with thus
far. Here is the description of the new storyline. Let me know what
you think of it.

TOMB HUNTER

THE TEMPLE OF LIFE

When world renown archeologist, Dr. Angela Carter, uncovers the
entrance to an underground  Egyptian temple near Abydos, believed to
be the site of the legendary Osiris Stone--a magical artifact that can
grant the owner eternal life--billionaire industrialist, Arthur
Vanderbilt, will stop at nothing to get his hands on it. When Dr.
Carter refuses to retrieve and give Vanderbilt the Osiris Stone he
sends an armed team of mercenaries to Egypt to take the Osiris Stone
by force if need be. It soon becomes a race against time as Angela
Carter attempts to retrieve the Osiris Stone before Arthur Vanderbilt
Something that is easier said than done.

As Angela makes her way through the Temple of Life searching for the
Osiris Stone she will have to battle a number of enemies including
armed mercenaries, sword wielding skeletons, giant crocodiles,
poisonous snakes,and the occasional 3,500 year old ancient mummy. She
will have to use her superior intelligence to solve puzzles and avoid
deadly traps such as: bronze spikes, poison darts, hot pools of
boiling lava, large chasms, and other hazards.  Along the way she will
pick up rare and valuable jewels and treasure. However, once she finds
the Osiris Stone she must face the ultimate test to retrieve it.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-02 Thread Clement Chou
Yeah, I can see lack of interest for that. You're right though, you'd 
probably make a lot of money doing something like that, though whether it'd 
be worth your while to have to probably pay money to keep the server up is 
another question. I think Swamp is great as it is, but could do with some 
competetive multiplayer aspects... a deathmatch type thing wouldn't be out 
of line. I just suggested it to you as you designed and are actively working 
on an engine that sounds like it could definitely give some mainstream 
shooters a run for their money. It's just something I've always wanted to 
see... a multiplayer fps game.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 11:35 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Yeah, I know that a lot of modern FPS games like Call of Deuty are big
multiplayer affairs, and apparently are hugely popular with the
mainstream community. That's why Swamp is having so much discussion of
late because its the first game of its kind and with some additional
development would be on par with a lot of mainstream FPS games.
However, I've never really gotten into multiplayer games myself,
prefer to play alone, so I don't know how open I would be to
developing a game where network play would be a huge  factor. I'm just
not interested in doing that myself, but I'm sure I could make money
off such a product if I did. So I'm as yet undecided about multiplayer
network play at this point.

Cheers!





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Re: [Audyssey] Possible New MOTA Story

2012-01-02 Thread Clement Chou
Makes perfect sense. I was just curious... I love the direction this is 
going. Can't wait to try it whenever the chance comes up!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 12:01 PM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi,

Well, I changed the story for two reasons.

The first is simply due to the fact the original story didn't really
work. As I mentioned back a couple of days ago Athena is primarily one
of the good gods, someone who helps and aids heroes and I really felt
that it was out of character. After all, most of the principle enemies
like skeletons, harpies, zombies, and even Cerberus are from the
underworld and are the minions of Hades not Athena. So it had to be
scrapped and rewritten anyway.

The second reason is I've always had a deep interest in ancient
Egyptian mythology and history. Its one of the reasons I fell in love
with studying history. A lot of people don't realise while I was
majoring in computer science I was working on a minor in history with
my focus being the ancient world like Greese, Egypt, Rome, etc. All of
the ancient nations who created the foundation for western
civilization. So its not that surprising that I'd find a game with an
Egyptian theme or connection fun to write and play.

Finally, remember I started MOTA in 2008 and continued to update,
modify, and test the game as I built the core of the G3D Game Engine.
After three years of that I frankly got tired of fighting centaurs,
skeletons, zombies, harpies, whatever. I could have revised the
original story, but as I was more interested in an Egyptian story I
figured I could put the Greek story off for another time.

Cheers!


On 1/2/12, Clement Chou  wrote:

I like it. I'm curious as to why you decided to change the setting from
Greek mythology to ancient Egyptian? Other than that, it looks cool... 
and

in a dark way, fascinating. I like the idea of having to actually battle
mercinaries too.


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Re: [Audyssey] Possible New MOTA Story

2012-01-02 Thread Clement Chou

Charles... did I ever mention that I love your puns? grin
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Monday, January 02, 2012 1:07 PM
Subject: Re: [Audyssey] Possible New MOTA Story


Spitting cobras can be nasty, indeed!  Now the idea of having them in the 
game really, really sphinx!  Sorry, but I had to send it.  (grin)


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Re: [Audyssey] Possible New MOTA Story

2012-01-04 Thread Clement Chou
I have some guesses as to who that may be, if I know Osirus's story right. 
But I'm curious... could Arthur not eventually be affected some supernatural 
way? Not in tomb raider necessarily but in other games, the ordinary human 
baddy goes to drastic measures to get what they want and end up becoming 
more than human, and then come back to bother the protagonist even after 
supposedly being killed.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 8:45 AM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi John,

Actually, as Tomb Hunter is scheduled to be an ongoing story spanning
multiple games I'm not going to kill off Arthur Vanderbilt, in the
game as I plan to set him up as a ruthless competitor trying to find
and recover rare and perhaps magical items from the ancient world.
However, Angela will end up killing off various lieutenants,
mercenaries, and things like that throughout the course of her
quests/adventures. That said, this game will have a boss, a pretty
major one, to defeat before recovering the Osiris Stone. However, I'm
going to keep that aspect of the story a secret. I'll just say that
this boss is fairly popular in Egyptian mythology.

Cheers!


On 1/2/12, john  wrote:

Only thing you need now is a way to deal with the billionare.
Other than that I like this a lot, and it does really add another
level of depth.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I'm curious about one thing though, and that is... do side scrollers have to 
be as complex as donkey kong to be considered good ones? Sure Super Liam and 
q9 are simple, but many side scrollers also played like that... final fight, 
Streets of Rage, dynasty world... all those old classics are simple side 
scrollers. As I see it, there are different types of side scrollers, and how 
good one is generally falls into what category it's in. Q9 and super liam 
are more in the vein of beat em ups and run n gun type games whereas Donkey 
Kong, Montazuma's Revenge, etc all fit into a more platformer type of 
category. I don't know... this is just my opinion. Growing up I played a lot 
of side scrollers too, usually with help. Seems to me that not even all 
mainstream side scrollers are what you've described as 2d. It's an 
interesting discussion though, I always just assumed side scrollers were 2d 
because that was what I imagined it as... 2d to me was always something that 
was flat and horrizontal. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
No no, all this made sense, because I've had people who were thankfully 
patient enough to explain all this to me as a kid, so I pretty much have as 
much knowledge as it is possible to have without having scene it. I agree 
with you in that these games are both relatively simple, and that Final 
Fight and Double Dragon, while simple, did have a lot more. But even knowing 
all that I did, I just always went with calling those games 2d because even 
though you got to move up and down plains, the plains essentially were still 
from left to right. A cousin of mine once described it as picturing each 
plain as a horrizontal line, and when you moved up and down, rather than 
forward or backward you simply shifted from each line to another. 
Platformers, while not 3d as I usually would think of as 3d, had an extra 
direction of movement that walkalong beat em ups don't have. I guess having 
said that I would just like to see an audio beat em up that kept more in 
tradition with older games that focussed more on acrobatics and cool moves 
rather than lots of weapons. Games like Battle zone, for example, are fun, 
but they're fun half the time because of the weapons you have. You didn't 
get a machine gun in final fight or streets of rage to clear multiple 
enemies, you had to think and use the right moves in the right situations. 
Those games, while simple, proved to be a lot of fun... it was one of those 
simple but addicting types of games. I wish with all of me that I could 
experience a platformer like they used to be, which is why I'm glad tom is 
doing all that he's doing. But I also miss the days of coming home, firing 
up my Asian region snes and busting up mad gear gang members as Cody in 
Final Fight 3. They were simple games to play, but if you looked underneath 
it side scrolling beat em ups had some depth that made them incredibly fun 
to play. I have so many ideas in mind, yet don't have the time or the head 
to learn a programming language, otherwise I would create my own in my 
vision of what this kind of beat em up should look like in audio. 



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Re: [Audyssey] Possible New MOTA Story

2012-01-04 Thread Clement Chou
I wasn't suggesting that wasn't good by any means. I like it so far... I 
actually like your design a lot better than typical game stories, simply 
because I feel like the boss who always commes back to life is a bit 
overdone, personally.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 1:16 PM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi Clement,

You can guess, but the boss enemy in the game isn't directly
associated with Osiris's story.I picked this enemy based on her
characteristics rather than being directly connected with Osiris
himself.

At any rate the way I've written the outline so far Arthur is mostly a
shadowy figure, someone who works behind the scenes, and let's others
do his dirty work. I suppose he could be possessed by Set like Dr. Von
Croy in Tomb Raider The Last Revelation, but I chose not to go that
route as its too much like Tomb Raider. I chose to come up with a
totally different storyline and unique characters rather than just
clone an existing mainstream game outright.

Cheers!


On 1/4/12, Clement Chou  wrote:
I have some guesses as to who that may be, if I know Osirus's story 
right.
But I'm curious... could Arthur not eventually be affected some 
supernatural
way? Not in tomb raider necessarily but in other games, the ordinary 
human

baddy goes to drastic measures to get what they want and end up becoming
more than human, and then come back to bother the protagonist even after
supposedly being killed.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
As I said in my response to Dark's message, I think I get what is trying to 
be said. And like I said in my last message also, I just never considered 
the specifics of 2d vs. 3d. I grew up calling side scrollers 2d because that 
was what everyone else around me called it. Game review sites classified 
them as such, and that was what fit my own perceptions, since as I said, 2d 
to me has always been anything that's flat and purely horrizontal, like a 
typical drawing. I know there are 3d pictures and such, yes, but those kinds 
of pictures were always too hard for me to figure out. But in terms of 
games, I just always associated 3d with a 360 degree of movement, again 
because that was how everyone else refered to them. This is why I never 
understood why 3d fighters like Tekken and MK 4 were considered 3d, even 
though the only thing remotely resembling that was sidestepping. The only 
true 3d fighting game I've ever played was the soul calibur series, because 
those did have a full range of movement.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 1:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!









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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
You have my complete agreement. I remember trying to beat Sodom... that was 
a nightmare. Not being able to see I pretty much had to guess my position 
all the time. Took me ages. lol. And yes, I do agree that audio games in 
general tend to be so much more see it and hit it than using your wits. 
Though I will say that in games like Judgement day and Alien Outback at 
least you do have to gage where everything is, break down the kinds of enemy 
coming at you, etc. I find myself asking these questions all the time... 
should I go after that plane first, or do I take out that helicopter and let 
that rocket hit my base? But I do agree that games need to be made more 
complex, which is why, again, I'm glad of the direction that Tom is taking.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 2:33 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi clemment.

No complaints from me, side scrollers like final fight are generally 
considdered 2D too, just in a different sense from games like mega man or 
mario. However my point is that games like Superliam and Q9 are stil 
lacking that vertical movement element which was so crytical to the 
gameplay of games like final fight, double dragon or streets of rage.


with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at 
long range unless you remained vertically below him and attempted to walk 
into him from above or below.


Get too far to one side and he'd either slash you if you were on the same 
horizontal row as him, or do a diagonal charge. Guy is fast enough to 
dodge the charge and grab him from behind, but the other two weren't so 
you had to avoid him using it.


Thus, the games required intensive tactics, indeed if you look on gamefaqs 
there is a 200 k guide for streets of rage two that goes into incredibly 
deep detail, and one 100 k one for the game golden axe with additions even 
by yours truly.


Yes, battle zone you can get a machine gun and moe people down, but there 
is no stratogy, no position, and litle really beyond hit them before they 
hit you type gameplay.


this is really I think the heart of where audio games are behind 
mainstream ones.


Even in a game like space invaders, when you can see the invaders and 
their position, you need to judge exactly and precisely the speed of the 
falling bullits, how long it'll take you to duck behind the shields, where 
the invaders move etc.


In most audio variets, it's a case of here it, hit it, here it, hit it!

this is really the area I think audio games need to work on, whether 2D or 
3D or whatever, having action games that actually engage a players 
judgement of a given situation and it's factors and require practice, 
rather than just reaction speed.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I guess I can see that. I couldn't compare, because I do have good spacial 
perception as I grew up doing things the same way... I didn't have to 
transition from sight to none, so I guess spacial perception is easier for 
me to grasp. But Soul Calibur's lack of ability to turn makes sense, because 
in a real fight you would never circle your opponent with your back to them. 
3d beat em ups like dynasty warriors confuse me though, so that may be where 
it differs. And I agree with you on the final fight thing. Rectangular 
levels has always meant 2d for me, regardless of whether you can move up and 
down or not. Platformers have another dimension that just isn't present in 
those games, but that's a whole different discussion... I'd still like to 
see a beat em up like the ones back in the day.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 2:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well clemment, fighting ames muddy the waters even more, sinse you can't 
turn around completely even in a game with an 8 way run system like soul 
calibur, you are always facing your opponent.


This is indeed why I myself with limited spacial perception can play 3D 
beat em ups, but not other 3d games like platformers or brawlers, sinse in 
a beat em up your movements are stil relative to your opponent and the 
spacial visual elements only need to be worked out relative to his/her 
position and yours.


It's really quite a mine field, sinse even a game like super starwars had 
3d effects say on the dunes in the desert which were purely visual.


Myself though I'd just go on the basis of where you can go.

Even in final fight and the like you can only move up and down a small 
way, each level is pretty much rectangular, and you stil can only walk 
forward and backwards facing one way, so as far as I'm concerned it's stil 
2D.


Beware the grue!

Dark.
- Original Message - 
From: "Clement Chou" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 9:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


As I said in my response to Dark's message, I think I get what is trying 
to be said. And like I said in my last message also, I just never 
considered the specifics of 2d vs. 3d. I grew up calling side scrollers 
2d because that was what everyone else around me called it. Game review 
sites classified them as such, and that was what fit my own perceptions, 
since as I said, 2d to me has always been anything that's flat and purely 
horrizontal, like a typical drawing. I know there are 3d pictures and 
such, yes, but those kinds of pictures were always too hard for me to 
figure out. But in terms of games, I just always associated 3d with a 360 
degree of movement, again because that was how everyone else refered to 
them. This is why I never understood why 3d fighters like Tekken and MK 4 
were considered 3d, even though the only thing remotely resembling that 
was sidestepping. The only true 3d fighting game I've ever played was the 
soul calibur series, because those did have a full range of movement.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 1:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!









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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
More good points, of course. But I think half the problem is that ships in 
audio games like that don't fire anyway. Sure some drop bombs and the like, 
but not in the way we remember... and in alien Outback, it actually is 
possible to have four or five ships at once... you just need to turn up the 
difficulty. You're on the audio games forum a lot... I don't know if you've 
played world of war at all. It's made by Yukio Nozawa... and to me, is 
probably the best arcade shooter around right now. Your weapons actually 
have different properties, and can serve you in good ways individually... 
the speed machinegun has a faster rate of fire, but it can only shoot so 
many times before it has to pause and reload. The shotgun can destroy 
enemies in one hit which would usually require 3, yet if you shoot something 
down, you have to wait for the action to pump again before you can shoot 
which takes about a second. Small advances, but improvements over the 
formula that we've scene so far. While I never actually played space 
invaders, I did play games of similar style... so I do know what the 
differences are.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, indeed 
generally the final fight bosses all required a fair degree of tactics to 
defeat, sinse you can't just walk up to them and wale on them the way you 
could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien outbakc 
have carried the gameplay further than basic reactions, they are stil not 
imho far enough along, indeed not even to the point of mainstream space 
invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are 
all visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound 
limit the amount of information and factors required in a game, audio 
games should include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a time 
in fairly well determined patterns. make them random, and you've already 
increased the challenge. Also, you only need to shoot! the invaders. 
Suppose there were invinceable meteorites dropping on you that you simply 
had to avoid at the same time your shooting at the falling ships.


This adds another gameplay element and another factor into the game 
without increasing the sound complexity, sinse rather than another ship 
type to be shot the meteorites require a different approach.


Then how about a bouncing alien bomb that instead of entering from the 
top, enters from the side like the spiders in the centipeed game.


once again, just a matter of another sound, but now you'd have to judge 
the falling of the bomb and it's impacts with the ground relative to your 
own horizontal position even as you shoot the ships above you.


These are the sorts of things that I mean, giving the player more to worry 
about and other things to judge, just the way the original space invaders 
had six invaders at once with different wrates of fire.


Beware the Grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
What I would do is have pitches for that kind of thing. Higher pitch for 
above and lower pitch for below. I would have it so that as soon as an enemy 
got within your attack range, it would beep with an appropriate pitch in the 
direction they're coming from. Enemy was to the right and below you? lower 
pitch from the right. Above and from the left? Higher pitch from the left. I 
don't know how diagonal attacks would be worked out, I'm guessing that'd 
just be something that has to be sacrificed. But as I said, as many ideas as 
I do have... I don't have the time to sit down and learn a programming 
language, and my head doesn't do well with formulas for this kind of thing. 
My brain is good with arts... music and languages and thinking. Numbers just 
don't fly with me. lol
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 3:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well the hard point in an audio beat em up would be showing the vertical 
position of the enemies around you rather than their horrizontal position. 
I suppose you could do as deakout egghunt and the like do and just have a 
volume as distance indicator with a notification when they were on the 
same row as you such as an alarm as to when you could attack, but this 
would essentially turn the game into a run and smack fest.


to work, you'd need to be able to judge an enemy's vertical position 
relative to your own more precisely.


perhaps graded changes in pitch of enemy constant indicator sounds such as 
voice or footsteps, though again how well this would work i'm not certain 
and you'd stil! have problems with diagonal attacks.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I do have a question about that... with the bouncing skulls as a concept, 
could you not have a sound to represent them like a thud, but pan it toward 
the player and have it play at the same interval the skjull would be 
bouncing so the player would know when to run under it and time it 
accordingly?
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 04, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

That's a good point. One of the things I didn't do when I wrote
Montezuma's Revenge is I failed to ad the jumping skulls because it
was far too difficult to figure out when they were up in the air or
down on the ground. In the classic 1984 game you had to run under them
as they jumped, and if you timed it wrong you were dead. I tried
emulating this with constant pitch changes, but that sounded really
funky, and decided to abandon them altogether.

However, this problem would apply to the standard walk along
beat-m-ups as well. I've played a number of classic beat-m-ups where
you had to hit the enemy in the air, just at the right moment, or you
missed. Timing is everything in some of those games as well as hitting
them with the right combo. If you aren't able to translate that into
audio that could be dificult to play.

Cheers!


On 1/4/12, dark  wrote:

Well the hard point in an audio beat em up would be showing the vertical
position of the enemies around you rather than their horrizontal 
position. I

suppose you could do as deakout egghunt and the like do and just have a
volume as distance indicator with a notification when they were on the 
same

row as you such as an alarm as to when you could attack, but this would
essentially turn the game into a run and smack fest.

to work, you'd need to be able to judge an enemy's vertical position
relative to your own more precisely.

perhaps graded changes in pitch of enemy constant indicator sounds such 
as

voice or footsteps, though again how well this would work i'm not certain
and you'd stil! have problems with diagonal attacks.

Beware the grue!

Dark.


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