Re: [Audyssey] jungle

2016-06-23 Thread Philip Bennefall

Wow, what a glowing review - that made my day. Thank you!

Kind regards,

Philip Bennefall
On 6/23/2016 6:45 PM, Jeremy Brown wrote:

Phillip,

This is hands down, and by far, my favorite audio game I've seen.  The
design is simple and elegant, the play is easy to understand, and the
strategy is amazing.  I've only played 3 games of this, but I'm in
love.  This is probably  the game that the board game Stratego is
based on, and I always liked that game a lot.  My hat's off for having
developed a good, solid, strategy based game.  You sir, are my hero.
I hope more developers will take notice of this one and emulate it and
add to the ideas here.  Take care,

Jeremy





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Re: [Audyssey] New Online Strategy Game From Blastbay Studios

2016-06-22 Thread Philip Bennefall

Hi all,

Just a quick note to say that I found a problem with the underscore 
character where it did not translate the filename properly, causing the 
game to report a missing audio file. Please redownload the game again 
and the problem should go away. Sorry for the trouble!


Kind regards,

Philip Bennefall

On 6/22/2016 11:39 PM, Philip Bennefall wrote:

Hi all!

It's been quite some time since I posted anything, but today I'm happy 
to announce that I've just released a little strategy board game 
called Jungle.


Jungle (also known as Dou Shou Qi, Jungle Chess or Animal Chess) is a 
Chinese strategy board game for two players. While the game is easy to 
learn, it is far from trivial to master. This incarnation of the game 
contains a basic computer opponent with whom you can practice, and it 
also features an online lobby where you can find opponents from all 
over the world. The game currently runs on Windows (Windows XP and 
above to be exact), with support for other platforms planned based on 
interest. The game is free, so you can head over to www.blastbay.com 
and grab it right away.


For the impatient, the direct download link is:
http://blastbay.com/jungle_english_installer.exe

Have fun, and please let me know your thoughts!

Kind regards,

Philip Bennefall

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Re: [Audyssey] New Online Strategy Game From Blastbay Studios

2016-06-22 Thread Philip Bennefall

Hi Katie,

If you can get regular audio playback working, the game should work as 
well. However, I don't have such a setup so I haven't tested it 
specifically. If you encounter any problems, please let me know!


Kind regards,

Philip Bennefall

On 6/23/2016 12:36 AM, Katie Epperson wrote:

I do have a rather dumb question. Will this work on a Mac which has a Boot Camp 
partition for windows? I don't see why that would make a difference, but some 
software doesn't work like that

Sent from my iPhone


On Jun 22, 2016, at 6:32 PM, Philip Bennefall <phi...@blastbay.com> wrote:

Thanks Jacob, I'll add these keystrokes in the next minor update. Hope you 
enjoy the game!

Kind regards,

Philip Bennefall


On 6/23/2016 12:20 AM, Jacob Kruger wrote:
Seems nice, and will definitely be playing around with it.

One small suggestion is to add use of home, end, page up and page down keys for 
moving to borders of board area?

But, otherwise, all good, and idea definitely appeals to me...

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
"Resistance is futile, acceptance is versatile"

- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: 22 June, 2016 11:39 PM
Subject: [Audyssey] New Online Strategy Game From Blastbay Studios



Hi all!

It's been quite some time since I posted anything, but today I'm happy to 
announce that I've just released a little strategy board game called Jungle.

Jungle (also known as Dou Shou Qi, Jungle Chess or Animal Chess) is a Chinese 
strategy board game for two players. While the game is easy to learn, it is far 
from trivial to master. This incarnation of the game contains a basic computer 
opponent with whom you can practice, and it also features an online lobby where 
you can find opponents from all over the world. The game currently runs on 
Windows (Windows XP and above to be exact), with support for other platforms 
planned based on interest. The game is free, so you can head over to 
www.blastbay.com and grab it right away.

For the impatient, the direct download link is:
http://blastbay.com/jungle_english_installer.exe

Have fun, and please let me know your thoughts!

Kind regards,

Philip Bennefall

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Re: [Audyssey] New Online Strategy Game From Blastbay Studios

2016-06-22 Thread Philip Bennefall
Thanks Jacob, I'll add these keystrokes in the next minor update. Hope 
you enjoy the game!


Kind regards,

Philip Bennefall

On 6/23/2016 12:20 AM, Jacob Kruger wrote:

Seems nice, and will definitely be playing around with it.

One small suggestion is to add use of home, end, page up and page down 
keys for moving to borders of board area?


But, otherwise, all good, and idea definitely appeals to me...

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
"Resistance is futile, acceptance is versatile"

- Original Message ----- From: "Philip Bennefall" 
<phi...@blastbay.com>

To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: 22 June, 2016 11:39 PM
Subject: [Audyssey] New Online Strategy Game From Blastbay Studios



Hi all!

It's been quite some time since I posted anything, but today I'm 
happy to announce that I've just released a little strategy board 
game called Jungle.


Jungle (also known as Dou Shou Qi, Jungle Chess or Animal Chess) is a 
Chinese strategy board game for two players. While the game is easy 
to learn, it is far from trivial to master. This incarnation of the 
game contains a basic computer opponent with whom you can practice, 
and it also features an online lobby where you can find opponents 
from all over the world. The game currently runs on Windows (Windows 
XP and above to be exact), with support for other platforms planned 
based on interest. The game is free, so you can head over to 
www.blastbay.com and grab it right away.


For the impatient, the direct download link is:
http://blastbay.com/jungle_english_installer.exe

Have fun, and please let me know your thoughts!

Kind regards,

Philip Bennefall

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Re: [Audyssey] New Online Strategy Game From Blastbay Studios

2016-06-22 Thread Philip Bennefall

Hi there,

Basically you have 8 pieces, each of which has a certain strength (the 
elephant is the strongest and the rat is the weakest, with a few 
exceptions). To win the game, you have to get one of your pieces into 
the opponent's den (alternatively capture all of the opponent's pieces). 
The rules are explained in detail in the manual, but at the core this is 
a game of strategy and tactics.


Kind regards,

Philip Bennefall
On 6/23/2016 12:25 AM, brennenki...@gmail.com wrote:

Can you give a basic description for this game

Sent from my iPhone


On Jun 22, 2016, at 5:39 PM, Philip Bennefall <phi...@blastbay.com> wrote:

Hi all!

It's been quite some time since I posted anything, but today I'm happy to 
announce that I've just released a little strategy board game called Jungle.

Jungle (also known as Dou Shou Qi, Jungle Chess or Animal Chess) is a Chinese 
strategy board game for two players. While the game is easy to learn, it is far 
from trivial to master. This incarnation of the game contains a basic computer 
opponent with whom you can practice, and it also features an online lobby where 
you can find opponents from all over the world. The game currently runs on 
Windows (Windows XP and above to be exact), with support for other platforms 
planned based on interest. The game is free, so you can head over to 
www.blastbay.com and grab it right away.

For the impatient, the direct download link is:
http://blastbay.com/jungle_english_installer.exe

Have fun, and please let me know your thoughts!

Kind regards,

Philip Bennefall

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[Audyssey] New Online Strategy Game From Blastbay Studios

2016-06-22 Thread Philip Bennefall

Hi all!

It's been quite some time since I posted anything, but today I'm happy 
to announce that I've just released a little strategy board game called 
Jungle.


Jungle (also known as Dou Shou Qi, Jungle Chess or Animal Chess) is a 
Chinese strategy board game for two players. While the game is easy to 
learn, it is far from trivial to master. This incarnation of the game 
contains a basic computer opponent with whom you can practice, and it 
also features an online lobby where you can find opponents from all over 
the world. The game currently runs on Windows (Windows XP and above to 
be exact), with support for other platforms planned based on interest. 
The game is free, so you can head over to www.blastbay.com and grab it 
right away.


For the impatient, the direct download link is:
http://blastbay.com/jungle_english_installer.exe

Have fun, and please let me know your thoughts!

Kind regards,

Philip Bennefall

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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Philip Bennefall

Hi Gavin,

Assuming that you don't intend to let the user move in two dimensions 
(e.g. your map is only a 1d grid with left/right movement), you can 
implement jumping in a hacky way with a flag and a timer. BGT:ish 
pseudocode follows:


const int jump_limit_ms=200; // The amount of time the character must 
wait after landing before they can jump again.
const int jump_time_ms=800; // How long the character should stay in the 
air.

timer jumptimer;
bool jumping=false;;
if(key_pressed(KEY_J) and jumping==false and 
jumptimer.elapsed>=jump_limit_ms)

{
play jump sound;
jumping=true;
jumptimer.restart();
}

if(jumping and jumptimer.elapsed>=jump_time_ms)
{
play landing sound;
jumping=false;
jumptimer.restart();
}

Of course, you'll want to wrap this into a more modular player class. 
This is just a very basic starting point from which you can build 
further. Remember that with this setup it is perfectly fine for the 
player to move in the air; you just have to check the jumping flag to 
see if anything special should happen if the player moves onto a 
particular tile while jumping.


Note that if you do want your character to be able to travel in 2 or 3 
dimensions (e.g. proper movement), the procedure is more involved. You 
will then need to move the character on the x and y and possibly z axis 
depending on how high and how far they jump.


Good luck!

Kind regards,

Philip Bennefall

On 1/6/2016 4:07 PM, Gavin Grundlingh wrote:
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't be 
able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the 
height

variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it 
stay in

the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

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Re: [Audyssey] BGT link

2015-11-05 Thread Philip Bennefall

Hi again,

The problem should now be resolved. Let me know if there are any other 
issues with the download!


Kind regards,

Philip Bennefall
On 11/4/2015 7:48 PM, Philip Bennefall wrote:

Hi guys,

The problem with the BGT installer is due to my web host. They got a 
false positive on their virus scanner and I am trying to get them to 
put it back. They have said that they will do so but are being 
incredibly slow. I will keep calling them. Thanks for your understanding!


Kind regards,

Philip Bennefall

On 11/4/2015 4:29 PM, john wrote:

I noticed this as well (after reading a post on audiogames.net).
A temporary dropbox link is:
https://dl.dropboxusercontent.com/u/85682400/bgt%201.3%20installer.exe
In the relatively near future, it will also be available through
agarchive.net under the blastbay page.

--
From: "Milos Przic" <milos.pr...@gmail.com>
Sent: Wednesday, November 04, 2015 9:47
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] BGT link

Hi all,
The link for downloading BGT on the blastbay.com website doesn't 
work. Can

someone send me the right one?
Thanks to all in advance, and best regards!
   Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs
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Re: [Audyssey] BGT link

2015-11-04 Thread Philip Bennefall

Hi guys,

The problem with the BGT installer is due to my web host. They got a 
false positive on their virus scanner and I am trying to get them to put 
it back. They have said that they will do so but are being incredibly 
slow. I will keep calling them. Thanks for your understanding!


Kind regards,

Philip Bennefall

On 11/4/2015 4:29 PM, john wrote:

I noticed this as well (after reading a post on audiogames.net).
A temporary dropbox link is:
https://dl.dropboxusercontent.com/u/85682400/bgt%201.3%20installer.exe
In the relatively near future, it will also be available through
agarchive.net under the blastbay page.

--
From: "Milos Przic" <milos.pr...@gmail.com>
Sent: Wednesday, November 04, 2015 9:47
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] BGT link

Hi all,
The link for downloading BGT on the blastbay.com website doesn't work. Can
someone send me the right one?
Thanks to all in advance, and best regards!
   Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs
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Re: [Audyssey] bgt and file compression

2015-09-27 Thread Philip Bennefall

Hi John,

I cannot really say with any certainty when the next release will be 
coming, as I work on it only in my spare time which is not nearly as 
plentiful as
it used to be. But I'm more than happy to send out test builds to those 
who are interested in a particular upcoming feature.


Regarding PPMD, I had a look but could not find any official SDK for it. 
I think I will stick with LZMA as it does well on general purpose data, 
and then
potentially extend it with more specific compression schemes later. 
However, the compression is meant to be rather simple and easy to use so 
I'm not looking

to implement all the possible options such as background threads etc.

If you want to try a build when it is available, feel free to drop me a 
line and I will keep you posted on progress.


Kind regards,

Philip Bennefall
On 9/25/2015 2:45 AM, john wrote:

This sounds awesome.
You don't have to send me the update if its going to be coming out shortly,
though I am very much looking forward to it, and would be more than happy to
give it a test run (or several - I love playing with compression).
I would note though that you may also want to consider ppmd; its compression
ratio for text as compared to lzma/lzma2 can be substantially better
(possibly by an order of magnitude on some data). Also, do you know if LZMA
support will be able to work with multithreading?
For my particular case I'd probably end up going for maximum compression -
my current estimates place save files under certain circumstances at over
50mb each.

While on the subject of updates, are there any plans to improve on the
engine's ability to work with binary data? I've been running into several
instances for various projects in which support for working with raw data
would be handy, but everything in bgt seems to just convert to a UTF-8
string.

--
From: "Philip Bennefall" <phi...@blastbay.com>
Sent: Thursday, September 24, 2015 20:05
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] bgt and file compression

Hi John,

Just a quick heads up to let you know that compression is coming; I have
done some tinkering with both Zlib and LZMA. For data with high
redundancy such as text, both of these work very well - LZMA scores
higher when it comes to compression ratio but is also significantly
slower than Zlib in my tests. Of course the compression level will be
configurable, which should give you the ability to find a reasonable
balance between compression ratio/speed. I can't say when the next
official release will be out, but I can certainly give you some test
binaries to play around with if you need this feature quickly since it's
almost done anyway.

Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I
can get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its
starting to look like my save games may have to be rather large (we're
talking several if not tens of megabytes). On the plus side they're
probably also going to be easily compressible text (or something close to
it, anyway), which leads to my posting this question.

I could probably write something to work with the command-line version of
7-zip, but then I'd have to distribute that along with the game, which is
something I really don't want to do. There's also the issue of several cmd
windows popping up every time the user tries to save or load games (I'm
not hacking, I swear. Those batch files really do have a reason to be
running in the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent
to anybody who doesn't know c/c++. This is very much a category that
includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd
algorithm), as I suspect it'd be able to compress the aforementioned save
file down to a couple hundred kb, which would be at least a bit more
manageable.

In addition, there are also some potential bgt limitations coming into
play here - specifically a really limited ability to work with binary
files and a UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really
appreciated - I'm just not creative enough to find a way to shrink saved
games while maintaining all the needed information, so compression is
looking like the best/only option currently available.



Thanks,

John
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Re: [Audyssey] bgt and file compression

2015-09-24 Thread Philip Bennefall

Hi John,

Just a quick heads up to let you know that compression is coming; I have 
done some tinkering with both Zlib and LZMA. For data with high 
redundancy such as text, both of these work very well - LZMA scores 
higher when it comes to compression ratio but is also significantly 
slower than Zlib in my tests. Of course the compression level will be 
configurable, which should give you the ability to find a reasonable 
balance between compression ratio/speed. I can't say when the next 
official release will be out, but I can certainly give you some test 
binaries to play around with if you need this feature quickly since it's 
almost done anyway.


Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I can 
get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its 
starting to look like my save games may have to be rather large (we're talking 
several if not tens of megabytes). On the plus side they're probably also going 
to be easily compressible text (or something close to it, anyway), which leads 
to my posting this question.

I could probably write something to work with the command-line version of 
7-zip, but then I'd have to distribute that along with the game, which is 
something I really don't want to do. There's also the issue of several cmd 
windows popping up every time the user tries to save or load games (I'm not 
hacking, I swear. Those batch files really do have a reason to be running in 
the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent to 
anybody who doesn't know c/c++. This is very much a category that includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd 
algorithm), as I suspect it'd be able to compress the aforementioned save file 
down to a couple hundred kb, which would be at least a bit more manageable.

In addition, there are also some potential bgt limitations coming into play 
here - specifically a really limited ability to work with binary files and a 
UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really appreciated 
- I'm just not creative enough to find a way to shrink saved games while 
maintaining all the needed information, so compression is looking like the 
best/only option currently available.



Thanks,

John
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Re: [Audyssey] support status of some games

2015-08-12 Thread Philip Bennefall

Hi John,

For my part, I'm around in the sense that I read the list from time to 
time but I am not actively developing games. I will certainly do the 
occasional sideline project, but that's about it given my current workload.


Kind regards,

Philip Bennefall

On 8/12/2015 10:57 PM, john wrote:

Does anybody know if the following games are being supported anymore (supported 
means I can contact the developer about the game and get a likely and at least 
somewhat helpful response):
*blastbay titles
*old bpc titles (treasure hunt 3, tournament)
*Older draconis titles (alien outback, pinball, etc)
*entombed
*all titles from lighttech interactive
*titles from l works (I know Liam's been almost unreachable)
*final conflict
*rail racer

If the devs of any of these games see this message, I'd really appreciate it if you could get in 
touch with me, especially if you fall somewhere in the middle between yes and 
no for support. Please note that if your games show up on this list its not me trying 
to be offensive - its because I'm uncertain of your status and would like to clarify if you're 
still actively developing, on the sidelines or completely uninvolved with the community.
Also, support does not mean you're updating your games or that you're even planning to - 
but it does mean you'd tell somebody something like you're running a 64-bit os, 
you're out of luck if they contacted you about it.

Thanks,
John
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Re: [Audyssey] Q9 Has a New Home

2015-07-24 Thread Philip Bennefall

Hi again,

Just wanted to follow up briefly and point those who have questions as 
to why I transferred the rights of Q9, to the audiogames.net topic under 
general game discussion. Hopefully I have managed to answer all the 
questions there.


http://forum.audiogames.net/viewtopic.php?pid=225202#p225202

Kind regards,

Philip Bennefall
On 7/23/2015 4:17 PM, Philip Bennefall wrote:

Hi all,

I just wanted to post a quick announcement to let you all know that Q9 
is moving. From today, the Q9 action game will no longer be sold from 
Blastbay Studios but will instead be available as part of the Leasey 
package (www.leaseycentral.com). Of course, all existing users can 
continue to play the game normally; all issued keys remain valid and 
can be reused if you format your PC or buy a new one.


Kind regards,

Philip Bennefall

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[Audyssey] Q9 Has a New Home

2015-07-23 Thread Philip Bennefall

Hi all,

I just wanted to post a quick announcement to let you all know that Q9 
is moving. From today, the Q9 action game will no longer be sold from 
Blastbay Studios but will instead be available as part of the Leasey 
package (www.leaseycentral.com). Of course, all existing users can 
continue to play the game normally; all issued keys remain valid and can 
be reused if you format your PC or buy a new one.


Kind regards,

Philip Bennefall

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Re: [Audyssey] physical cd's and PayPal accounts

2015-05-01 Thread Philip Bennefall

Hi all,

I just wanted to chime in with a quick word regarding the warning on the 
website. We feel that the warning is clear, easy to understand and 
prominent enough to not be missed. It is in the original post on both 
this list and the audiogames.net forum, and on the website before you 
download the game. We feel that having you click a button to agree that 
you are 16 or older would not really serve any useful purpose since the 
warning is there in black and white so to speak. In short, we have done 
all that we can reasonably be expected to do to make people aware of the 
nature of the content in the game, and anything beyond that is up to the 
individual.


Kind regards,

Philip Bennefall
On 5/1/2015 10:07 PM, dark wrote:
@Desiry, in fairness to Jeremy his objection to the game is based on 
it's actual content and the motivation of it's characters, not just 
it's depictions of violence.


Jim kitchin's games are all clearly marked as adult, indeed they're in 
a separate part of his site from his other games and on audiogames.net 
they're listed as Adult xxx  with clear warnings in the description, 
 and yet actually we have still had a couple of complaints (though 
I have a sneaking suspicion those were from people who downloaded the 
games without reading what they were before hand).


As a side scroller, even as a side scroller with weapons and 
action,Psychostrike is rather more innocuous, sinse the area under 
scrutiny is the senselessness of the slaughterings and crimes 
involved, not intrinsically their depiction.


I'm not going to get into the debate again about this, but in fairness 
I can see why perhaps a more prominant warning on site might be 
useful, perhaps one contained in some of the links, eg list the game 
as psycho strike game with extreme violence or have a confirmation 
message box with the warning text somewhere rather than listing the 
game next to other innocuous titles like paladin of the sky and 
adventure at C:.


Once the warning is displayed however, what people do is their affair. 
Heck, I suffer genophobia and could not play one of jim Kitchin's 
adult games without extreme discomfort, but thanks to the warnings I 
have never had to, either deliberately or by accident, which is really 
all you can say.


All the best,

Dark.
There is always more to know, more to see, more to learn. The world is 
vast and wondrous strange and there are more things benieth the stars 
than even the archmaesters of the citadel can dream.
- Original Message - From: Desiree Oudinot 
turtlepowe...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 01, 2015 7:46 PM
Subject: Re: [Audyssey] physical cd's and PayPal accounts


I'm trying to remember which game it is that I've played that makes 
you agree that you're over 18 each time you play it. That's going to 
bother me now. It's an audio game, I believe, and while I think 
that's overkill, maybe a similar thing could be put in place in this 
game as well.


I also have to ask this, why didn't anyone ever complain about the 
content in some of Jim Kitchen's sexually explicit games? Those games 
are free, are very small downloads, and are actually very easy to 
hide, because they're buried in a mess of other games inside a rather 
disorganized directory structure. No offense intended by saying that, 
I'm just stating a fact. But I apologize for being blunt.
Anyway, I would argue that children have probably downloaded these 
games, too, but I've never heard a peep about it.


Same with Slender, the Lost Vision. This game, if memory serves, was 
released shortly after the incident which Dark referenced in a 
previous message in which a girl was nearly killed because her 
friends thought they were going to please Slenderman. Again, this 
game is free, relatively small, and easy to access.
So why is Psycho Strike getting a bad rap when other questionable 
content has been released in the past? Maybe I just didn't hear about 
similar objections that were raised?


On 5/1/2015 11:54 AM, Thomas Ward wrote:

Hi Paul,

You raise some valid points. If a child is old enough to be
unsupervised on the internet then they are probably old enough to
decide for themselves weather or not to download a certain game or
view certain content. In such a case the best a site owner or game
developer can do is make appropriate warnings as to the content being
viewed.

For example, most pornography sites have a page that pops up every
time the site is accessed letting the user know that the site contains
sexually explicit  content and the person entering must be at least
18. If they click the I agree button and enter the site knowing what
content is about to be viewed the legal responsibility becomes that of
the person doing the browsing not the site owner or owners.

With games there is usually a similar warning in place. In adult
interactive fiction, for example, it always comes up with a disclaimer
that prompts the user

Re: [Audyssey] Psycho Strike - New Action/Strategy Game

2015-04-26 Thread Philip Bennefall

Hi Dark,

No, the game uses keyboard input only. There are quite a few keystrokes, 
but they are fairly easy to memorize. Good luck and have fun!


Kind regards,

Philip Bennefall
On 4/26/2015 10:37 PM, dark wrote:

This is sounding very awsome indeed!

Just one question. Does it involve mouse control? I have no problem if 
it does, indeed mouse control is cool, however if so I'll need to wait 
until tuesday before playing because currently I'm on my laptop at my 
parents which doesn't have a mouse (it has a touch pad but some rather 
bad swamp experiments prove I am no good with this for gaming).


I will say gangsters aren't a favourite theme of mine, but on the 
other hand I love exploring, rpgs, stratogy and action games, so I'm 
certainly looking forward to giving this one a try, indeed I very much 
suspect I'll end up buying it as I did paladin of the skies.


All the best,

Dark.
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 26, 2015 8:51 PM
Subject: [Audyssey] Psycho Strike - New Action/Strategy Game



Hi all!

VGStorm.com and Blastbay Studios are happy to announce the 
availability of our new game, Psycho Strike!


Psycho Strike is a mix between an RPG, a first person shooter and an 
adventure game. It captures the best parts of each genre in order to 
create a truly unique and groundbreaking gaming experience.


In Psycho Strike, you take the roll of a gangster leader. Throughout 
your adventure you will have the opportunity to collect weapons, 
recruit new criminals for your team of violent outlaws, collect more 
and more powerful items to fortify your base, and just terrorize the 
city in general.


The game is available for download and purchase from www.vgstorm.com. 
The demo has no time limit, but restricts some areas and ends when 
any of the people in your team reach experience level 8. The game can 
be purchased for 24.95 USD.


A word of warning: The game features violence, drugs, and other 
themes not suitable for younger players. We advise that no children 
under the age of 16 play the game without parental approval.


We hope you enjoy this title and look forward to hearing your 
thoughts! Please direct any questions, bug reports or other comments 
to vgstorm.com, or respond directly here. Thanks for reading!


Kind regards,

Philip Bennefall

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Re: [Audyssey] Psycho Strike - New Action/Strategy Game

2015-04-26 Thread Philip Bennefall

Hi Christina,

It has music, sound effects and character voice acting, but the in-game 
voice feedback is given by SAPI.


Kind regards,

Philip Bennefall
On 4/26/2015 11:17 PM, Christina wrote:

Hi.  Does this have music and sound effects or is it text only?
Thanks.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip
Bennefall
Sent: Sunday, April 26, 2015 4:45 PM
To: dark; Gamers Discussion list
Subject: Re: [Audyssey] Psycho Strike - New Action/Strategy Game

Hi Dark,

No, the game uses keyboard input only. There are quite a few keystrokes,
but they are fairly easy to memorize. Good luck and have fun!

Kind regards,

Philip Bennefall
On 4/26/2015 10:37 PM, dark wrote:

This is sounding very awsome indeed!

Just one question. Does it involve mouse control? I have no problem if
it does, indeed mouse control is cool, however if so I'll need to wait
until tuesday before playing because currently I'm on my laptop at my
parents which doesn't have a mouse (it has a touch pad but some rather
bad swamp experiments prove I am no good with this for gaming).

I will say gangsters aren't a favourite theme of mine, but on the
other hand I love exploring, rpgs, stratogy and action games, so I'm
certainly looking forward to giving this one a try, indeed I very much
suspect I'll end up buying it as I did paladin of the skies.

All the best,

Dark.
- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 26, 2015 8:51 PM
Subject: [Audyssey] Psycho Strike - New Action/Strategy Game



Hi all!

VGStorm.com and Blastbay Studios are happy to announce the
availability of our new game, Psycho Strike!

Psycho Strike is a mix between an RPG, a first person shooter and an
adventure game. It captures the best parts of each genre in order to
create a truly unique and groundbreaking gaming experience.

In Psycho Strike, you take the roll of a gangster leader. Throughout
your adventure you will have the opportunity to collect weapons,
recruit new criminals for your team of violent outlaws, collect more
and more powerful items to fortify your base, and just terrorize the
city in general.

The game is available for download and purchase from www.vgstorm.com.
The demo has no time limit, but restricts some areas and ends when
any of the people in your team reach experience level 8. The game can
be purchased for 24.95 USD.

A word of warning: The game features violence, drugs, and other
themes not suitable for younger players. We advise that no children
under the age of 16 play the game without parental approval.

We hope you enjoy this title and look forward to hearing your
thoughts! Please direct any questions, bug reports or other comments
to vgstorm.com, or respond directly here. Thanks for reading!

Kind regards,

Philip Bennefall

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[Audyssey] Psycho Strike - New Action/Strategy Game

2015-04-26 Thread Philip Bennefall

Hi all!

VGStorm.com and Blastbay Studios are happy to announce the availability 
of our new game, Psycho Strike!


Psycho Strike is a mix between an RPG, a first person shooter and an 
adventure game. It captures the best parts of each genre in order to 
create a truly unique and groundbreaking gaming experience.


In Psycho Strike, you take the roll of a gangster leader. Throughout 
your adventure you will have the opportunity to collect weapons, recruit 
new criminals for your team of violent outlaws, collect more and more 
powerful items to fortify your base, and just terrorize the city in general.


The game is available for download and purchase from www.vgstorm.com. 
The demo has no time limit, but restricts some areas and ends when any 
of the people in your team reach experience level 8. The game can be 
purchased for 24.95 USD.


A word of warning: The game features violence, drugs, and other themes 
not suitable for younger players. We advise that no children under the 
age of 16 play the game without parental approval.


We hope you enjoy this title and look forward to hearing your thoughts! 
Please direct any questions, bug reports or other comments to 
vgstorm.com, or respond directly here. Thanks for reading!


Kind regards,

Philip Bennefall

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Re: [Audyssey] BGT And Screen Readers And Unicode And More

2014-06-06 Thread Philip Bennefall
I'm glad you got it working! I've put the Unicode conversion functions 
on my todo list, and will get to it as soon as I have a bit of a gap in 
my schedule.


Kind regards,

Philip Bennefall
On 2014-06-05 20:53, Davy Kager wrote:

Right, I successfully copy-pasted together a basic wrapper written for BGT.  I 
want to keep things as one-on-one as possible, so I didn't introduce private 
helper methods to get slightly more compact code.  Boolean type variables are a 
little tricky, I ended up internally using uint8 for those.  Now all that 
remains is to convert from string object to an array of ints and the other way 
around.  But apart from that I can already query if the active screen reader 
supports speech and/or braille output, so I consider it an evening well spent. 
:)

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Davy Kager
Sent: Thursday, June 05, 2014 14:33
To: phi...@blastbay.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] BGT And Screen Readers And Unicode And More

Hi Philip,

Thanks, all of that makes sense.  The main reason why I am firmly sticking to 
Unicode is because different screen readers support different formats, but they 
all appear to support Unicode.  I also feel that in this day and age, providing 
both an ANSI and a Unicode version of the same function isn't the way to go.  
So for me it'd be the most convenient if BGT could gain a mechanism to prepare 
a Unicode string.  This might find some use in other people's applications too! 
 Passing int-pointers is no problem to me.  I want to write a wrapper 
specifically so that third-party developers don't have to worry about those 
nitty gritty details.

In all honesty, I haven't done much testing with actual Unicode or UTF-8 data 
yet.  Maybe my implementation is still failing somewhere too.  I originally 
started working on it for a project that is totally unrelated to gaming.  
Porting it to as many things as possible just seems a logical next step.  But 
adding functionality (such as ANSI functions) to support one specific 
programming language is taking it a little too far as long as I don't need it 
myself.  In fact, QuentinC has a screen reader library (UniversalSpeech) which 
already has ANSI functions, so for real developers out there that'd be a good 
option.

Now for adding screen readers to BGT...  Here is the official documentation for 
the SuperNova API, which admittedly isn't very satisfying:
http://www.yourdolphin.com/productdetail.asp?id=1z=14page=682#api
Their API is more limited than most, but both synchronous and asynchronous 
speech are available.

ZoomText is a different story.  They have a very extensive COM implementation much like 
Window-Eyes, but the company doesn't want to provide support for it outside of their own 
scripting facilities.  It also requires a registry patch to get it to work because their 
installer program forgets to set things up properly.  I have reported this to 
them and they indicated they'd fix it at some point.  Once you applied the patch it works 
great (from C++ at least), but I'm not sure if it's suited for BGT.  Might be better to 
wait for their developers to fix the installer so end-users don't have to apply patches 
(which most users won't want to do anyway).

Thanks,
Davy

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall
Sent: Thursday, June 05, 2014 13:48
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT And Screen Readers And Unicode And More

Hi Davy,

The foundation of BGT is Ansi, which is a sort of historical accident from back 
when I first started the project. I did not envision it ever needing Unicode 
because it was primarily meant to use audio and any printed text would be 
mostly for debugging. There was no Sapi support planned at that time, and 
screen readers were even further from my mind.
This was in mid 2009. Were I designing it today, it would be a Unicode 
application. With that said, there are definitely ways to solve it.

Since BGT is Ansi, you can use UTF-8 strings without any trouble.
Converting from UTF-8 to wide characters on Windows is trivial, so that's a 
function that I could definitely introduce. As far as the dll interface is 
concerned you'd just be passing an int* pointer whenever a wide character 
string was needed. Alternatively you could introduce
UTF-8 conversion support to your own dll, which would be a nice convenience 
feature I'd say.

I am certainly not opposed to adding native support for more screen readers if 
there is enough interest. Have you got any links to official references, 
redistribution terms for the dll's if any, etc? If so I would be more than 
happy to look into it.

Kind regards,

Philip Bennefall
On 2014-06-05 10:02, Davy Kager wrote:

Hi,



NOTE: this post is sort of way too nerdy for this list, but I thought I’d send 
it anyway, for the wanna-be coder’s general delight.



Now that BGT is FREE I

Re: [Audyssey] BGT And Screen Readers And Unicode And More

2014-06-05 Thread Philip Bennefall

Hi Davy,

The foundation of BGT is Ansi, which is a sort of historical accident 
from back when I first started the project. I did not envision it ever 
needing Unicode because it was primarily meant to use audio and any 
printed text would be mostly for debugging. There was no Sapi support 
planned at that time, and screen readers were even further from my mind. 
This was in mid 2009. Were I designing it today, it would be a Unicode 
application. With that said, there are definitely ways to solve it.


Since BGT is Ansi, you can use UTF-8 strings without any trouble. 
Converting from UTF-8 to wide characters on Windows is trivial, so 
that's a function that I could definitely introduce. As far as the dll 
interface is concerned you'd just be passing an int* pointer whenever a 
wide character string was needed. Alternatively you could introduce 
UTF-8 conversion support to your own dll, which would be a nice 
convenience feature I'd say.


I am certainly not opposed to adding native support for more screen 
readers if there is enough interest. Have you got any links to official 
references, redistribution terms for the dll's if any, etc? If so I 
would be more than happy to look into it.


Kind regards,

Philip Bennefall
On 2014-06-05 10:02, Davy Kager wrote:

Hi,

  


NOTE: this post is sort of way too nerdy for this list, but I thought I’d send 
it anyway, for the wanna-be coder’s general delight.

  


Now that BGT is FREE I thought I’d try and see if I could write a wrapper for 
my screen reader abstraction library so that my screen reader of choice 
(SuperNova) could be supported by games written using this toolkit.  I also 
like having as many wrappers as possible for my library, to make people’s lives 
easier if they use something that isn’t C++.  So trying out BGT sounded like a 
good idea to spend a Thursday morning.  Anyway, turns out BGT is into ANSI 
where strings are concerned.  So naturally I have some questions:

-  Is there a way to call external DLLs that use Unicode strings (which 
is what Windows has been doing for a real long time).

-  If not, is there any chance BGT can gain native support for 
SuperNova and maybe also ZoomText?

  


Opensourcing the thing sounds like a fun idea, though I see several issues with 
that too and don’t intend on starting that debate here and now.  Just wondered 
if there’s a way to deal with Unicode strings that doesn’t involve depriving 
Philip of a few hours of sleep.  Using int or long might work, but then still 
you’d need to convert these into a string object, and those are ANSI so they’ll 
pout at you real bad and then bluntly refuse.

  


Note that I use Java myself, and not necessarily for games, so this is not a 
message saying “HELP GUYS I AM STUCK AND ABSOLUTELY NEED TO GET THIS RESOLVED 
OR ELSE I CANNOT WRITE MY GAME!!!”  I just want to provide as many wrappers for 
my DLL as I can without overdoing it, and BGT is definitely a big thing in the 
blind gamers community.  That reminds me, I should probably try to do AutoIt 
too.  Anyone know if that allows you to call DLLs in a non-evil way?

  


Thanks,

Davy

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[Audyssey] BGT Important Update

2014-05-31 Thread Philip Bennefall

aHi all,

Over the last few years, BGT has acquired a pretty large user base. In 
fact, it has become more popular than I could ever have imagined when I 
first started developing it back in 2009. So in terms of adoption and 
community, it has been a definite success. However, financially the 
picture is a little different. I knew when I first envisioned it that it 
would not sell very much, seeing as how it is targeting a small subset 
of the blind community which in itself is not that large to begin with. 
However, over the years it has become apparent just how small the 
potential market is. I have concluded that I can no longer justify 
working on it to the extent that I did in the beginning, and on top of 
that I am involved in a lot of other projects which take up the absolute 
majority of my time.


For the last few months I have been debating back and forth with myself 
what the right course of action would be. One option is to simply make 
it abandonware and forget about it, but I do not like that alternative. 
Another option would be to continue selling it and releasing updates in 
the little free time that I am able to dedicate to it, but that seems 
unfair to the users who have paid for a product that they expect updates 
and prompt support for. I dismissed that. The final option that I have 
actually chosen to go for, is to make the product free but not abandon 
it. I will continue to maintain it, adding new features as time permits 
and fixing any bugs that spring up as soon as I can. I will keep the 
forum online, and I will continue to accept sponsorships from those who 
want to see a new feature in the engine and are willing to pay a little 
something for it to happen.


Simply put, a fully functional version of the engine can now be 
downloaded free of charge from www.blastbay.com. Be sure to uninstall 
any prior version that you may have on your system before installing 
this new one, as it contains some minor incompatibilities.


I will continue to maintain the product as I mentioned previously, but 
please understand that any emails you send to me with questions about 
how to write this or that piece of code will probably go unanswered. The 
right place to ask such questions is the Blastbay forum. I do visit the 
forum fairly frequently and will continue to respond to queries whenever 
I am able, but please do not get upset if you don't hear back from me 
quickly.


With all this said, I would like to thank everyone who has used and/or 
supported BGT over the years. It has been a labor of love for me and I 
hope that you will all find the unlocked features in the new freeware 
version useful. Continue to make fun games with it and send me a copy of 
your next blockbuster if you feel thus inclined.


Thank you!

Kind regards,

Philip Bennefall

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Re: [Audyssey] Pausing the Screen in Console Programs

2014-04-16 Thread Philip Bennefall

Hi Thomas,

I tend to find that getchar suits my needs perfectly. Making a call to 
getchar and ignoring the return value does exactly what you describe, and in 
a portable way. getch is non-standard as you know so may or may not be 
present on any given target.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 16, 2014 5:32 AM
Subject: [Audyssey] Pausing the Screen in Console Programs


Hi all,

This question is mostly for developer's but any thoughts from
non-developers are welcome as well.

At the moment I am working on a quick and dirty text adventure system
written in C++ suitable for developing classic interactive fiction
games similar to games like the Infocom text adventures like Zork,
Arthur, Hitch Hikers Guide to the Galaxy, and so forth. Since I am not
really a fan of the text adventure languages like Inform and AGT I
have decided to create my own system in C++, but have run into a
slight problem with the text adventure system.

In Dos/Windows if one wants to pause a screen of text all he or she
has to do is call the _getch() function which will pause the out put
until the enter or space key is pressed. Mac OSX and Linux have no
such function and similar functionality has to be accessed through
ncurses or another library like that. I am trying to come up with a
pause function that will be completely cross-platform and will compile
on any platform without having to involve ncurses or some other
third-party solution. So what I have done in the meantime is use the
standard cin input stream with a prompt that says, press c to
continue or q to quit. I am wondering if people are okay with this
method of pausing the screen, or if some of you  developers knows of a
better way to go about pausing the text  on screen let me know.

Thanks.

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Re: [Audyssey] Pausing the Screen in Console Programs

2014-04-16 Thread Philip Bennefall

Hi Thomas,

getchar is, as you know, about as basic as you can get but at least it is 
standardized. getch is not, nor would a custom pseudo getch hack be. It's 
bound to exhibit different behavior on various platforms and you'd have to 
have access to all of them to verify. If you want immediate reactions 
without the need to wait for a return keypress, have you considered using 
something basic such as the keyboard handling in SDL in your console window? 
Then you can suddenly treat the keyboard in a similar fashion to what you 
would do in a regular non-console game, but do it portably. SDL has received 
a major rewrite in version 2.0 and is now under the Zlib/Libpng license 
which is very commercial friendly.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, April 17, 2014 1:30 AM
Subject: Re: [Audyssey] Pausing the Screen in Console Programs


Hi Philip,

Well, as I explained in a previous post I know about getchar, and
unfortunately it isn't quite what I am looking for. Besides pausing
the screen I want a function that will act upon a key immediately
rather than waiting for the enter key which getch does and getchar
won't.

However, I have found getchar doesn't always work when pausing the
screen anyway. I have written the following function in C++, and it
fails to do what I want which is to pause until the enter key is
pressed.

void WaitKey()
{
   std::cout  Press enter to continue:\n;
   std::getchar();
}

Now, in theory that function should prompt the user to press the enter
key and pause the game until the enter key is pressed. Sometimes it
does and sometimes it doesn't. I have written a test program using
getchar as written above and there are cases where the program ignores
the WaitKey() function I wrote and goes and executes the next function
regardless of my instruction to wait. So I don't think pausing the
screen with getchar is necessarily a valid method for cross-platform
pausing the screen. Of course, there may be a difference between the C
implementation of getchar in stdio.h and the C++ implementation in
cstdio. Not sure if that is a difference or not.

Cheers!


On 4/16/14, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

I tend to find that getchar suits my needs perfectly. Making a call to
getchar and ignoring the return value does exactly what you describe, and 
in


a portable way. getch is non-standard as you know so may or may not be
present on any given target.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] BGT, Mac and More

2013-12-16 Thread Philip Bennefall

Hi Ian,

Pardon the long time it has taken me to reply to your question. With the 3d 
audio in DirectSound, there were two reasons why I didn't implement it in 
BGT. Firstly because I heard that it doesn't work well at all on Vista and 
above, and secondly because I didn't think it sounded good even on xP. I was 
mostly interested in testing the simulation in stereo headphone mode as I 
figured that that is what most of my users would have, and the sound was not 
particularly impressive. This is subjective of course, but since then I have 
heard several hrtf simulations that blew my mind. So if I ever add 3d audio 
to BGT it has to be a real hrtf model, not DirectSound 3d.


Kind regards,

Philip Bennefall
- Original Message - 
From: Support supp...@blindaudiogames.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 14, 2013 3:33 PM
Subject: Re: [Audyssey] BGT, Mac and More


Hi Phillip,

It was very educational to hear the problems you hit with XAudio2.
Could you expound on the issues you had with DirectSound 3D as well?

Thanks!
Ian Reed 



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Re: [Audyssey] BGT, Mac and More

2013-12-16 Thread Philip Bennefall

Hi Phil,

Sorry about the late reply. I did consider such a possibility, but I don't 
think it will be a viable solution. For one thing, when you enumerate audio 
devices you could potentially get two entirely different lists, and it is 
not certain that BGT can automatically open the same device for both 
subsystems. Even if it does, some devices do not handle that particularly 
well (e.g. cheap internal cards don't like it when you open two entirely 
different audio subsystems that both fight for control of the device). On 
top of that, the API for the end user would be a bit of a mess. You would 
constantly have to decide which subsystem to output to, provided that both 
of them initialized properly which is far from guaranteed. For this reason, 
if I do ever switch sound systems in BGT it has to be a complete change 
rather than a crossover so to speak.


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 14, 2013 3:04 PM
Subject: Re: [Audyssey] BGT, Mac and More


Hi Philip,
Would you consider having two ways to play sounds in BGT?
I could see the possibility of using XAudio2  on moving creatures and some
other system for everything else.
Phil

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 14, 2013 8:44 AM
Subject: Re: [Audyssey] BGT, Mac and More



Hi Davy,

Initially when I started writing BGT, I figured that it would be best to
begin with simple stereo and then go from there. But then I found out that
DirectSound 3d is rather broken, and decided to go for XAudio2 instead.
You know the rest of that story. So for this reason, BGT will not have 3d
audio as long as it uses DirectSound and it doesn't seem viable to switch
to XAudio2 at this point considering the issues I encountered. If I do
switch to another sound system, I am not opposed to adding 3d audio as an
option if people want to use it. Personally I prefer stereo, but of course
this depends entirely on the types of games you want to make and other
personal preferences.

Kind regards,

Philip Bennefall




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[Audyssey] Back on list

2013-12-15 Thread Philip Bennefall

Hi all,

I hope it is safe to resubscribe again at this point. I started receiving 
enormous amounts of horrible spam around 4 AM this morning where some 
immature individual with way too much time on their hands impersonated list 
members including myself. I unsubscribed after removing the first 100 
messages or so. I hope things have calmed back down now, and in case anyone 
has any doubts, the disgusting messages written in my name certainly do not 
originate from me. Hope this mess can be sorted and the person in question 
can be dealt with to the greatest possible extent.


Kind regards,

Philip Bennefall 



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

2013-12-15 Thread Philip Bennefall
This is an interesting point, actually. Can the messages be removed from the 
archives? I would not particularly enjoy having these things found when 
doing a Google search for my name.


Kind regards,

Philip Bennefall
- Original Message - 
From: Christopher Bartlett atouchofrevere...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 15, 2013 11:52 PM
Subject: Re: [Audyssey] a message from this lists hosting provider.


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

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

Chris Bartlett


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

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

-Original Message- 
From: Charles Rivard

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

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

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 15, 2013 12:43 PM
Subject: Re: [Audyssey] a message from this lists hosting provider.



Hello Lori,

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

cheers!

On 12/15/13, loriduncan lori_dunca...@hotmail.com wrote:

Whoever it is should be banned from using the list.


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

2013-12-15 Thread Philip Bennefall

Hi Lori,

The spam wasn't actually sent from the email accounts from which it seemed 
to originate. The email addresses were set correctly, but the SMTP server of 
the sender is entirely different from mine and this is how they can 
potentially be traced. So there is nothing that I can do locally to prevent 
my name from being used, unfortunately.


Kind regards,

Philip Bennefall
- Original Message - 
From: loriduncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 16, 2013 12:03 AM
Subject: Re: [Audyssey] a message from this lists hosting provider.


Hi Philip, isn't there a program you can run which automatically removes
spam before it can reach the list?  Maybe it could be re-directed to bounce
back to the owner?  From Lori. 



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

2013-12-15 Thread Philip Bennefall
Great to know, Thomas. I, and I'm sure the other people who's names were 
used, would appreciate that. I imagine a regular expression could be used to 
speed up the procedure considerably.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 16, 2013 12:06 AM
Subject: Re: [Audyssey] a message from this lists hosting provider.


Hi Philip,

Yes, they can, but it will take a bit of work. It will require
grabbing the archive file, and manually deleting them from the
archives and then replacing the archives with the edited ones. It is
possible to do and I was strongly considering something like this
anyway.

Cheers! 



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Re: [Audyssey] BGT, Mac and More

2013-12-14 Thread Philip Bennefall

Hi Davy,

I just wanted to clarify briefly what issues I had when integrating XAudio2
with BGT. Initially, everything seemed to work flawlessly. But what I
noticed when trying it in a large scale project with a lot of sounds playing
simultaneously was that XAudio2 would sometimes cause lag before playing a
new sound. This was not a sound that had just been opened; it was a sound
that had been cloned from another previously existing instance. Therefore I
was able to exclude disk IO as the cause. At first I figured that it was
probably just my machine being sluggish, but it kept happening regularly. I
then wanted to make sure that it wasn't the fact that XAudio2 is virtualized
on Windows XP, so I tested it on several Windows 7 and Vista machines with
the same results. I then did a side by side comparison of DirectSound and
XAudio2, and DirectSound did not suffer from this problem on any of the
machines used for the test. This was done in late 2010, but I have not seen
any significant new releases of XAudio2 since then so I would presume that
the problem still exists. Important to note is that the lag usually does not
happen if you have just a few sounds playing at once. You need to reach
quantities of about 10 or 15 before it starts to become noticeable.

Kind regards,

Philip Bennefall
- Original Message - 
From: Davy Kager m...@davykager.nl

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 14, 2013 1:58 PM
Subject: Re: [Audyssey] BGT, Mac and More


Hi Thomas,

I have had no trouble with XAudio2.  That coupled with very low-level input 
handling using the Win32 API made for some awesome times.  Still, the 
disadvantage to such low-level work (I count XAudio2 as relatively low-level 
too), is that it takes more work to get things done - including more 
evaluation of your code to make sure it won't crash at run-time.  And the 
difference inr esponsiveness isn't too big anyway.  We're talking 
milliseconds here.  The one thing I did like about those components is that 
it was mostly event-driven.  I'm not a big fan of polling for input.
Unfortunately, I've read that Microsoft dropped XNA, so I wouldn't be 
surprised if XAudio2 is going too.  That's two abandoned audio systems in 
five years.


And really, OpenAL isn't so bad.  There are devices with hardware support 
(though I'm disabling that to ensure a uniform user experience).  And with 
the rise of Steam, being able to target Linux is a good thing.  Then there 
is the iOS thing, they use OpenAL too.  Joal is a great option for Java 
developers.  For iOS there is the excellent Object-AL.
Sadly Joal seems to have some issues acquiring the soundcard at times, but 
that's probably partly the fault of Windows and its drivers.  It's also a 
bit of a resource hog, it does a lot of memory copying that more low-level 
APIs avoid.  But hey, it does save you some resource managing.


DirectSound was great, and it's cool that it still works on modern systems, 
but just like with VB6 I'd strongly suggest new developers skip it 
altogether.  As you said the 3D part is very much broken unless you do your 
own tweaking (and even then), and to be fair the API really isn't that easy 
to use compared to XAudio2 or OpenAL.  The one nice thing is that you can 
easily script against it, but that's not too important for serious game 
developers.


Cheers,
Davy 



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Re: [Audyssey] BGT, Mac and More

2013-12-14 Thread Philip Bennefall

Hi Davy,

Initially when I started writing BGT, I figured that it would be best to 
begin with simple stereo and then go from there. But then I found out that 
DirectSound 3d is rather broken, and decided to go for XAudio2 instead. You 
know the rest of that story. So for this reason, BGT will not have 3d audio 
as long as it uses DirectSound and it doesn't seem viable to switch to 
XAudio2 at this point considering the issues I encountered. If I do switch 
to another sound system, I am not opposed to adding 3d audio as an option if 
people want to use it. Personally I prefer stereo, but of course this 
depends entirely on the types of games you want to make and other personal 
preferences.


Kind regards,

Philip Bennefall
- Original Message - 
From: Davy Kager m...@davykager.nl

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 14, 2013 2:35 PM
Subject: RE: [Audyssey] BGT, Mac and More



Hi Philip,

That is good to know!  My project had that many sounds loaded, but they 
weren't all playing at once.  I heard that BGT has no 3D sound support. 
In that case I fully agree that using DirectSound is the way to go for a 
Windows-only product.


By the way, I'm not criticizing BGT for not having 3D audio.  I've always 
found 3D to be very confusing.  In my OpenAL project I happily disable it 
first thing.


Davy 



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Re: [Audyssey] BGT, Mac and More

2013-12-14 Thread Philip Bennefall

Hi Davy,

I just wanted to clarify briefly what issues I had when integrating XAudio2 
with BGT. Initially, everything seemed to work flawlessly. But what I 
noticed when trying it in a large scale project with a lot of sounds playing 
simultaneously was that XAudio2 would sometimes cause lag before playing a 
new sound. This was not a sound that had just been opened; it was a sound 
that had been cloned from another previously existing instance. Therefore I 
was able to exclude disk IO as the cause. At first I figured that it was 
probably just my machine being sluggish, but it kept happening regularly. I 
then wanted to make sure that it wasn't the fact that XAudio2 is virtualized 
on Windows XP, so I tested it on several Windows 7 and Vista machines with 
the same results. I then did a side by side comparison of DirectSound and 
XAudio2, and DirectSound did not suffer from this problem on any of the 
machines used for the test. This was done in late 2010, but I have not seen 
any significant new releases of XAudio2 since then so I would presume that 
the problem still exists. Important to note is that the lag usually does not 
happen if you have just a few sounds playing at once. You need to reach 
quantities of about 10 or 15 before it starts to become noticeable.


Kind regards,

Philip Bennefall
- Original Message - 
From: Davy Kager m...@davykager.nl

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 14, 2013 1:58 PM
Subject: Re: [Audyssey] BGT, Mac and More


Hi Thomas,

I have had no trouble with XAudio2.  That coupled with very low-level input 
handling using the Win32 API made for some awesome times.  Still, the 
disadvantage to such low-level work (I count XAudio2 as relatively low-level 
too), is that it takes more work to get things done - including more 
evaluation of your code to make sure it won't crash at run-time.  And the 
difference inr esponsiveness isn't too big anyway.  We're talking 
milliseconds here.  The one thing I did like about those components is that 
it was mostly event-driven.  I'm not a big fan of polling for input.
Unfortunately, I've read that Microsoft dropped XNA, so I wouldn't be 
surprised if XAudio2 is going too.  That's two abandoned audio systems in 
five years.


And really, OpenAL isn't so bad.  There are devices with hardware support 
(though I'm disabling that to ensure a uniform user experience).  And with 
the rise of Steam, being able to target Linux is a good thing.  Then there 
is the iOS thing, they use OpenAL too.  Joal is a great option for Java 
developers.  For iOS there is the excellent Object-AL.
Sadly Joal seems to have some issues acquiring the soundcard at times, but 
that's probably partly the fault of Windows and its drivers.  It's also a 
bit of a resource hog, it does a lot of memory copying that more low-level 
APIs avoid.  But hey, it does save you some resource managing.


DirectSound was great, and it's cool that it still works on modern systems, 
but just like with VB6 I'd strongly suggest new developers skip it 
altogether.  As you said the 3D part is very much broken unless you do your 
own tweaking (and even then), and to be fair the API really isn't that easy 
to use compared to XAudio2 or OpenAL.  The one nice thing is that you can 
easily script against it, but that's not too important for serious game 
developers.


Cheers,
Davy

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, December 14, 2013 13:18
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT, Mac and More

Hi Davy,

Well, the problem with XAudio2 is that a number of developers have reported 
it is buggy. Philip was working on a version of BGT that uses XAudio2, and 
found out it caused some instabilities in BGT and removed
XAudio2 support for the time  being. So that is why BGT does not presently 
support XAudio2.


However, I agree for a multi-platform game there is no better option than 
OpenAL. You can use Joal for Java or write your own custom wrapper for the 
library for a decent cross-platform audio library that works on Mac, Linux, 
and Windows. Truth be told I am looking at using OpenAL as a replacement for 
DirectSound on Windows anyway just because the 3d audio is broken big time 
on DirectSound in Windows 7, Windows 8, and Windows 8.1. Clearly I need 
something else other than DirectSound, and XAudio2 is rather up in the air 
at this point.


As far as license agreement stopping someone from reverse engineering code I 
just can not go with that option. To me that is like someone intentionally 
leaving their front door unlocked and than hanging a sign outside saying do 
not enter. A person who respects you as a developer, has some decency, 
obviously won't reverse your code or pirate your software. However, sad to 
say a lot of people will not and it never hurts to add a few extra layers of 
security to keep the amateur wannabe crackers out of your code

Re: [Audyssey] BGT, Mac and More

2013-12-14 Thread Philip Bennefall

Hi Davy and others,

I wanted to stop by and briefly explain my current intentions for BGT. When 
I started developing it in late 2009, I had absolutely no idea how it would 
do financially. Now, 4 years down the line I can say that while sales have 
been reasonable considering the number of potential developers in the blind 
community, BGT is not and has never been something that I am going to get 
rich from. I never figured I would, either, but the truth is that it simply 
would not make sense for me to spend the amount of time and effort that 
would be involved porting it to a new platform. I am certainly not 
discounting Mac OS X/IOS as viable distribution channels. They are growing 
every day and I target them in all the mainstream projects that I am 
involved in at present. These other projects were written with cross 
platform support in mind from the get-go, while BGT was written exclusively 
for Windows. This means that BGT would require a major overhaul to be 
portable to other platforms, and I do not feel that an investment on such a 
scale would be viable at this point considering my current schedule.


Had I decided to create an audio game engine at this time, it would 
certainly have been written with cross platform compatibility in mind from 
the start. This is not the case with BGT, however, and I cannot spend much 
more time and money developing it considering the sales figures it has been 
generating thus far. This certainly does not mean that BGT is going to be 
abandoned. Far from it. I still enjoy making games as a hobby from time to 
time, and for that, it works very well for my needs. But I will not be 
working on it full time as I did a year ago. So for those of you who have 
been hoping for a cross platform BGT release, I am sorry I can't bring more 
positive news. However I felt it was better to clearly announce my 
intentions as opposed to staying silent and leaving users to wonder and 
speculate.


Kind regards,

Philip Bennefall
- Original Message - 
From: Davy Kager m...@davykager.nl

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 13, 2013 5:17 PM
Subject: Re: [Audyssey] BGT, Mac and More



Hi,

With all due respect, but you really don't want to pick up coding in VB6 
anymore.  PureBasic I wouldn't know, I haven't looked at it before.
With C++ (or Java) you really aren't coding from scratch.  OpenAL has a C 
API, Java has an OpenAL wrapper, and of course there's DirectSound and 
XAudio2 which have their respective APIs.  Oh, and Java's own sound API, 
which is good enough for basic stuff.  I'm not even going to try and list 
all the third-party options.  The one thing you will have to do yourself 
is resource management, but that is true for any language if you want to 
write efficient code that doesn't eat your system memory.  And in C++ 
you'll require external libraries, dynamic or static, to do certain 
things.  Java is a lot nicer in that regard, but as Thomas pointed out it 
takes less than a minute to get to the entire code-base of a project.


Also, I haven't actually tried BGT myself.  All I know about it comes from 
the website.  I'm not criticizing it, only trying to find out what it can 
and cannot do.


Cheers,
Davy

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

Sent: Thursday, December 12, 2013 00:04
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT, Mac and More

Well davie, when danny and I were working on the deathmatch series danny 
found out we all did that there were limitations with bgt.

Sertain things need to be written a sertain way.
And the way  we were expanding the deathmatch series was just really going 
outside of bgt's limits.

deathmatch1 is not finnished to what it was going to be.
There are so many issues with bgt and its limits and we came on them with 
saving, arrays and a lot of other things that we have exhausted the 
language.

It was never meant for really large games at least we think so.
The engine is good but there is a limit how much you can really do with 
it.

Deathmatch1 was planned to have 10 missions or as many as we could put on.
however by mission 3 danny was running out of ideas and as it was there 
were so many issues by this time.
I can tell you we were going to have 4 missions but after all the issues 
danny has lost interest in that game and decided to end it as quickly  as 
possible.
Deathmatch2 started in pure basic but there are some issues to and so its 
visual basic 6.
If you know c++ davie and can code with it then I suggest you stay with it 
if you can.
I think danny and some others would like to learn but its a lot of work 
writing everything from scratch.
However if you do use it on a daily basis I'd stay with that then I would 
stay with it.

As for jawa, I do have java loaded.
I've never had much fun with games based on it though.
On the subject with sounds, music, etc.
There is a way to do this, A lot of games

[Audyssey] BGT For Mac and Linux

2013-12-14 Thread Philip Bennefall
Hey All,
There has been much recent discussion about making my PIECE OF SHIT software 
for STUPID FUCKING BLIND people who cant learn REAL CODING in C PLUS PLUS MOTHA 
FUCKA! BGT is complete rip off! You are all too fucking stupid! Why would you 
pay for my shitty fucking software! It costs a fortune and you can only make 
shitty games with it! you can only make ANAL games like Liam's Hairy Butthole!

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[Audyssey] WEDHESDAY WEBHESDAY cjtutqajyg

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY cgkelhhvpv

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY iqkqprscfb

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY fckwlbyydp

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY fhfoopeeht

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY ijupanilze

2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY jsvdkqyvzh

2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY sqkffmwzuy

2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY rjavwkmako

2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY etkxjvinju

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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2013-12-14 Thread Philip Bennefall
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[Audyssey] WEDHESDAY WEBHESDAY xisttmsaxw

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY mwbbhvkgtz

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY ayvkurkrnd

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY lkylnutixs

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY qcmohjxufd

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY vionwvhcez

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY mnmfqdhyzb

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY cvmzwrjwws

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY ixqvpcapjz

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY pfooniyctk

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY edyvcgripq

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY fxsoitropw

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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[Audyssey] WEDHESDAY WEBHESDAY jozbfmuiwo

2013-12-14 Thread Philip Bennefall
BGT SUCKS FUCK YOU RON AND TOMMY OF AUDYSSEY!

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