Re: [Audyssey] Important! Temporary list shutdown tonight.

2013-11-25 Thread Ken The PionEar

Woohoo! Jim is back!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Thomas Ward Gamers@audyssey.org
Sent: Monday, November 25, 2013 6:21 AM
Subject: Re: [Audyssey] Important! Temporary list shutdown tonight.



Hi Thomas,

I'm just sending a message to the list to see if it might have fixed my 
problem.


Thanks.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2013-09-25 Thread Ken The PionEar
The game absolutely rocks. I wish that each game was longer, since every 
game is built on the same story line, but it's very good as is. I have run 
through a dozen scenereos and I think there are still a couple I haven't 
discovered yet.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 22, 2013 9:25 AM
Subject: Re: [Audyssey] Freeq by Psychic Bunny



On 9/22/13, Thomas Ward thomasward1...@gmail.com wrote:

Hi Phil,

Wow! Definitely sounds like a different type of game. I'm interested
in it, but I don't have an iPhone just yet to try it. However, it
definitely looks like something I'd try if I did have one.



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Re: [Audyssey] Game: Over.

2013-09-18 Thread Ken The PionEar

Wow! All I can say is... wow!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 19, 2013 1:06 AM
Subject: Re: [Audyssey] Game: Over.



Hi Michael,

LOL. Dude, it was just a joke. Next time you might want to read the
message more carefully as there were plenty of clues that it was a
joke and only a joke.


On 9/17/13, michael barnes c...@samobile.net wrote:

Hey.

I can't seem to find this game.
Can someone send me a link to the app store link?
Thanks!

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Re: [Audyssey] Game: Over.

2013-09-18 Thread Ken The PionEar

Hey Phil,
I actually have iOS 10 beta 3. The coolest feature of 10 is the 3d touch 
screen, where you can actually feel the graphics.
Honestly, my favorite game to play on it is still Sarah. Waving the phone 
around and having to do the gestures, using it as a magic wand was a 
brilliant move, and I'm so glad you started developing for iOS... Woops, I 
wasn't supposed to tell you your future. Oh well, have a free heads up!

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 18, 2013 5:59 AM
Subject: Re: [Audyssey] Game: Over.



Hi Ken,
The 2.5 gigs is for the high quality retina graphics.
If you are worthy of playing the game, you will see a high quality video 
of a retina staring back at you, complete with blinking lashes.
In the first level, you must match the blinking of the eye to win. However 
since if you blink you can't see when the game blinks, you need to keep 
one eye open to watch the display.
When the eye blinks in a pattern, you must match it. The patterns get more 
complicate the longer you play the game.

It is sort of like Simon says with winks.
I am impressed, How you could have gotten an advanced copy of IOS 8.

smiles,
Phil

- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 17, 2013 2:08 AM
Subject: Re: [Audyssey] Game: Over.



Phil,
I'm sorry to be having the one to make a complaint about this game, but 
the darn thing is totally inaccessible. I mean, it must be, because i 
keep poking around at the screen, and it just says, Game over, in about 
seven seconds. I don't get the full ten, so I'd really like my money 
back. By the way, why does such a short game take up 2.56 gigs on my 
phone?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook, (KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 16, 2013 4:32 PM
Subject: [Audyssey] Game: Over.



Games we wouldn't like to play:
by Phil Vlasak.

Game Over: The world's shortest cool audio game for IOS.
Well, there's not much to say about it other than I love the voice. You 
just need to turn Voiceover off, listen, and touch the screen, and the 
rest will make sense. It's a nice small 10 second game which is 
enjoyable to play through the first one hundred times.


Developer: WaterOnTheBrain Productions
Description:
A game that takes place entirely through sound. Over is a piece of 
extremely short experimental storytelling. The narrative is told from 
the point of view of an angry man in an authoritarian society.
The game voice says Game Started. then it takes five seconds examining 
you through your camera, microphone and motion sensor. It detects your 
breathing, heart rate, eye dilation and expression, determining if you 
are worthy to continue.
If you are not up to this challenge, the game will simply say, Game 
Over.
 Most people are not in the correct state of Zen. What is the purpose of 
a game that most cann't play? It teaches you the futility of life, that 
no matter what you do eventually, the, game, is, over.


Features:
Stunning Retina-ready HD graphics.
Up to ten seconds of game play.
Some angry guy talking at you.
No In-App Purchases, ratings nagging, or other interruptions.
No badges, achievements, or integration with game center.
Makes you feel like a sophisticated patron of the minimalist arts.
A serious, emotionally draining plot line.
You'll look silly while you poke at the screen and yell, trying to find 
out how to get the game to play.

Game playable only on devices with IOS 8 and above.



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Re: [Audyssey] Game: Over.

2013-09-17 Thread Ken The PionEar

Phil,
I'm sorry to be having the one to make a complaint about this game, but the 
darn thing is totally inaccessible. I mean, it must be, because i keep 
poking around at the screen, and it just says, Game over, in about seven 
seconds. I don't get the full ten, so I'd really like my money back. By the 
way, why does such a short game take up 2.56 gigs on my phone?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 16, 2013 4:32 PM
Subject: [Audyssey] Game: Over.



Games we wouldn't like to play:
by Phil Vlasak.

Game Over: The world's shortest cool audio game for IOS.
Well, there's not much to say about it other than I love the voice. You 
just need to turn Voiceover off, listen, and touch the screen, and the 
rest will make sense. It's a nice small 10 second game which is enjoyable 
to play through the first one hundred times.


Developer: WaterOnTheBrain Productions
Description:
A game that takes place entirely through sound. Over is a piece of 
extremely short experimental storytelling. The narrative is told from the 
point of view of an angry man in an authoritarian society.
The game voice says Game Started. then it takes five seconds examining 
you through your camera, microphone and motion sensor. It detects your 
breathing, heart rate, eye dilation and expression, determining if you are 
worthy to continue.

If you are not up to this challenge, the game will simply say, Game Over.
 Most people are not in the correct state of Zen. What is the purpose of a 
game that most cann't play? It teaches you the futility of life, that no 
matter what you do eventually, the, game, is, over.


Features:
Stunning Retina-ready HD graphics.
Up to ten seconds of game play.
Some angry guy talking at you.
No In-App Purchases, ratings nagging, or other interruptions.
No badges, achievements, or integration with game center.
Makes you feel like a sophisticated patron of the minimalist arts.
A serious, emotionally draining plot line.
You'll look silly while you poke at the screen and yell, trying to find 
out how to get the game to play.

Game playable only on devices with IOS 8 and above.



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Re: [Audyssey] A Note to XP users

2013-09-12 Thread Ken The PionEar
Well Tom, I have to say that all your descriptions have changed my mind, and 
the next computer i get, if I can ever afford a new one, will be a Windows 8 
touchscreen. How awesome would that be!

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 12, 2013 3:10 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Ken,

You may be right, but as I said its a catch 22. I could probably write
a brand spanking new game for windows 8 using XAudio2 for 3d audio,
use SFML tags with SAPI for more expressive speech output, could add
touchscreen support, but if my customer base is one out of every ten
that has Windows 8 I could be setting myself up for a huge financial
loss hoping that the other nine out of ten buy Windows 8 upgrades to
play my game. As Charles and others made plain not a lot of people
have much money to spend on new computers and software and I'd be
running a huge financial risk by doing that. Its smarter not to write
a game with any of those features and make it backwards compatible
with XP until such time the market changes and I can safely include
those features without worrying about XP support so much. However, as
Cara pointed out by so many users using XP you guys are pretty much
restricting my choice in adding all these new features because its too
much work to add without some pay off in the end.

I guess the only solution for that is to write a prototype, a demo
game, that includes all these features and let people have at it.
Maybe if they saw this in action they might, just might be convinced,
to change their minds.

Cheers!


On 9/12/13, Ken The PionEar kenwdow...@me.com wrote:

I think that what we need is a good audio demo of what a game could be on
Windows 8. As sighted people look at the screen shots of apps to see 
wether


they might like the games, I think all the blind community needs is a 
good
demo of what windows 8 is like and what its abilities are, especially in 
the


realm of gaming. I think that in this case, sound and a good demo will 
speak


louder than words alone.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .


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Re: [Audyssey] A Note to XP users

2013-09-12 Thread Ken The PionEar
I played Swamp Zombies on Windows 7 and it sounded fine. Did Aprone find a 
way around the broken Directx 3d virtualization issues?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 12, 2013 7:29 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Shaun,

that's because DirectSound 8 is broken on Windows 7. Shades of Doom,
GMA Tank Commander, and Sarah all have audio problems with Windows 7
and Windows 8 because DirectSound lost its 3d virtualization when
Microsoft updated their mixer support. Microsoft's answer is upgrade
to XAudio2, but of course no one is doing that yet. However, XAudio2
has a few bugs of its own I am not happy about, but anyway  the issue
with Shades of Doom etc is Directsound.

Cheers!


On 9/12/13, shaun everiss sm.ever...@gmail.com wrote:

I could get shades of doom working but all the sounds sounded
straight in front of me or behind me yes I could play it without the
panning effects but it would be quite hard to do so.


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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
Well-said Dark! My son had a brand-spanking-new computer from his online 
school. It came with Windows 7, and was about as fast as a Commodore 64. 
Okay, I'm exaggerating *slightly* but you get the point. By the way, I know 
just how fast the computer itself was because of how smoothly it played 
games--but go to delete a file or open a folder or any other W7 operation 
and count the seconds as they drag on. There's no debate that 7 is better 
than Vista, but XP is still the champ in my book. Even on my slow netbook, 
which can't play the really complex games very smoothly, XP still does its 
thing seemlessly.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 2:43 PM
Subject: Re: [Audyssey] A Note to XP users


I'm quite aware sapi 5.5, advanced net framework etc aren't available for 
xp, but I've still! not been convinced that there really is any reason to 
upgrade since practically speaking it seems all I get is a more irritating 
interface and less compatibility with a good few games, and though these 
components don't work, does anything good actually use them?


If microsoft want to sell me a new operating system, give me a reason why! 
I should use one, something it does better than xp, and no, having flashy 
ribbons and the like isn't, indeed to me that's a negative (I still think 
microsoft should've had the option for an xp like interface).


If lots of developers use these new components to create better games and 
such, well maybe that would be a reason to upgrade, but that's not 
happened yet and I don't really see why i should say goodbye to 32 bit 
compatibility, and! stagger around a more stupid interface until that 
reason is there.


i don't doubt that will happen at some point in the future, but it 
certainly hasn't yet, and especially not from microsoft.


I don't want to start this debate again, since I think everything has been 
said that can be said, however I'm just pointing out there are perfectly 
good reasons to stick with xp, and bigger numbers and newer versions of 
components that most people only use to run other software aren't! a 
reason to upgrade if they're not used for anything good, which up to now 
they haven't been.


Beware the grue!

Dark.

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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar

Hey Tom,
maybe making a demo of these voices and what they can do would help? I 
haven't gotten to try Windows 8, and am certainly not opposed to that, nor 
would I be oppsed to 7 if it would run at at decent speed. I've been wanting 
to use s good TTS to read some of my books to an audio file, and maybe some 
of these new voices is the way to go. So is there a demo somewhere on the 
net?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 4:38 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Dark,

Well, as you pointed out there is no need for us to dreg up the why
upgrade debate because we have been down that road before, and there
isn't anything new I can really say that hasn't already been said
before. Plus while I personally feel XP users are doing themselves a
disservice in the long run by not upgrading there isn't anything I can
say to convince them of that if they are dead set against it. A person
convinced against their will is of the same opinion still so there is
little point in trying.

All I will say is there are advantages in upgrading  weather a user
such as yourself think they are worthwhile or not. There are features
I as a game developer could use that would come in handy on say
Windows 8 that isn't available on Windows XP which would come in handy
for games and is one reason I might decide against supporting XP for
certain titles.

For example, one feature available in SAPI 5.3, 5.4, and SAPI 5.5 is
SFML tags. These are little special tags that allows me to control the
pitch, volume, pauses, and over all tone of the SAPI voice while
speaking. The new SAPI 5.5 voices are very expressive when these SFML
tags are used, and those tags could be imbedded into a game using SAPI
to show excitement when a player scores or can speak in a low ominous
voice when a player dies. SAPI 5.1 and the voices like Mike, Mary, and
Sam for XP doesn't have this feature and are rather robotic when
speaking. Although, there aren't any SAPI games that use this SFML
tagging feature new games could certainly do so if the developer is
willing to scrap the notion of supporting XP. So that is where I get a
bit frustrated as a developer.

So Microsoft has added this tagging feature in newer versions of SAPI,
but a huge percentage of the blind can not use it because they are
running XP. Therefore if I add that feature and release the game for
Vista, Windows 7, and Windows 8 I lose money because most of my
potential customers don't have the system requirements needed to run
my game. If I leave the feature out to remain backwards compatible
with XP I lose out on the feature even though I have everything up to
date. So by pandering to people who don't want to upgrade I can not
use newer Windows components and features simply because this
community for one reason or another won't upgrade and get with the
program. Kind of creating an impass as no matter what the developer
does someone looses out on features.

Cheers!


On 9/11/13, dark d...@xgam.org wrote:

I'm quite aware sapi 5.5, advanced net framework etc aren't available for
xp, but I've still! not been convinced that there really is any reason to
upgrade since practically speaking it seems all I get is a more 
irritating

interface and less compatibility with a good few games, and though these
components don't work, does anything good actually use them?

If microsoft want to sell me a new operating system, give me a reason 
why! I


should use one, something it does better than xp, and no, having flashy
ribbons and the like isn't, indeed to me that's a negative (I still think
microsoft should've had the option for an xp like interface).

If lots of developers use these new components to create better games and
such, well maybe that would be a reason to upgrade, but that's not 
happened


yet and I don't really see why i should say goodbye to 32 bit 
compatibility,


and! stagger around a more stupid interface until that reason is there.

i don't doubt that will happen at some point in the future, but it 
certainly


hasn't yet, and especially not from microsoft.

I don't want to start this debate again, since I think everything has 
been

said that can be said, however I'm just pointing out there are perfectly
good reasons to stick with xp, and bigger numbers and newer versions of
components that most people only use to run other software aren't! a 
reason


to upgrade if they're not used for anything good, which up to now they
haven't been.

Beware the grue!

Dark.



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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar

Sounds like it's time to jailbreak?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 4:52 PM
Subject: Re: [Audyssey] A Note to XP users



Hi josh.

It's not the playlists that are the issue, it's the fact that I've got 
about 1 tb of music and audio books that I myself have indexed into 
folders and subfolders, some of which don't turn out properly when 
transfered to ios.


My solution is to create a playlist for say a book folder, but I wouldn't 
want to do this with the amount of stuff I have, actually this is the one 
aspect of the iphone that really gets on my nerves.


Beware the Grue!

dArk.
- Original Message - 
From: Josh joshknnd1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 9:45 PM
Subject: Re: [Audyssey] A Note to XP users


rhythmbox on vinux4 and sonar13 handles playlists no problem and I can 
easily make new ones. Think of vinux4 as the poor person's mac only 
better.


sent from my vinux4 linux laptop

On 09/11/2013 03:48 PM, dark wrote:

I'll think about that.

For me, I just don't see why! I should! upgrade other than to please 
microsoft's expanding pockets, (and in fairness microsoft should've 
included proppper backwards compatibility, after all it's not as if they 
don't have the money for developement).


In fairness I'd need to investigate the bennifits of mac as an os, 
though having been quite impressed with vo's performance on the iphone I 
do know usage won't be as problematic as it would be with the irritating 
post xp interface.


The only thing that puts me off mac is the stupidity with file 
management for audio files, (I've found a way to get folder structures 
on the iphone using playlists but it's not what I'd want all the time, 
and the fact that I need something that opens office and rtf documents.


I'd also be concerned that if, as people keep claiming newer windows 
versions have upgraded this, latest that and more numbers in the other 
someone would! be more likely to make something I wanted to do on 
windows than on mac, (particularly since I already have access to a lot 
of mac stuff on ios).


All the best,

Dark.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 8:36 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Dark,

Yes, you can run a Windows XP virtual machine on Mac. You can get
VMWare Workstation to run XP in a virtual machine, or you can use Boot
Camp to setup a multiboot with XP if you want to go that way for
running your old Windows apps and games. Either way the Mac allows you
to keep your old Windos OS while running the very latest version of
Mac OS and apps.

P.S.

FYI. It is Linux, L i n u x, not Lynux, L y n u x.

Cheers!

On 9/11/13, dark d...@xgam.org wrote:
That is likely what I will end up doing eventually,  can you run 
an xp

vm on a mac?

I see myself more likely to go with mac than lynux, since mac has more
options for access etc than windows, unless something changes.

All the best,

Dark.


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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
Exactly. Upgrading software means upgrading hardware. i laugh to think of 
windows 7 putting along on this little netbook. I'm perfectly happy and 
satisfied with XP, but neither will I be griping, grouching, moaning, 
mumbling, whinging, whining, or anything else when MS stops supporting it. 
Big deal--no more updates. When a new game comes along that I really feel 
I'm missing out on, that'll be the time to upgrade lol.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 2:39 PM
Subject: Re: [Audyssey] A Note to XP users


How do you figure that upgrading is not expensive?  Some of us, myself 
included, have old machines that still work fine for what we use them for. 
Unemployed and on very tight budgets, so cannot afford a newer machine. 
Then, there is the cost of the new OS software.  Although I do have JAWS 
14, some don't have the money to upgrade to that or to JAWS 15 which will 
soon be released.  If you need a new SMA from FS, that now costs $160, 
which I don't have.  I know there are free screen readers available, but 
they are not as good as what tons of money has already been spent on.  And 
there is also the point that a lot of software we have spent money on 
that, as far as I know, won't work on, or is troublesome to get working 
on, the newer OS we will get.  And there is the learning curve to deal 
with as well.  Maybe we should upgrade, but can we?


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 1:27 PM
Subject: Re: [Audyssey] A Note to XP users



To be fair upgrading isn't exactly an inexpensive proposition.



Bueller? Bueller? Bueller?
-Original Message- 
From: Chris H

Sent: Wednesday, September 11, 2013 12:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A Note to XP users

I actually laugh at those still on Xp. I'm like why and just give a
gentle hint that it will be no more as of next year and some just don't
care and have an atitude about it.

On 11/09/2013 19:07, Bryan Peterson wrote:

Well said both of you.



Bueller? Bueller? Bueller?
-Original Message- From: Chris H
Sent: Wednesday, September 11, 2013 12:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A Note to XP users

Cheers for the rant. I get sick and tired as an IT amateur of those
persisting with Xp. My belief is they don't like change and that's that.
So cheers once again.

On 11/09/2013 18:44, Thomas Ward wrote:

Hi all,

I know this is probably going to sound like a rant, I am not trying to
come off that way, but there are a couple of things I feel needs to be
said. I just don't think certain users think before posting questions
like this to the list. So I'd like to say something about it to help
encourage some thought into the discussion before such questions
arise.

For example, a little while ago James asked how could he use the SAPI
5.5 voices on his XP computer. Well, on the surface it sounds like a
reasonable question, but it actually lacks a little forethought
considering the fact XP is about to be officially dropped by Microsoft
next spring. If this user had thought about the situation through he
would know that Microsoft is cutting back on updates, is preparing to
discontinue service and updates, and aren't going to port something
designed for Windows 8, which is a selling point, back to Windows XP
which is for all intents and purposes about to be discontinued anyway.
There would be no point in Microsoft in doing so.

The reason I am making an issue of this is simply this. The industry
standard for technical support and updates for a piece of software is
between five and ten years. XP users have been extremely lucky in that
Microsoft has continued to extend the support to 2014, but I don't
really see them extending it beyond that point. Windows XP was
originally released in 2001, way beyond the industry standard for
support, and now that Microsoft has officially announced the cut-off
date for XP they have been generous in giving XP users plenty of time
to upgrade to Vista, Windows 7, Windows 8, whatever if they choose to.
However, it makes sense for the last year or so of XP's extended
support Microsoft would only release critical updates, patches, and
bug fixes to fill out the last year of support. They certainly aren't
going to put a lot of time and effort into back porting .NET 5.0, SAPI
5.5, DirectX 11, etc to XP since from their point of view XP will be
discontinued anyway and most of 

Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
I didn't say a windows 7 laptop, I said my current laptop. This thing is 
about five years old, and after seeing how crazy slow my son's computer ran 
7 I bought an old refurbished XP netbook. Well, we learn from our mistakes 
lol.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 9:53 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Ken,

Well, to be fair I noticed a person's screen reader has a lot to do
with performance and memory plays a big part too. Jaws for example
really slows down a system and I didn't realize exactly how much until
I began using NVDA full time. As far as memory goes if you have
anything less than 2 GB of ram in that Windows 7 box it will run like
crap. Actually, it doesn't really run super good until you throw 3 or
4 GB at it, and I guess from a performance comparison that is pretty
bad. Although, to Microsoft's credit Windows 8 not only starts faster
than Windows 7 it runs smoother, faster, and is all around less of a
performance hog so things are getting better not worse as far as newer
Windows operating systems goes. Although, I somehow doubt the veracity
of a new Windows 7 laptop running like a Commodore 64. :D

Cheers!


On 9/11/13, Ken The PionEar kenwdow...@me.com wrote:

Well-said Dark! My son had a brand-spanking-new computer from his online
school. It came with Windows 7, and was about as fast as a Commodore 64.
Okay, I'm exaggerating *slightly* but you get the point. By the way, I 
know


just how fast the computer itself was because of how smoothly it played
games--but go to delete a file or open a folder or any other W7 operation
and count the seconds as they drag on. There's no debate that 7 is better
than Vista, but XP is still the champ in my book. Even on my slow 
netbook,
which can't play the really complex games very smoothly, XP still does 
its

thing seemlessly.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .


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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
Bluetooth keyboards is what. They're lightweight, portable, and only 
slightly smaller than the netbook keyboard I'm typing on right now.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Josh joshknnd1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 10:51 PM
Subject: Re: [Audyssey] A Note to XP users


but I se pcs sticking around for awhile. imagine business people trying to 
do long reports and complicated spreadsheets on their touch only tablet? 
and what about those of us who like to use different linux systems?


sent from my vinux4 linux laptop

On 09/11/2013 10:20 PM, Thomas Ward wrote:

Hi Josh,

Yes, mobile devices is also a factor that will help bring down XP and
the PC as we know it. A lot of people, even blind people, are slowly
getting into mobile devices like iPhones, iPads, and iPods thanks to
Apple's accessibility, and it could be the future of accessible games
will bfore someone's phone or tablet rather than for their Windows PC.
There still may be a few developers around putting out Windows games,
but I see a trend towards mobile devices like iPhones really taking
off.

In fact, the whole idea behind Windows 8's UI change is to be more
like Apple. There are already a number of devices like smart phones
and tablets running Windows 8, and while Narrator isn't the equal of
VO right now those devices are still functionally usable by a blind
user, and it stands to reason is a market that eventually could see
more audio games in time.

Cheers!


On 9/11/13, Josh joshknnd1...@gmail.com wrote:

I also see that people are moving from computers for their game platform
to mobile devices like iphones and android phones and tablets. if google
employees use ubuntu then it should be good enough for the rest of us.



sent from my vinux4 linux laptop

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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
I only use my PC when I need to type or edit audio. That's it. I barely even 
play games on it anymore. Once I get a new bluetooth keyboard, that'll mean 
I'm using the PC even less.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 11, 2013 11:28 PM
Subject: Re: [Audyssey] A Note to XP users



Hi Josh,

Obviously, the PC will still be useful in a business setting, and
people will use them to type reports, create spreadsheets, and do
other office work, but that wasn't really the point I was getting at.
Although, someone could get a bluetooth keyboard to work with there
iPhone or iPad if they wanted to use that for typing reports and such.

The point is a lot of things like web browsing, email, and playing
games can easily be done from someone's iPhone and as a result people
will slowly use their PC less as they adapt to doing things on their
phone that they use to use their desktop or laptop for. As a result
I'm sure audio games will begin to move over to iOS, as they already
have, and we will see less and less of games for Windows and such.

Cheers!


On 9/11/13, Josh joshknnd1...@gmail.com wrote:

but I se pcs sticking around for awhile. imagine business people trying
to do long reports and complicated spreadsheets on their touch only
tablet? and what about those of us who like to use different linux 
systems?


sent from my vinux4 linux laptop



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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Ken The PionEar
I think that what we need is a good audio demo of what a game could be on 
Windows 8. As sighted people look at the screen shots of apps to see wether 
they might like the games, I think all the blind community needs is a good 
demo of what windows 8 is like and what its abilities are, especially in the 
realm of gaming. I think that in this case, sound and a good demo will speak 
louder than words alone.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 12, 2013 1:29 AM
Subject: Re: [Audyssey] A Note to XP users



Hello there

   tell me about it. My Win 7 pc died on me and now I'm stock using my old 
XP pc. my wife has Win 8 on her lap top, but it's a pain for me to use 
because I'm just not use to using a lap top keyboard, and JAWS 14 slows 
down her pc big time. So All I have on that is NVDA, and I'm just not use 
to using NVDA, but I still perfer to use that over my xp. the only reason 
I kept it was just so I can play games that win 7 and 8 dosen't serport. 
Man I can't wait to get my win 7 back up and running.


bfn
James

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Re: [Audyssey] The Future of the Evolution Engine

2013-09-05 Thread Ken The PionEar

Hi Tom,
I have been looking forward to your game engine since I first heard mention 
of it. For me at least, this is a no-brainer since even though I would have 
to learn a new language, it would at least be based on something I 
know--basic. It definitely seems the best way, especially when you talk 
about the compatibility problems between the Python versions. One of the 
most important aspects of game design for me is 3d audio. I'm not sure how 
well Python could handle calculations of that complexity or if something 
like OpenAl could be used with Python.
Also, I was pointed at a new ide for programming in .net called 
SharpDevelop. My friend, Louis Bryant, recommended it to me and though I 
don't even know where to begin with .net I know that he is quite experienced 
with it and doesn't have any of the problems with it that others have with 
the official Microsoft ide. I have a lot of time on my hands these next four 
months--so maybe it's just time to look into learning .net.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 04, 2013 7:36 PM
Subject: [Audyssey] The Future of the Evolution Engine



Hello everyone,

I guess this survey would mainly be for those game developers who
would like a say in the end product , but if this subject is of
interest to you as an end user please by all means let's have your
thoughts too.

Over the past month or so I am slowly getting back into software and
game development, and of course one project I am strongly looking at
is the USA Games Evolution Engine. At the current moment the Evolution
Engine is written in C++ and can be compiled as a dynamic library or
can be statically linked into a project as it currently is in
Mysteries of the Ancients, Raceway, and other games in development.
However, as I mainly wrote this for myself it is okay as is, but at
the same time I am consciously aware it isn't in a newbie friendly
form that can be taken up and used by just anyone which is the reason
for this survey.

One of the principle strengths of Philip Bennefall's BGT Toolkit it is
written in C++, but all the functions are exposed through a nice and
easy to use scripting language called Angelscript. The strength of
this approach is simply that a new game developer can just take up the
BGT programming guide and start writing a game without knowing how
SAPI works, how DirectX works, etc and all of the basic functionality
is right there to use without the overhead of languages like C or C++.
On the down side with BGT if a new game developer uses Angelscript
they aren't actually learning a full blown programming language, only
the scripting capabilities of BGT, and if they want to write something
else other than a game they still have to go out and learn another
language. In other words BGT is designed for one purpose, and isn't
flexible enough to design other programs and applications out side of
games. Plus if the end user is a Mac user or a Linux user BGT
currently isn't an option anyway. My approach falls somewhere between
those two extremes, and is in my opinion a better solution for all of
the above except for the fact it wasn't designed for newbies in mind
which brings us to the point of this survey.

I've been thinking for quite some time what I should do is rewrite the
Evolution Engine to be more newbie friendly as well as have some
cross-platform implementation in mind. Then, I could license it to
third-party game developers who want to just plug it into a game
project and get everything up and running with a minimum amount of
code and difficulty as possible. There are two ways in which I could
do this.

The first is I could rewrite the Evolution Engine in .NET like the
original version, but only using the latest versions of the .NET
Framework, SlimDX, and so forth. There are a number of advantages to
doing it this way.

One of the most important advantages is by creating a .NET library
someone using Visual C++ .NET, Visual C# .NET, or Visual Basic .NET
could simply incorporate my engine into their game project and have a
choice in what language they wish to use when doing so. If a developer
likes C# .NET they could use that, and if they prefer VB .NET they
could use that instead. The choice is really up to them. You don't get
that kind of choice with BGT which is one of the big advantages I see
in basing it on .NET.

Another advantage is thanks to the Mono Runtime C# .NET and Visual
Basic .NET code can be quite portable and cross-platform. If written
to be cross-platform using SDL .NET, for example, game developers can
write games for Mac and Linux even if they do not own or use that
specific platform. All they 

Re: [Audyssey] Programming in Batch.

2013-08-26 Thread Ken The PionEar

Oh really? That would all be splendid!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 26, 2013 9:41 AM
Subject: Re: [Audyssey] Programming in Batch.



Hi James,

Well, as I said in a prior post I can begin creating written tutorials
and such and hopefully that will be a good starting place for you and
many others. Besides that I have also decided to release some of my
games as open source which should also be of some help to a learning
developer.

Cheers!


On 8/26/13, James Bartlett jab8...@gmail.com wrote:

Hello Thomas

Sorry to hear about your jaw. When you get back up and running and 
that


is something you deside that is something you're going to do sign me up. 
I

think that is something that I can realy learn from.

bfn
James


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Re: [Audyssey] Im hosting a dragonpong server on hamachi anyone wannaconnect?

2013-08-22 Thread Ken The PionEar

Where is the offline version of this?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 21, 2013 3:01 AM
Subject: Re: [Audyssey] Im hosting a dragonpong server on hamachi anyone 
wannaconnect?



First, what's Hamachi? Second, I hope the dev makes this game 
self-voicing, because Jaws doesn't read anything when I move around with 
the arrow keys, which I have to do by using a key passthrough, so I can't 
tell what's what. Tha game sounds awesome though.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jack Falejjczyk jackf...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, August 07, 2013 10:27 AM
Subject: [Audyssey] Im hosting a dragonpong server on hamachi anyone 
wannaconnect?




Hi all well, it looks like the first time we are actually talking
about dragon pong on the list? Lol. But I wanna let y'all know I have
a dragon pong server up. I can tell you it works, me and Dick, aka
Roelvdwal from audiogames.net have played a few games, but for some
reason I got disconnected from him a while back. So if you want to
connect, here is the 411 on it note you need to have hamachi installed
look at the tutorial on bipassing port forwarding on the dragonapps
website under dragon pong for a download link for it. If you already
have it. Just go to the network menu alt+n and go to join network and
enter this stuff.
name
a dragon pong server
password
dragonapps
now when you connect, stay connected for a while I may not be hosting
the actual game just yet but be patient I haven't even had breakfast
yet lol. But in the game enter this stuff
port
2620
ip
25.196.94.178
For those who haven't heard of this game, it is a game similar to
showdown/tabletennis it isn't actually showdown because sometimes when
someone serves or returns the ball the crowd goes nuts unlike in
showdown, and being Ghorthalon has powerups as well! It can only be
played online. However Mason made a kind of clone called mtg pong
offline version of dragon pong. But you won't get the same experience
because he tweeked some things and most of the sounds excluding the
crowd have been changed. Anyway, okay let me know when connected.

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Re: [Audyssey] Im hosting a dragonpong server on hamachi anyone wannaconnect?

2013-08-21 Thread Ken The PionEar
First, what's Hamachi? Second, I hope the dev makes this game self-voicing, 
because Jaws doesn't read anything when I move around with the arrow keys, 
which I have to do by using a key passthrough, so I can't tell what's what. 
Tha game sounds awesome though.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jack Falejjczyk jackf...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, August 07, 2013 10:27 AM
Subject: [Audyssey] Im hosting a dragonpong server on hamachi anyone 
wannaconnect?




Hi all well, it looks like the first time we are actually talking
about dragon pong on the list? Lol. But I wanna let y'all know I have
a dragon pong server up. I can tell you it works, me and Dick, aka
Roelvdwal from audiogames.net have played a few games, but for some
reason I got disconnected from him a while back. So if you want to
connect, here is the 411 on it note you need to have hamachi installed
look at the tutorial on bipassing port forwarding on the dragonapps
website under dragon pong for a download link for it. If you already
have it. Just go to the network menu alt+n and go to join network and
enter this stuff.
name
a dragon pong server
password
dragonapps
now when you connect, stay connected for a while I may not be hosting
the actual game just yet but be patient I haven't even had breakfast
yet lol. But in the game enter this stuff
port
2620
ip
25.196.94.178
For those who haven't heard of this game, it is a game similar to
showdown/tabletennis it isn't actually showdown because sometimes when
someone serves or returns the ball the crowd goes nuts unlike in
showdown, and being Ghorthalon has powerups as well! It can only be
played online. However Mason made a kind of clone called mtg pong
offline version of dragon pong. But you won't get the same experience
because he tweeked some things and most of the sounds excluding the
crowd have been changed. Anyway, okay let me know when connected.

---
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Re: [Audyssey] adventure at c:

2013-08-21 Thread Ken The PionEar

I've never heard of this one. Where did you get it?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Kenny Nikolausson k...@mm.st

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 21, 2013 11:13 AM
Subject: [Audyssey] adventure at c:


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

Best regards Kenny

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Re: [Audyssey] adventure at c:

2013-08-21 Thread Ken The PionEar
I found it. Personally, I think that all it needs is an analog jump 
system--and that's it. I haven't even beat level 1 yet!

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Sarah Haake ti...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 21, 2013 1:05 PM
Subject: Re: [Audyssey] adventure at c:



Hi Ken,

I don't have a link right now, but this game has gotten an entry at 
audiogames.net a week or so ago, so you should find it there.


Best regards
Sarah


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Re: [Audyssey] adventure at c:

2013-08-21 Thread Ken The PionEar

It is a clever game. I just wish I had a power disc...
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 21, 2013 6:26 PM
Subject: Re: [Audyssey] adventure at c:


Probably due to the speech on my laptop, I misunderstood.  I thought it 
said adventures in c  Oops?


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Ian Reed supp...@blindaudiogames.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 21, 2013 5:19 PM
Subject: Re: [Audyssey] adventure at c:



It is a side scroller and pretty popular on the audiogames.net forum.
It is adventure at C:.  That's C colon, as in your C drive on a windows 
machine.
You combat virii that have infected your computer and levels are named 
after folders like My Music, My Documents, etc.


Ian Reed
Try my games at http://BlindAudioGames.com

On 8/21/2013 3:49 PM, Charles Rivard wrote:
With no other info than the name of the game, I think of a text 
adventure game I used to play using DOS.  It was a version of the 
original cave adventure game.



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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Ken The PionEar

Inheritance--there's a reason to give up vb6!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 1:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time to 
time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly even 
the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that needs 
to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's input.

Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start automatically. 
Maybe you'll see or hear a logo of some sort, then perhaps go through a menu 
structure to set up your game. Once that happens, the game world might then 
be set up by loading a map or some sort of file. Usually then, you'd be 
ready to start your game loop and the action for the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 

menus etc and eventually start your game loop. Make sense?

• Entities

You can think of entities as your most basic game elements. I.E. every 
single thing which exists in your game is an entity. Everything in the game, 
and even the game world itself can be considered an entity if you choose.


So, your entity class needs to be really generic while still providing all 
of the basics that everything in your game needs. So what would this look 
like?


Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might have 
a shape defined by importing a map file.


entities also need to be able to move if they want to, so you'll need to add 
methods in them to reposition them.


they also need to perform artificial intelligence (AI) as well as perform 
actions.


Lastly, they need to respond to touches. I.E. what happens when other 
entities come into contact with them? What do they do?


to create an entity class which satisfies these requirements you can add 
both variables and functions (or methods) which all of the game elements can 
draw from to do what they need to. In fact, since all elements of our game 
share the entity class, we call that inheritance. All game items and 
creatures and such all inherit from the entity class. Think of the entity 
class as being the parent of all other game elements.


So this means that the variables and methods in the entity class are all 
able to be used by every other class which inherits from Entity. Does this 
make sense?


If we add a variable called health to our Entity class, then every class 
which is an entity will have health.


Each entity may use that health amount differently, but they all have their 
own amount of health.


If Entity can move using a move method, then every class which is an Entity 
can also move.


Now each class may be able to move in a different way, but they all share 
the basic ability to move.


I think that's all I'll touch on for now. I know, this one was short. 
:) -Getting sleepy so I'll leave further discussion for another day. :)


Hope this makes sense and that others will share their own style / tips etc.

Night All and thanks for reading!

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] Intro to game engine creation

2013-08-09 Thread Ken The PionEar

jPhone? Sounds like a wild upgrade!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jesse Gaona jesse.gaon...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 6:15 AM
Subject: Re: [Audyssey] Intro to game engine creation


Hi,

I understood what Cara implied, but you, Jacob, just confused the s**t
out of me. I get the basic, but when I try to set formulas, that's
where the problem lays. Which is funny, because I passed both college
algebra with an A, but I just can't understand how to apply it to
gaming. I'm sure it's something simple that I just can't see, but I
will keep on banging my head on the wall. LOL!

Hey, Cara, hope you keep on posting; hopefully I will comprehend your
way of thinking.

Sent from my jPhone 5

On Aug 9, 2013, at 1:58 AM, Jacob Kruger ja...@blindza.co.za wrote:

Might be a form of OT reply, but, when try to explain 
entities/classes/object oriented programming to people, one of the common 
examples I bring up to explain concept of parent-child/inheritance is 
something like utensils - know sounds silly, but bear with me...smile


As in, in the kitchen drawer you store utensils, and they all share some 
similarities, like generally being made of metal, or plastic, but, then 
there are some general attributes/properties that different utensils might 
all have in common, like length, materials, colours collection, and 
targeted meal types/usage, or target ingredient types.


Then when you take it further, there are, say 3 specific/separate types of 
utensils - knife, fork, and spoon, and each of these children of the 
utensil parent class/object has a few of it's own specific forms of 
properties/attributes - knives are of different types, and also include 
further attributes/children types like steak knife, serration, edge type, 
point type, and general functionalities, whereas forks would specifically 
focus on something like shape of and number of points, and then with 
spoons, you might again have at least 3 child types - table spoon, dessert 
spoon and teaspoon, and all of these might, for example share a specific 
property/attribute relating to cubic capacity, which would therefore have 
been assigned to the spoon type/entity, etc. etcLAM! 
(laughing-at-myself)


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 7:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time 
to time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly 
even the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that 
needs to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's 
input.


Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start 
automatically. Maybe you'll see or hear a logo of some sort, then perhaps 
go through a menu structure to set up your game. Once that happens, the 
game world might then be set up by loading a map or some sort of file. 
Usually then, you'd be ready to start your game loop and the action for 
the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 
menus etc and eventually start your game loop. Make sense?


• Entities

You can think of entities as your 

[Audyssey] IThrown: was Re: Send Me To Heaven game

2013-08-08 Thread Ken The PionEar
By the way, there is another game, up on the Apple store, called Ithrown. 
The object is to, um, throw your phone without letting go. Then the app 
calculates the distance the phone would have traveled. It's free too, and 
your phone, though still in danger, never has to leave your hand.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 08, 2013 6:23 AM
Subject: [Audyssey] Send Me To Heaven game



Game measures the height of phone tosses .

By Salvador Rodriguez

August 7, 2013, 7:30 a.m.
Apple has rejected a game app that scores players on how high they can 
toss their smartphone in the air.


The game, Send Me To Heaven, launched this week and is available free 
for Android smartphones. IPhone users, however, will not be able to 
download the app.


Apple thought it was violating one of the rules for submission as it was 
encouraging behavior which could lead to a damage of iOS device, Petr 
Svarovsky, the game's developer, said in an email to The Times.


Send Me To Heaven, which Apple said was rejected for violating one of 
its App Store guidelines, describes itself as a sports game since it 
takes skill to throw and catch the device without breaking it. The app 
calculates how high you throw it using the device's accelerometer.


If you try to cheat and throw your phone off of a tall building, the app 
will know and show you an error message.


Using a parachute or a rocket will not bring desired result either, 
Svarovsky said.


Svarovsky said it's important users throw their devices in a way that 
doesn't cause them to rotate in the air or else they might get a score of 
zero.


But before users can start throwing their phones, the app warns them to 
be careful not to injure yourself or others.


Be always aware that there is enough space above you and around you, the 
app says on Google Play. Do some training to learn right skills to get 
best results.


The game also requires that users agree to a disclaimer before they start 
playing. The disclaimer says that the user agrees the game developer is 
not liable for any damages or injuries caused by playing the game.


Though the game is obviously risky -- and some would say foolish -- to 
play, what with most smartphones costing several hundred dollars, Send Me 
To Heaven has received many positive user ratings. Out of 101 ratings, it 
has 76 five-star ratings, the highest score users can give an app on 
Google Play.


Almost broke mine playing, but it's fun to pass the time with, said one 
user who gave the app a five-star rating. Not even trying for the high 
score anymore, it is straight up phone-suicide.


salvador.rodrig...@latimes.com



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Re: [Audyssey] Send Me To Heaven game

2013-08-08 Thread Ken The PionEar
If I were Apple, I'd go ahead and let the guy put the app up on the store, 
with a disclaimer that Apple is not responsible for damages. This smacks of 
sensorship. I'm not wanting to play the game. My issue is that I just want 
to start watching videos on Youtube of people smashing their phones trying 
to achieve high scores.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 08, 2013 6:23 AM
Subject: [Audyssey] Send Me To Heaven game



Game measures the height of phone tosses .

By Salvador Rodriguez

August 7, 2013, 7:30 a.m.
Apple has rejected a game app that scores players on how high they can 
toss their smartphone in the air.


The game, Send Me To Heaven, launched this week and is available free 
for Android smartphones. IPhone users, however, will not be able to 
download the app.


Apple thought it was violating one of the rules for submission as it was 
encouraging behavior which could lead to a damage of iOS device, Petr 
Svarovsky, the game's developer, said in an email to The Times.


Send Me To Heaven, which Apple said was rejected for violating one of 
its App Store guidelines, describes itself as a sports game since it 
takes skill to throw and catch the device without breaking it. The app 
calculates how high you throw it using the device's accelerometer.


If you try to cheat and throw your phone off of a tall building, the app 
will know and show you an error message.


Using a parachute or a rocket will not bring desired result either, 
Svarovsky said.


Svarovsky said it's important users throw their devices in a way that 
doesn't cause them to rotate in the air or else they might get a score of 
zero.


But before users can start throwing their phones, the app warns them to 
be careful not to injure yourself or others.


Be always aware that there is enough space above you and around you, the 
app says on Google Play. Do some training to learn right skills to get 
best results.


The game also requires that users agree to a disclaimer before they start 
playing. The disclaimer says that the user agrees the game developer is 
not liable for any damages or injuries caused by playing the game.


Though the game is obviously risky -- and some would say foolish -- to 
play, what with most smartphones costing several hundred dollars, Send Me 
To Heaven has received many positive user ratings. Out of 101 ratings, it 
has 76 five-star ratings, the highest score users can give an app on 
Google Play.


Almost broke mine playing, but it's fun to pass the time with, said one 
user who gave the app a five-star rating. Not even trying for the high 
score anymore, it is straight up phone-suicide.


salvador.rodrig...@latimes.com



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Re: [Audyssey] Candy crush saga and song pop

2013-07-09 Thread Ken The PionEar
I can certainly see an accessible version of Bejeweled with buttons labeled 
for their colors. I played one on the Pac Mate.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 09, 2013 3:03 PM
Subject: Re: [Audyssey] Candy crush saga and song pop


I do know there's aps for the game.  However, your right.  My girl friend 
plays it and, from what I know you have to use the mouse to click

On 7/9/2013 12:49 PM, Mike Wassel wrote:
I don't think you'd get anywhere with Candy Crush, I mean, how would that 
even work?  I believe it's like bejeweled, so I see no way of getting VO 
support with it.

Mike.
On Jul 9, 2013, at 12:19 PM, cape.ama...@gmail.com wrote:


Hi everyone,
I have been wanting to play candy crush and song pop for a really long 
time, however at this time they both seem to be very inaccessible. Would 
anyone want to join me in contacting the developer?


Amanda
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Re: [Audyssey] Candy crush saga and song pop

2013-07-09 Thread Ken The PionEar

Song Pop is not accessible, true, but Song Guru is and it's quite fun.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: cape.ama...@gmail.com

To: gamers@audyssey.org
Sent: Tuesday, July 09, 2013 12:19 PM
Subject: [Audyssey] Candy crush saga and song pop



Hi everyone,
I have been wanting to play candy crush and song pop for a really long 
time, however at this time they both seem to be very inaccessible. Would 
anyone want to join me in contacting the developer?


Amanda
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Re: [Audyssey] a mind for ever voyaging.

2013-07-09 Thread Ken The PionEar
Well, you need a color wheel to make it through. Otherwise you're having to 
guess at the password and that's no fun. It's one of the few infocom games I 
managed to complete, and it was quite spellbinding.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 09, 2013 5:43 AM
Subject: Re: [Audyssey] a mind for ever voyaging.



NO i didn't get far with it either.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Lisa Hayes Gamers@audyssey.org
Sent: Tuesday, July 09, 2013 7:26 PM
Subject: Re: [Audyssey] a mind for ever voyaging.



Hi Lisa,

I know that I gave a mind for ever voyaging a try, must not have gotten 
far though.


BFN

Jim

I don't mind arguing with myself.  It's when I lose that it bothers me.

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

2013-07-09 Thread Ken The PionEar
Not having very good luck downloading. The first set of links is in another 
language, and the mirror site makes you wait a minute or two, then clicking 
download does nothing. Anybody have ideas about this? If someone could put 
this on Dropbox I'd be greatful.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 08, 2013 8:48 PM
Subject: Re: [Audyssey] zork series.



You can get the text games here:
The Infocom collection. v1.0
http://forum.mobilism.org/viewtopic.php?f=92t=71034


- Original Message - 
From: dbartling...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 08, 2013 7:03 PM
Subject: Re: [Audyssey] zork series.



Ahh where can I get them then?

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1432 / Virus Database: 3204/5974 - Release Date: 07/08/13




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[Audyssey] Thoughts and questions about IF gaming: What's your favorite Inform game?

2013-07-05 Thread Ken The PionEar
Well, I haven't messed with IF games for some time, but I figured I would give 
them another go. I'm looking for something with a lot of depth, immersive, that 
kind of thing. The thing is that the really good ones, like Jigsaw, have 
needless difficulties. I think a game should be about solving puzzles, not 
looking for hidden exits and needing to search, examine, and look under every 
single item. Some of that is cool, but it's overdone in a lot of IF games--I'm 
not looking for a hide and find.
Another great IF game, Worlds Apart, is a good example of this. From what I 
remember, every challenge had a point to it, and the depth of the game was 
breathtaking. It still ranks number 1 of all the IF games I've ever played. 
Beyond Zork would have had that position except that I had to go to a 
walkthrough to solve the bubbles puzzle, since I saw no corelation between the 
bubbles and where they were supposed to be used or how. Still though, it was 
definitely one of the best, with Jigsaw a close third, although i've had to 
consult the clues since almost its beginning.
We can talk about other game platforms too, like TADS, but Inform is the one 
I'm mainly interested at the mo since i'm gaming on my iPhone. The reason I 
mention Tads here is because of my fourth fave, Once and Future, another game 
rich with puzzles and depth.
So what are your thoughts? Also, how would you say that IF games have evolved 
since, say, 2000?
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Re: [Audyssey] Thoughts and questions about IF gaming: What's your favorite Inform game?

2013-07-05 Thread Ken The PionEar

Hi Tom,
I guess I should have asked it this way. When you look back on all the games 
you've played, which are the most memorable? Which might you, had you the 
means, forget all about so that you could play it afresh? If you can't think 
of any, maybe the IF games aren't as good as they could be...

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 05, 2013 7:52 PM
Subject: Re: [Audyssey] Thoughts and questions about IF gaming: What's your 
favorite Inform game?




Hi Ken,

Well, I've never had a specific favorite interactive fiction  game
simply because I'll get interested in one, either get tired of it or
complete it, and then move on to the next one I find. As a result I
hardly play a game more than twice, and I suppose I should revisit
some of the ones I've played in order to give a better review of them.

I think the primary reason for that is there isn't enough
randomization between games. Once I figure out the puzzles I can solve
them regardless how many times I play the game so there is no thrill
or challenge of discovery any more. So my general feeling on
interactive fiction as a whole is it only has replay value until you
solve it.

Cheers!

On 7/5/13, Ken The PionEar kenwdow...@me.com wrote:

Well, I haven't messed with IF games for some time, but I figured I would
give them another go. I'm looking for something with a lot of depth,
immersive, that kind of thing. The thing is that the really good ones, 
like
Jigsaw, have needless difficulties. I think a game should be about 
solving

puzzles, not looking for hidden exits and needing to search, examine, and
look under every single item. Some of that is cool, but it's overdone in 
a

lot of IF games--I'm not looking for a hide and find.
Another great IF game, Worlds Apart, is a good example of this. From what 
I
remember, every challenge had a point to it, and the depth of the game 
was
breathtaking. It still ranks number 1 of all the IF games I've ever 
played.

Beyond Zork would have had that position except that I had to go to a
walkthrough to solve the bubbles puzzle, since I saw no corelation 
between
the bubbles and where they were supposed to be used or how. Still though, 
it
was definitely one of the best, with Jigsaw a close third, although i've 
had

to consult the clues since almost its beginning.
We can talk about other game platforms too, like TADS, but Inform is the 
one
I'm mainly interested at the mo since i'm gaming on my iPhone. The reason 
I

mention Tads here is because of my fourth fave, Once and Future, another
game rich with puzzles and depth.
So what are your thoughts? Also, how would you say that IF games have
evolved since, say, 2000?
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Re: [Audyssey] Ear Monsters. New 3D Audio Game for iOS

2013-07-02 Thread Ken The PionEar
Haven't read the article yet, but I often just hold it on my lap. That way, 
i can use at least three fingers of each hand, which makes for quick 
pinpoint accuracy.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 02, 2013 3:55 AM
Subject: Re: [Audyssey] Ear Monsters. New 3D Audio Game for iOS



Very well-written and informative article.

As a blind iPHone user though, I personally have never held the device in 
the way the article suggests, and always hold it in my hands, with the 
display facing toward my eyes / face. So this was very interesting to me.


Brian, did you glean this later point from your analytics or from chatting 
with your user-base?


Anyway, as I said, very, very well done!

I'll be sharing this with my team.

Thank you!

Smiles,

Cara :)
---
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On Jul 1, 2013, at 7:00 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Brian,

Yes, the link wrapped to the  next line, and I'm use to handling that
sort of thing. So I'm not sure that was the problem. At any rate I
went to Google and found your blog post. I found it very interesting
both as a blind developer and as a blind gamer. I found the
difficulties in producing an audio game for the iPhone playable by
blind and sighted gamers alike to be an interesting discussion. In
particular the part about how differently a blind gamer verses a
sighted gamer holds the phone while playing games. That's something to
keep in mind when I begin developing programs for iOS myself.

Cheers!


On 7/1/13, B Schmidt brian_...@hotmail.com wrote:

Regarding the Ear Monsters blog post link.
The link is quite long (a lot of characters) and it looks like it's being
split in two:

http://www.gamasutra.com/blogs/BrianSchmidt/20130617/194489/Making_Ear_Monst
ers_Developing_a_3D_Audio_Game.php

If you do a Google search for Making Ear Monsters, it will be the first
result.

Thank you,
-Brian



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Re: [Audyssey] Minesweeper, can you please try and explain?

2013-06-18 Thread Ken The PionEar

Hey Chris,
the game concept is very simple. It's the logistics of the game that make it 
so difficult. Okay, so you clear cells, then see a bunch of other ones. some 
of these cells are unknowns. They could be mines, or they might just be 
clear. Then there are numbered cells. These are cleared cells that tell you 
how many mines surround them. Let's start with a real simple example. You 
are in a part of the screen where you have a cell labelled 1. All around 
that labelled cell are other numbers, except for one unknown cell. This 
unknown cell is a mine, and you need to flag it. Of course, life is never 
that easy...
Now try visualizing this. There is a cell labeled 1. Above that labelled 
cell is another 1. All around these are numbers except for two blank cells. 
One of these is a mine, and the other is not and can't be, since otherwise 
the 1 cells would say 2. What you do here is try to figure out, by reading 
all the labeled cells that connect with each blank cell, and determine which 
is the mine. There are, I'm sure, a whole host of strategies, but my left 
brain, the logical part, isn't nearly as developed as my right brain. In 
other words, I stink at the game and can't get much farther than 
intermediate.

HTH anyway.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Chris H christopher...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 17, 2013 12:12 PM
Subject: [Audyssey] Minesweeper, can you please try and explain?



Hello everyone, this is Chris here.
Sorry if this subject seems poor, but can you please try and explain a 
successful game of Minesweeper?
I have Accessible Minesweeper for the iPhone and Gma Minebuster for the 
Pc.
When I click on the first open cell, called the protected cell, I can 
clear the cells, no problem!
However, please what on earth do I exactly do to the numbered cells, such 
as 1 mine or 2.
Asking because for some reason even if I click on just one open cell away 
from the cell to which I suspect a mine is located, I end up exploding the 
mine, thus losing the game!

I think it's the numbered cells I don't understand.
Now I admit I do win on Accessible Minesweeper sometimes on the basic grid 
only, but have never won Gma Minebuster on any of the grids!
Any help greatly appreciated. Thanks! Before I go, I must admit it's a 
good way to waste 5 minutes in a good way isn't it?


--

Chris

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Re: [Audyssey] lords and knights anyone?

2013-06-16 Thread Ken The PionEar
I play it often. I'm on the USA3 server. Solara is another you should try. 
It's just gone completely accessible. 



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Re: [Audyssey] The game of Life

2013-06-15 Thread Ken The PionEar

I use IIS to create my setup files, and that's totally accessible.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Phil Vlasak Gamers@audyssey.org
Sent: Friday, June 14, 2013 5:30 AM
Subject: Re: [Audyssey] The game of Life



Hi Phil,

The Microsoft Visual Studio version 6 program that creates the setup.exe 
install thing is not the most screen reader friendly thing to use, so I 
have not up dated the winkit.zip file since I put it up on my site back in 
May of 2003.


The winlife5.exe is the up date to the game menu program and the game of 
Life.  And yes, by default it will over write the older files.


HTH

BFN

Jim

I remember when I used to peek and poke.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] LookTel Voiceover Tutorial 2.0 is out

2013-06-07 Thread Ken The PionEar

Very well done, especially the minigames.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com
To: viph...@googlegroups.com viph...@googlegroups.com; 
macvisionar...@googlegroups.com

Sent: Thursday, June 06, 2013 2:59 PM
Subject: [Audyssey] LookTel Voiceover Tutorial 2.0 is out


HI All, little late on the draw with this one, but yesterday, LookTel 
released version 2.0 of the LookTel Voiceover Tutorial.


As some of you may know, this app is designed to guide beginning VO and iOS 
customers so that they may successfully and easily use and enjoy their 
iDevices.


In version 2 of the tutorial, we've added many new gestures.

• ;Double-tap and hold

• Two-finger flick up and down

• Two-finger single tap

• Three-finger flick up, down, left and right

There is also a more immersive game scenario where you find yourself 
navigating the halls of an ancient library in search of a book which will 
help guide you on your future journeys as the LookTel VoiceOver Tutorial 
continues to be updated. :)


Again, this app / update is free and we hope you enjoy it!

LookTel VoiceOver Tutorial by IPPLEX
https://itunes.apple.com/us/app/looktel-voiceover-tutorial/id598788231?mt=8

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] audio games for IOS

2013-06-07 Thread Ken The PionEar

And the real catch is, you still have to know objective C to write games.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 06, 2013 7:53 PM
Subject: Re: [Audyssey] audio games for IOS



Hi Lenron,

While I understand your point unfortunately its not that simple to do.
Every operating system has its own way of handling things and when you
get into writing apps for phones and tablets its even that much more
confusing and complicated to do. Especially, if the developer wants to
write the game for more than one platform.

Cheers!

On 6/6/13, lenron brown lenro...@gmail.com wrote:

yes please make some games for android theres thoes of us who have
android tabs or phones and we would buy some nice games


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[Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I'm having another look at Heywire, but this applies to all my games. It's 
quite obvious that if you use regular patterns for moving in 3d space, things 
tend to seem to move slowly when far from you, and faster the closer they get 
until, suddenly, they skp right past your head. Does anybody have a formula to 
make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I figured that logarithmic movement was the way to go, but don't know 
anything about how to  implement it. In Directx 8 panning is logarithmic but 
not 3d movement wich in itself seems quite odd.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.

Cheers!


On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:
I'm having another look at Heywire, but this applies to all my games. 
It's

quite obvious that if you use regular patterns for moving in 3d space,
things tend to seem to move slowly when far from you, and faster the 
closer
they get until, suddenly, they skp right past your head. Does anybody 
have a

formula to make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
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Re: [Audyssey] audio games for IOS

2013-06-07 Thread Ken The PionEar
I have heard that there is a basic interpreter for the mac that lets you 
write in basic then encodes to objective c, but I'm quite doubtful that it's 
all that effective since they are so different. Even if it was 95% accurate, 
you'd still need to know objective C. Even if it was 99% accurate, you'd 
still need to know that language. 



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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Ken The PionEar
I haven't found an openAl library   for vb6. I'm afraid the sad fact of the 
matter is that i'm going to have to kiss vb6 goodbye and move on. *cries 
tears and buries old friend with a beer*
I'd love to know how aprone and David Greenwood got such good 3d movement 
though...


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 3:15 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Yeah, logarithmic  based formulas are more accurate, but they don't
roll off as smoothly as linier ones. That could be why sounds aren't
panning and rolling off correctly. Plus DirectSound is a piece of junk
when it comes to 3d audio anyway, and I recommend if you are serious
about 3d audio look at OpenAL or something else with a better virtual
3d design. Although, I'm not sure if there is a Com component for
OpenAL that will work with VB 6.
.

Cheers!



On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:

I figured that logarithmic movement was the way to go, but don't know
anything about how to  implement it. In Directx 8 panning is logarithmic 
but


not 3d movement wich in itself seems quite odd.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 2:03 PM
Subject: Re: [Audyssey] help with 3d sound movement please?



Hi Ken,

Not really. Are you using logarithmic or linier based formulas here.
That makes a big difference in the positioning of sounds in real time.

Cheers!


On 6/7/13, Ken The PionEar kenwdow...@me.com wrote:

I'm having another look at Heywire, but this applies to all my games.
It's
quite obvious that if you use regular patterns for moving in 3d space,
things tend to seem to move slowly when far from you, and faster the
closer
they get until, suddenly, they skp right past your head. Does anybody
have a
formula to make this transition smoother?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on
Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
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Re: [Audyssey] Who's afraid of Objective C?

2013-06-07 Thread Ken The PionEar
My biggest beef with Apple isn't having to learn objective C, it's that you 
have to use a mac to program it on. I think if I had a mac I'd already be 
learning the language, because I really want a flight sim on iOS, even if 
it's just a simple one like Heli is. Oh well, I may very well be getting a 
mac in the fall and, um, have to put my money where my mouth--um, fingers 
are.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 07, 2013 3:30 PM
Subject: Re: [Audyssey] Who's afraid of Objective C?


I'm so glad I can look at that and have it not look like greek to me.
Objective C still frightens me, but... well... Gotta jump in some time
right?  I think what is more frightening is Xcode itself.  But take
some time to learn it first guys. then complain.

On 6/7/13, Cara Quinn caraqu...@caraquinn.com wrote:
Hey you guys, I say this with love, but if y'all would put the energy 
you're

spending complaining about learning Objective C into actually starting to
learn Objective C then I think you'll find that it's really not that hard!
*warm smile*

Just to give a really quick intro to the language;

• It uses methods or blocks of code just like C, C++ and other C style
languages.

• An Objective C method definition might look like:

-(void) doSomething {

// Doing things here

}

the minus sign means that this method can be called on each object of the
class where this method is defined. If there were a plus sign instead, the
method could be called on the class itself.

The void in parentheses means that the method returns or generates 
nothing.


then we have the method's name and the two braces which enclose the actual
code that gets executed when you call the method.

• Methods in Objective C are called as in:

[self doSomething];

The call is surrounded in brackets. and the self in the first part of the
call refers to the object or class where the method is declared. Lastly, 
we
have the method name itself and then the semicolon which ends the line 
just

like in the C languages.

Hope all this makes sense and allows you to start reading some Objective C
syntax to start to tell what is happening.

Smiles,

Cara :)
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Re: [Audyssey] new road to rage server

2013-06-04 Thread Ken The PionEar

Why not just publish it on list?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Josh Kennedy joshknnd1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 04, 2013 1:05 AM
Subject: [Audyssey] new road to rage server



hi
I found a new road to rage server. this server is up 24 hours a day 7 days 
a week. if you want the address and port email me at 
joshknnd1...@gmail.com


josh

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Re: [Audyssey] My other all time favourite game is?

2013-06-04 Thread Ken The PionEar

I didn't realize there were cheats. How do I get those?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Chris H christopher...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 04, 2013 2:32 AM
Subject: [Audyssey] My other all time favourite game is?


Super Deekout from Dan Z Games! Fantastic, fast, and definitely arcade in 
style. Also addictive too so be careful. Best of all it's free so if you 
can't afford Pinball for example give this a shot. I just love having fun 
collecting coins, picking up power ups, avoiding the enemy as much as I 
can, etc. Mind you, I admit to using cheats, but why have them in the 
first place! Looking forward to trying the oil slick to destroy the enemy 
temporarily. Yay!


--

Chris

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Re: [Audyssey] Blindside

2013-05-28 Thread Ken The PionEar
It has something called a magnetometer built in. That's a fancy word for 
something like a compass, and is how all the compass apps work.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: loriduncan lori_dunca...@hotmail.com

To: gamers@audyssey.org
Sent: Monday, May 27, 2013 6:12 PM
Subject: [Audyssey] Blindside


Hi guys, I’ve just found this game called Blindside, and am very impressed 
with it.  The voice acting and sounds are some of the best I’ve heard, 
though at the moment I can’t get the poor guy to his office block.  I try 
and cross the road, but can’t seem to time the cars properly and he ends 
up being run over.  The odd thing is though when I first loaded the game 
up on my phone it said to move left and right for turning left and right. 
I thought it meant move my  phone, but when that didn’t work I turned my 
body, and that made the sounds move around me.  I got the shock of my life 
when that happened, for one thing, how does the game know I even moved my 
body?  I’m freeked out now lol, hope I can sleep tonight.  From Lori.

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[Audyssey] Supermario, superheroes, and Sonic the Hedgehog

2013-05-28 Thread Ken The PionEar
Have you ever wanted to play these games? Check them out here: 
http://planetseva.com/audiogames.htm

The only bad news is that you'll need an older version of BGT--not just the 
executable, but the whole folder.
I have a copy of it, but I think it should be Phillip's place and right to 
distribute it if he so chooses. What I would recommend is, once you get the old 
version, rename the scripts that don't run under the new version, giving them a 
.oldBGT extension--or whatever extension you choose, as long as it doesn't have 
a file type associated with it already. Then you can associate that extention 
with the old version of BGT.
The only problem I'm having with the games now is, I'm terribly hooked. They 
even print out graphics to a Braille display so you can actually feel what 
you're doing.
Enjoy!

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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[Audyssey] Spoonbill?

2013-05-18 Thread Ken The PionEar
Haven't heard of any new games rleased from them lately. Are they still 
around? 



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[Audyssey] KJones Games

2013-05-14 Thread Ken The PionEar
Does anyone know what happened to Sonic and Mario by KJones? I have old 
versions of the games but neither work with the latest version of BGT.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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[Audyssey] about the beeps in quake

2013-05-08 Thread Ken The PionEar
I've replaced all the enemy, monster, and friend beeps--or tried to. I replaced 
them in both the \quake\id1\soun ds\esr and \quake\id1\sounds\direction folder. 
I seem to have a zillion more of these sounds though. I'd just delete them but 
since I'm getting beeps still, instead of the new sounds, Quake is still 
hunting for those particular files.
https://dl.dropboxusercontent.com/u/96692612/direction.zip
is my replacement folder. Copy it to both your directions and ESR folders, 
however many of them there be, and see if it helps.Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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[Audyssey] My Mod

2013-05-08 Thread Ken The PionEar
This is my first attempt at a mod. It's basically JQ with the following 
modifications.
1. Accidentally added a bug where it occasionally tries to print to something 
it's not supposed to. (tried to sprint to a non client.) This won't crash 
things, it's just a tad annoying. Also, not all the files are in this package 
because i can't quite remember how to make the proper qmod file.
2. Rocket launcher does little damage, but homes in on enemies, giving you a 
huge edge in eppisodes. Level up faster than ever, if you've even gotten 
through eppisodes before.
3. Press x to hear x, y, and z coordinates.
4. Press left and right brackets to speed up and slow down scan time for ESR... 
or is it d5k? Great way to hear slopes and doors while running or flying.
5. Press semicolon and apostrophe to decrease and increase scan distance. Note: 
certain sounds, like the buttons,  disappear when you do this, so it's not 
recommended.
https://dl.dropboxusercontent.com/u/96692612/MyMod.zip
My config file, included, assigns keys to the new functions. It also  also 
allows for what I call key changers. For example, press right arrow to turn 
22.5 degrees, or hold down shift and press it for an instant 90 degree turn. 
Press enter to turn 180 degrees. If you're looking up and want to center your 
view quickly and fire, press shift and fire at the same time.
I also included maps I made with the ldl level editor.
 Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] My Mod

2013-05-08 Thread Ken The PionEar

It's for Audioquake and closely resembles, since it's based on, Jedi Quake.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Mohsin Ali sma...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 08, 2013 3:00 PM
Subject: Re: [Audyssey] My Mod



hello ! can you explain that , to which game does this mod belong?

thanx

On 5/8/13, Ken The PionEar kenwdow...@me.com wrote:

This is my first attempt at a mod. It's basically JQ with the following
modifications.
1. Accidentally added a bug where it occasionally tries to print to
something it's not supposed to. (tried to sprint to a non client.) This
won't crash things, it's just a tad annoying. Also, not all the files are 
in

this package because i can't quite remember how to make the proper qmod
file.
2. Rocket launcher does little damage, but homes in on enemies, giving 
you a

huge edge in eppisodes. Level up faster than ever, if you've even gotten
through eppisodes before.
3. Press x to hear x, y, and z coordinates.
4. Press left and right brackets to speed up and slow down scan time for
ESR... or is it d5k? Great way to hear slopes and doors while running or
flying.
5. Press semicolon and apostrophe to decrease and increase scan distance.
Note: certain sounds, like the buttons,  disappear when you do this, so 
it's

not recommended.
https://dl.dropboxusercontent.com/u/96692612/MyMod.zip
My config file, included, assigns keys to the new functions. It also 
also
allows for what I call key changers. For example, press right arrow to 
turn
22.5 degrees, or hold down shift and press it for an instant 90 degree 
turn.

Press enter to turn 180 degrees. If you're looking up and want to center
your view quickly and fire, press shift and fire at the same time.
I also included maps I made with the ldl level editor.
 Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
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Re: [Audyssey] My Mod

2013-05-08 Thread Ken The PionEar

Yeah, I
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 08, 2013 7:11 PM
Subject: Re: [Audyssey] My Mod


Ken, the sprint error is just that some console text is being sent to a 
non player. Probably an item or something. :)


I'll see if I can find a qmod file somewhere to remember how to bundle 
these.


Thanks,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 8, 2013, at 11:27 AM, Ken The PionEar kenwdow...@me.com wrote:

This is my first attempt at a mod. It's basically JQ with the following 
modifications.
1. Accidentally added a bug where it occasionally tries to print to 
something it's not supposed to. (tried to sprint to a non client.) This 
won't crash things, it's just a tad annoying. Also, not all the files are 
in this package because i can't quite remember how to make the proper qmod 
file.
2. Rocket launcher does little damage, but homes in on enemies, giving you 
a huge edge in eppisodes. Level up faster than ever, if you've even gotten 
through eppisodes before.

3. Press x to hear x, y, and z coordinates.
4. Press left and right brackets to speed up and slow down scan time for 
ESR... or is it d5k? Great way to hear slopes and doors while running or 
flying.
5. Press semicolon and apostrophe to decrease and increase scan distance. 
Note: certain sounds, like the buttons,  disappear when you do this, so 
it's not recommended.

https://dl.dropboxusercontent.com/u/96692612/MyMod.zip
My config file, included, assigns keys to the new functions. It also  also 
allows for what I call key changers. For example, press right arrow to 
turn 22.5 degrees, or hold down shift and press it for an instant 90 
degree turn. Press enter to turn 180 degrees. If you're looking up and 
want to center your view quickly and fire, press shift and fire at the 
same time.

I also included maps I made with the ldl level editor.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
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All messages are archived and can be searched and read at
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Re: [Audyssey] about the beeps in quake

2013-05-08 Thread Ken The PionEar

Hey Kara,
it's not the hazard beeps but actual monster beeps. It's kind of weird. 
Anyway, I am getting wind for the hazards, and I don't think I have any 
beeps and boops left over except the going up and down stairs, and which way 
the slopes run. I have mellower versions of those, but they're definitely 
beeps and I can't think of a better way of showing direction than with those 
sounds.
I also left in the crosshair beeps, because the enemy-bok, monster-bok and 
friend-bok files aren't always playing when something is in my sites. (I'm 
assuming that's the sounds of them in your sites anyway.)
The other big thing i was seeking to change is the wall scrape sound. It's 
always a mono sound right in the center, and needs to be where the 
collission is occuring. As I said before though, my C skills leave much to 
be desired and I never could figure that one out. Gosh, I'm going to have to 
start getting back into this again I think. It still has so much untapped 
potential!

I'll send my sources as soon as I remember which version is the right one.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 08, 2013 7:06 PM
Subject: Re: [Audyssey] about the beeps in quake



Hi Ken,

Have you replaced the sounds in the haz folder?

These are the hazard beeps for drop-offs and such.

In JQ, there is a switch to change these to steady wind sounds. It's in 
the docs. It's been so long I forgot which toggle it is! lol!


If you like, zip up your entire AQ install and send it my way. I can take 
large files. caraqu...@caraquinn.com


I'll look at what you have going on and see if I can help if you like.

Thanks,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On May 8, 2013, at 11:08 AM, Ken The PionEar kenwdow...@me.com wrote:

I've replaced all the enemy, monster, and friend beeps--or tried to. I 
replaced them in both the \quake\id1\soun ds\esr and 
\quake\id1\sounds\direction folder. I seem to have a zillion more of these 
sounds though. I'd just delete them but since I'm getting beeps still, 
instead of the new sounds, Quake is still hunting for those particular 
files.

https://dl.dropboxusercontent.com/u/96692612/direction.zip
is my replacement folder. Copy it to both your directions and ESR folders, 
however many of them there be, and see if it helps.Check out my games at

www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
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[Audyssey] learning ally: was Re: Programming Resources was Suggestion to the Developer ofSoundscape Explorer

2013-05-06 Thread Ken The PionEar
I never even thought about it, but i bet Learning Ally has some good stuff 
too?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 05, 2013 10:47 AM
Subject: [Audyssey] Programming Resources was Suggestion to the Developer 
ofSoundscape Explorer




Hi Lenron,

If you are interested in learning to program I can think of a couple
of places to get started. If you are a citizen of the United States
and have a Bookshare account they have a number of books from O'reilly
on their web site on a number of programming languages such as Visual
Basic .NET. If you want a larger selection and are willing to spend
$50 a month you can get a Safari account on
http://safari.oreilly.com
and read hundreds of programming books on various languages, math and
physics used in games, and tech articles, etc. Its a pretty awesome
deal for a person wanting college level and corporate level
documentation.

Cheers!

On 5/2/13, lenron brown lenro...@gmail.com wrote:

I would love some books so i can learn to write code


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Ken The PionEar
Three mods? I only know about your mod and Derek London's mod. What's the 
third one?
I did a little modding myself a while back by the way. I created a 
low-level, slow-moving rocket that would find the nearest enemy. It didn't 
do much damage, because that wasn't the intent. The intent was to use it to 
lead you to the next room where monsters were hiding. I also used x to give 
the coordinates, and used different keys to increase and decrease scan speed 
and distance. Unfortunately, when you mess with scanning distance in game, 
some of the sounds, like buttons,  disappear. I also wrote a few maps.
I think the biggest reason I don't play quake much anymore is all the 
beeping. It gets on my nerves. It's easily fixed though, and I just need to 
do it. I think that Swamp and other similar games have shown us how.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 04, 2013 9:48 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries 
oftheAncientsConsiderations




Paul, you're right.

when a player was above you you would hear a rising tone and a falling 
tone would sound when a player was below you.


What you and others may not know is that you could enable the mouse so you 
could fluidly look up, down, or left / right to move or target as well.


So head shots were actually possible though there was no accessibility 
features implemented to make this easier for VI players.


Since Audio quake is itself a mod of Quake, in order to create mods of 
Audio Quake you must actually know how to code the game. You need to use 
Quake C  to do this so it's actually quite a nice easy way of coding yet 
not coding the game! lol!


What I mean is that while you could create new game elements from the 
ground up you didn't need to if you didn't want to. You could also simply 
just rely on game elements which were already created.


this made game modding quite fun and rewarding.

Anyway, I guess my point is that more things are possible with quake and 
its three current accessible mods. Really the sky is the limit and I hope 
people still consider working with it.


Smiles,

Cara :)
---
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Follow me on Twitter!

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On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote:

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.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement 
Chou

Sent: 04 May 2013 22:16
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

I think I remember you telling me that at some point. And honestly, the
problem with audiogamers... is that a lot of people, not all but a fair 
few,
want things to be easy. What audio gamers consider a difficult game would 
be

standard affair for mainstream gamers, and I think that headshot aspect
should've remained in, especially since it wasn't technically necessary. 
I'm

curious though... how would you have people centre the sound in both
horrizontal and vertical planes? Most headphones can't handle up and down
all that well when panning sounds, at least, not that I know... I was
thinking to have some sort of elongated sound for when you were lined up 
for
a headshot. That's how I would've done it. I've just always found that to 
be
an aspect of fps games that've been missing in audio shooters and would 
add

so much more skill and challenge.


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[Audyssey] New Version of... whatever this is going to be

2013-05-06 Thread Ken The PionEar
Fixed more bugs. The program shouldn't sound so crackly now.
You're notified when you kill all enemies
You can press c to get your current kill count
You can destroy the band for a new weapon since fists get old after a while
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip

What's coming next: First, find out why some cars are off-roading. Not cool.
Next, build a map maker into the game that appends to the file.Check out my 
games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-06 Thread Ken The PionEar
There you go Jeremy, let's see pirates try to crack this! I guess there's an 
upside to making your own hardware lol.
This is something I'll be saving up for. I was trying to find a way to use 
the iPhone in just such a manner, but there's really nothing out there 
except custom controllers for specific games, which is a real pity. I can 
just imagine mapping the three axes on my iPhone to specific keys, and, 
let's say, driving around in Top Speed using it as a steering wheel, or 
strapping it to my head and playing Swamp like it's meant to be played. Now 
we'll have a way to do some of those things.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 04, 2013 7:33 PM
Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.




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 

Re: [Audyssey] Vector Projection

2013-05-03 Thread Ken The PionEar

Nice. Please keep it coming!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 03, 2013 12:28 PM
Subject: [Audyssey] Vector Projection


Hi all,

Well I'm done responding to list craziness and since you get what you focus 
on, I'm focusing on cool game mechanics! :)


I'd like to take my earlier notes on vectors and such, a step further to a 
process called projection.


When you project a vector on to another vector, you're simply adding the 
components of one vector to the components of another. As in:


0,2,0 + 1,0,0 = 1,2,0

So this process is just adding the x, y, and z components of each vector 
separately as in:


0 + 1 = 1

2 + 0 = 2

0 + 0 = 0

So this is great but why would we want to do this?

Let's think of the first vector above (0,2,0) as perhaps a boat on an ocean. 
This boat is traveling north in our game world, at 2 units per some amount 
of time.


Let's think of the second vector as a wind blowing toward the east at 1 unit 
per some amount of time. You can see where I'm going with this. ;)


If we apply the wind to the boat's motion, we end up with the boat traveling 
to the coordinates 1,2,0 at the end of our given amount of time.


If the boat captain continues to steer the boat due north at the same speed 
(0,2,0) the wind will still be blowing due east (1,0,0) and thus again blow 
the boat to the ending coordinates of (1,2,0) again as the next unit of time 
passes.


We can actually use projection to simulate various forces acting on entities 
in our game world; wind, thrust, gravity, drag, friction. etc.


Let's look at the above projection in a different way now. Instead of the 
boat captain steering the boat against the wind, perhaps the captain is 
asleep and the boat is adrift. Don't worry, we won't let him go very far. :)


So we have our boat starting out moving north at (0,2,0).

We have our wind steadily blowing at (1,0,0).

Project the wind on to the boat's motion and you end up with the boat at 
(1,2,0)


What happens if the boat simply keeps moving in its new direction?

1,2,0 + 1,0,0 = 2,2,0

Our boat is now moving northeast. -And the wind keeps blowing.

2,2,0 + 1,0,0 = 3,2,0

Our boat is now traveling east-northeast.

This looks right at a glance, but let's look at what's really happening 
here. If you notice, our boat is actually speeding up and our calculations 
are off.


Even though the above looks like physics, we haven't really taken any 
physics into account here. -And, rather than go into a lot of physics in 
this note, let's stay with a simple aspect of this boat's travel.


In an earlier note I gave the example of a runner continuously accelerating 
and we illustrated this with an ever-increasing vector length. Well if you 
notice, our boat's vector of travel keeps getting longer as the wind keeps 
blowing. If we kept projecting the wind vector on to the boat's travel 
vector, the x coordinate would just keep in creasing and increasing and 
increasing until our boat would basically be traveling faster than any other 
boat I know of! :) -And it still wouldn't stop there! :)


Obviously a wind of only 1 unit over time shouldn't be causing another 
object to go faster and faster and faster.


So what have we missed? We haven't been taking the length or magnitude of 
our vector into account.


So how does this help us?

We know that our boat originally traveled at 2 units over time. So our 
boat;s vector of travel has a magnitude of 2 units. When we project the wind 
vector on to it, we are adding magnitude to the vector.


Remember we ended up with 1,2,0

So rather than leave it there, let's check the magnitude of this vector.

We do this with the Pythagoras theorem.



1 * 1 is 1

2 * 2 is 4

0 * 0 is 0

1 + 4 + 0 is 5

the square root of 5 is 2.23606797749979

2.24 for our uses…

So our boat is now traveling faster than it's usual 2 units. As I said, we 
can take quite a lot into account here but for now let's just go with the 
idea that we really only want our boat ever traveling at 2 units over a 
given time.


We can magnify our current vector so its length (the boat's velocity) is 
still 2 units but traveling in its new direction.


Remember, we do this by dividing our vector by it's current length and then 
multiplying by the length we want it to have.


So this would look like:

1 / 2.24 * 2 = 0.8928

2 / 2.24 * 2 = 1.7857

0 / 2.24 * 2 = 0

So the vector of travel we end up with is:

0.8928,1.7857,0


Okay, so it's just not as pretty as our earlier vectors but the computer 
doesn't care. it will still be able to work with it just as effectively in a 
gaming situation.


So this is actually the new direction and 

Re: [Audyssey] a suggestion to the developer of soundscape exploerer

2013-05-02 Thread Ken The PionEar
Yes, joystick support is definitely coming. i'm not promising when, as there 
a lot of other features I want to implement first. Also, since it's a 
community project, why not learn to write code and add it in yourself? 
Either way, support will be around eventually.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: joseph weakland josephweakl...@att.net

To: audyssey games list Gamers@audyssey.org
Sent: Wednesday, May 01, 2013 10:11 AM
Subject: [Audyssey] a suggestion to the developer of soundscape exploerer


hello i have a suggestion to the developer of soundscape exploere if able. 
since i have a saiteckSD290 pro which is a usb 4 access 6 button joystick 
would you be able to integrate joystick support as an optional input? you 
could have the trigger button 1 to fire main weapon and you could assign 
one of the other 5 buttons for any other weapons you can use:)_

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

2013-05-02 Thread Ken The PionEar

This sounds like a cool minigame. Shaking the gates: moneydrop
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 01, 2013 8:53 AM
Subject: Re: [Audyssey] challenge for developers, post xp windows


besides, the man has so much money, shaking him until lots of cash falls 
out you could use it to pay off everyone else :D.


Beware the Grue!

dark.
- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 01, 2013 11:02 AM
Subject: Re: [Audyssey] challenge for developers, post xp windows


Yes this much is true, but I don't think that there would be anoff room 
in a truck for all those people. So it is much eazier to just kidnap the 
one that started it all. lol


--
From: Dallas O'Brien dallas.r.obr...@gmail.com
Sent: Tuesday, April 30, 2013 6:23 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] challenge for developers, post xp windows

Why on earth would you go after Bill Gates, LOL. He no longer has very 
much to do with Microsoft. Most of everything has passed on to other 
people long ago.

LOL
Perhaps you should track down the people responsible for the changes you 
don't like, and chase them down and kidnap them.

Hehehehehehehehe

Regards



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Re: [Audyssey] Thoughts on Vista and 7: was Re: challenge fordevelopers, post xp windows

2013-05-02 Thread Ken The PionEar
Well, as I said, I'm not fully knowlegeable on the OS, and there might be 
things I'm just not getting. Also, I'm using JFW 11, and I can neither 
afford nor am I willing to go for an upgrade.

My son's computer, which has Windows 7, uses NVDA.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jacob Kruger ja...@blindza.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 02, 2013 2:20 AM
Subject: Re: [Audyssey] Thoughts on Vista and 7: was Re: challenge 
fordevelopers, post xp windows



Will just say, funny enough, a while ago had a relatively decent spec dell 
laptop that was initially running windows XP on, but when then upgraded it 
to windows7, it firstly booted up in around half the time, but, also 
actually responded better under windows7 - hardware compatibility?


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 02, 2013 7:57 AM
Subject: [Audyssey] Thoughts on Vista and 7: was Re: challenge for 
developers, post xp windows



I definitely don't have look and feel issues when it comes to Windows 7, 
since I like trying new things. It's purely an issue of response time for 
me. If I hit a key and it takes a brand spankin' new computer a quarter of 
a second for Jaws to respond, there is an issue. That same computer just a 
few months down the road is even worse. I've worked with both my wife's 
laptop and my son's desktop, both using windows 7, and I'm not impressed. 
I used to have Vista on my desktop, and other than a lot of buggy behavior 
it wasn't too bad, but it wasn't like XP. I didn't feel it was stable or 
responsive. One of its best features was its accessible games. I enjoyed 
playing Purble Place with my son.
Also, I can admit to some ignorance of how to optimize it for speed. I'm 
sure all the fancy animations and graphics were on, for example.
I can't say one way or another as regards to Windows 8 except that i'm 
itching to try it just to see what it's like.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook, (KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 01, 2013 12:04 PM
Subject: Re: [Audyssey] challenge for developers, post xp windows



Hi Dallas,

Agreed. It is sort of amusing because as you said Microsoft has stuck
with the XP look and feel for so long that users forgot what it was
like to go from Windows 3.1 to Windows 95 or from Windows 98 to XP.
Both offered major changes in the user interface and I don't remember
people screaming quite as loudly or as fanatically as they are over
Windows 7 and Windows8.

However, what I think they need is a point of comparison. As you
pointed out is that other operating systems haven't stood still or
been quite as static as Windows has been for the last ten or so years.
The Linux graphical desktop environments like Gnome have constantly
been updating and evolving little by little until we have something
completely different from what we had ten ore more years ago. Today
Gnome 3.8 is as different from Gnome 2.8 as Windows 8 is from XP, but
that change was gradual rather than over night. There was some
grumbling on the Orca list when Gnome whent from Gnome 2.32 to 3.0,
but those were mainly over access issues rather than the UI changes.

This might sound a bit harsh,but I think Windows users are a bit
spoiled by the fact Microsoft chose to keep their user interface as
long as they have. Apple, Linux, FreeBSD, Solaris, and pretty much
anybody who is anyone has been changing their user interfaces from
version to version and Microsoft just chose to hit their customers all
at once rather than ease them into it the way other software companies
have.

On 5/1/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
It's kind of ironic. Apple in a lot of ways, invented what we now know 
as
windows. Microsoft actually use the ideas that apple used originally. 
Mind

you, Apple didn't invent it either really. They technically got it from
Xerox. LOL. So blame Xerox.
The interesting thing about this, is that people are complaining about 
how
different windows 8 is to Windows 7 and earlier. Because Microsoft 
didn't

change very much in Windows for so long, So the  change now has come as
somewhat of a shock to some people. Especially those that have been 
using

windows for some time.
Of course, Apple has been

[Audyssey] SoundScape Explorer Update

2013-05-02 Thread Ken The PionEar
Well, Alpha 4 is here.
I squished a rather embarrasing bug in which the sounds were totally upside 
down. Things that should have been on the left were actually on the right, and 
things that should have been in front of you sounded behind you.
Also sped up the cars and added four more of them. Now, with just a few lines 
of extra code, you could turn this into a 3d version of Road splat... Except 
that it's funner to just blow everything up lol. By the way, when you do 
vanquish all the mobs, you are now told that you won. Kill count is tracked, 
but i haven't yet put a key for the player to hear what it is.
The arrow keys work again, but make sure to turn off Jaws first.
The map is more involved than ever, so I'll probably have to write a short 
description for the next release. Here are two examples from the map, one 
object and one region. It's a plain text file, and is completely configurable 
as long as you follow the guidelines. If you add sounds, you'll need to make 
sure they are PCM signed 16-bit wave files with a sampling rate of at least 
22.05 KHZ.

---
object
This can also be set to region.
mono
Can also be set to stereo, provided that you have two sound files, one of the 
left channel and one of the right, or simply two different sounds representing 
the same thing, such as two different sounds of birds.
car1
car
Car1 is the generic name of the car. It could also be called Ford or anything 
you like. The next line is the name of the sound file.
CarHitsPlayer
Self explanatory
carcrash
Car runs out of hit points and dies
50
car's total hit points at beginning
100
amount of damage it does if it hits the player
2
2
2
Length, width, and height
5
48
50
Positions in 3D space
e
Direction traveling
50
speed
---
region
Can also be set to object
grass
region name
grass
sound file name
0
0
50
44
100
50
These six numbers represent the regions start and end points in all axes.
In the next version, I'll add another flag for what the object should do after 
you destroy it. It will either be indestructable, die, or respawn and move at 
higher speeds.
Other feedback and additions welcome.
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Re: [Audyssey] SoundScape Explorer Update

2013-05-02 Thread Ken The PionEar

Sorry, thought I posted the link. It's the same as always, but here it is.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
Here's to absent-mindedness...
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, May 02, 2013 4:01 PM
Subject: Re: [Audyssey] SoundScape Explorer Update



Where can we download this please?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ken The
PionEar
Sent: Thursday, May 02, 2013 2:07 PM
To: Gamers Discussion list
Subject: [Audyssey] SoundScape Explorer Update

Well, Alpha 4 is here.
I squished a rather embarrasing bug in which the sounds were totally 
upside

down. Things that should have been on the left were actually on the right,
and things that should have been in front of you sounded behind you.
Also sped up the cars and added four more of them. Now, with just a few
lines of extra code, you could turn this into a 3d version of Road 
splat...
Except that it's funner to just blow everything up lol. By the way, when 
you

do vanquish all the mobs, you are now told that you won. Kill count is
tracked, but i haven't yet put a key for the player to hear what it is.
The arrow keys work again, but make sure to turn off Jaws first.
The map is more involved than ever, so I'll probably have to write a short
description for the next release. Here are two examples from the map, one
object and one region. It's a plain text file, and is completely
configurable as long as you follow the guidelines. If you add sounds, 
you'll
need to make sure they are PCM signed 16-bit wave files with a sampling 
rate

of at least 22.05 KHZ.

---
object
This can also be set to region.
mono
Can also be set to stereo, provided that you have two sound files, one of
the left channel and one of the right, or simply two different sounds
representing the same thing, such as two different sounds of birds.
car1
car
Car1 is the generic name of the car. It could also be called Ford or
anything you like. The next line is the name of the sound file.
CarHitsPlayer
Self explanatory
carcrash
Car runs out of hit points and dies
50
car's total hit points at beginning
100
amount of damage it does if it hits the player
2
2
2
Length, width, and height
5
48
50
Positions in 3D space
e
Direction traveling
50
speed
---
region
Can also be set to object
grass
region name
grass
sound file name
0
0
50
44
100
50
These six numbers represent the regions start and end points in all axes.
In the next version, I'll add another flag for what the object should do
after you destroy it. It will either be indestructable, die, or respawn 
and

move at higher speeds.
Other feedback and additions welcome.
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Re: [Audyssey] Kindle improving accessibility

2013-05-01 Thread Ken The PionEar

Has your company ever considered writing games for this app?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Eleanor Robinson elea...@7128.com

To: gamers@audyssey.org
Sent: Wednesday, May 01, 2013 4:11 PM
Subject: [Audyssey] Kindle improving accessibility



Hi all,

I just did an update on my Kindle app on my iPad.  The writeup indicated 
that it improved accessibility to blind and VI users.  I have not had a 
chance to check it out, but wanted to let you all know that Kindle apps on 
Apple Products might be more accessible than they have previously been.  I 
don't know if it will extend to the games that are able to be played on a 
Kindle or not, but at least it is a start by the company toward improving 
their products.


Eleanor Robinson
7-128 Software

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[Audyssey] Thoughts on Vista and 7: was Re: challenge for developers, post xp windows

2013-05-01 Thread Ken The PionEar
I definitely don't have look and feel issues when it comes to Windows 7, 
since I like trying new things. It's purely an issue of response time for 
me. If I hit a key and it takes a brand spankin' new computer a quarter of a 
second for Jaws to respond, there is an issue. That same computer just a few 
months down the road is even worse. I've worked with both my wife's laptop 
and my son's desktop, both using windows 7, and I'm not impressed. I used to 
have Vista on my desktop, and other than a lot of buggy behavior it wasn't 
too bad, but it wasn't like XP. I didn't feel it was stable or responsive. 
One of its best features was its accessible games. I enjoyed playing Purble 
Place with my son.
Also, I can admit to some ignorance of how to optimize it for speed. I'm 
sure all the fancy animations and graphics were on, for example.
I can't say one way or another as regards to Windows 8 except that i'm 
itching to try it just to see what it's like.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 01, 2013 12:04 PM
Subject: Re: [Audyssey] challenge for developers, post xp windows



Hi Dallas,

Agreed. It is sort of amusing because as you said Microsoft has stuck
with the XP look and feel for so long that users forgot what it was
like to go from Windows 3.1 to Windows 95 or from Windows 98 to XP.
Both offered major changes in the user interface and I don't remember
people screaming quite as loudly or as fanatically as they are over
Windows 7 and Windows8.

However, what I think they need is a point of comparison. As you
pointed out is that other operating systems haven't stood still or
been quite as static as Windows has been for the last ten or so years.
The Linux graphical desktop environments like Gnome have constantly
been updating and evolving little by little until we have something
completely different from what we had ten ore more years ago. Today
Gnome 3.8 is as different from Gnome 2.8 as Windows 8 is from XP, but
that change was gradual rather than over night. There was some
grumbling on the Orca list when Gnome whent from Gnome 2.32 to 3.0,
but those were mainly over access issues rather than the UI changes.

This might sound a bit harsh,but I think Windows users are a bit
spoiled by the fact Microsoft chose to keep their user interface as
long as they have. Apple, Linux, FreeBSD, Solaris, and pretty much
anybody who is anyone has been changing their user interfaces from
version to version and Microsoft just chose to hit their customers all
at once rather than ease them into it the way other software companies
have.

On 5/1/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:

It's kind of ironic. Apple in a lot of ways, invented what we now know as
windows. Microsoft actually use the ideas that apple used originally. 
Mind

you, Apple didn't invent it either really. They technically got it from
Xerox. LOL. So blame Xerox.
The interesting thing about this, is that people are complaining about 
how

different windows 8 is to Windows 7 and earlier. Because Microsoft didn't
change very much in Windows for so long, So the  change now has come as
somewhat of a shock to some people. Especially those that have been using
windows for some time.
Of course, Apple has been changing continually, over a long period of 
time,

making small changes here and there, so as not to make it such a jarring
experience. Microsoft has made the mistake, of waiting too long before
making a change to windows in a major way. Whereas Apple has done it 
slowly

over about 10 years.

It's kind of amusing, to hear people talking about 32-bit and 64-bit
Windows, and what software can run on one and what can't run on the 
other.

Because, quite simply, Apple made the choice to go permanently 64-bit.
Because of this, they don't tend to have this kind of problem. About the
only thing that doesn't run now, Would  be older apps designed for the 
old
processes. So Apple have in fact made the jump to 64-bit completely, 
whereas
windows is still again, a kind of half way measure, where you can do 
both.
It would be so much simpler, if Microsoft would do the same. Make 
everything

64-bit, if you want support for anything else, you will have to use
emulators, or an old computer.
And in fact, from all the information we have got now, the next major
version of windows, is going to do Exactly that. There will be no 32-bit
version. And it's about time. LOL. All of our computers that we have 
bought
for the last six years or more, minus the netbooks, are 64-bit capable. 
So
there is no reason to hold back, and keep using 32-bit versions of 
windows.

Of course, this was done for compatibility, 

[Audyssey] New version of SoundScape Explorer released, and it needs a better name

2013-04-30 Thread Ken The PionEar
Well, you didn't think this little project would always just be walking around 
did you? That would be boring.
So the project needs a whole new name to reflect what it is becoming.
Download the latest alpha version here: 
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
You could, in a way, say the game is complete. In fact, it is fully playable as 
it stands right now--or almost anyway. You won't be told you won when you 
complete the mission.
Your mission is simple. Destroy everything.
Okay, so it's not as simple as it sounds. The marching band might be easy 
pickings, and the birds sure are, but how will you handle the two high-speed 
cars?
There's a fun little easter egg in the game too, and I'm not giving any hints. 
Needless to say, if you've found something i haven't mentioned, you've found 
it. Mum's the word.
New since version 0.3:
two high-speed cars
ability to kill all mobs when in range and facing them
t key tells you what targets are around, their angles, and distance. For 
example, it might say, car1, 185, and 2. Can't remember the order it's 
spoken in, but you get the idea, so turn around and nail it.
If you can, that is. You might survive one brush with a car, but you certainly 
won't survive a second, and the band's not playing around either. Those 
instruments of theirs can be deadly, and they know how to use 'em.
Press the r key to get the ranges of all objects.
What's coming next?
More streets with more intersections, and lights that control the traffic. Lots 
more vehicles. Cars will not always go from one end of the street to another, 
but will turn down intersections sometimes. Mobs will be able to crash into 
each other and fight.
I am also planning on the player being able to steal parked cars and drive 
away. Maybe the blind will finally have a Grand Theft Auto experience. then, 
imagine doing it all online, playing against other people! Just cuz I don't 
know how to code it now doesn't mean I won't learn. :)
Anyway, whatever the game is, it's definitely gravitating toward cars, weapons, 
you get the drift.
If you don't like that sort of thing, grab the code and make it your own. 
that's why it's open source. Don't like violence? Your fist becomes a watering 
can as you seek to water all the flowers in your garden before time runs out... 
The sky's the limit!
I've been workin' like a dog to make this happen, so give it a try.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] My First Impressions of Change Reaction 2 for Windows

2013-04-30 Thread Ken The PionEar
I can't stand Vista or Windows 7, but staying with 98? Wow! I ditched that 
as soon as XP came out. XP was stable, fully accessible, so why not? But 
staying with 98? Why not just go all-out retro and reinstall 3.1? Better 
yet, MS DOS has a lot going for it, right? With its 640K of memory you're 
sure to love it...
All right, I'm done teasing. The point is that people shouldn't feel they 
have to support older systems. As for me, when they stop supporting XP, I'll 
just ask for an older version if I want one. 



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Re: [Audyssey] Chain Reaction

2013-04-30 Thread Ken The PionEar
It's just like I told you when you wanted Phrase Madness for free just 
because you have a disability. You said, Your games should be free for the 
disabled. Duh! I said, I am disabled also. Most of the devs on this list 
are blind, and many don't have jobs except for selling their games. Nine 
bucks is very reasonable for a game like this. In the past, these kinds of 
games went for $30 or more.

By the way, I'm waiting for the iOS version, then I'm snatchin' it up.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 29, 2013 6:17 PM
Subject: Re: [Audyssey] Chain Reaction


The word game your thinking of is called chain link, and it's available 
for free from Dan Zingaro's website.


As to game piracy nicole, well if this was audiogames.net you'd get one 
stern warning for a comment like that then on a second offence be banned.


Telling someone who has just spent several months making a game well it's 
okay for me to steal it then is not only very insensative but also 
counter productive to the community, and people who cannot support 
developers don't deserve to be part of the community. If you can't afford 
the game, save your money until you can.


Beware the grue!

Dark.

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Re: [Audyssey] Ping-Pong Samurai help.

2013-04-29 Thread Ken The PionEar
Sorry, thought I explained it in the review. You have to hold the phone with 
the home button to the right. voiceover will tell you that the home button 
is to the left, but you have to hold it the opposite way. Turn off VO and 
start by touching the screen. Horizontal touch doesn't matter. It's all 
about the vertical. The idea is to touch the screen wherever you hear the 
tone. The starting tone is halfway between the highest and lowest tones, so 
you have to touch the screen halfway up. Then just follow the tone with your 
finger. The higher it goes, the higher your finger goes. It takes a lot of 
practice to win even a single game, but that's what I like about it. It's a 
good little challenge, although the continuous tone gets annoying after a 
while.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Sunday, April 28, 2013 6:11 PM
Subject: Re: [Audyssey] Ping-Pong Samurai help.



Hello, Charles.
Yes this game is for the blind.
However there are no instructions at all.
However I saw were Ken Downy had gave the game a review, and so I thought 
he might would give some help with this game!

I have not heard of any podcast on this game.

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Re: [Audyssey] Panning stereo sounds, was New Version of Soundscape Explorer

2013-04-29 Thread Ken The PionEar
I had actually thought of switching to DX7 for that exact reason. The 
marching band in mono doesn't sound like much, even with a 3d effect added. 
It just sounds like a good radio playing the sound. There's no real depth.
Then i thought about what i'd lose if I went to DX7. I wouldn't be able to 
add special effects, such as reverb, chorus, echo and the like. I'd also 
have to rewrite the whole direct input section.
Since I didn't like either of those two ideas, I chose to simply split the 
stereo sound into two identical wave files, a left mono sound and a right 
one, and play them simultaneously. If you mess with Soundscape, you'll 
notice that the marching band is in stereo, just like with DX7--but it's 
really just two wave files playing.
This is all well and good except for two things. First, the waste of CPU 
resources. This can be negated by checking the player's distance from the 
object. The sound of the right channel could be stopped until the player is 
a certain distance from the object. Then, you get the play position of the 
first file, play the second starting at that position, and move the sounds 
over to the minimum width and maximum width. I'm not sure how all this would 
sound, and right now it's purely theoretical. I do intend to give it a go 
eventually.
The other, and more serious problem in our time, since we have a lot more 
CPU resources than ever, is the doppler problem. With doppler turned on, one 
of the stereo files is sure to get out of sync with the other, and all you 
have left is an echo effect. I suppose that in the main program loop I could 
always get the position of the left channel and reset the right channel 
accordingly, but I'm still hoping to find a good alternative.

Ken


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Re: [Audyssey] One more vb6 question: native form key handling versus direct input

2013-04-27 Thread Ken The PionEar

Wow. It sounds like we need a vb6 to vb.net translator program lol.
I have since learned that I don't have to use the ascii characters at all. I 
can just write

if VbKeyEscape then ShutDown
I wish I'd known that a while back. I even found a website listing all the 
VbKey constants, which was cool. I'm amazed at how many sites still host vb6 
tutorials. If you guys are interested, Jack Hoxley makes the best tutorials 
for using directX with vb6 that I've seen so far.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 26, 2013 4:41 PM
Subject: Re: [Audyssey] One more vb6 question: native form key handling 
versus direct input



Hi Ken,

Well, keep in mind KEY_SHIFT was simply an integer variable which
referenced the value of 1 so like all variables it doesn't matter if
you use the value 1 or the reference the array will treat KEY—_SHIFT
as the value 1 as that is the value stored in that variable.

For example, I noticed when looking at yourSoundscape game you were
referencing keys by their ASCII key codes. Instead of DIK_ESCAPE you
would just use the value 27 which works but it is easier to either use
the assigned virtual keys or create your own like
KEY_ESCAPE As Integer = 27
and then use KEY_ESCAPE to make your code more readable.

As far as VB .NET being different yes it is. In many ways it is a
totally different language from VB 6. They share a common basic syntax
but is all they have in common. One mistake VB programmers make is
they think VB .NET is the same old thing with updates and that simply
is not the case.

For one thing in VB 6 most of the code is largely procedural in nature
and  you don't deal with a lot of classes and objects. VB .NET on the
other hand is a pure object oriented programming language and
everything uses OOP design techniques, and everything is basically an
object of some kind. Even your common data types like integer, float,
single, short, long are actually references to classes in the .NET
Framework. As a result they have built in methods to convert to
strings and other helpful methods like that. Here is an example.

number As Integer = 1
Console.WriteLine(the number is  + number.ToString() + .)

See how that works. Since there is an Integer class that makes my
variable number an object of type Integer. One of the methods of
Integer is ToString() which is suitable for printing to the console,
speaking via Sapi, whatever.

Cheers!

On 4/26/13, Ken The PionEar kenwdow...@me.com wrote:

Wow. This is absolutely awesome! I also see how very different vb6 and
vb.net codes are, but the principal definitely works. So now I know how to
do multiple keys at once, which I didn't know, and I also know that i can
put names inside arrays instead of just numbers, like keys(shift). Very
cool! It just goes to show you... I'm still a rooky.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken


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Re: [Audyssey] New Version of Soundscape Explorer

2013-04-27 Thread Ken The PionEar
I find myself wondering what wise guy at Microsoft thought that you 
shouldn't be able to play stereo files in a 3d buffer. While it's true that 
if the sound is off to the left or right, the stereo effect isn't 
noticeable, when you're in front of the object it certainly is. That's why 
there are two bands in my soundscape explorer. OK, back to coding...



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Re: [Audyssey] New Version of Soundscape Explorer

2013-04-27 Thread Ken The PionEar
I suppose I get that, but there's something to be said about walking into a 
sound and having it surround you. Take the band for instance. It's true that 
from far away you can't hear the stereo uality of it, but you definitely 
hear it as you walk up to the band. I wouldn't put most sounds in stereo, 
but there are some that, I think anyway, sound better that way. As you said 
though, it definitely makes sense to keep most files as mono files.
So I've added a built-in function to the game that allows you to play stereo 
files in 3d. I simply created a LeftSound and RightSound, and start playback 
simultaneously. This is different than the last version, which simply had 
two bands.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 27, 2013 2:42 AM
Subject: Re: [Audyssey] New Version of Soundscape Explorer



Hi Ken,

Actually, this has nothing to do with Microsoft specifically. All the
3d libraries out there  be it OpenAL, FMOD Ex, Bass, etc use mono
sound samples for virtual 3d audio. There are technical reasons why
they use mono instead of stereo  for virtual 3d audio, but I don't
recall off hand what they were specifically. However, what it comes
down to is it takes up less memory and CPU power to position mono
sounds than stereo sounds, and you don't need a stereo sound if you
are not going to play it back in stereo anyway.

For instance, when you play a stereo sound you have two channels left
and right. This is fine if you intend to play both channels at the
same time. However, if you are positioning a sound in 3d only the left
or right channel can be heard at a time negating the need for both
channels. You are just wasting CPU power and ram on an extra channel
and a much larger file that isn't being used to begin with. Make
sense?

Cheers!

On 4/27/13, Ken The PionEar kenwdow...@me.com wrote:

I find myself wondering what wise guy at Microsoft thought that you
shouldn't be able to play stereo files in a 3d buffer. While it's true 
that


if the sound is off to the left or right, the stereo effect isn't
noticeable, when you're in front of the object it certainly is. That's 
why

there are two bands in my soundscape explorer. OK, back to coding...


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Re: [Audyssey] One more vb6 question: native form key handling versus direct input

2013-04-27 Thread Ken The PionEar
All this change sounds frustrating, but no more frustrating than something 
like

dim keys(256) as boolean
Keys(right) = true
run the program
error: argument not optional
so I have to either set up an array of keys with numbers or define them 
separately. What a pain!


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 27, 2013 3:16 AM
Subject: Re: [Audyssey] One more vb6 question: native form key handling 
versus direct input




Hi Ken,

Actually, older versions of VB .NET such as VB 2002 and VB 2003 had VB
6 to VB .NET translation programs, but they didn't work all that well.
I heard a lot of people still had to do a fair amount of recoding by
hand because the translation program would mangle the code in the
process of converting it from VB 6 to VB .NET. So such things did
exist once upon a time, but  as most people have moved on and
Microsoft officially dropped Visual Basic 6 support from all their
products so went their translator program into the trash.

That said, I think a VB .NET developer should really learn the
language from scratch anyway. My reason being that they have probably
picked up a lot of bad habits, learned to do things one way and VB
.NET does it different, and that might impede the learning process
because it takes a while to learn to do something totally different
than you are use to. New VB .NET developers coming from VB 6 may feel
frustrated because they are use to doing something one way for years
and years and now have to learn a new way of doing it.

Take generating numbers for example. The way you generate a random
number in VB .NET is totally different from the way you do it in VB 6.
If you didn't know that the .NET Framework has a class called Random
and know how to use it properly you would probably still be trying to
generate numbers using  the old Rnd() function which is of course now
deprecated. Instead you now have to create a random object, seed it
with the system time, and then use the System.Random.Next() function
to generate a number.

I think it is exactly things like that why Microsoft's translation
tools failed to work as they should. Just too many things changed to
make something like that practical without someone manually editing
the changes by hand. Not to mention the fact that many VB 6 programs
were written using a procedural type design and VB .NET now uses a
full blown object oriented design. We'd have to have a pretty
intelligent computer program to go through a program line by line and
bring all the code up to current spec.

Cheers!


On 4/27/13, Ken The PionEar kenwdow...@me.com wrote:

Wow. It sounds like we need a vb6 to vb.net translator program lol.
I have since learned that I don't have to use the ascii characters at 
all. I


can just write
if VbKeyEscape then ShutDown
I wish I'd known that a while back. I even found a website listing all 
the
VbKey constants, which was cool. I'm amazed at how many sites still host 
vb6


tutorials. If you guys are interested, Jack Hoxley makes the best 
tutorials


for using directX with vb6 that I've seen so far.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken


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Re: [Audyssey] New Version of Soundscape Explorer

2013-04-27 Thread Ken The PionEar

Here comes version alpha 3--or whatever you wanna call it.
New in this version: multiple keydown events. Thanks Tom.
The marching band is on the move, and so are the birds. Beat up the band and 
knock the birds out before they go off the soundscreen. Space punches.
Make sure to turn off Jaws, as it really messes things up with the arrow 
keys now. KeyDown fires KeyUp with Jaws, and KeyUp doesn't do anything, so 
you'll find that every key moves you in every direction of every arrow key 
you pressed. Alternatively, use i to move up, k to move down, j to move 
left, and l to move right, d to ascend, e to descend, and space to punch. 
You'll notice on the map two new lines. One is for stereo if the wave you 
want to play is in stereo. The other is the direction of movement. So far, 
only the four compass directions are supported.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip 



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Re: [Audyssey] New Version of Soundscape Explorer

2013-04-26 Thread Ken The PionEar
It's a community project. Right now it's extremely basic--pardon the pun. 
You just walk around and listen to the environment. You can add to the map, 
both regions and objects. It's a breakthrough for me because I've finally 
programmed  something that uses external maps, which means being able to 
develop games with multiple levels. The game's not even a week old yet, and 
the movement is still clunky.
The main point is a community-based game engine, completely open-source all 
the way. There are two very good game engines written in VB6, the GMA game 
engine and the one Aprone made for Swamp, but the community doesn't have 
access to either one. I'm having, therefore, to reinvent the wheel--for a 
third time--and it's frustrating to say the least, and this engine is going 
to end all that frustration if we work hard on it together. Then people can 
branch off and make their own games, using this as a foundation. The engine 
is already fully 3d, so you can travel in every dimension.
The current difficulties are key input, as I talked a bit about last night, 
and distances in 3d--getting things to sound loud when you're close, but not 
audible when you're far away.
By the way, I use the same key configuration I used in Heywire. I, j, k and 
l are one cursor cross. The move you forward and backward, and turn you left 
and right.
D, e, s, and f are the other. They make you ascend, descend, and strafe left 
and right. (Strafing isn't actually implemented yet but will be soon.)
In the next phase I'm going to incorporate a basic combat system. Next, I'm 
going to make the marching band actually move. What I'm going to do is to 
have street intersections marked out on the map. Cars and other mobile 
objects will move along the streets until they get to each intersection. 
Then, they will choose whether to continue in the same direction, make a 
u-turn, turn left, or turn right. Other things, like the bands, will move 
along sidewalks, making the same types of choices whenever they reach a 
crosswalk.
By this time, of course, it's going to be necessary to create a map making 
program so you don't have to enter all the data by hand. I also plan to take 
full advantage of the effects that DirectX offers, like reverb, echo and so 
on.
So what started out as a way to get sound effects in 3d for music, which was 
the intended purpose, has already become a lot more in my mind. None of the 
things i've posted seem impossible to me, the way they did a year ago, and 
i'm not sure why. My biggest mental block was mapping, and now that i've got 
that worked out the rest doesn't seem as hard.
The real beauty, though, is that you, the community, can add to this 
too--both code and items. I'm not sure if there is a way to create a sort of 
code wiki, but that's what i'd do if I knew how.



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Re: [Audyssey] One more vb6 question: native form key handling versus direct input

2013-04-26 Thread Ken The PionEar
Wow. This is absolutely awesome! I also see how very different vb6 and 
vb.net codes are, but the principal definitely works. So now I know how to 
do multiple keys at once, which I didn't know, and I also know that i can 
put names inside arrays instead of just numbers, like keys(shift). Very 
cool! It just goes to show you... I'm still a rooky.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 26, 2013 1:08 AM
Subject: Re: [Audyssey] One more vb6 question: native form key handling 
versus direct input




Hi Ken,

The solution for that problem is a boolean array. When a key down
event is called for that key you set the array index for that key to
true, and when a key up event is called for that key you reset its
index to false. If you use an array you can test for multiple keys at
a time, and use the standard Windows forms key up and key down events
to reset your array index.

My VB coding is a bit rusty so forgive me here if I make an error but
the following VB .NET code sshould give you an idea of what I am
doing.

'Declare an array to declare 256 keys
keys[256] As Boolean

'Define some virtual key variables
KEY_SHIFT As Integer = 1
KEY_UP As Integer = 2

Private Sub OnKeyDownEvent(args As ObjectSender, e As KeyEvent)

If e.KeyCode == Key.Shift Then
keys[KEY_SHIFT] = True
End If

If e.KeyCode == Key.Up Then
keys[KEY_UP] = True
End If
End Sub

Private Sub OnKeyUpEvent(args As ObjectSender, e As KeyEvent)

If e.KeyCode == Key.Shift Then
keys[KEY_SHIFT] = False
End If

If e.KeyCode == Key.Up Then
keys[KEY_UP] = False
End If
End Sub

The beauty of using the events to fill an array is you can now test
for multiple keys in your main loop like this.

While running == True

If keys[KEY_SHIFT] == True And keys[KEY_UP) == True Then
RunForward()
End If
End While

See how that works. One doesn't need to use DirectX DirectInput to do
the same thing. You just have to use an array to store the key state
for each key on the keyboard. The same can be done for the mouse to
find out if the left and right mouse buttons are both being held down.

Cheers!

On 4/25/13, Ken The PionEar kenwdow...@me.com wrote:
Well, I've experienced both sides to the problem of input, and 
directinput

clearly loses. For one thing, the arrow keys stick in JAWS's jaws, and
nothing happens. Second, you only get to press keys, not hold them down.
The bad side of the form input though is that you can only hold one key 
down
at a time, so now I'm trying to figure out how to use the shift key to 
make
my character run. Can't use KeyUp since when a new key is pressed, VB6 
lets

go of the old one.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
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Re: [Audyssey] Wow press your luck.

2013-04-25 Thread Ken The PionEar

Wow. That's an expensive watch!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Thursday, April 25, 2013 6:19 PM
Subject: [Audyssey] Wow press your luck.



Hi,

I got the bots for once. grin

Press Your Luck 4/25/2013 By Jim Kitchen

At the end of the game. M 5 has a total of zero dollars. Multivac has a 
total of 15,897 dollars. Jim has a total of 72,368 dollars. The winner is 
Jim. Jim you have won  the following prizes.  Craftsman 11 drawer 2 piece 
heavy duty tool box. Valued at, 467 dollars. new kitchen stove, 
refrigerator and cabinets. Valued at, 7,383 dollars. kayak with paddle and 
life jacket. Valued at, 1,320 dollars. lawn and gardening tools. Valued 
at, 920 dollars. lady's diamond watch. Valued at, 3,599 dollars. paneled 
desk. Valued at, 1,329 dollars. plus 57,350 dollars in cash.  For a total 
of 72,368 dollars.  Which sets a new record by 1,552 dollars. The old 
record was 70,816 by M 5 on 3/25/2013


BFN
Jim

Everyday I beat my own previous record for number of consecutive days I've 
stayed alive.


j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] vb6 question

2013-04-25 Thread Ken The PionEar
This was a stupid error on my part, not even having to do with numbers. For 
whatever reason, vb6 can't play a wave file sampled at 22050 hz. It throws a 
fit and, like a toddler, doesn't tell you why. The file I successfully 
played was, of course, at the right sampling rate.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 12:10 AM
Subject: Re: [Audyssey] vb6 question


Ken, does VB6 provide arrays? If so, you could create an array of strings 
which hold your file names and then call an element of your array at 
random using a standard numerical random command. This way you wouldn't 
need to place numbers at the end of your file names.


HTH

Cara :)
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On Apr 24, 2013, at 8:10 PM, Ken The PionEar kenwdow...@me.com wrote:

I'm having a weird issue in vb6 when I try adding a number to the end of a 
sound file. If I tell dx8 that the file is called walk.wav, it does fine. 
If i say it's called walk3.wav though, i get an invalid procedure call. 
Anybody know how to handle this? I'm trying to randomize the footstep 
sounds.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
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Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar

if((FirstMaximumValue = SecondMinimumValue)  (FirstMinimumValue =
SecondMaximumValue))

If this statement is true, then it shows that these two ranges of
numbers would be overlapping. if not, then they aren't .  lol!

NOw, the above code at the beginning of this note just does this same
operation in three dimensions to check for a collision or overlap of
two boxes.  It's just a statement to check three different ranges of
numbers to see if they all overlap somewhere.  this is really all
there is to bounding boxes.

 Of course, once you know there is a collision, you can do / check
for, all kinds of things, but the basic routine is simple.

I hope this helps and please don't hesitate to send along any questions.

Am on my way to forget all this math stuff for a while and have an
awesome workout!  woohoo!

Have a totally awesome day and rock on!…

Smiles,

Cara  :)

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On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so I can 
create whole worlds, not just minigames like Heli. I don't even have proper 
collision subroutines worked out yet, because the main goal was getting a 
program up and running that actually used an external file for its map.
Here's how it works. The map generates objects in the form of cubes, having 
length, width, and height. (Think of each sound source as a speaker.) In 
this map there are two sound sources, each source having two speakers. The 
band, stationary for now, is right in front of you. Just hold down the up 
arrow or move the mouse forward and you'll crash right into it--and through 
it. The birds are toward the lower left-hand corner and up in the sky. Since 
they're up higher you can hear them from farther away. If you want to crash 
into them you'll have to find them, then ascend by pressing the i key. Press 
k to descend.


What would be really cool is if one of you advanced devs could convert this 
into vb.net. I never have been able to learn well from manuals, but if I can 
see this code in vb.net I'll learn what I need. I understand the premises of 
classes and modules and all that. I get object oriented programming to a 
point. What I don't know is, well, where to even begin with vb.net. I can't 
figure how to do 3d sound for example, but I can't even write a simple hello 
world starter program for that matter, so a vb.net version of this would be 
awesome.

Here's the link.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
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Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar
 simply do the following:

15 * .8 = 12
and
15 * .6 = 9

 So our new end point for our magnified vector is 12,9.  Now, we can prove
that this is in fact correct, as the Pythagoras theorem shows that the
square root of 12 * 12 + 9 * 9 is 15

 so, by normalizing the vector and magnifying it to our liking, we can now
regulate velocity in our virtual world.

 To be a bit more 'real' about this though, we really need to take into
account acceleration though.  So what's the diff between velocity and
acceleration?  Velocity is how much a body moves over time, while
acceleration can be thought of as a change in velocity.  I.E. say you're
walking one foot per second.  lol!  Pretty slow actually, but you'd simply
be doing just that, moving one foot every second in a given direction.  So
that is your velocity.  Now, let's say you speed up a bit, and you
accelerate one foot every second.  What would happen would be that you'd
move your usual one foot every second, but you'd also be adding to your
speed by another foot, so your first second would have you traveling one
foot, and your next second you'd travel
two more feet, and then three feet the following second, and so on.
So the more you keep increasing your speed, as you approach a run, you're
applying more acceleration which changes your velocity.  So this can be
shown with a longer and longer line each second you apply that same
acceleration, or increase in speed.  So now, as your running hard and want
to slow down, you'd need to apply a bit of deceleration or in our case,
negative acceleration.  This can be said to add negative values to our
velocity, therefore shortening each distance we travel from second to
second, until we might again reach our comfy but slow one foot per second
velocity.

 to elaborate just a bit further, let's go back a second, to while we're
running down the sidewalk, faster and faster.  Say we get to a comfortable
running speed, in a perfect world, we could simply stop
accelerating all together and continue with our current velocity.
I.E.  Maybe we're moving at 10 feet per second.  We would show that as a
velocity of 10 or a vector with a magnitude of 10 units in a given
direction, and an acceleration whose value is 0.

 So now that the diff between velocity and acceleration is hopefully a bit
clearer, how can we now apply this to our vector with its length or
magnitude?  This takes us to addition of vectors, and again, it's really a
lot simpler than it sounds.

 So far we've talked about a single vector which can be used to represent
an object's velocity in space over time; if we wanted to add acceleration 
to

that vector, we could simply introduce another vector into the mix.  Let's
once again look at our original vector starting at 0,0, and ending at 8,6.
We've already said that it shows a velocity or magnitude of 10 units along
it's length moving in its particular direction.  What if we wanted to show
an increase or acceleration of 1 unit in it's same direction?  WEll we 
could

do this quite easily by simply adding a vector to it whose length or
magnitude is 1.  Remember earlier we said that the unit vector of our
original vector is 1, and it's end point was at .8,.6?  Well all we'd do 
is

add that to the vector's end point at 8,6 as in:

8 + .8 = 8.8
and
6 + .6 = 6.6

 So we've just accelerated one unit in our vector's direction.  In other
words, as one unit of time goes by now, instead of traveling 10 units, 
we'll
now represent travel over 11 units in the same amount of time.  And, to 
take

this further, if we keep adding this same amount of acceleration, the next
unit of time, will see our vector showing a travel of 12 units, and then 
13,

and 14, and so on, as long as we keep applying this same amount of
acceleration.

 Since our virtual world is really a perfect one, in the sense that we can
define its properties, we really don't have to worry about drag or 
friction

or gravity unless we want to, so our lil vector could keep speeding up and
speeding up and speeding up until our variables go out of range if we
wanted!  lol!

 I was going to go into adding vectors of differing directions here, but
this note has gone on *WAY* longer than I'd planned!  lol!  -Good thing 
I'm

like totally not tired!  lol!  Of course, that sure doesn't mean this note
will make any better sense lol!, but hey, a girl can dream!  lol!

 Anyway, I think I'll end here for now, and wish y'all a terrific night!.
smile  HOpe this makes sense for ya, and please feel free to post
questions, updates / corrections if you like.

 Catch ya laters and sleep sweet!.

Smiles,

Cara  :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so

Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar
 simply do the following:

15 * .8 = 12
and
15 * .6 = 9

 So our new end point for our magnified vector is 12,9.  Now, we can prove
that this is in fact correct, as the Pythagoras theorem shows that the
square root of 12 * 12 + 9 * 9 is 15

 so, by normalizing the vector and magnifying it to our liking, we can now
regulate velocity in our virtual world.

 To be a bit more 'real' about this though, we really need to take into
account acceleration though.  So what's the diff between velocity and
acceleration?  Velocity is how much a body moves over time, while
acceleration can be thought of as a change in velocity.  I.E. say you're
walking one foot per second.  lol!  Pretty slow actually, but you'd simply
be doing just that, moving one foot every second in a given direction.  So
that is your velocity.  Now, let's say you speed up a bit, and you
accelerate one foot every second.  What would happen would be that you'd
move your usual one foot every second, but you'd also be adding to your
speed by another foot, so your first second would have you traveling one
foot, and your next second you'd travel
two more feet, and then three feet the following second, and so on.
So the more you keep increasing your speed, as you approach a run, you're
applying more acceleration which changes your velocity.  So this can be
shown with a longer and longer line each second you apply that same
acceleration, or increase in speed.  So now, as your running hard and want
to slow down, you'd need to apply a bit of deceleration or in our case,
negative acceleration.  This can be said to add negative values to our
velocity, therefore shortening each distance we travel from second to
second, until we might again reach our comfy but slow one foot per second
velocity.

 to elaborate just a bit further, let's go back a second, to while we're
running down the sidewalk, faster and faster.  Say we get to a comfortable
running speed, in a perfect world, we could simply stop
accelerating all together and continue with our current velocity.
I.E.  Maybe we're moving at 10 feet per second.  We would show that as a
velocity of 10 or a vector with a magnitude of 10 units in a given
direction, and an acceleration whose value is 0.

 So now that the diff between velocity and acceleration is hopefully a bit
clearer, how can we now apply this to our vector with its length or
magnitude?  This takes us to addition of vectors, and again, it's really a
lot simpler than it sounds.

 So far we've talked about a single vector which can be used to represent
an object's velocity in space over time; if we wanted to add acceleration 
to

that vector, we could simply introduce another vector into the mix.  Let's
once again look at our original vector starting at 0,0, and ending at 8,6.
We've already said that it shows a velocity or magnitude of 10 units along
it's length moving in its particular direction.  What if we wanted to show
an increase or acceleration of 1 unit in it's same direction?  WEll we 
could

do this quite easily by simply adding a vector to it whose length or
magnitude is 1.  Remember earlier we said that the unit vector of our
original vector is 1, and it's end point was at .8,.6?  Well all we'd do 
is

add that to the vector's end point at 8,6 as in:

8 + .8 = 8.8
and
6 + .6 = 6.6

 So we've just accelerated one unit in our vector's direction.  In other
words, as one unit of time goes by now, instead of traveling 10 units, 
we'll
now represent travel over 11 units in the same amount of time.  And, to 
take

this further, if we keep adding this same amount of acceleration, the next
unit of time, will see our vector showing a travel of 12 units, and then 
13,

and 14, and so on, as long as we keep applying this same amount of
acceleration.

 Since our virtual world is really a perfect one, in the sense that we can
define its properties, we really don't have to worry about drag or 
friction

or gravity unless we want to, so our lil vector could keep speeding up and
speeding up and speeding up until our variables go out of range if we
wanted!  lol!

 I was going to go into adding vectors of differing directions here, but
this note has gone on *WAY* longer than I'd planned!  lol!  -Good thing 
I'm

like totally not tired!  lol!  Of course, that sure doesn't mean this note
will make any better sense lol!, but hey, a girl can dream!  lol!

 Anyway, I think I'll end here for now, and wish y'all a terrific night!.
smile  HOpe this makes sense for ya, and please feel free to post
questions, updates / corrections if you like.

 Catch ya laters and sleep sweet!.

Smiles,

Cara  :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so

Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar
 simply do the following:

15 * .8 = 12
and
15 * .6 = 9

 So our new end point for our magnified vector is 12,9.  Now, we can prove
that this is in fact correct, as the Pythagoras theorem shows that the
square root of 12 * 12 + 9 * 9 is 15

 so, by normalizing the vector and magnifying it to our liking, we can now
regulate velocity in our virtual world.

 To be a bit more 'real' about this though, we really need to take into
account acceleration though.  So what's the diff between velocity and
acceleration?  Velocity is how much a body moves over time, while
acceleration can be thought of as a change in velocity.  I.E. say you're
walking one foot per second.  lol!  Pretty slow actually, but you'd simply
be doing just that, moving one foot every second in a given direction.  So
that is your velocity.  Now, let's say you speed up a bit, and you
accelerate one foot every second.  What would happen would be that you'd
move your usual one foot every second, but you'd also be adding to your
speed by another foot, so your first second would have you traveling one
foot, and your next second you'd travel
two more feet, and then three feet the following second, and so on.
So the more you keep increasing your speed, as you approach a run, you're
applying more acceleration which changes your velocity.  So this can be
shown with a longer and longer line each second you apply that same
acceleration, or increase in speed.  So now, as your running hard and want
to slow down, you'd need to apply a bit of deceleration or in our case,
negative acceleration.  This can be said to add negative values to our
velocity, therefore shortening each distance we travel from second to
second, until we might again reach our comfy but slow one foot per second
velocity.

 to elaborate just a bit further, let's go back a second, to while we're
running down the sidewalk, faster and faster.  Say we get to a comfortable
running speed, in a perfect world, we could simply stop
accelerating all together and continue with our current velocity.
I.E.  Maybe we're moving at 10 feet per second.  We would show that as a
velocity of 10 or a vector with a magnitude of 10 units in a given
direction, and an acceleration whose value is 0.

 So now that the diff between velocity and acceleration is hopefully a bit
clearer, how can we now apply this to our vector with its length or
magnitude?  This takes us to addition of vectors, and again, it's really a
lot simpler than it sounds.

 So far we've talked about a single vector which can be used to represent
an object's velocity in space over time; if we wanted to add acceleration 
to

that vector, we could simply introduce another vector into the mix.  Let's
once again look at our original vector starting at 0,0, and ending at 8,6.
We've already said that it shows a velocity or magnitude of 10 units along
it's length moving in its particular direction.  What if we wanted to show
an increase or acceleration of 1 unit in it's same direction?  WEll we 
could

do this quite easily by simply adding a vector to it whose length or
magnitude is 1.  Remember earlier we said that the unit vector of our
original vector is 1, and it's end point was at .8,.6?  Well all we'd do 
is

add that to the vector's end point at 8,6 as in:

8 + .8 = 8.8
and
6 + .6 = 6.6

 So we've just accelerated one unit in our vector's direction.  In other
words, as one unit of time goes by now, instead of traveling 10 units, 
we'll
now represent travel over 11 units in the same amount of time.  And, to 
take

this further, if we keep adding this same amount of acceleration, the next
unit of time, will see our vector showing a travel of 12 units, and then 
13,

and 14, and so on, as long as we keep applying this same amount of
acceleration.

 Since our virtual world is really a perfect one, in the sense that we can
define its properties, we really don't have to worry about drag or 
friction

or gravity unless we want to, so our lil vector could keep speeding up and
speeding up and speeding up until our variables go out of range if we
wanted!  lol!

 I was going to go into adding vectors of differing directions here, but
this note has gone on *WAY* longer than I'd planned!  lol!  -Good thing 
I'm

like totally not tired!  lol!  Of course, that sure doesn't mean this note
will make any better sense lol!, but hey, a girl can dream!  lol!

 Anyway, I think I'll end here for now, and wish y'all a terrific night!.
smile  HOpe this makes sense for ya, and please feel free to post
questions, updates / corrections if you like.

 Catch ya laters and sleep sweet!.

Smiles,

Cara  :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so

Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar
 the following:

15 * .8 = 12
and
15 * .6 = 9

 So our new end point for our magnified vector is 12,9.  Now, we can prove
that this is in fact correct, as the Pythagoras theorem shows that the
square root of 12 * 12 + 9 * 9 is 15

 so, by normalizing the vector and magnifying it to our liking, we can now
regulate velocity in our virtual world.

 To be a bit more 'real' about this though, we really need to take into
account acceleration though.  So what's the diff between velocity and
acceleration?  Velocity is how much a body moves over time, while
acceleration can be thought of as a change in velocity.  I.E. say you're
walking one foot per second.  lol!  Pretty slow actually, but you'd simply
be doing just that, moving one foot every second in a given direction.  So
that is your velocity.  Now, let's say you speed up a bit, and you
accelerate one foot every second.  What would happen would be that you'd
move your usual one foot every second, but you'd also be adding to your
speed by another foot, so your first second would have you traveling one
foot, and your next second you'd travel
two more feet, and then three feet the following second, and so on.
So the more you keep increasing your speed, as you approach a run, you're
applying more acceleration which changes your velocity.  So this can be
shown with a longer and longer line each second you apply that same
acceleration, or increase in speed.  So now, as your running hard and want
to slow down, you'd need to apply a bit of deceleration or in our case,
negative acceleration.  This can be said to add negative values to our
velocity, therefore shortening each distance we travel from second to
second, until we might again reach our comfy but slow one foot per second
velocity.

 to elaborate just a bit further, let's go back a second, to while we're
running down the sidewalk, faster and faster.  Say we get to a comfortable
running speed, in a perfect world, we could simply stop
accelerating all together and continue with our current velocity.
I.E.  Maybe we're moving at 10 feet per second.  We would show that as a
velocity of 10 or a vector with a magnitude of 10 units in a given
direction, and an acceleration whose value is 0.

 So now that the diff between velocity and acceleration is hopefully a bit
clearer, how can we now apply this to our vector with its length or
magnitude?  This takes us to addition of vectors, and again, it's really a
lot simpler than it sounds.

 So far we've talked about a single vector which can be used to represent
an object's velocity in space over time; if we wanted to add acceleration 
to

that vector, we could simply introduce another vector into the mix.  Let's
once again look at our original vector starting at 0,0, and ending at 8,6.
We've already said that it shows a velocity or magnitude of 10 units along
it's length moving in its particular direction.  What if we wanted to show
an increase or acceleration of 1 unit in it's same direction?  WEll we 
could

do this quite easily by simply adding a vector to it whose length or
magnitude is 1.  Remember earlier we said that the unit vector of our
original vector is 1, and it's end point was at .8,.6?  Well all we'd do 
is

add that to the vector's end point at 8,6 as in:

8 + .8 = 8.8
and
6 + .6 = 6.6

 So we've just accelerated one unit in our vector's direction.  In other
words, as one unit of time goes by now, instead of traveling 10 units, 
we'll
now represent travel over 11 units in the same amount of time.  And, to 
take

this further, if we keep adding this same amount of acceleration, the next
unit of time, will see our vector showing a travel of 12 units, and then 
13,

and 14, and so on, as long as we keep applying this same amount of
acceleration.

 Since our virtual world is really a perfect one, in the sense that we can
define its properties, we really don't have to worry about drag or 
friction

or gravity unless we want to, so our lil vector could keep speeding up and
speeding up and speeding up until our variables go out of range if we
wanted!  lol!

 I was going to go into adding vectors of differing directions here, but
this note has gone on *WAY* longer than I'd planned!  lol!  -Good thing 
I'm

like totally not tired!  lol!  Of course, that sure doesn't mean this note
will make any better sense lol!, but hey, a girl can dream!  lol!

 Anyway, I think I'll end here for now, and wish y'all a terrific night!.
smile  HOpe this makes sense for ya, and please feel free to post
questions, updates / corrections if you like.

 Catch ya laters and sleep sweet!.

Smiles,

Cara  :)
---
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http://www.onemodelplace.com/CaraQuinn

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On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so I 
can create

Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar

Mmm. Knowlege! Yum!
I take it, then, that to do spheres, you would first figure it on the x/y 
plain, then the x/z plain? Is that right, or am I totally missing something?
Also, (and maybe I'm biting off more than I can chew with this one,) I've 
been thinking of making an accessible shuffleboard game. The one I play on 
the Wii is nearly so now, but I could do even better. What was stopping me 
is that I didn't know how to detect sphere collisions, (problem solved,) and 
still don't know how to move the spheres, or putts in this case,  once they 
collide. Of course, it'd probably take less time to make your own 
shuffleboard game than help me learn this stuff, but I'm certainly willing! 
:) Okay, back to making this game. Now I know how to detect it if I run into 
the marching band with the bounding boxes solution, and I think I've also 
figured out how to keep from going through a thing based on the same 
premise.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 2:06 AM
Subject: Re: [Audyssey] another community project


Ken, lastly, though I can't find my note on bounding spheres,

Essentially what you will do is to use the locations of two entities in your 
game, along with a radius for each and add them together to see if they are 
touching.


So in 2D, your entities might be located at:

2,3 and 6,5

The first might have a radius of 3 units and the second might have a radius 
of 2.


So right here, you're defining the size of each entity in your game. Does 
this make sense so far?


If you picture two spheres, or in this case, two circles, with their origins 
or center points being at 2,3 and 6,5 this might make more sense.


If we were working in 3D we could think of these circles as spheres… :)

Okay, so now what do we do to find out if these two circles are touching?

First we need to find out how far away they are from each other. We do this 
with the pythagorean theorem. In 2D, the Pythagorean theorem says that A^2 + 
B^2 = C^2.


So how does this help us?

If we look at the two points defining the positions of our game entities, 
2,3 and 6,5 we can find the distance between these two points. So let's do 
that now.


First we'll subtract the points from each other so we can use the theorem.

6 minus 2 is 4

5 minus 3 is 2

So right here we now have a line or vector which we can use with the 
Pythagorean Theorem so we can find out how long our line is, or in our game, 
how far apart our circle-shaped entities are.



So:

4 * 4 is 16

and

2 * 2 is 4

16 + 4 is 20

So if we now find the square root of 20 we will have our distance between 
the center points of each circle.


the square root of 20 is 4.47213595499958 so let's round that off to 4.47

So how does this help us?

We said before that we decided that the radii of each circle was 3 and 2 so 
let's add those.


3 + 2 is 5

is 5 greater than 4.47? Of course it is. So this means that our circles are 
touching. If the two radii added up to less than our square root then the 
edges of our circle-shaped game entities would not reach each other in our 
virtual world. Does this make sense?


So this is all you need to calculate collisions on circles or if you add a 
dimension, spheres.


hope this helps and best of luck on your new project!

Thanks,

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 24, 2013, at 1:39 AM, Ken The PionEar kenwdow...@me.com wrote:

I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game 
play elements as of yet. What it does have is an external map file so I can 
create whole worlds, not just minigames like Heli. I don't even have proper 
collision subroutines worked out yet, because the main goal was getting a 
program up and running that actually used an external file for its map.
Here's how it works. The map generates objects in the form of cubes, having 
length, width, and height. (Think of each sound source as a speaker.) In 
this map there are two sound sources, each source having two speakers. The 
band, stationary for now, is right in front of you. Just hold down the up 
arrow or move the mouse forward and you'll crash right into it--and through 
it. The birds are toward the lower left-hand corner and up in the sky. Since 
they're up higher you can hear them from farther away. If you want to crash 
into them you'll have to find them, then ascend by pressing the i key. Press 
k to descend.


What would be really cool is if one of you advanced devs could convert this 
into vb.net. I never have been able

Re: [Audyssey] another community project

2013-04-25 Thread Ken The PionEar
Sounds nice. Looking forward to the swap. Heck, if info really gets flowing 
I might even switch to vb.net, maybe with OpenAl since SlimDX seems to be so 
hard for people to use. I am ready for the challenge.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 8:58 PM
Subject: Re: [Audyssey] another community project



Hi Ken,

Sure. The game developers list is on usagamesinteractive.com. However,
since assuming control of Audyssey I was planning on moving the list
over to Audyssey since that seems like a more appropriate place for us
game developers to hang out and swap code samples and programming
techniques. :D

Cheers!

On 4/25/13, Ken The PionEar kenwdow...@me.com wrote:
Wow. Love this! Do have a programmer's list? If so I want in! If not, I 
hope


you make one. So now I finally understand vectors--a little anyway.
Awesome!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook,

(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken


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Re: [Audyssey] vb6 question

2013-04-25 Thread Ken The PionEar
I don't know then. i'm having to in with GoldWave and resave every sound 
file, even if it's in 44.1K. It shows up as PCM signed 16 bit, so I don't 
know what the problem is.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 9:37 PM
Subject: Re: [Audyssey] vb6 question



Hi Ken,
All the GMA and PCS games are in 22050, 16 bit format.
However if the sound is too small say 0.0002 of a second it will not play.
And with DirectX it will crash if you try to pan a stereo file. It must be 
mono.

Phil

- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 8:44 PM
Subject: Re: [Audyssey] vb6 question


This was a stupid error on my part, not even having to do with numbers. 
For whatever reason, vb6 can't play a wave file sampled at 22050 hz. It 
throws a fit and, like a toddler, doesn't tell you why. The file I 
successfully played was, of course, at the right sampling rate.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook, (KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 12:10 AM
Subject: Re: [Audyssey] vb6 question


Ken, does VB6 provide arrays? If so, you could create an array of 
strings which hold your file names and then call an element of your 
array at random using a standard numerical random command. This way you 
wouldn't need to place numbers at the end of your file names.


HTH

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 24, 2013, at 8:10 PM, Ken The PionEar kenwdow...@me.com wrote:

I'm having a weird issue in vb6 when I try adding a number to the end of 
a sound file. If I tell dx8 that the file is called walk.wav, it does 
fine. If i say it's called walk3.wav though, i get an invalid procedure 
call. Anybody know how to handle this? I'm trying to randomize the 
footstep sounds.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on 
Facebook, (KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
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-
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Re: [Audyssey] genesis 3d?

2013-04-25 Thread Ken The PionEar
I still ascert that many people won't learn BGT because C-type languages get 
our heads in knots. It just doesn't stick with me. I know BGT kicks major 
butt. I've played a lot of games developed with it. It's fast, it's 
responsive, and so on. Maybe I just have a huge block in my head that I just 
can't C. Basic makes sense to me. I tell people that I think in basic. Maybe 
that says something terrible about my intellect, but that's how it  is, so 
i'm really hoping that Genesis3d goes public. I'm sure that i'll have to 
switch to vb.net, but that's a small price to pay.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 25, 2013 11:00 PM
Subject: Re: [Audyssey] genesis 3d?



Especially now with BGT being on the market.



But thou must!
-Original Message- 
From: Thomas Ward

Sent: Thursday, April 25, 2013 8:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] genesis 3d?

Hi Mohsin,

I don't think I ever specified that I was releasing the game engine to
the public for certain. I said I was considering it but never made any
promises to that effect. If I did I'm sorry, because I'm still
undecided about licensing and selling it to others.


On 4/25/13, Mohsin Ali sma...@gmail.com wrote:

Hi Tom !

thanx for a nice and quick explaination,


I'll be waiting for its release !

TakeCare

Mohsin(Eagalon)



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[Audyssey] One more vb6 question: native form key handling versus direct input

2013-04-25 Thread Ken The PionEar
Well, I've experienced both sides to the problem of input, and directinput 
clearly loses. For one thing, the arrow keys stick in JAWS's jaws, and nothing 
happens. Second, you only get to press keys, not hold them down.
The bad side of the form input though is that you can only hold one key down at 
a time, so now I'm trying to figure out how to use the shift key to make my 
character run. Can't use KeyUp since when a new key is pressed, VB6 lets go of 
the old one.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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[Audyssey] New Version of Soundscape Explorer

2013-04-25 Thread Ken The PionEar
here is the new version. Now you can't hustle your way through the band, but 
bounce off. Also, you hear your footsteps as you walk. Going from north to 
south is the main street. To the west there is grass, and there is dirt to the 
east. I've also included an executable this time.
The possible things you can walk on are cement, grass, gravel, dirt, water, and 
snow. I'll put more in as I find good sounds.
Here's the link.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
So what should I do next? Put a baseball bat in the middle of the grassy area, 
so you can beat up the band? Put in more streets and have cars race along them? 
That's what I like about being a dev--my imagination is the only limit... um, 
that and my knowlege of programming lol
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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[Audyssey] entitlement: was Re: Giving Away Free Games was Announcement About BSCGames

2013-04-24 Thread Ken The PionEar
Well, here's the simple truth. If you pay for a game, whether sighted or 
blind, you *are* entitled to complain if that game does not work the way 
it's advertised to, or if it crashes, and so on. This is not a blindness 
issue. Now if someone has the audacity to complain about a free game, that's 
different.
If I go to a store and buy milk and bring it home, open it up, and find that 
it's spoiled, even only slightly, am I going to demand a refund? You bet 
your booty I am. If i buy a game and it doesn't work as expected, am I going 
to demand a refund? Well, I'll be more patient about the game than the milk, 
being a rookie game dev myself, but I'm definitely entitled to complaint and 
even a refund. Sometimes I get sick of hearing people harping on the 
entitlement issue, as if blind folks aren't entitled to anything at all. 
Well, I'm entitled to whatever I invest money in. The people that bought the 
BSC games are entitled to key generators for those games, because they paid 
money for those games. One key generator unlocks all games? Then the paying 
customer should get a steep discount. Again, I'm not saying this because I'm 
trying to defend my interest, but it's simply how I would handle it myself. 
That's why none of my games will ever have unlock codes tethered to one 
specific computer. Sure, it makes them a little easier to crack, but all 
higher security does is provide an extra day's entertainment and challenge 
for a dedicated pirate. Trust me, I've heard of cracks for all the BSC and 
GMA games, so this system only hurts the customer.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, April 23, 2013 10:12 PM
Subject: Re: [Audyssey] Giving Away Free Games was Announcement About 
BSCGames




Bryan,
I don't want to get too far afield, but a store refusing to help you shop 
is
in direct violation of the ADA. I'm not saying that a lawsuit is the best 
or

even a good option, but I can understand their anger.
As for games, the sighted public has just as much of an entitlement 
complex.
We just don't see it because we're not in the thick of it. Try logging 
onto
any torrent site, though, and see what you find there. I guarantee you'll 
be

amazed--or maybe you won't.
Ryan

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

Quite frankly this entitlement view is why I don't have much respect for
many blind folks in general, and it's not ust to do with games. I get so 
mad

when I hear people talk about ow they won't participate in an activity
unless there's a discount because of blindness. THese are often the same
people who'll threaten to sue a store employee if they refuse to help them
shop regardless of the reasons for that refusal.



But thou must!


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[Audyssey] OT: rant about jobs: was Re: Giving Away Free Games was Announcement About BSC Games

2013-04-24 Thread Ken The PionEar
This post implies that blind people are lazy and not looking. I recently put 
up my resume at every spa, beauty salon, doctor's office, and so on that was 
in the area. I even went to a few salons. One hair stylist actually had 
heard of me, and said she heard I was the best massage therapist around. I 
was flattered and figured i'd get the job for sure, but did I? No. Not even 
a callback explaining why.
So what am I going to do, take all my excess money and sue for sexual 
discrimination? After all, nobody wants a man touching their bodies. The 
guys want women, and the women want women. Or should I sue for blindness 
discrimination? I don't think I can satisfactorally prove either case beyond 
the shadow of a doubt.
My point is that there are blind folks looking for jobs and not finding. 
Yeah, it's easier to stay on SSI, but is it desirable? Is it conscionable? 
Are we getting fat and rich on the system? Absolutely not.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, April 23, 2013 10:08 PM
Subject: Re: [Audyssey] Giving Away Free Games was Announcement About BSC 
Games




Tom,
I agree with 95% of your post below. Developing games isn't a walk in the
park, financial or otherwise. But there is one comment you made that I 
want

to underscore.
Developing high quality games costs lots of money. Far more money than 
the

average blind American collects from SSI checks each month.
Absolutely true, which is a great incentive for blind people to get jobs.
Ryan

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



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[Audyssey] another community project

2013-04-24 Thread Ken The PionEar
I'm starting another community project.
Right now, I have a very rudamentary soundscape explorer. It has no game play 
elements as of yet. What it does have is an external map file so I can create 
whole worlds, not just minigames like Heli. I don't even have proper collision 
subroutines worked out yet, because the main goal was getting a program up and 
running that actually used an external file for its map.
Here's how it works. The map generates objects in the form of cubes, having 
length, width, and height. (Think of each sound source as a speaker.) In this 
map there are two sound sources, each source having two speakers. The band, 
stationary for now, is right in front of you. Just hold down the up arrow or 
move the mouse forward and you'll crash right into it--and through it. The 
birds are toward the lower left-hand corner and up in the sky. Since they're up 
higher you can hear them from farther away. If you want to crash into them 
you'll have to find them, then ascend by pressing the i key. Press k to descend.

What would be really cool is if one of you advanced devs could convert this 
into vb.net. I never have been able to learn well from manuals, but if I can 
see this code in vb.net I'll learn what I need. I understand the premises of 
classes and modules and all that. I get object oriented programming to a point. 
What I don't know is, well, where to even begin with vb.net. I can't figure how 
to do 3d sound for example, but I can't even write a simple hello world starter 
program for that matter, so a vb.net version of this would be awesome.
Here's the link.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
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[Audyssey] vb6 question

2013-04-24 Thread Ken The PionEar
I'm having a weird issue in vb6 when I try adding a number to the end of a 
sound file. If I tell dx8 that the file is called walk.wav, it does fine. If i 
say it's called walk3.wav though, i get an invalid procedure call. Anybody know 
how to handle this? I'm trying to randomize the footstep sounds.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] OT: rant about jobs: was Re: Giving Away Free Games was Announcement About BSC Games

2013-04-24 Thread Ken The PionEar
Well, if I get help in this comminity project it'll go far enough where 
people can start using it to make salable games. That's the beauty about 
this project--it's totally open all the way. Once it's built up, new coders 
will be able to see exactly how it all goes together and get ideas for their 
own games. That's how I did it. thank you Justin from BSC for that chopper 
patrol code! I would have never gotten started if it weren't for that, which 
is why I'm still hoping a simple game in vb.net comes along.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 24, 2013 10:29 AM
Subject: Re: [Audyssey] OT: rant about jobs: was Re: Giving Away Free Games 
was Announcement About BSC Games



And as I've observed in other posts Joke Rehab as I like to call it is no 
real help. That's why I'm glad that while I eventuall hope to be able to 
make and sell commercial games I haven't yet. I know they'd ct most of my 
SSI, to the point where Iwouldn't be able to support myself.




But thou must!
-Original Message- 
From: Trouble

Sent: Wednesday, April 24, 2013 6:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] OT: rant about jobs: was Re: Giving Away Free 
Games was Announcement About BSC Games


Well the more corrupt you are with the US government. The more you
get. Even though our forefathers did it the honest way. A corrupt
government sees that as not needing help for anything. I see more
people filling jobs the blind can do with ease. While the blind get
told the job is not accessible for them to do. I had one real good
job working in the tech field. They tried to make the software I used
not accessible just so they could remove me and it worked. When jaws
scripts won't work and more graphics come into play you lose every
time. See they put those graphics there so people not knowing
anything about computer systems can just click on the picture of the
problem and get solution. That system cuts down on training. So most
of those techs you call for help only know the pictures in front of
them and not anything about computers or the system your having problems 
with.


At 02:34 AM 4/24/2013, you wrote:
This post implies that blind people are lazy and not looking. I recently 
put up my resume at every spa, beauty salon, doctor's office, and so on 
that was in the area. I even went to a few salons. One hair stylist 
actually had heard of me, and said she heard I was the best massage 
therapist around. I was flattered and figured i'd get the job for sure, 
but did I? No. Not even a callback explaining why.
So what am I going to do, take all my excess money and sue for sexual 
discrimination? After all, nobody wants a man touching their bodies. The 
guys want women, and the women want women. Or should I sue for blindness 
discrimination? I don't think I can satisfactorally prove either case 
beyond the shadow of a doubt.
My point is that there are blind folks looking for jobs and not finding. 
Yeah, it's easier to stay on SSI, but is it desirable? Is it conscionable? 
Are we getting fat and rich on the system? Absolutely not.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - From: Ryan Strunk ryan.str...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, April 23, 2013 10:08 PM
Subject: Re: [Audyssey] Giving Away Free Games was Announcement About BSC 
Games




Tom,
I agree with 95% of your post below. Developing games isn't a walk in the
park, financial or otherwise. But there is one comment you made that I 
want

to underscore.
Developing high quality games costs lots of money. Far more money than 
the

average blind American collects from SSI checks each month.
Absolutely true, which is a great incentive for blind people to get jobs.
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas 
Ward

Sent: Tuesday, April 23, 2013 2:47 PM
To: Gamers Discussion list
Subject: [Audyssey] Giving Away Free Games was Announcement About BSC 
Games



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[Audyssey] genesis 3d?

2013-04-24 Thread Ken The PionEar
Hey Tom, are you still working on Genesis? I haven't heard about it in a long 
time.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] vb6 question

2013-04-24 Thread Ken The PionEar
Never mind. It's not the number. that didn't make sense. Of course, neither 
does the error as it still stands. I'll figure it out though--hopefully.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Ken The PionEar kenwdow...@me.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 24, 2013 11:10 PM
Subject: [Audyssey] vb6 question


I'm having a weird issue in vb6 when I try adding a number to the end of a 
sound file. If I tell dx8 that the file is called walk.wav, it does fine. 
If i say it's called walk3.wav though, i get an invalid procedure call. 
Anybody know how to handle this? I'm trying to randomize the footstep 
sounds.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
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[Audyssey] Have I told you about Heywire?

2013-04-19 Thread Ken The PionEar
If I haven't told you, i have a game on my site at www.ThePionEar.net called 
Heywire. Basically, four speakers drift around and you have to put them where 
they need to go to get the songs they play to sound right. I won't go in depth 
here because the game had a manual and i'm not sure I haven't mentioned it 
already anyway.
ken
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Re: [Audyssey] The Nightjar: Release Date Announced

2013-04-09 Thread Ken The PionEar
I think he means people are silly to buy it when they could just make a U.K. 
account and get it for free.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 07, 2013 8:09 PM
Subject: Re: [Audyssey] The Nightjar: Release Date Announced



Why is it silly to charge for a game?  Isn't that how money is made?

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Will will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 07, 2013 3:09 PM
Subject: Re: [Audyssey] The Nightjar: Release Date Announced


silly to charge though to be honest get a UK account and get it whilst 
you can now i would but i live in UK so free is always good


On 7 Apr 2013, at 19:16, Darren Duff duff...@gmail.com wrote:


It would spoil the game for you. Just wait until the game comes out. You
will be glad you did.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of wayne17a
Sent: Saturday, April 06, 2013 3:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] The Nightjar: Release Date Announced

Hello has anybody have the link for nightjar podcast please

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Saturday, April 06, 2013 11:02 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] The Nightjar: Release Date Announced

Thanks for this news.  Ever since hearing a podcast of this game, I've 
been
disappointed that I couldn't give it a try.  I will be getting it for 
darned
sure.  It sounds like a really cool game.  I wonder why it wasn't 
released
to everyone to begin with?  Maybe that was mentioned in the podcast, but 
it

has been a long time since I heard it, so don't remember.

--
If guns kill people, writing implements cause grammatical and spelling
errors!
- Original Message -
From: Phil Vlasak phi...@bex.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 06, 2013 7:05 AM
Subject: [Audyssey] The Nightjar: Release Date Announced



The Nightjar: Release Date Announced for iPhone and iPad.

We are delighted to announce the international availability of The
Nightjar, an absolutely unique audio-game starring Benedict 
Cumberbatch.

Based on the all-new Papa Engine, which powers the legendary Papa
Sangre, The Nightjar will be released on April 23rd 2013.


http://www.somethinelse.com/news/


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