[Audyssey] iOS Blind Accessible Game Article

2013-11-25 Thread Richard (AudioGames.net)

Hi guys,

Already read this?

http://www.gamasutra.com/blogs/DianaHughes/20131120/205346/5_Things_We_Learned_About_Developing_An_iOS_Game_for_Blind_Players.php 
http://www.gamasutra.com/blogs/DianaHughes/20131120/205346/5_Things_We_Learned_About_Developing_An_iOS_Game_for_Blind_Players.php


Keep up your accessibility requests!!

Greets,

Richard

http://audiogames.net (forum should be up again, all the downtime 
recently is caused by our messy provider (sad smile) )

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Re: [Audyssey] Audiogames.net is back

2013-10-23 Thread Richard (AudioGames.net)

Hahahahaha !

That would be brilliant,  Phil. No, unfortunately, this is most likely 
our Dutch hosting company, which unfortunately experiences downtime 
(update time?) in the most unfortunate moments.




On 23-10-2013 11:17, Phil Vlasak wrote:

Hi Dark,
I think it might have been when the Swamp Forum went from message 
9,999 to 10,000 and was not told how to handle such a momentous moment.

Or maybe just like an automobile distance counter it turned over to 1.
smiles,
Phil

- Original Message - From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Wednesday, October 23, 2013 4:06 AM
Subject: [Audyssey] Audiogames.net is back


Whatever the error was, it seems to be fixed now, site and forum are 
both back up.


All the best,

Dark.
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1432 / Virus Database: 3222/6272 - Release Date: 10/22/13




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Re: [Audyssey] What ever happened to extant

2013-10-15 Thread Richard (AudioGames.net)

Hi guys,

Yes, we do check this place, but no offence taken (smile).

Thanks for asking this question. Sander and I have been busy with a lot 
of things with our company Creative Heroes (http://creativehero.es) and 
Extant was shelved because of other projects and priorities 
(unfortunately we do not have all the freedoms we had as students 
anymore (smile)).


That said, we never stopped discussing the possibilities of a full game. 
You might also remember us asking this community for input on what you 
guys want a while back. We also closely monitored the developments 
related to the excellent Swamp and other audio games. More recently, we 
have put Extant back on the agenda as our potential next project. This 
is because we believe the premise of Extant is quite cool and it is 
really the type of project we want to be doing :-) And we've had some 
nice ideas taking Extant up a few levels. We don't want to create 
another zombie shooter (by the way: who ever said it Extant featured 
zombies...?) but to create a exciting and deep survival experience (and 
maybe leave out zombies altogether ).


We are definitely interested in doing a Kickstarter or Indiegogo- type 
crowdfunding of some sorts to realize such a project. But we want to be 
very careful with that, as there are quite a few things to consider with 
such an approach. Also, before such an venture, two important steps need 
to be made:


1) we need to know what we want Extant to be
2) we need to know what you want Extant to be

We think the premise of Extant has potential, but do you think so too? 
What would you like to play? What do you love about Extant, what do you 
miss or don't like? On what preferred platform would you like to play 
Extant (desktop, mobile)? And, harsh but realisticly, what would you be 
willing to pay for such an experience?


So again: thanks for asking this question (good timing!). What are your 
ideas?


Best regards,

Richard

http://audiogames.net
http://creativehero.es/Extant




On 12-10-2013 9:07, Scott Chesworth wrote:

Way to encourage the man, eh Shaun. Now we just have to hope that the
developers don't bother to check this place.

Long live peace, positivity, and moderation... that too.



On 10/12/13, shaun everiss sm.ever...@gmail.com wrote:

Hmmm I have forgot about that game, it was a nice concept, a nice
bridge between swamp when swamp was not that big.
I am not sure what worth it would have bar crap all.
The atmosphere was nice, something swamp has not totally got just yet
and probably won't have as much of.
I can't remember anything else that stood out.
It was a concept demo ofcause, swamp sertainly has better zombies,
and target finders radars etc.
We have more weapons than extant ever had and more kits.
The sfx and music were really good as well as aparently the graphics
and such but I don't see any real future for something like this,
unless it can take another tack.
Extant was released in a time where your average horror game for the
blind did not exist.
Now there is almost to many both for the computer and portable
devices like the i phone or the android.
Not to mention  those thathave the cash or are hard core enough and
adventurous enough to get an xbox or ps3 psp etc.
Extant was fineish when we were getting started.
As a starting block I think it was good because it kept people interested.
Now its totally crap and useless though saying that not much of the
engine and such was shown as it was a really early concept released.
I am not sure of its place though.

At 04:36 AM 10/12/2013, you wrote:

Hi.

Does anyone know whatever happened to the extant demo back in 2010? Did
they
just give up on it?  It had such cool sounds and stuff!  Maybe someone
should start a kick starter campaign to start it up again.  I would really
love to see that game go somewhere.  Nothing else like it out there sound
wise.


Darren Duff.
amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Personal Phone: (678)936-6113

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

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

MSN darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] What ever happened to extant

2013-10-15 Thread Richard (AudioGames.net)

Hi,

For more information on Extant try these links:

http://forum.audiogames.net/viewtopic.php?id=4310
http://creativehero.es/Extant

The Extant tech demo can be download for free through the following links:

*Download for PC*
http://www.audiogames.net/download/click.php?id=6

*Download for MAC*
http://www.audiogames.net/download/click.php?id=5

Best regards,

Richard

http://audiogames.net
http://creativehero.es/Extant



On 11-10-2013 22:31, Darren Duff wrote:

Go to these links for more info.

http://forum.audiogames.net/viewforum.php?id=24


(c) 2010 Creative Heroes / AudioGames.net
http://creativehero.es
http://audiogames.net

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ulises C.
Garcia
Sent: Friday, October 11, 2013 12:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] What ever happened to extant

Hello, I never heard of Extant. What is it?

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Re: [Audyssey] What ever happened to extant

2013-10-15 Thread Richard (AudioGames.net)

Hi,

Aside from what I wrote earlier, at the moment we're mostly exploring 
new gameplay ideas for Extant and ways of setting up a viable Extant 
project, as well as exploring additional technology such as multiuser 
server technology (again in combination with gameplay ideas).


Best regards,

Richard

http://audiogames.net
http://creativehero.es/Extant


On 15-10-2013 15:23, Darren Duff wrote:

Are you guys no longer doing anything with the game at this point?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Richard
(AudioGames.net)
Sent: Tuesday, October 15, 2013 4:41 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] What ever happened to extant

Hi,

For more information on Extant try these links:

http://forum.audiogames.net/viewtopic.php?id=4310
http://creativehero.es/Extant

The Extant tech demo can be download for free through the following links:

*Download for PC*
http://www.audiogames.net/download/click.php?id=6

*Download for MAC*
http://www.audiogames.net/download/click.php?id=5

Best regards,

Richard

http://audiogames.net
http://creativehero.es/Extant



On 11-10-2013 22:31, Darren Duff wrote:

Go to these links for more info.

http://forum.audiogames.net/viewforum.php?id=24


(c) 2010 Creative Heroes / AudioGames.net http://creativehero.es
http://audiogames.net

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ulises C.
Garcia
Sent: Friday, October 11, 2013 12:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] What ever happened to extant

Hello, I never heard of Extant. What is it?

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[Audyssey] SudoSan

2013-03-22 Thread Richard (AudioGames.net)

Hi guys,

SudoSan, the free online blind-accessible sudoku game, is back online 
after its mysterious disappearance* several weeks ago. You can find it 
on its familiar location here:


http://audiogames.net/sudosan/

Have fun! And if you like it, please follow AudioGames.net and Creative 
Heroes on Facebook:


https://www.facebook.com/audiogames
https://www.facebook.com/creativeheroes

Best regards,

Richard  Sander

http://audiogames.net
http://creativehero.es
http://gluddle.com
http://answergarden.ch
http://diceforchange.com


* actually, we let go of a server which hosted both SudoSan and The Curb 
Game, as well as all games in the Experimental AudioGames section...


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Re: [Audyssey] iPhone Audio Games Extant question

2012-10-12 Thread Richard (AudioGames.net)

Hi guys,

Thanks for your input, much appreciated! Extant was developed using a 
tool called Unity - http://http://unity3d.com/ -  which allows us to 
quite easily and cheaply port the game to a multitude of platforms (PC, 
MAC, iPhone, Android, browser, Steam, Wii, Xbox, Playstation). The only 
real hassle is that we need to take into account certain platform 
specifics such as memory, processor speed, screen sizes (jep, even with 
audio games ;-) and input controls (mouse, keyboard, controller, touch 
input, etc.). We are already experimenting with this with our (video) 
game Gluddle - http://gluddle.com -  that's currently on sale in the App 
Store and free to play online on Kongregate.com and hopefully soon on 
Android too. It has allowed us to find many of the pitfalls common to 
multiplatform development.


Our personal wish is to design a single version of Extant for all 
platforms. However, the PC/MAC versions are probably the most easy to 
design for because of the platform specifics mentioned above. For 
instance, the audio in the current version of Extant on iPhone tends to 
tick/distort/stall sometimes because of memory issues. We'll let you 
guys know when the new Extant follow-up project is initiated. If you 
have any input or wishes for its gameplay don't hesitate to share them  
here on Audyssey, through the AudioGames.net forum or via email! We're 
currently busy with promoting Gluddle but you could really help us out 
spread the word to friends and family, that way the sooner we can get 
back at developing Extant :-)


Have a great day!

Richard  Sander
http://audiogames.net
http://gluddle.com




On 10-10-2012 18:18, Darren Duff wrote:

Yes to all of the above! awesome!

Darren.
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Richard
(AudioGames.net)
Sent: Wednesday, October 10, 2012 9:52 AM
To: Gamers Discussion list
Subject: [Audyssey] iPhone Audio Games  Extant question (was: Just tried an
Iphone, my thoughts and questions)

Hi Dark, Audyssey

Thanks for your interesting review! Much appreciated. Sander and I are
thinking of developing an iPhone version of Extant for some time now.
Actually, we already got it running for a year on iPhone/iPad but since
Extant is not much more than a tech demo without real gameplay, we did not
yet persue this project. Our questions are these - for you, Dark, but also
the Audyssey community...

- would you be interested in an iPhone version of Extant (and then a full
version game, not just the tech demo)?
- would you be interested in audio games for (mobile) iOs (iPhone/iPod
Touch/iPad) devices?
- would you be interested in audio games for (mobile) Android (for example
Samsung Note, Galaxy) devices?
- how many of you play the adio games that are currently in Apple's AppStore
- and what do you think of these?

Thanks for your input. If there's enough interest we might want to make
Extant (or another audio game) one of our next projects! Oh, and if you
really want a full game version of Extant on PC or Mac, please let us know
too :-) And if you don't know what Extant is, check this out:

http://audiogames.net/db.php?id=Extant

Greets,

Richard

http://audiogames.net
http://creativehero.es








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[Audyssey] iPhone Audio Games Extant question (was: Just tried an Iphone, my thoughts and questions)

2012-10-10 Thread Richard (AudioGames.net)

Hi Dark, Audyssey

Thanks for your interesting review! Much appreciated. Sander and I are 
thinking of developing an iPhone version of Extant for some time now. 
Actually, we already got it running for a year on iPhone/iPad but since 
Extant is not much more than a tech demo without real gameplay, we did 
not yet persue this project. Our questions are these - for you, Dark, 
but also the Audyssey community...


- would you be interested in an iPhone version of Extant (and then a 
full version game, not just the tech demo)?
- would you be interested in audio games for (mobile) iOs (iPhone/iPod 
Touch/iPad) devices?
- would you be interested in audio games for (mobile) Android (for 
example Samsung Note, Galaxy) devices?
- how many of you play the adio games that are currently in Apple's 
AppStore - and what do you think of these?


Thanks for your input. If there's enough interest we might want to make 
Extant (or another audio game) one of our next projects! Oh, and if you 
really want a full game version of Extant on PC or Mac, please let us 
know too :-) And if you don't know what Extant is, check this out:


http://audiogames.net/db.php?id=Extant

Greets,

Richard

http://audiogames.net
http://creativehero.es








On 10-10-2012 13:33, dark wrote:

Well, this morning I just got a free play with an Iphone 5 running voice over.

On a  basic  level I was impressed. Some of the gestures I found more difficult 
than others, for instance the three finger swipes I didn't quite get the kknack 
of, but others were  quite natural and I suspect I'd get more used to it in 
time. The functions of the phone seemed fairly doable too, indeed for kicks I 
tried searching the ap store for king of dragon pass, managed to find it and 
read the game details, (I didn't play it because  obviously the chap who's 
phone I was examining didn't necessarily want the game), though sinse it's 
games and gamebooks I'm mostly interested in on the Iphone, I was pleased that 
was doable.

the internet I found a little more problematic, I tried searching for  
audiogames.net, and had a bit of trouble navigating google correctly.

I also got a play with seri which seems a usefull system, though I was 
disappointed when i was testing it's speech recognition that though it did! 
know the word dalek, it didn't recognize cyberman and read it as spiderman! :D.

I also asked about commands to flick voice over on and off, lock the phone for  
making phone calls etc, and all of that seemed doable.

The only thing I didn't like the sound of is the fact that I can't just copy my 
music and audio books onto the phone, sinse one reason I wanted  one was to 
serve as an effective music and audio player, but apparently apple objects to 
this so  it requires silly itunes, which i'm obviously going to have to 
investigate. That is the one downer I found, indeed I might considder just 
buying an mp3 player separately to do that job if Itunes isn't going to behave.

Voice over did look fun though, and I'd actually love to see some audio games 
that make full use of screen position in this way, for instance I can imagine 
playing a stratogy battle game could be far easier with a touch screen sinse 
you could get physical positional information about the various units relative 
locations and the map, similarly to reading soemthing in braille but with the 
information being conveyed by audio.

I'm now of course going to have to check out A, Itunes, and B, pricing, sinse 
an Iphone 5 would be very expensive in the  region of about 500 quid 
apparently, and I'll C, check whether my current phone contract supports the 
Iphone and has enough  internet to make things work, (thus far I've not used 
net so haven't got a very net heavy mobile phone contract, though it is a cheap 
one and comes with a lot of free minutes).

it does however look like a workable solution and a lot of fun, indeed sinse if 
everything goes as planned  next year I should be studdying voice in Bermingham 
 conservatoire, I would be doing a lot of commuting on trains, and it'd be 
usefull to have something small and portable.

  Previously I've used my laptop, but the battery here is pretty dead, and  i 
would! like to try a lot of the iphone games, and more especially gamebooks.

Beware the grue!

Dark.




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Re: [Audyssey] game pages other than audiogames.net

2012-09-21 Thread Richard (AudioGames.net)

(smile)

No worries - Dark is one of the biggest driving forces of the site and 
deserves all the credit for making AudioGames.net the success it is!


Thank you, Dark!!


On 20-9-2012 21:50, Keith wrote:
Thanks Dark and I apologize to the owner of audiogames.net for the 
misrep.


Credit to you.

Keith
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 20, 2012 2:16 PM
Subject: Re: [Audyssey] game pages other than audiogames.net




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[Audyssey] AudioGames.net now also on Facebook and Twitter

2012-04-05 Thread Richard (AudioGames.net)

Hi guys,

Just a quicky to let you all know that AudioGames.net is also available 
on Facebook https://www.facebook.com/audiogames and Twitter 
https://twitter.com/#%21/AudioGamesNet. As of today the news-section 
is also published to the Facebook-page and tweeted in the 
Twitter-stream. So for more access to the latest news in audio gaming, 
please Like us on Facebook (https://www.facebook.com/audiogames) and 
follow us on Twitter (https://twitter.com/#!/AudioGamesNet 
https://twitter.com/#%21/AudioGamesNet)!


*shameless promotion ends here*

Greets,

Richard

http://audiogames.net
http://creativehero.es
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Re: [Audyssey] audiogames.net is down again

2012-03-15 Thread Richard (AudioGames.net)

Hi guys,

Unfortunately, our host decided to do a serverupdate and in the process 
all of our databases (including http://AudioGames.net and (very popular) 
http://AnswerGarden.ch) are now inactive. It has already been a full 24 
hours and we are not amused :-( Will keep you updated.


Best regards,

Richard

http://audiogames.net
http://creativehero.es
http://answergarden.ch
http://gluddle.com
http://diceforchange.com

On 15-3-2012 8:57, fatih wrote:

yeah it's down again

--
From: shaun everiss sm.ever...@gmail.com
Sent: Wednesday, March 14, 2012 11:38 PM
To: gamers@audyssey.org
Subject: [Audyssey] audiogames.net is down again


Hi.
Its been only a day since audiogames.net came up, was just about to 
look into the forums this morning like I usually do and got this error.

Unable to connect to mysql database, access denyed, forum pasword error.
Yesterday there was a problem somewhere, then it went to 404 then it 
came back.

1 day later its all off again.


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Re: [Audyssey] audiogames.net is down again

2012-03-15 Thread Richard (AudioGames.net)

Hi guys,

http://AudioGames.net is online again!

Best regards,

Richard  Sander



On 15-3-2012 11:10, Ryan Strunk wrote:

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

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

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


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[Audyssey] AudioGames.net on Twitter Facebook

2010-11-15 Thread AudioGames.net
Hi guys,

Behind the scenes we're slowly busy hauling AudioGames.net over into the new 
decade. So for those who want join this progression, feel free to follow us on 
Twitter and Facebook:

http://www.facebook.com/pages/AudioGamesnet/174103722616051 (Facebook page)
http://twitter.com/AudioGamesNet (Twitter)

Best regards,

Richard

http://audiogames.net
http://creativehero.es 
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Re: [Audyssey] Extant - game feadback

2010-11-15 Thread AudioGames.net

Hi Nicol,

What probably is the case is that your anti-virus software has blocked or 
removed the .exe from the .zip-file. You can read about this problem on the 
Extant-forum here:


http://forum.audiogames.net/viewtopic.php?id=4310

Here's what others have posted about the problem:

Dark: If you've tried downloading multiple times and got the same issue,
perhaps you've got an antivirus program which is acting up and auto deleting
the files for some reason, thus creating a zip folder with no contents (I
have seen this happen before). 

Raygrote: Sounds like your antivirus is deleting it. Try either turnning it
off temporarily, then install and add the .exe as an exception.
If that doesn't work, try redownloading the zip file with a download manager
such as free download manager. This will make sure everything gets
downloaded. Most web browsers will not be able to help you out if the
download unexpectedly stops. I've seen some websites that trip all of the
web browsers I have, including Internet Explorer, Firefox, and Seamonkey.
They would download to a certain point and then stop and say it was
finished, leaving a corrupted file.
This game sounds awesome, downloading it now.

So maybe try adding an exception for Extant in your virus-software, or
temporarily turning off your virus software. Extant does not need
installing, simply unzipping.

Let me know if you can get it to work!

Greets,

Richard


- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 15, 2010 6:59 PM
Subject: Re: [Audyssey] Extant - game feadback



Hi Richard
I am sorry to say, but when opening the file for the pc version of the 
game

after downloading it, I got this error:
Compressed (zipped) Folders Error
The Compressed (zipped) Folder is invalid or corrupted.
I am using win xp's built in unzip program.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of AudioGames.net
Sent: 30 October 2010 03:45 PM
To: Gamers Discussion list
Subject: [Audyssey] Extant - game feadback

Hi Lori et al,

Thanks Lori, we'll definitely consider adding extra targeting feedback.

For all of you trying out the Extant tech demo, we're very interested in
details such as if you:

- are playing the PC or the Mac version?
- are using headphones, stereo desktop speakers, 5.1, 7.1, etc.?
- just use keyboard input or also use a mouse?
- reconfigured the original control scheme yet (you can if you want to)?
- can't get anything to work?
- etc.

This can help us establish with for instance why footsteps may appear too
loud for one player but soft for someone else. I can tell you, using
headphones or speakers makes quite a difference.

Also, we interested of what you think of the design of the gamespace. What
do you think of:

- how the world, the environment sounds?
- the different acoustics based on your current location (which is all
realtime dynamic reverberation by the way ;)
- how buildings work (finding them, entering and leaving them, etc.)?
- how pickups work?
- how fighting work (thanks again for those who already expressed their
feedback on this issue)?
- how orientation and navigation works, incl. Moby?

And did anyone already notice something peculiar about the gameworld? ;)

Thanks for your feedback, keep 'em coming. Please post either to this list
or join us on the Extant-forum:

http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

And for those interested in the download links - here they are again:
Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

Best regards,

Richard
http://audiogames.net
http://creativehero.es




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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread AudioGames.net

Hi Jose,

You can download Extant (tech demo!) here:

Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

We warmly welcome your feedback. Please post it either to this list or join 
us on the Extant-forum:


http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

Best regards,

Richard
http://audiogames.net


- Original Message - 
From: Jose Lomeli joselomel...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 31, 2010 1:14 AM
Subject: Re: [Audyssey] Extant - game feadback


Where can you download this game? I looked at www.audiogames.net and I 
couldn't find it! Thanks in advance!



Jose Lomeli
Email: joselomel...@lavabit.com
Website: http://all4webs.com/q/2/jlomeli9393




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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread AudioGames.net

Hi Shaun,

Is it really a crash meaning that you have to manually restart the game? Or 
does the game continue?


Greets,

Richard


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 31, 2010 3:05 AM
Subject: Re: [Audyssey] Extant - game feadback



I have several crash reports generated by the game.
every time you die the  game has a semi blue screen but doesn't it 
generates an error.
anyway it must happehn loads there are several crash folders and dumps 
where do I upload these at.

At 02:28 a.m. 31/10/2010, you wrote:

Hi Shaun,

Thanks for your feedback and also for your gameplay-suggestions. Multiple 
weapons and such is already way up in the pipeline, so no worries ;) This 
tech-demo already allows you to reload your gun with pick-ups. Have you 
tried searching for a gun-pickup with Moby, your dog? There are three 
gun-pickups in the game, one of which is inside the church. Also, when a 
zombie attacks you, it does not only do instant damage but you've been 
bitten too. This means that you will slowly become infected over time. And 
you will die* if you don't find the health-pickup to save you. Unlucky for 
you, Moby is not able to locate the health-pickup so you have to find it 
yourself ;) So that all is already present in the Extant tech demo.


Greets,

Richard
http://audiogames.net
http://forum.audiogames.net/viewforum.php?id=24
http://creativehero.es

* and become undead, but that's another game ;)



- Original Message - From: shaun everiss sm.ever...@gmail.com
To: gamers@audyssey.org
Sent: Friday, October 29, 2010 9:10 PM
Subject: [Audyssey] game feadback



Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up or  just 
limitless reloading.
I am listening to a podcast called on the edge of darkness  which is 
about zombie hunters and their job, so playing as a leader or as a new 
person in a team such as this interests me as the cust is on that 
subject.
podcast is ontheedge of darkness I tnink is the site search for it on 
google.

http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system but 
if we are hunters then obviously if you are bitten you become a zombie.
In which case you should be able to play a zombie except you will get 
hunted and terminated though.

other wise things rock.
what is the difference betwene windowed and non windowed mode.



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[Audyssey] Extant - Control Configuration Feedback

2010-10-31 Thread AudioGames.net

Hi Ben,

Good question! Because I don't know how accessible this functionality is. So 
all feedback on this topic is welcome!


When you start the game, there's a configuration dialog. This dialog is not 
self-voicing or anything, so your screen reader still needs to be activated. 
The dialog contains two tabs: graphics and input. Click input and 
you'll find a table of all the functions in the game with the primary 
control scheme and the alternative control scheme. You're supposed to 
double-click an entry to change a function's control.


Since I don't use a screenreader I've only tested keyboard-accessibility. To 
change tabs I tabbed towards the tab named graphics and than pressed the 
cursorkey-right, which took me to the tab input. Then I tried tabbing 
through the control scheme table but that didn't work. So - can anyone tell 
me if they can reconfigure the controls of Extant using a screenreader? If 
it's inaccessible, than that is something we really need to know!


Best regards,

Richard

http://audiogames.net



- Original Message - 
From: Ben gamehead...@aol.co.uk




How do you reconfig the keys?



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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread AudioGames.net

Hi Hayden,

First, which version did you download - PC or Mac? What probably is the case 
is that your anti-virus software has blocked or removed the .exe from the 
.zip-file. You can read about this problem on the Extant-forum here:


http://forum.audiogames.net/viewtopic.php?id=4310

Here's what others have posted about the problem:

Dark: If you've tried downloading multiple times and got the same issue, 
perhaps you've got an antivirus program which is acting up and auto deleting 
the files for some reason, thus creating a zip folder with no contents (I 
have seen this happen before). 


Raygrote: Sounds like your antivirus is deleting it. Try either turnning it 
off temporarily, then install and add the .exe as an exception.
If that doesn't work, try redownloading the zip file with a download manager 
such as free download manager. This will make sure everything gets 
downloaded. Most web browsers will not be able to help you out if the 
download unexpectedly stops. I've seen some websites that trip all of the 
web browsers I have, including Internet Explorer, Firefox, and Seamonkey. 
They would download to a certain point and then stop and say it was 
finished, leaving a corrupted file.

This game sounds awesome, downloading it now.

So maybe try adding an exception for Extant in your virus-software, or 
temporarily turning off your virus software. Extant does not need 
installing, simply unzipping.


Let me know if you can get it to work!

Greets,

Richard



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 2:45 PM
Subject: Re: [Audyssey] Extant - game feadback



Hi,
How doesone open the game? I could't find an executable.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of AudioGames.net
Sent: Saturday, October 30, 2010 8:29 AM
To: Gamers Discussion list
Subject: [Audyssey] Extant - game feadback

Hi Shaun,

Thanks for your feedback and also for your gameplay-suggestions. Multiple
weapons and such is already way up in the pipeline, so no worries ;) This
tech-demo already allows you to reload your gun with pick-ups. Have you
tried searching for a gun-pickup with Moby, your dog? There are three
gun-pickups in the game, one of which is inside the church. Also, when a
zombie attacks you, it does not only do instant damage but you've been
bitten too. This means that you will slowly become infected over time. And
you will die* if you don't find the health-pickup to save you. Unlucky for
you, Moby is not able to locate the health-pickup so you have to find it
yourself ;) So that all is already present in the Extant tech demo.

Greets,

Richard
http://audiogames.net
http://forum.audiogames.net/viewforum.php?id=24
http://creativehero.es

* and become undead, but that's another game ;)



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

To: gamers@audyssey.org
Sent: Friday, October 29, 2010 9:10 PM
Subject: [Audyssey] game feadback



Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up or  just
limitless reloading.
I am listening to a podcast called on the edge of darkness  which is 
about


zombie hunters and their job, so playing as a leader or as a new person 
in



a team such as this interests me as the cust is on that subject.
podcast is ontheedge of darkness I tnink is the site search for it on
google.
http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system but
if we are hunters then obviously if you are bitten you become a zombie.
In which case you should be able to play a zombie except you will get
hunted and terminated though.
other wise things rock.
what is the difference betwene windowed and non windowed mode.




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Re: [Audyssey] Extant - Control Configuration Feedback

2010-10-31 Thread AudioGames.net

Hi Kevin  Dark et al,

Extant is intended as an audio game 'pur sang' - so audio-only and no 
graphics. During the game there is a single graphic visible on screen of the 
Extant logo, which consists of the letters 'E tant' in positive, while the 
'x' is in negative with a blue/greenish light coming from behind it. Above 
the logo is the text Stay Alive and in the bottomleft and -right corners 
are the logo's of AudioGames.net and CreativeHeroes.


At this moment we do not intend to include graphics for further incarnations 
of Extant. We really want to focus on high-quality-audio-only games and not 
on blind-accessible video games because of several reasons (personal 
interest, innovation, development time/resources, etc.) The game is built 
using Unity (http://unity3d.com/) which includes a powerful 3D graphics 
engine. For development we used 3D graphic primitives (squares and spheres 
and such), which allowed us to quickly build the game in a visual manner 
(simply drag and drop sound sources unto a big sphere). Other interactions 
also include visual elements.For example, when you fire a bullet, there is 
an actual 3d sphere primitive that is shot at the monster (a 3D primitive). 
This allows for accurate targeting, not only from left to right, but also 
nearby and far away. Whenever you shoot at a monster far away, you'll hear 
the impact a moment later compared to when you shoot from nearby. But the 
visuals are only used for game development and all visual rendering is 
turned off in the final game.


We might develop blind-accessible video games in the future, but we have no 
concrete projects in the CreativeHeroes pipeline at this moment. Extant is 
the only audio game we focus on right now.


Best regards,

Richard

http://audiogames.net
http://creativehero.es



- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com



Hi,

Just curious, since there are graphics options, how do the graphics look
like?

Kevin



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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread AudioGames.net

Hi Hayden,

Which URL exactly? To download the game:

Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

To read about the disappearing .exe on the Extant forum:

http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

Best regards,

Richard
http://audiogames.net



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 4:58 PM
Subject: Re: [Audyssey] Extant - game feadback



Hi Richard,
Could I have the URL again please?


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of AudioGames.net
Sent: Sunday, October 31, 2010 9:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Extant - game feadback

Hi Hayden,

First, which version did you download - PC or Mac? What probably is the 
case


is that your anti-virus software has blocked or removed the .exe from the
.zip-file. You can read about this problem on the Extant-forum here:

http://forum.audiogames.net/viewtopic.php?id=4310

Here's what others have posted about the problem:

Dark: If you've tried downloading multiple times and got the same issue,
perhaps you've got an antivirus program which is acting up and auto 
deleting


the files for some reason, thus creating a zip folder with no contents (I
have seen this happen before). 

Raygrote: Sounds like your antivirus is deleting it. Try either turnning 
it


off temporarily, then install and add the .exe as an exception.
If that doesn't work, try redownloading the zip file with a download 
manager


such as free download manager. This will make sure everything gets
downloaded. Most web browsers will not be able to help you out if the
download unexpectedly stops. I've seen some websites that trip all of the
web browsers I have, including Internet Explorer, Firefox, and Seamonkey.
They would download to a certain point and then stop and say it was
finished, leaving a corrupted file.
This game sounds awesome, downloading it now.

So maybe try adding an exception for Extant in your virus-software, or
temporarily turning off your virus software. Extant does not need
installing, simply unzipping.

Let me know if you can get it to work!

Greets,

Richard



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 2:45 PM
Subject: Re: [Audyssey] Extant - game feadback



Hi,
How doesone open the game? I could't find an executable.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of AudioGames.net
Sent: Saturday, October 30, 2010 8:29 AM
To: Gamers Discussion list
Subject: [Audyssey] Extant - game feadback

Hi Shaun,

Thanks for your feedback and also for your gameplay-suggestions. Multiple
weapons and such is already way up in the pipeline, so no worries ;) This
tech-demo already allows you to reload your gun with pick-ups. Have you
tried searching for a gun-pickup with Moby, your dog? There are three
gun-pickups in the game, one of which is inside the church. Also, when a
zombie attacks you, it does not only do instant damage but you've been
bitten too. This means that you will slowly become infected over time. 
And
you will die* if you don't find the health-pickup to save you. Unlucky 
for

you, Moby is not able to locate the health-pickup so you have to find it
yourself ;) So that all is already present in the Extant tech demo.

Greets,

Richard
http://audiogames.net
http://forum.audiogames.net/viewforum.php?id=24
http://creativehero.es

* and become undead, but that's another game ;)



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

To: gamers@audyssey.org
Sent: Friday, October 29, 2010 9:10 PM
Subject: [Audyssey] game feadback



Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up or 
just

limitless reloading.
I am listening to a podcast called on the edge of darkness  which is
about



zombie hunters and their job, so playing as a leader or as a new person
in



a team such as this interests me as the cust is on that subject.
podcast is ontheedge of darkness I tnink is the site search for it on
google.
http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system 
but

if we are hunters then obviously if you

[Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

Hi Shaun,

Thanks for your feedback and also for your gameplay-suggestions. Multiple 
weapons and such is already way up in the pipeline, so no worries ;) This 
tech-demo already allows you to reload your gun with pick-ups. Have you 
tried searching for a gun-pickup with Moby, your dog? There are three 
gun-pickups in the game, one of which is inside the church. Also, when a 
zombie attacks you, it does not only do instant damage but you've been 
bitten too. This means that you will slowly become infected over time. And 
you will die* if you don't find the health-pickup to save you. Unlucky for 
you, Moby is not able to locate the health-pickup so you have to find it 
yourself ;) So that all is already present in the Extant tech demo.


Greets,

Richard
http://audiogames.net
http://forum.audiogames.net/viewforum.php?id=24
http://creativehero.es

* and become undead, but that's another game ;)



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

To: gamers@audyssey.org
Sent: Friday, October 29, 2010 9:10 PM
Subject: [Audyssey] game feadback



Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up or  just 
limitless reloading.
I am listening to a podcast called on the edge of darkness  which is about 
zombie hunters and their job, so playing as a leader or as a new person in 
a team such as this interests me as the cust is on that subject.
podcast is ontheedge of darkness I tnink is the site search for it on 
google.

http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system but 
if we are hunters then obviously if you are bitten you become a zombie.
In which case you should be able to play a zombie except you will get 
hunted and terminated though.

other wise things rock.
what is the difference betwene windowed and non windowed mode.




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Re: [Audyssey] re-registering with audiogames.net

2010-10-30 Thread AudioGames.net

And if you still experience trouble with registering, please let us know!


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



If you go to the forum page and try to log in, you'll find the new 
password link. then, just enter your user name and the forum will send a 
new password to whatever E-mail address you were registered under.



- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com


Hi guys could someone tell me how I re-register or recover my details?  I 
have lost my password and can't find a forgot password link to click for 
a reminder.  Thanks from Lori.



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[Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

Hi Lori et al,

Thanks Lori, we'll definitely consider adding extra targeting feedback.

For all of you trying out the Extant tech demo, we're very interested in 
details such as if you:


- are playing the PC or the Mac version?
- are using headphones, stereo desktop speakers, 5.1, 7.1, etc.?
- just use keyboard input or also use a mouse?
- reconfigured the original control scheme yet (you can if you want to)?
- can't get anything to work?
- etc.

This can help us establish with for instance why footsteps may appear too 
loud for one player but soft for someone else. I can tell you, using 
headphones or speakers makes quite a difference.


Also, we interested of what you think of the design of the gamespace. What 
do you think of:


- how the world, the environment sounds?
- the different acoustics based on your current location (which is all 
realtime dynamic reverberation by the way ;)

- how buildings work (finding them, entering and leaving them, etc.)?
- how pickups work?
- how fighting work (thanks again for those who already expressed their 
feedback on this issue)?

- how orientation and navigation works, incl. Moby?

And did anyone already notice something peculiar about the gameworld? ;)

Thanks for your feedback, keep 'em coming. Please post either to this list 
or join us on the Extant-forum:


http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

And for those interested in the download links - here they are again:
Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

Best regards,

Richard
http://audiogames.net
http://creativehero.es



- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 29, 2010 11:26 PM
Subject: Re: [Audyssey] game feadback


Sorry, were your steps sounds loud?  Mine werre really quiet for some 
reason and when the monster thing attacked me I couldn't tell if i'd hit 
him with my gun or not.  I heard the sound of my heart beat but there 
wasn't a health stats key to see how it was doing. 



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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

;););)

That's correct ;) You are actually walking around on a sphere ;)


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 30, 2010 4:38 PM
Subject: Re: [Audyssey] Extant - game feadback


It appears that you can circle around by just walking forward. Am I 
correct?

On 10/30/2010 3:45 PM, AudioGames.net wrote:

Hi Lori et al,

Thanks Lori, we'll definitely consider adding extra targeting feedback.

For all of you trying out the Extant tech demo, we're very interested in 
details such as if you:


- are playing the PC or the Mac version?
- are using headphones, stereo desktop speakers, 5.1, 7.1, etc.?
- just use keyboard input or also use a mouse?
- reconfigured the original control scheme yet (you can if you want to)?
- can't get anything to work?
- etc.

This can help us establish with for instance why footsteps may appear too 
loud for one player but soft for someone else. I can tell you, using 
headphones or speakers makes quite a difference.


Also, we interested of what you think of the design of the gamespace. 
What do you think of:


- how the world, the environment sounds?
- the different acoustics based on your current location (which is all 
realtime dynamic reverberation by the way ;)

- how buildings work (finding them, entering and leaving them, etc.)?
- how pickups work?
- how fighting work (thanks again for those who already expressed their 
feedback on this issue)?

- how orientation and navigation works, incl. Moby?

And did anyone already notice something peculiar about the gameworld? ;)

Thanks for your feedback, keep 'em coming. Please post either to this 
list or join us on the Extant-forum:


http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

And for those interested in the download links - here they are again:
Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

Best regards,

Richard
http://audiogames.net
http://creativehero.es



- Original Message - From: Lori Duncan 
lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 29, 2010 11:26 PM
Subject: Re: [Audyssey] game feadback


Sorry, were your steps sounds loud?  Mine werre really quiet for some 
reason and when the monster thing attacked me I couldn't tell if i'd hit 
him with my gun or not.  I heard the sound of my heart beat but there 
wasn't a health stats key to see how it was doing.



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list,

please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

Hi,

Yes, that's right. The world is actually a sphere (like a very big ball or a 
very tiny planet) - similar to the planets in Nintendo's Super Mario 
Galaxy - and all buildings are circular/spherical as well - meaning that you 
can enter through any direction.


It is a concept I came up with after developing an audio game prototype 
called Dark - A Garden Wander back in 2002, which was right after Drive 
actually. The game was never published but was very similar to Extant in 
style and atmosphere, which still uses some of the same sounds ;) The big 
difference was that in Dark, we used square buildings with walls and an 
entrance which you had to find. The world itself (a square park) also had 
boundaries in the form of walls. This approach caused a lot of design- and 
navigational problems and for me it ruined the prototype, which otherwise 
was of the same quality as Extant is now.


Right after the Dark-project I started thinking about simply get rid of 
walls and entrances for buildings. Then I realized something along the line 
of the old riddle that goes (for you, Phil ;): How many sides does a circle 
have?. The answer is two: inside and outside. I found that for our game, 
for our gamespace, it was far more important to have the experience of going 
and being inside and outside, than to actually experience the shape or 
layout of the building. So I did a test in Dark and it worked brilliantly.


But this still left me with the boundaries of the world (in this case, the 
park), because I wanted to avoid players wander off. A very old audio game, 
Terra Sonica, used silence as a natural boundary. When you wandered off all 
sound would disappear and you'd have to walk back to where sound was - sort 
of like swimming away from a sounding island in an endless ocean of silence. 
But I didn't really like these solution. What I really wanted was to just 
get rid of the boundaries of the world altogether, similar to how I'd done 
with buildings. And then I found that the solution was not imagining the 
game world as a flat plane, but as a seamless round world, allowing 
characters to simply walk around and end up where they started... like a 
small planet :)


And that was part of the inspiration for Extant. Due to other priorities and 
the course of our lives, we only started building Extant a couple of weeks 
ago - the tech demo being produced in 3*2 days = 6 days with two people 
total. Part of what we want to find out in our tech demo is how you guys 
experience this spherical-based game space. We ourselves find it to work 
very natural and intuitive. Since so far nobody really mentioned having any 
odd feelings with circular buildings or a continuous spherical world, can I 
assume that you guys agree?


Greets,

Richard

http://audiogames.net





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



yes, I believe all spaces in the game are spherical and there are actually 
no walls, which actually makes navigation much easier.


Beware the grue!

Dark./



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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

Hi,

Zombies respawn on the exact spot where they're killed. Why not try and lure 
the zombies out of their buildings... ;)


Greets,

Richard


- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 30, 2010 11:41 PM
Subject: Re: [Audyssey] Extant - game feadback



Hi,

well, I wouldn't say just let them be killed. I would say respawn them, 
but

at a random location, not at the same one everytime.

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 10:25:04 +1300
Subject: Re: [Audyssey] Extant - game feadback


well I never used the dog.
I found health in the  restroom, and weapon pickups in church.
can we have these locations zombie free after you have killed them
off in fact can all storage locations be zombie free so you can have
safe places.
Can we have random items to pick up to.
At 02:28 a.m. 31/10/2010, you wrote:
Hi Shaun,

Thanks for your feedback and also for your gameplay-suggestions.
Multiple weapons and such is already way up in the pipeline, so no
worries ;) This tech-demo already allows you to reload your gun with
pick-ups. Have you tried searching for a gun-pickup with Moby, your
dog? There are three gun-pickups in the game, one of which is inside
the church. Also, when a zombie attacks you, it does not only do
instant damage but you've been bitten too. This means that you will
slowly become infected over time. And you will die* if you don't
find the health-pickup to save you. Unlucky for you, Moby is not
able to locate the health-pickup so you have to find it yourself ;)
So that all is already present in the Extant tech demo.

Greets,

Richard
http://audiogames.net
http://forum.audiogames.net/viewforum.php?id=24
http://creativehero.es

* and become undead, but that's another game ;)



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

To: gamers@audyssey.org
Sent: Friday, October 29, 2010 9:10 PM
Subject: [Audyssey] game feadback


Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up
or  just limitless reloading.
I am listening to a podcast called on the edge of darkness  which
is about zombie hunters and their job, so playing as a leader or as
a new person in a team such as this interests me as the cust is on
that subject.
podcast is ontheedge of darkness I tnink is the site search for it on

google.

http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit
system but if we are hunters then obviously if you are bitten you
become a zombie.
In which case you should be able to play a zombie except you will
get hunted and terminated though.
other wise things rock.
what is the difference betwene windowed and non windowed mode.


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list,

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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread AudioGames.net

Hi DJC,

Thanks for your message! This is how Moby, your dog, works:

When you give a command, such as Moby, find the gun, Moby will start 
barking from a certain direction - for example to your right. This means 
that what you aim to find, in this case the gun, will be somewhere to your 
right. So what you do is turn towards Moby, so that you face him directly 
and then start walking. Moby will continue to bark untill you reach what 
you're looking for. With buildings, Moby will bring continue to bark inside 
untill you reach the center of the building.
Moby will always find the most direct route, even if it's through a 
building. And to hush Moby, press the alt-key one time.


Greets,

Richard



- Original Message - 
From: djc dcoc...@comcast.net

To: gamers@audyssey.org
Sent: Sunday, October 31, 2010 1:10 AM
Subject: Re: [Audyssey] Extant - game feadback



I don't understand the Dog. I tell him to find the gun for example. How do
I know when he's found something? I tried following him and I also tried
just waiting and all he did was bark. I think it's going to be a good 
game.



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Re: [Audyssey] Game Accessibility Site reported as an attack site

2009-12-12 Thread AudioGames.net

Hi,

The website is still hacked. Please DO NOT VISIT!

And for the record: Sander and I originally set up the GA.com project and 
designed and maintained the website, but when we switched jobs about two 
years ago we stopped doing this. The website is the property and the 
responsibility of the Bartimeus Accessibility foundation who, unfortunately, 
have neglected the website from the moment we left. If Sander or me were 
still responsible for the website, this would never have happened. Sad...


Richard

http://audiogames.net
http://creativeheroes.net






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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 12, 2009 4:49 PM
Subject: Re: [Audyssey] Game Accessibility Site reported as an attack site



Hi eleanor.

Which sight is this? I've just checked 
http://www.game-accessibility.com/index.php?pagefile=home and neither avg 
nor ie brought up any errors. Obviously if there is one people should 
know, and sinse the site is run by the same admins who run audiogames.net 
it would be easy for me to contact them.


Or has the probleem just now been fixed?

This does need looking into, and thanks for reporting it.

All the best,

Dark.
- Original Message - 
From: Eleanor elea...@7128.com

To: gamers@audyssey.org
Sent: Saturday, December 12, 2009 3:38 PM
Subject: [Audyssey] Game Accessibility Site reported as an attack site


When I tried to sign on to the Game Accessibility Site I got a warning 
page stating that the site has been reported as an attack site.  When you 
look at the more information section, it does not say that any mal-ware 
has been reported from the site in the last 90 days, but it does give you 
the warning.  The people who operate that site may want to try to get the 
warning removed because most people won't go to a site that is listed as 
an attack site.  I know they have had problems with spammers over the 
last year, but this is the first time I've seen the warning.


Eleanor Robinson
7-128 Software

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[Audyssey] AudioGames.net update

2009-09-11 Thread AudioGames.net

Hi guys,

For those of you wondering what's going on with AudioGames.net: our site is 
temporarily offline due to an attempted phishing attack by hackers. Phishing 
is (Wikipedia) the criminally fraudulent process of attempting to acquire 
sensitive information such as usernames, passwords and credit card details 
by masquerading as a trustworthy entity in an electronic communication. For 
safety reasons our host has temporarily blocked the site.
We are looking into it but it may take some time since we want to be 
thorough and make sure that we've done everything in our power to stop this 
from happening again.


Best regards,

Richard  Sander

http://www.audiogames.net 



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Re: [Audyssey] Accessible Mainstream Games

2009-03-01 Thread AudioGames.net

Hi John

To my knowledge, he, Eleanor, and I are the only developers of blind 
accessible games who are members of GA SIG.


Sander and I have been GA-SIG / IGDA members since almost the beginning of 
the SIG and we've been into audio game development since 2000.


I suspect that for a sighted gamer, not having eye candy is like having 
food without taste.


Several years ago a Dutch MA student did a survey of how audio games are 
received by a sighted audience. One of the outcomes was that the platform on 
which the audio game is played is a key factor in the perception of the 
gamer. Many gamers found that, on a PC, they were missing visual feedback - 
it simply felt like half a game. But they also indicated that if they were 
to play audio games on devices like, say, mobile phones, they wouldn't feel 
they were missing feedback. Of course this was in a time when the iPhone was 
not yet released. Interesting detail is that there are already commercial 
interactive audio adventures for iPhone available 
(http://www.rtaudioadventures.com/Soultrapper.html), although not yet 
accessible due to a visual game input interface.


More later,

Richard




- Original Message - 
From: John Bannick jbann...@7128.com

To: gamers@audyssey.org
Sent: Sunday, March 01, 2009 7:50 PM
Subject: [Audyssey] Accessible Mainstream Games


Folks,

Having now read the plethora of posts, it's again obvious why Audyssey is
a good place for developers to hang out. Lotsa good information and ideas.

Here are some responses:

1. IGDA

Thomas Weston, developer of Terraformers and co-founder of the Game
Accessibility SIG, is taking a DVD full of accessible games and related
stuff to GDC 2009.

To my knowledge, he, Eleanor, and I are the only developers of blind
accessible games who are members of GA SIG.

Why couldn't Tom Ward, Jim, Liam, Che, and other developers join the IGDA,
contribute their ideas to the GA SIG, and get their stuff on next year's
DVD?


2. Sighted Gamers find Purely Audio Games Boring

If Michael Feir's own sighted fiancee can't get into audio only games,
then there is a big clue there. I suspect that for a sighted gamer, not
having eye candy is like having food without taste.


3. Getting Mainstream Companies to Make their Games Accessible

Dark and I have had at least a positive response from one small European
developer.

I wrote a technical analysis of their user interface and Dark and I made
suggestions as to how it could be made more accessible. They at least did
not blow him off. Dark would have to respond as to whether they made the
changes or to what extent he thinks it affected their later games.

The point being that some smaller developers might be responsive to
specific suggestions.

Larger developers might be responsive via their own Modding features.
In the Serious Games industry, Doom's been modded to teach firefighters
how to work in burning buildings.

Could someone ask a big company if they could make their modding
capability such that it works with sound and can add the sound elements
that would make a game accessible.

BTW. That Doom exercise was done by Dark's own university, Durham.


4. Market Size and Money

The one segment of the blind community that's most likely to spend money
on accessible games is parents of blind children. Note that children
these days can be in their 20's or even 30's.

Parents spend money on their kids. Some parents of blind kids are sighted
and have decent incomes. Try the Yahoo Groups and similar venues.

We've seen posts where parents have asked where they can get accessible
games for their kids.

Obviously, this applies to free games too (Jim gets mentioned there.)


5. Publicity

Why can't Audyssey developers write articles for AbleGamers, GameForward,
GameCritics, The Accessible Friends Network, the IGDA GA SIG blog, and
other media that are eager for accessibility material?


6. Final Words

Having just surveyed the deaf and the motion-impaired gaming communities,
it is clear that the blind-accessible gaming community is far more
developed. There are more media that discuss blind issues. There are more
organizations and institutions that publicize blind accessible games.

All that being said, thanks for a lot of good information and insight.
Now I gotta get back to coding.

John Bannick
www.7128.com




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Re: [Audyssey] Accessible Mainstream Games

2009-02-28 Thread AudioGames.net

Hi,

*quote*
Darren Said:
Who's making people aware that there is:
1. a demand for these games.
2. proof that said games can be either coded or adapted such as audio quaik.

Tom Says:
Believe it or not there are some organizations doing this. The IGDA goes to 
several mainstream gaming conventions hoping to promote accessibility 
awareness as well as make said companies aware of where accessibility 
technology is today. I'm not real clear on the latest on that front, but 
Richard from audiogames.net can tell you more on what groups he is involved 
with that do this sort of thing.

*quote end*

Thanks Tom. Yes, the IGDA Game Accessibility Special Interest Group (GA-SIG: 
http://www.igda.org/wiki/Game_Accessibility_SIG ) is currently the most 
active group out there to promote the accessibility of games. For about 5 
years members of the GA-SIG have been doing talks at key game industry 
events such as GDC, DIGRA Conference, E4All, FuturePlay, Montreal Game 
Summit, SIGGRAPH and Develop Brighton, as well as more disability related 
conferences such as ICCHP and ICEVI and disability computer camps such as 
ICC. Next to spreading the word face to face, there are/have been several 
webinitiatives such as Game-Accessibility.com, AbleGamers.com and 
DeafGamers.com (to name only a few) to target the Google-crowd and help 
potential gamers who are not yet aware of accessible games to stumble upon 
the subject. And next to this, members of the IGDA frequently publish 
articles on important industry websites, such as Gamasutra 
(http://www.gamasutra.com/php-bin/news_index.php?story=13650) and TerraNova 
(http://terranova.blogs.com/terra_nova/2007/05/what_do_we_mean.html). And 
next to this, several of us at IGDA work as lecturers/researchers at design 
academies/universities as well, through which we are able to introduce game 
accessibility to new generations of game designers. For example, I've been 
teaching a class in game accessibility for three consecutive years now, in 
which a total of about 150 game designers had to create audio games. And on 
a final note: several of us also work in (or used to work in thus still 
having close ties with) the professional game industry, sharing the topic 
through that way.


Greets,

Richard




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Re: [Audyssey] Top 25 Web Sites for Gamers who are Blind

2009-02-13 Thread AudioGames.net

Hi John,

Thanks for listing AudioGames.net again this year! I would like to add some 
comments though...


1) Platforms: Windows.  actually, we include ALL platforms - hence our 
listings of more experimental games like Demor but also Nintendo DS games 
like Sound Voyager.

2) AudioGames.net was founded in 2002, not 2003.
3) You forgot to mention that - similar to PCS Games - AudioGames.net also 
links to A BIG LIST of free games that cannot be found anywhere else. This 
includes three exclusive Playcenter Games: Drive (Sneller), The Curb Game 
and Sudo-San, as well is NO LESS than 42 ! Indie audio games - all available 
through The Experimental Audio Games Section 
(http://www.audiogames.net/playcenter/index_exp.php). We not only link to 
these games, we also host them!
4) Categories: Community, Games, Information, Reviews, Help.  don't know 
if this falls under the information category, but we are one of the very 
few websites out there to list (in an annotated fashion) academic-related 
material about audio games, such as academic papers, articles, etc. 
(including inaccessible material made accessible). This may not seem like a 
big deal, but actually our Resources page 
(http://www.audiogames.net/page.php?pagefile=articles) has ended up in 
various important publications - something of which I'm personally quite 
proud of.
5) You forgot to mention that we also host MOD downloads to various games 
(http://audiogames.net/page.php?pagefile=mods) .
6) The audio reviews are not ours (may seem like that how you list it), we 
only provide a list of links to audio reviews on other websites.


I would appreciate it if you update your information.

Thanks!

Richard




- Original Message - 
From: John Bannick jbann...@7128.com

To: gamers@audyssey.org
Sent: Friday, February 13, 2009 11:15 AM
Subject: [Audyssey] Top 25 Web Sites for Gamers who are Blind


Audyssey Folks,

We've just released our third annual Top 25 Web Sites for Gamers who are
Blind.

Some new sites, particularly for Macintosh users, some sites went away, boo.

Some sites moved up or down.

We also added lists for gamers who are motion-impaired and gamers who are
deaf.

The interesting thing is that there are 25 top sites for blind-accessible
games, but only 20 motion-impaired and 10 top deaf sites.

BTW. The site I personally hit most often is audyssey.org. Maybe because
I'm a coder more than a player. Probably because our cast of characters
here reminds me of the lunatics I hang out with.

In any event, the lists are at www.7128.com

John Bannick
CTO
7-128 Software



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[Audyssey] Din

2009-02-12 Thread AudioGames.net

Hi guys,

In follow up of the recently discover Dark Room Sex Game, we've posted yet 
another Game Jam game to www.AudioGames.net:


Din is an original single-player listening game developed for the 2009 
Global Game Jam - a worldwide 48-hour game building marathon in which game 
design teams from literally everywhere try to develop a fun and exciting 
game from scratch. In Din you play the role of Bill, a likable guy who is 
overwhelmed by very special requests by friends and family. Your job is to 
fulfill these requests as good as possible. Want to know what kinds of 
requests? Click here to read more about this game and help Bill out! Happy 
gaming!


And here's the direct link with all the details of the game: 
http://audiogames.net/db.php?action=viewid=Din
And you can get it here: 
http://globalgamejam.org/sites/default/files/user/Bill/Team_Bill-Din.zip

And the official site is: http://globalgamejam.org/games/din

Greets,

Richard

http://www.audiogames.net 



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Re: [Audyssey] [Spam] Din

2009-02-12 Thread AudioGames.net

Hi,

Thanks for finding that out! I'll update the description (or if you want 
to - be my guest ;)


Greets,

Richard


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 12, 2009 8:14 PM
Subject: Re: [Audyssey] [Spam] Din



Hi.

Wow, what a randomly fun litle game!

Also to let everyone know, the in game text seems to be text rather than 
graphics sinse it came out fine with hal. This included the title, 
instructions, and score after the game.


Give it a try, it's fun!

Beware the Grue!

Dark.
- Original Message - 
From: AudioGames.net rich...@audiogames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 12, 2009 6:01 PM
Subject: [Spam] [Audyssey] Din



Hi guys,

In follow up of the recently discover Dark Room Sex Game, we've posted 
yet another Game Jam game to www.AudioGames.net:


Din is an original single-player listening game developed for the 2009 
Global Game Jam - a worldwide 48-hour game building marathon in which 
game design teams from literally everywhere try to develop a fun and 
exciting game from scratch. In Din you play the role of Bill, a likable 
guy who is overwhelmed by very special requests by friends and family. 
Your job is to fulfill these requests as good as possible. Want to know 
what kinds of requests? Click here to read more about this game and help 
Bill out! Happy gaming!


And here's the direct link with all the details of the game: 
http://audiogames.net/db.php?action=viewid=Din
And you can get it here: 
http://globalgamejam.org/sites/default/files/user/Bill/Team_Bill-Din.zip

And the official site is: http://globalgamejam.org/games/din

Greets,

Richard

http://www.audiogames.net

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Re: [Audyssey] wii, xbox 360 or ps3?

2009-01-08 Thread AudioGames.net

Hi,

*quote*
There doesn't seem to be too many accessible games on it, and the xbox360 
and ps3 have a lot of them.

*quote end*

That's an interesting statement. Which game titles are you referring to?

Greets,

Richard



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 08, 2009 4:55 PM
Subject: Re: [Audyssey] wii, xbox 360 or ps3?


Eliminate the wii, is my opinion. There doesn't seem to be too many 
accessible games on it, and the xbox360 and ps3 have a lot of them. If you 
want to manage online stuff for xbox then you can do it on the web.. but 
the psn doesn't have that option. So it really comes down to a matter of 
personal preference.



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Re: [Audyssey] World of Warcraft Accessibility Thread (was: Warcraft)

2009-01-07 Thread AudioGames.net
Hi Ron,

Which Warcraft game do you mean *exactly* ? See list below:





Warcraft Computer games
  a.. Warcraft: Orcs  Humans (1994) - real-time strategy game
  b.. Warcraft II: Tides of Darkness (1995) 
a.. Warcraft II: Beyond the Dark Portal (1996) - expansion pack to Tides of 
Darkness
b.. Warcraft II: Battle.net Edition (1999) - allowed online play of 
Warcraft II on Battle.net
  c.. Warcraft Adventures: Lord of the Clans - adventure game, cancelled
  d.. Warcraft III: Reign of Chaos (2002) 
a.. Warcraft III: The Frozen Throne (2003) - expansion pack to Reign of 
Chaos
  e.. World of Warcraft (2004) - MMORPG 
a.. World of Warcraft: The Burning Crusade (2007) - expansion pack to World 
of Warcraft
b.. World of Warcraft: Wrath of the Lich King (2008) - second expansion to 
World of Warcraft

Warcraft Tabletop games
  a.. Warcraft: The Board Game - strategic board game from Fantasy Flight 
Games, based heavily on Warcraft III
  b.. Warcraft: The Roleplaying Game - role-playing game from Sword  Sorcery
  c.. World of Warcraft: The Board Game - board game based on World of 
Warcraft, also by Fantasy Flight Games
  d.. World of Warcraft: The Adventure Game - board game based on World of 
Warcraft, also by Fantasy Flight Games
  e.. World of Warcraft Miniatures Game - a miniature war game based on World 
of Warcraft, by Upper Deck Entertainment.

Warcraft Collectible card games
  a.. World of Warcraft Trading Card Game - 2006




Assuming you mean World of Warcraft, there are original features in the game as 
well as several addons that may help making it (slightly) more accessible for a 
few visual diabilities. One is Color Blind 4.0 
(http://www.wowinterface.com/downloads/info6395-ColorBlind4.0.html ) which 
makes the game accessible for color blind players. To enlarge fonts you can use 
Clearfont2 (http://wow.curse.com/downloads/wow-addons/details/clear-font2.aspx 
). The Dominos addon 
(http://www.wowinterface.com/downloads/info9085-Dominos.html ) allows you to 
scale your action bar buttons. ScaleEverything 
(http://www.wowinterface.com/downloads/info10292-ScaleEverything.html ) lets 
you scale all dialog frames. There are more addons out there for scaling other 
stuff. Simply do a Google search and check out WowInterface. I haven't tried 
most of these addons myself, though. You can also code your own addons (there's 
a HUGE community out there, so you could also post your question on a forum and 
have someone else help with building or build the addon). 

Scaling the gameworld (where your avatar walks around) is not really present 
in an addon since WoW allows the player to zoom the camera with the mouse 
scrollwheel, from 1st person to 3rd person, far away. WoW also features a neat 
feature called follow. If you select follow and then click another character 
(for instance a fellow party member) your character will follow that other 
character automatically. You can probably write a simple macro (= an in-game 
script written in simple programming language, with which for instance you can 
assign a keyboard key to execute the action follow party leader = ON or 
something). Macros are actually very powerful and could be WoW a whole lot more 
accessible. Unfortunately Macros can be used to 'cheat', for instance, someone 
could program a macro to make an avatar automatically fight. This way someone 
could simply start the game and leave it on with the macro running for a couple 
of days/weeks and then return to have a high level character. So the 
functionality of macros was cut back a lot in the past :(

But even with all the addons and macros that are out there, there is not yet a 
blind-accessible addon/macro that makes the game accessible. I've been looking 
into this in the past and found none, although I discoverd that there are some 
possibilities. For instance, it is possible to simply play sound external sound 
files in the game with a simple macro:

/run PlaySoundFile(Interface\\AddOns\\PlayMe\\PlayMe.mp3

This script runs the file PlayMe.mp3 located in the PlayMe addon folder. This 
way it is possible to record sound files for everything in the game (a huge 
task, which could be sped up with recording speech synths reading textfiles and 
batch processing for cutting it up - still a huge task with the 100.000+ ?? 
items/options/etc. in WoW). But since using macros not very handy [1] this 
should really be done in an Addon. I think you can also play soundfiles from 
addons, since the Shared Media addon 
(http://wow.curse.com/downloads/wow-addons/details/shared-media-blizzard.aspx) 
supposedly can do this. The addon should then be able to capture in-game 
events, such as when the player presses the TAB-key (automatically selects the 
most nearby enemy), and on the in-game event play a sound file (for example 
Level 36 

Re: [Audyssey] Fwd: games

2009-01-05 Thread AudioGames.net

Guys,

In your assumptions you forget that Code Factory may want to continu with 
these games in the future, on the current PC platform or on other platforms 
(like mobile phones). Or at least keep such an option open just in case. 
That's a good reason for not wanting people distributing your work for free 
without you handling it.


Greets,

Richard




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 05, 2009 7:03 PM
Subject: Re: [Audyssey] Fwd: games



I'm not entirely certain which games of Code Factory we're talking
about. Are we talking about the oldies like KM2000 and that or are we
talking about there free games for phones?
If we're talking about the older ones, the company has moved in
another direction, so it would likely be easy to get permission to
play and distribute said games. They never really made any money off
of them anyway.
If we're talking about games for phones, they are all free.

Signed:
Dakotah Rickard



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Re: [Audyssey] Maniac Mansion?

2008-07-15 Thread AudioGames.net
Hi,

Copy that. Still one of my favourite games (C64 version) :)

In this email I was going to suggest to maybe try and contact one of the 
developers of Maniac Mansion Deluxe, a 2004 remake by fans with better 
graphics, and ask them to enhance it with accessibility features. However, 
it seems that the LucasFanGames-team (http://www.lucasfangames.de/) has 
unfortunately stopped its activities. You can still get their version of 
Maniac Mansion for free here:

http://www.abandonia.com/en/games/300/Maniac+Mansion+Deluxe.html

Greets,

Richard (AudioGames)



- Original Message - 
From: Jason Allen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 15, 2008 7:26 AM
Subject: Re: [Audyssey] Maniac Mansion?


 Maniac Mansion was one of my favorite games as a kid. I completed the game
 every way imaginable (it had numerous endings) and even managed to 
 complete
 it with Dave dead which Dr. Fred commented, Sorry about your boyfriend 
 at
 the end. The green tentacle wanted to be a rock star and the purple one 
 was
 evil. This relationship was the basis for the sequel Day of the Tentacle
 which was a powerful successor to Maniac Mansion.

 I could definitely program it, but I'm waist deep in an accessible RPG 
 I've
 been writing over the last few months. I'll pipe up again when it's closer
 to completion and I need a new project.

 Jason
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Re: [Audyssey] Optional accessible games mirror?

2008-05-07 Thread AudioGames.net
Hi Thomas,

Yes, we're doing a lot of updating at the moment thanks to the help of our 
*brandnew* website moderators Dark and CX2. Dark recently made a huge 
inventory of all broken links and is working very hard to fix them! We are 
currently discussing new functionality on the website and have plans for 
expanding the game pages with more functionality - we actually discussed 
mirror downloads on the game pages this week :)
We'd be very happy to be a host of mirror downloads for all audio games.

Greets,

Richard


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 07, 2008 5:22 PM
Subject: [Audyssey] Optional accessible games mirror?


 Hi everyone,
 As part of USA Games recent upgrade USA Games now has quite a bit of
 bandwidth and disk space for games. Actually, more space than I need for
 my own projects right now.
 What I have been thinking of doing is setting up a more or less
 centralized mirror page on my web site were you can download games from
 PB Games, GMA Games, L-Works, BSC Games, etc. It would act not only as a
 repository for abandoned accessible games, but a mirror for accessible
 games in general. What do you guys think?
 One note before I mirror a developers software though I'd like to have
 permission from the developers involved just so I don't share anything
 they don't want to have redistributed or mirrored.
 While I know there is Audiogames.net I'm not sure how often that gets
 updated. There is a lot of broken links and outdated information on the
 sight which is confusing if you are not up to date with changes in the
 audio games community.
 So send me your feedback. What do you think of this idea?

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Re: [Audyssey] audio games.net forum wasRe: Optional accessible gamesmirror?

2008-05-07 Thread AudioGames.net
Hi Aiden,

A mailing list allows members to post messages which are broadcast to all of 
the other mailing list members via email. The application you use for this 
is your email application. An Internet forum (also frequently known as 
message board) is an application on a website which allows people to post 
messages that can be seen by either members of the forum (people who 
registered with the forum) or visitors - this depends on the forum settings.
The forum we use at AudioGames.net is, as far as we know, fully accessible. 
It has been in use by visually impaired users for several years now and 
never have received any accessibility complaints. Most fora on the internet 
are more or less accessible because they're primarily text-based. However, 
many fora allow people to post inaccessible content, such as images without 
alt-attributes (=text descriptions of the image) or multimedia without an 
accessible alternative). This doesn't make the forum itsself inaccessible, 
but parts of the posts can be inaccessible. For our forum we wrote a script 
to check whether or not the poster has added an alt-attribute, and if not he 
will receive a notification of this in text under his image. For multimedia 
we don't have such a solution yet. Fortunately, about 99.9% of all the posts 
on the AudioGames.net forum are text so no worries ;)

Here it is: http://forum.audiogames.net/

Greets,

Richard




- Original Message - 
From: aiden gardiner [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 07, 2008 9:56 PM
Subject: [Audyssey] audio games.net forum wasRe: Optional accessible 
gamesmirror?


 hi dark,

 Just a quick question. How accessible is the audio games forum, and what's
 the difference between a forum and a mailing list? I've never quite
 understood what the difference is.

 Aiden
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 07, 2008 5:51 PM
 Subject: Re: [Audyssey] Optional accessible games mirror?


 Hi Tom.

 with reguards to audiogames.net, it is actually being updated at the
 moment,
 and will hopefully be both completely up to date and able to keep up with
 community changes soon. but obviously sinse it's not been updated for a
 while there's a fair amount of work to be done. Hopefully in a few weeks
 there should be pages for most games with download links and descriptions
 and such, - but it is quite a task stil.

 Just to clarrify, the download links on the game pages are mostly links 
 to
 download the files from the appropriate sites,  and like everything
 else
 they are being updated.

 there are plans in the works I believe to host old games like the Pb
 stuff,
 Simon's games from http://www.simonsgames.com/news.php and some
 others, 
 obtaining old versions of abandoned games where possible as well.

 About the mirror, I think it's a good idea if you've got the space, sinse
 A,
 I'm not sure when things on audiogames.ent will be running smoothly, and
 you
 can never be too careful with these things, and as munawar said mirrors
 could be great for devs and others amd file hosting (blind cool tech 
 stil!
 haven't posted my long Smugglers 3 review, and I'd love to hoast it
 somewhere), not to mention quicker downloads.

 Also, if you've got perminant web space, perhaps you could considder
 hosting
 the superdeakout scoreboards, and the word list databases for search 
 party
 and chain link, so that people will stil be able to submit scores and 
 make
 and share new word chains etc,  of course this is assuming that
 changing
 the program to point to Usa games rather than DanZ games wouldn't be too
 much trouble (I was assuming you could just cp the address, but I'm not
 sure).

 Beware the Grue!

 Dark.



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Re: [Audyssey] voice program for game reviews

2008-05-06 Thread AudioGames.net
Hi,

I think Jeh is referring to the standard (depending on your soundcard but 
most have these) recording option in Windows called stereo mix. View your 
sound settings (where you can set all the volumes, etc.), then look for the 
settings for recording. This is in Windows where you want to set 'what' 
you want to record from your computer (mic, aux, line, etc... but also 
stereo mix... which is basically *every* sound your computer is producing 
(well, aside from fan noise or dos speaker beeps ;).

Don't know if this also work with a USB mic like Jeh says but recording from 
your computer's 'Stereo Mix' would allow you to record both your voice + any 
other sound sources.

Greets,

Richard


- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 07, 2008 12:09 AM
Subject: Re: [Audyssey] voice program for game reviews


 appologies for the silly question, but what the heck is sterrio mix?

 before I bought the usb mike, I used a standard hardware mike,  one 
 I'd
 previously used with a carioki type system while performing one man 
 shows..
 I tried plugging that into my sound card, but could get no sound out of it
 at all, which is why I bought the usb mike.

 My r09 has actual sterrio microphones and can in fact reccord directly in
 sterrio,  but this is no good for most audio games sinse I don't find
 playing on external speakers works very well for me, especially in games
 with really complex and precise sound panning needed like Sarah or Gma 
 tank
 commander.

 I know Raul gillegos and some others have managed it, but either they have
 better hereing, or better speakers than I do.

 for headphones, I don't particularly care about a headset mike. my R09 has
 both a sterrio in and sterrio out, so it's quite possible to reccord in
 sterrio on that with a standard pare of headphones plugged in.

 Beware the Grue!

 Dark.


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Re: [Audyssey] can't play the playzentergames

2008-04-09 Thread AudioGames.net
Hi Claudio,

You can download the Flash Player (browser plugin)here:

http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlashpromoid=BUIGP
(the direct link is 
http://fpdownload.macromedia.com/get/flashplayer/current/install_flash_player.exe
 )

I think this already includes a standalone player. For the sake of 
accessibility, we have also added a link to a standalone Flash Player:

http://gluid.com/games/downloads/expgames3/SAFlashPlayer.zip

If anyone has any trouble with the player, please post and I'll try to help 
you. I don't know if one has to have Flash installed for this player to 
work.

Greets and have fun!

Richard

http://www.audiogames.net


- Original Message - 
From: [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, April 09, 2008 9:48 AM
Subject: [Audyssey] can't play the playzentergames


 Hi guys. I can not open the playzentergames. I don't have a program where 
 i can open swf files. Can anyone send me a downloadlink where i can find 
 the software that i need for play these games? Regards, claudio.


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Re: [Audyssey] can't play the playzentergames

2008-04-09 Thread AudioGames.net
Hi,

If you are referring to the Experimental Audio Games 
(http://www.audiogames.net/playcenter/index_exp.php) then I can tell you 
that we have *never* had any sort of plan of releasing any of these free 
student games on CD or whatsoever. If you are referring to the games in the 
PlayCenter (http://www.audiogames.net/playcenter/ - which features the games 
Drive, The Curb Game and Sudo-San), then the answer is no for the last two 
games. Drive was released on CD many years ago already and copies were 
handed out free. But that stock (3000?) is gone by now. Sander and I did 
discuss making executables of The Curb Game and Sudo-San available for free 
download so you could play these offline, but those plans were shelved when 
we started finishing our PhD research. And regarding Sudo-San, we initially 
wanted to provide a free online copy and sell an advanced copy, with more 
functionality such as being able to save a puzzle and change the grid size 
and so forth. But due to too little time, we never got around to developing 
this. I'll discuss it with Sander. Are there many of you out there which 
would like a downloadable offline version of either The Curb Game or 
Sudo-San?

Greets,

Richard



- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 09, 2008 5:19 PM
Subject: Re: [Audyssey] can't play the playzentergames


 Hi Richard,
 I knew you had plans for this, but when are you, or are you still going to
 release these games on CD for offline play?
 Thanks
 Ari


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[Audyssey] Experimental Audio Games 2008

2008-04-08 Thread AudioGames.net
Hi guys,

It's that time of the year again! Groups of game design students of the Utrecht 
School of the Arts have developed 13 small audio game prototypes! Try them out 
and let the developers know what you think in the AudioGames.net forum! You can 
find all the experimental audio games, as well as many others from the previous 
years, free for download in the Experimental Audio Games Section: 
http://www.audiogames.net/playcenter/index_exp.php . Have fun!

Greets,

Richard  Sander
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Re: [Audyssey] Experimental Audio Games 2008

2008-04-08 Thread AudioGames.net
Fixed! Some files were accidentally renamed when uploaded...


- Original Message - 
From: Claudio [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 08, 2008 9:36 PM
Subject: Re: [Audyssey] Experimental Audio Games 2008


 Hello!
 The links for the blind rally game are also defeckt.

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Re: [Audyssey] Experimental Audio Games 2008

2008-04-08 Thread AudioGames.net
Fixing it now...

- Original Message - 
From: Claudio [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 08, 2008 9:36 PM
Subject: Re: [Audyssey] Experimental Audio Games 2008


 Hello!
 The links for the blind rally game are also defeckt.

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Re: [Audyssey] Experimental Audio Games 2008

2008-04-08 Thread AudioGames.net
Pfff darn ;) fixed it!!! Thanks Michael!


- Original Message - 
From: Michael Feir [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 08, 2008 10:02 PM
Subject: Re: [Audyssey] Experimental Audio Games 2008


 The sonic game link doesn't seem to work either. I like that leap of faith
 game so far.
 - Original Message - 
 From: Claudio [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 08, 2008 3:33 PM
 Subject: Re: [Audyssey] Experimental Audio Games 2008


 Hi Sander!
 I can't download the Ghostdriver game.
 Can you please tcheck the link?
 Regards, Claudio.


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Re: [Audyssey] GDC this week

2008-02-19 Thread AudioGames.net
And don't forget to check out the efforts of the Game Accessibility Special 
Interest Group at GDC:

*quote*
Subject: Press Release: Game Accessibility Arcade to be Presented at Game 
Developers Conference 2008

Event to Showcase Solutions for Creating Accessible Versions of Commercial 
and Independent Games and Game Controllers for Gamers with Disabilities; 
IGDA Game Accessibility Group to Host; Corporate Participants Include 
Emotiv, NaturalPoint, and more.

CHAMPAIGN, IL - February 13, 2008 - The Game Accessibility Special Interest 
Group (SIG) of the International Game Developers Association (IGDA) will be 
presenting its popular Accessibility Arcade session at the Game Developers 
Conference 2008 in San Francisco at the Moscone Center, February 18 - 22. 
SIG members hope that these sessions will provide the opportunity will help 
raise awareness amongst game developers and the gaming media that people 
with disabilities also want the chance to play commercial games and game 
controllers that have been re-designed for computers and the latest console 
systems.

The message we hope to convey at GDC 08 is that games are for everyone and 
are an important part of life today that cannot continue to be inaccessible 
for people with disabilities, said Michelle Hinn, chairperson of the Game 
Accessibility SIG, game design instructor at the University of Illinois, 
Urbana-Champaign, and Game Accessibility Researcher at the National Center 
for Supercomputing Applications. The majority of games on the market remain 
unplayable by up to 10-20% of the population. This is not only an 
opportunity for developers to increase revenue - it is an issue of social 
injustice that must be corrected.

SIG members also want to convey that Game Accessibility does not mean 
non-creative, non-innovative games. Hinn welcomes both skeptics and 
supporters of game accessibility to see the opportunities for fostering a 
more socially aware industry and to educate themselves and help break down 
preconceived notions about configuring games and controllers that can also 
include gamers with disabilities. Come take a look at some of the incredible 
next generation controllers that we'll have on display from Emotiv, Natural 
Point, One Switch, as well as game accessibility solutions such as Doom3 and 
other games with complete closed captioning by Reid Kimball of Games[cc] and 
Blind Hero, which allows the blind to play guitar hero using a haptic 
device developed by SIG member Eelke Folmer at the University of Nevada, 
Reno. And find out more about our partner sites, AbleGamers.com and One 
Switch, to see how we are getting information not just to the game 
development community but also out to gamers with disabilities themselves 
about games and controllers that are or can become accessible at one of the 
kiosks we'll have to showcase these web communities. These are just some of 
the many examples we'll have for session goers to interact with. And, hey, 
who doesn't want to do the Jedi Mind Trick?

Commercial controllers that help represent the future of accessible game 
play and controllers that will be shown include those by:

Emotiv: A pioneer in brain computer interface (BCI) technology, Emotiv 
Systems creates technologies that allow machines to take both conscious and 
non-conscious inputs directly from your mind. Currently focused on the 
gaming industry, its Emotiv EPOC wireless nueroheadset enables video games 
to respond to players' emotions and expressions and allows players to 
manipulate objects in the game using the power of their thoughts. This 
entirely new interface will dramatically change the gaming experience by 
making it more immersive, intuitive and personal.

NaturalPoint: NaturalPoint's SmartNavT has been making gaming possible for 
people with physical disabilities around the globe for seven years. Complete 
computer independence is achieved with this hands-free ergonomic mouse by 
using only slight head movements. Elizabeth Ryan, SmartNav Marketing 
Director, says Optical head tracking has been a breakthrough in assistive 
technology, making PC gaming accessible for those that can only move their 
heads.

Oneswitch.org.uk: One Switch is a UK-based organization/web site that 
reaches out to gamers with cognitive and mobility disabilities throughout 
the world. One Switch provides controllers that have been rerouted in 
order to allow gamers with disabilities to play commercial computer and 
console games, as well as Do-It-Yourself guides for those who want to modify 
their own controllers to make them accessible.

The response by the industry toward adding in game accessibility features 
into their products .has been dismal. The gaming industry cannot just 
assume that because these controllers hacks exist that they are off the 
hook, Hinn added. There are many types of disabilities that impact game 
play in different ways. Even if someone is using these controllers, many are 
quite costly - often more 

Re: [Audyssey] GDC this week

2008-02-19 Thread AudioGames.net
Hi,

The article at Gamasutra you mean? Here:

http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php

Greets,

Richard




- Original Message - 
From: Richard sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 20, 2008 12:17 AM
Subject: Re: [Audyssey] GDC this week


 Hi richard @ audio games,

 do you happen to have a link to the article you posted?

 Thanks in advance.

 Rich Sherman

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Re: [Audyssey] Audiogames and Kevin?

2008-02-07 Thread AudioGames.net
Thanks, Dark ;)

I actually posted a meesage about this article on the 28th of januari... ;)

(and yes budybusybusy ;)

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 07, 2008 6:01 PM
Subject: Re: [Audyssey] Audiogames and Kevin?


 Hi Ari.

 I don't know about Kevin, but the aliens haven't got to Richard yet,   
 or
 to Sander the other owner of audiogames.net. They are just busy with their
 Phd's (and believe me I know the feeling). check some of the news on
 Audiogames.net and you'll find a most intreaguing artical they wrote quite
 recently about game audio theory connected to their Phd research.

 Hth.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: ari [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, February 07, 2008 4:16 PM
 Subject: [Audyssey] Audiogames and Kevin?


 Hi all,
 Just wondering, but what has happened, first to Richard from
 audiogames.net,
 he hasn't posted on here for absolute ages, and also Kevin, our owner,
 can't
 even remember when last he's posted either?
 Ari


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Re: [Audyssey] brain training games?

2007-11-28 Thread AudioGames.net
Check out this:

http://www.audiopuzzles.com/


- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 28, 2007 5:52 PM
Subject: [Audyssey] brain training games?


 Hi all,
 Does anyone know where I can get accessible brainy-type games from, I mean
 games that can improve your memory, logic puzzles, that sort of thing?
 Thanks
 Ari


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Re: [Audyssey] Web site with audio games?

2007-10-19 Thread AudioGames.net
Incidentally, I just fixed the download link of The Blind Eye...


- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 19, 2007 10:19 AM
Subject: Re: [Audyssey] Web site with audio games?


 Hi Ari,

 AudioGames.net is in my opinion a perfect spot for this. In the past we
 already hosted several abandoned games like The Blind Eye, but with 
 changes
 in the site, many links became obsolete. However, we do keep a database 
 with
 copies of as many abandoned games we can find. I'll try and see if I can 
 fix
 some. If you want a certain game available for download, email me. And if 
 a
 developer objects to their abandoned game being available for download
 through AudioGames.net, please also email me :)

 Greets,

 Richard




 - Original Message - 
 From: ari [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, October 19, 2007 9:04 AM
 Subject: [Audyssey] Web site with audio games?


 Hi all,
 I'd like to mention a problem which I think we as audio and blind gamers
 should really take seriously and somehow solve. The problem is this: we
 must have some sort of central site which houses abandonware of our 
 games.
 This is, not just so that we can access them later if we need to, but 
 also
 because I think it's a real pity that if so much effort has been put into
 developing an audio game, we should be able to play it if the developer
 abandons the project or closes the site down. I'm talking about many 
 games
 here, The Blind Eye, Tarzan Junior, The Savage Gambit, Shell Shock, PCS
 DOS stuff, all sorts of these games really can't be found easily if at
 all. I know that people could say that people should have backed up files
 when downloading, but, take my case, for example, where the problem with
 that is that a few years ago when I was downloading them, flash sticks
 weren't that cheap, and my old laptop didn't have any sort of CD writer. 
 I
 only backed up what could fit on the wonderful stiffy disk, and my new
 computer now doesn't have a drive for them! And what will happen if more
 once-off audio game developers who made a game decide to close down? Just
 a bit of advice here, back up all your game files you have, as you never
 know if, for example, a company like Spoonbill or UA Games, or anyone for
 that matter can't, or decide to abandon distribution of their games
 entirely. We have now got much more choice when it comes to gaming, but I
 still don't think that that allows us to forget or ignore the older 
 stuff.
 Ari
 Ari
 ---
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Re: [Audyssey] Web site with audio games?

2007-10-19 Thread AudioGames.net
Hi Darren,

I understand the issues with piracy pretty well. But I'd like to bring 
forward this point:

If a free demo, like The Blind Eye, that used to be available for download 
for free, can now not be downloaded because the original website has 
disappeared, because the research team members that developed the game 10 
years ago have all gone their own seperate ways, who incidentally don't 
reply my emails asking whether or not it is a problem that this game is 
available for download through AudioGames.net for back-up purposes only (so 
asking permission!), would be available on AudioGames.net for download 
including all the legal stuff saying this game is copyright The Blind Eye 
project etc etc etc - would you consider that piracy?

It's not black/white in my opinion...

Richard


- Original Message - 
From: Darren Harris [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, October 19, 2007 9:42 AM
Subject: Re: [Audyssey] Web site with audio games?


 Hi,

 This certainly doesn't happen for mainstream gaming unless you go to
 various pirate sites. Why would the developers keep old stuff? Whilst I
 see what you are saying and do apreciate it, at the same time, unless
 someone has uploaded a copy of what ever game to their website not
 taking into account asking permission from that developer, that's still
 a form of piracy. There won't be many programmers that will do this. I
 wonder how many developers have made their games freewhere and not been
 concerned about someone gaining access to the programming code? There
 will always be someone that can unlock it, modify the game call it
 something else and resell it under their name. because if it's freewhere
 then you effectively abanden all rights to that game or piece of
 software

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On Behalf Of ari
 Sent: 19 October 2007 08:04
 To: Gamers Discussion list
 Subject: [Audyssey] Web site with audio games?


 Hi all,
 I'd like to mention a problem which I think we as audio and blind gamers
 should really take seriously and somehow solve. The problem is this: we
 must have some sort of central site which houses abandonware of our
 games. This is, not just so that we can access them later if we need to,
 but also because I think it's a real pity that if so much effort has
 been put into developing an audio game, we should be able to play it if
 the developer abandons the project or closes the site down. I'm talking
 about many games here, The Blind Eye, Tarzan Junior, The Savage Gambit,
 Shell Shock, PCS DOS stuff, all sorts of these games really can't be
 found easily if at all. I know that people could say that people should
 have backed up files when downloading, but, take my case, for example,
 where the problem with that is that a few years ago when I was
 downloading them, flash sticks weren't that cheap, and my old laptop
 didn't have any sort of CD writer. I only backed up what could fit on
 the wonderful stiffy disk, and my new computer now doesn't have a drive
 for them! And what will happen if more once-off audio game developers
 who made a game decide to close down? Just a bit of advice here, back up
 all your game files you have, as you never know if, for example, a
 company like Spoonbill or UA Games, or anyone for that matter can't, or
 decide to abandon distribution of their games entirely. We have now got
 much more choice when it comes to gaming, but I still don't think that
 that allows us to forget or ignore the older stuff. Ari
 Ari
 ---
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 [EMAIL PROTECTED] You can make changes or update your
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 -- 
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 Checked by AVG Free Edition.
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 18/10/2007 17:47



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http://www.mail

Re: [Audyssey] Web site with audio games?

2007-10-19 Thread AudioGames.net
Hi Ari,

AudioGames.net is in my opinion a perfect spot for this. In the past we 
already hosted several abandoned games like The Blind Eye, but with changes 
in the site, many links became obsolete. However, we do keep a database with 
copies of as many abandoned games we can find. I'll try and see if I can fix 
some. If you want a certain game available for download, email me. And if a 
developer objects to their abandoned game being available for download 
through AudioGames.net, please also email me :)

Greets,

Richard




- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 19, 2007 9:04 AM
Subject: [Audyssey] Web site with audio games?


 Hi all,
 I'd like to mention a problem which I think we as audio and blind gamers 
 should really take seriously and somehow solve. The problem is this: we 
 must have some sort of central site which houses abandonware of our games. 
 This is, not just so that we can access them later if we need to, but also 
 because I think it's a real pity that if so much effort has been put into 
 developing an audio game, we should be able to play it if the developer 
 abandons the project or closes the site down. I'm talking about many games 
 here, The Blind Eye, Tarzan Junior, The Savage Gambit, Shell Shock, PCS 
 DOS stuff, all sorts of these games really can't be found easily if at 
 all. I know that people could say that people should have backed up files 
 when downloading, but, take my case, for example, where the problem with 
 that is that a few years ago when I was downloading them, flash sticks 
 weren't that cheap, and my old laptop didn't have any sort of CD writer. I 
 only backed up what could fit on the wonderful stiffy disk, and my new 
 computer now doesn't have a drive for them! And what will happen if more 
 once-off audio game developers who made a game decide to close down? Just 
 a bit of advice here, back up all your game files you have, as you never 
 know if, for example, a company like Spoonbill or UA Games, or anyone for 
 that matter can't, or decide to abandon distribution of their games 
 entirely. We have now got much more choice when it comes to gaming, but I 
 still don't think that that allows us to forget or ignore the older stuff.
 Ari
 Ari
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] Electronic Arts games

2007-09-30 Thread AudioGames.net
Hi,

Thanks for all your feedback. I'll compile a list for the expo of your 
suggestions! Another question: there *MAY* be a chance that we have a spare 
pass for a possible GDC Expo Booth. Yes, you hear it correctly, we (IGDA 
GA-SIG) possible has a game accessibility booth at the GDC Expo, which is 
present at the GDC Conference for three days. Is there anyone on this list 
who might want to help out at the Expo Booth at next years GDC (Februari 
2008, San Francisco), presenting/sharing games from a visually impaired 
gamer point of view? Travel/hotel/etc. costs are NOT covered, but if you 
happen to live somewhere in the Bay Area and have the time/ to help out for 
two or three days (or know a visually impaired gamer who does), please email 
me using the form on http://www.audiogames.net/contact.php ... please refer 
to GDC 2008 in the subject line. I cannot promise anything but as far as I 
understood there will be a booth and we *MAY* need some people for that.

Greets,

Richard


- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 01, 2007 12:29 AM
Subject: Re: [Audyssey] Electronic Arts games


 well here is my list.
 shades of doom or other gma title.
 any of the usagames title, stfc1.2 although you may want to either
 get the 1.0 version as for some reason fighting the borg is half
 unplayable if you don't do it right.
 Maybe the public beta of monty.
 Superliam by lworks.
 tarzanjuniour by pb soundscape although its abandonware now and that
 sort of thing.
 I also would like a hybrid game to be showen.
 either fs with fsnav, the terraformas by pininteractive or moosic,
 and or the audiodyssey game.
 At 12:08 a.m. 1/10/2007, you wrote:

Hi Guys,

Hi,

Just in case you might not know: we (that is, me and Michelle) do monitor
what is going on here on this list and we already use much of what is 
posted
on this list as input for our presentations, like for instance our most
recent presentation at GDC Austin
(https://www.cmpevents.com/GDAU07/a.asp?option=CV=11SessID=5857). We
(IGDA- GA-SIG) have been raising this issue to major companies for several
years now already, up to the point to even having conversations with the
Will Wright (The Sims, SimCity, Spore) himself in person. However, we DO
need all the backing we can get!!! The E For All Expo will include a
demonstration of several blind-accessible/audio games. Which games would 
you
prefer to show the public?

Greets,

Richard

http://www.audiogames.net


- Original Message -
From: John Bannick [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Saturday, September 29, 2007 4:39 PM
Subject: [Audyssey] Electronic Arts games


  All,
 
  This is an immediate opportunity to raise the issue of EA's total
  indifference to accessibility.
 
  Michelle Hinn is the chair of the Accessibility special interest group 
  of
  the Independent Games Developers Association.
 
  Right now as we speak she's preparing to present and have a booth at 
  the E
  For All Expo, in San Francisco, Oct 18 - 21.
 
  This would be a wonderful time to forward EA's email to her and ask her 
  to
  raise this issue in public.
 
  I mean, they are the biggest developer bear in the industry.
  They have just demonstrated, for the record, a total indifference to 
  the
  blind community.
  This Audyssey group contains the main developers and players in the 
  blind
  community.
  She's the head of the main SIG for game accessibility.
  Is this a perfect storm, or what?
 
  Someone who's been around awhile and can represent this Audyssey
  collective
  should organize an ePetition or somesuch and eMail it to her at:
  [EMAIL PROTECTED]
 
  EA could be asked in public to change their policy and put some of 
  their
  massive revenue into accessibility.
  They do respond to negative publicity, as demonstrated by the Developer
  Spouse flap last year.
 
  John Bannick
  7-128 Software
 
 
 
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  Gamers mailing list __ Gamers@audyssey.org
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[Audyssey] Official UK Playstation 2 Magazine Article on Game Accessibility

2007-08-15 Thread AudioGames.net
Hi,

For those living in the UK, you might want to grab a copy of Issue 89 of the 
Official UK Playstation 2 Magazine (release on 16th of August). It will 
feature a special article on game accessibility, including blind-accessible 
gaming on PS2 and featuring links to the websites of BSC Games.com, 
AllInPlay.com, AudioGames.net and Game-Accessibility.com. Unfortunately I 
don't know if an accessibile, digital copy will be available. But I'd just 
wanted to post this to let you know that game accessibility is still 
gradually gaining in interest.

Sincerely,

Richard

http://www.audiogames.net
http://www.game-accessibility.com 


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
It was released thursday??? It's been ONLY a week... see my other email. 
Don't have the same expectations of AGM as a commercial product. This is A 
Research Project Result.


- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 5:52 AM
Subject: Re: [Audyssey] AGM concerns


 Che,
 I agree with you there. There really isn't much support for AGM as of this
 time.

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 8:27 PM
 Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at 
 best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling
 flat
 on its face if some more energy isn't devoted to it by your support 
 staff.
  Why someone who is actually still part of the project is not on this
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response 
 to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential and
 I
 hope you guys take it as far as you can and get the grants or whatever it
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about
 their
 frustrations with the program because people ten to jump down their
 throats,
 but I am not, and I feel my comments about AGM are well grounded and 
 worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they 
 will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
   Che Martin - Audio Game developer

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 2:52 PM
 Subject: Re: [Audyssey] AGM question


 WEEKEND, CHE!!!

 We Have Lives ;)

 (And Wives)

 (well, some of us)

 (and Sander went to Scandinavia to play upright bass for some band for
 the
 weekend)

 (and Holland just had two days of summer - now it's fall again)

 (so)

 (p)

 :)

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Josh [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 7:55 PM
 Subject: Re: [Audyssey] AGM question


  Hi Josh,
  I'm not sure if this is possible or not.
 It looks like the AGM guys have quit responding to questions on this
 list
 and most questions on the forums as well.
  Very unfortunate, as I had high hopes for AGM regarding potential game
 developers getting their feet wet with game ideas.
  They have a good concept going, but without customer support and
 further
 upgrades, it is going to be a dead horse pulling a heavy cart.
  Later,
 Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 6:33 AM
 Subject: [Audyssey] AGM question


 Hi,

 Is it possible to use spawnPoints to spawn random items such as
 different
 kinds of weapons to attack with? and then once you have that weapon a
 trigger will then be available

Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Che,

I completely agree with you about support and good documentation and so 
forth. I guess you did not read my previous post about me having left the 
Accessibility foundation 2 months ago. Sander left too, Michiel was an 
intern untill februari so at the moment, from the Accessibility foundation, 
there is no staff. The project team ended somewhere in May - with only one 
intenr (Brian) doing some testing stuff, whereas me and Michiel we working 
on AGM behind the scenes. So my pffft was not intended as professional, 
man, just from someone who spend two or three hectic days on AGM, then 
taking some time off and then *one day* later discovering an email of 
someone writing *quote* It looks like the AGM guys have quit responding to 
questions on this list and most questions on the forums as well.*/quote*. 
Everything I contributed to AGM in the past few months has been voluntary, 
in my own free time, (neglecting my website AudioGames.net in the process of 
it), without getting paid for it, as I have another job (PhD research game 
audio design at University of Portsmouth). AGM is not a commercial 
*product*, it is a proof of concept within a project that was intended to 
last 6 months. It has users, not customers. As I explained before, all your 
feedback will be used in an update of the manual - which mostly likely we 
(that is, us volunteers) will write in our free time. See my previous email 
about this. But don't start writing stuff after ONE day IN THE WEEKEND about 
US quiting responding to questions.

Just to warn you: I will be busy the next few weeks writing a presentation 
for GDC Austin, where I will be talking about making video games accessible 
for blind gamers, as well as how the mainstream and mobile industry can 
benefit from the fields of blind-accessible games and audio games. So if I 
don't hang around on this list or on the forum replying your questions, it 
will be because of this. That, and writing my PhD thesis and fucking my 
wife.

/R




- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 2:27 AM
Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing 
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they 
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling 
 flat
 on its face if some more energy isn't devoted to it by your support staff.
  Why someone who is actually still part of the project is not on this 
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential and 
 I
 hope you guys take it as far as you can and get the grants or whatever it 
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions 
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about 
 their
 frustrations with the program because people ten to jump down their 
 throats,
 but I am not, and I feel my comments about AGM are well grounded and worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so 
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
   Che Martin - Audio Game developer

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers

Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Yes... :(


- Original Message - 
From: Talksina [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Thursday, August 09, 2007 9:44 AM
Subject: Re: [Audyssey] AGM concerns


 well, true that there is little support. But think that it's a
 prototype. Developers have repeated it so long during this past week,
 and they were really in a rush(the project was planned from september
 to february) and the fire, with following change of working place,
 new licenses, etc, has made the matter more complicated as it was
 from the start.
 My hope is that there will be a phase 2 of the project and that bugs
 and mistakes, present in this prototype, can be fixed. I have always
 considered this first project as a test, I am frustrated too, as
 English is not my mother language, I need really more concentration
 on reading the docs and understanding the real meaning of concepts,
 but that does not mean AGM's developers haven't worked hard, or they
 do not work hard, or that they cannot improve the quality of the project.
 We must give also negative feedbacks, it's true, but I think that
 continuing to criticize them, would cause frustration to them too,
 they could react badly and give up with the project.


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
*quote*
 i think that
 AGM developers have a responsibility to be on-list here, and that we
 have a responsibility to respect their lives and families. It's not
 even een two weeks yet.
*quote end*

The official channel for AGM is the AudioGameMaker-forum, set up by 
Accessibility, which is here:

http://www.game-accessibility.com/forum/viewforum.php?id=15

There are more channels for blind-accessible gaming than this list.

Sincerely,

R 


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi,

And I'll try to answer your questions as soon as possible. There are a lot 
of politics going on as well (at Accessibility), and the fact that certain 
people have gone on holiday doesn't improve things. Unfortunately I don't 
know all of the answers to your questions (especially with certain building 
blocks) - I personally need help from Michiel and Erwin (the other intern 
designer who developed AGM building block structuring) concerning some 
questions. So me not replying you is not because I don't want to, but 
because I simply do not know the full/right answer and I don't want to post 
bullshit.

/R



- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Thursday, August 09, 2007 7:45 AM
Subject: Re: [Audyssey] AGM concerns


 Hi.

 I have only a couple of questions and maybe you'll have answers to
 them all, so even though this may not be the best time to ask them,
 here goes...but I do have an answer for how to make an item stop
 making its default sound. Set up a trigger on the same position as the
 item and have it set up to be collision based. Have its soul purpose
 be to set the property of the item sword that is default sound to
 none. You can do this. It works.

 Couple of questions.

 First, what is the point of a calculator block. I understand what it's
 supposed to do, but how do you give the calculator an operation. I see
 reactions add, subtract, multiply, divide, and replace, but I don't
 see how you can use them. The only properties are numerical strings.
 There are no markers to allow for these operations to be carried out.

 Second question: why don't the spawned opponents have a In Range
 reaction sound. The regular ones certainly do, but the spawn-point
 ones don't. Is there a solution to this? Also, has anyone solved the
 what direction am I facing problem yet?

 Thanks for the help.

 Signed:
 Dakotah Rickard
 PS: I understand the pull the lives and wives have on people. I have
 my baby, my fiancee, and my cat all under the same roof, plus school
 in a week and a half, plus the deluge of problems that varying friends
 and family members throw at me. I want all of the AGM team members to
 know that I am not blind to the desires of people to do what they must
 concerning family and fun. I think that Che is right though, at least
 in that he and many others try there hardest to help people use a
 product that isn't eve theres. It's not fair for them. i think that
 AGM developers have a responsibility to be on-list here, and that we
 have a responsibility to respect their lives and families. It's not
 even een two weeks yet.

 On 8/8/07, Josh [EMAIL PROTECTED] wrote:
 yeah.
 maybe if they don't want to help, they could at least make it open source
 and release the source code so we can add our own features to it?

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi again,

*quote*
 Just to warn you: I will be busy the next few weeks writing a presentation
 for GDC Austin, where I will be talking about making video games 
 accessible
 for blind gamers, as well as how the mainstream and mobile industry can
 benefit from the fields of blind-accessible games and audio games.
*quote end*

I received several emails about this from you after I posted this. So for 
all of the list: here you can find all the information:

https://www.cmpevents.com/GDAU07/a.asp?option=GV=3id=475754

And if you want me to tell the professional game industry something in 
specific on your behalf, let me know.

Richard

http://www.audiogames.net
http://www.audiogamemaker.com 


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi,

Yes, the original plan was (and still is, as far as I know) to use the 
outcome (results/feedback/etc) of this first prototype to write a follow-up 
funding proposal and continue work on AGM. As I said, the funding 
proposal(S!) for the first phase were never granted, but now with this 
prototype we hope we can be more convincing. With 'we' I refer to my old 
job, which still feels as we :) Luckily through my new position at the HKU 
I am able to continue to work with Accessibility.
AGM for me personally means a great deal, ever since we first got the idea 4 
or 5 years ago while working on Dark: A Garden Wander (audio game graduation 
project alongside Drive). And I'm proud it is currently at this stage and I 
will make sure development on the idea continues. Either by further 
developing what we have now, use the knowledge to build a new AGM that 
better suits what you need (maybe more of a level editor?) or maybe use the 
knowledge of AGM, and go to Mark Overmars (who we personally know) who 
developed Game Maker and apply the knowledge on that established piece of 
software.
I fully agree that good documentation is neccessary. When I said 'you are 
users, not customers', in the back of my mind I knew this is only true if 
you can actually *use* the program. And for that you need good documentation 
:)
Apologies for my language are in place. Just think of it that I'm from 
Amsterdam, we're pretty grown-up here and make a lot of love :)

And thank you, Che, for more than once volunteering. It did not go unnoticed 
;)

Sincerely,

Richard



- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 11:30 PM
Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project anymore,
 but I didn't realize you guys were down to one person trying to keep up 
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say 
 something
 earlier on about trying to get a grant or something to continue 
 development?
  Also, if future work is going to be done with AGM, or if it is going to 
 be
 made open source, I will be glad to volunteer to help write a more clear 
 and
 detailed manual.  If the progress stops here though, there really isn't a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a 
 couple
 of your last posts, but please keep in mind there are minors on this list,
 and if their parents come across an email with that language in it, I'm 
 sure
 we would be losing some more members.
  Later,
  Che


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Re: [Audyssey] AGM question

2007-08-08 Thread AudioGames.net
WEEKEND, CHE!!!

We Have Lives ;)

(And Wives)

(well, some of us)

(and Sander went to Scandinavia to play upright bass for some band for the 
weekend)

(and Holland just had two days of summer - now it's fall again)

(so)

(p)

:)

- Original Message - 
From: Che [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Wednesday, August 08, 2007 7:55 PM
Subject: Re: [Audyssey] AGM question


  Hi Josh,
  I'm not sure if this is possible or not.
 It looks like the AGM guys have quit responding to questions on this list
 and most questions on the forums as well.
  Very unfortunate, as I had high hopes for AGM regarding potential game
 developers getting their feet wet with game ideas.
  They have a good concept going, but without customer support and further
 upgrades, it is going to be a dead horse pulling a heavy cart.
  Later,
 Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 6:33 AM
 Subject: [Audyssey] AGM question


 Hi,

 Is it possible to use spawnPoints to spawn random items such as different
 kinds of weapons to attack with? and then once you have that weapon a
 trigger will then be available for you to use that item in the world of
 the
 game?

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] speaking of the user's manual - Re: AGM world border

2007-08-05 Thread AudioGames.net
And:

I also hope this community can help out itsself by helping each other and 
sharing prototypes and games too :)


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 05, 2007 5:02 PM
Subject: Re: [Audyssey] speaking of the user's manual - Re: AGM world border


I couldn't agree more. If it weren't for Michiel, the programmer and his
 frequent tutorials I would probably have given up before now, but then 
 again
 I see the enormous potential of the program even with its limitations.
 Either that or I'm just plain stubborn. Then again you know what they say
 about Irish lads. actually I have a feeling that once I can get the
 opponent, flies and things to behave how I want them to, get the scoring
 ironed out and record the numbers, and of course once I test it, my Frogs
 and Flies game might just be ready to put online or send to anyone who 
 wants
 to try it.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, August 05, 2007 8:19 AM
 Subject: [Audyssey] speaking of the user's manual - Re: AGM world border


 You mention how lacking the user's manual is, and I agree.  I think that
 it
 should also be available in a format that can be used offline.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Josh [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Saturday, August 04, 2007 10:40 PM
 Subject: Re: [Audyssey] AGM world border


  I had to dig  into the manual a bit to find this one last night, but 
 the
 border is set by the four corner items.
  So if you want an area grid to be 4 by 4, put a building block at each
 of
 those corners, if you want to expand this size, up your border size and
 it
 will grow by that much.
  AGM is really cool, but overall the documentation is very lacking,
 especially with regard to reactions and the calculator, and I'm afraid
 this
 is going to keep the game from being as widely used as it might 
 otherwise
 be.
  I think a complete rewrite of the manual for the final version, with
 some
 more detailed and complex tutorials would go a long way toward this
 program
 gaining acceptance.
  From what I can tell, a lot of people downloaded it when it first came
 out, but based on traffic here and on the AGM forum, most of those 
 people
 got frustrated and quit using it.  This is too bad, as it is a very
 unique
 piece of software, and just takes some patience to get going.
  Later,
  Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Saturday, August 04, 2007 7:07 PM
 Subject: [Audyssey] AGM world border


 Hi,
 How do you create the border for a world? I tried out Kenn's durby game
 but
 I couldn't get very far with it. I could move and stuff but maybe I was
 having trouble because the borders were too close together and the 
 world
 wasn't big enough? How do you set borders and increase and decrease
 their
 size? Also I think some game effects such as sound frequency changes 
 and
 things are badly needed in the next version of the AGM. If I want to
 make
 a
 jet raceing game I need to do the following.
 First of all I want the sound of the plane taking off to loop. I also
 want
 it to have the sound of taking off so the frequency of the looped sound
 would have to be raised over a certain amount of time. Next, I think 
 the
 calculator should be less restricting and have more options. It would 
 be
 so
 cool if you could look up physics formulas in a book somewhere and drop
 them
 into your AGM game using a calculator building block to control it.
 Currently the only way to do this is lets say you have a falling 
 object.
 You'd have to estimate the weight of the object then tell the 
 caluclator
 based on the weight of the object and the current height at which it's
 falling based on gravity how long to let it fall using a calculator
 probably
 linked to a timer and another calculator to subtract altitude.

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
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 visit
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Re: [Audyssey] speaking of the user's manual - Re: AGM world border

2007-08-05 Thread AudioGames.net
Hi,

Just a quick note to everyone about the manual:

We completely agree that it does not contain all the necessary information 
yet. The reason (again) is mostly time constraints, as well as that AGM 
eventually turned out differently that initially planned. We are using all 
of your feedback, questions and complaints to improve the manual.

Greets,

Richard


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 05, 2007 5:02 PM
Subject: Re: [Audyssey] speaking of the user's manual - Re: AGM world border


I couldn't agree more. If it weren't for Michiel, the programmer and his
 frequent tutorials I would probably have given up before now, but then 
 again
 I see the enormous potential of the program even with its limitations.
 Either that or I'm just plain stubborn. Then again you know what they say
 about Irish lads. actually I have a feeling that once I can get the
 opponent, flies and things to behave how I want them to, get the scoring
 ironed out and record the numbers, and of course once I test it, my Frogs
 and Flies game might just be ready to put online or send to anyone who 
 wants
 to try it.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, August 05, 2007 8:19 AM
 Subject: [Audyssey] speaking of the user's manual - Re: AGM world border


 You mention how lacking the user's manual is, and I agree.  I think that
 it
 should also be available in a format that can be used offline.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Josh [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Saturday, August 04, 2007 10:40 PM
 Subject: Re: [Audyssey] AGM world border


  I had to dig  into the manual a bit to find this one last night, but 
 the
 border is set by the four corner items.
  So if you want an area grid to be 4 by 4, put a building block at each
 of
 those corners, if you want to expand this size, up your border size and
 it
 will grow by that much.
  AGM is really cool, but overall the documentation is very lacking,
 especially with regard to reactions and the calculator, and I'm afraid
 this
 is going to keep the game from being as widely used as it might 
 otherwise
 be.
  I think a complete rewrite of the manual for the final version, with
 some
 more detailed and complex tutorials would go a long way toward this
 program
 gaining acceptance.
  From what I can tell, a lot of people downloaded it when it first came
 out, but based on traffic here and on the AGM forum, most of those 
 people
 got frustrated and quit using it.  This is too bad, as it is a very
 unique
 piece of software, and just takes some patience to get going.
  Later,
  Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Saturday, August 04, 2007 7:07 PM
 Subject: [Audyssey] AGM world border


 Hi,
 How do you create the border for a world? I tried out Kenn's durby game
 but
 I couldn't get very far with it. I could move and stuff but maybe I was
 having trouble because the borders were too close together and the 
 world
 wasn't big enough? How do you set borders and increase and decrease
 their
 size? Also I think some game effects such as sound frequency changes 
 and
 things are badly needed in the next version of the AGM. If I want to
 make
 a
 jet raceing game I need to do the following.
 First of all I want the sound of the plane taking off to loop. I also
 want
 it to have the sound of taking off so the frequency of the looped sound
 would have to be raised over a certain amount of time. Next, I think 
 the
 calculator should be less restricting and have more options. It would 
 be
 so
 cool if you could look up physics formulas in a book somewhere and drop
 them
 into your AGM game using a calculator building block to control it.
 Currently the only way to do this is lets say you have a falling 
 object.
 You'd have to estimate the weight of the object then tell the 
 caluclator
 based on the weight of the object and the current height at which it's
 falling based on gravity how long to let it fall using a calculator
 probably
 linked to a timer and another calculator to subtract altitude.

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
 Gamers mailing list .. Gamers@audyssey.org
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 ___
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Re: [Audyssey] AGM thoughts and suggestions.

2007-08-05 Thread AudioGames.net
Hi Thomas,

Excellent feedback, really much appreciated and really, really useful!!! 
Thanks for taking the time! Some inside information:

1. I think it is possible to create random appearing items using 
calculators, and possible portals. Will discuss with Michiel.
2. Fully agree!!! Suggestion noted!
3. Even more fully agree!!! This would require a more sophisticated message 
block, which could handle player/game properties. Good suggestion!
4. We could make this optional through User Settings. I prefer for user to 
set their own key configuration ultimately, not just these keys, but all 
keys.
5. Good suggestion. With all hotkeys, of course, comes the learning process, 
which can take time and may not be usefull for all. However, I agree. Noted!
6. (k... this is the inside information ;): We discussed this because we 
wanted to have it like this. It would have been possible to do it like this, 
however, it would have taken Michiel a lot more time to program it like this 
(why I don't know, but I take his word for it). Because now, when you add 
and delete a building block 20 times, the first building block in your 
environment could be named player 21 which is really weird. This we want 
to change as well! Noted!!!
7. AI is a field of its own in ludology. It's really hard to think about 
simple adjustable AI in a 'game building tool' because very soon you realize 
that you really want to have the developer script events and behaviours. AI 
is about a character changing behaviour to gameplay which can not really be 
expressed in parameters such as health and ammo, or behaviour = hostile. I 
full agree this is a very weak point in the design of AGM. Any suggestions 
are welcome. My suggestion is to make some sort of building-block scripting 
language, consisting of building blocks (each basically some sort of 
pre-written script) related to behaviour.
8. Yes, this has been suggested many times already. The menu building 
block :) Noted - we want it too!

Thanks again, Thomas! Very helpful!

Sincerely,

Richard!


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 05, 2007 8:50 PM
Subject: [Audyssey] AGM thoughts and suggestions.


 Hello Richard,
 I've spent quite a bit of time with AGM over the passed two days, and I
 think I am ready to make an initial report about my findings and end
 user experience. I'm well aware as I write this that you had a fixed
 budget, little time, and this is a proof of concept so I'll try and
 tailor my thoughts with that in mind.

 1. As a proof of concept I think AGM is a briliant concept. I especially
 like the concept of being able to drop building blocks, game objects, on
 a grid and set properties and reactions This makes designing games very
 fast and takes allot of grunt work out of really designing a game from
 scratch.
 However, I have noticed there really is no way to have the game randomly
 place or generate a building block which is bad for replay value and
 makes the games more or less all the same. I think future releases
 should be able to allow the developer to place a building block randomly
 between x1-x2 and y1-y2.
 A simple treasure hunting game would require some kind of random
 generation. If you were hunting for gold coins I'd like to skatter them
 around the game playing area randomly rather than having all the coins
 appear in the same place game after game.

 2. One major accessibility feature AGM lacks is a good way to find out
 what direction I am facing. I saw a sort of fix for this in the manual,
 but it still isn't all that helpful at times.
 What I'd like to see is in the reaction sounds for the player be able to
 set a wav sound file for north, south, east, and west and when you press
 a key like f have it say north, ssouth, east, west, etc..


 3. One area I really did not like about AGM was the games I create can't
 give me much feedback on current ammo, health, distance to enemies, etc.
 This is all vital information I need for bigger and more complex ideas.


 4. This is probably very miner, but I'm not happy with the arrow key
 setup for AGM. The control key to exit is fine and space is fine, but I
 really wish up and down arrow were used rather then left and right.
 Using left and right feels weird to me, and here is why.
 When I think of menus I think of a column of items in descending order
 rather than across.
 When I open a pull down menu in most Windows applications such as file,
 edit, tools, etc up and down arrow cycles through the menu options and
 enter selects them. This is a universal standard for menus for Mac,
 Linux, Windows, etc.


 5. One thing I noticed in AGM cycling through the menu choices is slow
 if you have to use the arrows to jump to them. Hot keys or accelerator
 keys would help allot. For example, while in the main menu pressing n
 should create a new game, l for load game, s for save game, and so on.
 This would be very very 

Re: [Audyssey] speaking of the user's manual - Re: AGM world border

2007-08-05 Thread AudioGames.net
Yes, but hardly any of these have good documentation, which is really the 
point of these examples. Working on it... :)


- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 06, 2007 1:45 AM
Subject: Re: [Audyssey] speaking of the user's manual - Re: AGM world border


  Hi Richard,
  Yes, I think the community will help itself out a good bit by sharing, 
 but
 we really need some more thorough documentation and detailed tutorials.
  Besides yourself and Michiel, are there any other members of the AGM team
 that might be able to help with this?
  Also, I am very surprised there aren't games made by the developers
 available to download and analyze, surely the programmers have made their
 own games during testing?
  thanks much,
  Che

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, August 05, 2007 6:37 PM
 Subject: Re: [Audyssey] speaking of the user's manual - Re: AGM world 
 border


 And:

 I also hope this community can help out itsself by helping each other and
 sharing prototypes and games too :)


 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, August 05, 2007 5:02 PM
 Subject: Re: [Audyssey] speaking of the user's manual - Re: AGM world
 border


I couldn't agree more. If it weren't for Michiel, the programmer and his
 frequent tutorials I would probably have given up before now, but then
 again
 I see the enormous potential of the program even with its limitations.
 Either that or I'm just plain stubborn. Then again you know what they 
 say
 about Irish lads. actually I have a feeling that once I can get the
 opponent, flies and things to behave how I want them to, get the scoring
 ironed out and record the numbers, and of course once I test it, my 
 Frogs
 and Flies game might just be ready to put online or send to anyone who
 wants
 to try it.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, August 05, 2007 8:19 AM
 Subject: [Audyssey] speaking of the user's manual - Re: AGM world border


 You mention how lacking the user's manual is, and I agree.  I think 
 that
 it
 should also be available in a format that can be used offline.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Josh [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Saturday, August 04, 2007 10:40 PM
 Subject: Re: [Audyssey] AGM world border


  I had to dig  into the manual a bit to find this one last night, but
 the
 border is set by the four corner items.
  So if you want an area grid to be 4 by 4, put a building block at 
 each
 of
 those corners, if you want to expand this size, up your border size 
 and
 it
 will grow by that much.
  AGM is really cool, but overall the documentation is very lacking,
 especially with regard to reactions and the calculator, and I'm afraid
 this
 is going to keep the game from being as widely used as it might
 otherwise
 be.
  I think a complete rewrite of the manual for the final version, with
 some
 more detailed and complex tutorials would go a long way toward this
 program
 gaining acceptance.
  From what I can tell, a lot of people downloaded it when it first 
 came
 out, but based on traffic here and on the AGM forum, most of those
 people
 got frustrated and quit using it.  This is too bad, as it is a very
 unique
 piece of software, and just takes some patience to get going.
  Later,
  Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Saturday, August 04, 2007 7:07 PM
 Subject: [Audyssey] AGM world border


 Hi,
 How do you create the border for a world? I tried out Kenn's durby
 game
 but
 I couldn't get very far with it. I could move and stuff but maybe I
 was
 having trouble because the borders were too close together and the
 world
 wasn't big enough? How do you set borders and increase and decrease
 their
 size? Also I think some game effects such as sound frequency changes
 and
 things are badly needed in the next version of the AGM. If I want to
 make
 a
 jet raceing game I need to do the following.
 First of all I want the sound of the plane taking off to loop. I also
 want
 it to have the sound of taking off so the frequency of the looped
 sound
 would have to be raised over a certain amount of time. Next, I think
 the
 calculator should be less restricting and have more options. It would
 be
 so
 cool if you could look up physics formulas in a book somewhere and
 drop
 them
 into your AGM game using a calculator building block to control it.
 Currently the only way to do this is lets say you

Re: [Audyssey] AGM not responding at all

2007-08-04 Thread AudioGames.net
A Mac version is probably very easy to make. Director (with Flash embedded) 
is simple save for Mac and you get the right files :) and CPS 
(http://cps.bonneville.nl/) should run on Mac as well without any difficulty 
(just replace some files). So it might be 10 minutes time to make. However, 
in my experience, there is always a lot of unexpected difficulty with 
cross-platform production (errors, etc.). Another option is to try and run 
it on a Mac with virtual PC software?


- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 04, 2007 11:38 AM
Subject: Re: [Audyssey] AGM not responding at all


 hi

 i wish we could run this program on the mac as well, it cant be that
 hard to port it is just menu based?
 any thoughts gaib or any other mac users?
 will


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Re: [Audyssey] AGM and Open Source?

2007-08-03 Thread AudioGames.net
Hi,

Good question. Yes, we are thinking about this too. This would depend on how 
AGM progresses so it's way too early to go into that now. But yes, we 
clearly see the possibilities of making it an open source project.

Greets,

Richard


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 03, 2007 6:42 PM
Subject: [Audyssey] AGM and Open Source?


 Hi Richard,
 I was wondering is there a possability AGM can go open source at some
 point? Many of the suggestions or bug fixes could get fixed by third
 party developers if the AGM went open source. Sure there would have to
 be some over site from the main developers and owners of the source, but
 by making it open to the public it is possible those who know Flash
 could go in and make fixes as they are found speeding up AGM development.
 Just a thought.
 Cheers.


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Re: [Audyssey] second attempt with AGM

2007-08-03 Thread AudioGames.net
From Michiel on the AGM Forum 
(http://www.game-accessibility.com/forum/viewtopic.php?id=450)

---

Hee Josh,

I looked in a very quick way to your game, i saw a few things that weren't 
the way it should be. First of all you had several gamemanagers in the 
world. It is normal to only use one of them for each world ;). Your 
footsteps, your hear them all the time. Why? Because you set the default 
sound on footsteps. That isn't the way you should do it. Default sound is 
for the sound you make always. Like a engine of a machine that is always 
runing, your as player the sound of breathing. Connecting sounds to your 
actions goes as follows. Go to the player building block, enter the menu and 
don't select set properties, also not set reactions, but set reaction 
sounds. Here you can go through al the reactions of the building block 
player. The first one(if i'm not mistaking) is attack. Confirm by pressing 
SPACE, now you can choose your attack sound. The same way goes for al the 
other things, if a enemy needs a attack sounds, search trough his reaction 
sounds for the right reaction and set the right sound!. This goes for 
everything! Walking with the standard settings(directional), can also be set 
by reaction sounds. Set all the reactions: xminus,xplus,yminus and yplus to 
the walk sound, and you will see that you hear these sounds while you are 
walking. Keep in mind that if you die as player, because of a enemy, and you 
do that very fast, your player can't move anymore. How do you know you are 
dead? Set a reactionsound to the reaction die. Easy as that ;). Good luck 
with it,

Michiel



- Original Message - 
From: Josh [EMAIL PROTECTED]
To: gamers discussion list gamers@audyssey.org
Sent: Friday, August 03, 2007 10:51 PM
Subject: [Audyssey] second attempt with AGM


 Hi,

 Ok here is a link to my second attempt it's called sword fight. So far I
 tried to set up a trigger building block so when I press space it makes a
 sword swing sound but it seems like it won't accept space as a trigger key
 so i chose letter z. But the sound just loops for some reason. I put
 trigger3 inside player building block1. I also set a border some istance
 away and I don't hear a border sound. maybe I have to tell player one upon
 collision with border play that sound? I set up 4 building blocks where I
 wanted the border to be at. but no sound is played. But the same thing
 happens when up arrow is pressed, the opponent attacks the player but the
 player cannot attack for some reason. here's the link.

 http://www.divshare.com/download/1457668-3ae

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] AGM usability questions/feedback

2007-08-03 Thread AudioGames.net
Thanks :)


- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 04, 2007 12:00 AM
Subject: Re: [Audyssey] AGM usability questions/feedback


  having played around with AGM for a few hours, here are my impressions so
 far.
  First of all, hats off to you guys for taking on such an ambitious
 project, I think once you include a few vital features and make some of 
 the
 interface options more intuitive, you will have a very successful program
 for the blind community to enjoy.
  I created 2 simple games to start with, just your basic walk around and
 shoot stuff to get the hang of the interface.
  The reaction settings are quite confusing at first, and take a good bit 
 of
 trial and error to get the hang of it.
  I think some simple promts here would help tremendously, especially with
 new users who are likely to get frustrated when they can't figure out how
 the triggers connect.
  I had to read the documentation over and over, especially regarding the
 calculators to get any positive results.  The tutorials tell you what to 
 do
 step by step, but they do not explain each step enough as to why certain
 things need to be done, especially with the calculators and comparisons.
  The last game I worked on is a diving game, where the player will jump
 from a diving board and do various flips and twists in the air before
 breaking the surface of the water, with their score being based on how 
 many
 tricks they do and how cleanly they enter the water.
  Unfortunately the controls don't seem to allow this level of input 
 without
 creating an entire interface of triggers from what I have learned so far,
 but as I said I've only been at it a short time.
  Is there a random number generator in AGM?  If so, I haven't found it 
 yet.
 If not, it is sorely needed.
  As mentioned before, the volume of the interface is too low, and being
 able to loop the menus from one side to the other would be very helpful as
 well.
  Including a save game feature is vital in my opinion, and since you guys
 are using xml anyway, it should be relatively simple to do.
  I think I will wait until the next version before continuing my diving
 game, as I feel just a few more code additions will make the work much 
 more
 efficient.
  Lastly, at least one involved tutorial, with explainations for each step
 of the way would be immensely helpful.
  Congratulations team AGM, you guys should be very proud of what you have
 done here, especially given the time constraints, and I for one look 
 forward
 very much to see where this project goes.
  Take care,
  Che


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[Audyssey] Some examples of Audio Game Maker

2007-08-03 Thread AudioGames.net
... are popping up on 
http://www.audiogamemaker.com/index.php?pagefile=gamelist 


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Re: [Audyssey] AGM usability questions/feedback

2007-08-03 Thread AudioGames.net
Hi again,

Sorry ;) I've been busy for 2 days now completely with AGM and I got a life 
as well so I only quickly scanned yer email, missing your (one) question.

 Is there a random number generator in AGM?
Off the top of my head the calculator should be able to do that. Sorry for 
being this vague - I personally haven't played around with the calculator 
yet. Concerning the working of the calculator, the man to ask is Michiel 
through the AGM forum. I know a little how it works but have no experience 
with it yet, while he has.

I'm very grateful for your comments and suggestions and I'll forward them to 
the Accessibility Foundation. Most of you may not actually know this (aside 
from the few that hang around at the IGDA Game Accessibility Special 
Interest Group emaillist) but I quit the Accessibility Foundation 2 months 
ago officially. Still helping out finishing projects like AGM and work 
together with them for student projects through my new/improved job at the 
Utrecht School of the Arts (where I research and teach game audio design). 
However, all of us (Michiel, Sander, me, etc.) are not getting paid for all 
of this at the moment. I will still probably be one of the persons that will 
deal with how AGM will develop in the future, so no worries.

Greets,

Richard

http://www.prettyuglygamesoundstudies.com
http://www.audiogames.net






- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 04, 2007 12:42 AM
Subject: Re: [Audyssey] AGM usability questions/feedback


  Lol, thanks?  No replies to my queries there my man?
  How about the random number generator?
  I've taken time out of a busy schedule to test your program and write 
 down
 my thoughts, a little feedback would be appreciated.
  Should I be putting these questions to the forums instead?
  Thanks.
  Che

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 03, 2007 5:19 PM
 Subject: Re: [Audyssey] AGM usability questions/feedback


 Thanks :)


 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 04, 2007 12:00 AM
 Subject: Re: [Audyssey] AGM usability questions/feedback


  having played around with AGM for a few hours, here are my impressions
 so
 far.
  First of all, hats off to you guys for taking on such an ambitious
 project, I think once you include a few vital features and make some of
 the
 interface options more intuitive, you will have a very successful 
 program
 for the blind community to enjoy.
  I created 2 simple games to start with, just your basic walk around and
 shoot stuff to get the hang of the interface.
  The reaction settings are quite confusing at first, and take a good bit
 of
 trial and error to get the hang of it.
  I think some simple promts here would help tremendously, especially 
 with
 new users who are likely to get frustrated when they can't figure out 
 how
 the triggers connect.
  I had to read the documentation over and over, especially regarding the
 calculators to get any positive results.  The tutorials tell you what to
 do
 step by step, but they do not explain each step enough as to why certain
 things need to be done, especially with the calculators and comparisons.
  The last game I worked on is a diving game, where the player will jump
 from a diving board and do various flips and twists in the air before
 breaking the surface of the water, with their score being based on how
 many
 tricks they do and how cleanly they enter the water.
  Unfortunately the controls don't seem to allow this level of input
 without
 creating an entire interface of triggers from what I have learned so 
 far,
 but as I said I've only been at it a short time.
  Is there a random number generator in AGM?  If so, I haven't found it
 yet.
 If not, it is sorely needed.
  As mentioned before, the volume of the interface is too low, and being
 able to loop the menus from one side to the other would be very helpful
 as
 well.
  Including a save game feature is vital in my opinion, and since you 
 guys
 are using xml anyway, it should be relatively simple to do.
  I think I will wait until the next version before continuing my diving
 game, as I feel just a few more code additions will make the work much
 more
 efficient.
  Lastly, at least one involved tutorial, with explainations for each 
 step
 of the way would be immensely helpful.
  Congratulations team AGM, you guys should be very proud of what you 
 have
 done here, especially given the time constraints, and I for one look
 forward
 very much to see where this project goes.
  Take care,
  Che


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[Audyssey] Audio Game Maker Update (+ Possible Release Date)

2007-06-17 Thread AudioGames.net
Hi Folks,

Michiel, lead programmer of Audio Game Maker, has posted an interesting post 
concering the status of Audio Game Maker over at the Audio Game Maker Forum:

http://www.game-accessibility.com/forum/viewtopic.php?pid=1473#p1473

Greets,

Richard 


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Re: [Audyssey] Audio Game Maker Update (+ Possible Release Date)

2007-06-17 Thread AudioGames.net
Hi Ron,

I don't but perhaps Michiel does if you copy-paste it literally. So perhaps 
write a summary of it yourself? Btw, when's the next issue? Maybe AGM is 
already available for download then?

Richard



- Original Message - 
From: Ron Schamerhorn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 18, 2007 12:13 AM
Subject: Re: [Audyssey] Audio Game Maker Update (+ Possible Release Date)


 Hi Richard

  Great news on the AGM front!  Glad it's still coming along and being
 developed.  I was wondering if you or  Michiel would object if I include 
 the
 update in the next Audysey issue?

 Thanks
 Ron
 Audyssey Editor

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 17, 2007 5:58 PM
 Subject: [Audyssey] Audio Game Maker Update (+ Possible Release Date)


 Hi Folks,

 Michiel, lead programmer of Audio Game Maker, has posted an interesting 
 post
 concering the status of Audio Game Maker over at the Audio Game Maker 
 Forum:

 http://www.game-accessibility.com/forum/viewtopic.php?pid=1473#p1473

 Greets,

 Richard


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Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games

2007-05-04 Thread AudioGames.net
Hi Phil,

Wow, that sounds disturbing! I'll immediately forward this to Brian so he 
can contact you himself. You can find his contact info here:

http://www.brianbors.nl/index.php?id=3 (would rather not post an email 
address to an open emaillist for spam reasons)

The mouse games do go full-screen and temporarily change the resolution of 
your screen (I think). If this is the case, it might just simply be that 
Brian forgot to reset the resolution properly in his application. Brians 
games were made with GameMaker (www.gamemaker.nl, not to be confused with 
AudioGameMaker!) which is used for literally thousands of games. If this is 
really a problem in GameMaker, I would be ver interested to know exactly 
what the problem is. That way I can pass it on to prof. Mark Overmars, who 
developed GameMaker. I guess he would be quite interested to know if or that 
his program might mess up screenreaders.

I'm just wondering, Phil, could you try and download Ratjeprak (AG 
Playcenter: http://www.audiogames.net/playcenter/index_exp.php, download 
link: http://www.gluid.com/games/downloads/Ratjeprak.zip) and see if the 
same problem occurs here too? Although Ratjeprak was made using Macromedia 
Director and not GameMaker, I also change the screen resolution for it to be 
fullscreen. If you have the same problem with Ratjeprak too, I would really 
like to know.

Greets,

Richard

http://www.audiogames.net
http://www.game-accessibility.com


- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 04, 2007 2:19 PM
Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 Hi Richard,
 I tried out the three mouse games and enjoyed Fireman the best.
 I was able to catch more falling men with the mouse than with the 
 keyboard.
 I do have a problem with the games.
 After playing them I noticed JFW was not working correctly.
 I unloaded JFW and started it again but it did not solve the problem.
 I was able to get Jaws working again after a re-boot.
 It sounds like the mouse games take over or changes either graphics 
 settings
 or something that interfere with the speech program
 I searched for Brian Bors' email address but could not find it.

 Phil


 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 02, 2007 2:59 PM
 Subject: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 (from AudioGames.net)

 New Article: The Role Of The Mouse In Audio Games

 The mouse is an accurate and versatile input device and it is used in 
 many
 mainstream games as a pointing device to direct soldiers to specific
 spots,
 aim at enemies and turn the camera. These are things visually impaired
 gamers won't need to do often in games. Audio games hardly use the mouse
 as
 an input device. In this article Brian Bors discusses why and examines 
 why
 the use of the mouse might make audio games more fun, backing up his
 arguments with small downloadable examples.

 You can find the article on Game-Accessibility.com through the following
 link:

 http://www.game-accessibility.com/index.php?pagefile=roleMouseAudioGames

 Greets,

 Richard

 http://www.audiogames.net


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Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games

2007-05-04 Thread AudioGames.net
Mmm... ok... I guess you closed this game by pressing the escape key, right? 
This might be because in Ratjeprak I'm not resetting the screensize 
manually, but let the program do it all by itsself. When I have time later 
I'll concoct a test version of Ratjeprak where I do this manually to see if 
this makes a change.

Otherwise, it might be that it is JFW might have a problem with resetting 
the screen resolution in realtime, no matter what the program is. Resetting 
the screen resolution is a typical thing with video games and usually causes 
no problems. Then again, having to reset the screen resolution to control an 
audio game with the mouse is a bit silly and I know other ways of capturing 
mouse movement without resetting the screen resolution.

Thanks, Phil, I'll keep you updated!

Greets,

Richard



- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 04, 2007 3:36 PM
Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


I tried Ratjeprak and my outlook express is not reading the child window
 when I am writing this message.
 It did before running the game!
 Phil
 Hi Richard,


 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, May 04, 2007 8:51 AM
 Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 Hi Phil,

 Wow, that sounds disturbing! I'll immediately forward this to Brian so he
 can contact you himself. You can find his contact info here:

 http://www.brianbors.nl/index.php?id=3 (would rather not post an email
 address to an open emaillist for spam reasons)

 The mouse games do go full-screen and temporarily change the resolution 
 of
 your screen (I think). If this is the case, it might just simply be that
 Brian forgot to reset the resolution properly in his application. Brians
 games were made with GameMaker (www.gamemaker.nl, not to be confused with
 AudioGameMaker!) which is used for literally thousands of games. If this
 is
 really a problem in GameMaker, I would be ver interested to know exactly
 what the problem is. That way I can pass it on to prof. Mark Overmars, 
 who
 developed GameMaker. I guess he would be quite interested to know if or
 that
 his program might mess up screenreaders.

 I'm just wondering, Phil, could you try and download Ratjeprak (AG
 Playcenter: http://www.audiogames.net/playcenter/index_exp.php, download
 link: http://www.gluid.com/games/downloads/Ratjeprak.zip) and see if the
 same problem occurs here too? Although Ratjeprak was made using 
 Macromedia
 Director and not GameMaker, I also change the screen resolution for it to
 be
 fullscreen. If you have the same problem with Ratjeprak too, I would
 really
 like to know.

 Greets,

 Richard

 http://www.audiogames.net
 http://www.game-accessibility.com


 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, May 04, 2007 2:19 PM
 Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 Hi Richard,
 I tried out the three mouse games and enjoyed Fireman the best.
 I was able to catch more falling men with the mouse than with the
 keyboard.
 I do have a problem with the games.
 After playing them I noticed JFW was not working correctly.
 I unloaded JFW and started it again but it did not solve the problem.
 I was able to get Jaws working again after a re-boot.
 It sounds like the mouse games take over or changes either graphics
 settings
 or something that interfere with the speech program
 I searched for Brian Bors' email address but could not find it.

 Phil


 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 02, 2007 2:59 PM
 Subject: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 (from AudioGames.net)

 New Article: The Role Of The Mouse In Audio Games

 The mouse is an accurate and versatile input device and it is used in
 many
 mainstream games as a pointing device to direct soldiers to specific
 spots,
 aim at enemies and turn the camera. These are things visually impaired
 gamers won't need to do often in games. Audio games hardly use the 
 mouse
 as
 an input device. In this article Brian Bors discusses why and examines
 why
 the use of the mouse might make audio games more fun, backing up his
 arguments with small downloadable examples.

 You can find the article on Game-Accessibility.com through the 
 following
 link:

 http://www.game-accessibility.com/index.php?pagefile=roleMouseAudioGames

 Greets,

 Richard

 http://www.audiogames.net


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Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games

2007-05-04 Thread AudioGames.net
ps: glad you posted this issue. Might be very valuable information for all 
audio game devs.




- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 04, 2007 3:36 PM
Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


I tried Ratjeprak and my outlook express is not reading the child window
 when I am writing this message.
 It did before running the game!
 Phil
 Hi Richard,


 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, May 04, 2007 8:51 AM
 Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 Hi Phil,

 Wow, that sounds disturbing! I'll immediately forward this to Brian so he
 can contact you himself. You can find his contact info here:

 http://www.brianbors.nl/index.php?id=3 (would rather not post an email
 address to an open emaillist for spam reasons)

 The mouse games do go full-screen and temporarily change the resolution 
 of
 your screen (I think). If this is the case, it might just simply be that
 Brian forgot to reset the resolution properly in his application. Brians
 games were made with GameMaker (www.gamemaker.nl, not to be confused with
 AudioGameMaker!) which is used for literally thousands of games. If this
 is
 really a problem in GameMaker, I would be ver interested to know exactly
 what the problem is. That way I can pass it on to prof. Mark Overmars, 
 who
 developed GameMaker. I guess he would be quite interested to know if or
 that
 his program might mess up screenreaders.

 I'm just wondering, Phil, could you try and download Ratjeprak (AG
 Playcenter: http://www.audiogames.net/playcenter/index_exp.php, download
 link: http://www.gluid.com/games/downloads/Ratjeprak.zip) and see if the
 same problem occurs here too? Although Ratjeprak was made using 
 Macromedia
 Director and not GameMaker, I also change the screen resolution for it to
 be
 fullscreen. If you have the same problem with Ratjeprak too, I would
 really
 like to know.

 Greets,

 Richard

 http://www.audiogames.net
 http://www.game-accessibility.com


 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, May 04, 2007 2:19 PM
 Subject: Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 Hi Richard,
 I tried out the three mouse games and enjoyed Fireman the best.
 I was able to catch more falling men with the mouse than with the
 keyboard.
 I do have a problem with the games.
 After playing them I noticed JFW was not working correctly.
 I unloaded JFW and started it again but it did not solve the problem.
 I was able to get Jaws working again after a re-boot.
 It sounds like the mouse games take over or changes either graphics
 settings
 or something that interfere with the speech program
 I searched for Brian Bors' email address but could not find it.

 Phil


 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, May 02, 2007 2:59 PM
 Subject: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 (from AudioGames.net)

 New Article: The Role Of The Mouse In Audio Games

 The mouse is an accurate and versatile input device and it is used in
 many
 mainstream games as a pointing device to direct soldiers to specific
 spots,
 aim at enemies and turn the camera. These are things visually impaired
 gamers won't need to do often in games. Audio games hardly use the 
 mouse
 as
 an input device. In this article Brian Bors discusses why and examines
 why
 the use of the mouse might make audio games more fun, backing up his
 arguments with small downloadable examples.

 You can find the article on Game-Accessibility.com through the 
 following
 link:

 http://www.game-accessibility.com/index.php?pagefile=roleMouseAudioGames

 Greets,

 Richard

 http://www.audiogames.net


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
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Re: [Audyssey] New Article: The Role Of The Mouse In Audio Games

2007-05-03 Thread AudioGames.net
Hi guys,

I was wondering what you all think of the article (see below) and the three 
mouse games that Brian made. Every feedback is appreciated :)

Greets,

Richard


- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 02, 2007 8:59 PM
Subject: [Audyssey] New Article: The Role Of The Mouse In Audio Games


 (from AudioGames.net)

 New Article: The Role Of The Mouse In Audio Games

 The mouse is an accurate and versatile input device and it is used in many
 mainstream games as a pointing device to direct soldiers to specific 
 spots,
 aim at enemies and turn the camera. These are things visually impaired
 gamers won't need to do often in games. Audio games hardly use the mouse 
 as
 an input device. In this article Brian Bors discusses why and examines why
 the use of the mouse might make audio games more fun, backing up his
 arguments with small downloadable examples.

 You can find the article on Game-Accessibility.com through the following
 link:

 http://www.game-accessibility.com/index.php?pagefile=roleMouseAudioGames

 Greets,

 Richard

 http://www.audiogames.net


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Excellent New Article AboutGameAccessibilityonGamasutra

2007-04-25 Thread AudioGames.net
Ok,

Yvonne...

I dare you to join the GA-SIG and share your point of view...

Why Don't You?


- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 25, 2007 2:14 PM
Subject: Re: [Audyssey] Excellent New Article 
AboutGameAccessibilityonGamasutra


I am not impressed by the article.  It does appeal on emotional level and
 that is not what concerns the developers.  It is simply cold, hard, cash.
 We need to present our case for more accessible games from that 
 perspective.
 That will be the only way to get their attention.

 Yvonne
 Stressed out?  Need to relax?  Call Yvonne and schedule your massage 
 today!

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 12:25 AM
 Subject: Re: [Audyssey] Excellent New Article About
 GameAccessibilityonGamasutra


 Hi,

 *quote*
 I can't deny that I remain skeptical but I'm not dead set against the
 possibility either.
 *quote end*

 Against what possibility is that?

 Greets,

 Richard



 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 4:40 AM
 Subject: Re: [Audyssey] Excellent New Article About Game
 AccessibilityonGamasutra


I must agree wholeheartedly. A nice tactic, using emotional appeals to 
try
 to make devs see the value of accessibility. I can't deny that I remain
 skeptical but I'm not dead set against the possibility either.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Luke Yelavich [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, April 24, 2007 5:29 PM
 Subject: Re: [Audyssey] Excellent New Article About Game Accessibility
 onGamasutra


 On Wed, Apr 25, 2007 at 04:41:18AM EST, AudioGames.net wrote:
 Hi,

 Check out this well-written article titled Game Accessibility: Why
 Bother?

 http://www.gamasutra.com/php-bin/news_index.php?story=13650

 A very very good read.
 -- 
 Luke Yelavich
 GPG key: 0xD06320CE
 (http://www.themuso.com/themuso-gpg-key.txt)
 Email  MSN: [EMAIL PROTECTED]
 Jabber: [EMAIL PROTECTED]

 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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Re: [Audyssey] Excellent NewArticleAboutGameAccessibilityonGamasutra

2007-04-25 Thread AudioGames.net
Hi Yvonne,

The GA-SIG is the Game Accessibility Special Interest Group, set up by the 
IGDA = International Game Developers Association.

Have a look at:

www.igda.org/accessibility

and

www.game-accessibility.com

Greets,

Richard


- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 25, 2007 9:27 PM
Subject: Re: [Audyssey] Excellent 
NewArticleAboutGameAccessibilityonGamasutra


 First of all I am not familiar with abbreviations.  So, I would consider
 joining a forum if you gave me a full name for which to look it up.  I 
 would
 also  appreciate it if you would have the curtosey to give a name at the 
 end
 of your messages.  I was not afraid to sign my name to my opinions.

 Yvonne
 Stressed out?  Need to relax?  Call Yvonne and schedule your massage 
 today!

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 1:46 PM
 Subject: Re: [Audyssey] Excellent New
 ArticleAboutGameAccessibilityonGamasutra


 Ok,

 Yvonne...

 I dare you to join the GA-SIG and share your point of view...

 Why Don't You?


 - Original Message - 
 From: Yvonne Alaniz [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 2:14 PM
 Subject: Re: [Audyssey] Excellent New Article
 AboutGameAccessibilityonGamasutra


I am not impressed by the article.  It does appeal on emotional level and
 that is not what concerns the developers.  It is simply cold, hard, 
 cash.
 We need to present our case for more accessible games from that
 perspective.
 That will be the only way to get their attention.

 Yvonne
 Stressed out?  Need to relax?  Call Yvonne and schedule your massage
 today!

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 12:25 AM
 Subject: Re: [Audyssey] Excellent New Article About
 GameAccessibilityonGamasutra


 Hi,

 *quote*
 I can't deny that I remain skeptical but I'm not dead set against the
 possibility either.
 *quote end*

 Against what possibility is that?

 Greets,

 Richard



 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 4:40 AM
 Subject: Re: [Audyssey] Excellent New Article About Game
 AccessibilityonGamasutra


I must agree wholeheartedly. A nice tactic, using emotional appeals to
try
 to make devs see the value of accessibility. I can't deny that I 
 remain
 skeptical but I'm not dead set against the possibility either.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Luke Yelavich [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, April 24, 2007 5:29 PM
 Subject: Re: [Audyssey] Excellent New Article About Game Accessibility
 onGamasutra


 On Wed, Apr 25, 2007 at 04:41:18AM EST, AudioGames.net wrote:
 Hi,

 Check out this well-written article titled Game Accessibility: Why
 Bother?

 http://www.gamasutra.com/php-bin/news_index.php?story=13650

 A very very good read.
 -- 
 Luke Yelavich
 GPG key: 0xD06320CE
 (http://www.themuso.com/themuso-gpg-key.txt)
 Email  MSN: [EMAIL PROTECTED]
 Jabber: [EMAIL PROTECTED]

 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You 
 can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.



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Re: [Audyssey] Excellent NewArticleAboutGameAccessibilityonGamasutra

2007-04-25 Thread AudioGames.net
Hi,

What I hope you all *get* is that this article is an 'opinion piece' = a 
personal view on a subject. Dimitris and the rest of us have also written 
several other articles and papers with different approaches, like:

http://www.gamasutra.com/features/20050706/bierre_01.shtml
http://www.gamasutra.com/features/20060817/grammenos_01.shtml
http://www.gamasutra.com/features/20061207/grammenos_01.shtml
http://www.gamasutra.com/features/20051003/adams_01.shtml

and here's one on legalities and money:

http://www.gamasutra.com/features/20060428/buscaglia_01.shtml

Dimitris' piece is not THE approach, it is one of many approaches. It was 
written by Dimitris on the plane home after this years GDC where we 
(AudioGames.net  IGDA GA-SIG) all went to spread the word about game 
accessibility. This years didn't go as well as we would have liked because 
of many reasons, but one of the biggest problem was that  that the majority 
of game developers simply can't connect with this subject. Many don't know 
that this subject is relevant for them too. And Dimitris simply wrote a 
simple piece explaining this. And honestly, how many 'emotional appeal 
pieces' about game accessibility are there out there? I don't know any? And 
this community never published anything on Gamasutra after Gavin 
Andresens/ZForms article.

Although I agree money IS an issue, it still is not THE issue. Awareness 
(especially during design decision) is equally important! Technically 
speaking, design decisions don't necessarily cost more money. The decision 
for the designers of Bejeweled to not only make different coloured jewels, 
but also different shaped jewels was one that made the game accessible for 
everyone who is colour blind. So with those 4 or 6 extra graphics, the game 
is accessible for millions of people. That decision didn't neccesarily cost 
more money (ok, the graphic designer had to make 5 more jewel shapes but 
considering the amount of graphics in the game... ;).

Greets,

Richard

http://www.audiogames.net




- Original Message - 
From: Lora [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 26, 2007 1:17 AM
Subject: Re: [Audyssey] Excellent 
NewArticleAboutGameAccessibilityonGamasutra


 I'll throw my two cents in.

 Emotional appeals just won't work.  For developers, for companies, it's 
 all
 about the money, about the glitz, the gloss, the numbers.  They won't 
 write
 games for niche markets, and since the needs of the disabled community are
 scattered, with different accommodations required for blind, deaf, and
 paraplegic users, they won't be able to round us up into a significant
 enough market to make their corporate sponsors care.

 Developing to targeted audiences also does take time, not just in coding,
 but in testing as well.  We have to make that worthwhile, and an emotional
 appeal won't do that.  To suggest that it will come easily trivializes the
 programming effort involved.

 Besides, developers reading that article might fleetingly be affected by 
 the
 prose, but they'll forget it tomorrow.  Most of us, whoever we are, don't
 think about what could happen tomorrow.  We don't dwell on the 
 possibilities
 that were outlined.  We keep going until it happens, and then we try to
 cope.  That's just the human way.

 Just my two cents.

 Lora


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of AudioGames.net
 Sent: Wednesday, April 25, 2007 12:46 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Excellent New
 ArticleAboutGameAccessibilityonGamasutra

 Ok,

 Yvonne...

 I dare you to join the GA-SIG and share your point of view...

 Why Don't You?


 - Original Message -
 From: Yvonne Alaniz [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 2:14 PM
 Subject: Re: [Audyssey] Excellent New Article
 AboutGameAccessibilityonGamasutra


I am not impressed by the article.  It does appeal on emotional level
and  that is not what concerns the developers.  It is simply cold, hard,
 cash.
 We need to present our case for more accessible games from that
perspective.
 That will be the only way to get their attention.

 Yvonne
 Stressed out?  Need to relax?  Call Yvonne and schedule your massage
 today!

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message -
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 12:25 AM
 Subject: Re: [Audyssey] Excellent New Article About
 GameAccessibilityonGamasutra


 Hi,

 *quote*
 I can't deny that I remain skeptical but I'm not dead set against the
 possibility either.
 *quote end*

 Against what possibility is that?

 Greets,

 Richard



 - Original Message -
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 25, 2007 4:40 AM
 Subject: Re: [Audyssey] Excellent New Article About Game

[Audyssey] Excellent New Article About Game Accessibility on Gamasutra

2007-04-24 Thread AudioGames.net
Hi,

Check out this well-written article titled Game Accessibility: Why Bother?

http://www.gamasutra.com/php-bin/news_index.php?story=13650

greets,

Richard
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Re: [Audyssey] Excellent New Article About Game AccessibilityonGamasutra

2007-04-24 Thread AudioGames.net
Hi,

*quote*
I can't deny that I remain skeptical but I'm not dead set against the 
possibility either.
*quote end*

Against what possibility is that?

Greets,

Richard



- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 25, 2007 4:40 AM
Subject: Re: [Audyssey] Excellent New Article About Game 
AccessibilityonGamasutra


I must agree wholeheartedly. A nice tactic, using emotional appeals to try
 to make devs see the value of accessibility. I can't deny that I remain
 skeptical but I'm not dead set against the possibility either.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Luke Yelavich [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, April 24, 2007 5:29 PM
 Subject: Re: [Audyssey] Excellent New Article About Game Accessibility
 onGamasutra


 On Wed, Apr 25, 2007 at 04:41:18AM EST, AudioGames.net wrote:
 Hi,

 Check out this well-written article titled Game Accessibility: Why
 Bother?

 http://www.gamasutra.com/php-bin/news_index.php?story=13650

 A very very good read.
 -- 
 Luke Yelavich
 GPG key: 0xD06320CE
 (http://www.themuso.com/themuso-gpg-key.txt)
 Email  MSN: [EMAIL PROTECTED]
 Jabber: [EMAIL PROTECTED]

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[Audyssey] 7 Year Old Experimental Audio Game

2007-04-23 Thread AudioGames.net
Hi,

(from AudioGames.net)

7 years ago I became interested in audio games (which weren't even called 
that at that time) through a project named Wow!. In one evening Sander and 
me programmed a small mouse-driven audio game named Ratjeprak. That was the 
start of the Sneller / Drive project, which resulted in (amongst other 
things) AudioGames.net, Demor and our work at the Accessibility Foundation.
For many years the source of the game was lost but while digging through my 
backup CDs I found some of the source.
Tonight I took a bit of time to make an executable of it and uploaded it in 
the Experimental Games Section. Very soon an article will be published on 
www.Game-Accessibility.com about the use of the mouse in audio games, 
complete with working examples. Let this piece of nostalgia be thy 
introduction!

You can find the game here: 
http://www.audiogames.net/playcenter/index_exp.php

Greets,

Richard


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Re: [Audyssey] 7 Year Old Experimental Audio Game

2007-04-23 Thread AudioGames.net
Oops I forgot to mention that this game is Dutch-spoken ONLY!


- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 24, 2007 12:06 AM
Subject: [Audyssey] 7 Year Old Experimental Audio Game


 Hi,

 (from AudioGames.net)

 7 years ago I became interested in audio games (which weren't even called
 that at that time) through a project named Wow!. In one evening Sander 
 and
 me programmed a small mouse-driven audio game named Ratjeprak. That was 
 the
 start of the Sneller / Drive project, which resulted in (amongst other
 things) AudioGames.net, Demor and our work at the Accessibility 
 Foundation.
 For many years the source of the game was lost but while digging through 
 my
 backup CDs I found some of the source.
 Tonight I took a bit of time to make an executable of it and uploaded it 
 in
 the Experimental Games Section. Very soon an article will be published on
 www.Game-Accessibility.com about the use of the mouse in audio games,
 complete with working examples. Let this piece of nostalgia be thy
 introduction!

 You can find the game here:
 http://www.audiogames.net/playcenter/index_exp.php

 Greets,

 Richard


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[Audyssey] Nameless (One of the Twelve Experimental Audio Games)

2007-04-22 Thread AudioGames.net
Hi,

One of the students who developed Nameless (the untitled RPG audio game) 
posted the following on the AudioGames.net forum 
(http://forum.audiogames.net/viewtopic.php?id=1275):

*quote*
Hello, I'm one of the designers from that game, I have to admit the room 
discriptions were done last minute, actually in the last 10 minutes before 
we had to hand in the game, so it was rushed. The first room has some small 
cracks in the walls which create a draft. Maybe try to cast a spell on that? 
The gate is which the innkeeper used to lock you in the dungeon and which 
you have to open to escape. But of course you can't open it right away, so 
you have to investigate the rest of the creepy cellars first.

The game is a bit small I guess but the source code is included so people 
can make it bigger by adding in more rooms, which is quite easy, just copy 
one of the room functions and give it a new name and add it to the list of 
rooms, then you can modify it all you like. It's also possible to add RPG 
aspects to the game like character statistics and include random encounters 
and combat and all that, this was the plan originally but we did not have 
much time and were quite busy with other projects as well. I have the code 
for character stats, experience, gold, monsters, levelup and a simple combat 
system, so if anyone wants to have that just post it, I still read these 
forums every few days.

Actually if anyone has a plan of a game world for me to program I'll do that 
for them, but you have to provide the audio files and the ideas of 
everything that is in the world, I'm just going to do programming and the 
game mechanics.
*quote end*

So here's a great opportunity for those who would like a simple audio RPG 
game maker. I suggest those who are interested contact Eva (the developer) 
had let her hear your ideas and suggestions.

And you can find Nameless and the other eleven 2007 Experimental Audio 
Games (and the 2006 Experimental Audio Games) here: 
http://www.audiogames.net/playcenter/index_exp.php

Greets,

Richard

http://www.audiogames.net


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[Audyssey] Twelve New Experimental Audio Games!

2007-04-18 Thread AudioGames.net
(from AudioGames.net News)

What are you doing hanging around here? Visit the Experimental Audio Games 
Section (http://www.audiogames.net/playcenter/index_exp.php) and go play not 
one, not two, not six but twelve new Experimental Audio Games developed by 29 
Game Design students of the Utrecht School of the Arts! These audio games are 
the result of an assignment within a Game Audio Design seminar. The students 
are all looking forward to hear your feedback, so please tell them what you 
think of their games in the Experimental Audio Games Forum 
(http://forum.audiogames.net/viewforum.php?id=19).

Have Fun!

Richard
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Re: [Audyssey] Battrick and JFW, and what about Second Life?

2007-04-05 Thread AudioGames.net
Hi Ari,

It's best to first understand that Second Life isn't a game, at least 
according to the majority of the academics working in the field of game 
studies/ludology. Second Life is a 3D environment which allows for many 
things, and games are being played within this environment (mostly virtual 
sex games[1], but also other types of games). There is also Teen Second 
Life, which includes several games. To understand (Teen) Second Life, please 
first read the Frequently Asked Questions through the following links

http://secondlife.com/whatis/faq.php (Second Life)
http://teen.secondlife.com/whatis (Teen Second Life)
http://en.wikipedia.org/wiki/Second_life (Wikipedia)

As you can see after reading these links, most of the content of Second Life 
is user-generated. This means that people are free to constantly create and 
add inaccessible stuff to Second Life. Second Life itsself (the application) 
was not built with accessibility features. Still there are several people 
with disabilities (mostly physical and auditory disabilities) who have no 
problem with Second Life. But for people with visual disabilities Second 
Life is mostly, if not completely, inaccessible. I heard some blind folks 
were going to give it a go, but I never really heard the result of that 
experiment. Anyone here perhaps?

There has been some discussion concerning the accessibility of Second Life 
for gamers with disabilities. For an example, see this article and message 
board:

http://www.it-analysis.com/blogs/Abrahams_Accessibility/2006/11/second_life_class_action.html?mode=fullhilite=13287#CM13287

The most noticable contribution came from Joshua Linden of Linden Labs, who 
created Second Life:

*quote*
Hey there - I'm Joshua Linden from Linden Lab, one of the folks who help 
create the Second Life platform. (The world, of course, is created by the 
residents.) We are deeply committed to making Second Life usable by 
everyone. A large number of Second Life residents have First Life 
disabilities and enjoy the freedoms that a virtual world offers - from 
communication to movement. However, we're still a very small company and 
have limited development resources, so we have not been able to do 
everything we want to - yet! That includes standard interfaces for 
accessibility tools.

We have recently done a substantial rework of our keyboard focus code to 
make things more predictable. As a benefit that was clearly in mind at the 
time, this will make it easier to eventually hook up focus-based screen 
readers (which typically work by interrogating the active application for 
changes in the displayed text) and support alternative input technologies. 
This is a much longer term project than simply saying we support the W3C 
WAI since accessibility hooks are built into many Web browsers already, 
whereas the Second Life viewer is a stand-alone application. (Long term, one 
could hope that content-creators in-world can tag their creations in such a 
way as to be more accessible once the viewer is fully accessible!)

Speaking of opening up, today (8 Jan 2007) we announced that the Second Life 
viewer source code is available under an open source license. See 
http://blog.secondlife.com/2007/01/08/embracing-the-inevitable/ for the 
announcement and links. We strongly encourage other developers to take on 
projects such as interfacing the Second Life viewer to work with alternative 
input and output mechanisms such as screen readers. Don't just wait for us 
to do it!
*quote end*

Well, as far as I know, not a lot has changed concerning the accessibility 
of Second Life after it got OpenSource. A Google search on accessibility 
second life did bring up the following interesting forum thread:

https://lists.secondlife.com/pipermail/educators/2006-August/001785.html

Hope this answers your question, Ari?

Greets,

Richard

http://www.audiogames.net

[1] I don't know if the majority of the academics working in the field of 
game studies/ludology agree with this statement ;)




- Original Message - 
From: Ari [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, April 05, 2007 2:26 PM
Subject: [Audyssey] Battrick and JFW, and what about Second Life?


 Hi all,
 I've just upgraded my JFW, but I see something funny's going on when I go 
 into Battrick. With JFW 6, it seems fine, all the links are there, but 
 when I try it with JFW 8, there are only the main links, global, 
 community, etc, why is this and how on earth do I get the other links 
 using JFW 8?
 My other question is, I've been reading about this game Second Life, is it 
 accessible for us, has anyone ever tried to play this?
 Thanks
 Ari
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Re: [Audyssey] Underwater

2007-04-01 Thread AudioGames.net
Oh by the way, I zipped the original file (since downloading .exe files 
might cause downloading problems with firewalls etc.) and the size is now 
11,6 MB (12.170.453 bytes).


- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 01, 2007 12:28 PM
Subject: Re: [Audyssey] Underwater


 Hi,

 Mmm... might be because of a firewall setting or something? I tested the
 link and it seems to work well. Anyway... below a small mirror link in the
 meanwhile. In a couple of weeks time we'll be hosting the game on
 AudioGames.net in the Experimental Audio Games section.

 Here's a mirror:

 http://www.gluid.com/games/downloads/UnderwaterFinal.zip

 Greets,

 Richard



 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 01, 2007 5:40 AM
 Subject: Re: [Audyssey] Underwater


I can't get it either.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 31, 2007 10:16 PM
 Subject: [Audyssey] Underwater


 Hi Folks,
 Did anyone get the Underwater game from,
 http://www.drawingnightmare.com/games/Underwater.exe
 I tried 9 times with no luck.
 Please help!
 I'm drowning!
 I need that submarine!
 gurgle,
 gurgle,

 Phil


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Re: [Audyssey] Underwater

2007-04-01 Thread AudioGames.net
Hi,

Mmm... might be because of a firewall setting or something? I tested the 
link and it seems to work well. Anyway... below a small mirror link in the 
meanwhile. In a couple of weeks time we'll be hosting the game on 
AudioGames.net in the Experimental Audio Games section.

Here's a mirror:

http://www.gluid.com/games/downloads/UnderwaterFinal.zip

Greets,

Richard



- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 01, 2007 5:40 AM
Subject: Re: [Audyssey] Underwater


I can't get it either.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 31, 2007 10:16 PM
 Subject: [Audyssey] Underwater


 Hi Folks,
 Did anyone get the Underwater game from,
 http://www.drawingnightmare.com/games/Underwater.exe
 I tried 9 times with no luck.
 Please help!
 I'm drowning!
 I need that submarine!
 gurgle,
 gurgle,

 Phil


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Re: [Audyssey] Underwater

2007-04-01 Thread AudioGames.net
...and did you try the mirror-link?


- Original Message - 
From: Tom Randall [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, April 01, 2007 7:30 PM
Subject: Re: [Audyssey] Underwater


 Nope, I get about the first 90 to 100K and it quits.  Tried a bunch of
 times with the same results.

 Good luck.

 Tom


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On Behalf Of Phil Vlasak
 Sent: Saturday, March 31, 2007 8:17 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Underwater


 Hi Folks,
 Did anyone get the Underwater game from,
 http://www.drawingnightmare.com/games/Underwater.exe
 I tried 9 times with no luck.
 Please help!
 I'm drowning!
 I need that submarine!
 gurgle,
 gurgle,

 Phil


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Re: [Audyssey] New Experimental Audio Game: Underwater

2007-03-31 Thread AudioGames.net
Hi,

I agree with Charles. Why not try something new... please consider the 
possibility that using a mouse might make the game more fun... you might 
actually like it ;)

Greets,

Richard


- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 31, 2007 4:58 AM
Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 Thank you, Charles for replying back to me
 yoru friend,
 Jason
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2007 8:50 PM
 Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 Try something new.  The mouse.  You don't have to see where it goes as
 long
 as the game does.
 - Original Message - 
 From: jason [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2007 9:37 PM
 Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 Hello Richard, is there anyway with this new game that we can use the
 arrow
 keys to move the sub instead of the mouse, and can we have a key stroke
 that
 turns on the sonar, and a key stroke to pick up the treasure?
 I am totally blind and there for I cant see where the mouse goes or does
 the
 mouse only move with the game?
 I was just wondering if that could be done so we can playit as well.
 I mostly use the keyboard not the mouse.
 Sincerely,
 Jason
 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Discussion list for blind gamers Gamers@audyssey.org
 Sent: Friday, March 30, 2007 3:21 PM
 Subject: [Audyssey] New Experimental Audio Game: Underwater


 Hi,

 Amongst other things, Sander and I (of AudioGames.net) also teach a
 seminar Game Audio to game design student at the Utrecht School of 
 the
 Arts. Here we have given the students the assignment to develop a small
 audio game. I say small since they only have several weeks to come up
 with
 a game concept, create the sounds and program and test the game. In a
 few
 weeks time the students will present their work and the results will be
 published in the Experimental Audio Games section at AudioGames.net
 PlayCenter:

 http://www.audiogames.net/playcenter/index_exp.php (so here you can
 download all games)

 Three students have already finished their (mouse-controlled) audio 
 game
 entitled Underwater. Here's a description:

 *quote*
 In this audio game you command a submarine and are exploring the deep
 sea.
 With your sonar you navigate, and locate treasures.

 Use the mouse to move to the left and right.
 Press the right mouse button to move forward.
 Press the left mouse button to use your sonar. Now listen carefully!
 When you hear a low ping back, it means there is a wall. When you hear 
 a
 high ping back, it means there's treasure! When you get near a treasure
 you will hear it tinkle. Find them all and dive deeper in to the sea!

 But be warned... There are rumors of sea mines in the sea. Some say you
 only hear them by a beeping sound... so watch out!
 *quote end*

 The students are very interested in your feedback and comments and tips
 to
 improve the game in the remaining time. You can download Underwater
 through this link:

 http://www.drawingnightmare.com/games/Underwater.exe

 Since the students are not a member of this list, please post all your
 comments and tips in the Underwater-forum thread at the 
 AudioGames.net
 forum:

 http://forum.audiogames.net/viewtopic.php?id=1203

 This way other students might also benefit from your feedback.

 Have fun!

 Richard


 http://www.audiogames.net
 http://www.game-accessibility.com
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[Audyssey] New Experimental Audio Game: Underwater

2007-03-30 Thread AudioGames.net
Hi,

Amongst other things, Sander and I (of AudioGames.net) also teach a seminar 
Game Audio to game design student at the Utrecht School of the Arts. Here we 
have given the students the assignment to develop a small audio game. I say 
small since they only have several weeks to come up with a game concept, create 
the sounds and program and test the game. In a few weeks time the students will 
present their work and the results will be published in the Experimental Audio 
Games section at AudioGames.net PlayCenter:

http://www.audiogames.net/playcenter/index_exp.php (so here you can download 
all games)

Three students have already finished their (mouse-controlled) audio game 
entitled Underwater. Here's a description:

*quote*
In this audio game you command a submarine and are exploring the deep sea. With 
your sonar you navigate, and locate treasures.

Use the mouse to move to the left and right.
Press the right mouse button to move forward.
Press the left mouse button to use your sonar. Now listen carefully!
When you hear a low ping back, it means there is a wall. When you hear a high 
ping back, it means there's treasure! When you get near a treasure you will 
hear it tinkle. Find them all and dive deeper in to the sea!

But be warned... There are rumors of sea mines in the sea. Some say you only 
hear them by a beeping sound... so watch out!
*quote end*

The students are very interested in your feedback and comments and tips to 
improve the game in the remaining time. You can download Underwater through 
this link:

 http://www.drawingnightmare.com/games/Underwater.exe

Since the students are not a member of this list, please post all your comments 
and tips in the Underwater-forum thread at the AudioGames.net forum:

http://forum.audiogames.net/viewtopic.php?id=1203

This way other students might also benefit from your feedback. 

Have fun!

Richard


http://www.audiogames.net 
http://www.game-accessibility.com 
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Re: [Audyssey] New Experimental Audio Game: Underwater

2007-03-30 Thread AudioGames.net
Hi,

No, unfortunately not. Development should take another two weeks or so (we 
can only spend one day a week on it now since the project is officially 
ended already) but then we still need testing. Luckily we have been 
approached by a fellow game design student of the lead programmer of Audio 
Game Maker and he's willing to continue work as an intern on Audio Game 
Maker over the next few months if that is possible.

So the plan is to finish AGM as quickly as possible, test it on major bugs 
and issues, get it out as a BETA so people can finally toy around with it 
and then using your feedback improve AGM. That's the good scenario. The bad 
one is, if we can't fix major bugs and issues in time, the testing will take 
longer and the intern will have less time to improve AGM with your feedback. 
Currently we have some performance issues, mainly resultin in that you might 
need quite a computer now to run AGM - not one older than 2 or 3 years I 
guess - or the games made with AGM. But we're still working on that.

That's about it. Don't worry, we're busy with AGM every week!

Greets,

Richard


- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2007 11:24 PM
Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 on the subject of audio game experiments whats happening on audiogame 
 maker, any status reports forth coming?
 At 08:21 a.m. 31/03/2007, you wrote:
Hi,

Amongst other things, Sander and I (of AudioGames.net) also teach a 
seminar Game Audio to game design student at the Utrecht School of the 
Arts. Here we have given the students the assignment to develop a small 
audio game. I say small since they only have several weeks to come up with 
a game concept, create the sounds and program and test the game. In a few 
weeks time the students will present their work and the results will be 
published in the Experimental Audio Games section at AudioGames.net 
PlayCenter:

http://www.audiogames.net/playcenter/index_exp.php (so here you can 
download all games)

Three students have already finished their (mouse-controlled) audio game 
entitled Underwater. Here's a description:

*quote*
In this audio game you command a submarine and are exploring the deep sea. 
With your sonar you navigate, and locate treasures.

Use the mouse to move to the left and right.
Press the right mouse button to move forward.
Press the left mouse button to use your sonar. Now listen carefully!
When you hear a low ping back, it means there is a wall. When you hear a 
high ping back, it means there's treasure! When you get near a treasure 
you will hear it tinkle. Find them all and dive deeper in to the sea!

But be warned... There are rumors of sea mines in the sea. Some say you 
only hear them by a beeping sound... so watch out!
*quote end*

The students are very interested in your feedback and comments and tips to 
improve the game in the remaining time. You can download Underwater 
through this link:

 http://www.drawingnightmare.com/games/Underwater.exe

Since the students are not a member of this list, please post all your 
comments and tips in the Underwater-forum thread at the AudioGames.net 
forum:

http://forum.audiogames.net/viewtopic.php?id=1203

This way other students might also benefit from your feedback.

Have fun!

Richard


http://www.audiogames.net
http://www.game-accessibility.com
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Re: [Audyssey] Vista Game Compatibility Chart

2007-02-28 Thread AudioGames.net
Hee...thanks! good info...

Could you check if Drive (http://www.audiogames.net/drive/) works? Because 
if it doesn't, we might have troubles with Audio Game Maker too...?


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, February 28, 2007 8:09 AM
Subject: [Audyssey] Vista Game Compatibility Chart


 Hello gamers and fellow developers,
 Earlier today I spent a large part of this morning and afternoon testing
 and trouble shooting applications and games as I port everything from
 Windows XP to Windows Vista. Many of these applications were accessible
 games. Many passed with no issues, some passed with issues, and others
 did not pass at all. The results of my findings can be found in the
 chart below.

 BSC Games

 Hunter
 Failed
 Had errors

 Pipe
 2.0
 Failed
 Had errors
 Unable to run

 Troopenum
 2.0
 Failed
 Had errors
 Unable to run

 Draconis Entertainment

 Aliens in the Outback
 2.02
 Passed
 No issues

 Dinaman
 2.2.5
 Passed
 No issues

 Monkey Business
 Untested
 Unknown

 Pinball Classic
 Passed
 No issues

 Pinball Extreme
 Passed
 No issues

 Dan Z Games
 \
 None tested

 GMA Games

 GMA Tank Commander
 1.2
 Passed
 No issues

 Lonewolf
 3.5.5
 partial
 Had errors
 Unable to connect with Window Eyes 6.1 when using screen reader support,
 but could be used with Sapi 5 tts engines.

 Shades of Doom
 1.2
 Passed
 No issues

 Trek 2000
 Untested
 Unknown

 Kitchens Inc

 Baseball
 Failed
 Had errors
 Unable to unpack and install

 Battleship
 Failed
 Had errors
 Unable to unpack and install

 Golf
 Failed
 Had errors
 Unable to unpack and install

 Life
 Failed
 Had errors
 Unable to unpack and install

 Monopoly
 Failed
 Had errors
 Unable to unpack and install

 NFL
 Failed
 Had errors
 Unable to unpack and install

 Spanker
 Failed
 Had errors
 Unable to unpack and install

 L-Works

 Judgement Day
 1.0
 Passed
 No issues

 Super Liam
 1.0
 Passed
 No issues

 PCS Games

 Packman Talks
 1.0
 Passed
 No issues

 Sarah and the Castle of Whichcraft and Wizardry
 2005 beta
 Passed
 No issues

 Super Dog Bone Hunt
 1.0
 Passed
 No Issues

 USA Games

 Final Conflict
 1.0
 Failed
 Had errors
 Unsolved

 Montezuma's Revenge
 Alpha 4.4
 Failed
 Had errors
 unsolved

 USA Raceway
 0.1
 Failed
 Had errors
 Unsolved

 If you are a game developer and would like me to test your product with
 Vista Home Preimum send me an email at
 [EMAIL PROTECTED]
 and I will try and find some time to test and report any passes,
 failiors, and bug reports related with the failior if necessary.



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Re: [Audyssey] audiogames.net downloads

2007-02-27 Thread AudioGames.net
Hi,

We try to keep the links up to date, but like Liam said: it's always best to 
check the developer's website (too). Quite often there's a patch for a 
certain game or some extra download that we don't link to (yet). With 216 
games (and growing) in the database, it sometimes is a bit hard to keep up 
with *every* change that a certain developer makes on his/her website. But 
we'll keep trying ;)

Greets,

Richard


- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 27, 2007 11:49 AM
Subject: Re: [Audyssey] audiogames.net downloads


 AC:
 yes.  It's always the best idea to check the developer's site.  Nothing
 against audiogames.net, but I don't know if it's always current.

 Liam

 - Original Message - 
 From: [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, February 27, 2007 3:14 AM
 Subject: [Audyssey] audiogames.net downloads


 Hi list,
 I am wondering if the games listed on the Audiogames.net website are the
 full and most recent versions of the games, especially the Super Liam
 game because its file size was pretty small for a full game. I think it
 was about 5 K. I have downloaded Tarzan Jr. Pinball Extreme, Hunter, and
 Super Liam. Should I go to the actual company web site to insure that I
 have the current version of the game?
 I know that I will need to register in order to get the full playable
 game, but I just want to make sure that these games include all current
 files/patches.
 Thanks!
 AC

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Re: [Audyssey] Forcing accessibility was: deal or no deal

2007-02-17 Thread AudioGames.net
Yes, that's exactly what we need! We haven't got a lot of news on AGM, by 
the way, other than that we're still waiting for the software to come in and 
that one programmer is still busy (re)programming a few parts.


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 17, 2007 4:55 PM
Subject: Re: [Audyssey] Forcing accessibility was: deal or no deal


 Funding from us isn't what's going to determine whether or not AGM is
 further developed. It's the foundation itself. All we really need to do is
 produce enough quality games and give them enough positive feedback that
 they can take it to the big bugs, say that this is what the consumers
 thought and, armed with that information, build the features that both we
 and they wanted in the program. But we gotta wait for its initial release 
 to
 come out first.
 Bryan and Jennie
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 17, 2007 7:05 AM
 Subject: Re: [Audyssey] Forcing accessibility was: deal or no deal


 If they put a paypal button on their website I'l gladly donate all that I
 can.

 Josh

 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 17, 2007 7:58 AM
 Subject: Re: [Audyssey] Forcing accessibility was: deal or no deal


 They just won't be games where you can save, unless the project gets 
 more
 funding and they're able to build that feature into the program.
 Bryan and Jennie
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, February 16, 2007 10:08 PM
 Subject: Re: [Audyssey] Forcing accessibility was: deal or no deal


 and when audio game maker comes out I'm sure we'll see the number of
 games
 dramatically go up as audio game maker will make it real easy to make
 games.

 Josh

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, February 16, 2007 8:44 PM
 Subject: [Audyssey] Forcing accessibility was: deal or no deal


  I for one don't think we have any business trying to force companies
 to
 make their games accessible.
  First of all, for the vast majority of games, it simply cannot be
 done,
 it
 would be like trying to force the car manufacturers to make their
 automobiles accessible.
  Secondly, it places a black mark on the perception of blind folks in
 general, as people will roll their eyes and say Well here go the 
 blind
 again, asking the many to sacrifice for the few for no good reason.
  If I thought even a small percentage of mainstream games could be 
 made
 accessible, I would feel differently, but I'm afraid you are spitting
 in
 the
 wind on this one.
  We're just going to have to accept the fact we're dependant on a
 handful
 of developers to make games for us due to our small market, and help
 them
 out as much as we can by buying their games.  Or, like me, you can
 learn
 how
 to program games yourself and create quality games for the blind.
  Out.
  Che

 - Original Message - 
 From: Dennis [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, February 16, 2007 4:09 PM
 Subject: Re: [Audyssey] deal or no deal?


 Hi, my friend and I are attempting through legal remendies to force
 companies to make there computer games accessible to people with
 visual
 impairments or any other handicap the more people we have the better
 our
 chances!  Feel free to contact me or my friend penny my email is
 [EMAIL PROTECTED]
 Penny's email [EMAIL PROTECTED]
 Your thoughts  and suggestions are appreciated.


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[Audyssey] What Blind Gamers Want The Video Game Industry To Know Sequal (was: Forcing accessibility was: deal or no deal)

2007-02-17 Thread AudioGames.net
Hi,

To follow up on Bryan's post:

In two weeks time Sander and I (of AudioGames.net) are off to San Francisco 
again to visit the Game Developers Conference 2007. Please see my schedule 
to know what I'll be doing there: 
https://www.cmpevents.com/GD07/a.asp?option=GV=3id=438531

Last year Sander and I made a document entitled What Blind Gamers Want The 
Game Industry To Know. This consisted of a collection of stories written by 
blind gamers, explaining the experiences and needs of blind gamers. You can 
find a copy here:

http://www.accessibility.nl/games/researchdocs/What%20blind%20gamers%20want%20the%20industry%20to%20know.doc

The document was handed out at GDC06 and Develop Brighton, and has been 
available on http://www.game-accessibility.com for some time. The document 
received a lot of acclaim from game developers, since for many this was 
their first encounter with your experiences and needs.

So this year, Sander and I want to continue work on that document. Therefore 
we would like to ask everyone to send us their experiences and needs. You 
can post them on the fora of AudioGames.net and Game-Accessibility.com, or 
send them in through email.

Greets,

Richard

http://www.audiogames.net
http://www.audiogamemaker.com
http://www.game-accessibility.com


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 17, 2007 4:53 PM
Subject: Re: [Audyssey] Forcing accessibility was: deal or no deal


 We have a better chance of persuading mainstream devs of the value of
 accessibility than we do of forcing i., But it's not happening without
 presenting them some serious statistics. We have to PERSUADE, not force
 here, or as Liam said we'll give the blind community a bad name. Besides, 
 we
 need to convince them that they wouldn't be making a huge financial 
 blunder.
 That was one of the things the folks at Audio Games wanted us to do when
 Soundvoyager was released, to play it and give Nintendo our hints and
 experiences. I myself did and have to admit that they seemed fairly open 
 to
 the idea of accessibility to the blind. So if we can put together enough
 statistics and marshall a convincing argument, we might just sway a dev or
 two, and if enough devs take to the cause then more might be swayed as 
 well.
 But trying to force the issue isn't going to get us anything but a bad
 reputation, and the reputation of the blind in some quarters probably 
 could
 be better as it is.
 Bryan and Jennie


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