Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-14 Thread Christopher Bartlett
FYI, if you've never pledged on Kickstarter, you pay when the campaign
ends, which is February 3 for this one if I remember correctly.


On Sat, Jan 14, 2017 at 5:45 PM, Paul Lemm  wrote:

> Ah good point, it would be interesting to know how much detail will go into
> the graphics since it seems quite a big and deep game and I imagine  coding
> graphics to it would be a seriously big task since it was designed for the
> blind  in an audio setting.  The interesting thing will be the role
> reversal
> of what is often talked about on here which is how difficult is it to
> convert a sighted game to a visual game, as now this company is trying the
> exact opposite and trying to make an audio game accessible to the sighted,
> I
> wonder if that in itself is just as big a task. Either way it will be
> interesting to see the final result and I'm seriously looking forward to
> trying this game
>
>
> -Original Message- to see the From: Gamers
> [mailto:gamers-boun...@audyssey.org] On Behalf of Clement Chou
> Sent: 14 January 2017 21:08
> To: Gamers Discussion list
> Subject: Re: [Audyssey] A Hero's Call, an Accessible Windows game under
> development.
>
> for the record, this game is actually going to have graphics so
> calling it an audiogame is a bit of a misnomer. haha. This company is
> doing what I consider to be an amazing thing in trying to include
> blind and sighted gamers at the same time, and the focus on graphics
> is a good step in bridging the gap between the two. Inclusive gaming
> is an amazing idea, and is long overdue in my opinion. I will pledge
> as well, next week, after I'm able to pay again. lol
>
> On 1/14/17, Paul Lemm  wrote:
> > Just listened to the trailer for this and it sounds amazing! Pledged
> > straight away and really looking forward to trying out the game when it's
> > ready. anyone who hasn't already checked out the trailer, go have a
> listen
> > to it at the link in the email below, it really is something special, it
> > sounds like you're listening to a main stream game trailer but its an
> audio
> > game, really can't wait to play this.
> >
> > Thanks Phil by the way for sharing the info and links.
> >
> > Paul
> >
> > -Original Message-
> > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf of Phil
> Vlasak
> > Sent: 14 January 2017 00:01
> > To: Gamers Discussion list
> > Subject: [Audyssey] A Hero's Call, an Accessible Windows game under
> > development.
> >
> > A Hero's Call, from Out of Sight Games.
> > An Accessible Fantasy Role Playing Game.
> > Under development, the premier title from Out of Sight Games,
> > you are a traveler thrust into a world of possibilities
> > when you find the city of Farhaven under attack by a mysterious enemy.
> > Along with a small band of allies, you must explore the surrounding
> lands,
> > discover the identity of your enigmatic foe, and save Farhaven from
> certain
> >
> > conquest.
> > Do you have what it takes to answer a hero?s call?
> > Discover an expansive world, Venture forth from the town of Farhaven to
> > explore mysterious forests, goblin-infested tunnels, haunted catacombs,
> and
> >
> > much
> > more.
> > With 17 unique maps, you'll always have new lands to explore.
> > Follow a turn-by-turn beacon system to locations you've already
> discovered,
> > or venture out on your own, you never know what you might find!
> > Build your characters, Choose from one of six different classes, each
> with
> > unique skills, and tailor your attributes for your specific style of
> play.
> > Will you use melee or ranged weapons?
> > Will you strike down your opponents with the power of the elements? Or
> will
> >
> > you attack from the shadows?
> > Will you heal and defend with holy magic?
> > Or strike terror with the powers of necromancy?
> > Expand your party with four unique allies.
> > Engage with a dynamic world, Meet over 40 NonPlayer characters, with
> > dynamic
> >
> > behaviors and dialogues affected by your choices and actions.
> > Some will fight alongside you, while others may have secrets to reveal.
> > Test your might as you explore and encounter over 70 different enemies,
> > from bandits and wolves to giant spiders, golems, and dragons,
> > you will never be lacking for foes to vanquish.
> > Turn-based combat provides comfort for players of all skill levels,
> > while positional audio puts you in the center of visceral, action-packed
> > battles.
> > http://outofsightgames.com/a-heros-call/
> > A Hero's Call KickStarter project.
> > This project will only be funded if it reaches its goal by Friday,
> February
> >
> > 3 2017.
> >
> >
> >
> >
> https://www.kickstarter.com/projects/1112411595/a-heros-
> call-an-accessible-f
> > antasy-rpg?ref=discovery
> >
> >
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to
> > gamers-unsubscr...@audyssey.org.
> > You can make changes or update your 

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Christopher Bartlett
I'm not sure what I am allowed to say and what not, so I'll answer general
questions until given other permissions, or until the devs comment here.
The game play will be tens of hours per session.  It is (so far as I know)
not yet available for general evaluation; I am one of a set of private
testers.  There are a good double dozen quests to solve, many of which
dovetail into, or affect other quests.
Combat is turn-based, but takes account of time in a neat and (to
accessible games) new way.  Each of the six character classes has unique
combat and non-combat abilities that make each worth playing.  There is
already some nice NPC interaction that affects the story, with more
promised in the kickstarter updates.
I'm sorry if I can't answer specific questions yet, but I hope that gives a
sense of what the devs are doing.  Let's say that I thought it was worth
supporting them at the $200 level of their kickstarter, and call that an
endorsement.


On Fri, Jan 13, 2017 at 11:38 PM, Joshua Kennedy <joshknnd1...@gmail.com>
wrote:

> oh good, how much will it cost?
>
> i plan on getting a new windows10 laptop next month from blair technology
> group with a solid state hard drive in it, a lenovo computer with windows
> 10 in it.
>
>
>
>
> On 1/13/2017 11:21 PM, Christopher Bartlett wrote:
>
>> It does have sound and music, which will be expanded, due to the success
>> of
>> the kickstarter campaign.  There is full keyboard movement, and there may
>> be mouse, I haven't tried it and can't remember if they've implemented it.
>>
>> On Fri, Jan 13, 2017 at 11:09 PM, Joshua Kennedy <joshknnd1...@gmail.com>
>> wrote:
>>
>> does it have sound and music and stuff? if so I'll surely buy it.
>>>
>>>
>>>
>>>
>>> On 1/13/2017 9:01 PM, Christopher Bartlett wrote:
>>>
>>> I'm a tester for this game and have followed its development for over a
>>>> year.  Without giving away any trade secrets, I can say that the
>>>> controls
>>>> are quite intuitive, and the number of options scales with the
>>>> advancement
>>>> of the characters, so that at the beginning you have a manageable number
>>>> of
>>>> choices, while further on, there are more complex things you can do.
>>>> The
>>>> devs have also included in-game tutorial text that is quite good at
>>>> teaching you the basics, while leaving plenty of scope for you to
>>>> discover
>>>> little tricks of your own.
>>>> As I said, I've been testing this game and would likely have received a
>>>> copy when all was said and done, but I am sufficiently pleased with the
>>>> product, and even more with the willingness of the devs to respond to
>>>> feedback, and even add new features as an experiment that I have backed
>>>> this project at a significant level.
>>>>
>>>>
>>>> On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir <michael.f...@gmail.com>
>>>> wrote:
>>>>
>>>> If you go to outofsightgames.com and look through the audio demos or
>>>> look
>>>>
>>>>> at the channel of out of sight games on Youtube, there are demos for
>>>>> equipment, radar, and a full quest demo. I believe they're working on
>>>>> more
>>>>> to post. I'd go ahead and contribute. This game's going to be huge and
>>>>> the
>>>>> extras for Kickstarter backers are pretty nice. Discussion over how
>>>>> such
>>>>> a
>>>>> game could be made has gone on as long as Audyssey Magazine and the
>>>>> blind
>>>>> gaming community has existed. Now, it's actually being created. What a
>>>>> grand start to 2017.  The devs seem very responsive to questions and a
>>>>> bit
>>>>> stunned by the intense interest their project has received. Even
>>>>> better,
>>>>> they experienced the kind of games we all wanted to play but couldn't
>>>>> due
>>>>> to blindnesss before they lost their sight. This is going to be
>>>>> stupifyingly good gaming for us.
>>>>> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones <atreides...@gmail.com>
>>>>> wrote:
>>>>>
>>>>> That looks pretty damn impressive, actually. I watched the demo on
>>>>>
>>>>>> YouTube, but I still am not sure how it controls. That is what is
>>>>>>
>>>>>> making me hesitate to con

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Christopher Bartlett
It does have sound and music, which will be expanded, due to the success of
the kickstarter campaign.  There is full keyboard movement, and there may
be mouse, I haven't tried it and can't remember if they've implemented it.

On Fri, Jan 13, 2017 at 11:09 PM, Joshua Kennedy <joshknnd1...@gmail.com>
wrote:

> does it have sound and music and stuff? if so I'll surely buy it.
>
>
>
>
> On 1/13/2017 9:01 PM, Christopher Bartlett wrote:
>
>> I'm a tester for this game and have followed its development for over a
>> year.  Without giving away any trade secrets, I can say that the controls
>> are quite intuitive, and the number of options scales with the advancement
>> of the characters, so that at the beginning you have a manageable number
>> of
>> choices, while further on, there are more complex things you can do.  The
>> devs have also included in-game tutorial text that is quite good at
>> teaching you the basics, while leaving plenty of scope for you to discover
>> little tricks of your own.
>> As I said, I've been testing this game and would likely have received a
>> copy when all was said and done, but I am sufficiently pleased with the
>> product, and even more with the willingness of the devs to respond to
>> feedback, and even add new features as an experiment that I have backed
>> this project at a significant level.
>>
>>
>> On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir <michael.f...@gmail.com>
>> wrote:
>>
>> If you go to outofsightgames.com and look through the audio demos or look
>>> at the channel of out of sight games on Youtube, there are demos for
>>> equipment, radar, and a full quest demo. I believe they're working on
>>> more
>>> to post. I'd go ahead and contribute. This game's going to be huge and
>>> the
>>> extras for Kickstarter backers are pretty nice. Discussion over how such
>>> a
>>> game could be made has gone on as long as Audyssey Magazine and the blind
>>> gaming community has existed. Now, it's actually being created. What a
>>> grand start to 2017.  The devs seem very responsive to questions and a
>>> bit
>>> stunned by the intense interest their project has received. Even better,
>>> they experienced the kind of games we all wanted to play but couldn't due
>>> to blindnesss before they lost their sight. This is going to be
>>> stupifyingly good gaming for us.
>>> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones <atreides...@gmail.com>
>>> wrote:
>>>
>>> That looks pretty damn impressive, actually. I watched the demo on
>>>>
>>>> YouTube, but I still am not sure how it controls. That is what is
>>>>
>>>> making me hesitate to contribute to the game.
>>>>
>>>>
>>>>
>>>> On 1/13/17, Phil Vlasak <phi...@bex.net> wrote:
>>>>
>>>> A Hero's Call, from Out of Sight Games.
>>>>> An Accessible Fantasy Role Playing Game.
>>>>> Under development, the premier title from Out of Sight Games,
>>>>> you are a traveler thrust into a world of possibilities
>>>>> when you find the city of Farhaven under attack by a mysterious enemy.
>>>>> Along with a small band of allies, you must explore the surrounding
>>>>>
>>>> lands,
>>>>
>>>> discover the identity of your enigmatic foe, and save Farhaven from
>>>>>
>>>> certain
>>>>
>>>> conquest.
>>>>> Do you have what it takes to answer a hero?s call?
>>>>> Discover an expansive world, Venture forth from the town of Farhaven to
>>>>> explore mysterious forests, goblin-infested tunnels, haunted catacombs,
>>>>>
>>>> and
>>>>
>>>> much
>>>>> more.
>>>>> With 17 unique maps, you'll always have new lands to explore.
>>>>> Follow a turn-by-turn beacon system to locations you've already
>>>>>
>>>> discovered,
>>>>
>>>> or venture out on your own, you never know what you might find!
>>>>> Build your characters, Choose from one of six different classes, each
>>>>>
>>>> with
>>>>
>>>> unique skills, and tailor your attributes for your specific style of
>>>>>
>>>> play.
>>>>
>>>> Will you use melee or ranged weapons?
>>>>> Will you strike down your opponents with the power of the elements? Or
>>>>>
>

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Christopher Bartlett
I'm a tester for this game and have followed its development for over a
year.  Without giving away any trade secrets, I can say that the controls
are quite intuitive, and the number of options scales with the advancement
of the characters, so that at the beginning you have a manageable number of
choices, while further on, there are more complex things you can do.  The
devs have also included in-game tutorial text that is quite good at
teaching you the basics, while leaving plenty of scope for you to discover
little tricks of your own.
As I said, I've been testing this game and would likely have received a
copy when all was said and done, but I am sufficiently pleased with the
product, and even more with the willingness of the devs to respond to
feedback, and even add new features as an experiment that I have backed
this project at a significant level.


On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir 
wrote:

> If you go to outofsightgames.com and look through the audio demos or look
> at the channel of out of sight games on Youtube, there are demos for
> equipment, radar, and a full quest demo. I believe they're working on more
> to post. I'd go ahead and contribute. This game's going to be huge and the
> extras for Kickstarter backers are pretty nice. Discussion over how such a
> game could be made has gone on as long as Audyssey Magazine and the blind
> gaming community has existed. Now, it's actually being created. What a
> grand start to 2017.  The devs seem very responsive to questions and a bit
> stunned by the intense interest their project has received. Even better,
> they experienced the kind of games we all wanted to play but couldn't due
> to blindnesss before they lost their sight. This is going to be
> stupifyingly good gaming for us.
> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones 
> wrote:
>
> > That looks pretty damn impressive, actually. I watched the demo on
> >
> > YouTube, but I still am not sure how it controls. That is what is
> >
> > making me hesitate to contribute to the game.
> >
> >
> >
> > On 1/13/17, Phil Vlasak  wrote:
> >
> > > A Hero's Call, from Out of Sight Games.
> >
> > > An Accessible Fantasy Role Playing Game.
> >
> > > Under development, the premier title from Out of Sight Games,
> >
> > > you are a traveler thrust into a world of possibilities
> >
> > > when you find the city of Farhaven under attack by a mysterious enemy.
> >
> > > Along with a small band of allies, you must explore the surrounding
> > lands,
> >
> > > discover the identity of your enigmatic foe, and save Farhaven from
> > certain
> >
> > >
> >
> > > conquest.
> >
> > > Do you have what it takes to answer a hero?s call?
> >
> > > Discover an expansive world, Venture forth from the town of Farhaven to
> >
> > > explore mysterious forests, goblin-infested tunnels, haunted catacombs,
> > and
> >
> > >
> >
> > > much
> >
> > > more.
> >
> > > With 17 unique maps, you'll always have new lands to explore.
> >
> > > Follow a turn-by-turn beacon system to locations you've already
> > discovered,
> >
> > > or venture out on your own, you never know what you might find!
> >
> > > Build your characters, Choose from one of six different classes, each
> > with
> >
> > > unique skills, and tailor your attributes for your specific style of
> > play.
> >
> > > Will you use melee or ranged weapons?
> >
> > > Will you strike down your opponents with the power of the elements? Or
> > will
> >
> > >
> >
> > > you attack from the shadows?
> >
> > > Will you heal and defend with holy magic?
> >
> > > Or strike terror with the powers of necromancy?
> >
> > > Expand your party with four unique allies.
> >
> > > Engage with a dynamic world, Meet over 40 NonPlayer characters, with
> > dynamic
> >
> > >
> >
> > > behaviors and dialogues affected by your choices and actions.
> >
> > > Some will fight alongside you, while others may have secrets to reveal.
> >
> > > Test your might as you explore and encounter over 70 different enemies,
> >
> > > from bandits and wolves to giant spiders, golems, and dragons,
> >
> > > you will never be lacking for foes to vanquish.
> >
> > > Turn-based combat provides comfort for players of all skill levels,
> >
> > > while positional audio puts you in the center of visceral,
> action-packed
> >
> > > battles.
> >
> > > http://outofsightgames.com/a-heros-call/
> >
> > > A Hero's Call KickStarter project.
> >
> > > This project will only be funded if it reaches its goal by Friday,
> > February
> >
> > >
> >
> > > 3 2017.
> >
> > >
> > https://www.kickstarter.com/projects/1112411595/a-heros-
> call-an-accessible-fantasy-rpg?ref=discovery
> >
> > >
> >
> > >
> >
> > >
> >
> > > ---
> >
> > > Gamers mailing list __ Gamers@audyssey.org
> >
> > > If you want to leave the list, send E-mail to
> >
> > > gamers-unsubscr...@audyssey.org.
> >
> > > You can make changes or update your subscription via the web, at
> >
> > > 

Re: [Audyssey] kerkerkruip trouble

2015-01-22 Thread Christopher Bartlett
Can you give a link to the newest version?

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Wednesday, January 21, 2015 5:17 AM
To: Gamers@audyssey.org
Subject: [Audyssey] kerkerkruip trouble

Hello. 

I posted this on the audiogames.net forum, but nobody has yet responded
after two days so I am asking here.

Back in version 8 and before, I used to be not bad at kerkerkruip, and could
reliably do for mallygris on novice (even without using Ment), and even had
killed him on apprentice. 

I haven't played the game for quite some time though, and version 9 changes
a lot, both in terms of the basic properties of the monsters and new systems
like religion, and I find I'm not getting on half as well, I've not finished
a novice game successfully yet, the best I've done is kill either Bodmall or
the priests of aite a couple of times, (though far less than they killed
me).

So, any tips? 

I don't really get how religious favour and sacrifices work, snse if you
kill the rogues in optimum order, ie, 2 1 4 3 2 1 5, you always need the
same powers to do in the previous ones. I've tried using grenades but had
far less success than I would like, indeed getting through even basic fights
against level 2 monsters seems a dicy business, let alone the level 4 ones.
The powers seem far less effective (I haven't got how the growth power
work), and the weapons seem less useful. I also am having trouble getting
the roll and block skills to be of any use, indeed mostly when I block I
seem to get hit.

So, I wonder what I am missing? How are you supposed to use religion?

The game has gotten quite convoluted, and I confess I'm not finding things
easy, and while I know kerkerkruip is intended to be a tough game a few
pointers on the new systems might be helpful :D.

All the best, 

Dark
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Re: [Audyssey] problem with astrogalaxy

2014-11-11 Thread Christopher Bartlett
I was able to get Step 18 resolved, but it required intervention.  The dev
is aware and promises a fix soon.  Step 20 has the same problem.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Tuesday, November 11, 2014 6:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problem with astrogalaxy

Hi Anouk.

I hope to hear on the access fixes with Astro Galaxy soon, I do think there 
is a lot in the game and I always admire a game (particularly a space themed

one), which is more than just hammering the attack button or constantly a 
pvp hack.

All the best,

Dark.
- Original Message - 
From: Anouk Radix radix.an...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 11, 2014 10:38 AM
Subject: Re: [Audyssey] problem with astrogalaxy


 Hey Dark!
 Thanks a bunch for keeping us posted about these very interesting games. 
 Please keep us posted about the accessibility updates. I am a bit busy now

 but will certainly give this game a try during the holidays!
 Greetings, Anouk,
 On 11 Nov 2014, at 10:22, dark d...@xgam.org wrote:

 I've got to step 18 in the tutorial, calculated the course and there does

 seem to be an issue. There seem to be three different ways of plotting 
 interstellar courses, the Starmap, which lets you plot long range courses

 (I think you can hit multiple stars), and which has the same text 
 navigation commands as the system map, the navcomp, which I believe 
 noticed places you've been, and the navigation option which I think 
 shows local stars around you. Unfortunately, the navigation option is 
 still inaccessible because the links to click on the stars are unlabeled 
 and there is no text alternative, and it's that which you need to use to 
 complete step 18.

 I appologise for this, I might have jumped the gun a little hear in 
 thinking all the access fixes were up. I've mailed the developer to ask 
 about this and hopefully the navigation menu can get the same text fixes 
 as happened elsewhere.

 Ironically, sinse the scan data for stars and other objects is already in

 the game in text, it's just a question of hooking this to the right parts

 of the game. This has already happened with the system navigation and the

 starmaps for long range jumps, hopefully the navigation will be fixed 
 soon as well.

 All the best,

 Dark.
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Re: [Audyssey] problem with astrogalaxy

2014-11-11 Thread Christopher Bartlett
Two things: in NVDA, the ship diagram reads as clickable for an empty
slot.  In fact however, unless you actually care where a module goes, you
can allow AG to install it for you by simply clicking on the install command
in the module array that looks like a table but sadly isn't, at least
according to NVDA.

The thing about the Space Exploration Agency tutorial is that you have to do
things exactly the way they say.  I had a very slightly different
configuration to my ship than the one they recommended, and I couldn't get
the task checked until I went back through the nineteen steps necessary to
re-jigger my ship to meet their specs, even though my decisions were
perfectly good.  In other words, the simulation is excellent, even of
educational bureaucracy.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of David
Bartling
Sent: Tuesday, November 11, 2014 4:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] problem with astrogalaxy

Hi
How did you get through the step where you had to click an empty slot and
install the ftl mk I module? I think I'm going to restart the tutorial just
to make sure I didn't do anything wrong.

On 11/11/14, dark d...@xgam.org wrote:
 Hi Chris.

 As I said, I appologise for jumping the gun. When I played previously, 
 I was

 able to get through the tutorial to step 18, (although with far more 
 difficulty sinse I just had to keep hitting those unlabeled system 
 links until i got to the right planet), but ran into the same issue 
 around step 18. I assumed when i saw the text labels on the starmaps 
 and system things were resolved.

 Still, at least people now know about the game and hopefully with 
 interest being  shown the developers will fix the problem with 
 navigation relatively

 soon.

 All the best,

 Dark.
 - Original Message -
 From: Christopher Bartlett atouchofrevere...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, November 11, 2014 12:47 PM
 Subject: Re: [Audyssey] problem with astrogalaxy


I was able to get Step 18 resolved, but it required intervention.  The 
dev  is aware and promises a fix soon.  Step 20 has the same problem.

 Chris Bartlett


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Tuesday, November 11, 2014 6:22 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] problem with astrogalaxy

 Hi Anouk.

 I hope to hear on the access fixes with Astro Galaxy soon, I do think 
 there is a lot in the game and I always admire a game (particularly a 
 space themed

 one), which is more than just hammering the attack button or 
 constantly a pvp hack.

 All the best,

 Dark.
 - Original Message -
 From: Anouk Radix radix.an...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 11, 2014 10:38 AM
 Subject: Re: [Audyssey] problem with astrogalaxy


 Hey Dark!
 Thanks a bunch for keeping us posted about these very interesting games.
 Please keep us posted about the accessibility updates. I am a bit 
 busy now

 but will certainly give this game a try during the holidays!
 Greetings, Anouk,
 On 11 Nov 2014, at 10:22, dark d...@xgam.org wrote:

 I've got to step 18 in the tutorial, calculated the course and 
 there does

 seem to be an issue. There seem to be three different ways of 
 plotting interstellar courses, the Starmap, which lets you plot 
 long range courses

 (I think you can hit multiple stars), and which has the same text 
 navigation commands as the system map, the navcomp, which I believe 
 noticed places you've been, and the navigation option which I 
 think shows local stars around you. Unfortunately, the navigation 
 option is still inaccessible because the links to click on the 
 stars are unlabeled and there is no text alternative, and it's that 
 which you need to use to complete step 18.

 I appologise for this, I might have jumped the gun a little hear in 
 thinking all the access fixes were up. I've mailed the developer to 
 ask about this and hopefully the navigation menu can get the same 
 text fixes as happened elsewhere.

 Ironically, sinse the scan data for stars and other objects is 
 already in

 the game in text, it's just a question of hooking this to the right 
 parts

 of the game. This has already happened with the system navigation 
 and the

 starmaps for long range jumps, hopefully the navigation will be 
 fixed soon as well.

 All the best,

 Dark.
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Re: [Audyssey] Browser game, Astro galaxy

2014-11-09 Thread Christopher Bartlett
Thanks for the pointer to this.  I am Captain Themadviolinist, and am
enjoying the thorough tutorial, though I have gotten myself stuck at IO with
no fuel.  I'm currently mining sulfur there to get raw materials to make
enough fuel to get back to Earth to upgrade my little ship to something
grander.

For those thinking about this game, the tutorial really is quite good and
seems very comprehensive.  I think the developer has been turned on to
accessibility as many things that are indicated as being graphical in the
instruction text actually have very usable UI features for us.  I'm actually
considering giving this game some money to buy quantum points, which is a
rarity for a browser game.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Sunday, November 09, 2014 8:52 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Browser game, Astro galaxy

Astro galaxy is a highly realistic and deeply involved space exploration
game from the makers of Space Oddessy. 

Unlike Space Oddissy, the game features a much more realistic and tightly
controled idea for space exploration, with players owning a few ships (you
start with just one), but managing them in detail in a fully 3D explorable
galaxy. 

Flying to different stars using detailed principles of space flight
(distances are even measured in Astronomical units and lagrange points),
managing fuel and ship modules, needing to hier crew and decide on. The
planets too are detailed, with different resources to be mined or collected,
or the ability to setup science labs and colonies. 

The game does have a degree of pvp, though how much I'm not sure,
particularly sinse the galaxy is ever expanding, with new systems and
technologies, this is one that is built to be open ended. 

The problem has been that up to now, all the navigation images in the game
were unlabeled. While it was possible to navigate a solar system by just
hitting unlabeled links until you got the right planet (possible but long
winded), the starmap was absolutely out, sinse there was no way of finding
other stars, and there are a lot! of different star systems. I of course
made the developers aware of this.

The devs have however now added a textual table for navigation both in
systems and on the starmap. I don't know how complete it is (the update in
the game news was only added last week, I just happened to catch it). It
might be a little rough at first, and even aside from navigation, note that
Astro galaxy is not a simple game by any means, so there is already a lot of
info (though fortunately there is a great interactive tutorial), however I
do think this is definitely one for people who have been looking for
something really great in the exploration end of scifi, and want a game that
is more than just hitting the attack button over and over again. 


The game is entirely free to play but has a donator currency called Qp or
quantum points which may be used to buy certain bennifits, including Vip
status, which reduces the time for various actions in the game such
travelling.
I'm therefore off to give it a serious try, and anyone interested can join
me over at:
http://www.astro-galaxy.com/

I'm Captain Dark on there, though bare in mind I'm just starting off myself
too (previously I only completed about %90 of the tutorial).



Beware the gReu1 

Dark.
Take them to the refirbished chamber that was once bad!
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[Audyssey] Audiogames.net?

2014-05-14 Thread Christopher Bartlett
So, I must have missed the memo somehow.  What on earth has happened to
audiogames.net,  It seems to have been down for days.

Chris Bartlett



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Re: [Audyssey] Choice of games accessibility on android?

2014-05-04 Thread Christopher Bartlett
It is possible.  I have played through Choice of Broadsides and Choice of
Kung Fu on my nexus 4.  What's odd is that accessibility seems to change and
get better after the first few screens.  There are some oddities though:
choice items are read twice if you are swiping through the options.  Touch
by explore seemed really laggy for some reason.  

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Milos Przic
Sent: Sunday, May 04, 2014 8:35 AM
To: Gamers Discussion list
Subject: [Audyssey] Choice of games accessibility on android?

Hi all,
I downloaded the Choice of Broadsides to experiment a little with a free
title before I buy something, and am not sure if one can actually play using
talkback. I read the screen without problems, but a double click on the Next
Button when I swipe to it doesn't work, so I can't pass the first screen.
When I try to find the buttons by touching and not by swiping, I can't find
anything...
Does anyone have experience with these games on Android?
Thanks to all in advance, and best regards!
  Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs

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[Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread Christopher Bartlett
It's actually more complicated even than that.  The notion of recreating in
an audio medium games that are primarily visual is a tempting chimera that
has, I feel, been one force behind the relative stagnation of the audio
games world.  The reasons for this make a lot of sense; people who grew up
playing conventional video games are often more passionate than folk who
never had that experience, which being so, makes the idea of recreating
those games from the past seem more compelling than our actual experience
shows that it is.

In the following discussion, I'm intentionally ignoring the problems of
expense and size of development shops we've typically seen, as well as
markets.  These factors are relevant to the general problem of game
development, but not to the discussion I'm having below.  Yes, I know about
them and understand their effects on what we've seen, but they obscure what
is for me a more basic problem.

Before I wander off on what is to me a more interesting tangent, let me just
suggest that Castaways is probably a better or at least more comparable game
than Revelation for Mine Craft.  Revelation is more like the mobile game
Alchemy.

So why do I call the recreation of visual games in an audio form a chimera?
Because we haven't yet cracked the problem of how to convey visual
information in an audio context.  Consider the following:
When a sighted person processes visual information, they are processing
shape, relative size, lighting, color, motion, perspective, relative
position and many other data over a time scale that is on the order of
tenths to hundreds of a second.  All this processing is parallel, through
many different information channels if you will.  Any of these data may be
relevant to figuring out a situation, route planning, tactics choice or
strategic considerations.

Now compare this with sound.  First of all, sound processing is slower
physiologically, allowing for less parallelism in how our brains deal with
sound sources.  Localization is less precise than a visual person gets from
locating an object with her eyes.  The problem of determining distance to
objects is more complex; there are more visual cues to distinguish large
objects far away vs. small objects close at hand.  There is no audio
equivalent of horizon, perspective or shading that provide the visual clues
to perform this simple but necessary task.

There are some analogs, pitch could be used to convey color fairly directly
as, at least for simple primary hues, frequency could correlate directly and
one could use volume to correlate with either saturation or brightness.
(Saturation refers to the color's intensity, brightness measures how much
light is reflected or produced for an energy input.)  But how do you convey
the color teal, which is a very particular hue, a mixture of blue and green?
I suppose you could mix wave lengths from the green and blue part of the
spectra, but the result would be a pitchless (though not white) noise that
might be very difficult to distinguish from say the burnt orange hue that
would be mixing a lot of yellow with a bit of red and darkening the
brightness and lowering the saturation value.

And all this assumes you have a meaningful concept of color to work with.  I
have had sufficient vision in the past to be able to visualize these colors.
Does this discussion hold any meaning for someone who never saw them?  (an
honest question; I do not have that experience, so can't comment from my own
life.)

As a very simple example; I have spent the last year trying to wrap my brain
around the idea of how best to convey in an audio format the information
available to a sighted player of Angband, Moria, Nethack or any other
roguelike in a meaningful way.  I worked for a short while with one of the
actual variant developers for these games, trying to design a system that
would convey the information about position, relative positions of enemies,
walls and floor features such as traps.  Note that this doesn't even begin
to touch the complexity available to a sighted game developer for a Call of
Duty sort of game.

I still haven't found a way to convey even this much reduced information
load to a player in a way that doesn't take impractical amounts of time to
play a game of any meaningful length.  This doesn't mean it can't be done.
It doesn't even mean that I won't solve this problem at some point.  What it
does mean is that I, a pretty smart cookie and good at algorithm
development, as well as a pen-and-paper game designer who has created quite
playable original designs and hacks of pre-existing work, have not yet
solved this problem, indicating that it's not a trivial problem to solve.

The solution probably involves information compression; first of all
figuring out what information is actually necessary to the experience of
playing a rogue-like; whether the physical exploration aspect that we saw in
Entombed is actually important enough to justify its cost in information
complexity, 

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread Christopher Bartlett
Good response, exactly the sort of push back I wanted to get from my strong
premise.

I wasn't aware of Chee's premise; interesting and it makes sense given the
nature of the game.

I would agree with you that we should be seeking the actual heart of a given
genre of games rather than seeking to specifically copy a particular game's
features.  But there is a large and vocal subset of our community that
remembers playing video games and/or has found work-arounds to play these
games without vision who advocate the creation of audio translations of
these experiences, rather than seeking to extract the central part of
playing those games, i.e. forcing the player to make particular choices at a
particular time scale that have effects on the game world.  There have been
times when I would have thought, based on the list and other for a that we
wanted our developers to recreate Call of Duty, rather than finding the
choices and time scale at the heart of that game and creating something that
preserves those factors while working with the UI limitations that we have.
I wanted to point out the limitations of that view.

It's true that we've seen some beginnings along these lines.  Aprone has put
forward games that represent experimental forays into the FPS and resource
allocation sort of games with Swamp and Castaways.  Time of Conflict is also
headed this direction to some extent and provides some neat concepts for
managing massive amounts of information that make larger military
simulations possible.  We have the beginnings of good vehicle combat games
in GMA Tank Commander, Lone Wolf and I suppose 3D Velocity, though that one
never caught my interest, even though I have actually flown aircraft and
would love a good pilot sim.  I'd like to see efforts of this sort continue,
with an emphasis on solving the problems of conveying the experience
abstraction rather than fussing over details of making this or that game
conform more to a mainstream paradigm.  For the reasons I discussed, I do
think that seeking to replicate the visual detail in an audio form has
limitations imposed by physiology.  Now, I think it entirely possible that
one could create an artificial audio environment that translated visual cues
into some kind of audio symbology that, given sufficient training, one could
learn to use in ways much more akin to vision than normal representational
hearing, and perhaps that's a path to follow in game development, as well as
orientation, mobility or other tasks currently closed to those with
nonfunctional vision.  I certainly don't have the cognitive science,
hardware engineering or marketing chops to bring such devices or systems to
a marketable product, but I'd surely love to be in on designing a sound
scheme and experimenting to see how far one could take it.

But I digress, as I suspect that most people wouldn't be willing to spend
tens or hundreds of hours rewiring their brains to process audio in a more
visual fashion, especially for a game.

I'm hoping some game devs will chime in here.

Chris Bartlett

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Tuesday, December 31, 2013 6:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The red herring of visual game recreation, was:
MindCraft for the blind.

Hi Chris.

This was an interesting discussion to read, and I agree in part, it is 
trivially true that if all human sensoary input or even the approximation of

those senses were equally functional via sound as opposed to vision, 
blindness would be not be a disability.

However, I disagree that attempting to represent information and game 
concepts is a chimera or a less than crytical attempt, simply because there 
is far more to games than just the graphics. Player interaction, 
apprehention of game factors, construction of explorable environments etc.

I myself have been fully able (and still am aable), to play a number of 
visual games with if not quite the same ease as a sighted person (especially

as regards text), at least with enough to success to appreciate what aspects

of those games made them unique. Other genres such as fps have been closed 
to me.

When I started playing audio games with shades of doom, what convinced me 
that the idea of games via sound was a worth while exercise was the fact 
that shades, for all it might not be up to the same level of information or 
play speed as a sighted game, had the same factors which made a game like 
original doom a good example of the fps genre. Exploration, atmosphere, 
compelling story, and semi tactical combat.

I would myself suggest it is these elements and how the inofrmation 
processing qualities of sound can be made to enhance these elements which 
should be the focus of game developers when creating an audio version of a 
visual game, hence the clock and map elements in castaways, the overview and

the ned to play reactively which ultimately matter far more to the stratogy 
game 

Re: [Audyssey] L-Works Partnership with USA Games

2013-12-15 Thread Christopher Bartlett
This bears a striking resemblance to the behavior of someone on a couple of
other lists that goes on for a couple of days, then is squashed.  My advice,
ignore it, don't leave the list, don't respond, even when he begins
threatening people or trying to slag their good names.  He's mentally ill
and this is just a manifestation of that illness.  Hopefully he'll get a new
prescription or help of some sort.  I can't even find it in my heart to wish
him ill.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Lisa Hayes
Sent: Sunday, December 15, 2013 2:01 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] L-Works Partnership with USA Games

Leaving the list is giving in to the scum whose doing this.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Charles Rivard wee1s...@fidnet.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 15, 2013 5:27 PM
Subject: Re: [Audyssey] L-Works Partnership with USA Games


 This kind of stuff is probably due to one individual, so I wouldn't leave 
 the list because of it.  It would only encourage the perpetrator of such 
 childishness.

 ---
 Be positive!  When it comes to being defeated, if you think you're 
 finished, you! really! are! finished!
 - Original Message - 
 From: Cara Quinn caraqu...@caraquinn.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 14, 2013 9:17 PM
 Subject: Re: [Audyssey] L-Works Partnership with USA Games


 Yeah,

 Honestly I think this probably is going to about do it for me as well.

 I've about had it with the foolishness here of late.

 Anyway, happy holidays All!

 Smiles,

 Cara :)
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On Dec 14, 2013, at 6:43 PM, Liam Erven liamer...@gmail.com wrote:

 Sigh really?  And people wonder why I hate this list. Glad to see
 people are adult enough to impersonate other list members.

 On 12/14/13, Liam Erven liamer...@gmail.com wrote:
 I am a big fan of mainstream games. There are plenty of home-made gay 
 games
 out there. But there are none for us blind people! Thomas and I now are
 husbands, and we fuck each other daily. But I am a REALLY horny guy, and
 Thomas's ass is sore from my constant pounding. So I need to virtually
 penetrate him. I would like to share this experience with you all for 
 $200.

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Re: [Audyssey] a message from this lists hosting provider.

2013-12-15 Thread Christopher Bartlett
If this is who I think it is, and it is a similar enough modus operandi to
be likely, he is mentally ill.  Please be kind, even though you have
suffered some annoyance, and in the cases of the people he has impersonated
possible actual harm, since the messages are now forever and findable on the
Internet, I think he's a sick individual and needs compassion rather than
scathing rage.

Of course if it's someone else, then feed him his genitals for all I care.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of loriduncan
Sent: Sunday, December 15, 2013 3:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a message from this lists hosting provider.

I agree, and the same goes for those stupid hackers and cheaters on Swamp 
and other games.

-Original Message- 
From: Charles Rivard
Sent: Sunday, December 15, 2013 8:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a message from this lists hosting provider.

I would like to see the perpetrators cut off from the Internet entirely.
Can't be done, though, unless they were imprisoned, which isn't too bad of
an idea, either.

---
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you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 15, 2013 12:43 PM
Subject: Re: [Audyssey] a message from this lists hosting provider.


 Hello Lori,

 It isn't quite that simple. The people responsible for the spam
 attacks were faking e-mail addresses of various legitimate list
 members, and obviously the e-mails did not actually come from those
 members themselves. However, Mailman, the list software we use, has no
 way of knowing if an e-mail address is being faked or not and approved
 them not knowing it was spam. However, we have contacted Linode and
 are working to cut off the perpetrator's access to the list.

 cheers!

 On 12/15/13, loriduncan lori_dunca...@hotmail.com wrote:
 Whoever it is should be banned from using the list.

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Re: [Audyssey] thoughts on posts to the list and to Audyssey magazine - Re: Important Notice For All List Members

2013-03-08 Thread Christopher Bartlett
It is really very simple.  If you can't be arsed to make your message clear
and easy to read, why should I bother trying.  Unclear writing indicates
unclear thinking, and in my world of limited time, I am only going to bother
with someone who makes a good faith effort to communicate.  If that's
arrogance, so be it, but my time is valuable.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Shadow Dragon
Sent: Thursday, March 07, 2013 2:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on posts to the list and to Audyssey
magazine - Re: Important Notice For All List Members

I think both sides are at fault here. It would be nice if spelling and
grammar were taking more under consideration, but I don't understand the
complaints about messages being hard to read and understand. I have no
problem at all understanding even the most horribly typed messages, I even
use translation services to do some things that make some messages on here
look like professional grade documents. It seems to me that if you can't
understand something even if it's badly written, you have no right to
complain because it isn't like it takes any extra skill or adjustment to
figure things out. If anything I just find it arrogant. Not everything will
ever be perfectly clear and easy to read, but complaining about not being
able to understand it, in my opinion, makes people look just as bad.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, March 07, 2013 10:59 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] thoughts on posts to the list and to Audyssey
magazine - Re: Important Notice For All List Members

 Hi Charles,

 I am in full agreement with you on this point. I understand in cases 
 where English isn't a person's native language where they make 
 grammatical and spelling errors in their posts. However, the irony is 
 that I know of many people on this list and several other lists that 
 are not native English speakers and there spelling and grammar are 
 almost textbook perfect where native English speakers who should 
 certainly know better have the most spelling and grammar errors of 
 all. I don't know if it is the fault of the education system, weather 
 or not the people in question don't care, or there is some type of 
 mental disability involved but I can't help but notice the fact I 
 often delete a lot of posts simply because little to know attempt was 
 made at clarity. If some people have difficulty making there day to 
 day posts clear it is doubtful they will be able to construct an 
 article or review of a better quality unless they seriously proofread 
 and spell check their work Its not like I expect the post to be 
 textbook perfect, but I do expect a reasonable attempt at spelling and 
 proper punctuation if nothing else..
 


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Re: [Audyssey] close topic was RE: thoughts on posts to the list and to Audysseymagazine - Re: Important Notice For All List Members

2013-03-08 Thread Christopher Bartlett
My apologies, didn't see the close request before posting.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of kev lyon
Sent: Thursday, March 07, 2013 2:11 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] close topic was RE: thoughts on posts to the list and to
Audysseymagazine - Re: Important Notice For All List Members

ok guys, this subject comes up again and again, and always ends up the same
way. so let's close this one before it has a chance to escalate!  
let's get back to the subject of the list shall we? :)


kevin
twitter: @lordl1974
on skype: lordl1974

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Shadow Dragon
Sent: 07 March 2013 19:04
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on posts to the list and to
Audysseymagazine - Re: Important Notice For All List Members

I think both sides are at fault here. It would be nice if spelling and
grammar were taking more under consideration, but I don't understand the
complaints about messages being hard to read and understand. I have no
problem at all understanding even the most horribly typed messages, I even
use translation services to do some things that make some messages on here
look like professional grade documents. It seems to me that if you can't
understand something even if it's badly written, you have no right to
complain because it isn't like it takes any extra skill or adjustment to
figure things out. If anything I just find it arrogant. Not everything will
ever be perfectly clear and easy to read, but complaining about not being
able to understand it, in my opinion, makes people look just as bad.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, March 07, 2013 10:59 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] thoughts on posts to the list and to Audyssey
magazine - Re: Important Notice For All List Members

 Hi Charles,

 I am in full agreement with you on this point. I understand in cases 
 where English isn't a person's native language where they make 
 grammatical and spelling errors in their posts. However, the irony is 
 that I know of many people on this list and several other lists that 
 are not native English speakers and there spelling and grammar are 
 almost textbook perfect where native English speakers who should 
 certainly know better have the most spelling and grammar errors of 
 all. I don't know if it is the fault of the education system, weather 
 or not the people in question don't care, or there is some type of 
 mental disability involved but I can't help but notice the fact I 
 often delete a lot of posts simply because little to know attempt was 
 made at clarity. If some people have difficulty making there day to 
 day posts clear it is doubtful they will be able to construct an 
 article or review of a better quality unless they seriously proofread 
 and spell check their work Its not like I expect the post to be 
 textbook perfect, but I do expect a reasonable attempt at spelling and 
 proper punctuation if nothing else..
 


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Re: [Audyssey] Accessible DD material.

2013-02-11 Thread Christopher Bartlett
I am currently in possession of the newest iteration of Fate, which was a
free role playing game, but which has now been taken over by Evil hat
Productions, the fine people who brought you the Dresden Files RPG and
Spirit of the Century, a game for playing pulp adventures such as would be
found in the league of Extraordinary Gentlemen, the Shadow and so forth.

They had a kickstarter campaign that went berserk, raised over $400,000 and
will be funding Fate and its expansions for a couple of years to come.

My point in all this is that I would be willing to run a Fate game on line
for interested parties.  Fate is a universal game system, a la GURPS if
anyone else remembers that game from the eighties, so I would be able to run
almost anything from high (or low) fantasy through swashbuckling, horror,
noir, urban fantasy, Cyberpunk, and many other SF tropes.

If folk are interested and willing to play over Skype or some other chat
service, let me know.  I'd be looking for from three to four other players.

Chris Bartlett


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Re: [Audyssey] Music Puzzle Lite updated!

2012-12-04 Thread Christopher Bartlett
Is there a way to select multiple pieces to move, say if you've got a
section in order and want to move all of it at once?

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Shard
Workshop
Sent: Tuesday, December 04, 2012 1:01 PM
To: Gamers Discussion list
Subject: [Audyssey] Music Puzzle Lite updated!

We have updated the setup file for both the lite and full version and have
added some of the community suggestions:
- Pressing N will now tell you which ribbon you're riding
- Reaching the start or end of the ribbon will result in a click sound
- There is now an option in the Config.ini that lets you change the number
of ribbons (2, 3, 4 or the default five)!
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Re: [Audyssey] swamp: mission thoughts

2012-10-24 Thread Christopher Bartlett
Aprone has mentioned that he has a couple of new mission types partially
developed, but due to increased troublemaker activity, he's had to shelve
their development in favor of security fixes.

Based on the interview he gave in the anniversary special (which you can
also find in the drop box folder, the new version is well under way, to the
point where he's testing a completely rewritten server end and has begun
implementing features that will allow him to more easily launch events such
as the dire swarm near the factory.

Hard core mode is a prominent feature in the update, or so he hopes.  From
his description, missions in HC mode will have to be different as there will
be no reputation.  Food becomes sort of the new currency in the HC economy.
It could be that we'll see missions to recover food directly.

Really, the interview is probably the best way to learn about the upcoming
things in Swamp.

Chris Bartlett


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of shaun everiss
Sent: Sunday, October 21, 2012 9:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: mission thoughts

hmmm the last version was 2.8 though the forums are not that bad.
I don't often post but I do check.

At 08:23 p.m. 21/10/2012 -0400, you wrote:
I was under the impression that development had somewhat stagnated. 
Is there something on the audiogames forum that I missed? I don't often 
check there.

- Original Message -
From: Richard Sherman squir...@gmail.com
To: Gamers Discussion list gamers@audyssey.org Date sent: Sun, 21 
Oct 2012 10:23:00 -0600
Subject: Re: [Audyssey] swamp: mission thoughts

Hi,

It sounds like you are asking for different missions, but that take 
longer and with more of a story line then correct?

Because currently the missions can go either quite quickly or 
relatively long. it just depends on how many you have join, and how 
good those people are. I have heard of last man standing missions 
lasting well over a half hour. also missions into warehouse 4 can take well
over an hour.

I do agree more missions with different styles than just collecting 
crates would be great. But I don't have any suggestions. But if you do, 
throw Aprone a message with the suggestion and as much detail as you can.

Also, there is a swamp folder being shared thru drop box. It has in it 
4 maps you can play in off line mode. Sorry none of them have been 
incorporated into multiplayer. But it does give you something else to try.

Or you can always create your own map and send it to aprone with your 
ideas and suggestions.

Plus keep in mind a new version should be on the way soon. So it may 
just contain some of your ideas in it. give it a look when it comes out 
and go from there.

HTH.

Shermanator

- Original Message -
From: john jpcarnemo...@comcast.net
Sent: Sunday, October 21, 2012 4:33 AM


I'm finally getting back into swamp a bit, and more and more I'm 
wishing we had longer missions. Not that we'd have to find more crates, 
but that there was some kind of mission that would take over half an 
hour to do instead of five to ten minutes. I'm not sure how this would 
work; 150 crates isn't quite what I had in mind, but overall I'd like 
to see something longer, perhaps with more of a story.

Any thoughts?
John


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Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Christopher Bartlett
A note on the user interface for any truck sitting solution.  I cannot rely on 
having to type out user names as for many users, their names don't easily 
render across languages and it would be major league inconvenient to have to 
cut and paste names from the mission log etc.  This also makes it more 
difficult to recognize names of people you might want to keep or kick.  I've 
missioned with several of the symbols crowd who are really good partners and 
with some who were a waste of space and xp.



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Re: [Audyssey] Redistributing RPG Source Books

2012-06-22 Thread Christopher Bartlett
I tried pdf2txt on some files that contain images of books from a certain,
ahem well-known fantasy role playing game and I was extremely dissatisfied
by the accuracy of the results.  I believe that the formatting of game books
poses a particular challenge to ocr programs.

Christopher Bartlett



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Re: [Audyssey] Redistributing RPG Source Books

2012-06-21 Thread Christopher Bartlett
I will second Dark's recommendation of any Tim Powers you can get your hands
on.  My personal favorite it The Stress of Her Regard, combining Mary and
Percy Shelley, Venice, Lamia and all manner of other wonderful chaos,
maiming and an odd romance.

Christopher Bartlett



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Re: [Audyssey] Redistributing RPG Source Books

2012-06-21 Thread Christopher Bartlett
The OCR features in both JFW and NVDA aren't meant for large document
conversion but for reading image controls that are labeled in some way the
screen reader can't pick up.  I am in fact in need of a good solution for
OCR-in a bunch of image pdf files myself.  If anyone has a good solution for
this problem, please share.  Note that my budget doesn't extend to Open Book
or K1000.

Chris Bartlett



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Re: [Audyssey] Suggestion for swamp

2012-06-17 Thread Christopher Bartlett
Hi Lori.  The subject of death and its consequences has been fiercely
debated since the beginning of multi-player.  Do not expect Aprone to change
this as I think he finds the current balance acceptable, in that death costs
something but is not something you can't recover from.  Zombie swarms are a
fact of life and learning to survive or avoid them is one of the tricks to
becoming an elite player, one I'm still working on myself.

Christopher BARTLETT, aka Mordred formerly The Mad Violinist.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Sunday, June 17, 2012 11:50 AM
To: gamers@audyssey.org
Subject: [Audyssey] Suggestion for swamp

Hi I'd like to suggest that people don't lose everything when they die in
swamp, especially when larger zombee swarms take longer to kill and you've
more chance of being hit.  You get all this lovely lute then lose it all
because there's so much going on that you were unable to hear that last
zombee sneeking up on you until it's too late.  Maybe Aprone could make it
so you don't lose everything unless you've saved your game at the safezone
first, it might make the game a bit more fair.  What do others think?  From
Lori.
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[Audyssey] Swamp, a growing problem

2012-05-12 Thread Christopher Bartlett
Those of you who have not been following the discussion on audiogames.net
may be unaware that Jeremy/Aprone has had to devote increasing time to
anti-hacking measures for Swamp.  This has been escalating for the last two
weeks and has substantially delayed new releases with more maps, guns and
perhaps mission types.  On AG, he expressed a completely understandable
frustration that this is happening.  He hasn't said he'll stop developing
the game or for the community, but he has expressed understanding for those
who would.

 

Now you know I'm an Aprone fan-boy, but honestly this is becoming a serious
problem.  A few bad actors are threatening access to the current leader in
game popularity for reasons best known only to themselves.  The best way we
can minimize the problem is with information.  I'm asking on behalf of the
entire Swamp community that if you have information on persons deliberately
seeking to cheat, hack or otherwise interfere with the proper functioning of
the Swamp game, please contact Aprone and give him information.  The sad
truth is that in the arms race between offense and defense in this arena,
the hacker always has the initiative, so software solutions aren't likely to
be the way to solve this problem, but if we can bring social pressure by
publicly outing the offenders, banning them from our communities, shunning
them personally and otherwise isolating them and removing any support they
have, it may become more trouble than it's worth to them to continue their
bad behavior.

 

It's said that sunshine is the most effective way to kill mold/mildew.
Information and public knowledge may well serve the same purpose in this
situation.

 

And if any people engaged in this behavior are reading this, please know
that you have engaged the anger of an actual witch and magical warrior.
Your belief is in what I say is immaterial, just know that misfortune is
headed your way.

 

Christopher Bartlett, AKA the Mad Violinist

 

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Re: [Audyssey] Ambience in Swamp

2012-05-08 Thread Christopher Bartlett
There are areas that would make sense to have a swamp ambience, northern and
western ends of map 1 and south side east of broadway, and the northeastern
part of map 2.  I'm not sure how much help this would be as the ambient
noise should be the sort of non-specific insect/bird/wind noise that
wouldn't act as much of a navigation aid.  I'm not against the idea, I think
it would add some atmosphere and not really negatively impact combat except
perhaps at long range.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, May 07, 2012 3:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Ambience in Swamp

It makes sense being as Swamp is an audio game to have different sounds, and
for people who wouldn't want background ambience, it could always be muted
like the music.  I don't want to cause Aprone or Kai any trouble or extra
work load, I was just suggesting it as an easier way to navigate for us
people who use sound orrintation.

--
From: lenron brown lenro...@gmail.com
Sent: Monday, May 07, 2012 7:57 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Ambience in Swamp

 agreed i could find the elavator easier if i could here it only got to 
 it once


 On 5/7/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I'd rather navigate by sound in a game than by always looking at 
 numbers, you can respond quicker to sound rather than numbers.

 --
 From: Tomasz Tworek seal11...@gmail.com
 Sent: Monday, May 07, 2012 5:48 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Ambience in Swamp

 Or for sure not, for me navigaing on the maps using only coordinates 
 is the most stupid  idea, but really popular in audio games sadly. I 
 listed this one on AG.net's thread but ofcurse as always, evryone 
 drop it down, good to see someone si thinking in the same way, cause 
 audio game without

 great sound surrounding is really, really not exact audio game for me.


 Cheers

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Re: [Audyssey] Problem with buildings in swamp

2012-05-08 Thread Christopher Bartlett
I would like to suggest an alternate radar sound.  I find the current one a
bit intrusive.  I liked the general sound in Austen's mod, but the sound for
half walls was very loud and got in the way of using them.  His clear and
barrier sounds were less obtrusive, though it also sounded like you only got
three chirps per pass some of the time.

I'd like beeps that are quiet and only change in pitch to indicate clear vs.
barrier vs. half wall.

Chris Bartlett



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Re: [Audyssey] Swamp version 2.2

2012-05-02 Thread Christopher Bartlett
It's not just map 1, and so far as I can tell it's not related to what
weapon you're wielding.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, May 02, 2012 4:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp version 2.2

Hey Jeremy,

Always on map 1 seeing as I'm only a pesky level 4. Weapons during that
session were the axe (lots of use of that), pistol and browning.
That's all there was to it.

The message Shaun posted in this thread sounds like very similar behaviour
too. The rep seems to drop off either when you hit enter on get equipment
in the SZ menu, or when you try to buy things. I could be imagining it, but
think it happens more often when you try to purchase multiples of an item.

Hth
Scott


On 5/2/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Scott I won't guarantee that my theory is correct since I am far from 
 right 100% of the time.  Haha!  Basically I had someone reporting that 
 issue back in 2.0 and I ran a series of server tests which showed that to
be the cause.
  There is no reason for me to conclude that each person experiencing 
 reputation drops is having it happen due to the exact same reasons.  
 You may have something different going on then he did.  I'll look in to
it.

 It would help if I knew what guns you typically killed zombies with 
 and also on which map.  You never know but I may end up discovering 
 that this is only affecting people on map 1 who fight with the mp5.  
 *shrugs*  Those odd details tend to help a lot when they get discovered.

 Hi Jeremy,

 How sure are you that that's the pattern? Reason I ask is that I 
 dropped from 303 rep to 3, which is less than I started out with when 
 I connected. That doesn't fit with what you described below unless 
 I'm missing something.

 Scott


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Re: [Audyssey] swamp 2.2 thoughts

2012-05-02 Thread Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Wednesday, May 02, 2012 2:09 PM
To: 'Johnny Tai'; 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp 2.2 thoughts

But what if, like me, you don't have 200 rep... did you think of that?
That's kind of inconsiderate to players like myself who have school to
contend
with ...
On the flip side, for someone with 4.5 million reputation, and yes they
exist, 200 rep wouldn't matter.  

I ended up getting into a phone conversation while outside the safe zone and
had to listen as I got munched and the screams came through my folded
headphones.  You know, things happen, and I guess I don't care all that
much, even though I now have something like 20 rep and will be starting all
over.  I guess it matters more to others though.

Chris Bartlett



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Re: [Audyssey] bgt understanding problem

2012-04-24 Thread Christopher Bartlett
Error unexpected end of file is almost always a quoted string with
unbalanced quotes, so the compiler is looking for more code, since it thinks
everything is a string.

Menu creation is handled in the dynamic_menu object under the helper layer
in the documentation.  If you can give us more specifics, I can help you as
I've used this object fairly extensively.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of bpeterson2...@cableone.net
Sent: Sunday, April 22, 2012 7:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] bgt understanding problem

Another excellent place is the BGT General forum on blastbay.com itself.



Are you threatening me? I am the great Cornholio! I come from Lake Titicaca!
-Original Message- 
From: Ryan Strunk
Sent: Saturday, April 21, 2012 10:29 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] bgt understanding problem

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

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

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

2012-04-24 Thread Christopher Bartlett
Hey!  You leave Captain Ash, the crypto IRA bomber alone.  He's an important
character in my story!  *smile*


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of simon dowling
Sent: Sunday, April 22, 2012 10:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp missions.

i tend to always go in the ki mark via the back door as it is quite
easy to find and scope out any zombies there and kill them even more.
also the bridge is a good place to pick off them too. i do wish that
you could kill that annoying guard, don't know where he got that brit
accent, its dreadful lol.



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Re: [Audyssey] new Swamp question

2012-04-08 Thread Christopher Bartlett
To clarify, yes, hitting escape in the safe zone will save from sessions to
session, including equipment.  However the exception is that death clears
your save.  While you keep you reputation and experience, you lose all of
your equipment and are returned to the start configuration of a pistol and a
med kit.  There is no way to avoid this consequence of death.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Saturday, April 07, 2012 5:36 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] new Swamp question

Yes.  Going to the safe zone and pressing escape twice effectively saves
everything, but there are a few exceptions.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of steve cullen
Sent: 07 April 2012 22:22
To: Gamers@audyssey.org
Subject: [Audyssey] new Swamp question

Hi Everyone,

Thank you to the people who answered my first question. Heres my next
question is there any way to save in swamp when your finished playing?

Thank you all very much.

Regards,

Steve Cullen

 

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2409/4920 - Release Date: 04/07/12


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Re: [Audyssey] Swamp Weapons Thoughts

2012-04-07 Thread Christopher Bartlett
I think we have the movie Predator to thank for that bit of fictional
physics.

Chris  Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, April 03, 2012 1:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp Weapons Thoughts

no, the mini gun should still use 7.62, but it should make it harder
to carry anything else, as its a vehicle weapon, not a personel
weapon.
let alone, its bad enough that we can fire the thing braced  like
hell. ahahaha. blow your shoulder off.
dallas


On 03/04/2012, enes enes.sari...@gmail.com wrote:
 hi,
 some of my ideas
 in the third map what about adding new effects like poison and you'd hunt
 for antidotes to cure the poisoning
 and more cool items

 --
 From: Johnny Tai johnnyti...@shaw.ca
 Sent: Monday, April 02, 2012 9:07 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp Weapons Thoughts

 I would love to have different pistol options...cause I still want me a
 magnum desert eagle!

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 If you think you are beaten, you are;
  If you think you dare not, you don't;
  If you'd like to win, but you think you can't,
 It's almost a cinch you won't;
 If you think you'll lose, you've lost,
  For out in the world you'll find
 Success begins with a fellow's will
 It's all in the state of mind.
  Full many a race is lost
  Ere even a race is run,
  And many a coward fails
  Ere even his work's begun.
  Think big, and your deeds will grow,
  Think small and you fall behind,
  Think that you can, and you will;
  It's all in the state of mind.
  If you think you are outclassed, you are;
 You've got to think high to rise;
 You've got to be sure of yourself
 before You can ever win a prize.
  Life's battle doesn't always go
  To the stronger or faster man;
  But sooner or later, the man who wins
  Is the fellow who thinks he can.




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Re: [Audyssey] swamp missions and death

2012-04-07 Thread Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Saturday, April 07, 2012 5:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp missions and death

When you die, you lose everything, you only keep your points

---

Let's recast that.  When you die, you lose only the easiest thing to recoup,
that is, your equipment.  The harder things, rep, xp and skill points
remain.  Death is really very gentle in this game about the zombie
apocalypse, a mismatch that is my single largest problem with an excellent
game.

Christopher Bartlett



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Christopher Bartlett
My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially when
you stand to gain for five minutes of survival rep and experience that would
take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep worth
of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives you
a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Christopher Bartlett
I've commented on the bgt topic on audiogames.net.  Here is a longer set of
comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I would
remove the help text from the installer though, as at least for me running
NVDA, the text was a jumble due to formatting and I ended up having to read
it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound for some
reason.  My accuracy in Swamp hovers around 75% so I don't think it's me.

The snowball fight portion of the game is the most interesting, but we need
some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches without him
being able to touch you.

The animals game needs something more than simply rolling dice and moving
through randomly determined obstacles.  There are no decisions to be made in
this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and frankly
they would be the only ones interested in any of these games for any length
of time.  That's ok, if that's your goal.

Christopher Bartlett



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Christopher Bartlett
Hey Nikola, as one of those who have offered constructive criticism, I do
not mean to insult you or your creation.  When I say that these games would
work well if aimed at children, I'm actually trying to provide you with a
suggestion for what to do with the filled-out project.  As Dark said in his
critique over on audiogames.net, you have done well with your use of sounds.


Also, whether you win or not should not decide whether you continue working
on the games or not.  And if we can't provide honest feedback, how are we
going to help you improve, which is what getting feedback is all about.  I
think you'd agree Aprone aka Jeremy is a current rock star in the developer
set right now, having possibly the hottest game out ever, and certainly the
current title with the most buzz.  Those of us who have been fans have
certainly submitted a lot of feedback, and not all of it complimentary.
We've called out what we feel are poor choices.  But he has developed a
rapport with much of his fan base, and one reason is his ability to accept
criticism and either work to change something or explain why he chose what
he did and why he isn't going to change it.  I'm an Aprone fan-boy and I
don't even like all his choices, but I trust him to produce something of
high quality with repeated feedback and change cycles.

So please accept what we say without taking it for more than it is.  I did
not call your games stupid, and my question about your audience was meant to
help you market future games of this kind if that's the direction you want
to go.  Your games are not my cup of tea, but that's my opinion and does not
mean I don't appreciate the effort that went into creating them.  Hell's
bells, I didn't get my submission in, and while I will release that game,
it's going to be quite different than my original design.

So cheer up, if I didn't care, I wouldn't comment.

Christopher Bartlett



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Re: [Audyssey] USA Games News

2012-03-30 Thread Christopher Bartlett
All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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Re: [Audyssey] Swamp Testing Server Down?

2012-03-23 Thread Christopher Bartlett
Yes, there was a an announcement that it would be going down this morning
when I logged into the server.  It's down for work, presumably on the server
side of the game.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Friday, March 23, 2012 1:48 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp Testing Server Down?

Hey guys, the subject says it all. Is the Swamp 1.9 server down?

I kind of hope not, but if it is, just let me know.

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp test?

2012-03-22 Thread Christopher Bartlett
Dakotah, I'm sending you an invitation to a shared folder on DropBox I'm
hosting for all things swamp, including all the latest test client
installers.

Oh, if anyone else on this list wants such an invite, write me off list and
put your email address in the body of the message.  Yes I know it's in the
from field, but it's easier to extract it from the body of the message.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Wednesday, March 21, 2012 1:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp test?

I have faith in you, Jeremy. You're a mover and a shaker. Don't lose faith
in yourself.

Whether you move the server today or not, I was just curious about how it's
going.

Also, though I know this is a farther-off goal, but how soon until we can
start opening our own server. I'd like to host a Swamp LAN party, but I
guess that would also come with the map editor, which is another difficult
goal.

Signed:
Dakotah RIckard

On 3/21/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Hey Dakotah.  Well we should be close to switching the main server 
 over to 1.9, but real life seems determined to stop me at every step of
the way.
 Each time I get close and am positive that the change will happen that 
 day, something pops up to keep me busy or some new bug delays the 
 changeover.  I don't know why I'm even worried about the bugs since 
 I'm just moving between servers, but for whatever reason I've been 
 using that as an excuse.  :P Perhaps I'll do it today!  (Keep in mind 
 though, I tell myself this a lot,
 rofl)

 Hey all, and mostly Jeremy.

 How's that test version of Swamp going? I haven't played it, mostly 
 because I lost the message with the link in it.

 Are we close to a public release?

 Signed:
 Dakotah Rickard


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Re: [Audyssey] Voices For Swamp

2012-02-07 Thread Christopher Bartlett
A note of information, it actually took me about an hour to do two full
submissions, which included finding batteries for my r09, loading up the web
page, switching headphones to find the distance sweet-spot to hold the
recorder, recording two complete sets of the phrases in different voice
characters, loading up said recordings in Reaper, (which included changing
my loading preferences to send .wav files to Reaper), figuring out how to
render from Reaper, cursing a blue streak for Reaper not seeing the lame
encoder I know I've installed, switching over to flak and rendering, copying
said files to my drop box account, then going up on the site and posting
said links.

Since Jeremy/Kai are doing all the processing, all you need is a good
quality recording device, whether your computer or as in my case an external
digital recorder.  I suspect even a Vrstream would do if you converted the
amr files to mp3, since stereo v. mono probably doesn't matter.

So get to it.

Christopher Bartlett



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Re: [Audyssey] learning how to write games

2012-02-02 Thread Christopher Bartlett
There is a new resource available through ITunes, the ITunes university
which I believe provides free access to many college level courses,
including computer science courses.  I believe that it is accessible, at
least on IOS devices; I don't know about Windows.

Chris Bartlett



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Re: [Audyssey] Swamp question

2012-01-30 Thread Christopher Bartlett
Here's the thing Lori.  You only need sight to use a mouse if you're
tracking the mouse pointer.  When you move the mouse in Swamp, the audio
environment changes in a predictable way; move the mouse left, turn left,
move the mouse right, turn right.  You don't really even to know left from
right, just be able to navigate using audio cues just as you would with a
cane or dog, with moving the mouse being equivalent to turning your body.

Once you've practiced, and put together a keyboard layout that uses the hand
you're not moving the mouse with, you will be able to react quickly and
smoothly in a way you simply could not with a keyboard.

As others have posted here, please try it before judging whether or not it's
accessible.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Monday, January 30, 2012 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp question

   Hi Lori,
   It is the same concept as using a keyboard totally blind, you just 
get used to where the items you need are located.
   It takes some practice, but my wife just started playing swamp, she 
is totally blind, and never used a mouse before either, but she is doing 
quite well and really enjoying the game.
   Keep in mind, hundreds of totally blind folks are playing swamp now 
with a mouse, and hundreds others have played other audio games with 
mouse support, with more on the way.
   The mouse is a great method of input for the blind, folks just need 
to be open minded and give it a fair shot.
   I sent some tips to the list a while back on using the mouse for the 
first time, perhaps someone could dig that post up and re post?
   Later
che


On 1/30/2012 10:09 AM, Lori Duncan wrote:
 But if you can't see then how are you supposed to opperate a mouse?

 --
 From: dan cook dan.sc...@gmail.com
 Sent: Monday, January 30, 2012 4:02 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp question

 hi,
 swamp was intended to be mouse controled to make it feel more mainstream.
 however even though it takes a while to get used to, its easy enough
 to get used to mouse control as the mouse cannot move outside the
 window of the game.
 also in an fps like this, learning to use a mouse completely defeats
 keyboard control, as its much easier to have prosice movements among
 other things.
 if you need to config keys diferently such as the reload button etc,
 the config file makes it easy to understand anyway.
 my advice is just keep at it, you'll get it eventually.

 On 1/30/12, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi I just downloaded Swamp, but am quite disappointed to descover it
 is only
 really mouse friendly, so not really friendly for people with ni
 sight at
 all. I know you can change the keys in the config file, but still
 feel that
 there should be a totally blind-friendly version made availible. I'm not
 sure how to go about trying to make the game work for me as far as
 changing
 keys goes. Thanks from Lori.
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If you

Re: [Audyssey] Swamp question

2012-01-30 Thread Christopher Bartlett
Lori, your track pad will work by sliding your finger over it.  One thing of
which to be aware is that some track pads have spots that act to click the
mouse buttons, which would not be helpful.  Really, the best way is to pick
up a USB mouse and plug it in to your machine.  They can be as much as $20,
but others have found them for less.

Chris Bartlett



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Re: [Audyssey] Swamp question

2012-01-30 Thread Christopher Bartlett
Using a $30 set of headphones and I don't feel the need to spend more.

Chris Bartlett



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Re: [Audyssey] BGT help.

2012-01-29 Thread Christopher Bartlett
What problem are you having with getting into the documentation?  It's a
standard windows help file.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, January 29, 2012 7:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT help.

Hi Keith,

It stands for Blastbay Game Toolkit.

HTH


On 1/29/12, Keith S hea...@mchsi.com wrote:
 What does BGT stand for?

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Re: [Audyssey] Writing code.

2012-01-29 Thread Christopher Bartlett
BGT does not, at this time, have an officially supported editor.  Jeremy
Kaldobsky is working on such a tool, which you can find at
http://www.kaldobsky.com/audiogames/blastbuddy.zip
but this is in early stages.  I use a tool called Textpad, which you can
search for and download.  It's nagware, but otherwise fully functional.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, January 29, 2012 10:24 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Writing code.

Just go through the manual step by step and you'll find it.  I've not done
anything myself - actually I have but its just the tutorial game. Lol.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: 29 January 2012 15:00
To: gamers@audyssey.org
Subject: [Audyssey] Writing code.

Hey, Anyone.
I am having trouble with getting to the place to start writing a game in
BGT.  Can someone please help me, by telling me where to write the code?
I am very confuse.  Thanks!

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


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Re: [Audyssey] howlers

2012-01-26 Thread Christopher Bartlett
I will make a specific argument for a bow of some sort, a quiet weapon with
a longer range than a pistol.  I agree that we shouldn't go adding weapons
just because; a weapon should add something to the game.  I argue that a bow
would add another set of choices for sniping.

As for the alternate settings, I think I side with Kai on this one.  For one
thing, adding in other settings would require a more complex game engine,
since a different mix of weapon types would be needed, and you'd need more
differentiation between melee types.  This is needlessly complicated and
thematically unconvincing; I find it highly unlikely that you would have
survivors of a modern zombie invasion.

Christopher Bartlett



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Re: [Audyssey] swamp idea-howlers

2012-01-25 Thread Christopher Bartlett
Yep, this is a good idea, as well as a bow, a silent weapon with a bit more
oomph than a pistol, better range, but slower reload time.  Maybe a
crossbow.

Chris Bartlett


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

I like it. Left 4 dead on the xbox360 and pc had things like that, and each 
zombie had some minor variations that affected them from a gameplay 
standpoint. This would add a lot more depth to the game, as well as enemy 
management.
- Original Message - 
From: dan cook dan.sc...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 6:21 AM
Subject: Re: [Audyssey] swamp idea-howlers


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

 On 1/25/12, Kelvin Tan k...@weiliankelvin.com wrote:
 good idea!! i like it!
 - Original Message -
 From: Johnny Tai johnnyti...@shaw.ca
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 25, 2012 5:02 PM
 Subject: [Audyssey] swamp idea-howlers


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

2012-01-25 Thread Christopher Bartlett
Ok, so I'm scrolling through a script and I hear the message: end of line
spoken as though this is an error.  What does this signify?

 

Also, I'm trying to insert a tab and it appears I'm leaving the edit
control.  What does the command-1 button do?

 

Chris Bartlett

 

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[Audyssey] Help: audiogames.net is making me log in and I've lost my password.

2012-01-25 Thread Christopher Bartlett
Yeah, ok, it's stupid, but the site hadn't asked me to log in since I
registered, and I've tried all my usual passwords to no effect.  Is there a
way to recover said password?

 

Chris BARTLETT AKA themadviolinist

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Re: [Audyssey] Blast Buddy

2012-01-23 Thread Christopher Bartlett
I too am excited about where this could go.  If Jeremy and Philip were to
work together, I could see this becoming the first programming IDE developed
from the ground up with blind programmers in mind.

Jeremy, did you ever figure out why my file was producing a runtime error on
opening?

As for additional features, I would like to see line numbers as an option.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Monday, January 23, 2012 2:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blast Buddy

I really like this idea, a sort of compiler before the compiler
thing. I think that it's got a lot of potential, particularly as 
it should (based on what you've said and what I know about code) 
work for multiple languages. If this got more suffisticated I 
could see it coming in very handy for some of the programming 
related things I've got going on right now.


 - Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Mon, 23 Jan 2012 08:22:36 -0800 (PST)
Subject: [Audyssey] Blast Buddy

I know this isn't a game, per se, but I was messing around with a 
little BGT IDE.  The program, affectionately named Blast Buddy, 
is meant to work a lot like notepad but have features that will 
help BGT developers code.  I still have plenty of things I could 
add, but it's working well enough that I figured I'd toss this 
here to get some early feed back.  The readme file explains its 
features, but since 90% of people won't read it I will paste it 
here right after the download link.

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

Added in version 0.2:  Undo and Redo features using ctrl+Z and 
ctrl+Y.  There is a maximum of 10 undos so please let me know 
if you'd like it allow for more.  I've done some testing but I 
would like to hear from anyone who spots any bugs with it.

Blast Buddy
---
by Aprone, developed with Philip Bennefall's BGT in mind.

The program should operate very similar to windows notepad with 
only a few changes meant to help developers.  For starters, when 
you leave a line, Blast buddy will check it for some common 
errors.  At the moment it only checks for 2 types, forgetting 
quotes or forgetting the semi colon at the end of a line that 
needs it.  In either case, the program will beep and speak the 
estimated error to help you catch it before moving on.

Think of your program as existing on a set of tiers or levels.  
On the bottom most tier zero, you have your include statements 
and functions.  Your functions become tier 1 and the lines of 
code within them are on this tier.  If you have a block IF or 
loop inside of your function, this would become tier 2 along with 
the code inside of it.  Nested statements can continue branching 
out into higher and higher tiers.  One of the most difficult 
things about programming can be keeping track of these tiers and 
knowing when they end.

Blast buddy has a way to use these tiers to simplify things.  Use 
Alt + Page up and page down to filter your code based on tiers.  
When set to all, every line of your code appears.  When set to 
tier zero, the normal up and down arrows would only be seeing 
your lowest tier code such as include statements and functions.  
Moving up to tier 1 would expand that a bit more.  This can be a 
quick way to overview what you're working on, without needing to 
scroll through 40 lines of code nested within an IF block.  
Sometimes all you need to read is the line saying If (age == 
18) and you already know this is now the place you wish to add 
more code.  I can't say for sure, but I hope this ability to 
condense or expand the view will help developers with speed and 
also with viewing their project in a more managable way.

Another interesting filter method is the comments setting.  Alt + 
Page down will lead you to this setting right below all.  When 
in this mode, the only lines that will show up are the ones where 
you have written comments.  If you are someone who comments 
sections, dropping down to this view could be the absolute 
fastest way to shrink your code down into an easy to understand 
format.  Once you find the spot you're looking for, simply expand 
your view and continue working as normal.

This was thrown together pretty quickly so there are some things 
that probably won't work quite right, and a few things I still 
mean to add.  You can't highlight multiple lines for the purpose 
of copying and pasting.  Line numbers aren't displayed anywhere.  
You can't use a find or replace feature.  And finally, soft 
background tones of different pitch will eventually play as you 
move up or down in tiers.  This will hopefully make it much 
easier to visualize where you currently are in the code.

I intend to add support for more types of checks.  It would be 
nice for Blast buddy to check for case and spelling errors in the 
BGT key 

[Audyssey] blastbay forum appears to be freezing my IE8.

2012-01-23 Thread Christopher Bartlett
About half the time when I go to post something on the blast bay forum, my
browser completely freezes.  This is happening with NVDA and JFW, so it's
not a screen reader issue.  I've experienced similar behavior occasionally
from the audiogames.net forum site.

 

Anyone know what's going on?

 

Chris Bartlett

 

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Re: [Audyssey] swamp help for a beginner

2012-01-22 Thread Christopher Bartlett
Have we verified that loot corpses have anything to do with dead zombies?
I'm not sure that's anything but an urban legend.  Jeremy?

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Richard Sherman
Sent: Sunday, January 22, 2012 12:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp help for a beginner

HI,

Some suggestions:

1. Listen to a walk thru that Valiant 66 did. The link is

http://dl.dropbox.com/u/13968355/swamp%20playthrough.mp3

The walk thru is from an earlier version, but should help you a lot.

2. In the swamp folder, there are 3 files you need to check out;

Readme.txt - gives you the main keystrokes you will need.
Changelog.txt - gives you more up to date info you will need. Plus how some 
things work.
keyconfig.ini - gives you all the keys you will need. you can modify this 
file if you wish.

disregard the section on you and a injured person. That scenario is for 
single player and that part is not developed and is not even in the current 
1.8 version.

3. While in the game, you can chat with others and ask them questions as you

go.

4. The entrance for the safe zone is 41 south.  This is your second number 
when checking coordinates. The coordinate system is where the 1st number is 
your X axis, or east - west. The 2nd number is the Y axis, or north - south.

So in the upper north west corner is 1,1. You move east, and the first 
number gets bigger. Go south, and the second number gets bigger.

5. You get experience and rep from killing zombies.

6. You get ammo, weapons, and armor from 2 sources. When you kill a zombie, 
it leaves a corpse. After a bit of time, which is random, it will be 
swarming with a fly sound. Walk over it and it will give you something. The 
second method is to buy it in the safe zone. This costs rep. So if you don't

need, or want something, donate it and increase your rep to buy those things

you want.

7. Stand in the safe zone and check out all your keys. Make sure you know 
what, and where they are. One very helpful thing in the beginning is to use 
your beacons. This will help you find the safe zone.

8. When you start to loose health, go to the safe zone and exit. come back 
and you will be at full health.

HTH.

Shermanator
- Original Message - 
From: michael maslo mmaslo1...@swbell.net
Sent: Saturday, January 21, 2012 6:24 PM


Hi list:

i was wondering if there is anyone would could help a true newbie with the 
swamp game get me started?

I read the instructions for the game and it said that when I start I am in a

hallway with my mate.

However when I start the game I am in the safe zone and I do not know where 
to go. I turn on my sonar and I hear beeps but do not fully understand on 
how to get out of the area and start shooting.

The instructions are vague. How do I pick up things and how do I get better 
stuff and reputation?

Any help for a true new newbie would be appreciated.

Sincerely,

Mike


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Re: [Audyssey] For Philip re: BGT interfaces vs inheritance.

2012-01-22 Thread Christopher Bartlett
Thank you both for your responses.  Thomas, yes that was quite clear.
Philip, I am themadviolinist on the forum as on audiogames.net. 

Christopher Bartlett



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[Audyssey] For Philip re: BGT interfaces vs inheritance.

2012-01-21 Thread Christopher Bartlett
I'd post this question on the Blastbay forum, but I haven't received my
approval yet.

 

What is the use case for an interface v. classic inheritance in object
definitions?  I've looked through the BGT documentation and I sort of
understand that you'd use an interface when you have some dissimilar objects
that share a method, like the birds and musical instruments both being sound
sources, to go with the example in your language tutorial.  But I don't
understand what this gains me in terms of programming convenience or code
compaction.  Could you clarify this a bit?

 

Christopher Bartlett

 

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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Christopher Bartlett
Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

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

2012-01-18 Thread Christopher Bartlett
That is all.

 

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[Audyssey] Swamp 1.9 test first impressions.

2012-01-16 Thread Christopher Bartlett
No bugs so far.  I love the player ping feature and can't wait to try out
the player customization.  I think the fly sound may be a bit softer and
harder to localize sometimes, though in a swarm, the individual bodies do
seem a bit easier to pick out.

 

More as I test further.

 

Chris

 

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Re: [Audyssey] Swamp questions

2012-01-16 Thread Christopher Bartlett
The player footsteps are a new thing, but the volume and range v. volume for
zombies seems to be the same from version to version.  I don't think this is
a bug from the new version.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, January 16, 2012 3:13 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Swamp questions

Hi. 

I'm playing swamp again. Bare in mind I've not tried too many previous
versions, so am probably stil relatively new at the game. I do however have
some questions which may or may not count as bug reports. 

Firstly, I'm having trouble hereing the zombies footsteps over other
players, sinse other players footsteps are so fast and the zombies are
correspondingly slower. 

secondly (and more seriously), I often can't here how close zombies are to
me. This comes into play both with me wasting a lot of amo trying to shoot a
zombie out of range, and with me dying a lot because I think a zombie is
more distant than it actually is. Indeed I've usually got killed because
while I'm concentrating on shooting one zombie a hole bunch of others
literally sneak in. 

I'm not sure why, but zombies don't seem to grone as much as they used to in
the older versions of the game, which means I'm doing a lot more standing
stil and listening, and consequently getting caught by a bunch of the,
indeed it seems the tracking of distance to relative volume of footsteps
sounds on the zombies isn't as I would've expected or whyat I'm used to in a
game like shades, sinse the difference in volume betwene a dzombie that is a
long way away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs
fixing. 

I genuinely don't know which at this point, but I do seem to be dying a heck
of a lot simply because I don't know where zombies are, which isn't a good
thing. 

beware the grue! 

Dark.
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Re: [Audyssey] BGT 25 % discount!

2012-01-02 Thread Christopher Bartlett
Other than the ability to license multiple commercial titles, are there any
features in the full license that aren't available in the single license?

Christopher Bartlett



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Re: [Audyssey] BGT 25 % discount!

2012-01-02 Thread Christopher Bartlett
Yes, I applaud your pricing model as it allows people to go as far as they
like for a reasonable investment.  Please don't take any of my commentary on
the contest thread to contradict my positive response to your software and
marketing plan.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, January 02, 2012 9:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT 25 % discount!

Hi Chris,

No, Pro Single and Pro Unlimited are identical in their set of features. The

purpose of having two pro versions is to give people an easier start by not 
forcing them to fork out 400 dollars before they know whether they can 
create games that sell. That's why we have the demo for experimentation, 
lite for those who just want to compile things and get some more features, 
and pro single/pro unlimited who want to go commercial with the full feature

set.

Kind regards,

Philip Bennefall
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 03, 2012 3:05 AM
Subject: RE: [Audyssey] BGT 25 % discount!


Other than the ability to license multiple commercial titles, are there any
features in the full license that aren't available in the single license?

Christopher Bartlett



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Re: [Audyssey] BGT competition - any interest?

2011-12-30 Thread Christopher Bartlett
Giving credit where it's due, I do think the learning curve for BGT is about
as gentle, given the richness of its feature set as anything I've come
across, and kudos to Philip for providing some excellent documentation in an
industry (development environment creation) where abstruse and poorly
written help is the norm.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, December 29, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT competition - any interest?

Hi John,

Well, the nice thing about BGT is that it is designed for beginners,
aspiring programmers, and you can learn quite a lot from reading the
tutorials and sample games.

I know I'm not exactly a new programmer but I've been going through
the basic language tutorial and I can say it is pretty basic stuff.
You'll learn how to create very basic BGT scripts on your first day.

void main ()
{
int age = 33;
string msg = Hi, my name is Tom and I am  + age +  years old.;
alert (My Age, msg);
}

Basically, what this script does is create the main function, declares
two variables, and displays a message box to the screen with the
message Hi, my name is Tom and I'm 33 years old. If you begin
writing simple scripts like this every day for practice, begin
gradually building more complex scripts, the next thing you know
you've got the skills to build the next Super Mario or Legend of
Zelda. It won't happen over night, maybe not in a month, but if you
have an interest in trying it I'd say go for it. There are litterally
courses to learn C++, VB, Java, etc in 21 days and I think if you
stick with it you certainly could learn BGT in a similar length of
time. At least the basics if not all of the nuts and bolts.


On 12/29/11, john jpcarnemo...@comcast.net wrote:
 I like the idea a lot, but I don't know enough about programming
 to participate.


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Re: [Audyssey] BGT competition - any interest?

2011-12-30 Thread Christopher Bartlett
Philip, I understand the bind you're in.  How about providing a sale price
on the $99 license for contest participants, with a proviso that failure to
submit a game by the deadline means you get to charge them the full price?
That maintains your security, and makes the barrier for entry lower for
people who want access to the features.

Question: I think I saw somewhere either here or on audiogames.net something
stating that the path finding feature is also locked from the free version?
Is this correct?

Chris Bartlett



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Re: [Audyssey] BGT competition - any interest?

2011-12-28 Thread Christopher Bartlett
I am likely to participate, but I have two concerns.

1.  The free version does not allow for mouse control, which is one of the
current innovation tools we are seeing in games such as RailRacer and Swamp.
I'm not willing to spend $99 to participate in a contest more effectively by
having access to these controls.

2.  I think it will be difficult to judge different game types against one
another.  What criteria will you use?  How will you define innovative, and
how will completely different game genres be comparable?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jim Kitchen
Sent: Wednesday, December 28, 2011 7:22 AM
To: Philip Bennefall
Subject: Re: [Audyssey] BGT competition - any interest?

Hi Philip,

I will not be participating in the game creation contest only because I have
always programmed in Basic, but it sounds like a great idea.  Maybe a
compromise and make the contest for 2 months.

BFN

 Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] audiogames.net

2011-12-23 Thread Christopher Bartlett
Aha, perfect, I'll look for it the next time I'm there.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, December 22, 2011 11:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] audiogames.net

Audiogames.net has this exact feature and I use it every day.  Firstly there
is the link that narrows the list down to only the threads which have
changed since your last visit.  Here is the actual link in case this helps
anyone.
http://forum.audiogames.net/search.php?action=show_new
Then once you spot the thread you're interested in, there is a link listed
just after the page numbers.  It's labeled New Posts and the actual web
address will end in action=new so that you know you've got the right one.
Clicking that will take you directly to the first new post since the last
time you read that thread.

 There are a few forums that have a
 way of launching a thread with
 focus on the first unread post, though off the top of my
 head I don't
 recall any of them being as accessible overall as
 audiogames.net.
 Swings and roundabouts really,, but just thought I'd let
 Chris know
 that the functionality he's after isn't unheard of.
 
 Scott 

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Re: [Audyssey] follow-up to audiogames.net

2011-12-23 Thread Christopher Bartlett
Are you talking about the one that has all on the same line: new posts,
active posts, unanswered posts?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, December 23, 2011 2:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] follow-up to audiogames.net

Christopher, I have no idea why the new posts link behaved that way.  We
must be referring to different links, because that is not how it works for
me.  When I press the link it would take me directly to post 1055 in the
situation you described.  I think you might have been once again clicking
the new posts link that's along the top menu instead of the one that's
listed after the author of each thread, and the page numbers.



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Re: [Audyssey] follow-up to audiogames.net

2011-12-23 Thread Christopher Bartlett
I'm not seeing that link at all where you describe it.  Is this a settings 
issue?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Jeremy Kaldobsky
Sent: Friday, December 23, 2011 8:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] follow-up to audiogames.net

Nope.  That one gets you to the list of newly updated threads, but not to the 
new posts in a thread.

Here is a for example.  I just pressed the new posts link and among the 
threads it listed the Swamp thread.  This is what that thread shows.
Swamp, zombie fps by Aprone
by Aprone ( Pages 1 2 3 … 43  New posts )
The New posts link following the page numbers is the one that will take me 
directly to the first new post someone has written since the last time I 
checked it.


 Are you talking about the one that
 has all on the same line: new posts,
 active posts, unanswered posts?
 
 Chris Bartlett


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[Audyssey] follow up to audiogames.net

2011-12-23 Thread Christopher Bartlett
Ok, found it, I was being brain-dead.  We now return you to your originally
scheduled list content.

 

Chris Bartlett

 

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Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
I don't think so, though others may disagree.  While Zero Sight seems to
provide an in-depth flying experience, I was actually quite disappointed in
the modeling of how one actually flies an aircraft.  I understand that those
physics are difficult to make playable, so don't hold it against the
developer, but it was sufficient to have me uninstalling the current demo.

Lone Wolf's sub controls aren't exhaustively realistic, but they come much
closer to providing the flavor of managing a submarine than do the flight
controls and avionics of Zero Sight.  I'm not saying don't enjoy the game if
you do, but no, it's not yet in the class of Lone Wolf for this gamer.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, December 22, 2011 7:09 AM
To: audyssey gamers list
Subject: [Audyssey] a thought on the Shard Workshop project

I recall that some time ago, there was a discussion on Lone Wolf.  Some
people were thinking, Wouldn't it be cool if we had a game sort of like
Lone Wolf, but we were flying a plane?  In regards to the game from the
Shard Workshop, in a sense, do we now have such an animal?

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Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
OK, small dissertation to follow.

Flying an aircraft is not at all like driving a car or a boat.  The biggest
difference is that many of your controls do not directly affect your
position and orientation in three-space, but instead affect the rate of
change of that orientation.

As a somewhat simplified example: moving the stick to the left initiates a
bank to the left, that is, the aircraft rolls along its long axis.  The
excursion from the zero-point of the stick controls how rapidly your roll
angle changes, rather than setting your absolute roll.  Move the stick only
a little, and your roll rate is slow, but you do continue rolling.  The same
sort of rate control works for the elevator (stick forward and back), with
the addition that gravity is still in effect, so that if you unload that
is remove all lift from the aircraft, you will eventually describe a
parabolic arc downwards (friction effects ignored.)

These two effects are combined in actual flying, especially high-performance
flying, so that turning is usually accomplished by rolling the aircraft,
then pulling back on the stick for a turn that occupies less horizontal
space.  Much dogfighting was done in the vertical, where rolling equates to
turning.  Typically you had more control authority for pitch then roll and
finally yaw, so you would use your pitch controls to aid in turning.

Now add engine power into the mix.  Goosing the throttle has more effects
than just increasing your speed.  Zero Sight has it right that you
accelerate or decelerate when you change throttle settings, but given that
lift is, among other things, a function of speed, if you are in level flight
and goose the throttle without making any other control changes, you will
climb.  Chop the power and you descend.

Now finally add in that when you bank, you tend to turn, and when you apply
rudder, it has an effect on bank angle, and both affect your pitch angle,
and you begin to see how complex flying even a WWII aircraft was.  Dark is
right that it was possible to turn someone who had never flown into a combat
pilot in relatively short order, though in the U.S. the training time was
more like six months and was every day, hours a day.

Now, we look at modern combat flying.  In addition to performing all the
above tasks, you have a complex cockpit layout that requires memorization.
You have radar to monitor in any of several possible modes.  You have
weapons packages, both air-to-air and air-to-ground that each have their
separate control characteristics.  It isn't like in the movies, just point
and shoot, you have to select targets, select weapon system for each target,
know your weapon's envelope of effectiveness and deploy it correctly.  

Now to Dark's point, Lone Wolf does not cover every complexity of conning a
submarine in the WWII era, but it gives you enough to do that in the midst
of a furious combat sequence, firing on one target say, while evading three
incoming destroyers, you have plenty to do.  Also, it enforces the sorts of
snap decision-making that a sub commander would have to do.  Ok, my
targeting solution is coming into effect, but I have two destroyers bearing
down on me.  Do I wait and take the shot?  If so, do I then turn and snap
off a shot at a destroyer, or do I crash dive and hope to live through the
bombardment?

From what I've seen, Zero sight gets some of the feel of the switchology
right for modern aircraft, but the flight model is simplified to the point
where it doesn't impose a burden at all on the pilot.  The amazing thing
about modern fighter or attack pilots is that if need be, they can do all
this switching while yanking and banking at several gees.

Now, it's probably unrealistic of me to expect anyone to create a detailed
flight model, though I have some excel models that do a pretty good job, at
least for WWII era aircraft.  There are a vanishingly small number of blind
people who've actually flown an aircraft, I am one, so the experience isn't
missed by most gamers.  I'm unable to comment on other flight sims, as I
haven't tried one since the DOS days, but it's my impression that there are
simulators out there, available to the commercial gamer, that do model
flight more realistically.

So in conclusion, I recognize that my requirements are unreasonable for most
people.  Do not take my negative view as representative, and I do recommend
anyone try it.  But do not believe that you are doing anything like flying.
And that's ok, I'm the radical simulationist on this forum and I recognize
that.

Chris Bartlett



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Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
Fair enough in turn Dark.  It is true that toward the end of the war, both
Germany and Japan were trying to force pilots through their training program
faster and faster.  In the case of the Japanese, it didn't require as much
skill to be a kamikaze pilot, just enough to get the aircraft over a target
and dive it in.  Allied pilots remarked the drastic loss in pilot quality
for later-trained German pilots.  If I recall correctly, the Germans were
experimenting with the use of electric shock as part of their training
regime towards the end.

And as I've said, my tastes in this matter are quite extreme, and I
recognize that.

Chris Bartlett



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Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
Ok, with those qualifications, I can agree that this game approaches Lone
Wolf, or for that matter, GMA Tank Commander.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, December 22, 2011 11:32 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

What I was getting at in my original post are the similarities between the 
two games.  You have radar to find the enemy.  You have weapons to destroy 
the enemy.  You must complete given missions.  You are navigating left and 
right, up and down, forward and back.  One game is in water while the other 
is in the air, but it's the same idea.  Of course, the sounds are different.

The idea of both games are similar.

I wasn't thinking of the mechanics or logistics of navigating your vehicle 
through the games.targets
Chris Bartlett



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Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
I don't doubt it and am very happy to have another developer working in our
market, as it can only bring good to us.  Looking forward, both to new
offerings and to changes in this one.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shard Workshop
Sent: Thursday, December 22, 2011 3:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

Hah, great! But don't worry, everybody can be our kind of customer, we
surely don't think of making only flight simulator, we've got a lot a
interesting things for you in the future :D

2011/12/22 Christopher Bartlett themusicalbre...@gmail.com

 I'll echo Thomas' good wishes and praise for you.  I am not your typical
 consumer, so don't take my critique too much to heart.  One of these days,
 I'll get around to converting that excel data into the flight sim I want
to
 play, which will likely interest only me.  *smile*

Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shard Workshop
 Sent: Thursday, December 22, 2011 1:22 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] a thought on the Shard Workshop project

 Thank you! We're really doing our best!

 2011/12/22 Thomas Ward thomasward1...@gmail.com

  Hi,
 
  thanks. I'll check the new demo out. As I said in my post I'm willing
  to keep an open mind on this game as there aren't too many good
  fighter sims out there for the blind and this one has potential. Just
  thought some of the bugs and features needed to be fixed before I was
  willing to spend money on it. However, if I haven't said so before you
  guys are off to a good start into the audio games community.
 
  Cheers!
 
  On 12/22/11, Shard Workshop shardworks...@gmail.com wrote:
   Hi Thomas, if you are still interested, with patch 1.01 we have
  introduced
   the possibility of changing the default (Cartesian) heading with the
  Clock
   heading, with 0 degrees to the North, just by pressing A in the main
  menu.
   Just redownload the patch to try it out in case you want.
  
   http://www.shardworkshop.com/zero-sight
 
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[Audyssey] audiogames.net

2011-12-22 Thread Christopher Bartlett
Ok, just joined audiogames.net and I am having some trouble doing things
efficiently on the forums.  (fora?, I hate that plural. *smile*)  Anyhow, is
there a clean way of tracking particular topics and only hearing the new
messages since the last time I read the topic?  I don't need to read the
1,037 messages in the Swamp FPS topic each time someone adds a new message.

 

In general, is there a detailed help file somewhere I can read to learn all
the little tricks of this forum software?

 

Chris Bartlett (themadviolinist)

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Re: [Audyssey] audiogames.net

2011-12-22 Thread Christopher Bartlett
Oh, that's disappointing if there isn't a more automated method to show the
most recent posts.  other forum software I have used, such as that on
http://www.burningwheel.org keeps track of read and unread posts and there's
a mechanism to only see the unread ones.  Ok, well, I'll work on developing
strategies.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, December 22, 2011 4:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] audiogames.net

I do similar things with hal actually, though usually there I use e to get 
to the edit area of the quick reply box and then alt tab back to my own last

post so that I can read all the people who posted after me.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 9:24 PM
Subject: Re: [Audyssey] audiogames.net


 Hi Chris,

 You don't necessarily have to read all 1,000 messages on a thread just
 to get to the newest message/post. If you want to quickly get to the
 bottom of a thread you can either use the h key to jump to headings,
 or you can use control+end to get to the bottom of the page and use
 shift+h to get to the top of the last post on a particular thread.
 That's what I do and I can usually find the newest posts just by
 working backwards rather than reading from the top down.

 HTH

 On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Ok, just joined audiogames.net and I am having some trouble doing things
 efficiently on the forums.  (fora?, I hate that plural. *smile*)  Anyhow,

 is
 there a clean way of tracking particular topics and only hearing the new
 messages since the last time I read the topic?  I don't need to read the
 1,037 messages in the Swamp FPS topic each time someone adds a new 
 message.




 In general, is there a detailed help file somewhere I can read to learn 
 all
 the little tricks of this forum software?



 Chris Bartlett (themadviolinist)

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[Audyssey] Creating accurate maps for games.

2011-12-19 Thread Christopher Bartlett
I asked this on the toc-beta list, but I'll ask it here as well, apologies
for those who see it twice.

 

I am interested in creating games or TOC scenarios that are historical.
Accurate mapping (or at least mapping that enforces the same sorts of
strategic and tactical choices) is very important, but I haven't yet figured
out where to get usable information on historical battlefields to be the
basis of these maps.  If you're going to create a Gettysburg scenario, you'd
best have a good sense how the ground works, since it was a major influence
on the course of the battle, and the choices of its commanders.

 

this information has to be in a form that a totally blind person can absorb
it.

 

I don't know that anyone has tried to solve this problem, but I'd be
interested in ideas.

 

Chris Bartlett

 

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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Christopher Bartlett
You have been the only person in this entire thread to engage in flaming
behavior.  Check yourself before you go doing it again.  You are the only
person who has been specifically warned by a moderator.  Again, check
yourself.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Joseph Weaver
Sent: Sunday, December 18, 2011 12:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?

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

Sent from my iPhone

On Dec 18, 2011, at 12:08 PM, Clement Chou chou.clem...@gmail.com wrote:

 While I appreciate the fact that you are trying to defend your friend...
we have not flamed him, merely given him suggestions. I suggest we all just
let this thread drop... the discussion is over... and as shown by the post
below now it's gone to rude comments and insults flying around.
 - Original Message - From: Joseph Weaver jweaver1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, December 18, 2011 9:03 AM
 Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?
 
 
 Don't flame michael and I will not flame you.  My screen reader read the
post fine so you need to stop letting the shark bite you in the butt.
 
 Sent from my iPhone
 
 
 
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Re: [Audyssey] Silversword is not the game for the blind.

2011-12-17 Thread Christopher Bartlett
Michael, in communicating with a developer you are engaging in a
professional communication.  There are standards for that sort of
communication.  It's not a question of someone being better, it's a basic
question of courtesy; show the person you are communicating with that you
care enough to be clear and correct in your communication.  Otherwise, why
should anyone take you seriously?  If you were writing a cover letter for a
job application in the way you write communications I have seen, I'd throw
your resume away unread.  This is the same level of formality, at least
until you have established a relationship with the developer that permits
less formal communication.  It's just professional courtesy.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Friday, December 16, 2011 11:58 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Silversword is not the game for the blind.

Hello, Joseph.
I get that all the time aswell.
If someone see that someone had a issue with something then they should 
help that person and instead of hitting them over the head.

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


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

2011-12-17 Thread Christopher Bartlett
I'll second everything Alison says, as a former adaptive technology teacher,
which often spilled over into advocate, counselor and role model, the
effectiveness of your communication is directly related to the care with
which you prepare it and the appropriateness of the form for its audience.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allison Mervis
Sent: Saturday, December 17, 2011 12:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Silversword is not the game for the blind.

I can only judge based on what I've read, as do most people. In case 
you  haven't seen my other messages, I provided suggestions on how he 
might improve the  content and overall tone of his messages. As a rehab 
counselor with experience in the blindness field, I feel pretty 
confident in stating that I know a thing or two about affective self 
advocacy strategies. It's my personal and professional goal to help 
empower others to improve their skills by imparting those strategies. If 
I can be of further assistance in any way, you, Michael, or any list 
member can feel free to please contact me off list. This thread has 
strayed too far off topic as it is. In this internet based world, blind 
and sighted people alike are judged based on how they present themselves 
in writing, and how they depict their interactions with other people. 
This is  a harsh reality that we must all face.
Allison
16/2011 9:07 PM, Joseph Weaver wrote:
 If you want to help him show him what to do, and you can't judge
competency because you don't know hi like I do.

 Sent from my iPhone

 On Dec 17, 2011, at 12:03 AM, Allison Mervisalliso...@gmail.com  wrote:

 For your information, I do not feel that I am better than any other
person on this list. However, I have significant experience as a competent
blind adult and as an advocate for other blind people. I am simply trying to
help Michael improve his skills both as a self advocate, and most
especially, as an advocate for the blind community at large. Sighted
developers look at Michael's communications and most likely judge blind
people as a whole based on how he presents us and himself. I refuse to be
painted with such a broad brush, and will not remain silent on this issue.
Have a wonderful evening.
 Allison
 On 12/16/2011 8:54 PM, Joseph Weaver wrote:
 Nice to meet you mr. Or mrs.
 Perfect.  We're all on the Same side lets quit bashing each other I get
the feeling from some of the people on this list that they think their
better than everyone else

 Sent from my iPhone

 On Dec 16, 2011, at 11:49 PM, Allison Mervisalliso...@gmail.com
wrote:

 Here's the thing Michael. It's the little things that we do when we
write to other people which set the tone of our messages. I think you know
that your writing could stand to improve pretty significantly. You don't use
proper punctuation and grammar, you don't structure your sentences very
well, and your messages always sound as though you've written them in a
terrible hurry. This combination of factors would make anyone sound
demanding and rude. If you'd take an extra five minutes to run spell checker
and proofread your messages, that would go a long way towards changing the
overall tone. You also need to be a lot more specific when you're
communicating with developers. Judging by your communications to the list,
you've basically kept saying to poor Mario, This isn't accessible, fix it,
over and over again. Any time one of us has suggested a particular game
feature which needs to be improved, you respond almost as though you haven't
played the game yourself. Sometimes I think you simply loaded the intro
screen of the game, saw that the buttons weren't initially labeled, and shot
off an email to the developer with  no clear idea of the specific changes
that needed to be made. This placed a terribly heavy burden on Mario. I
suspect that all of the things he learned about implementing the level of
accessibility which currently exists within the game was a result of his own
research and hard work. He should be commended for that. These are just a
few more things to keep in mind as you hopefully work to improve your
advocacy skills.
 Allison
 On 12/16/2011 7:11 PM, michael barnes wrote:
 Well I know someone of you think I was being too demanding and rude
but I was just trying to see if I could be a part of the team to improve the
game.
 I have shown my email to other people and they agree with me that all
I was trying to do is help.
 When I have done what all of you are talking about developers don't
want to make their games accessible.
 I was only doing this because as a blind gamer and helping to make a
IOS app I could have gave some good pointers.
 I know that folks on here ain't trying to call me rude when some of
y'all have nasty atitudes with some people in the past.
 If you thought I was being a pest I wasn't.
 I only sent him one email after I join the 

Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Christopher Bartlett
I have a couple of thoughts to add to this otherwise excellent post.

First of all, if anyone is feeling that all this is intensely unfair,
sighted folk use these same judgment metrics with one another.  As someone
who has taught both blind and sighted people how to write resumes and cover
letters, I cannot stress enough to  anyone doing this that the appearance of
these documents is as important, perhaps more so, than the content.  For an
HR person glancing through a batch of 50 resumes, anything that allows
him/her to reject a resume out of hand is a Godsend, so if it's sloppily put
together, into the circular file it goes unread and the HR person gets to
save a few minutes verifying references or scheduling an interview.  Is that
fair?

Yes it is.  The care that one takes in putting together a document of this
sort, or indeed any business communication reflects the care with which one
structures the content.  The one acts as a proxy for the other in a
surprisingly tight relationship.  I can bet that if a message here or a
document is carelessly put together, then it's almost certainly not worth my
finite time to read, no matter the subject.  And that's true for sighted
people and blind.

Here on the list, we have a unique situation.  This isn't quite a business
forum, though it partakes of some of the character of such a beast.  It
isn't a personal chat place, though we do that too.  So it's some weird,
hybrid beastie that has a culture of its own.  That being said, clarity in
communication is still important, particularly as this appears to be a major
hub for people to find out about adaptive gaming, including sighted
developers.  That being so, it would profit us all to write clearly and
correctly to the best of our abilities, and where those abilities are
lacking, to invest time and effort to improve them.  

The consequences of failing to do so here are relatively light, you will get
ignored, and possibly mocked.  The consequences of doing so out in the world
can make the difference between succeeding in getting a job, making a good
impression on a potential sweetie, or being an effective advocate for
accessibility in software or devices that you need or want to use.

I would suggest that the proofreading requirement be put back in the
guidelines, and let those who are offended by it go elsewhere.  Goodness
knows there are plenty of places on the Internets where they will be
welcome.

Christopher Bartlett



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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Christopher Bartlett
Hi Laurel.  Well, one thing this list can do is to provide feedback on how
to go about this.  If you can explain the problem you're having to us, we
may be able to assist in coming up with suggestions and a way to explain
them to developers.  A number of us have some development experience either
game specific or at least out in the world.  We could help you hone your
presentation for best results.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Laurel
Sent: Saturday, December 17, 2011 3:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?

I love this. What you've said is a very valid and good point. I think
for me as a beginner in learning how game developing works, I've
always just been used to the playing games side, and I don't know much
of the computer developing jargon for the game devs. One of my biggest
challenges is learning how to explain to a game dev why I can't play
their game, or use their iPhone app, and explaining how they can
change things to make it more accessible. Often times I find that
game/app developers are willing to lend me an ear and learn how to
make things accessible, but I don't know how to best explain to them
the steps they need to take in gaming terms. I hope that as I continue
to learn how all the gaming stuff works and the game/app terminology,
that I will be better at this.
Laurel and Stockard


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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Christopher Bartlett
Joseph, this thread emerged from Michael's post concerning his interaction
with a developer, from which many folk have drawn the idea that his careless
construction of messages possibly contributed to the negative aspect of that
interaction.  It is entirely appropriate to comment specifically on that
aspect of his post, since we all have an interest in having developers not
already in the know about our community take us seriously.  You have seen
the comments of more than one sighted developer about how discouraging such
things are initially.  To their credit and our gain, they overcame that
discouragement and have gone on to provide us with some games.

By the way, for clarity, that should have read y'all's, the possessive,
rather than a bastardized, non-standard plural that happens also to screw up
screen readers.  And your deliberate error is amusing, and telling.

Don't like my commentary, then go elsewhere.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Joseph Weaver
Sent: Saturday, December 17, 2011 10:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blind Gamers Being Taken Seriously?

You guys need to quit targeting michael and get off your high horses, it
seems like you only discuss this issue after his posts,  I don't have any
trouble understanding them.  Y'alls problem is that you love to complain to
much, now of you don't understand maybe next time he should speak in first
grade terms an really slow for you.

(NWA) no winning aloud, if you don't like the grammar get over it.

Ps. That word is misspelled.

Sent from my iPhone

On Dec 17, 2011, at 6:34 PM, MissWings misswi...@lorettotel.net wrote:

 Hi Thomas,
 
 I for one agree with adding the guideline about proofreading posts before
sending them to the list, because good communication skills are important,
especially for us when we're dealing with sighted people.  I'll admit I
never actually read a post of mine, but I'm also a very good speller and
know how to punctuate things well, so grammar and spelling aren't as much of
an issue for me.  I say include the guideline though, and if someone doesn't
like it, it's their loss.  The guideline would only be used to help people,
not as a criticism, in my opinion.
 
 Jessica
 
 At 08:49 AM 12/17/2011, you wrote:
 Hi Jeremy,
 
 Yes, you definitely raise some very good points in your message. As
 you pointed out the biggest problem in communicating with sighted
 developers and the public at large is ignorance on their part. Most
 sighted people have never met a blind person before, and even if they
 have there is no way of knowing what their experience was if any. Its
 our job to correct their impressions through by educating them a step
 at a time, and to do it in a way that makes us look like intelligent,
 competent, and mature individuals who have something worthwhile to say
 about their products and services.
 
 Its for that reason every time I see a poorly written message on
 Audyssey or some other access list I inwardly cringe. I can't tell you
 how many blind individuals just shoot off a message filled with poor
 grammar, lack of proper punctuation, and spelling errors. Like it or
 not if a sighted person reads those messages we will be judged one and
 all as not very intelligent, as lacking communication skills, etc.
 Bottom line, if we want the mainstream public's respect we have to
 work for it, and not forgo proper language and writing skills for
 convenience sake.
 
 Here at Audyssey we considered adding proofreading to the list
 guidelines to improve the quality and clarity of the posts.
 Unfortunately, there were some individuals that took serious offense
 to that, and felt that the moderators were going too far. All I can
 draw from their reaction is they don't care about being taken
 seriously and want the rest of the sighted world to view us
 negatively, because that's exactly what will happen if they send a
 poorly written message to a person or company who has no experience
 with the blind. In short, good communication skills will go a long
 ways to bridging the gap between the blind and sighted communities.
 
 Cheers!
 
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Re: [Audyssey] swamp off center and blue language

2011-12-15 Thread Christopher Bartlett
I have noticed that the aim point seems to change from time to time, and
have likewise attributed it to ear balance, except that it also seems to
change from weapon to weapon from what I call medium range out.  (medium =
about longest range for the shotgun weapons.)

Chris B


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Wednesday, December 14, 2011 11:46 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp off center and blue language

   hey gang,
   At what number of kills do you officially have a swamp problem? 
3000, 5000?
   I have a really small issue that is almost certainly just me, but was 
wondering if maybe anyone else was experiencing it.
   If I fire at what i perceive to be dead center, I miss a lot, if I 
fire slightly to the right of what i think is center, i have much better 
success.
so probably what we've got here is a slight imbalance between my 
ears sensitivity wise, but wanted to throw that out there to see if 
maybe others had noticed it.
   and when i say slightly, i mean very slightly, like just a couple 
degrees.
   one last thing here as well, some of you guys are really going 
overboard with the profanity on the default radio channel.
   anyone that knows me personally knows i am not adverse to cussing to 
say the least, but my concern here is that newer players will be tuned 
off by the language, and mis out on a great experience due to a few 
folks that feel the need to throw an f bomb into every sentence.
without assigning moderators or putting in word filtering in code, 
the only solution i see is to assign the default channel as PG rated or 
whatever, with other channels maybe being unrated for the profane 
amongst us.
   if Aprone wanted to get creative with this issue, he could deduct a 
rep point for using carlin's 7 words, along with a spoken warning or 
something, but this is more coding on top of his already massive to do list.
   ideally, the community would self regulate if aprone felt it was a 
problem and let everyone know the default channel isn't for language to 
make your grandma stroke out.
   thoughts?
   later
che


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Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread Christopher Bartlett
Your idea of one skill point per level (or more, depending on how many
levels for each skill and how many skills there are is simpler than what I
had suggested, so I'd support using your plan instead of mine.

One reason I suggested the safe zone idea is that there is currently no
incentive for working together, no sense that the survivors should be
working together for a common goal.  Since the number of zombies is
relatively stable, kill one and one pops up somewhere else, there's no way
to deplete the enemies with a concerted attack.  We aren't working towards
anything other than our own advancement.  I'd like to see the game head in a
direction where players are forced to work for something other than their
own good, where sacrifice might even make sense for the survivor community
as a whole.

A safe zone restricted to what loot is donated would be a step towards this
idea.  Another step would be to change the spawning model to a certain
number of zombies spawned per unit time, regardless of the number already in
play.  There may be times when life gets difficult as the zombie density
increases beyond safe limits, at which point some concerted attacks will
need to be brought to bear to lower the population.  The safe zone guard
should be removed, so that keeping the approaches to the fortress open
becomes a player responsibility.  (of course the zone has to be sacrosanct,
zombies should never appear in the zone, though if they wander in, that's
another issue to be dealt with by the players.

I know that we have missions to look forward to, and I am, but I don't see
them addressing this question of group good vs. individual achievement.
Unless there is a mechanical tie-in, i.e. something goes terribly wrong for
everybody if a given mission isn't accomplished in a certain amount of time,
then it's just another bug hunt, a fascinating one I will enjoy, but it's
not high stakes except individually.

If others would enjoy having this aspect of play come into being, I'd be
interested in ideas for how to mechanically make it happen.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Wednesday, December 14, 2011 10:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and player
limiting.

I agree with everything except the safe zone being finite. In a
realistic situation, it would be, and I get that. It would also mean
that people donating becomes more mandatory, but the trouble is that
we have people who go play for a while and stop, taking stuff from the
safe zone to start out and never giving back, and then we have people
who play for days on end and use pretty much all the ammo they
collect. I'd rather leave the safe zone alone, though I do like the
idea of ready weapons versus carried weapons. As for specializations,
I think that each level should allow a skill point, rather like the
skillpoints in most RPG type games. Yeah, eventually you get someone
who has played enough to get every skill maxed out, but that's going
to happen in most games. A wide variety of skills would be pretty
awesome. Also, the number of levels in a skill could be decided on and
could be pretty high, meaning that even if you have, like, level 35,
you still aren't at maximum.
For example:
Quiet movement: which lowers your detection rate.
The different categories of weapons, either light, medium, and heavy
or pistols, rifles, shotguns, light automatics, medium automatics, and
heavy automatics as well as melee, grenades and such, medkit boosts.
There's possibility there for about ten different skills, plus you
might be able to do skills for accuracy boosts and damage boosts in
conjunction with weapons, meaning even more skills.
THen you could have a skill whose sole benefit is a bigger health bar.

My point is that specialization could be entirely based on character
choice, making it even broader than the soldier, medic, sniper, etc.
For example, you could put a bunch of skills into your different
weapons, or you could put a bunch in moving quietly and work toward
sneaking in and killing zombies close up.

Signed:
Dakotah Rickard

On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 The following are some concepts I've been playing with as additions to the
 game.



 Skills.  I don't know what future things are tied in to the current
 experience system, but an alternative to an overall level would be to
 subdivide experience by spending it on skills.  Begin with an initial
award
 for a new character, and gain experience as normal, except that dependent
 upon the weapon you are using, the experience is added to the pile for the
 given skill, rather than as an overall level.  Skills might include medic,
 (small award for healing yourself, larger for healing others) pistols,
 rifles, shotguns and heavy weapons.  When grenades come into play, then
 grenadier could also

Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Christopher Bartlett
I'm not necessarily talking about forcing people to work in groups.  I've
tried to lead a couple of newbies through the game, and it's a royal pain in
the arse at the moment.  But I am talking about everyone working for some
common goals, whether as lone wolves or in groups.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, December 14, 2011 1:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
playerlimiting.

I don't agree with the part to force people into working together- it's nice

that the option's there, but a game has to be playable with or without a 
group. What if one day, say a person logs on, and no one is there to group?
What if a person just doesn't feel like grouping?
I my self tend to be the solo type- I like the freedom and not having to 
worry about tracking multiple partners- or bother with radio spams.


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Re: [Audyssey] time of conflict info

2011-12-13 Thread Christopher Bartlett
Isn't that kind of like playing the Eagles Best of my Love at a wedding?
One wife to rule them all. . .



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, December 13, 2011 4:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] time of conflict info

I freely admit though I'm a bit of a tolkien obsessive, I even have a copy 
of The Ring completely with engraving in the black speech of Mordor that I 
wear,  and no, this isn't one of the merchandizing ones made for the 
films, it's actually a wedding ring we got specially engraved several years 
before the first Peter Jaxon film.

it was our birthday! pressent! my precious! :D.

Beware the Grue!

Dark.
- O 


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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Christopher Bartlett
True Darren, but a good game enforces choices, each of which is significant.
No choice should be inconsequential and no situation should occur that is
not affected by a choice.  I don't know about others, but I've now reached
the point where death is rare unless I royally screw up or intentionally
play a bit madly, and I'd like more challenge that the game presents, rather
than artificial constraints I place on myself.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, December 13, 2011 4:25 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

But we aren't talking about real life, or a simulation! We are talking about
a game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Tuesday, December 13, 2011 3:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of suggestions and reports

but then, as it is, your able to carry all of the kinds of weapons. so in
actual fact, in real life, you wouldn't be able to move, cause you couldn't
possibly carry around an m60, a volcan, sniper, hunting, and all the others.
not possible. so as it is, i think you have enough weapons.
dallas


On 14/12/2011 02:10, Dakotah Rickard wrote:
 Ok, the first thing I speak on is the  axe bug. I don't know how this 
 works, but if you switch from the axe to something that needs 
 reloading very quickly, say in the heat of battle, and you reload that 
 thing, the axe becomes one ammo for that thing. That's how you lose 
 your axe.

 Now for something different. Many who know the characters Slade and 
 Liberty will know how hard I try to impress upon people that death, as 
 a part of the game, should involve risk and loss. I firmly hold to 
 that, and I only point out how much it means to me now, because I 
 think that you should regain your starting supply of equipment each 
 time you die. When you start, you get a pistol, eight rounds in your 
 pistol, and a field kit with one medkit loaded. This really isn't 
 much, but it's better than the pistol with eight rounds you get on 
 death. Yeah, people could cheat a little harder and donate stuff and 
 go die again, but if people are going to cheat, they will, and there's 
 technically nothing to do about it in this case. Starting with a 
 little something will prevent the ease of just dying again that many 
 experience on death.

 Now for the next topic. it once was that Swamp was configured to allow 
 only one weapon of a type to be carried. Before, that made sense, as 
 you only ever needed one weapon, and others would turn into ammo. Now, 
 with the exception of the pistol, which seems so rediculously common 
 that it's worth ten reputation points to donate and everyone gets one 
 no matter what, all the weapons are worth more than their respective 
 ammo. Imagine you get a hunting rifle, or even better an assault 
 rifle. Those are worth a pretty penny, as such things go, in the safe 
 zone. Now, if you should stumble across another one, you won't get it.
 Instead, you get 40 rounds of 5.56 ammo. Useful, true, but honestly 
 you'd get that anyway, as you find guns fully loaded. I suggest 
 therefore that not only is it good for rep to be able to pick up 
 seconds or thirds and beyond in a type of weapon, but that if your 
 primary breaks, you have a secondary to fall back on. In fact, hitting 
 the number key a number of times might switch to that weapon, so say 
 you have three shotguns, all loaded but the third set to scattershot, 
 you could hit the three key three times and get to your scattershot 
 weapon. Yeah, donating is great, too, but having a backup might be 
 nice.

 Fally, I suggest that guns you buy from the safe zone should be fully 
 loaded, like the ones you find in the field. In the case of the m60 or 
 minigun, this is a pretty hefty chunk of ammo and rep, but it's really 
 worth it. Either guns in the SZ should be loaded or the guns you find 
 in the field shouldn't be, just for parallel's sake if nothing else.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-13 Thread Christopher Bartlett
John, I'm not sure if you're being funny here, or if that's a serious
comment.  But riffing on it for a moment, there really isn't much in the way
of luck in this game.  There are skills, direct physical skills aiming, and
tactical skills, knowing where I am, evaluating the risks of current
opposition v. my position and weapons load, and situational awareness,
maintaining enough awareness to know when it's time to fight, which targets
to select and when to run like hell.  These are all skills that anyone can
develop, at least in this format.

That being the case, I find it strange when people complain the game is too
hard, excepting actual limitations like hearing problems that I understand
to place a genuine disadvantage on the player.

Chris Bartlett



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Re: [Audyssey] my beef about Microsoft - Re: plans for anupdated Lone Wolf

2011-12-13 Thread Christopher Bartlett
The command prompt worked well enough for everyone too, except that it
didn't really.  The ribbons certainly have been controversial, but MS had a
reason to believe it would be more convenient for the vast majority of their
user base.  Remember, companies don't design for edge cases, and we my
friend are an edge case to a company that does the volume of sales that
Microsoft does.  It's the trade-off, you don't pay the blindness tax that
you do with specialized companies, but you have to roll with what they
provide to a much greater extent.  The willingness of IOS and Android
application developers to put access into their apps is a welcome exception
to this phenomenon.

So, if you want software designed with access in mind, then use HJPad or
Guide or something like that, and no disrespect to you or those who use such
programs, I've taught them when I thought it was warranted.  But if you want
access to the larger computer world, you're going to have to meet it part
way at least, and the bigger the company you buy software from, the farther
you're going to have to go.  Don't like the ribbons, I believe there is a
work-around that puts the menus back in, at least for Office 2007.  But
please, many of the rest of us have experienced the ongoing advances in
computer and related technologies to be a boon for our access to services
and information, so try to understand why we find your viewpoint puzzling at
best and frustratingly indicative of a problem in our community that holds
back innovation in our own software designs.

Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, December 13, 2011 8:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my beef about Microsoft - Re: plans for anupdated
Lone Wolf

One of the points is that they don't need another new interface unless they 
replace the darned ribbon interface with something that everyone, on an 
equal basis, can use.  The pulldown menu interface worked for everyone, and 
it should have been left alone.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 13, 2011 7:03 PM
Subject: Re: [Audyssey] my beef about Microsoft - Re: plans for anupdated 
Lone Wolf


 HI,
 Wait...wait...go back. You are suggesting Microsoft make available the
 ribbon interface and menubarsat the same time? All right: that's all well
 and good. But what if they develop a third interface. Thenyou just tack 
 that
 onto the list of interfaces, right? Then a fourth? And a fifth? We keep
 complaining that Windows is getting more and more bloated, but what about
 this kind of thing?
 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Michael Gauler
 Sent: Monday, December 12, 2011 10:01 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] my beef about Microsoft - Re: plans for an updated
 Lone Wolf

 Hi Thomas,
 I personally are also not against new technologies or new features in 
 future

 Windows operating systems or other programs.
 But I'd like to adress a few points as well.
 If a company wants to improove their software, then this is often good for
 all users and not because security might be better.
 But what I often don't get is why people think it is time to force design
 changes.
 I know of the ribbon interface of MS Office products and such.
 I don't have used them (Office 2007 or 2010) thus I won't comment on which
 screen reader can best handle it.
 I also know that every major upgrade brings new features as well.
 But what I don't get is why MS did come up with the new interface and
 removed the old interface instead of having them both in the product for
 every person sighted or not to choose the design of their product.
 I mean, why do programs like Winamp or Windows Media Player allow skins or
 skin packs?
 The players ship with a standard interface, but are open for user created
 content.
 Besides I had a sighted teacher who personally told me that he had several
 sighted friends and colleagues who were users of MS Office pre 2007 and 
 when

 the new products came out they also had problems adapting and getting to
 figure out the new interface and they could see and use the mouse properly
 compared to us blind people.
 And about screen readers like Voice Over or Narrator.
 It would be good if thoose could be improoved.
 But what I still don't get is why any assistive technology included in an
 operating system (windows mostly) cannot be used to aid during first
 installation (when you format your hard drive or when you use a blank 
 one).
 For years there was nothing short of a sighted person to help even if it
 became a bit easier with unattended installations of XP and a few older
 Windows

Re: [Audyssey] new technology? Balogna! - Re: plans for an updated Lone Wolf

2011-12-13 Thread Christopher Bartlett
You're right about Vista, but 7 was a mature product on release.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, December 13, 2011 6:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] new technology? Balogna! - Re: plans for an updated
Lone Wolf

Was Vista better than XP?  Is Windows 7 better than Vista?  Am I right in 
that Windows 7 came out to be Vista with the bugs worked out?  And was 
Microsoft already working on Windows 8 when 7 came out?  One thing I would 
like to see, if Microsoft insists on continually coming out with a new OS 
time and time again, is that they quit rushing them to market before the 
bugs are worked out, and give us a solid stable product that has thoroughly 
been tested and proven to be stable and reliable, rather than a junky 
troublesome buggy product.  I know the task would be massive, and I know it 
would take an enormous amount of time and effort, but it would sure do a lot

to regain the credibility they once had, and it would also be more readily 
received by the customers.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 4:28 PM
Subject: Re: [Audyssey] new technology? Balogna! - Re: plans for an updated 
Lone Wolf


 Hi Charles and all,

 If you want to make that argument consider this. When Windows Vista
 came out Windows XP was already six years old, and it introduced a lot
 of new graphics technology that wasn't possible on the hardware specs
 in 2001. Both Windows 7 and Windows 8 use the exact same hardware
 requirements as Windows Vista, and actually run better on the same
 hardware specs. So your argument of having to replace your hardware
 every time Microsoft upgrades doesn't hold water.  I really urge you
 guys to research your facts before making baseless arguments like this
 because Microsoft does not change system requirements every two years
 or for every Windows upgrade like you suggest.

 Cheers!


 On 12/12/11, Charles Rivard wee1s...@fidnet.com wrote:
 Another thing about new technology--Microsoft's Windows in particular:  I
 buy a computer to do tasks, not to run the operating system.  If I have 
 to
 buy a new PC because my old one doesn't have enough CPU power, it can't 
 be
 loaded with enough RAM, the hardware isn't supported by the new OS, and I
 need to move along with technology, I will do so.  However, 2 years down 
 the
 road, before the bugs have been worked out of this OS I bought the new PC

 to
 be able to operate, Microsoft comes out with a new, more demanding OS. 
 Two
 years later, another one that is more demanding.  Two years later, 
 another
 one that is more demanding.  Before I know it, thanks only to Microsoft, 
 I
 have another obsolete computer.  I need to buy another one to handle the 
 new
 technology.  This! is! crap!


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[Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-13 Thread Christopher Bartlett
The following are some concepts I've been playing with as additions to the
game.

 

Skills.  I don't know what future things are tied in to the current
experience system, but an alternative to an overall level would be to
subdivide experience by spending it on skills.  Begin with an initial award
for a new character, and gain experience as normal, except that dependent
upon the weapon you are using, the experience is added to the pile for the
given skill, rather than as an overall level.  Skills might include medic,
(small award for healing yourself, larger for healing others) pistols,
rifles, shotguns and heavy weapons.  When grenades come into play, then
grenadier could also be a skill.  

 

Skill benefits might include more healing per kit for the medic skill and
accuracy boosts for the weapon skills, not so that a miss becomes a hit, but
so that each hit becomes more damaging.  What might be a graze only doing
small damage would become a more damaging strike.

 

To balance this, death should cost experience points equal to a third of
each skill category.  Weapons at the zone should have level minima as they
do now, but specific to their skill category.  As levels will advance more
slowly with the points being divided up, the minima should be lower than
they are now for some of the heavier weapons.

 

Finally, when a character begins play for the first time, he/she should be
issued a weapon to match his skill specialization.  After death, go back to
the pistol, but give the newbie characters a little boost.

 

The advantages I see to this wad of modifications are that they would
support character differentiation with mechanical rewards/limitations.  In
turn, this could encourage some very different playing styles and
specializations, which would come into play when group missions are
available.  It would then become a good idea to have a sniper, a couple
soldier types and a medic on your expedition.  Each could fulfill particular
roles, to the benefit of the mission.  Alternately, it creates an
interesting choice say for the pistol specialist who is confronting a
situation where a rifle might be more useful.  Does he stick with his weapon
of greatest skill, trading range for accuracy, or does he pick up the rifle
and go at it?

 

To support these ideas, we'd need at least a couple more pistols and
submachine guns, of which there are currently only one of each.  Add in, say
an Uzi, tougher to break than the MP5 (they are legendary for being able to
fire under extremely bad conditions) and maybe a Gloch or something with a
bigger magazine, and a Desert Eagle with six shots but more stopping power.
This would add some ammo types to the game as well, 9MM and .44 I believe.

 

Inventory.  Players should have ready weapons and carried weapons.  Given
the nature of looting, it would be over complicated to limit the absolute
number of weapons carried, but each character should choose two ready
weapons which can be readily swapped.  If they want to go to one of the
carried but unready weapons, impose a delay in switching, and the formerly
ready weapon becomes unready.

 

Example: Mad Dog Riley is armed to the teeth.  Given his specialties, he
choose the Benelli and the MP5 as his ready weapons.  After a firefight in
the church, he emerges, low on health to find himself confronted by a dozen
or more of the undead blocking his path to safety.  Well crap, thinks he,
I'm almost out of .45 rounds, and the Benelli is nice for stopping power,
but I'm going to get overrun.  Does he stick with what he has ready, or does
he take the extra time to unlimber the M60 for crowd control purposes.

 

I'm also suggesting that the safe zone storage be finite and change based on
donations/withdrawals.  So if no one has been donating .45 ammo, you're out
of luck if you need it for your MP5.  To balance this, we should be able to
pick up more than one of a given weapon type, or else there would never be
weapons available for purchase from the Zone.

 

The best games are about forcing players to make choices, each of which is
high stakes.  These points become the places around which the story of the
game revolves.  This is the idea that is behind every suggestion I make for
advances in the game.  As it stands right now, I have to royally screw up to
die, even fresh from having done so and being out of ammunition.  I have
praised Jeremy for creating a game that rewards caution and patience.  I'm
looking forward to the missions to provide incentives to throw caution to
the wind and dare the odds.  I'd like to see every decision made have impact
on the character's future.

 

Chris Bartlett

 

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Re: [Audyssey] plans for an updated Lone Wolf

2011-12-12 Thread Christopher Bartlett
To drag this thread back on topic, I've posted an inquiry to the GMA list
asking David for a list of feature changes and new features in LW 4.  The
biggest thing I remember is a major overhaul of the mission writing part of
the game to add much more intelligence to the enemy and friendly ships.  But
in any case, when he has answered, we will be able to put an end to the
speculative postings on this topic and have a discussion based on actual
information, rather than the scattered things that some of us remember from
years back.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, December 12, 2011 9:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] plans for an updated Lone Wolf

As I said valliant, I just don't like relying on a search box, I prefer to 
physically go and put things in different places.

Also, the expanded thing was irritating in the explorer for windows 7, I 
personally prefer just hitting enter on a folder to see what's inside it, 
though again this is just microsoft altering the Ui and telling people it's 
different.

I'll probably get that program quentin mentioned.

Beware the grue!

Dark.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 2:02 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf


 Hi.
 It's easy to turn off the most recently used programs from displaying in 
 the start menu, just as it is easy to turn that off in windows xp without 
 needing to switch it to the classic start menu which I don't like by the 
 way. I like xp's default start menu with the most recent programs list 
 turned off much more than the classic start menu that looks like windows 
 98. Also I like that win7's start menu is a tree view that's a little 
 easier to find things in even without using the search box. If you want 
 something in programs just go to the start menu, up arrow out of the edit 
 box, right arrow to programs, up arrow again to get out of the search box 
 that you'll land on in there, and type a few letter of what you want, like

 gm for GMA tank commander or you could type aud hit right arrow type gm 
 right arrow type ta for tank commander right arrow type pl for play though

 I believe you'd already be on play so you might get unexpected results in 
 that particular case. What I don't like about 7's start menu is that once 
 you open something, you can't close it without first arrowing up to the 
 actual item you're inside, so if you're in the GMA folder you have to 
 arrow up to where it says GMA expanded and then hit left arrow to close 
 it. That's pretty annoying when you're used to hitting left arrow a bunch 
 of times indiscriminately like I do in thunderbird to close what you've 
 expanded your way out onto.

 Sent with Thunderbird 3.1.16 portable.

 On 12/12/2011 8:17 AM, dark wrote:
 Thanks quentin,

 It's good to know that someone! in the open source community has thought 
 the same and won't accept what microsoft give out.

 Certainly when I do have to get windows 7 I'll have a look for that 
 program.

 i've heard of classic shell before, but I don't think that covers the 
 start menue.

 Beware the grue!

 Dark.
 - Original Message - From: QuentinC quent...@cfardel.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 12:41 PM
 Subject: Re: [Audyssey] plans for an updated Lone Wolf


 Hi dark,

 For the problem you mention with windows 7 start menu, there is a good 
 solution:
 there is a small program called classic start menu. You will easily find

 it on google.
 This program is very light, and replace the crappy mmixed up windows 7 
 start menu with a classic start menu like W98 or XP. I use it allmost 
 since I switched to W7, because original start menu of windows 7 annoyed

 me as well. In fact the only nice thing in the W7 start menu is the 
 search field, all the rest is crap.


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Re: [Audyssey] Question about ammo in swamp

2011-12-12 Thread Christopher Bartlett
Ok, here's my impression of things with respect to various weapons.

Pistol, weapon of last resort unless you have a silencer.  The normal pistol
does the least damage per round and has the shortest range.  I'm not sure
how to describe range in terms of the sounds you hear, but I know that if I
am going to hunt with a pistol, that I'm going to get very close to my
target before firing.

Shotgun, same range as pistol, but substantially more stopping power.
Whereas a pistol usually takes me eight plus hits to take down a tyrant, I
can usually take the same tyrant down in four shotgun blasts.  It's major
drawback is the small magazine size, two shots, meaning that you had better
be accurate with it, and I'd not use it by choice against large hordes.

Hunting rifle.  Seems to do slightly less damage than the shotgun, but with
a much longer range.  It's five round capacity makes it suitable to take on
small to medium groups if you start shooting at longer ranges.  Equipped
with a scope, it can become quite the deadly weapon at medium ranges, being
able to one-shot all zombie types other than tyrants and matriarchs.

The MP5.  I'm not sure why we love this weapon so much.  It's damage per
round seems like the pistol, but its 40-round clip makes it much more
effective for crowd control, and the relatively soft firing sound makes it
easier to hear hits, meaning you can hose down a zombie effectively.  It
also has a medium range more than the shotguns but less than the rifles.
It's main drawback appears to be that because of the relatively low damage
per round, you end up going through a lot of .45 ammo.

Assault rifle.  For my money, this is the best all around weapon.  It has
enough range to allow its use for sniping, but has the 40-round capacity for
crowd control use.  While you can't scope it, it does seem to be
sufficiently accurate to be a reasonable sniping weapon.

The Benelli is a fun weapon to have on hand.  It brings the stopping power
of the shot gun with a larger 8-round magazine size that means you can get
into a fairly serious firefight before you have to reload.  Its main
drawback as a heavy assault weapon is the shorter range, meaning you have to
get closer to be sure of hitting.  Like the MP5, it's quiet firing sound
makes determining whether you've hit much easier.

The sniper rifle is problematic.  It's one-round clip makes it totally
unsuitable for any actual firefight.  For its intended purpose of long-range
sniping, it seems to be quite effective, an effectiveness that is reduced by
the relative rarity of 7.62 ammunition and the disproportionate cost of
buying it.  The scope appears more powerful than the one that you can attach
to the hunting rifle, so for those who enjoy sniping, the disadvantages are
worth it, so long as you have more efficient close-combat weapons handy to
switch to.

The m-60 is for its class the most underpowered weapon in the game.  Its
effective range seems to be less than the rifles and its three-round burst
minimum chews through its rare ammunition quickly.  It also has a long
preparation and reload time, making it less useful in close combat
situations.

The Vulcan mini-gun, I am less qualified to comment on as I've never had one
in multi-player mode, and have only used it in the single-player game.
Given the rarity of 7.62 ammunition, keeping it loaded would be difficult,
and the slowing effect that it has on you while using it might be
problematic.  If there are missions that involve defending fixed positions,
the Vulcan would likely be an ideal weapon.

So each weapon has situations I'd choose to use it in as follows: pistol:
when I had nothing else, with silencer, if I feel like getting up close and
personal, or if I'm in a building where ranges are going to be short and I
might not want to draw attention to myself from other zombies while I'm
killing one.  Shotgun/Benelli, good for dealing with a medium crowd of
zombies at medium to close range, provided you have a good escape route,
especially with the shotgun.  Rifles: better for long range attacking or
holding off a crowd, covering someone else or clearing an area from long
range before venturing into it.  The machine guns also fulfill this
function.  I've successfully used the 60 for close-in crowd combat when ten
plus zombies were moving toward me.

The key is to figure out what your favorite style of play is, then
concentrate on developing skill with the weapons of that type.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jorge Gonçalves
Sent: Monday, December 12, 2011 11:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Question about ammo in swamp

I was wonndering:
in which situations the shotgun is useful?
It's because i  have the impression that it is not very accurate.
Or it's me who is not accurate but I do kind of well with a pistol.
I think it would be nice a file with the description of all ammo 

Re: [Audyssey] new technology? Bologna! - Re: plans for an updated Lone Wolf

2011-12-12 Thread Christopher Bartlett
And certainly, yours is the only set of needs that matter.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Monday, December 12, 2011 1:26 PM
To: Gamers Discussion list
Subject: [Audyssey] new technology? Balogna! - Re: plans for an updated Lone
Wolf

Another thing about new technology--Microsoft's Windows in particular:  I 
buy a computer to do tasks, not to run the operating system.  If I have to 
buy a new PC because my old one doesn't have enough CPU power, it can't be 
loaded with enough RAM, the hardware isn't supported by the new OS, and I 
need to move along with technology, I will do so.  However, 2 years down the

road, before the bugs have been worked out of this OS I bought the new PC to

be able to operate, Microsoft comes out with a new, more demanding OS.  Two 
years later, another one that is more demanding.  Two years later, another 
one that is more demanding.  Before I know it, thanks only to Microsoft, I 
have another obsolete computer.  I need to buy another one to handle the new

technology.  This! is! crap! 


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Re: [Audyssey] time of conflict info

2011-12-12 Thread Christopher Bartlett
It's been my ambition to construct a set of campaigns for LotR.  With what's
coming, I think it will now be possible to really bring the War of the Ring,
not only from Gondor and Rohan, but the war in the north into being.  I
think it should also be possible to create campaigns for the First and
Second age battles.  The only remaining limitation that I see as a major
problem is map size.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Monday, December 12, 2011 4:47 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] time of conflict info

Very well said, che, as always.
Ben.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: 12 December 2011 20:45
To: Gamers Discussion list
Subject: Re: [Audyssey] time of conflict info

   yeah, TOC is already amazing as is, with more coming.
   It is going to not only be a great strategy game out of the box, but the
best thing in my opinion is it is going to be a killer game construction kit
for those willing to take the time.
   I've already created a couple of custom setups with unique units, and I
think the community is going to go nuts with the potential to make star
wars, MECH Warrior, LORD of the Rings, whatever they want given enough time
and effort.
   Between TOC and SWAMP, looks like visual basic 6 is alive and kicking
gang, its all in the skills, not the tools baby.
   later
che


On 12/12/2011 2:15 PM, pitermach wrote:
 Guess I'll need to dust off my toc skills and ask for a key 
 replacement then... Wow. 2012 is looking to so totally be full of 
 releases like PH, zero sight, and now this thing.

 On 12/12/2011 8:41 PM, dark wrote:
 Wow John.

 This is way more than I expected would be in the game, I knew he was 
 making more units and multiplayer, but the other stuff is amazing! it 
 sounds like time of conflict will end up as more than just a modern 
 warfare sim, it'll end up as a platform for all sorts of sim games 
 too, which would be fantastic!

 Great news indeed, and this certainly explains what happened with 
 time of conflict and why we haven't seen the new release as yet.

 Beware the Grue!

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

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[Audyssey] swamp: minor nit to pick

2011-12-12 Thread Christopher Bartlett
In the get and donate items lists, 12 shotgun shells are listed for 30 and I
think 15 rep respectively.  However if you pay attention to your rep the
cost and gain appear to be 24 and 12.

 

Chris Bartlett

 

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

2011-12-11 Thread Christopher Bartlett
Kai, your point is valid, except that to my knowledge, nowhere in the
documentation as it exists did it tell me I could simply hit escape again to
return to the game.  If it's operator error, it's operator error based on
lacking a piece of information.  And as you and others including me have
pointed out, this becomes a great way of cheating death.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Saturday, December 10, 2011 8:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Ok, escape has *got* to be changed.

I personally think this is a case of operator error, not game error. If you 
hit escape and hit enter on multiplayer, it respawns you... this has been in

since day one of multiplayer support. The fact that it respawns you without 
your last saved equipment has also been there since the safe zone's 
inception.

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

This is tantamount to saying that you closed Word without saving a document,

and are now frustrated that you have to start over from the last time you 
saved.

Kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 10, 2011 3:21 PM
Subject: Re: [Audyssey] Ok, escape has *got* to be changed.


Actually I'm also not sure how pressing escape got you out of the game.  You

should have had to arrow to exit game and press enter.  Pressing escape 
should just bounce you back and forth between the game and the main menu 
without ever exiting you.

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


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

2011-12-11 Thread Christopher Bartlett
If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding the
individual items.

Chris Bartlett


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

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

With the graphics I knew that no matter what the sighted players would have
an advantage in some ways, so I tried to restrict them in others.  So rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do. 

 Oh. It's good to know the range. That
 makes me feel a lot better.
 Also, this is the first game that my friend and I agree
 gives pretty
 much the same info to the sighted and blind player.
 
 I must as a question, or perhaps suggest a change. He and I
 both agree
 that, when you're in a huge loot-grabbing situation, the
 overwhelming
 number of the flies makes it very, very difficult to hear.
 Now, I
 understand that this might be a point of game balance.
 However, I
 wonder if the sound could be changed from an epic,
 Amityville Horror
 style swarm of flies to a few flies buzzing around. When
 you get any
 more than three loot spawns in the same spot, it sounds
 like you're a
 beekeeper with them buzzing inside your ears as well as
 out. I like
 the idea of flies, though, because it's a lot more of an
 environmental
 emersion than, say, beep, beep, oh loot!
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] my beef about Microsoft - Re: plans for an updated Lone Wolf

2011-12-11 Thread Christopher Bartlett
When is it the right time to stop innovating?  When can you be certain that
more processing power will never be necessary?  When will you have found
everything that everyone needs to do, and when will they be able to do it
well enough?

The thing about technological advances is that each one not only makes
things possible that weren't, but makes things possible that no one could
imagine before the advance took place.  

Sure, computers work well enough, if you discount all the myriad times when
they don't.  I can do everything I need to do currently (except music
editing/production) on my two-year-old netbook running Windows XP.  I
haven't upgraded to Windows 7 because I haven't had a compelling use case to
do so.  But it would I think be presumptuous of me to say that the evolution
of computers and operating systems has gone far enough and can't we please
just be happy with what we have?

Look at the cell phone world.  Even two years ago, the idea of full
accessibility to a cell phone was still a fractured dream for blind users.
IOS began changing that thought, but now there's competition and different
ways of doing things, and the dream of a voice-powered, pseudo-intelligent
personal assistant is at least on the horizon, with early prototypes out in
the world.  The revolutions in access these technologies promise weren't
imaginable for most people when we had dumb phones that simply made calls
and maybe kept a calendar and task list.  We are within a few years of the
mass obsolescence of a lot of specialized access technology, with the
accompanying blindness tax that will make access to many things available
to people who can't afford to drop a thousand dollars on  a piece of
specialized software, or $7,000 for a notetaker.

So be not over hasty to say that we've gone as far as we need to.  The fact
that you, or I may not have a use case for updating a particular item now
doesn't mean that at some point a new set of possibilities may not occur
that would make such a use case compelling.

Sorry for this near rant, but I see this kind of thinking in all sorts of
arenas and not just among disabled folk.  I think it's important that we
embrace advances in technology when it is prudent to do so and not be afraid
of change.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Sunday, December 11, 2011 5:32 PM
To: Gamers Discussion list
Subject: [Audyssey] my beef about Microsoft - Re: plans for an updated Lone
Wolf

Do they really have to continually upgrade the operating system and 
programs, making more power hogs, making us buy more powerful computers to 
do the same tasks we were previously doing but having to use more powerful 
processors and use more of the resources to do those tasks?  Why can't they 
just leave well enough alone once they get a system that actually does what 
it's supposed to do?

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 11, 2011 4:04 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf


 Hi Alex.

 As I said I'm not annoyed that  Microsoft update their os, they have to, 
 even if we don't like some of their decisions on interfaces etc.

 it just seems though that they don't give a dam about running older 
 programs, games or anything else, they just claime newer = better it 
 seems without actually considdering what people want their computers for, 
 namely to run programs.

 comador didn't do this with their os or machines, even with compltely new 
 hardware, going from amigar 500 to 1200.

 Even the big console developers are realizing that people like running 
 their old games, hence the wii virtual consoles, virtual arcade and other 
 such software versions of older games stil available on modern machines.

 Microsoft though just seem to expect everyone to update, buy their 
 products and cope, because newer is always better in their opinion.

 for myself, if i could be certain all my games and other applications 
 would work under windows 7, I'd be much less wary about updating.

 I just see this as a case of not listening to the customer and doing their

 own dam thing and expecting everyone to cope simply because they are a big

 fat company who just care about the prophit.

 Beware the grue!

 Dark.

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