Re: [Audyssey] Castaways Question

2015-08-16 Thread Jeremy Kaldobsky
They do come back to your settlement before going back out to fight again.  
They will return to the nearest storehouse, barracks, or guard tower.  Once at 
that location, they choose a new enemy to attack.  You don't get to pick where 
they attack, but it will be the nearest enemy to one of your buildings.
- Aprone
  From: Christina 
 To: 'Gamers Discussion list'  
 Sent: Sunday, August 16, 2015 9:42 AM
 Subject: Re: [Audyssey] Castaways Question
   
Hi.  So, when the fighters finish one raid, they don't come back to the
settlement; they just attack the next nearest enemies?
Thanks for explaining that.
I'm doing the mission where you have to breed twenty odiette.
Thanks.
Christina

  
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Re: [Audyssey] Jim kitchen obituary

2015-08-08 Thread Jeremy Kaldobsky
I absolutely agree with Dark.  I believe, or at least I like to believe, that 
people are showing concern about Jim's legacy being preserved.
  From: dark 
 To: Gamers Discussion list  
 Sent: Saturday, August 8, 2015 3:40 AM
 Subject: Re: [Audyssey] Jim kitchen obituary
   
Hi Lisa.

I fully agree with you that Jim was far more than just his games and the 
response of "what about his games now" can seem calous in some lights.

However, by the same tocan, I don't think wanting to preserve an artist's 
unique work is disrespectful. Jim's games after all have been in the lives 
of hundreds of people, they definitely preserve much of his humour, his 
personality and the things he loved, indeed it's for this reason that 
they're so very distinctive.

I personally am not worried about Jim's games being lost, simply because so 
many people, myself definitely included have copies and would be more than 
willing to host them, however I do think people's concern about this is more 
due to an appreciation of all Jim has done and the desire that it be 
preserved for future gamers, than a selfish "well how do we play it now" 
sort of mentality, indeed it's likely most people have the game's backed up 
anyway.

Hope this makes sense. I did try to write something of a tribute on 
audiogames.net (you can find it under Bryan P's news), where at least I 
tried to make this point.

Yes, Jim will be sorely missed, including the contributions to this 
community from his sly humour and taglines to the games he lavished so much 
love and attention on and gave out freely to everyone else to enjoy.

All the best,

Dark. 
  
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[Audyssey] jim kitchen passes away:

2015-08-08 Thread Jeremy Kaldobsky
I've grabbed a copy of his website and all of the downloads, and I plan to host 
them on my site.  I didn't realize anyone else had volunteered to do so, so 
hopefully I'm not pushing anyone over by doing this.  I suppose it can only be 
a good thing to have Jim's audiogames legacy hosted in a few places, just in 
case.I noticed that all but 1 of his GMHA board meeting recordings is missing.
His Yahtzee game, winyaht2.exe keeps getting flagged by my Avast antivirus.  
Can anyone confirm this, or is it just a false positive?  I want to be 100% 
sure it is safe before I go hosting it on my own site.  I'd feel bad if anyone 
was harmed by something they downloaded from me, even if I wasn't the original 
author of the file.
- Aprone

  From: Shaun Everiss 
 To: Gamers Discussion list  
 Sent: Friday, August 7, 2015 8:57 PM
 Subject: Re: [Audyssey] jim kitchen passes away:
   
I am not sure but I do think someone will need to take his stuff from 
his site, I'll do that later on in the next few days, and then I will 
need a place to put it.
Tom could you host it in usa games, I can probably archive the entire 
thing and put it somewhere.
but you guys can sort out something for it, an atribution archive or 
something I don't know jim as much as a lot of you but I remember him in 
the old dos game days and later on, its a pitty he will no longer be 
updating things.

  
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Re: [Audyssey] jim kitchen passes away

2015-08-07 Thread Jeremy Kaldobsky
Please keep in mind that different phrases are taken differently in different 
parts of the world.  I am 100% positive Charles meant only positive things by 
what he said, so we should focus on that more than our own interpretation of 
the sentence.It is similar to how some people will wish to celebrate when 
someone dies, while others want to mourn.  It is more important to focus on the 
intent, rather than on the words.


> Why would you say your appologies don't go out to them when this is a sad 
> time in their lives?
>
> follow me on twitter @joshknnd1982
>
> On 8/7/2015 3:13 PM, Charles Rivard wrote:
>> My apologies don't go out to them, but my prayers and support do.  He was 
>> a huge contributor to the blind computer gaming community, and his hobby 
>> and generosity game us, and will continue to give us, many hours of fun.

  
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Re: [Audyssey] jim kitchen obituary

2015-08-07 Thread Jeremy Kaldobsky
Yes I have many years of VB6 programming under my belt.  Jim and I were cut 
from the same cloth, or so the saying goes, haha.- Aprone
 
   Original message:
Hi Josh,
Unfortunately Jim Kitchen wrote most of his Windows games in Visual Basic 6, 
and I am only familiar with GW basic for DOS and the GMA game engine 
formats.
I think Jeremy Kaldobsky, Aprone uses VB 6.
 Phil

  
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[Audyssey] jim kitchen

2015-08-07 Thread Jeremy Kaldobsky
Unfortunately I hit send before I meant to, so my last message was cut short 
(and contained unwanted stuff at the end).

I am very sorry to hear about Jim's passing.  I hope his family have many 
people around to help support them during this time of loss.

I am not sure who Cindy is in relation to Jim, but I may be able to help her 
with his equipment and code.  I am extremely familiar with the programming 
language Jim used to write his games, and I seem to be located about 3 hours 
away from Cindy.  I would send this to Cindy myself, but because I do not know 
her it might be more appropriate for you to pass this along.
- Aprone(Jeremy Kaldobsky)
  
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Re: [Audyssey] jim kitchen

2015-08-07 Thread Jeremy Kaldobsky
I live about 3 hours away from there.  I have no idea if I can be of any help, 
but if you're looking for people who are nearby, you can keep me in mind.
- Aprone

  From: Josh K 
 To: Gamers Discussion list  
 Sent: Friday, August 7, 2015 2:46 PM
 Subject: [Audyssey] jim kitchen
   
Cindy would like someone in the local area to look at the stuff. He 
lived in Chardon Ohio.

-- 
follow me on twitter @joshknnd1982


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Re: [Audyssey] About pc games

2014-12-18 Thread Jeremy Kaldobsky
Michael, I would agree with you that even though a market is small, there is at 
least a chance to make some money.
  I personally found this out by accident!  Swamp had been free for years and I 
only resorted to paid accounts when I hit the end of my proverbial rope with 
security issues.  I just couldn't waste any more time trying to keep people out 
who could just find new ways to come back using new free accounts.  Giving each 
account even a very small money requirement makes all of the difference, 
because they can't really be anonymous anymore.  Keeping people out got a whole 
lot easier, plus people don't find it so much fun to hack when they actually 
lose their money whenever I kick them out, Haha!

    I made about $12,000 from Swamp, which is about $10,000 more than I was 
really expecting, ROFL!  So needless to say, I was, and still am very excited 
about that!  So it is true that you can make some pretty good money, but as 
Thomas said, it is not enough to live off of.  I originally built the game just 
to create something people would enjoy (which is why it was free), but we can't 
expect that developers will do that.  I am fortunate enough to have a job that 
pays my bills, so I had the luxury of making games purely for the enjoyment of 
the art.
    Many here have already said that life gets in the way for developers.  I 
agree with them 100%!  This time of year is my busy season and I am really 
struggling to work on the code I need to be doing.  I wanted to have a Swamp 
update done in early October, and here it is midway through December and I'm 
still not finished.  Even when I'm really into a groove and game code is 
pouring out of my head like a waterfall, the clock will say I have to go to 
work.  When I am back home I am usually too exhausted to pick up where I left 
off, and it ends up being a whole day I couldn't spend coding.  Then of course 
there are days when I just don't feel like coding and can't get myself to do 
anything productive, even if I happen to have the free time to do so.
- Aprone
  From: Thomas Ward 
Hi Michael,

I'm not sure about actual figures on how many blind people there are
in the USA that are interested in games since that kind of information
often gets excluded from surveys. Plus since a lot of blind computer
users in the US often get their computers through government sponsored
state agencies many of them are afraid to install games and other
recreational software on their PC. I've met my fair share of blind
computer users who were specifically told by their counselor that
their computer was a tool for work, school, etc and not to install
games and other software on it. Since they are afraid of getting in
trouble even though they might want games they won't risk it. So one
thing we face as game developers is the paradigm that computers are
only to be used for work and they can happily be used for both
regardless of what some state agency says.

As for making money of accessible games the issue isn't that one can
not make money off it. Obviously, ESP, Draconis, GMA, BSC Games, and
others all made money off of making accessible games for the blind.
The issue is one can't making a living wage off of developing games
for the blind full time. They have to find some other way to make
money to supplement the income from the games, because making and
selling accessible games aren't enough in of itself.

You mentioned ESP. At the time all the ESP games were originally
created they were developed by a man named James North. Unlike most
audio game developers James North was sighted and had a regular 9 to 5
job. He wrote games like Alien Outback, Monkey Business, DynaMan, and
ESP Pinball in his spare time and made money off of them. While I'm
sure James made a few thousand off those games it wasn't enough to
quit his daytime job and make games full time.

So to get to the point yes a lot of the more successful game
developers like ESP had lots of money to start with. Although, they
did make some money off of the games the funding for the games didn't
all come through sales. Like any other business it took a fair amount
of personal startup capital to get going.

Cheers!

  
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Re: [Audyssey] Castaways, mission 6.

2014-08-15 Thread Jeremy Kaldobsky
Rick, how many tiles away is the water from your storehouse?  If it is several 
tiles away, the long trip for your fishermen will cost more food than they can 
catch and carry home.  If you are using hunters, make sure your storehouse is 
either touching a few forests, or is within a few tiles of forest.  When using 
fishermen, do the same thing but with water tiles.  Do you best to position all 
buildings so that the furthest anyone has to travel is 2 or 3 tiles, with the 
exception of some building projects that may require your building team to go 
further.  I hope this helps.

- Aprone





Hi list.

Anybody have any tips for Castaways, mission 6?
My people starve faster than I can feed them.

Even when I set everybody to fishing, except the cook.

Thanks in advance for any help.
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[Audyssey] Castaways contest, with cash prizes

2014-08-09 Thread Jeremy Kaldobsky
I think it's time to toss a little money back at the community.  *Smiling face* 
 I had posted this on audiogames.net, but since it is now offline I'll post 
this here too.
Quick reminder, Castaways can be downloaded from the following link:  
http://www.kaldobsky.com/audiogames/castaways.zip


Castaways 2.7b has been posted, and it contains a game mode called 
Recorded Challenge.  This is how players will participate in the 
contest.  The game always starts you with an identical set of resources, but 
after that it is up to you to survive and thrive.  You have the 
daunting task of surviving through 1 game ticks as you earn a score 
based on the things you save up.  At any point you can press Shift + 
space to hear your current score, and also list how many game ticks you 
have used.  1 ticks seems like a lot at first, but eventually you'll start 
wishing you had more so you could save up more stuff.  Here are 
how points are calculated.
Knights, Rangers, Pikemen, and Cavalry 
all start out worth 1000 points for the first unit, but each additional 
unit is worth 100 points less.  Having more than 10 of any of these 
troop types will give no additional points.
All units upgraded 
with Tomes (Serfs, Woodsmen, Physician, ect) start out worth 1000 points for 
the first unit.  Each additional unit is worth 250 less.  Having 
more than 4 of any of these skilled job types will give no additional 
points.
All food stored in your Store houses or Taverns will be counted.
Meat,
 Bread, Vegetables, and Wine all start out worth 500 points for the 
first item, and each additional item is worth 5 points less.  Having 
more than 100 of any of these food types will give no additional points.
Tomes stored in your Store houses start out worth 1000 points for the first 
Tome, and each additional tome is worth 250 less.  Having more than 4 
tomes will give no additional points.
Lumber and bricks stored in 
your Store houses are all worth 10 points each.  There is no limit on 
the amount of points you can earn on lumber and bricks.
When you 
first start up the game you'll already have quite a few points.  This is 
normal, because you begin the mission with a lot of food and stuff.  As you 
start to burn through your reserves, that score will drop lower and lower as 
you work to build your town and get on your feet.  Defend 
yourself against the goblins (walls are your friend) and soon your score will 
begin to rise as you produce more than you use.  The game stops 
once you reach 1 ticks, but it will still allow you to save your 
game instead of immediately kicking you out to the main menu.
Saving is important, obviously, but your save game files are what you'll 
submit to be part of the contest.  Save your game at any time, and email me the 
save game file.  The score you have at the time of the save, is 
the score I will credit you with.  I will list everyone's scores here in this 
thread, so you can see what you need to reach in order to beat 
them.
The Prizes:  (using the traditional, highest score is better, system)  haha
First place, $40 (USD)
Second place, $35
Third place, $30
Fourth place, $25
Fifth place, $20
Sixth place, $10
Seventh place, $10
Eighth place, $10
Ninth place, $10
Tenth place, $10
Rules:
You do not need to have a Kaldobsky Gamer account to participate.  This contest 
is open for anyone to join.
Don't cheat, obviously.  Contained within the save game file is information 
about every action you took as you played.  I take these save game files and 
run them through a special program that recreates the same starting conditions 
and quickly plays through the entire game doing everything 
you had done.  I will use the score my program tells me, which means any type 
of cheating or save game editing isn't going to work.
Don't 
give other people your save game files so they can turn them in as their own.  
The program I feed these files into can tell if the original game data matches 
any of the other files people have submitted.  So if you 
play 100 ticks of the challenge, save it, give it to a friend, he plays 
the remaining 9900 ticks, and submits it for the contest... I will not 
count that.  Hopefully that makes sense.
Do feel free to discus 
strategy and stuff here to help others.  Telling others exactly what you did is 
totally fine, because their random events will end up being a 
bit different.  I'd actually like to see the more skilled players 
sharing tips with those who need a hand.
Do have a paypal 
account.  I will be sending the prizes out through paypal, so having it 
is a requirement if you wish to participate.
You are able to win 
more than 1 prize!  (I'm allowing this because I have no realistic way 
to prevent it.)  As long as you start over again from the beginning, you can 
submit additional save files to get your name on the score board 
multiple times.  If you submit another file that is "related" to one 
you've already submitted, then it will not be counted.  This means tha

Re: [Audyssey] help needed with castaways.

2014-08-08 Thread Jeremy Kaldobsky
Lori, did you press space bar to unpause the game?

Original message:

Hi guys, I’ve just started playing castaways, but although I can select my 
units and asign them jobs, they still seem to be just standing around idel.  I 
thought once I’d given a pesent it’s job, I’d hear the unit move, but when I 
cycle through the list, it just says their names, and that they are just 
standing around.  I checked their energy, and it’s high, so not sure what I’m 
missing?  I also tried to get into the online game, but when I press shift 
slash to see who else is online, I’m told I’m not linked to any players, even 
though miltiplayer mode is set.  

I’d be glad of any help.  Thanks from lori.  
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Re: [Audyssey] Blowing up stuff in swamp.

2014-05-18 Thread Jeremy Kaldobsky
www.kaldobsky.com/audiogames/

or
www.kaldobsky.com/audiogames/Swamp.zip



 From: Caitlyn and Maggie 
To: Gamers Discussion list  
Sent: Sunday, May 18, 2014 11:36 AM
Subject: Re: [Audyssey] Blowing up stuff in swamp.
 

Can somebody give me the link to download swamp, please?

I’ve googled it and don’t get any hits..

Caitlyn
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Re: [Audyssey] swamp tide damage thought

2013-09-02 Thread Jeremy Kaldobsky
Johnny, are you sure your shots were landing on the zombie?  Even with the 
adjustments, it sounds like you were doing more than enough to kill them.  
Lowering weapon damage should only require 1 or possibly 2 extra shots to kill 
a zombie.





 From: Johnny Tai 
To: 'Gamers Discussion list'  
Sent: Monday, September 2, 2013 2:39 AM
Subject: [Audyssey] swamp tide damage thought
 

While I can agree that as a zombie, it is annoying to be killed in just a
few shots, I am finding the new damage reduction rather atrocious from a
human player point of view.
Here are these zombies, they spawn limitlessly, they hit super hard, they
run super fast, and they can track you down even when you stand still, and
now I can't even hardly ever kill one...tonight, I loaded with a browning
shotgun, a zombie came at me, I fired both shots, it was still coming, I
reloaded, two more shots, it still was coming, reloaded, one shot, and it
reached me, and before my next shot, I was dead lol.
Next round, I loaded with benelli, a zombie came at me, I fired all eight
shots, it still kept on coming, again, by the time I reloaded, I was dead.
Okay then, one more round, this time with glock. Zombie came at me, I fired
the clip dry, reloaded, fired it dry again, reloaded, dead...and that's when
I exited the game in frustration lol.
Am I whining? Yes I am, very loudly so.

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[Audyssey] Swamp Tide

2013-08-18 Thread Jeremy Kaldobsky
I'm going to do a stress test of some code during the 
night as I sleep.  Special thanks goes out to Saul, Jessicat, and 
TrueZombie (listed in order by name length, from shortest to longest) 
for helping me work out the bugs tonight!  
As you guys may remember, it only took me half a day out of the 2 days I 
set aside for repairing the Swamp records.  I used the other day and a 
half, plus a bit of debugging tonight, to put together a little add-on 
game for Swamp.  This little game uses the Swamp sounds and map files, 
but it plays a bit differently.  I present to you, the rough stress-test beta 
of Swamp Tide.
Just toss this file into your existing Swamp 
folder and run it.  Eventually this will be sort of tied into the Swamp 
client, but for now this will work.  When you run the program it will 
automatically connect you, using the last name you signed in to Swamp 
with.  No worrying about your hard earned equipment, because it won't be going 
with you into Swamp Tide.  Everything will be waiting for you 
when you get back.
For this test, only the most basic mechanics 
are working.  When players join the server, you spawn as a zombie.  
Elsewhere there will be humans that you must hunt down and kill.  Any 
zombies that die will simply respawn again, but any humans that die will 
respawn as zombies themselves!  Once there is only 1 human left, or 
none if someone disconnects, the game match ends and the server starts 
up a new one.  Every player is spawned as a human, equipped with a 
random weapon.  There will be 1 starting zombie who is the winner of the last 
match, or randomly chosen if the winner disconnected.  Any humans 
who have melee weapons will find that they swing much slower than in 
normal Swamp, and any humans with guns will be limited to precious 
little ammunition.  Make each round count soldier!
Zombies will 
randomly growl, and humans will randomly say phrases, but it is much 
less likely than growling.  This is a fun way to give away your position to 
anyone within ear shot, hehe.  Randomly swinging your melee weapon 
as you walk is not as good of an idea in Swamp Tide, since the noise 
pretty much tells every zombie player where to find their next meal.
Chat and whispers won't work between species, so the opposing team can not hear 
what you type.
Have fun, and hopefully the stress goes well.  I can pretty easily add in 
the other features once I know these are working.  Other features 
include zombie upgrades so that you grow into the stronger zombies as 
you kill humans, other random weapons for humans to start with, and ways for 
humans to get extra ammo.
www.kaldobsky.com/audiogames/tidetest.zip
Enjoy.  
P.S.  I forgot to mention that the game requires 3 people to function 
properly.  So if you happen to get on and there are less than 3 players, it 
won't end the match to start up a new one.  It will start playing 
the matches as soon as a 3rd person joins though.
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Re: [Audyssey] is swamp down?

2013-08-15 Thread Jeremy Kaldobsky
The server is full.  It's been solid at 80 players for nearly 2 days now, and 
I've had a lot of people ask if it was offline.  The idle-kick time for players 
was lowered to 1 minute instead of 10, so if you keep trying you have a chance 
of getting in as someone else leaves or is kicked for being idle.
- Aprone




 From: Johnny Tai 
To: 'Gamers Discussion list'  
Sent: Thursday, August 15, 2013 2:37 PM
Subject: [Audyssey] is swamp down?
 

Can't connect at all...is it down or is it something wrong on my side?
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Re: [Audyssey] Testing

2013-06-29 Thread Jeremy Kaldobsky
Zack I've been wondering the same thing myself.  The list went quiet all of a 
sudden, haha.
 
 Hi ALl,
 I don’t recall any messages for a bit, so thought I’d
 check to be sure the list was working properly.
 Best,
 Zack.
 ---
 

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Re: [Audyssey] See munkey, makes swamp even more amazing

2013-06-26 Thread Jeremy Kaldobsky
Thanks Paul!  :D

I'm glad that people are able to enjoy Swamp with the See Munkey, while 
they wait for me to produce some games officially meant to use it.  To everyone 
who is enjoying See Munkey-powered games of Swamp, just remember that Swamp 
wasn't even designed for the See Munkey, so the experience will be nothing 
compared to the games that will come next.   I hope the future games will blow 
peoples' minds and usher in a new era of immersive audio games.

Progress on my end is going pretty well, and I will do my best to continue 
improving the See Munkey firmware as well.  So to everyone who owns a device, 
future improvements will be made available online so that anyone can choose to 
download them and improve the quality of their device.

- Aprone


On Wed, 6/26/13, Paul Lemm  wrote:

 Subject: [Audyssey] See munkey, makes swamp even more amazing
 To: Gamers@audyssey.org
 Date: Wednesday, June 26, 2013, 5:51 PM
 
 Hi,
 
  
 
 Just wanted to say I got my see munkey the other day , even
 though I'm in
 the UK it arrived really quickly.  I hadn't had a
 chance to sit down  and
 properly give it a go until now, but just finished playing
 swamp and well I
 already love the game but the see munkey makes it even more
 amazing. It
 definitely makes the game even more immersive , just the fun
 of hearing a
 zombie and turning your head in the direction to face them
 and then blast
 away, or being suddenly trapped in a horde of zombies 
 where you can turn
 your head and it literally feels like you have zombies all
 around you,
 seriously good fun.  Big thumbs up to Jeremy for the
 idea and then going
 through with  it and actually making the things to.,
 now I've just got to
 get a lot better at swamp and hope the head band I got with
 the munkey isn't
 pink or something lol.
 
  
 
 Jeremy if you read this, honestly thanks very much for all
 the time and
 effort you've put into making these see munkeys, its truly
 awesome  and I
 look forward to trying it with other games  in the
 future too.!
 
  
 
 Paul 
 
                 
 
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Re: [Audyssey] See Monkeys are back in the store, plus updates on game progress

2013-06-23 Thread Jeremy Kaldobsky





 Reinhard, the See Munkey is a device I'm selling that is worn on your head and 
tracks its position as you move.  The data from the device can be read by games 
or software to give an immersive 3D experience or to offer up a new form of 
input.  Information on the device can be found here.  
www.kaldobsky.com/audiodevices/

Another update:

Hatred and I have been making a lot of progress on the RPG engine's 
improvements.  We turned a small microphone into an ear mounted one so that the 
engine could be calibrated to the actual amount of sound, and audio "blind 
spots", created for each ear as sounds move around you.  It took quite a few 
separate tests but it will be worth it in the end.  It currently blows away the 
older version I had from before.

We've already been talking about the next goal, so once the engine is fixed up 
and the duck hunt game is posted, we will turn our attention to improving the 
See Munkey firmware.  Just like the engine's sound code, the See Munkey's 
firmware has several small problems that keep it from being as good as I'd like 
it to be.  When by myself I was buried in work and wasn't getting around to 
fixing the code, but now that I have help it will be much easier!  :D  Yay!

As another reminder, there are still some devices left in the online store.  
I'll be taking some to the post office tomorrow, so if anyone orders one in the 
next 12-or-so hours it will get mailed along with them.  This isn't actually a 
very good excuse for me to once again advertise, since any orders that don't 
come in on time will just get mailed out Tuesday or Wednesday, Haha.  I do want 
to remind people about them though, since I want to sell the last of these 
before placing my next big parts order.

- Aprone

From: Reinhard Stebner 
To: 'Gamers Discussion list'  
Sent: Sunday, June 23, 2013 7:08 PM
Subject: Re: [Audyssey] See Monkeys are back in the store, plus updates on game 
progress
 

What are these monkeys?
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[Audyssey] See Munkeys are back in the store, plus updates on game progress

2013-06-22 Thread Jeremy Kaldobsky
Hey guys, sorry for the long delay since the last time I've updated this post.  
The past few weeks have been very busy, but also quite productive.  My buddy 
Hatred moved up from Texas and we've spent the past few weeks getting him 
familiar with all of the projects I'm in the middle of.  He has been helping me 
build See Munkeys for the past few days, so once the next big order comes in, 
I'll be able to have them built and ready to sell at a much faster rate.  We 
also worked on new construction methods and ordered some new tools that cut 
down on the time and effort needed to put them together.

People have been asking when new devices will be in the store, so I'm reporting 
in to say that the last 7 are listed before I'll have to order new parts.  
Another reason for the delay was that one of my parts suppliers sent me some 
bad parts and it threw off my normal routine.

As for the RPG, Hatred and I have been going over parts of the game engine that 
I haven't been happy with.  We are improving them by quite a bit actually, so 
I'm very happy about that.  We will also be doing our best to get the duck hunt 
game out as soon as we can.  The engine changes we're making also affect the 
code for duck hunt, so that's another reason that small game isn't further 
along, but in the end the changes will be well worth it.  They greatly improve 
sound quality.

I hope to do a better job of keeping people updated on my progress.  I'll also 
bug Hatred to make more audio games for himself, haha!  Having him here with me 
is going to really help in just about every way.  It is always good to have 
someone around to lend a helping hand and to keep you motivated when projects 
drag on and on for long hours.  :D  LOL!


- Aprone
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Re: [Audyssey] swamp error

2013-06-04 Thread Jeremy Kaldobsky
They are probably missing this file.  Just have them put this into their Swamp 
folder and try again.
www.kaldobsky.com/audiogames/dx7vb.dll

- Aprone

> hi,
> some friends when trying to run swamp get a bad filename or
> number, error, when before they use the .bat files and
> after. how can this be fixed?
> 
> thanks
> 
> Josh


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Re: [Audyssey] See Munkey Instructions

2013-05-30 Thread Jeremy Kaldobsky
I wanted to stop in and let everyone know that the developer's manual has 
finally been posted for the See Munkey.
http://www.kaldobsky.com/audiodevices/developermanual.html

This morning I received the shipment of new parts, so I will begin building 
more devices shortly.  As they are completed I'll update the inventory of the 
online store so that they can be purchased.  To those who have emailed me 
during the past week, I apologize if the store was out when you tried to buy a 
device.  The 13 that I started with sold out very fast, and I've had to wait 
for replacement parts to get here.  Once I use up the parts that just came, 
I'll have another 21 See Munkeys to sell.  If anyone misses this new batch, 
they'll need to wait once again for new parts to be shipped to me.

It's a cycle of buy parts, wait, build, sell, and repeat.

- Aprone

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Re: [Audyssey] See Munkey Instructions

2013-05-28 Thread Jeremy Kaldobsky
While I continue to work on this mapping program, I wanted to pass along the 
latest update.

The program doesn't have keyboard mapping in yet, but you can now set up how 
you want each axis, and you can adjust the various settings such as 
sensitivity.  It's worth grabbing to improve your Swamping experience, plus you 
can use it on rail racer to handle turns.
http://www.kaldobsky.com/audiogames/munkeymapper.zip

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Re: [Audyssey] See Munkey Instructions

2013-05-26 Thread Jeremy Kaldobsky
Excellent write-up Ryan!

My cold/flu has slowed down my progress on the mapping software, but Ryan was 
given an unfinished version that was hard-coded to play Swamp.  I had been 
playing Swamp to test it at the time.  He was walked through the steps to play 
Swamp with the device as well.  Since I'm still not feeling well he volunteered 
to write up instructions so that others can join in to at least use their See 
Munkeys to enjoy Swamp.

Everyone who currently has a device is already running firmware 1.0.3, which is 
the most updated version.  This means you can skip Ryan's step for updating the 
device's firmware.  It's good to know about the feature though, so I'm glad he 
explained it.  If people do that step it won't hurt anything, since it will 
just be loading the exact same firmware onto the device that it already has on 
it.

- Aprone

--- On Sun, 5/26/13, Ryan Strunk  wrote:

> From: Ryan Strunk 
> Subject: [Audyssey] See Munkey Instructions
> To: "'Gamers Discussion list'" 
> Date: Sunday, May 26, 2013, 10:44 PM
> Before you can proceed with the below
> instructions, download the mapper from
> http://www.kaldobsky.com/audiogames/munkeymapper.zip
> It should also go without saying that you need a physical
> See Munkey in
> order for the instructions to apply to you.
> And now, everything you ever wanted to know about the See
> Munkey but were
> afraid to ask.
> 
> 
> Wearing your See Monkey
>  Your See Munkey is designed to be worn on top of your head
> with the
> trailing cable pointing backward, and the attached clip
> positioned on the
> underside of the device. If you are wearing a set of
> headphones with a band
> that runs across the top of your head, you may clip the See
> Munkey onto the
> band to hold it in place. If you are using a set of ear
> buds, a pair of
> headphones with a band that runs across the back, or a
> separate set of
> speakers, attach the See Munkey's clip to the center of the
> headband which
> is included in your package, and wear the headband across
> the top of your
> head.
> 
> Connecting your See Munkey
> Wear the See Munkey and plug its USB cord into your
> computer. Once the
> device has been detected and installed, your See Munkey is
> ready to use.
> 
> Setting up your See Munkey
> After your See Munkey has been installed, launch the program
> entitled
> "MunkeyMapper.exe." This will launch a basic utility program
> which will
> enable you to play Swamp using your device. This program, in
> addition to
> mapping commands to Swamp, will enable you to calibrate your
> See Munkey to
> your own comfortable range of motion, install firmware
> updates to the
> device, and specify the port your computer should check to
> detect the See
> Munkey. This last feature will be changed in a future
> update.
> 
> Selecting your Port and Checking for Connectivity
> Commands needed:
> ComX - where X is the number of the port to check. This will
> range from 1 to
> 16
> Version - Displays the version of the mapping software
> you're using, gives
> connection information for the See Munkey, and relays the
> current firmware
> version, if available (see below)
> 
> Selecting the port for your See Munkey may take a few
> moments, but you will
> only have to perform these steps once. Afterward the Munkey
> Mapper will
> recall your connection information.
> 1.    Type "com1" into the edit box and press
> return. This will manually
> set the See Munkey's port to com port 1.
> 2.    Type version into the edit box and
> press return. This will activate
> the See Munkey, if this is the correct port, and the device
> will begin to
> warm up. This may take 5 to 10 seconds. The first time you
> type "version,"
> you will likely be told device information is not
> available.
> 3.    Wait approximately 10 seconds for the
> See Munkey to be activated
> 4.    Type "version" again and press enter.
> If the See Munkey is connected
> to this port, you will be told the build information for the
> device and you
> can skip to updating the firmware (see below). If device
> information is
> still not available, proceed to the next step.
> 5.    Repeat steps 1 through 4 above,
> substituting higher numbers in place
> of com1. You may have to perform these steps using "com2,"
> "com3," "com4,"
> etc. before the proper port has been located. Remember,
> however, that you
> will only have to locate the proper port once, and the
> information will be
> saved.
> 
> Updating your See Munkey's Firmware
> Commands needed:
> Firmware - Places you in a menu where you can select the
> latest version of
> the firmware for your See Munkey
> 
> 1.    Type "firmware" into Munkey
> Mapper's  edit box and press return. You
> will be placed in a menu where you can select a firmware
> version.
> 2.    Using the up and down arrows, select
> the version you would like and
> press return. If you do not wish to update at this time,
> select cancel and
> press return.
> 3.    A command window will open showing the
> pro

[Audyssey] To those with See Munkeys

2013-05-26 Thread Jeremy Kaldobsky
Right now there are a bunch of people with See Munkeys that haven't been able 
to really do anything with them, thanks to me doing almost no programming this 
week.  I've been sick since last weekend with a really bad cold/flu that I just 
cant seem to shake, and it has kept me in bed for huge amounts of time each 
day.  When I do get up, my brain has been kind of fuzzy so I don't think I'd be 
much good programming even if I were in the mood.

A partially complete version of the mapper program was built last week, and it 
was hard coded just to work with Swamp so you can turn your character by 
turning your head.  Well I've been working with Ryan Strunk who thoughtfully 
volunteered to write up instructions for how to use it.  Even though the mapper 
program will only work for Swamp, and it won't let you customize the controls, 
it will be nice for people to be able to jump in and use the device they've 
paid their hard earned money to get!  This morning I was told that Ryan helped 
Che get himself playing Swamp with the device, so his instructions obviously 
work, LOL!  When Ryan has them ready I believe he will post them here and on 
the audiogames.net forum.  If not, then I'll post them.

Once I kick this nasty cold/flu, I'll get back to programming and will finish 
that mapping program.  Once finished, it should allow you to customize it in a 
variety of ways, and everyone will have a blast finding out which existing 
audio games are fun to play with your head.  :D

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[Audyssey] Aprone's Audio devices page

2013-05-21 Thread Jeremy Kaldobsky
The webpage is still being worked on, the manuals are still being worked on, 
and the mapping software isn't finished...
*heavy sigh*
But!  People have requested the page link so here it is!
http://www.kaldobsky.com/audiodevices/
If anyone wants to grab one of the devices I have left, there is an online 
store at the bottom of the page.  Please keep in mind that even if you have the 
device in your hands right this moment, you may still have to wait for me to 
work the bugs out of the mapping software and stuff before you can really start 
having fun with it.  Also please look through the questions and answers 
section, because I want to make sure people know what they are getting before 
they spend any money.

This is talking about the See Munkey, by the way.  :)

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Re: [Audyssey] A See Munkey in my house!

2013-05-21 Thread Jeremy Kaldobsky
John I thought of that too, haha.  The problem is, I don't have a baseball bat.

--- On Tue, 5/21/13, john  wrote:

> From: john 
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Gamers Discussion list" 
> Date: Tuesday, May 21, 2013, 6:29 AM
> Aprone, if you've got the space, it
> might be fun to try playing baseball with it, see how well
> the device recovers from that type of impact.


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Re: [Audyssey] A See Munkey in my house!

2013-05-20 Thread Jeremy Kaldobsky
I'm glad you listed the prices because it showed me that the web store hadn't 
saved a change I made a few days ago.  The out-of-country shipping turned out 
to be more than what the online estimator said ($12.75 instead of $7) so the 
prices will be $54 and $60.  The mathematicians might be scratching their 
heads, but 60 is a nice round number so I went with it.  :)

--- On Mon, 5/20/13, shaun everiss  wrote:

> From: shaun everiss 
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Gamers Discussion list" 
> Date: Monday, May 20, 2013, 6:08 PM
> I just looked at
> www.kaldobsky.com/audiodevices and really the paypal store
> you have seems good.
> 54 bucks for us 57 for outside.
> 50 for the device and either 4 or 8 for shipping is n0ot
> that bad really.


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Re: [Audyssey] A See Munkey in my house!

2013-05-20 Thread Jeremy Kaldobsky
Shaun, I've put the See Munkey through your test.  :D

www.kaldobsky.com/audiodevices/watertest1.wma

--- On Sun, 5/19/13, shaun everiss  wrote:

> From: shaun everiss 
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Gamers Discussion list" 
> Date: Sunday, May 19, 2013, 10:59 PM
> Ok man.
> wow this does beat the informercials you hear about some
> indestructable device.
> only to find out they are made from china or somewhere
> cheap.
> Things I'd like to try.
> dropping it in a pool or spilling coffee or water on it.
> I say this because it can happen, my cousin's samsung s3 was
> with him at a coffee shop when he dumped by accident his
> entire cup of coffee on the device.
> it still worked after it but smelt of coffee for weeks.
> Ofcause if a real zombie were to appear you could always see
> if it would survive being eaten & digested by zombie.
> Would be a real good selling point.
> this device is behemouth proof! 
> Would probably really sell then.
> we don't have a zombie but still this device can survive a
> lot.


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Re: [Audyssey] A See Munkey in my house!

2013-05-20 Thread Jeremy Kaldobsky
Damien and Thomas,

I think you'll find that supporting the See Munkey is very easy.  Each 
language will have its own way of communicating to the COM ports via serial 
connection, so you may need to do a quick internet search to see how it's done. 
 The serial connection will need to have a few settings and here are the values:
baudrate = 115200
parity = N
databits = 8
stopbits = 1
You tell your code which COM port the device is plugged in to, or find some 
code online to detect that automatically, and you're connected.  I would 
imagine in most languages it is a single line of code to send a message to the 
device, such as MSComm1.Output = message.

There are 3 types of information you can request from the device.  If you send 
it a lowercase v, it returns the version and firmware data inclosed within 
brackets ( ).  The serial code you look up will also give you some pretty 
simple way to read incoming messages being sent from the device.  I put each 
message type in its own brackets to make parsing it easier.  Every once in a 
while the data will be broken into 2 messages just like incoming network 
traffic.  Since it is contained in brackets you can just combine incoming 
messages until you have both an opening and closing bracket, and you'll know 
you have the complete message.

If you send a lowercase p, it returns the yaw, pitch, and roll values contained 
within square brackets [ ].  The numbers are separated by commas to make them 
easy to parse.

For people who want to read the raw sensor data, send the device a lowercase w, 
and it returns 13 numbers (separated by commas) within curly brackets { }.  
These are the 3 accelerometers, 3 gyroscopes, 3 magnetometers, something that I 
believe is the clock signal (not useful), then the yaw, pitch, and roll that 
have been internally processed.

It really does do 90% of the work for you.  Each time you read the positional 
data, just send another "p" so that a new updated message will be sent.  That's 
a good way to only be fed the data as fast as your game is able to use it.

I have been struggling to find time to work on my mapping software and the 
online manuals, but if developers are interested to start playing around with 
the devices then I could give them a link to the online store.  When players 
get the device they are depending on me to have cool working tools so they can 
map the controls to play their existing games, but other developers can 
probably start enjoying the device from the moment they take it out of the box. 
 So while I'm still holding off on officially opening the online store, for 
eager developers (or people who don't care if the mapping tools aren't finished 
yet), just send me an email and I'll send you the link.

I really would like developers to have these sooner rather than later, just so 
they have more time to get comfortable with them.

- Aprone

--- On Mon, 5/20/13, Thomas Ward  wrote:

> From: Thomas Ward 
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Gamers Discussion list" 
> Date: Monday, May 20, 2013, 10:15 AM
> Hi Damien,
> 
> Yeah, I'd like to know what i need to do to support it as
> well.
> Especially, on non-Windows platforms if possible. I am now
> officially
> using SDL for most of my projects so I'd like to be able to
> tie it
> into SDL if I can and use it for the head tracking
> capabilities.
> 
> On 5/20/13, Damien C. S. Pendleton 
> wrote:
> > Hi Ryan,
> > Wow, sounds neat! I wonder what current games it can be
> used with? More
> > importantly, I wonder if I can encorporate its use into
> any of my own
> > productions?
> > Kind regards,
> > Damien.


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Re: [Audyssey] A See Munkey in my house!

2013-05-20 Thread Jeremy Kaldobsky
Jim, you can use the See Munkey with VB6 quite easily.  Just go to components 
and add Microsoft Comm Control 6.0 and add one to your project.  Toss this code 
into form_load just to set things up.

If MSComm1.PortOpen Then MSComm1.PortOpen = False
MSComm1.Settings = "115200,N,8,1"
MSComm1.DTREnable = True
MSComm1.RTSEnable = True
MSComm1.RThreshold = 1
MSComm1.SThreshold = 0
'set the active serial port
MSComm1.CommPort = 2
MSComm1.PortOpen = True

When you want to send data to the device you just run the single line of code:
MSComm1.Output = "p"

All commands you send to the device are a single lowercase character.  "v" 
requests the device firmware version, "w" requests raw sensor data, "p" 
requests processed sensor data (recommended at first), "c" is the command to 
center the device, "u","d","l","r","7", and "9" are the calibration commands.  
And that's it.

When the See Munkey sends data back to your program, it shows up in the OnCOmm 
section of MSComm1.  Because there is a chance that the data won't arrive in a 
single message (just like when doing multiplayer coding for games) I have it 
store incoming messages into a separate variable that will keep being added to 
until it has everything I've requested.

tempm$ = MSComm1.Input
incomingmessage$ = incomingmessage$ & tempm$

For when you request the version, the message will be contained between a set 
of brackets ( ).
If InStr(1, incomingmessage$, "(") <> 0 And InStr(1, incomingmessage$, ")") <> 
0 Then 'we have the version
tempm2$ = Left(incomingmessage$, InStr(1, incomingmessage$, ")") - 1) 
deviceversion$ = Right(tempm2$, Len(tempm2$) - (InStr(1, tempm2$, "("))) 
msgbox "The version is " & tempm2$
incomingmessage$ = ""
End If

'For when we request processed data, the message is 3 numbers separated by 
commas, held between square brackets [ ].
If InStr(1, incomingmessage$, "[") <> 0 And InStr(1, incomingmessage$, "]") <> 
0 Then 'we have a full piece
tempm2$ = Left(incomingmessage$, InStr(1, incomingmessage$, "]") - 1) 'full 
reading
tempm2$ = Right(tempm2$, Len(tempm2$) - (InStr(1, tempm2$, "["))) 'full 
reading
incomingmessage$ = ""
myyaw = Left(tempm2$, InStr(1, tempm2$, ",") - 1): myyaw = Round(myyaw, 2)
tempm2$ = Right(tempm2$, Len(tempm2$) - InStr(1, tempm2$, ","))
mypitch = Left(tempm2$, InStr(1, tempm2$, ",") - 1): mypitch = 
Round(mypitch, 2)
tempm2$ = Right(tempm2$, Len(tempm2$) - InStr(1, tempm2$, ","))
myroll = Left(tempm2$, InStr(1, tempm2$, ",") - 1): myroll = Round(myroll, 
2)
tempm2$ = Right(tempm2$, Len(tempm2$) - InStr(1, tempm2$, ","))
'here is where I decide what to do with those 3 values.
Call process
'to keep the data coming, I request another set of sensor data from the 
device so that we always have another updated message coming in to update our 
head position.
sendcom "p"
DoEvents
End If

To the non programmers or the non-VB programmers, I apologize for the long code 
themed message.  :D  But yeah, that's basically it.  This example hard codes 
COM port 2 as the port the devices is plugged in to, but that's just because I 
recently found that my auto-detect method is broken and doesn't always get the 
right one.  I hope this made at least some sense Jim, since I don't comment my 
code and tried to just toss a few comments in after I pasted it into the email.


--- On Mon, 5/20/13, Jim Kitchen  wrote:

> From: Jim Kitchen 
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Jeremy Kaldobsky" 
> Date: Monday, May 20, 2013, 4:53 AM
> Hi Jeremy,
> 
> May I ask, will I be able to develop games in VB6 that will
> be able to take advantage of your See Munkey?
> 
> Thanks.
> 
> BFN
> 
>     Jim


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Re: [Audyssey] A See Munkey in my house!

2013-05-19 Thread Jeremy Kaldobsky
Ryan I sincerely appreciate this email you've written, and I'm very happy to 
hear that you are enjoying the device!

As he has stated, the software is still very primitive, in fact I wasn't even 
ready to post it except his device arrived quickly and I have been sick all 
weekend and didn't get programming done that I had expected to get done.  In 
its current form it is just hardcoded for the settings I personally used while 
playing Swamp, and luckily that worked well enough for Ryan that he was also 
able to play.  Once finished, the program will be able to fully customize the 
controls so that it can be used for other games as well.  I'm still writing up 
the user and developer manuals, but thanks to Ryan and a few others, I have 
completed and tested the online store.  I'll be opening the store to officially 
start selling the See Munkeys once I've finished the mapping software and the 
manuals.  I don't expect it to take long, but then again I thought the same 
thing before I wasted the last 2 days sick.  :P

Of the 13 devices I built, 1 of them had a bad sensor and I didn't find that 
out until I had already encased it in the rubber.  That meant there was no way 
to replace the sensor so I ended up with a totally worthless See Munkey.  After 
being mad at myself for not checking that sensor before hand, I thought I might 
as well use the device for some stress tests.  I've been claiming these things 
are nearly indestructible (by design) but had no true evidence to back that up. 
 In this particular Munkey the diagnostic software reports that 2 of the 9 
sensors are not responding, so I felt that with 7 working I could still do some 
tests on it.  Here are my pretty funny stress tests, recorded for everyone's 
listening pleasure.

www.kaldobsky.com/audiodevices/falltest1.wma
www.kaldobsky.com/audiodevices/falltest2.wma
www.kaldobsky.com/audiodevices/falltest3.wma
www.kaldobsky.com/audiodevices/crushtest1.wma
www.kaldobsky.com/audiodevices/crushtest2.wma
www.kaldobsky.com/audiodevices/burntest.wma


> From: Ryan Strunk 
> Subject: [Audyssey] A See Munkey in my house!
> To: "'Gamers Discussion list'" 
> Date: Sunday, May 19, 2013, 8:18 PM
> Hi everyone,
> Most of you may remember reading a thread a few weeks ago
> about the See
> Munkey, a revolutionary new 3D motion tracking headset that
> Aprone is
> designing and coding for use in upcoming game titles. I
> received my headset
> in the mail yesterday, and I am amazed beyond comprehension
> at what Jeremy
> has put together.
> First, let me say, as people start firing up their spell
> checkers and
> splitting the subject lines, See Munkey is not spelled like
> the packets of
> brine shrimp we used to get as kids. It's "see" as in to
> understand or to
> take in visually, and "monkey" like the animal only spelled
> with a "U"
> instead. See Munkey.
> And now to the amazingness!
> There were two pieces of gear in my See Munkey box: a
> reinforced headband
> and a small rubberized box fitted with a clip and trailing a
> USB cord. The
> rubberized box is the actual See Munkey. It's designed to
> clip onto the top
> of your headphones if they run across your head. If you wear
> ear buds, or if
> your headset, like mine, wraps around the back of your head,
> you clip the
> box to the headband and slip that on over the top of your
> head. The See
> Munkey is designed to sit on top of your head in order to
> track your
> movements.
> The See Munkey currently tracks your head on 3 major
> planes:
> *Horizontal rotation: turning your head side to side, called
> yaw
> *Vertical rotation: nodding your head up and down, called
> pitch
> *tilt: tilting your head side to side and stretching out
> your neck, called
> roll
> The software is still being developed, but it was amazing to
> see it in
> action; I'm practically drooling to play with it more, but I
> want to put
> this email out there first to give Aprone the credit he so
> richly deserves.
> I downloaded a mapper program to calibrate the headset to my
> particular
> movements. Once the mapper is launched, you move your head
> through a series
> of gestures and press letters to teach the program about
> yourself. The more
> times you perform these gestures, the more the mapper learns
> about your
> movements and the smoother it translates your gestures into
> actions.
> Currently the See Munkey supports playing in Swamp as a
> means of turning
> your character, but this will change very shortly.
> But it using it to play Swamp, I've already seen the true
> genius the See
> Munkey is going to be.
> I was walking through the abandoned hospital today, one hand
> on my keyboard,
> the other on my mouse, and I heard a zombie in my left ear.
> Instead of
> moving my mouse so my character was facing him, I simply
> looked at him. I
> mean I quite literally turned my head to face the noise and
> looked directly
> at the zombie. As I turned my head, the sound panned with my
> movement until
> I was staring the zomb

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-07 Thread Jeremy Kaldobsky
Dakotah, I do agree that some integration between the See Munkey and the Wii 
mote might be possible in the future, but at the moment I have no idea what 
that would even entail.  Since it sounds like it would be very cool, the idea 
might grab the attention of someone who knows more about how the Wii works.

The Braille display is something I will definitely be working on again!  :D  
I've poured a ton of time and effort into several different designs, and the 
last one went so far that I was already contacting places to manufacture the 
parts for it.  At the very end they changed the cost estimate for building the 
parts, and the new price was 20 times what I had originally been told!  Yikes!  
That killed that designed right there on the spot since it would have cost more 
in parts than I wanted to sell the finished device for.  I'll figure something 
out eventually, I just need to once again start over.

Thanks man.  :)  I do have a large number of interests, but I think that keeps 
more options open whenever I find myself bored and in need of something to do.  
ROFL!

- Aprone

--- On Tue, 5/7/13, Dakotah Rickard  wrote:

> From: Dakotah Rickard 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Tuesday, May 7, 2013, 7:22 AM
> Honestly, it just sparked my interest
> because of those discussions
> we'd encountered.
> I was imagining all sorts of different ideas for integrating
> both
> devices, but maybe it can still be done, although with a bit
> more
> work.
> 
> I'm really excited and looking forward to the release of the
> device,
> and frankly, I'd love to know your skills list. Making neat
> games,
> building custom electronics, casting miniatures, the list
> goes on and
> on.
> 
> And didn't you have some idea, some time back, about making
> braille displays?
> Even if that didn't end up panning out, you certainly have a
> great
> deal of drive, and you have the knowledge to back it up.
> 
> Impressive.
> 
> Signed:
> Dakotah Rickard
> 
> On 5/7/13, Jeremy Kaldobsky 
> wrote:
> > Dakotah, I actually have no idea how the wii mote
> protocols are set up, but
> > I'd just about be willing to bet anything that they
> wouldn't be
> > interchangeable.  Sorry, I'm guessing that isn't
> the news you wanted to
> > hear.
> >
> > --- On Mon, 5/6/13, Dakotah Rickard 
> wrote:
> >
> >> From: Dakotah Rickard 
> >> Subject: Re: [Audyssey] Some updates on what I'm up
> to, since I forget to
> >> keep audyssey in the loop.
> >> To: "Gamers Discussion list" 
> >> Date: Monday, May 6, 2013, 3:03 PM
> >> I'm going to skip all the responses
> >> that have come down the pipe,
> >> which may mean I'm asking a question that has
> already been
> >> asked, but
> >> I wonder how different the data is from the Sea
> Monkey to
> >> something
> >> with similar functions, say a Wiimote.
> >> I mean, are the protocols you've designed capable
> of being
> >> translated
> >> into Wiimote input? I ask this, because we
> discussed
> >> privately, at one
> >> point, using a wiimote and nunchuk to control
> Swamp, and if
> >> the
> >> protocols are similar, it gives people a way to
> play your
> >> game in a
> >> crude way before investing in the headset.
> Essentially, I
> >> imagine it'd
> >> be like trying to play Swamp with the keyboard, but
> it would
> >> also open
> >> up even more development potential of the software
> was
> >> similar or
> >> could be made to work either in tandem or instead
> of.
> >> I know it's sort of a crap question, but I do want
> to check
> >> on it,
> >> even though the devices are dissimilar.
> >>
> >> Also, thanks for sharing all this information and
> good news
> >> with us.
> >>
> >> I'm glad you're opening up whole new worlds again.
> >>
> >> Signed:
> >> Dakotah Rickard
> >
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to
> > gamers-unsubscr...@audyssey.org.
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> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> at
> > http://www.mail-archive.com/gamers@audyssey.org.
> > If you have 

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-07 Thread Jeremy Kaldobsky
Dakotah, I actually have no idea how the wii mote protocols are set up, but I'd 
just about be willing to bet anything that they wouldn't be interchangeable.  
Sorry, I'm guessing that isn't the news you wanted to hear.

--- On Mon, 5/6/13, Dakotah Rickard  wrote:

> From: Dakotah Rickard 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Monday, May 6, 2013, 3:03 PM
> I'm going to skip all the responses
> that have come down the pipe,
> which may mean I'm asking a question that has already been
> asked, but
> I wonder how different the data is from the Sea Monkey to
> something
> with similar functions, say a Wiimote.
> I mean, are the protocols you've designed capable of being
> translated
> into Wiimote input? I ask this, because we discussed
> privately, at one
> point, using a wiimote and nunchuk to control Swamp, and if
> the
> protocols are similar, it gives people a way to play your
> game in a
> crude way before investing in the headset. Essentially, I
> imagine it'd
> be like trying to play Swamp with the keyboard, but it would
> also open
> up even more development potential of the software was
> similar or
> could be made to work either in tandem or instead of.
> I know it's sort of a crap question, but I do want to check
> on it,
> even though the devices are dissimilar.
> 
> Also, thanks for sharing all this information and good news
> with us.
> 
> I'm glad you're opening up whole new worlds again.
> 
> Signed:
> Dakotah Rickard


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-05 Thread Jeremy Kaldobsky
I suppose that is probably the same thing other people think of when they hear 
head set.  I guess I have a broader definition in mind because I can picture a 
handful of different devices that are all referred to as "head sets" that are 
not headphones.  Microphone headsets, medical EEG monitoring headsets, various 
head mounted visual displays, and so forth.  I'll try to catch myself next time 
I start to type head set though, haha!  I'd rather prevent any confusion if I 
can.


--- On Sun, 5/5/13, Thomas Ward  wrote:

> From: Thomas Ward 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Sunday, May 5, 2013, 1:12 PM
> Hi Jeremy,
> 
> Interesting. This could be semantics but I always thought
> of
> headphones and headset as the same thing. The way a person
> says pop or
> soda. The words are different but mean the same thing. :D


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-05 Thread Jeremy Kaldobsky
Cara I did the same thing.  I don't think of head phones when I hear head set 
though.  :)

--- On Sun, 5/5/13, Cara Quinn  wrote:

> From: Cara Quinn 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Sunday, May 5, 2013, 11:50 AM
> Agreed, but I also said headset in my
> last note, knowing full well that it is a packet of sensors
> which connects to one. -just semantics on my part, and
> apologies for contributing to ignorance! lol!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-05 Thread Jeremy Kaldobsky
Ron, re-read questions 1 and 8.  :D

--- On Sun, 5/5/13, Thomas Ward  wrote:

> From: Thomas Ward 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Sunday, May 5, 2013, 10:01 AM
> Hi,
> 
> Not only that but the See Monkey isn't a headset. Its a
> motion sensing
> device that attaches to the headband of a standard headset
> which
> tracks the movements of your head. People really neeed to
> read things
> more carefully. :D
> 
> 
> On 5/5/13, Dallas O'Brien 
> wrote:
> > Hi.
> > It will not be wireless. You might want to read the
> original email again.
> > Lol.
> > Regards.
> > Dallas

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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Clement, the details surrounding the RPG are a little more fuzzy, which is why 
I've left them out.  The headset had to be developed first so the game is still 
in its most primitive stages where anything could still be changed.

One notable feature of the RPG is that I'm trying to build the entire game 
using accessible tools, which I'm designing first of course.  The goal is to be 
able to say that the community has access to the exact same tools that were 
used to create the game, proving that custom adventures, monsters, and maps can 
be made that match the rest of the game in terms of quality and complexity.  
People will be able to set up their own servers running their own custom map 
and campaigns.  I say map instead of maps because the game engine turns all of 
the map data into a single map rather than needing to split it up like many 
games do.  If we compare this to Swamp maps, I believe I previously figured out 
that this game could run a map more than a million times the size.  So you'd 
basically die of old age before being able to explore it all, but then again 
you'd die of old age before being able to design such a map.

--- On Sat, 5/4/13, Clement Chou  wrote:

> From: Clement Chou 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:00 PM
> Well, I'm definitely excited to see
> what this will turn out to look like! Wish we knew more
> about the rpg though... and I can't believe you got that
> much into a headtracking piece of equipment and are selling
> it for 50 bucks. Guess we'll see how it turns out though!

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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Phil, a vibrating element does sound like a cool addition, but the device is 
already designed and ready to be sold.  I'm just waiting on additional parts to 
build the first group to be placed online for sale.

If other devices could be purchased, they wouldn't work with my game.  They 
would have their own unique way of communicating so they wouldn't be 
interchangable with software written to use the See Munkey.


--- On Sat, 5/4/13, Phil Vlasak  wrote:

> From: Phil Vlasak 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:45 PM
> Hi Jeremy,
> The See Munkey sounds like a fantastic idea. Does something
> like this already exists? If we buy that would it work with
> your game?
> I'm joking. I would want to wait for yours, but some
> impatient people are likely to ask that question.
> I do request an additional bit of hardware. Could you add a
> vibrating element so the game would have force feedback?
> If you got shot then the thing would vibrate hard and
> gradually slow down indicating your blood leaving your
> body.
> For aiming for a head shot, you could move your head until
> all coordinates are on another head, then the vibrating
> element would quickly shake to indicate you are on target.
> Thanks for all your work.
> Phil


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Allan, I'm glad you like the plan!  :D

The physical See Munkey head set should work on any version of Windows, Mac, or 
Linux.  I have not personally tested it on very many systems but the hardware 
it is built with was chosen because it works on them all.  If I run into any OS 
that it doesn't work on, I'll be sure to let people know.

The software side of things will be a bit different.  The key mapping program 
I've thrown together, called Munkey Mapper, is designed for Windows.  It 
currently works on XP, Vista, Windows 7, and Windows 8.  It should also work on 
Windows 95 but I don't think that will be helpful to many people.  Since any 
other developer can write their own software, I'm sure it wouldn't be long 
before someone would release their own mouse and keyboard mapping software for 
Mac or Linux.  In fact, I fully expect my windows based mapping software to be 
replaced by one created by another developer!  We have some incredibly talented 
programmers around here, and any one of them could put together their own 
mapper that has more bells and whistles than mine does, plus we all know I'm 
not the poster child for polishing software before releasing it!  Haha!  :D

Basically we'll still have the same situation where some games won't work on 
certain operating systems, just because of the preferences of the games' 
designers.  The See Munkey itself won't cause any of those limitations though.

- Aprone

--- On Sat, 5/4/13, Allan Thompson  wrote:

> From: Allan Thompson 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:35 PM
> Hi,
> My mouth literally dropped open in shock when reading this.
> This is such a brilliant idea words can't cover it. 
> Thank you for sharing this information. I will
> definetley  buy one of these when it becomes
> available.
> 
> My question is, will this work on any pc and
> OS?   
> 
> al
> 
> 
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.


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[Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Hey guys,

I spend most of my time on the audiogames.net forum, and every now and then 
I'm reminded that I've shared news with them but forgot to post it here as 
well.  My apologies, people of the audyssey list!  :D  LOL.

After my 2.9 patch for Swamp I began working on a new project.  To make a 
long story short, I learned I was going to need to get a second job in 2 months 
so I wanted to make the most of them.  I officially ended development on Swamp 
and have dedicated myself to getting some stuff accomplished in the 2 months I 
have left.  After I get the additional job I will have a lot less time 
available to work on projects, so I don't know how that will impact my efforts 
as a game developer.

The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the Daytona/Castaways 
storyline.  It will take place many years after the Daytona game, and you will 
learn what happened to the leader from the end of the Castaways game.

The mouse hardware requirement for Swamp was a terribly unpopular move for 
a very very long time.  Using the word unpopular may even be an understatement, 
ROFL!  Well that battle was fought and won, and I feel the audio games 
community is a better place now that the mouse is an accepted tool for gaming.  
This opens up more options for game developers, and that is always a good 
thing!  Well this RPG is going to follow in those foot steps and require a new 
piece of hardware.  In a move that will go down in audio games' history as an 
epic mistake, or as a revolution, my RPG will require players to have a 3D head 
tracking headset I have named the See Munkey.  (I still crack a smile when I 
say See Munkey out loud.)  While wearing the headset in the RPG you can simply 
move your head around to move the head of your in-game character.  This will 
give a more natural playing experience plus allow you to easily look up or down 
to get a 3D feeling of your
 surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us far 
more data than we can get from being perfectly still, which is how we normally 
are in games.  I'm trying to give players that same advantage inside of the 
game world.

Development of this device has burned through 3 weeks, which is more than I 
planned for.  The good news is that I not only have a working prototype but 
I've already ordered a shipment of parts to produce 13 more.  More detailed 
information about the "Munkey" will show up once I'm ready to sell them but 
here are the basics:

The device clips on to your existing headphones, or clips on to a plastic 
headband that comes with it in case you use ear buds instead of headphones.  It 
does not produce sound to replace your headphones, which is a common 
misconception, but rather tracks the orientation of your head in all 3 axis.  
This data can be read by games and programs to customize the experience.  This 
is similar to how a game can be designed to receive input from a mouse or a 
joystick.

The device can be used by other developers!  If these do find their way 
into the hands of many players, it will be a brand new tool for developers.  It 
is my understanding that BGT is already set up to handle serial communications, 
which means programmers who use BGT will be able to incorporate the headset 
immediately into their own projects.  Other developers can easily look up how 
to read and write to the device using serial communication, which will give 
them the same ability.

Games that aren't designed for the headset won't suddenly become 3D when 
you use it.  This is the same as playing a game that isn't designed to work 
with a joystick or mouse.  Separate software can be used to map the See Munkey 
to the mouse or keys though, which means you can have an interesting new way to 
play even those games.  As an example, Swamp is not designed to use the headset 
yet I was still able to play using it.  I mapped turning my head to the mouse 
X-axis, forward to tilting my head down, and backward to tilting my head back.  
I didn't do it at the time, but I could have also made tilting my head left or 
right to perhaps side step, reload my weapon, or toggle the radar.  It wouldn't 
replace the need for the keyboard, but it was definitely a new playing 
experience!

So yeah, that's pretty much what I've been doing lately.

I'll answer some questions before they're even asked:
Q: How much will it cost?
A: The device will be $50 plus between $4 and $8 in shipping, depending on 
where you live.  Since I haven't shipped any out yet I don't know the exact 
shipping prices yet.  I'll update that once I've sent out a few and know the 
exact rates.

Q: Where will you sell these?
A: My website will be set up with a special page to sell these once I'm ready 
to do so.

Q: Can I pre-order one?
A: No, I will not accept pre-orders.

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
At that early stage it wasn't a very polished idea, so it was going to rely on 
firing first to know how close you were to a headshot.  Basically you'd fire 
and hear a different impact sound based on how low or high you had hit on the 
zombie.  Well, that was the plan anyway and the idea was trashed before even 
making it far enough in to have sounds for it.  I don't even think Kai was 
working on Swamp sounds yet when the feature was cut.

Thank you for the compliments.  I think here in the audio game community, 
saying a game feels mainstream is among the highest expressions of praise 
possible!  :D

I should write something up about my current project.  I've informed many 
people from the audiogames.net group but I don't remember ever saying anything 
here on audyssey.  I could use a code break right now, so I'll toss something 
together so that people at least know what I'm working on these days.

- Aprone

--- On Sat, 5/4/13, Clement Chou  wrote:

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
> theAncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 5:54 PM
> The beeps would've been what I would
> use. And Swamp definitely feels like a mainstream game...
> definitely no disagreement there, and I love it. I just
> think it's a shame that there couldn't be another
> multiplayer fps with as much refinement and as many weapons
> worked into it as Swamp already has. The groundwork for what
> could potentially be a competetive shooting game is there,
> but it doesn't work like that from a programming
> perspective. But we can hope for an eventual game like that.
> At least, I can. lol Shooters are the style of game that's
> fascinated me the most, and playing online against multiple
> other people is something I've always liked the concept of.
> I would love nothing more than to be able to sink my teeth
> into something like call of Duty.
> - Original Message - From: "Paul Lemm" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, May 04, 2013 2:58 PM
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re:
> Mysteriesof theAncientsConsiderations
> 
> 
> > Not sure how Jeremy planned to use the vertical axis,
> but I think (although
> > it wasn't exactly for head shots) in audio quake since
> there could be
> > enemies on different heights you had the standard 
> left and right stereo
> > panning  for aiming left and right and then 2
> bleeps  that sounded at
> > different  speeds until you lined them up for the
> vertical axis.  Have
> > played many main stream zombie games such as resident
> evil and have always
> > loved the ability to head shot and take out a zombie
> with just one shot,
> > there's just  something very satisfying about it
> lol. I know Jeremy's not
> > planning on any more updates to swamp but maybe if he
> did as a compromise to
> > not make it seem to complex  that people don't
> want to try it maybe there
> > could be that head shot choice just when using the
> sniper. Even without the
> > head shots though swamp is still an amazing game 
> and to me feels like
> > playing a main stream game   already and
> I look forward to seeing what
> > Jeremy produces next.


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
Clement, Swamp almost had a headshot aspect to it, but early in development I 
took decided against that feature because it increased the difficulty for 
players.  The original idea was that moving the mouse vertically would line up 
head shots, so you had to center the sound on both axis.  In those early days I 
was still fighting tooth and nail to even get people to accept the mouse, so I 
limited the game to a single horizontal axis.

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
> AncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 3:37 PM
> Actually, that rifle was one of the
> things I loved about Jedi Quake when I tried it. I got
> pretty good with it at one point, but haven't played AQ in
> so long... should probably give it a go again. I just wish
> we had more multiplayer fps titles. I've said before that I
> think Swamp's base combat and weapons would translate
> wonderfully to a pvp game. But it's been a dream of mine to
> be able to enjoy something as complex and strategic as
> Counterstrike for a long time, which is why I wish weapons
> in games like AQ would have different properties other than
> just rate of fire and amount of shots that it can hold, etc.
> The remaining thing for me too... all the audio fps titles
> I've played require too many shots to kill an enemy. In a
> mainstream shooter, it's possible if you're skilled enough
> to pick people off with one shot or two that are
> well-placed. I wish there'd be some way to implement more
> precise aiming. Targetting headshots is something that
> happens in regular shooters all the time, yet there hasn't
> been an implementation of that in any sort of form that I'm
> aware of. Swamp in particular, with the whole zombie thing
> would probably benefit greatly from a head shot 
> mechanic, given the fact that in most contemporary fiction
> zombies die the fastest when shot in the head.


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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread Jeremy Kaldobsky
Ian, it has been a while since I've checked but Swamp had over 3000 unique 
players last time I looked at the numbers.  I believe it was in the 
neighborhood of 3600, but that could have changed a lot since then, especially 
with my exceptionally buggy 2.9 release ROFL!  :D

As you've stated with your own players, these 3600 players of a free game would 
not translate into 3600 players of a paid game.  You'd have to get numbers from 
someone who has sold a commercial game to better judge the size of the audio 
games community in terms of "willing to pay" players.

- Aprone

--- On Tue, 4/30/13, Ian Reed  wrote:

> From: Ian Reed 
> Subject: [Audyssey] Wondering about the size of the audio gaming community
> To: "Gamers Discussion list" 
> Date: Tuesday, April 30, 2013, 3:19 PM
> Hi Tom, Dark, and developers,
> 
> Tom, I was just curious to know how many people are
> subscribed to this list.
> It would give me a bit more of an idea about the size of the
> audio gaming community.
> 
> Dark, I noticed that forum.audiogames.net states there are
> 12,762 registered users.
> I wonder if this number includes spam bots that created
> accounts and were subsequently banned.
> Do you have any idea about the number of registered users
> who have visited the site in recent history?
> 
> Just curious.  I appreciate any information you can
> share.
> 
> It would also be very interesting to hear the number of
> actual audio game sales from developers but I understand if
> they wish to keep this private.
> 
> For my part I will share that I have between 90 and 190
> unique players of my games in a month and have had 513 users
> register to play since my first release.
> 
> These numbers are definitely not something to base a
> business on as even 190 users playing my free games does not
> equal 190 users willing to purchase a game.
> And if I may say so, recent conversations on this list lead
> me to believe that a high number of people would attempt to
> pirate any games offered for purchase which make those
> numbers even weaker.
> 
> My games are perhaps not as well targeted or advertised as
> others so I wonder if there is a lot more audio games
> community out there.
> 
> I have also heard Aprone quote numbers in the thousands for
> those who play Swamp on a fairly consistent basis.  I'd
> be interested to hear those again if you're reading Aprone.
> 
> Draconis, you seem to be able to maintain a very
> professional company which includes more than just
> yourself.
> As an audio game developer who would love to someday be able
> to support myself full time writing audio games I'd be
> interested to know if your company is able to support you
> full time or is more of a supplemental income.
> 
> Feel free to write me off list if anyone is willing to share
> things on an individual basis but not with the entire list.
> 
> Ian Reed
> supp...@blindaudiogames.com


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Re: [Audyssey] genesis 3d?

2013-04-25 Thread Jeremy Kaldobsky
Does this mean that you could call your game engine "Iphone" without Apple 
being able to do anything about it?

> From: Thomas Ward 
> Subject: Re: [Audyssey] genesis 3d?
> To: "Gamers Discussion list" 
> Date: Thursday, April 25, 2013, 3:51 PM
> Hi Jeremy,
> 
> I doubt it. Until now I have never heard of that smart
> phone, and
> besides we aren't talking about two similar products.
> Copyright law
> regarding trademarks and fair use is flexible in this
> regard. It would
> be one thing if I created a smart phone and called it
> Evolution 3D as
> that would imply an intent to try and compete with the other
> companies
> smart phone using their trademark. However, as this is a
> game engine,
> nothing to do with smart phones or phones period, I would
> say
> copyright law would come down on my side as a separate
> intellectual
> copyright as it is a different kind of product altogether.
> 
> The thing you need to keep in mind is that a company or
> copyright
> holder has to prove how this supposed copyright infringement
> has hurt
> them. or can hurt them financially etc. As we are talking
> two
> completely different line of products there shouldn't be any
> conflict
> of interest. I don't particularly care if there is a smart
> phone out
> there called Evolution 3D as it doesn't effect my writing
> games, nor
> should they care about my engine since it doesn't effect
> them selling
> smart phones.
> 
> Cheers!


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Re: [Audyssey] genesis 3d?

2013-04-25 Thread Jeremy Kaldobsky
Thomas, will you run into any problems since there is a smart phone called the 
"Evolution 3D" by HTC?

> Hi Ken,
> 
> Yes, I'm still working on the engine although it has had a
> name
> change. I found out that another company had a Genesis
> engine called
> Genesis 3D so I decided to call my engine Evolution 3D to
> avoid any
> copyright issues. :D.


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Re: [Audyssey] Can a sighted person play swamp?

2013-04-14 Thread Jeremy Kaldobsky
The graphics are high contrasting shapes, but it will work just fine for him to 
play the game without a screen reader.

> Hi guys,
> I have a friend I was talking to about audio games, and I
> did notice ont he swamp menu that there is an option for
> graphics and no graphics. Is this like full fledged sighted
> graphics, or are these just blocks and colors. I was kind of
> wanting him to check it out, but he doesn't have time to
> mess with sappi or those kind of things.
> tnanks for any help on this subject.
> al
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.


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Re: [Audyssey] 2013 Top 25 Websites for Gamers who are Blind

2013-04-10 Thread Jeremy Kaldobsky
Did any sites change their place on the list, from last year?  They all look to 
be in the same places to me.

- Aprone

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[Audyssey] Re: Swamp giveaway contest! Only a few hours to be a part of this.

2013-04-07 Thread Jeremy Kaldobsky
26 pieces of paper went into a hat, and Jennifer pulled out our winner.  
Congratulations buzzbegone!  :D  I'll be sending out your official Swamp Bunny 
slippers along with the other one I've been meaning to send since January.  
There is no possible way your prize will sit on my desk for 3 months without me 
remembering to send it.  No way at all!  ROFL!

I've got testing client 24 posted and running on the testing server.  I'm 
trying to wrap things up to do last minute bug checks before 2.9 is moved to 
the main server.

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[Audyssey] Swamp giveaway contest! Only a few hours to be a part of this.

2013-04-07 Thread Jeremy Kaldobsky
My apologies to the people of Audyssey, I forgot to post this here when I 
posted it on audiogames.net a few hours ago.

Today is the last day for Swamp before development will stop and it is to be 
considered a completed game.  So before the day is over I will be bringing 2.9 
in as the new official version.  I may eventually post a version 3.0, but that 
would just be to fix any bugs I miss in 2.9.  The decision to end Swamp 
development here is because mine and my wife's work is changing and I'll be 
forced to get another job in 2 months.  By ending Swamp development now, it 
will give me 2 months to work on my next game project before I'll be without 
any free time to work on anything.

Okay now here is some rather big news that people will probably want in on.  
Here's a bit of a back story just so this will make more sense.  During the 
life of Swamp, people have donated money from time to time.  As certain 
people's donations totaled up to a certain amount, I secretly sent them 
official Swamp bunny slippers as a thank you.  These were actual physical bunny 
slippers, and not just in-game items.  I kept it pretty quiet because I didn't 
want people donating money just to get those items, since that would make me 
feel like I was cheating.  Oh, and before I go any further let me say that this 
no longer applies.  After reading this, if someone sends me a big donation, 
there's no way it will lead to you getting bunny slippers.  Sorry.  smile

Well I was supposed to send out another one of these in January (Oops!), but it 
is still sitting on my desk in a box, with the address and everything already 
filled out.  I'm just lazy or forgetful, or both.  Well now that this is 
Swamp's last day before being complete, I realized that I have 1 extra pair of 
official Swamp bunny slippers!  big_smile  I'm announcing the official Swamp 
bunny slippers give away contest!

For today only, or rather for the next maybe 6 hours, I'm accepting emails to 
enter yourself into the drawing.  I'll have my wife randomly select a winner 
from the participants so that it is fair.  The winner will be sent the last 
remaining pair of Swamp Bunny slippers!  big_smile  Here are the instructions, 
and anyone who fails to follow them will not be added to the entry list.

In your email you must include your name, and also your mailing address.  I 
know people will want to know who wins before they send me this information, 
but if I do that I can already predict a bunch of time wasting issues that will 
pop up.  The guy who wins will probably take 2 days to reply and tell me their 
address, then it will probably be missing some key piece of information, and 
another 2 days later they'll say their parents don't want them giving out their 
address.  ROFL!  So to avoid that, anyone who doesn't send the right 
information just won't be in the drawing.  This way I'll already have 
everything I need to send the prize to the winner.

You can use the audiogames.net forum emailing option to email me, or you can 
use Jeremy at Kaldobsky dot com.  Do not put your information here on the 
public list, LOL!  That would not be a good idea.  Good luck everyone!

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Re: [Audyssey] Swamp questions.

2013-03-27 Thread Jeremy Kaldobsky
Rick,

You can not pause Swamp while in multiplayer.  If you walk into a safe 
zone, zombies cannot follow you so you are safe to walk away from the computer.

In version 2.8, which is the official version running on the main server, 
you save your equipment by pressing escape in the safe zone.  Since you must 
press escape to exit the game, as long as you always exit from inside the safe 
zone, your stuff will be there when you come back.  There is no way to save 
when you are outside of the safe zone.

On the 2.9 testing server the rules are different.  Saving happens 
automatically so you can sign out from anywhere in the game you wish.

- Aprone

> From: Rick 
> Hi list.
> Is there a way to pause Swamp when playing multiplayer?
> Also, how do you save your character so it doesn't lose all
> its equipment when you log off outside the safe zone.
> I read the read me file, and looked on the forums on the
> audio games web site, but there's over 7000 posts on swamp
> alone.
> That makes it rather hard for me to find what I'm looking
> for.
> 
> Thanks in advance for any help.


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Re: [Audyssey] Swamp death/wound sounds

2013-03-26 Thread Jeremy Kaldobsky
Johnny,

  This is because the screaming player you hear is part of the same zombie 
attack recording.  When Swamp started to expand into a larger game, new sounds 
were split up to give more room to customize things, but the player pain sounds 
are from the very beginning.  Since customizing player voices was a relatively 
late addition to the game, new zombies that were added followed the same 
pattern of attack and scream in a single file.  There was no reason to change 
the format since it would only require the existing zombies to need to be 
redone, and there were no custom voices so the end result would still sound 
exactly the same.

- Aprone

--- On Tue, 3/26/13, Johnny Tai  wrote:

> Just thought I bring this up again-
> since last time I mentioned this, the
> response was that the issue wasn't big enough to really
> worth fixing at the
> time...
> No matter which voice profile you're
> using...female...male...when you get
> hit/killed/bit...even though others hear your proper injured
> sounds, you
> your self still always hear the default male wound/death
> sounds.
> It's not a big issue gameplaywise, but does subtract to the
> overall feel of
> the game somewhat- my girlfriend noticed that...she
> said...why am I sounding
> like a guy when I am bitten?
> :)
> Maybe when creating a character there should be an option on
> gender, and the
> game can select the proper sounds accordingly?


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Re: [Audyssey] Swamp Problem

2013-03-26 Thread Jeremy Kaldobsky
James,

Was this on the testing server or the main one?  If it was on the testing 
server, underscores are no longer allowed in names.  If you already have a name 
registered, you can keep using your usual underscore, but when creating new 
names it won't allow it.  Since I cleared the records on the testing server a 
few days ago, you are actually creating a new character if you sign on to it 
for the first time.

If none of this applies to you, please let me know and I'll look in to the 
issue.

- Aprone

> From: James Howard 

> so, I decided to get back into
> playing swamp today, but when I went to
> log on, I got this error message saying that my registration
> was
> rejected or something like that, and I kept getting this
> connection
> interrupted message over and over again, but the map loaded,
> so I'm
> not sure what's wrong.


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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-24 Thread Jeremy Kaldobsky
I haven't contacted any providers lately because it hasn't been helping.  The 
last few times I bothered to contact anyone the information traced back to 
small businesses (coffee shop type things) or schools, and they just ignored 
me.  I doubt they care to lose any business over some random guy reporting 
abuse.

The most annoying attacks have been DOS attacks and packet injection to try and 
break the server or log in as other users.  The DOS attacks were fairly small 
scale by most standards, but that doesn't mean it didn't cause huge lag and log 
in issues.  The one a few days ago that hit my LAN looked to me like it was 
meant to exploit the remote sign in feature in Windows.  They probably assumed 
I was using that to check the server, which is a fair assumption, but was wrong.

As I said I don't worry about the standard background internet garbage, since 
that just comes with the territory, but I think it's a big deal with people 
from the community itself are doing these things.

I think the reason you haven't seen much of this in Alter Aeon is because 
they're still preoccupied with Swamp.  Many of the hackers are the same people 
I've dealt with for a year now.  Each time they are thwarted they clearly spend 
time learning new things because their next set of efforts shows improvement.  
So if after a year of learning and trying new things we have blind audio games 
players who are willing to target the personal property of game developers for 
fun, then I think we have a problem.  Odds are, they won't wake up with the 
ability to see tomorrow, so they aren't going to just go away.  If they have 
this destructive mind set and only the audio games community to prey on, then 
other developers are going to have to deal with them at some point as well.

> From: Dennis Towne 

> Jeremy,
> 
> That's pretty weird.  I haven't seen a machine based
> attack worth
> talking about from my player base in nearly fifteen years,
> and in that
> case I just called up his provider and got his accounts
> revoked.  I'm
> sure there have been other hack attempts, but I'd have to
> waste time
> rooting through the logs to see how often they happen.
> 
> What kinds of techniques are they using?  Perhaps the
> difference is
> dependent on UDP usage instead of TCP connections.
> 
> 
> Dennis Towne
> 
> Alter Aeon MUD
> http://www.alteraeon.com


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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-24 Thread Jeremy Kaldobsky
Dennis, they do trace back to actual players.  I know that the internet is 
swarmed with automated attacks, and I ignore those as well.  I'm specifically 
referring to attacks that easily trace back to Swamp players that have been 
banned.

One of the 2 recent attacks left enough information that I confronted the guy 
on Skype about it.  Of course he denied it, but made a few smug statements that 
were clearly to rub it in my face without actually confessing anything.

- Aprone

> From: Dennis Towne 

> Jeremy,
> 
> It's highly unlikely that the attacks you're seeing are from
> your
> players.  There's not really any incentive for them,
> and direct
> attacks are so easy to track back that if it were one of
> your players,
> you should be able to smash them easily.
> 
> I say this because we get literally thousands of such
> attacks a month
> on the Alter Aeon server.  They come from all over the
> world and in
> all different types, from attempts on our forum and wiki to
> portscans
> to common backdoors and brute force ssh login
> attempts.  The automated
> attack of login names and passwords hits us between five and
> ten times
> daily.  I don't even bother to pay attention to the
> reports on that
> anymore.
> 
> 
> Dennis Towne
> 
> Alter Aeon MUD
> http://www.alteraeon.com


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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-24 Thread Jeremy Kaldobsky
Dark,

From sighted indie games of my past, I'm used to the idea of hackers trying 
to ruin everyone's fun, so that doesn't upset me as much as others might think. 
 Yeah it does annoy me, but I don't take it quite as personal as maybe I 
should, just because I've seen it for so many years.

What does get under my skin is that several of the Swamp hackers have 
changed tactics over the past 4 or 5 months, and they go after my personal 
property.  In fact, in just the past few weeks with the new testing server up 
I've had 2 pretty big attacks that were aimed at damaging my laptop, not Swamp! 
 I highly doubt these people are smart enough to be developing these attacks 
themselves, rather they probably find shady websites and download tools to make 
these attacks for them, but that doesn't change the situation very much.  The 
last one was an attack I've personally never seen before.  The automated attack 
went through each of the devices in my local LAN and spammed them with a huge 
list of common login names and passwords, hoping they'd get luck on one of them.

This is the kind of stuff that could eventually ruin multiplayer audio 
games just like most multiplayer mainstream indie games have happen to them.  
The problem is that while mainstream indie games continue to come out by the 
hundreds and thousands, audio games trickle in at a very slow pace.  We simply 
cannot afford to see a day when 95% of them are crushed by hackers as soon as 
they get popular.  I don't have a plan to solve this issue, but I sure hope 
someone does.

- Aprone

> From: dark 

> Hi aprone.
> 
> I can imagine hackers trying to muck up the game to cheat,
> but to do it simply to cause trouble is down right scummy,
> particularly because it's likely these hackers are probably
> visually impared themselves since they wouldn't have heard
> of the game otherwise, which makes it doubly pathetic given
> that swamp is one of only a few accessible games of this
> type.
> 
> it's a shame your Ai can't give them a really nasty virus in
> return,   the T virus would suit very well! :D.
> 
> sorry, resident evil joke there.
> 
> Beware the Grue!
> 
> Dark. 


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Re: [Audyssey] Aprones games was Re: Looking For Something New toPlay

2013-03-22 Thread Jeremy Kaldobsky
Some of the people are just cheaters looking to give themselves an unfair 
advantage over the other players, but a good percentage are doing it for 
malicious purposes.  We get hackers that try to crash the server so that no one 
can play.  We get hackers that try to disrupt other players' clients so that 
they can't play, and we have even had hackers that attack my home computers so 
that the Swamp server will shut down.  They are just people looking to cause 
trouble.

- Aprone

> From: Allan Thompson 

> I have a question, although it will
> make me sound stupid.
> Why were hackers trying to hack into the server or game? I
> guess I don't understand what the purpose of that would be.
> Was it to take control or just to destroy everything?
> I mean, the game is free, so what else could there be for
> someone to gain? 
> al


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Re: [Audyssey] Aprones games was Re: Looking For Something New to Play

2013-03-22 Thread Jeremy Kaldobsky
Dark, for a very long time it had gotten so bad that literally 100% of work on 
Swamp was only to keep up with the endless assault of hackers.  Every now and 
then things would ease up, or I'd get some extra free time, and I would make a 
little actual progress toward the next set of features or bug fixes.  In the 
past few weeks things have really turned around because I programmed an AI to 
take the reins and handle most of the security for me.  It has freed up so much 
time that 2.9 is back in very active development.

I think the only reason I didn't consider Swamp "finished" a while back, is 
because I had publicly talked about several features I was going to add to the 
game, and I had not gotten those implemented yet.  It's all part of the danger 
of making promises I suppose, haha!  I do believe that version 2.9, or perhaps 
a following version 3.0 to clean up any missed 2.9 bugs will mark Swamp as 
being completed.  I have other directions I want to go with games, and I've 
been tied to this one for far far too long!

- Aprone

--- On Fri, 3/22/13, dark  wrote:

> From: dark 
> Hi.
> 
> Well in fairness there was! obsessive compulsive during the
> BGT competition as well, which for a simple word game was
> rather fun.
> 
> I do remember that conversation Aprone, and the agreement
> that a bigger project would be a good idea, and we've
> certainly seen that in where Swamp has gone. My concern
> however with swamp, is that over the past few updates I've
> read about, it seems that as you said yourself, maintaining
> the thing with security has become a full time job over and
> above developing new features, since it does seem a while
> since the last update.
> 
> while I don't mind the time that has been spent on swamp, I
> would be interested to know how much of the time that is
> currently being spent on the game has been progressive
> updates and new content, and how much has been simply
> maintaining the server and security. In fairness I might be
> totally on the wrong track here being as I haven't sat down
> and read the swamp update log or that monster of an
> audiogames.net topic.
> 
> I just hope if you like the project is still being more than
> maintained and hasn't just turned into a constant security
> holding action.
> 
> I would also like to know if there is something of a
> featurelist or plan for where swamp is going to end up.
> looking at it now, the game seems very complete, and while I
> know campaigne scripting is being added, I would be
> interested to know if that is a final goal.
> 
> As you've said yourself previously Aprone, knowing when a
> project is finished is a difficult matter, and something
> like Swamp could! go on forever. this isn't to say I don't
> appreciate the updates, the missions, the quests etc are
> great (indeed in my own time playing there is much i've not
> yet seen), however this sort of thing could! potentially go
> on forever adding more and more maps, more missions, more
> zombi types etc, and if the eventual plan is! to work on
> different games, obviously there has to come a point where
> swamp is pretty much finished, or when the community have
> tools to add to the game themselves.
> 
> Beware the grue!
> 
> Drk. 


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Re: [Audyssey] Looking For Something New to Play

2013-03-22 Thread Jeremy Kaldobsky
I'd also love to set Swamp aside to work on other games, but so far that hasn't 
been easy.  Swamp got so big that it took a tremendous amount of time just to 
maintain it, and the security.  I do plan to do other games and projects, but I 
guess I have been telling myself that for 6 months, haha!

Actually, the guy who was constantly bringing out new games like Towers of War, 
Dog Who Hates Toast, Castaways, and so on, was in a lengthy conversation here 
on audyssey where the majority of people agreed that instead of a lot of little 
games, a single game should be stuck with and developed into something really 
big.  I prefer doing a lot of smaller games, but I went with what the community 
wanted and we have Swamp as a result.  I was pretty sure you participated in 
that conversation Thomas, but I might be remembering it wrong and you may have 
been on the side supporting more, smaller games.  It's been a long time.  :)

- Aprone

--- On Thu, 3/21/13, Thomas Ward  wrote:

> From: Thomas Ward 
> Hi Dark,
> 
> Yeah, same here.. Castaways was a game I really liked
> when it came
> out. Still do, but as there is no new content I've grown a
> bit tired
> of it, or rather the current version. I wish Aprone would
> set Swamp
> aside and continue Castaways or produce something new like
> he did when
> he started out. It seems these days all Aprone works on is
> Swamp,
> Swamp, Swamp, and what happened to the guy who was
> constantly bringing
> out new games like Towers of War, Dog Who Hates Toast,
> Castaways, and
> so on?
> 
> Cheers!


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Re: [Audyssey] Swamp and pausing the game.

2013-02-09 Thread Jeremy Kaldobsky
The Swamp thread is here:
http://forum.audiogames.net/viewtopic.php?id=6341
and the one specifically to talk about the campaign client's scripting language 
is here:
http://forum.audiogames.net/viewtopic.php?id=9604


--- On Sat, 2/9/13, Johnny Tai  wrote:

> From: Johnny Tai 
> Subject: Re: [Audyssey] Swamp and pausing the game.
> To: "'Gamers Discussion list'" 
> Date: Saturday, February 9, 2013, 3:54 PM
> What's the link to the campaign
> client post? I don't follow the forum lol so
> I have no idea even what the campaign client is.
> 
> 
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Re: [Audyssey] Swamp and pausing the game.

2013-02-09 Thread Jeremy Kaldobsky
Try grabbing the campaign client (from the first post in the audiogames.net 
Swamp thread).  Since you're using this for offline play anyway, it won't 
matter that the campaign client is single player only.  I'm pretty sure the 
pausing is fixed on it.

> I tried that, I still got attacked.


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Re: [Audyssey] Swamp and pausing the game.

2013-02-08 Thread Jeremy Kaldobsky
Pressing escape might work, but it also might not work.  At some point I 
believe that was fixed, but I don't know if it was in the old 2.8 or if it was 
during one of the 1.9 campaign clients.


--- On Fri, 2/8/13, Rick  wrote:

> From: Rick 
> Subject: [Audyssey] Swamp and pausing the game.
> To: "Gamers Discussion list" 
> Date: Friday, February 8, 2013, 3:06 PM
> Hi list.
> 
> Is there a way to pause swamp when playing the offline
> maps?
> Most times when I leave the room and come back, I'm dead.
> 
> Thanks in advance.
> 
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Re: [Audyssey] What happens with Jeremy?

2013-01-24 Thread Jeremy Kaldobsky
I'm still around.  I've just been continuing work on Swamp, and a few other 
projects.  I just don't check audyssey as often these days, because I don't 
have anything I need to post on here.

- Aprone

> Hi all,
> I haven't hurd from Jeremy Kaldobsky for ages. I wrote to
> him a few days ago but he is nowhere to be seen. Is
> everything ok with him, or may be he is disappointed that we
> don't discuss so much about his games as we used to before?
> Best!
>           Miloš Pržic
> msn: milos.pr...@gmail.com
> skype: Milosh-hs


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Re: [Audyssey] swamp campaign editor

2012-12-31 Thread Jeremy Kaldobsky
John, nesting events hasn't been tested at all, so I'd recommend avoiding it.  
I might eventually get around to adding support for that, but right now it 
wasn't in the plan.  If it does work, it's by sheer coincidence, and I'm sure 
there are all sorts of odd situations when it wouldn't work as expected.

- Aprone

> Alright, I'll have to give that a
> try. Somebody on swamp mentioned using zone events instead,
> so I went with that. I'm now running into issues attempting
> to nest block events, is this at all possible, or am I doing
> something wrong?


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Re: [Audyssey] swamp campaign editor

2012-12-31 Thread Jeremy Kaldobsky
John, it would be better to specify a bit of a range to your location.  For 
example, location event 107,2,109,4 would work better.  While walking around in 
Swamp, even if your coordinates say you're at 108,3, it is rounding those 
numbers and you are probably really at some long decimal since you aren't 
standing exactly on the center of a tile.  I think this is why your locations 
were not working as you hoped.

> Hi all,
> I've started to play around with the swamp campaign creator
> a bit, but I'm running into some issues triggering events.
> I've created several location events, but they're not
> activating when my character reaches the coordinates. Below
> is an example:
> location event 108,3,108,3
> say=hello
> 
> Can anybody offer a few tips as to where I'm going wrong? If
> it matters, my whole test campaign file is at:
> https://dl.dropbox.com/u/85682400/swamp%20campaign.txt
> 
> Thanks,
> John.


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Re: [Audyssey] Audiogames.net Forum

2012-11-18 Thread Jeremy Kaldobsky
Thomas it might not be on your end.  I get that problem about once a week, and 
it always corrects itself after several minutes.

> Hi Dark,
> 
> Yeah, must have been a temporary glitch as I'm not
> experiencing it
> now. It wasjust acting weird last night and that once this
> morning. It
> is possible the issue is on my end as I think the
> transmitter in my
> wi-fi router is going bad and it is constantly dropping
> connections
> left and right.


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Re: [Audyssey] Audiogames.net Forum

2012-11-18 Thread Jeremy Kaldobsky
Thomas give the site another try.  Every now and then it does the same thing to 
me, but the site starts working again a few minutes later.  I just tried it and 
signed on without any issues.

> Hi all,
> 
> Is it my imagination or is the Audiogames.net Forum down. I
> was
> attempting to reply to a thread yesterday when I got an
> error message
> from PunBB and was unable to post my reply.  Now, this
> morning I tried
> to login and am getting errors from MySQL which sounds like
> the
> Audiogames.net database is corrupted and I can't even login.
> Any
> comments from Dark or anyone else over on Audiogames.net on
> this
> situation?
> 
> Cheers!


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Re: [Audyssey] accessible virtual pets?

2012-11-17 Thread Jeremy Kaldobsky
Jess, here is one.  Created just for you!  :)
www.kaldobsky.com/audiogames/petrock.zip


> Hi list. I'm looking for 
> accessible virtual pets. Does anyone know if there are any
> for the blind? Thanks.
> 
> Jess


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Re: [Audyssey] Can't run Aprone's programs properly.

2012-10-25 Thread Jeremy Kaldobsky
Actually Yohandy you won't need to install anything.  Instructions for 
registering the file are in the game's readme.txt file.  Follow those and the 
game will run fine.

> From: Thomas Ward 
> Subject: Re: [Audyssey] Can't run Aprone's programs properly.
> To: "Gamers Discussion list" 
> Date: Thursday, October 25, 2012, 8:58 PM
> Hi Yohandy,
> 
> That particular error is caused by a missing library. If you
> are
> running Vista, Windows 7, or Windows 8 you need to install a
> copy of
> the Visual Basic 6 runtime and install and register
> dx7vb.dll for
> DirectX 7 support. That should correct those errors.
> 
> /Cheers!


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Re: [Audyssey] swamp and windows 7

2012-09-26 Thread Jeremy Kaldobsky
Excellent!  I'm glad it's working for you sir.

--- On Wed, 9/26/12, Paul Lemm  wrote:

> From: Paul Lemm 
> Subject: Re: [Audyssey] swamp and windows 7
> To: "'Gamers Discussion list'" 
> Date: Wednesday, September 26, 2012, 2:04 PM
> Thanks for all the help Jeremy,
> followed the read me instructions and all is
> now up and running fine, so an evening of shooting
> zombies  looks like its
> on the cards for me.
> 
> Thanks again for the help 


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Re: [Audyssey] swamp and windows 7

2012-09-25 Thread Jeremy Kaldobsky
>From the debuglog file it does appear that the registering of dx7vb.dll did 
>not work.  The batch files are more convenient but every now and then someone 
>tells me that they didn't work for them.  In those cases I recommend that you 
>just follow the registration steps in the readme.txt file and it should work.  
>Assuming you remember to run the command prompt using the "Run as 
>Administrator", it should work just fine.

--- On Tue, 9/25/12, Paul Lemm  wrote:

> From: Paul Lemm 
> Subject: Re: [Audyssey] swamp and windows 7
> To: "'Gamers Discussion list'" 
> Date: Tuesday, September 25, 2012, 5:25 PM
> Hi,
> 
> Thanks for the reply, the debug file contents are below:
> 
> Starting program
> Loading JAWS Api
> Creating DirectSound...
> error in load: ActiveX component can't create object
> 
> 
> any help much appreciated 


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Re: [Audyssey] swamp and windows 7

2012-09-25 Thread Jeremy Kaldobsky
Paul, is there a file in your Swamp directory called Debuglog.txt?  If so, 
could you paste its contents here for us to read?  Thanks man.

--- On Tue, 9/25/12, Paul Lemm  wrote:

> From: Paul Lemm 
> Subject: Re: [Audyssey] swamp and windows 7
> To: "'Gamers Discussion list'" 
> Date: Tuesday, September 25, 2012, 2:47 PM
> Hi,
> 
> Thanks both for the answers, I have found the file right
> clicked then
> selected run as administrator  and it has then copied
> some files  and taken
> me back to the swamp folder. I then click  the swamp
> application folder, it
> then brings up the run option which I click and again I get
> nothing happen.
> Any other ideas what it might be? On a long shot I turned
> off my security
> program to see if that was blocking it but still nothing, I
> don't even get
> any error messages and I have just downloaded the swamp file
> from jeremy's
> site to make sure it is the most recent version


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Re: [Audyssey] swamp and windows 7

2012-09-24 Thread Jeremy Kaldobsky
You might have to select the batch file and choose the option "Run as 
Administrator" for it to work.  This isn't the same thing as just being an 
administrator and running it, many people think that is what it is and 
don't realize that it won't work.

> HI,
> 
> In  the swamp folder are 2 batch files. They are
> Windows32bit.bat and 
> Windows64bit.bat files. just run which ever one is
> appropriate for your 
> system. This will register all the files you need in order
> for swamp to run 
> properly. After that, launch the swamp.exe file, create your
> account, and 
> have some serious fun.
> 
> Good luck.
> 
> HTH.
> 
> Shermanator


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Re: [Audyssey] Swamp Music

2012-09-06 Thread Jeremy Kaldobsky
Hey there Lori.  If I'm not mistaken, the Swamp menu music was composed by Che 
of Blind Adrenaline Simulations Inc.

--- On Tue, 9/4/12, Lori Duncan  wrote:

> Hi I was wondering who composed the
> opening music for Swamp, the one you hear in the main
> menu?  I play piano, and would be interested to learn
> how to play that piece, that and onceI hear it it sticks in
> my brain, but in a good way.  Thanks, from Lori.


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Re: [Audyssey] a huge swamp issue

2012-08-26 Thread Jeremy Kaldobsky
Does it freeze right away or does it wait a certain amount of time?

--- On Sun, 8/26/12, rishi mack  wrote:

> From: rishi mack 
> Subject: Re: [Audyssey] a huge swamp issue
> To: "'Gamers Discussion list'" 
> Date: Sunday, August 26, 2012, 9:11 AM
> I've noticed that the last time I
> came on, it was working fine. now when I
> try to connect,  It freezes when in multiplayer.
> 
> Rishi D Mack
> Skype: zmackrishi
> Email: cg...@live.com
> Feel free to contact me anytime :)
> 
> -Original Message-
> From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org]
> On
> Behalf Of Ben
> Sent: Saturday, August 18, 2012 3:18 PM
> To: 'Gamers Discussion list'
> Subject: [Audyssey] a huge swamp issue
> 
> Hi all,
> Just want to ask if anyone is having connection trouble with
> the new swamp
> 2.8.
> 
> 
> 
> 
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Re: [Audyssey] swamp navigation question

2012-08-22 Thread Jeremy Kaldobsky
Hey Nick, don't worry about asking questions since everyone had to start out in 
the same place you are now.  The game has a few features that make it different 
than past audio games, so there is a bit of a learning curve and an adjustment 
to the controls.

On the trackpad, set your finger on it (it doesn't matter where) and slide it 
to the right.  This will rotate your character to the right.  The same works 
for turning left, and adjusting that sensitivity setting determines how much 
you rotate.  For example, lets say you slid your finger an inch to the right.  
With the sensitivity at lowest you might only rotate a few degrees, but if it 
were set to highest you might rotate 80 or 90 degrees.  Some people prefer 
highest so that they have more speed, but that also means they have to be very 
precise with their finger movements since even moving their finger a tiny bit 
too far would cause them to miss a shot.  Others prefer lower sensitivity 
because they can focus in on the perfect shooting angle easier, but of course 
it is harder for them to turn quickly to hit a second target.

Where you first place your finger doesn't matter because the trackpad, just 
like a mouse, works on relative position.  If you want to rotate to the right, 
it will usually make the most sense to start out placing your finger to the 
left most side of the trackpad simply because it gives you more room to move to 
the right.  Once you run out of room, if you still need to turn to the right 
farther, just lift your finger and place it on the left again so that you have 
more room to keep sliding to the right.

Some players don't like to start their finger all the way to the right or left 
because it takes a tiny bit longer to change your mind and turn the other way.  
In the heat of battle you might suddenly discover that the target on your left 
is racing toward you faster than the one on the right you intended to shoot 
first.  Those players generally start in the middle of the trackpad so that 
they can quickly zoom their finger in the opposite direction if such a 
situation occurs.  That probably seems like unnecessary precaution, but 
remember that some of the game's players are quite elite after 10 months of 
playing!  They get themselves into extremely action packed situations where a 
split second delay between turning right or left could mean death rather than 
sweet sweet victory, ROFL!

I hope this has helped.

--- On Wed, 8/22/12, Nick Helms  wrote:

> From: Nick Helms 
> Subject: [Audyssey] swamp navigation question
> To: "Gamers Discussion list" 
> Date: Wednesday, August 22, 2012, 12:29 PM
> Hello all,
> I've recently downloaded swamp after listening to a couple
> podcasts
> about it, and it sounds really fun, not to mention quite
> addictive.
> Anyway, I selected one of the custom maps, multi1 I believe
> it was
> called, and I'm wondering how to slightly change your
> position
> relative to the zombies. I juts grabbed the game last night,
> so
> forgive me if this is a total newb question. Anyway, I
> walked forward
> out of the safe zone, and then was trying to center a few of
> the
> zombies I heard to have a shot at them, but the only way I
> could think
> to do that was with strafing, and I was never able to get a
> good shot.
> In fact, I believe I almost died. Though I did get some loot
> along the
> way! I am using a laptop with a trackpad, and I have my
> sensativity
> set to lowest. Is it a matter of moving a finger along the
> ttrackpad?
> Any info you can give me is appreciated!
> Thanks,
> Nick
> -- 
> Nick Helms
> P.L.U.R.


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Re: [Audyssey] a bone to pick

2012-08-18 Thread Jeremy Kaldobsky
This makes the most sense.  I don't think the message length limits actually 
stop purely legitimate messages, since you'd have to write an extremely long 
message to pass the limit!  The limit seems to be in place to stop emails that 
are trailing copies of previous posts in the topic, and those are annoying if 
left in.

If we increase the message limit then it would really only be increasing the 
number of old message copies tacked on to the end of people's posts.

On a separate but related note, after sending off that notice to Yahoo 
yesterday, my sent folder has started saving copies of messages I reply to!  
Hurray!

--- On Sat, 8/18/12, Damien C. Pendleton  wrote:

> From: Damien C. Pendleton 
> Subject: Re: [Audyssey] a bone to pick
> To: "Gamers Discussion list" 
> Date: Saturday, August 18, 2012, 10:10 AM
> Hi Yohandy,
> As Thomas and I have discussed, this would not be practical.
> We're not talking about a connection speed of broadband
> versus dialup here, we are also talking about server space,
> Mailman's performance in sending several potentially large
> messages, bandwidth limits and prices set by hosts, and
> everything else from the server administration side of
> things. We have both therefore come to the conclusion that
> from an administrative point of view, things are best left
> standing as they are.
> Cheers.
> Damien.
> 
> 
> 
> -Original Message- From: Yohandy
> Sent: Saturday, August 18, 2012 2:50 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] a bone to pick
> 
> Thomas,
> I have a suggestion: how about increasing message size, or
> better yet,
> removing it all together. If we were in the dialup days I'd
> understand why
> we'd need to trim down emails, but is it really necessary
> nowadays?


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Re: [Audyssey] a bone to pick

2012-08-18 Thread Jeremy Kaldobsky
I'm using Yahoo classic mail, and I wouldn't be surprised if it is actually 
supposed to save replies but is simply bugged.  Just before writing this, I 
decided to see if Yahoo was aware of the problem.

If the mail system doesn't have the option of returning the original message 
along with the "message too long" email then I think things should just stay 
how they already are.  If the maximum email length was increased then I agree 
we would just end up with every post containing the past 50 posts tacked on to 
the end.

I was jumping in to give my support to any way that would return the original 
messages, but if it isn't offered by the program then pretty much the entire 
discussion can be ignored.  Losing the original message is annoying, but that's 
just how the system works.

--- On Sat, 8/18/12, Thomas Ward  wrote:

> From: Thomas Ward 
> Subject: Re: [Audyssey] a bone to pick
> To: "Gamers Discussion list" 
> Date: Saturday, August 18, 2012, 1:17 AM
> Hi Jeremey,
> 
> That maybe so, but I don't see a solution to this problem.
> What's your
> suggestion to resolve this problem?
> 
> Itseems to me anything we might suggest wouldn'tsatisfy
> everyone.
> There would be just as many issues and hassles with the
> solution =as
> the current problem.
> 
> A: We could remove the message limits. The problem is the
> people who
> don't have to trim won't. Therefore sooner than later
> instead of small
> messages that are 10 KB in size will grow to 100 KB with no
> end in
> sight. I've been on lists like that where I could read the
> contents of
> an entire thread in one single message, and that's just
> rediculous. It
> takes longer to open that message in a e-mail client, takes
> longer to
> download,  and for people in foreign countries that
> have to pay for
> the amount of bandwidth etc they use is more expensive.
> 
> B: We could double the message length to 20 KB.
> Unfortunately, we are
> back to where we started. If someone responds to a message
> without
> trimming or whatever and it ends up being rejected because
> it is 21 KB
> in size people will complain that it was either unfairly
> rejected or
> want a copy of their message back so they can edit it.
> that's not
> possible to do through Mailman as far as I know.
> 
> C: We can copy the original messages into a new e-mail, mail
> it back
> to  the original senders, which will double the work of
> the
> moderators. If we have 10 messages that day and 8 get
> rejected the
> moderator gets stuck with returning 8 messages simply
> because the
> original poster didn't follow the list guidelines for one
> reason or
> another. That's not especially fair to the moderator who
> does not have
> to return messages that are disgarded or rejected.
> 
> D: We could edit and forward messages.That is we, the
> moderators,
> could edit the messages and then forward them on to the
> list. This is
> probably the only fair solution for the problem for end
> users but
> royally sucks from a moderator point of view because we got
> stuck with
> all the work. If we do all the work what will convince the
> list
> members to make those kinds of corrections themselves when
> they have
> the list moderator there to do it for them?
> 
> On 8/17/12, Jeremy Kaldobsky 
> wrote:
> > I completely and totally agree.  A few times I've
> forgotten to remove the
> > excess past posts material and my message was
> rejected.  The worst part
> > about the situation is that they were almost always
> very long posts that
> > took me a while to write.  When that happens it's
> the most depressing thing
> > that knocks you down so hard that you don't even feel
> like trying to retype
> > it all out again.  You know that even if you do,
> it will somehow turn out to
> > be half as long and only 10% of the quality of the lost
> original.  If we had
> > the original back, then we could make the necessary
> correction and post it
> > again.

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

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Re: [Audyssey] a bone to pick

2012-08-17 Thread Jeremy Kaldobsky
I do normally trim down to only the last message.  The point we are trying to 
make is that if you accidentally forget to do that, you might as well highlight 
your entire email and press delete because it's doomed as soon as you press 
send.

--- On Fri, 8/17/12, Phil Vlasak  wrote:

> From: Phil Vlasak 
> Subject: Re: [Audyssey] a bone to pick
> To: "Gamers Discussion list" 
> Date: Friday, August 17, 2012, 5:51 PM
> Hi Jeremy,
> Why don't you set your email options to save all sent
> messages?
> That is what I have my program do.
> Or you could have it warn you if a message is too large.
> Or you could trim it to just the last message your are
> replying to which is what I do.
> To be on topic you could write a game that reads your emails
> and answers them for you with stock phrases just like Jim
> Kitchen does in his tag line.
> 
> Phil


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Re: [Audyssey] a bone to pick

2012-08-17 Thread Jeremy Kaldobsky
The messages themselves are rarely too long, but they become too long when 
people forget to remove the old messages that are tacked on to the end.  When 
you read someone's post, press reply, and type in your own message, a copy of 
the original person's message is now at the bottom of your own along with any 
extra messages that they had on the end of theirs.  This can quickly double or 
triple the length of the message.  Removing these unwanted copies of old 
message are the corrections I was referring to.

--- On Fri, 8/17/12, Lori Duncan  wrote:

> From: Lori Duncan 
> Subject: Re: [Audyssey] a bone to pick
> To: "Gamers Discussion list" 
> Date: Friday, August 17, 2012, 3:36 PM
> 
> Hi, sorry, but could someone explain that one for me? 
> I don't understand what corrections you'd have to make to a
> message which is too long?  Thanks from Lori.


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Re: [Audyssey] a bone to pick

2012-08-17 Thread Jeremy Kaldobsky
My sent folder doesn't save copies of email replies, only emails I've started 
from scratch.

--- On Fri, 8/17/12, Michael Taboada  wrote:

> From: Michael Taboada 
> Subject: Re: [Audyssey] a bone to pick
> To: "Gamers Discussion list" 
> Date: Friday, August 17, 2012, 3:09 PM
> Hi,
> Have you ever thought about the sent folder? :D
> Hth,
> -Michael.


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Re: [Audyssey] a bone to pick

2012-08-17 Thread Jeremy Kaldobsky
I completely and totally agree.  A few times I've forgotten to remove the 
excess past posts material and my message was rejected.  The worst part about 
the situation is that they were almost always very long posts that took me a 
while to write.  When that happens it's the most depressing thing that knocks 
you down so hard that you don't even feel like trying to retype it all out 
again.  You know that even if you do, it will somehow turn out to be half as 
long and only 10% of the quality of the lost original.  If we had the original 
back, then we could make the necessary correction and post it again.


--- On Fri, 8/17/12, Allan Thompson  wrote:

> From: Allan Thompson 
> Subject: [Audyssey] a bone to pick
> To: "gamers discussion list" 
> Date: Friday, August 17, 2012, 1:57 PM
> I would just like to ask the
> moderators, or whoever is in charge of such things, that if
> my email is rejected due to size (I make mistakes, I'm human
> after all) that at least give me the email content back. 
> 
> This particular time it was an email I must have
> written  at least a week  ago if not longer. I
> have no idea what it was about, but I am sure it was game
> content considering the subject line.
> 
> I am only asking for a fair chance to correct my mistake and
> resend the email back fixed to the size limit. I feel this
> is a very reasonable request, that would far overshadow
> any  trouble it would take for the moderators or
> whoever is in charge of such things  to do. 
> 
> Thank you,
> al   
> al 
> 
> 
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.


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[Audyssey] Swamp version 2.8

2012-08-10 Thread Jeremy Kaldobsky
Version 2.8 is posted.  This doesn't contain any big game additions but it does 
address several bugs, toss in a few new features, and lays the ground work for 
some future stuff.

Changes from version 2.7 to 2.8
-

- Corrected a typo in both the Windows32bit.bat and Windows64bit.bat files that 
prevented them from working.
- Added a /Time command because it was requested.
- Added /Crates command.
- Added the /Report commmand.
- Added the /Roll command for gambling a little reputation if you have more 
than you know what to do with.
- Fixed a small bug in the sound panning code.  It should be more precise now.
- Fixed a bug which would cut the end off of long messages that were still 
within the maximum message length.
- Added an official French chat channel.
- Added the new muted list.  A file called Muted.txt will appear in your Swamp 
folder where you can list the names of any players you wish to ignore.  If 
present in that list, any chat or whisper messages from that person will not 
show up.
- Added the /Mute and /Unmute commands.  In addition to adding names manually 
to your muted.txt file, these commands, followed by the player's name, will 
mute or unmute players instantly.
- I think I've fixed the bug where crate sounds were covered up by the fire in 
warehouse 4.  I've lowered the fire sound's priority level so that should make 
a difference.
- If graphics are enabled when the game loads, it will now announce that to 
you.  Many players enable them by accident and don't understand why their games 
runs slower.  This will remind people that they are on.
- Fixed a bug that would destroy all of your armor if you had more than 1 of 
the same item.
- I've further adjusted the map checking code, which makes sure people have not 
altered their map files.
- Fixed some code with the person tracker, though it still needs work that I 
don't have time for yet.
- Added a new player list menu.  While playing, the multiplayer option on the 
main menu becomes replaced with the player list.  Selecting a player from that 
list copies their name to your clipboard so that you can easily use whisper, 
mute, or unmute commands on them.  The list will only show you players who are 
in the same map as you.
- Added new code that will eventually alter missions a little bit, as well as 
go into future missions.
- Added a new negative character effect called Bloody clothes.  This is in the 
same family as broken legs and sprained ankles.
- I've changed around some code in hopes of strengthening the connections 
between the server and some players who regularly get disconnected.  I have no 
idea if this will help or make things worse, but it's worth trying I suppose.
- Added the /Rock /Paper /Scissors commands, which can be shortened to /R /P or 
/S.  You play against the last person who used the command. 

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-08 Thread Jeremy Kaldobsky
The only real problem with this design is the relatively short amount of time 
it takes players to find everything, and then the game loses its re 
playability.  Lets, for example, pretend Swamp was filled with these sorts of 
"keys" which were specifically placed and would unlock other specific areas.  
If I were to spend 30 hours linking together 50 items with locations, naming 
them, placing them, and actually designing the new map terrain, I can bet that 
within a few days 300 players would have already completed the entire thing.  
These players would be waiting on me to add more.  For every hour I spent 
adding in new items, I would only be occupying the players for maybe 3 or 4.

When we use random items that don't unlock new map content, the 50 items can be 
created in an hour instead of 30.  The same items can also then be found and 
re-found over and over to keep players entertained.  It isn't as much fun, 
there is no doubt about that, but it's an unfortunate compromise in the battle 
between developer effort verses hours of player enjoyment.

> i was just watching a lets play of
> metroid Zero mission, the gameboy advanced remake of the
> original metroid game, when it occurred to me that there are
> a couple of very simple additions that audio games could
> cinclude which would greatly enhance gameplay, additions
> that made games like zelda and the metroid series famous. 
> 
> Ignoring the 2D aspect (which we've discussed before), there
> is the basic formular of such games, a formular that would
> translate just as well into for instance an fps game. Your
> in a large, freely explorable maze full of monsters. you
> have one infinitely useable main weapon (the metroid gun or
> Link's sword in the Zelda games), which starts off
> comparatively weak. As you progress through the maze you
> will come to areas which you cannot pass without a given
> item, and items which you can use to pass certain areas,
>  often requiring you to take note of areas you've passed
> and go back. 
> 
> "oh, so that special gun upgrade blows up brick walls, 
> now where did I pass a brick wall before?" 
> 
> So collecting these key items and using them to expand the
> parts of the maze you can get to forms the bulk of the game,
>  especially sinse of course there are large and nasty
> boss monster to be killed along the way.
> 
> In addition to your main weapon, You also have some limited
> use more powerfull items, and scattered around the maze are
> expantion packs for those items, items that let you hold
> more energy when you start, items that let you have more amo
> for limited use items etc. 
> 
> These expantions are scattered around the maze, often in far
> out of the way places requiring lots of exploring to find,
> and it's fully expected that a player won't find all of them
> on their first run through the game. 
> 
> All of these items are in fixed places rather than appearing
> at random, sinse it is the players' ability to
> systematically explore the maze, perhaps passing puzzles
> along the way that will determine how many expantion items
> she/he collects, perhaps with a reward for collecting all of
> them, making this a game where you have to try, and learn,
> and progress, rather than wait to be randomly lucky with a
> monster drop for your items.
> 
> An engine like that employed in shades of doom could well
> include these sorts of gameplay elements, indeed there's no
> reason why they haven't been used in an audio game thus far,
> accept that from what I can gather the fps titles we've had
> have tended to be based on randomly occurring items and fast
> action, rather than acquiring more and more items and making
> your character more powerful as time passes, which is a
> shame, sinse the exploration formular is one which is hugely
> rewarding to play. 
> 
> the only audio games I think that have come close to this
> sort of formular are Airic the clerric (though I don't think
> Airik had any none usefull items or expantions to collect
> that weren't really part of the progression of the game),
> sarah, (though there you didn't really grow more powerfull
> rather than complete puzzles), and I believe kurt wolf. 
> 
> But perhaps this is something Phil, Tom, Aprone,  and
> other of our devs could considder as a design point, 
> sinse if the game has many items and a complex map
> structure, exploration and gradual acquisition of both key
> items and items providing extra power can actually be as
> much if not more fun than randomly occurring ones. 
> 
> All the best, 
> 
> Dark.

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Re: [Audyssey] gwbasic

2012-08-04 Thread Jeremy Kaldobsky
Sorry no.  I'm notoriously bad at backing up my stuff, so over the years I've 
lost everything in 3 big hard drive crashes.  Each time I basically lost 
everything I'd done for years, and I started over again from scratch.  One of 
these days I'm sure it will happen again and I'll forever lose the audio games 
I've made.  :)

> The question is, do you still have
> the sw game? Could you tell us more about
> it?


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Re: [Audyssey] gwbasic

2012-08-03 Thread Jeremy Kaldobsky
Ah the memories.  I remember using both GW Basic and Q Basic when I was much 
younger.  I remember sitting for hours each day working on a star wars game 
that turned out really well.

> From following wikipedia page:
> http://en.wikipedia.org/wiki/Gwbasic
> 
> "GW-BASIC was a dialect of the programming language BASIC
> developed by Microsoft from BASICA, originally for Compaq.
> It is compatible with Microsoft/IBM BASICA, but was disk
> based and did not need the ROM BASIC. It was bundled with
> MS-DOS operating systems on IBM PC compatibles by Microsoft.
> Microsoft also sold a BASIC compiler, BASCOM, compatible
> with GW-BASIC, for programs needing more speed. The language
> was suitable for simple games, business programs and the
> like. Since it was included with most versions of MS-DOS, it
> was also a low cost way for many would-be programmers to
> learn the fundamentals of computer programming.[1][2] With
> the release of MS-DOS 5.0, GW-BASIC's place was eventually
> taken by QBasic, the interpreter part of the separately
> available QuickBASIC compiler."
> 
> Stay well
> 
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'


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Re: [Audyssey] swamp trucksitting

2012-07-20 Thread Jeremy Kaldobsky
This idea was considered a while back, but we had the problem of players 
legitimately being unable to find crates in large teams.  I don't believe the 
idea ever got past the talking stage though, and I'd gladly give it a try if 
people think it's worth testing.

> Hi Jeremy and other swamp players, A
> suggestion to deal with truck sitters. How about making it
> something like the lms mission where the player's mission
> time count down? Start off with 10 minutes. That should be
> more than enough to find at least 1 crate in any warehouse
> mission. Each crate found adds 3 minutes to the clock with
> no cap. Then all we have to do is to wait for them to run
> out of time. And no, killing zombies doesn't add on time. we
> don't need players who just keep shooting and saying they
> are providing cover for others. Thanks but no thanks.
> 锦发/Steady Goh


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Re: [Audyssey] Swamp: Map Conflicts

2012-07-14 Thread Jeremy Kaldobsky
Well that's very interesting about the loot.  This is actually the first 
confirmed case where loot isn't in the correct spot between clients.

When one loot was picked up, the other vanished because they were still the 
same piece of loot.  In that same way, killing a zombie would still cause it to 
die on the other clients regardless of them being in a slightly different 
location.  If a team mate begins being killed by a zombie you can't see, his 
version of the zombie got to him but yours might still be walking into the 
room.  If you shoot the zombie it will still save his life even though you shot 
at something which didn't seem to be attacking him.



--- On Sat, 7/14/12, Dakotah Rickard  wrote:

> From: Dakotah Rickard 
> Subject: Re: [Audyssey] Swamp: Map Conflicts
> To: "Gamers Discussion list" 
> Date: Saturday, July 14, 2012, 2:39 PM
> In fact, I've encountered that loot
> bug in an open space, standing
> right next to it, and having my friend run all around me
> trying to get
> it, in that same open space, so I wonder if there's
> sufficient parity
> between the server and the client.
> 
> And I understand how a zombie might end up in two places at
> once,
> especially on a smaller map, and especially if someone
> starts shooting
> off an assault rifle all of a sudden.
> 
> If the zombie does, in fact, go to two different players,
> what happens
> if both players make a kill shot on the same zombie? Do they
> both get
> the kill?
> 
> And, as for the positioning bug, the experience I had was
> with the
> people using the same internet as me, and then the loot
> being in
> different places. One interesting experience I had that was
> somewhat
> different but relatively similar was going on a mission and
> the crate
> showing up in two spots but disappearing from one when the
> other was
> picked up. The two spots were in the first warehouse map,
> one on the
> second floor, the other in the crates on the main floor not
> far from
> that position. Anyway, I'm not spazzing about it or trying
> to stress
> you out. I'm largely just curious and i figured I might have
> a clue to
> why and how this happens.
> 
> Signed:
> Dakotah Rickard
> 
> On 7/14/12, Jeremy Kaldobsky 
> wrote:
> > Loot placement should always match up.  I've had
> past reports of loot not
> > showing up for people but so far it has always been a
> case of something
> > blocking the sound for one of the players while the
> other player had a
> > direct line of sight to it.
> >
> > Zombies get a bit fuzzy since they are controlled a
> little by the server and
> > also a little by the client.  Especially with
> players all around the globe,
> > several seconds can pass between the server sending
> instructions to a zombie
> > and that zombie getting the next update.  Many
> influences can affect where
> > the zombie wants to run, and I wanted to avoid having
> the game magically
> > teleport them around to fix any inconsistencies like
> how some other games
> > handle it.  If a zombie is supposed to be a few
> tiles to the left, instead
> > of jumping there instantly it is simply told to walk
> there.  Over time and
> > with several clients each affecting the zombie AI in
> their own way, it is
> > possible for zombies to get pulled in different
> directions and be in
> > different locations to the various clients.
> >
> > If you need more info I can go in to a bit more
> detail.
> >
> > --- On Sat, 7/14/12, Dakotah Rickard 
> wrote:
> >
> >> From: Dakotah Rickard 
> >> Subject: [Audyssey] Swamp: Map Conflicts
> >> To: "Gamers Discussion list" 
> >> Date: Saturday, July 14, 2012, 2:23 PM
> >> Hello Jeremy and all.
> >>
> >> I'm writing this as a note and inquiry. I would be
> >> interested in
> >> understanding how the client and server communicate
> as
> >> relates to the
> >> map and zombie placement on maps.
> >>
> >> I ask this because I have observed several cases in
> which I
> >> will be
> >> sitting next to someone, both of us playing Swamp,
> and one
> >> of us
> >> doesn't see zombie or loot on the map that the
> other sees.
> >> Sometimes
> >> I've actually seen it that three people have
> different stuff
> >> on the
> >> map.
> >>
> >> That confuses me, because I thought the map was
> server
> >> controlled. Is
> >> that not the case? If it isn't, can you explain
> why? If it
> 

Re: [Audyssey] Swamp: Map Conflicts

2012-07-14 Thread Jeremy Kaldobsky
Loot placement should always match up.  I've had past reports of loot not 
showing up for people but so far it has always been a case of something 
blocking the sound for one of the players while the other player had a direct 
line of sight to it.

Zombies get a bit fuzzy since they are controlled a little by the server and 
also a little by the client.  Especially with players all around the globe, 
several seconds can pass between the server sending instructions to a zombie 
and that zombie getting the next update.  Many influences can affect where the 
zombie wants to run, and I wanted to avoid having the game magically teleport 
them around to fix any inconsistencies like how some other games handle it.  If 
a zombie is supposed to be a few tiles to the left, instead of jumping there 
instantly it is simply told to walk there.  Over time and with several clients 
each affecting the zombie AI in their own way, it is possible for zombies to 
get pulled in different directions and be in different locations to the various 
clients.

If you need more info I can go in to a bit more detail.

--- On Sat, 7/14/12, Dakotah Rickard  wrote:

> From: Dakotah Rickard 
> Subject: [Audyssey] Swamp: Map Conflicts
> To: "Gamers Discussion list" 
> Date: Saturday, July 14, 2012, 2:23 PM
> Hello Jeremy and all.
> 
> I'm writing this as a note and inquiry. I would be
> interested in
> understanding how the client and server communicate as
> relates to the
> map and zombie placement on maps.
> 
> I ask this because I have observed several cases in which I
> will be
> sitting next to someone, both of us playing Swamp, and one
> of us
> doesn't see zombie or loot on the map that the other sees.
> Sometimes
> I've actually seen it that three people have different stuff
> on the
> map.
> 
> That confuses me, because I thought the map was server
> controlled. Is
> that not the case? If it isn't, can you explain why? If it
> is the
> case, how do the maps not feature identical zombie and loot
> placement?
> 
> I'm not trying to be annoying, just to understand.
> 
> Thanks in advance:
> Dakotah Rickard
> 
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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-11 Thread Jeremy Kaldobsky
My skype name is jkaldobsky.  I don't mind if people add me.

> lol silly you I maby perberbly bly,
> bly, blybly lol. have some stuff you
> mite like. and oh  what's your skype name if you don't
> mind me adding you...
> you can send it to me privately if you want. I don't
> mind  if anyone addes
> me.
> my skype is zmackrishi and rdmsstudio1 both account I use
> zmackrishi when im
> on my laptop and rdmsstudio1 on my phone


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Re: [Audyssey] swamp: map three problems?

2012-07-10 Thread Jeremy Kaldobsky
John I believe this bug has just been fixed.  Let me know if you still have 
problems with it.

> Hi all,
> I've noticed that while playing map three, I do not gain any
> rep experience for killing zombies. The game says I gain it,
> then when I log off and back on I've lost it. Is anybody
> else experiencing this?


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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-10 Thread Jeremy Kaldobsky
Sorry Simon, no flame thrower yet.  It is coming up soon though!  I have a long 
list of new guns to add, and that is definitely one of them.

> hi jeremy, is the flame thrower
> available to us yet? and that wa2000
> sounds like it could be a lot of fun too. lol


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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-10 Thread Jeremy Kaldobsky
Rishi I have his email address and Skype name.  What did you want to ask/tell 
him about?

Lol, it's me by the way.  :)

> does anyone know where I can get a
> hold of the owner of this game? I didn't
> see a contact on the page


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Re: [Audyssey] Swamp version 2.7

2012-07-09 Thread Jeremy Kaldobsky
Thank you sir.  I hope to continue adding new things as I find time, and yes, I 
was hoping that the new weapons would be an extra push to get people reaching 
for map 3.  :)

> Thanks as always for the work Aprone!
> With new guns as an added
> insentive to reach map 3, I'll likely be Swamp-ing like a
> mad thing
> and popping my head around the door of real life every now
> and then
> when there's downtime for the next few levels, hehehe.
> 
> Scott


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[Audyssey] Swamp version 2.7

2012-07-08 Thread Jeremy Kaldobsky
Version 2.7 is posted but I have not yet uploaded the entire game as a zip.  
People who already have version 2.6 or 2.6b can download this very small patch 
to upgrade themselves to 2.7.

[url=http://www.kaldobsky.com/audiogames/SwampPatch.zip]www.kaldobsky.com/audiogames/SwampPatch.zip[/url]
Patch to update version 2.6 or 2.6b to version 2.7 (2 MB) Last updated 7-8-12 
at 3:18pm EST.

Changes from version 2.6b to 2.7
-

- Accounts that have not been played in 2 months are subject to deletion, to 
make room for new players.  I've been deleting old accounts that were 5 or 6 
months old, but we are running out of those so I'm raising the bar.  As of 
7/1/2012 at 6:00pm we appear to have 1269 unique players and 1921 characters!
- The where command has been added.  Type /where followed by a player's name 
and the game will tell you where they are.
- The pwchange command has been added.  If you currently hate your password, 
type /pwchange followed by your current password and then the new password you 
want to have.  Don't forget your new password since I still didn't put in a way 
to retrieve lost passwords.
- The pwchange command was adjusted to prevent people from assigning password 
that are too long to enter from the main log-in menu.
- Tired of wondering if a new mission is being led?  The commands /Alert ON and 
/Alert Off have been added.  Turning alerts on will notify you whenever someone 
is leading a new mission.  Turn the alerts back off if the messages begin to 
annoy you, haha.
- The types of zombies that you encounter on map 3 has been adjusted.  Some 
types will show up more often now, and others will show up less.
- The typo that broke the /channel command has been fixed.
- An official Japanese channel has been added, after being requested by our 
growing number of Japanese players.
- Added in new code for handling inventory and character transfer between the 
server and client.  I think this will help solve the issues where some higher 
level players must try to connect over and over before it finally lets them in.
- Wind sounds have been added to the multi1, multi2, and sub2 maps.
- Fire that was already present in the maps, has now been updated to cause burn 
damage like how it does in the new warehouse.
- Forts have been added in preparation for the new content that will hopefully 
be added soon.
- Fixed several small bugs.
- Rearranged the message which lists the players currently online.  Before 
listing the names, it will list the number of players on the current map and in 
"other areas".
- Adjusted the border of the outpost in map 3.  It was giving some players some 
trouble entering the outpost menu.
- The AA12 and M240 guns have been added.  They can only be found on map 3.

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[Audyssey] Swamp players, it's getting crowded in here.

2012-07-01 Thread Jeremy Kaldobsky
I've got a lot of people asking me about the Swamp server being down, so I felt 
like checking in and sharing a bit.  While new weapons is the big wish everyone 
hopes the down-time is for, the actual reason is to clean out the record files.

For a long time in Swamp's history I had simply ignored people's old accounts.  
Someone would make a new name and just never go back to play the old ones.  
Once we passed 2000 accounts, I started cleaning out old accounts that hadn't 
been played in 6 months, just to remove ones that were clearly abandoned.  Then 
I started getting rid of ones 5 months old, and now I'm making the leap to 3 
months!  I realized that the smaller jumps weren't going to last very long.  
Because I expect the trend to continue, I wanted to let everyone know that any 
accounts that have not been played in 2 months are subject to deletion, to make 
room for new players.  I have not actually deleted them yet, but they are 
flagged to be deleted automatically as new characters are created by people.

>From time to time I've had people ask me how many Swamp players there are, and 
>each time I've given them the number of current accounts.  Of course this 
>doesn't really answer the question because people can have more than 1 
>character/account.  I always assumed that the 2000 accounts probably only 
>represented 500 or 600 real people, but that was purely a guess.  Today while 
>cleaning, I finally put together some code to count the number of actual human 
>players who are playing Swamp!

As of 7/1/2012 at 6:00pm we appear to have 1269 unique players and 1921 
characters!  This is after cleaning of course.  Technically the number of 
characters is 2000 but 79 of them have been flagged for deletion.  1269 is a 
far bigger number than I expected, so I am very honored to be sharing my game 
with so many people.  :)  The number of non-english speaking players has grown 
so much that I do believe the english speaking players are either the second or 
third largest demographic.  This makes me very happy because it means I'm able 
to reach out over a lot more of the Earth.  My conspiracy to wear out computer 
mice has expanded to engulf the entire planet!  Muhahahahaha!  :)

I'd like to apologize to the many players who have been experiencing dropped 
connections more and more often.  The great distances between most players and 
my Swamp server causes plenty of problems and can make the connection a bit 
unstable, especially for players who already have weaker connections.  The 
traffic on the server isn't always super high, but it regularly spikes to 70 or 
80 players.

To those who don't already know, Swamp updates have slowed down a lot because I 
ended up getting a second job.  Free time that I used to spend on Swamp just 
doesn't exist for me right now, but I do plan to get back as soon as I can.  I 
can't imagine myself ever really leaving the audio game scene in the future... 
I'm hooked.  As things change I'll be more or less active, but count on me 
still hanging around even when you haven't heard from me in a while.  I always 
find time to read posts to keep myself up to speed on the community, but I 
don't always have the time to write back and participate.

Before today, I had been moving forward under the assumption that Swamp only 
had 500 or 600 players.  That's a very large number of course, but not even 
half of what it turns out to be.  I think it's fair for me to finally refer to 
Swamp as a juggernaught in the world of audio games, Yay!  I feel justified in 
saying that, but I will also balance things by sharing my belief that Swamp's 
days are numbered.  The community is stepping up its game and new developers 
are already hard at work building games that will rival or overthrow Swamp.  Am 
I worried about this?  Absolutely not!  I don't mean to imply that these people 
can't overthrow Swamp, what I mean is that I'm not worried if they do.  The 
community needs to push forward and build bigger, so the eventual death of 
Swamp is not only inevitable, it's necessary.  When the new audio game Titans 
finally steal away the last Swamp player, a part of me will celebrate the fact 
that I need to start over with
 something even grander if I want to climb to the top again.  I wish God speed 
and the greatest of luck to those other developers.

I had a whole bunch of stuff I was going to eventually write, about my 
perspective on Swamp as the sighted designer.  I can't remember anything I had 
wanted to say, LOL.  After such a long post, this does seem like the perfect 
excuse to include those thoughts, so I might wing it for a few sentences and 
see if anything comes to me.

While eating lunch yesterday, I found myself simply sitting at my laptop and 
watching the people play Swamp.  To those who don't know, the server lets me 
read the chat channels and view everyone from a top-down bird like perspective. 
 I watch people running around the map collecting loot and shooting zombies

Re: [Audyssey] swamp mouse bug?

2012-07-01 Thread Jeremy Kaldobsky
Who knows, it could be any number of things actually.  Perhaps your computer's 
antivirus is updating itself in the background, another program was taking up 
extra system resources, or Swamp had a bunch of zombies to calculate that were 
out of range for you to hear.  It's hard to nail down what could have caused 
it, but I'm quite certain low system resources was the cause of the mouse 
losing focus.  :)

> Hmmm, that's probably what happened
> earlier, but I just loaded the mall map and blasted away for
> more than ten minutes at the barricade and never lost focus
> once (map had 300 zombies, no loot). It's also happened to
> me in multiplayer, even if there's only one or two zombies.


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Re: [Audyssey] swamp mouse bug?

2012-07-01 Thread Jeremy Kaldobsky
This would be caused if your computer is struggling to keep up with the game.  
My guess is that it has happened to you during the more processor intensive 
situations, such as when there are many zombies in the area with you.

> For the past couple versions I've
> noticed that sometimes when I try to click the mouse the
> game loses focus. I'm curious if anybody else is
> experiencing this. My reason for posting is that while
> playing offline today, I could not click the mouse at all,
> whether to move or shoot, without the game losing focus.


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Re: [Audyssey] a blast from the past

2012-07-01 Thread Jeremy Kaldobsky
That in indeed an old version of the game.  The idea of reviving it for a day 
is really cool, but unfortunately I don't keep old copies of the server 
program.  Each new version tends to contain changes that would make it 
incompatible with the other versions.

> I was recently attempting to move my
> swamp to another computer so I could try a standard usb
> mouse with it, when I ran into an old v1.1 version of the
> game. I'm curious to know what all of you think of this:
> While I was playing through the single player version of the
> game (which was surprisingly hard), I started thinking about
> having the old swamp  revived for a day, and have
> people able to play the old v1.1 multiplayer if they wanted.
> Any thoughts?
> 
> John.


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Re: [Audyssey] Pistol and Silencer Bug in Swamp

2012-06-29 Thread Jeremy Kaldobsky
Thanks Dakotah, I actually figured out what happened.  When your pistol breaks 
it does destroy your silencer, but the glock 17 had already been switched into 
silencer mode before that happened.  The silencer is only checked when you try 
to switch between modes, so that's why it seemed like you still had the 
silencer for the Glock 17.

--- On Thu, 6/28/12, Dakotah Rickard  wrote:

> From: Dakotah Rickard 
> Subject: [Audyssey] Pistol and Silencer Bug in Swamp
> To: "Gamers Discussion list" 
> Date: Thursday, June 28, 2012, 10:19 PM
> Hi Jeremy and List.
> 
> I was playing Swamp when my Glock 19 broke. I had had a
> small
> silencer. When I found a new Glock 19, it seemed to erase or
> destroy
> my silencer. This was odd, because the Glock 17 that I had
> also had
> the silencer right up until I found the new one. Weird? Does
> the
> pistol reset the silencer status? I mean, it was only 100
> rep, but
> still.
> 
> Signed:
> Dakotah Rickard
> 
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Re: [Audyssey] swamp weapons guide

2012-06-20 Thread Jeremy Kaldobsky
Well written John!

> I've finally gotten around to writing
> this up. The guide covers all current weapons. There are
> probably a few capitalization errors in it, any help picking
> these out would be much appreaciated. The link is:
> https://dl.dropbox.com/u/85682400/weapons%20guide.doc
> Enjoy.


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