Re: [Audyssey] preludeamals solved (woohoo, so happy)

2017-02-03 Thread Willem Venter
Hi Jeremy and all.
I've been having lots  of fun in my spare time with this. I'm now at
level 17 I think, the "figure 8" one.

I have to mention that I've found a bug. If the arm can't move out of
the starting position normally, it just ignores that there is a block
in the way and continues straight.


On 2/3/17, jer...@kaldobsky.com  wrote:
> Well done Travis!  I hope the game was enough of a challenge for ya, haha.If
> you enjoyed the weird story line to Preludamals, you should probably check
> out the game Triple Triad.  The story lines of the 2 games are linked, and
> in my opinion, the Triple Triad story is hilarious.
>
>
> On Thursday, February 2, 2017 5:48 PM, Travis Siegel
>  wrote:
>
>
>  I finally finished preludeamals, all 24 levels.  I need to go back and
> alter  my solution for level 18, because I accidentally took advantage of
> a bug when solving that one, but otherwise, all levels are solved, and I
> had a blast.  Unfortunately, I didn't start saving my solutions until I
> was at level 16, so have to go back and solve the early levels again (did
> some of that, but still don't have solutions saved for levels 7 through
> 15), but otherwise, if folks want assistance, I can provide hints here and
> there.  I'm wracking my brain to come up with some fun levels for this
> game as well, but so far I've not managed to come up with anything as
> challenging as the default levels, but I'm still working on it.  (Btw,
> level 24 took me 21 bounces/redirects).  Had a tough time coming up
> with a charging station layout that worked for me.  Took me 3 days to
> come up with a solution for that level.  Would be nice if the game kept
> track of bounces/redirects, so you could try to beat your score with
> different layouts.  I took 55 bounces/redirects for one level (don't
> remember which one), and that has to be too high, but ...
> Really enjoyed the
> story that unfolded with each level completion as well, quite amusing.
> This one was a lot of fun, and if I can manage to build some fun levels
> for it, I'll consider my conquering of the game complete. *grin*
> Anyway, just wanted to let folks know it is possible to beat the game,
> although it takes quite a bit of work on some of those levels.
>
>
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Re: [Audyssey] Manamon control help.

2016-07-22 Thread Willem Venter
What is up with the dialogue popping up whenever I view the inventory?
Also, at some stage I could not access the inventory at all. Also, are
the nets unavailable under certain conditions. Sometimes they did not
show up in the battle menu.

Either way. It's an awesome game. Thanks.

On 7/22/16, Aaron Baker  wrote:
> Hi,
> You can press V to view enemy information, then press H to check health.
> Best,
> Aaron
>
> On 7/22/16, michael barnes  wrote:
>> Hey.
>>
>> I been wondering how to check my enemy health during a battle?
>> I read the manuel but I don't see anywhere how to check for that
>> information.
>>
>> Thanks!
>>
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Re: [Audyssey] miriani combat

2015-11-18 Thread Willem Venter
Hi David.
It's been a while since I played Miriani, but here is what I remember.
Ship combat is one of the more enjoyable things in Miriani. When you
are practicing alone though you have to pilot and shoot, which makes
it more tricky.

Before you add drones, practice manual navigation. It is easier to do
combat that way.
After you moved check if where you thought you would end up is
actually where you ended up.

After you mastered that, practice locking onto coords and shooting at
them. You could add another stationary ship as a target.

For combat, go to 3,3,3 and let the drones come to you. any coord
around 3,3,3 is easier to type. Remember that the general weapons have
a range of only 1 coord.
Always keep moving and stay in the area of 3,3,3, but don't be too
predictable in your movement.

On 11/18/15, David Bartling  wrote:
> Hi,
> I  am a new player to miriani, and I wanted to try combat. I am trying
> to defeat the drones in a simulator but they always are faster and by
> the time I've registered that they've moved away, they are able to hit
> me and I just can't figure out how to fire at them. I know about the
> focus and scan commands, but if any other players have tips, that
> would beawesome. Unfortutately, I don't have a computer to play it so
> helpful sounds are out. I am playing using mudrammer on my phone.
> Thanks for any help
>
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Re: [Audyssey] the wastes

2015-07-27 Thread Willem Venter
Hi.
Are you using the review keys? The keys on the num pad are bound to
review keys similar to how you review the command prompt. It works
fine without launching it from the command prompt for me.

On 7/27/15, Dakotah Rickard  wrote:
> Hi.
> First of all, should I be running this from the command prompt?
> Second, I play it with NVDA, and the window doesn't let me look inside to
> scroll about and review text. Any advice?
>
> Signed:
> Dakotah Rickard
>
>> On Jul 18, 2015, at 19:18, john  wrote:
>>
>> Dark:
>> I didn't see this anywhere, but you seem to know more about development
>> than
>> me.
>> Do you know if mining's going to be fixed (right now it infinitely
>> scrolls)?
>> The only way I could find to make it stop was to kill the program with
>> ctrl
>> c, which really isn't what I want to do.
>>
>>
>> --
>> From: "dark" 
>> Sent: Saturday, July 18, 2015 19:15
>> To: "Gamers Discussion list" 
>> Subject: Re: [Audyssey] the wastes
>>
>> Hi Jeremy.
>>
>> The town scrolling thing is a known problem and will e fixed, for now any
>> method of emulating mouse wheel movement should do, in supernova I just
>> hit
>> w a few times,heck you might even be able to just use your mouse wheel
>> anyway.
>>
>> The towns will be fixed, but right now Huw the developer is working on
>> the
>> inventory and lots of fun extra objects like weapons and armour carried
>> by
>> your enemies, trading resources, loot, food, plants books to read and
>> lots
>> of other good stuff.
>>
>> Beware the grue!
>>
>> Dark.
>> - Original Message -
>> From: "Jeremy Brown" 
>> To: "gamers" 
>> Sent: Saturday, July 18, 2015 7:25 PM
>> Subject: Re: [Audyssey] the wastes
>>
>>
>>> I have to second Dark's comments about the game.  I had no problems
>>> downloading the zip file, and it is a fun game.  I wish the town
>>> information didn't scroll so much, in larger towns, I was reduced to
>>> guessing about where shops were as most of the buildings I could see
>>> were shacks:)
>>>
>>> Still, it's a lot of fun, and I was glad to see a game like this still
>>> being developed and supported.
>>>
>>> Take care,
>>>
>>> Jeremy
>>>
>>>
>>> --
>>> In the fight between you and the world--back the world! Frank Zapa
>>>
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>>
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Re: [Audyssey] cross platform programming

2014-11-18 Thread Willem Venter
Hi Thomas.
I was extremely surprised to hear that .net was open sourced. I
thought I'd mention it here since it only happened last week and it's
in the interest of all game programmers using or thinking of using
VB.net, c# etc.

On 11/17/14, Thomas Ward  wrote:
> Hi Willem,
>
> Well, I'll freely admit my information is years out of date. Primarily
> from 2008 or so. When I was looking into using Mono in 2008 I was
> warned away from it by many developers due in large part to some
> litigation that was going on during that time over Mono infringing
> upon Microsoft's .NET code base. Since then I switched to C++ rather
> than C# for the majority of software development so hadn't kept up to
> date with developments in Mono legal or otherwise since then. So my
> information is definitely out of date. That's also why I said it was a
> concern of mine rather than outright declaring there were any
> copyright issues right now. However, I deeply appreciate the
> information, because that might convince me to go back to C# .NET.
>
> Cheers!
>
>
> On 11/16/14, Willem Venter  wrote:
>> Thomas, for reference Microsoft is making most of the .Net code open
>> source, so I doubt they will be taking on anyone using it to develop
>> cross platform programs.
>>
>> http://techcrunch.com/2014/11/12/microsoft-takes-net-open-source-and-cross-platform/
>
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Re: [Audyssey] cross platform programming

2014-11-16 Thread Willem Venter
Thomas, for reference Microsoft is making most of the .Net code open
source, so I doubt they will be taking on anyone using it to develop
cross platform programs.

http://techcrunch.com/2014/11/12/microsoft-takes-net-open-source-and-cross-platform/

On 11/17/14, Thomas Ward  wrote:
> Hi Paul,
>
> Traditionally speaking, cross-platform development is fairly difficult
> with standard languages such as C++. However, Xamarin is a relatively
> new technology which aims to make cross-platform development between
> Windows, Mac, Android, and iOS as easy as possible. As I understand it
> Xamarin was written in C# .NET, and uses Mono for non-Windows
> platforms and devices which is a workable solution to cross-platform
> development, but my concern with using Mono is that Microsoft has
> systematically been trying to go after the Mono Project for copyright
> infringement etc which makes using Mono a bit of a sticky situation
> for developers. Still, from what I know of Xamarin it does seem like a
> fairly workable solution to cross-platform development.
>
> As for using it for audio games I wouldn't know since Xamarin is
> primarily designed for standard app development. That said, I do know
> of .NET libraries out there for say SDL, OpenAL, etc so writing audio
> games with Xamarin should be possible. I just haven't tried it, but
> when I have a minute to look at it maybe I'll look into it further.
>
> Cheers!
>
>
> On 11/16/14, Paul Lemm  wrote:
>> Hi,
>>
>>
>>
>> Chatting to one of my friends  who programs for a living, I mentioned
>> that
>> I
>> had started to learn BGT and was very slowly building a game. We got
>> chatting about coding and he asked which platform  the game would be for.
>> Somehow we got chatting about cross platform and he explained he had just
>> started looking into a platform called Xamarin, which allows  you to
>> write
>> apps in C# for IOS, android , windows and MAC and use the same C# code
>> for
>> each platform.  I know that talk of cross platform programming has come
>> up
>> here before  and I'm pretty sure I've remember people saying its quite
>> difficult to do, so I thought I'd just share this, it might be old hat to
>> programmers  on this list or just not be something for audio game
>> development   since the friend I was chatting with is a sighted
>> programmer.
>> Also to be fair since I'm only starting out in coding (topped with the
>> fact
>> we were also out drinking at the time and I'd had quite a few beers by
>> this
>> point) quite a lot of what we talked about went over my head but I think
>> the
>> thing he said that was so good was that even though its written in C# it
>> is
>> totally native to which  ever platform you produce  the app for.
>>
>>
>>
>>
>>
>> Paul Lemm
>>
>>
>>
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Re: [Audyssey] Throwaway Tech was Previous Topic ofInteractiveFiction

2014-10-30 Thread Willem Venter
Hi all.
For those who were wondering, react OS is meant as a drop-in free and
open source replacement of windows, but it is currently still in
alpha. It can run programs compiled for windows. Unfortunately no
accessibility support have been included yet.

https://www.reactos.org/

On 10/28/14, shaun everiss  wrote:
> On that point I agree.
> Eventually a change will happen for me but its probably not as
> fast,  heck I hope it happens soon because if that does happen it
> means I will get more employment or something that will warrent this.
> Right now I am essentually standing still mostly and the change for
> me will be minimal but your point is valid none the less.
>
> At 04:53 a.m. 29/10/2014, you wrote:
>>Hi Shaun,
>>
>>I think you have missed my point. The word need isn't the operative
>>word here. Its a more a matter of change is inevitable weather you
>>want to or not. What you want or what you need is often times as
>>changing as the technology itself.
>>
>>For example, right now all you want or need is a decent Windows 7
>>machine, with say 8 GB of RAM, and a quad core processor. Nothing
>>wrong with that given your current circumstances.
>>However, I foresee a day down the road where that computer dies,
>>perhaps the capacitors on the motherboard bite the dust, and then you
>>need to begin thinking about a replacement. Is it worth your money to
>>try and get the old machine fixed or simply replace the hardware and
>>software in one go?
>>
>>My point being your needs will change, and while you don't have a need
>>right now I think as time goes on your needs will change and other
>>options may seem like good options at that time. I think basing your
>>plans of the future, on upgrading or not upgrading, based exclusively
>>on current circumstances is very short sighted. If there is one
>>constant in life is everything is always changing and the best person
>>to meet that change is someone who is willing to let go of the past
>>and move on.
>>
>>Cheers!
>>
>>
>>On 10/26/14, shaun everiss  wrote:
>> > and maybe thats my problem right there mate.
>> > While there is a lot of new tech coming out, there is no need for me
>> > to actually move with the times.
>> > While I do go on about my tech work, most of it is fixing systems at
>> > home, testing software and a few other things.
>> > 90% of my work is done online or at least on site.
>> > I don't usually need any complex reports to do so I don't even have
>> > an updated or legal coppy of office which is not 10 years old.
>> > As a result of this and the fact most stuff is via email or sms I
>> > don't even have a phone that needs to be even half as updated as I do.
>> > in fact if things didn't get insecure I could continue with win98 or
>> > even dos quite happily.
>> > well maybe not win 98 or dos but sertainly win2000 or xp.
>> > For the work I do offsite and its not much, i use the device thats
>> > there.
>> > My upgrades are usually performance, security to the minimal specs or
>> > because its required.
>> > Which was why I didn't upgrade jaws, though if I went to work jaws is
>> > what is expected for business so I'd have to keep that updated.
>> > yunger people are using braille dvices and other things, but  with
>> > what I do right now, I really don't need that much.
>> > Ofcause as I build myself up here and online as a self employed
>> > contracter for sound, testing and a little bit of lite hacking and
>> > other tests that may become something I can afford/ need, however I
>> > doubt I will ever upgrade  unnecessarily.
>> > Even if I have the cash which I don't.
>> > I am also in my 30s, if I had the cash who knows.
>> > The only thing I really want is a quad core with maybe 8-16gb ram,
>> > win 7 x64 and the ability to have hardware vertualisation so I could
>> > run vertual machines, heck maybe a linux or apple machine to but to
>> > be honest I only upgrade what I need.
>> > A friend just gave me their c005 nokia, and while its a bit stupid to
>> > get talks for that now eventually I may end up doing just that.
>> > I have not been as exposed to the fullness of the newer stuf as
>> > others have or have needed to move as fast as most have had to.
>> > in fact if security was not a major concern I could have stayed in
>> > the mud and not given a stiff such is the nature of my current
>> > project based work.
>>
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Re: [Audyssey] the raspberry pie

2014-10-29 Thread Willem Venter
Hi Shaun.
Everything that you said in the message below is wrong. Please check
your facts before posting. Or better yet, if you no nothing about a
subject don't pretend to know something.
On 10/28/14, shaun everiss  wrote:
> I may be wrong, and this is only from  a blog I read a little ago now
> but there are various issues with the pie at the time of freading
> which was at the end of last year beginning of this.
> The most serious one is that the firmware after a sertain version
> makes things access wize break.
> Also since the graphics and sound go through one channel  you can
> only process one sound or image at once not both.
> The pie does have its own linux distribution and aparently you need
> to gget ubuntu or something more accessable for it.
> you also need an eduino to program it aparently.
> It can be used  but the processer power is not that great, its
> primary use is for kids and testing things, fiddling with things but
> as a primary or gaming box it was not that great at the time I read
> the digitaldarragh.com blog last year though I am not sure since then.
>
> At 03:50 p.m. 27/10/2014, you wrote:
>>It sounds like a $25 or $35 Raspberry Pi unit could serve as a
>>custom console.  You'd need to hook up a USB power supply (such as
>>certain phone-chargers) and a USB keyboard, then either plug in some
>>headphones or connect the HDMI output to your home stereo system.
>>Depending on the game, you could also add a mouse or USB game-pad.
>>
>>Game authors could either provide the game's image file and have you
>>write it to your own SD card, or they could charge more for
>>pre-formatted SD cards much like the old Atari or NES cartridges.
>>You'd then just plug in the card, power on the system, and you're
>>right into the game.
>>
>>The $35 unit has a built-in network adapter which could provide for
>>networked games.  The common hardware along with the included Linux
>>system image would allow the game authors to ensure the same
>>experience for everyone.
>>
>>Authors could even release multi-game packs that would boot into a
>>menu where you can choose one of multiple games and then have that
>>game launched.
>>
>>Just throwing ideas out on the table...
>>
>>-tim
>>
>>On 2014-10-26 21:17, Josh k wrote:
>> > too bad there's not some sort of custom console OS that you flash
>> > onto your console and once flashed, the console is accessible with
>> > accessible games you can buy from between $5 and $20 or so. I would
>> > love that!
>> >
>> > On 10/26/2014 7:35 PM, Thomas Ward wrote:
>> > >   Hello Josh,
>> > >
>> > > Actually, they do mod the console games in a lot of cases. More
>> > > and more console games are being modded and customized than you
>> > > might think.
>> > >
>> > > Cheers!
>> > >
>> > >
>> > > On 10/26/14, Josh k  wrote:
>> > >> but the hard core gamers cannot mod their games with a console.
>> > >> you cannot make game mods.
>> > > ---
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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Willem Venter
Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:
> Hi all,
>
> A while ago I started a project to see if I could make Chrono Trigger,
> and possibly other games, accessible when played through the Snes9x
> emulator.
> I hadn't worked on this project for a while but was looking at starting
> it up again and thought I'd make a quick demo to show people how far it
> got.
> http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3
>
> It shows Chrono Trigger and Lufia 2.
> I'm calling the project SNAP, short for Super Nintendo Accessibility
> Project.
> Enjoy!
>
> Ian Reed
> Try my free games at http://BlindAudioGames.com
>
>
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Re: [Audyssey] Fwd: [atig-nz] Testers wanted for accessible games

2014-09-13 Thread Willem Venter
Here in South Africa most people I know have android phones, but there
are I devices too.

On 9/13/14, Milos Przic  wrote:
> Hello,
> I'll write to him to ask if he would be willing to implement his games for
> android (as he did it for the IOS already). I am aware that here on the list
>
> most people think that IOS is more popular in the gaming comunity, but
> believe me, Android has more and more users among the blind in Europe and
> Asia (I'm not sure for USA, Australia and Africa though). I would like to be
>
> one of his international helpers, not only as a gamer but also as someone
> who knows and can do good and thourrow historical researching.
> So yes, I was impressed more than most often when I see a new game or
> developer come out on the audiogaming scene.
> Best,
>   Milos Przic
> Twitter: MilosPrzic
> Skype: Milosh-hs
> - Original Message -
> From: "shaun everiss" 
> To: "Gamers Discussion list" 
> Sent: Friday, September 12, 2014 11:07 PM
> Subject: Re: [Audyssey] Fwd: [atig-nz] Testers wanted for accessible games
>
>
>> Milos, well this was essentually a tech demo.
>> more will come out at some point.
>> From what the developer told me this morning over email, there are some
>> local prototypes to test first, probably with local testers like myself
>> before others get them outside new zealand.
>> both on touch and pc.
>> Right now thats about all I know, as I have only just dumped to him my
>> contact for international and local since he is in my country.
>> I will try to keep people up to date.
>> smeveriss.wordpress.com is the blog I use for most updates.
>> If I get another project or so or enough to warrent where I get enough I
>> may create another blog for all that.
>>
>> At 04:17 a.m. 13/09/2014, you wrote:
>>>Hello,
>>>I think that the question I am going to ask can spoil the game, so please,
>>>
>>>read on only if you know a little more about the game or want it spoiled.
>>>S
>>>P
>>>O
>>>I
>>>L
>>>E
>>>R
>>>Is this all? I get the message that the story will continue soon in the
>>>next part: 1812 the sole of Russia. It's obvious that it is another title,
>>>
>>>but there is also a continue button that brings me again the ending
>>>dialog. Is the other title out, or it is included in the game? I ask this
>>>
>>>also because the title is a little strange when compared to the Korwin's
>>>diary entry, that is, the 12th of joon and it is not winter time. So I
>>>understood it as a kind of a prolog to the actual game when suddanly it
>>>ends... And if this is the only part available, is it possible that it
>>>took the developer 2 years (or even more depending on when in 2012 he
>>>started)? Not that I am blaming him, I only liked the game! But still, I
>>>remember when Jeremy did Castaways in only a few weeks, and Castaways is
>>>way more complex than this one. And although much time was spent on acting
>>>
>>>and sound here, which is not case with Castaways, the actual programming
>>>didn't seam much complex as everything is in lists and menus. Again, I
>>>don't like to sound rood here, so please don't understand my message in
>>>that manner. We didn't have until now a game with this particular
>>>historical setting. Even in the mainstream market you won't find much
>>>games that involve russian-polish conflicts since 15th sentury through the
>>>
>>>napoleonic wars as here the case is. So I liked it and probably will
>>>contact the developer at least to congratulate him on this.
>>>Best!
>>>  Milos Przic
>>>Twitter: MilosPrzic
>>>Skype: Milosh-hs
>>>- Original Message - From: "shaun everiss" 
>>>To: 
>>>Sent: Friday, September 12, 2014 4:03 AM
>>>Subject: [Audyssey] Fwd: [atig-nz] Testers wanted for accessible games
>>>
>>>
this just came in my inbox.
please support this guy he is a local to my country.
Actually was supprised that someone in new zealand developed this stuff.
\



>I am Jarek Beksa. I spent several years developing a computer-based
>audio game called 1812: Heart of Winter. I have been delighted to find
>that this has been highly entertaining and stimulating to non-sighted
>people. And I am also very enthusiastic to carry that work on through
>doing a PhD at AUT in supervision with Dr Philip Carter. I want to build
>
>on what we learnt from Heart of Winter and further the development of
>audio games. This could include ways to involve users in the
>development, identifying the attractive features, creating content,
>developing interfaces for blind people, and so on. We are very keen to
>meet up with interested people who want to contribute. This involvement
>
>may just be in using the games or it could be more. 1812: Heart of
>Winter can be downloaded for free.
>
>iOS:
>
>https://itunes.apple.com/us/app/1812-heart-of-winter/id543164461?mt=8
>
>PC Windows:
>

Re: [Audyssey] BGT Important Update

2014-06-03 Thread Willem Venter
Adding to what Thomas said, there are still rules for changing and
using open source software.

if some feature (e.g cross platform support) is required badly enough
and the program is open source a developer could adapt it and request
that their work be merged into the main project.



On 6/2/14, Thomas Ward  wrote:
> Hi Hayden,
>
> Not necessarily. If we are talking open source the complaints or bug
> reports would go to the open source project manager not Philip unless
> he took up the job of project manager. Not just anyone can edit and
> modify source code, and any good open source project has rules and
> regulations that prevent just such an occurrence as you mentioned
> below. I think a lot of confusion could be avoided if people
> understood how open source works rather than just assuming anyone and
> their brother can tamper with the stable release of open source
> software.
>
> Cheers!
>
>
> On 6/1/14, hayden presley  wrote:
>> And, of course, there will always be those who will grab a tampered copy,
>> find that it has ajor problems, and send a complaint to Philip about how
>> awful the BGT engine is.
>>
>> Best Regards,
>> Hayden
>
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Re: [Audyssey] bgt code

2014-02-24 Thread Willem Venter
It also helps to turn up your punctuation settings, because some
important symbols are not spoken in general.

On 2/25/14, Thomas Ward  wrote:
> Hi Josh,
>
> I think you are over complicating things for yourself because usually
> even when I was learning to program I never needed to slow my speech
> down and go through the code line by line and character by character.
> The important thing is to understand the mechanics of what the code
> does rather than understanding how a custom function, variable, etc is
> spelled in someone's sample code.
>
> For example, if I am reading someone's code and I see a string
> variable called text in the code. I don't really need to know how text
> is spelled unless I intend to modify the program somehow. Otherwise I
> just need to know there is a variable there and it is of type string.
>
> Same goes for functions. there might be a function called GetHealth()
> and it returns an integer. If I am just studying code I don't need to
> know exactly how GetHealth() is spelled unless I intend to copy it
> word for word and character for character into a compiler or intend to
> modify the program I am reading. Does that make sense?
>
> In short, I think you are paying more attention  to the niddy gritty
> details of the sample code than how it works. Variable names, fun
> ction names, change from program to program and that is not at all
> what is important. What is important is the type of data that variable
> stores or what that function does.
>
> HTH
>
>
> On 2/24/14, Josh  wrote:
>> Hi
>>
>> I was looking at the bgt manual. It seems for me when reading code I get
>> more out of it by either slowing my speech way down when reading code,
>> or by left and right arrowing a character at a time to slowly go through
>> it and see what its doing. is that how you guys read code also by
>> arrowing left and right through it or when writing and reading it
>> slowing the speech down a good amount?
>>
>> Josh
>>
>> --
>> using windows7 laptop
>>
>>
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Re: [Audyssey] Why Android development is not in theforeseeablefuture

2014-02-24 Thread Willem Venter
On 2/25/14, Cara Quinn  wrote:
> HI Willem,
>
> Are you actually referring to me here or just speaking generally?
No, I was refering to the article and the methodology he follow.

> As far as our own experience with Android development goes, I can assure you
> that this is not just a simple matter of trying something and not being able
> to do it on Android so we gave up.

> I work with world-class developers who
> are experts in their fields. So when they tell me something is less than
> accessible, I listen. :)
Perhaps you shouldn't jump to conclusions that fast. There was a time
when android and accessibility wasn't mature, but this is changing. I
guess everyone can't be a world-class expert in every field.

> Part of the reason my team chooses not to port our apps to Android at
> present is not just the use of the OS itself, it is also the effort that a
> lay-person must potentially go through in order to either have a device that
> is accessible to them or re-activate that device if it or some part of the
> OS crashes or otherwise fails in some way which may render the device
> inaccessible.
Really? All I need to do was turn on the accessibility shortcut in
settings. 3 presses of the power button always resets accessibility.
>
> * Can the customer bring the device up talking again by themselves on all
> devices with all OS versions?
Sure, unles your device is as ancient as the mountains. I know I did
this 2 years ago.
>
> * HOw much effort is involved in setting the device up or re-enabling
> accessibility so the customer can then use it effectively again or for the
> first time?
There's a shortcut, I can't remember what the gesture is now, so I'd
say easy. Even if you somehow couldn't get the gesture to work it only
requires someone to help you turn on 1 setting. It's a once off thing.
>
> The above concerns along with the lack of a standardized access experience
> across devices and OS versions makes developing on Android a no-go for us at
> least in the immediate future.
>
> You'd mentioned that web views are now accessible?
>
Yes. If I'm not mistaken Facebook uses one.
> Would you mind at all describing the process of using one on Android now?
I am by no mean proficient in using web views. I usually use native
controls, but a very quick search gave me this.
http://developer.android.com/reference/android/webkit/WebView.html
 I see references to AccessibilityEvents and nodes. There's also a
stackoverflow answer I can't seem to find at the moment.
>
> As well, if anything I'm saying is in error, please, can you direct me to
> correct info so I have the latest?
The android documentation and examples are a very good source of info.
And Google is your friend if you are searching for ways to do things.
>
> Thanks so much and have a great day!
>
> Smiles,
>
> Cara :)
> ---
> iOS design and development - LookTel.com
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Feb 24, 2014, at 2:40 PM, Willem Venter  wrote:
>
> Hi Cara.
> I don't know Chris and I don't know his work, but in this case he
> methods were flawed and his research shoddy and biased. Yes, web views
> weren't always accessible. This is false since (in some cases) android
> 3.0 and others 4.0 as improvements are made in new versions. This
> happened in 2012 already.
>
> IMO there are much better and debatably easier ways of creating an
> accessible program in Android. Claiming inaccessibility because you
> weren't able to do things the microsoft or IOS way instead of
> following android accessibility guidelines or if you were using an old
> version of android doesn't prove much. Each OS dictates their own
> terms under which programs should be written. This holds for Windows,
> IOS, Android and many others.
>
>
> On 2/24/14, Cara Quinn  wrote:
>> HI Willem,
>>
>> Chris is one of the most thorough and meticulous researches I know of.
>>
>> For myself, since I am also on the Eyes Free list and work personally
>> side-by-side with Android developers, I find nothing in his article that
>> is
>> stated incorrectly.
>>
>> I know for a fact that web views display all of the atrocious
>> accessibility
>> issues that his article touches on because I've seen other Android users
>> talking about this very same thing on the Eyes Free list themselves.
>>
>> From my own experiences with my coworkers and my own team, developing for
>> Android is an accessibility nightmare if one is looking for some sort of
>> consistency or universal access.
>>
>> Please

Re: [Audyssey] Why Android development is not in theforeseeablefuture

2014-02-24 Thread Willem Venter
Hi Cara.
I don't know Chris and I don't know his work, but in this case he
methods were flawed and his research shoddy and biased. Yes, web views
weren't always accessible. This is false since (in some cases) android
3.0 and others 4.0 as improvements are made in new versions. This
happened in 2012 already.

IMO there are much better and debatably easier ways of creating an
accessible program in Android. Claiming inaccessibility because you
weren't able to do things the microsoft or IOS way instead of
following android accessibility guidelines or if you were using an old
version of android doesn't prove much. Each OS dictates their own
terms under which programs should be written. This holds for Windows,
IOS, Android and many others.


On 2/24/14, Cara Quinn  wrote:
> HI Willem,
>
> Chris is one of the most thorough and meticulous researches I know of.
>
> For myself, since I am also on the Eyes Free list and work personally
> side-by-side with Android developers, I find nothing in his article that is
> stated incorrectly.
>
> I know for a fact that web views display all of the atrocious accessibility
> issues that his article touches on because I've seen other Android users
> talking about this very same thing on the Eyes Free list themselves.
>
> From my own experiences with my coworkers and my own team, developing for
> Android is an accessibility nightmare if one is looking for some sort of
> consistency or universal access.
>
> Please do not mistake the above for any lack of support for Google or
> Android. I and my company, both would love to see nothing more than Android
> be completely accessible and useful across the board. This just is not the
> case right now. So please perhaps give the article another read and
> seriously consider what Chris is saying.
>
> If people on any platform, decide to pass off a less-than-accessible
> alternative as something that is accessible then it is truly a lousy move
> for access tech as a whole.
>
> Thanks for your note and have a terrific day!
>
> Smiles,
>
> Cara :)
> ---
> iOS design and development - LookTel.com
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Feb 24, 2014, at 5:54 AM, Willem Venter  wrote:
>
> I find this article extremely biased and badly researched. He starts
> off by saying he doesn't know android, the API or how to use it and
> then tries to show how unusable it is. duh.
> Making controls accessible  works differently compared to  other
> platforms, but does not require "hundreds of lines of code".
> While many things he says might or might not be true his lack of
> proper research makes me cautious to accept any of his findings at
> face value as many of the things he says seems to be thumb suck and
> conjecture based on heavily biased personal opinion. The fact that he
> bashes apple in another article won't make his research in this one
> better.
>
> Note, weather I agree with him or not is not the issue. From
> programming for android I know many of the things he says are false.
> It's also not even talking android up over IOS as I don't know
> objective C or the IOS API  well enough to comment on it.
>
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Re: [Audyssey] Why Android development is not in theforeseeablefuture

2014-02-24 Thread Willem Venter
I find this article extremely biased and badly researched. He starts
off by saying he doesn't know android, the API or how to use it and
then tries to show how unusable it is. duh.
Making controls accessible  works differently compared to  other
platforms, but does not require "hundreds of lines of code".
While many things he says might or might not be true his lack of
proper research makes me cautious to accept any of his findings at
face value as many of the things he says seems to be thumb suck and
conjecture based on heavily biased personal opinion. The fact that he
bashes apple in another article won't make his research in this one
better.

Note, weather I agree with him or not is not the issue. From
programming for android I know many of the things he says are false.
It's also not even talking android up over IOS as I don't know
objective C or the IOS API  well enough to comment on it.

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Re: [Audyssey] the joining of teams

2013-12-17 Thread Willem Venter
I agree Jacob. Everyone has their strong and weak points. Sometimes
managing workflow, egos and personality differences are also issues.

If there are developers interested in contributing to a project,
soundRTS has recently been open sourced. Anyone can download the
source, make changes and submit a patch.


On 12/17/13, Jacob Kruger  wrote:
> Some groups of developers actually have different, but complementary skill
> sets..?
>
> But, yes, depending on target platform/market, it does help if they are
> focused on similar end-points/scenario's, etc.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, December 17, 2013 02:58 AM
> Subject: Re: [Audyssey] the joining of teams
>
>
>> Hi Shaun,
>>
>> That is indeed the problem. Before we could think of joining
>> developers together they'd have to have similar skills and all agree
>> upon the same programming language. You can't have someone who uses
>> C++, someone who uses Java, someone who uses Visual Basic, etc all
>> working together because those languages aren't remotely compatible
>> with each other. The developers would have to sit down and decide upon
>> one language and what APIs to use for the game. Then, of course, they
>> still have to agree about the game to write, work out a schedule, and
>> agree upon various other aspects. It all can be done, but this
>> community is often too disorganized to really make this a reality at
>> this time.
>>
>> Cheers!
>>
>>
>> On 12/15/13, shaun everiss  wrote:
>>> And on that note I have always wandered how much power we would have
>>> if we joint a few teams   or just a few devs together though they
>>> would probably have to be using the same stuff to develop which could
>>> be a problem.
>>
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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-13 Thread Willem Venter
Hello Ian. I'm a bit rushed timewise, but I'll mention a few things to
get started. For loading of other formats look at alure. HRTF is
enabled automatically. If you have 3d sound support all you need to do
to pan the sound is change the x coordinate of the source. As far as I
know only mono sounds can be positioned in a 3d world, because a
stereo source contains inherrant positional information which a mono
source does not. Maybe you should ask this question on the developers
list too.

On 12/13/13, Support  wrote:
>> A couple more questions I forgot to ask in the first email:
>
> While my main focus is to play 3D sounds in OpenAL it would also be nice to
> play non-positioned stereo sounds in it as well.
> Is this possible?  Do you have to load a second AudioContext with different
> settings to make this work?
>
> In my current setup I use DirectSound for 3D sounds and
> DirectX.AudioVideoPlayback for all other sounds.
>
> It seems that OpenAL leaves parsing the sound files up to the developer.  I
> do have code for parsing a .wav file, but it would also be nice to use mp3
> and ogg vorbis for the stereo sounds and music.  Is there a recommended
> library for getting this benefit?  I am using C#, but in general popular C
> libraries have C# wrappers that I can use.
>
> Being able to play stereo sounds and music in OpenAL would be one step
> closer to cross platform.
>
> I also saw a comment in one of the text files in OpenAL Soft that indicated
> that it could play 3D mono and multi-channel sounds.
>
> Can it actually play multi-channel audio in 3D space?  Assuming I set the
> position of the left track and the position of the right track in 3D space?
> The statement they made could be read as meaning that both mono and
> multi-channel sounds could be played in 3D.
> Or maybe the 3D adjective applied only to the mono sounds.
>
> Again, I appreciate any help.
> Ian Reed
>
>
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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Willem Venter
nonsense! Any XP system is a sitting duck waiting for the right attacker.

On 9/12/13, dark  wrote:
> Again willem however that is an arguement about upgrading eventually, not
> nnow.
>
> i run avg 2012, and I can be certain even if I don't actually upgrade the
> software itself, virus deffinitions and other security fixes will be
> available for about the next four or five years (avg only just dropped
> support for 2009).
>
> At that point, I'm hoping that someone will have a good reason to upgrade
> the os, something better that post xp windows does, which is my central
> point.
>
> Remember, I am not arguing that I will not! upgrade, only that I want a good
>
> reason to, something thatI could do on a future version of windows that I
> can't do now, and scaring with the security bogie man isn't one.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] A Note to XP users

2013-09-11 Thread Willem Venter
No one have mentioned security or stability up to now.
Dark's point about running older software exposes a flaw in his
argument. Free software like winamp is upgraded for mainly two
reasons.
1. To add features (which you might or might not like or need). and
2. To fix bugs. Some of these bugs may not affect you and some might.
When it comes to security and exposing your computer to virus and
hacking attacks you will probably not even realize that the bug
affects you and you have been compromised.
The older a critical piece of software like an operating system
becomes the more attackers know about its flaws. If that software is
then no longer supported you have no defence and you become an easy
target.
It all then becomes a game of Russian roulette. It's just a matter of
time before you find the bullet.

On 9/12/13, dark  wrote:
> However again tom, you say "a newer and better computer"
>
> Suppose say winamp's next version won't work on xp,  well is it's next
> version any better than the previous one? Heck, I don't have the latest
> version of winamp now, mostly because what I do with winamp is quite okay
> anyway, indeed winamp only usually gets upgraded when I can be bothered.
>
> This is basically the problem with this philoosophy of "you must have the
> latest upgrade" my question is "well why?"
>
> I still own a snes, it still works, I still play games on it. Yes, there are
>
> plenty of other consoles with far better hardware and software, but none of
>
> them have as many playable games for me so why should I upgrade?
>
> yes, in a few years I might be forced to upgrade if my computer breaks, but
>
> if I'm going to spend a lot of money on a new machine, and learn a new
> interface I want some actual return on my investment.
>
> This is indeed why I waited myself back in 2008, in the hope that developers
>
> would make it worth my while to upgrade, but as yet nobody has, heck, if my
>
> computer died I'd be very tempted to get another xp machine just because I
> just don't see any bennifit in all the sshenanigans with a new os, all it
> would mean is losing outlook express, getting an inconvenient interface, and
>
> bad compatibility with several programs.
>
> I freely admit this situation may change, indeed I'd be very happy if it did
>
> and someone used these supposedly wondrous new features to create better
> games and software, but that just plane hasn't happened.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] help with 3d sound movement please?

2013-06-07 Thread Willem Venter
Most audio games use the linear audio formulas and that is what we
have gotten used to. Now if we hear it done in the *correct* way which
is logarithmic, it sounds wrong.

On 6/7/13, Thomas Ward  wrote:
> Hi Ken,
>
> Well, keep in mind the 3d audio only works on Windows XP and earlier.
> If you were using Windows 7 like me you would be cursing DirectSound
> up one side and down the other, because the 3d audio isn't that hot on
> newer Windows versions in their games. :D
>
> All the same I think Shades of Doom, Tank Commander, and Swamp work as
> well as they do on XP because they are using the right formulas or
> calculations to properly position the audio in 3d. Since I am not
> using XP myself it would be hard for me to look at your code and offer
> up suggestions without being able to test it for accuracy.
>
> However, in the long run you are right. Eventually, you are going to
> have to kiss VB 6 goodbye, and adopt something else if you want to get
> into serious 3d audio using OpenAL etc. Especially, if you ever intend
> to update past XP.
>
> On 6/7/13, Ken The PionEar  wrote:
>> 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" 
>> To: "Gamers Discussion list" 
>> 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  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" 
 To: "Gamers Discussion list" 
 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  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 Willem Venter
Trouble, at worst you might have to have a second user interface for
older versions of android, but usually if you write software for
android it can just run, because it is just a normal java program
using the android API. The problem of "fragmentation" on android is
not as bad as it is made out to be by some.

On 6/8/13, Thomas Ward  wrote:
> Hi Cara,
>
> Awesome. That's good to know. :D
>
> On 6/7/13, Cara Quinn  wrote:
>> Actually you can get a used Macbook for under $500.
>>
>> Just sayin' :)
>>
>> http://www.reactual.com/computer-equipment/find-apple-laptops-under-500.html
>>
>> It's older but it will work just fine for developing games.
>>
>> A friend has one and he loves it.
>>
>> 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] Who's afraid of Objective C?

2013-06-07 Thread Willem Venter
Hi all.
I actually agree with everyone on this thread. Objective C is a very
good language and it is well thought out. I have to add here that I do
not have that much experience in using it though. I think what also
puts off some people is that there is no clear divition between
function calls and their arguments. It takes a bit of effort to get
used to this. Also a function call is more like a request for
functionallity, sort of like a message that requests some
functionality which could be acted on or ignored depending on weather
the class has that function and this is decided at runtime. Using
XCode was also my main deterrent to using objective C and I wasted
more time trying to find ways to work faster in XCode than studying
the language. Of corse Apple does not give you any alternatives.

On 6/7/13, Cara Quinn  wrote:
> Lol! Awesome Liam! :)
>
> To be completely honest, when I first looked at Objective C syntax I really
> didn't like it. I was used to more straight C / Java / C++ syntax so seeing
> all the brackets enclosing method calls really kind of turned me off. C++
> seemed a lot more concise to me. However, after having worked in Objective C
> for a while now, some of the more longhand ways methods are named really
> does help in reading code after you've written it and need to revisit it
> later.
>
> It's actually quite a bit more readable in some ways than C++ because of the
> extra wording in the method naming.
>
> Here's an example:
>
> In C++ I might declare a method:
>
> void offsetLatitudeAndLongitude(double lat, double lng,double offset);
>
> I would write the same method name in Objective C as:
>
> -(void) offsetLatitude:(double)lat andLongitude:(double)lng
> withOffset:(double)offset;
>
> So since it's more English-like, going back and rereading that later for me
> would be a whole lot easier. :)
>
> So there ya go, there's my two cents for now. :)
>
> Have an awesome day!
>
> Smiles,
>
> Cara :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Jun 7, 2013, at 12:30 PM, Liam Erven  wrote:
>
> 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  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 :)
>> ---
>> View my Online Portfolio at:
>>
>> http://www.onemodelplace.com/CaraQuinn
>>
>> Follow me on Twitter!
>>
>> https://twitter.com/ModelCara
>>
>>
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Re: [Audyssey] Wondering about the size of the audio gamingcommunity

2013-05-02 Thread Willem Venter
This does not take into account people like me who do not regularly
post to this list.

On 5/1/13, Phil Vlasak  wrote:
> Hi Folks,
> It's easy to find out how many participate in the Audyssey list,
> Jim Kitchen lets us know the beginning of each month:
> 126 people posted 2241 messages
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, April 30, 2013 5:13 PM
> Subject: Re: [Audyssey] Wondering about the size of the audio
> gamingcommunity
>
>
>> Hi Ian,
>>
>> Well, the number of members who are subscribed to the Audyssey list
>> generally is about 300 give or take a few. In the six years or so
>> since I have been moderating the list sometimes it has been as low as
>> 280 and as high as 320 per month. It just depends on how many
>> subscribe and unsubscribe. However, I don't believe that is anywhere
>> near the number of actual people who are out there playing games.
>
>
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Re: [Audyssey] cricket audiogames:anyone interested?

2013-03-27 Thread Willem Venter
Hi all.
I also enjoy watching cricket and I would like more cricket games.
If you like cricket, take a look at battrick.
http://www.battrick.org
It's a game where you manage your own cricket team. You can do
training, trading and picking teams that compete against other teams
in first class, one day and bt 20 formats.

Just for interest sake, what type of cricket game would you say would
be best. A game like battrick where the emphesis is on stratigy or an
rpg-style game where you are a cricket player batting or bowling in
realtime?

On 3/27/13, Lisa Hayes  wrote:
> I'd be interested very interested.
> Lisa Hayes
>
>
>
>
> www.nutrimetics.com.au/lisahayes
>
> - Original Message -
> From: "shaun everiss" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, March 27, 2013 9:18 PM
> Subject: Re: [Audyssey] cricket audiogames:anyone interested?
>
>
>>I have always found cricket boring but then the matches taking a day or
>>more on tv  its not a sport I am especially interested in though.
>> rugby is what I like.
>>
>> At 09:53 PM 3/27/2013, you wrote:
>>>Yes please, we want cricket, we want cricket very much.
>>>
>>>On 3/27/13, chandu S S  wrote:
>>> > Hae gamers!
>>> >
>>> > I've been in the mailing list and audiogame feald for about 3 to 4
>>> > years.
>>> > during this time, I've broat up this subject ones or twice in
>>> > audiogames.net and other forrems.
>>> >
>>> > yes, the subject says it all.
>>> > while we have audiogames of almost all popular sports and games,
>>> > cricket is yet to gane the attension of programmers.
>>> >
>>> > I know for a fact that many gamers, especially acian and australian
>>> > ones, would very much like such a game.
>>> > I personally know quite a few cricket fans who are eagerly waiting for
>>> > the accessible version of their favourite sport
>>> >
>>> > if anybody's interested, I'd be glad to help however I can.
>>> > while I'm a novice in programming, I can help with sounds, commentry,
>>> > documentation etc.
>>> >
>>> > regards,
>>> > Magic
>>> >
>>> > ---
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>>> >
>>>
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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-24 Thread Willem Venter
hi all.
While the internet offers its own anonymity and someone can change
their IP address and login name the audio gaming community is still a
small one.

I think that the well established audio game makers who have evidence
about specific gamers should publish it in order to warn other people.
We could even consider a global black list for these gamers. The  fact
that we are a small community would mean that even if someone were to
change their username or internet provider their real name might still
be exposed through real life interaction with other users. So this
might discourage many of the attacks by not making it worth the
effort. Those people might think they are cool, but maybe they will
reconsider when they cannot play any online game, buy /download any
games or interact in the audio gaming community without the label of a
sneaky cheat.

On 3/24/13, Jeremy Kaldobsky  wrote:
> I haven't contacted any providers lately because it hasn't been helping.
> The last few times I bothered to contact anyone the information traced back
> to small businesses (coffee shop type things) or schools, and they just
> ignored me.  I doubt they care to lose any business over some random guy
> reporting abuse.
>
> The most annoying attacks have been DOS attacks and packet injection to try
> and break the server or log in as other users.  The DOS attacks were fairly
> small scale by most standards, but that doesn't mean it didn't cause huge
> lag and log in issues.  The one a few days ago that hit my LAN looked to me
> like it was meant to exploit the remote sign in feature in Windows.  They
> probably assumed I was using that to check the server, which is a fair
> assumption, but was wrong.
>
> As I said I don't worry about the standard background internet garbage,
> since that just comes with the territory, but I think it's a big deal with
> people from the community itself are doing these things.
>
> I think the reason you haven't seen much of this in Alter Aeon is because
> they're still preoccupied with Swamp.  Many of the hackers are the same
> people I've dealt with for a year now.  Each time they are thwarted they
> clearly spend time learning new things because their next set of efforts
> shows improvement.  So if after a year of learning and trying new things we
> have blind audio games players who are willing to target the personal
> property of game developers for fun, then I think we have a problem.  Odds
> are, they won't wake up with the ability to see tomorrow, so they aren't
> going to just go away.  If they have this destructive mind set and only the
> audio games community to prey on, then other developers are going to have to
> deal with them at some point as well.
>
>> From: Dennis Towne 
>
>> Jeremy,
>>
>> That's pretty weird.  I haven't seen a machine based
>> attack worth
>> talking about from my player base in nearly fifteen years,
>> and in that
>> case I just called up his provider and got his accounts
>> revoked.  I'm
>> sure there have been other hack attempts, but I'd have to
>> waste time
>> rooting through the logs to see how often they happen.
>>
>> What kinds of techniques are they using?  Perhaps the
>> difference is
>> dependent on UDP usage instead of TCP connections.
>>
>>
>> Dennis Towne
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>
>
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Re: [Audyssey] Text Verses TTS Output

2012-10-20 Thread Willem Venter
I'd also like to add that NVDA has some of the best windows command
line support I've found. When reviewing the command line, unlike some
screen readers you don't have to mess around with virtual cursors and
other nonsense and the review keys are all  only a single key press.
Incoming text is automaticly spoken as well.

On 10/18/12, Rynhardt Kruger  wrote:
> Hi,
>
> If you have the "review follows caret" setting turned on in NVDA (as it is
> by default), your review cursor should already be inside the command prompt
> window, no need to press NVDA+7. The review cursor will actually follow the
> position of the caret in the command line window, so you can just press
> numpad7 a few times to read the previous lines of output after typing a
> command (much like you would do with Speakup). Also note that you can use
> shift+numpad7 and shift+numpad9 to move to the top or bottom of the output
> window. Overall I prefer the NVDA keys for reading command line output as it
> is much like the keys used by Orca and Speakup.
>
> Take care,
>
> Rynhardt
>
> * Thomas Ward  [121018 19:44]:
>> Hi Dark,
>>
>> Correct. With NVDA screen review is something of a hassle. Its not
>> just one or two key presses more. Its a bit more involved than that
>> for any kind of text based game.
>>
>> For example, let's assume I'm playing a text based game in the command
>> prompt window. A menu pops up. I have to press insert+7 on the number
>> pad to route the NVDA curser to the screen. Then press 7 a few times
>> to get to the top of the screen. Then I will read the screen line by
>> line with the 9 key. As you can see that's a good deal more
>> complicated than a couple of extra key presses. I certainly don't
>> blame people for finding that less than desirable.
>>
>> I suppose an NVDA user can speed things up by pressing insert+b which
>> will read the entire screen from top to bottom, but that also has its
>> drawbacks too. NVDA will read prior commands, any prior text messages,
>> that have scrolled to the top of the screen before reading the new
>> text which is often not something you want to read. So any game I
>> write using a text interface would have to be sure to clear the screen
>> of all that unnecessary text to make something like insert+b practical
>> as a catch all screen review command.
>>
>> Regarding menus I agree that it does seem more practical to use menus
>> when and where possible. In Oregon Trail I can definitely see where
>> the menus would come in handy when purchasing mules, wagons, rifles,
>> and ammo from the store. While the old Dos system was alright there
>> are easier ways to handle the same thing.
>>
>> For example, when buying from the store in Oregon Trail it would show
>> you how much money you had left and told you the maximum number of
>> this or that you could still buy. Then, you would enter the number of
>> items you wanted to buy up to the amount specified on the screen. A
>> menu might work better in this case because rather than having to
>> remember how many of this or that you can buy the menu will
>> automatically adjust the number of items up or down depending on your
>> current finances and number of items available in the store itself.
>>
>> Rather than saying there are 10 boxes of rifle ammo available but you
>> only have enough money for 5 boxes of ammo you could scroll to the
>> rifle ammo menu option and the minimum value will be 1 and the maximum
>> will be set to 5. You select the amount you wish to purchase from a
>> menu of options just like in Perilous Hearts.
>>
>> Cheers!
>>
>>
>> On 10/18/12, dark  wrote:
>> > Hi Tom.
>> >
>> > Well obviously for me there is no nostalgia value, sinse any dos games
>> > I've
>> >
>> > played like fallthru  have been on windows anyway, and to me it doesn't
>> > make
>> >
>> > a massive amount of difference in a basic turn based game such as an if
>> > style title. True, speaking turns automatically is perhaps two key
>> > presses
>> > quicker than reading the screen, but I'm so used to doing that anyway
>> > that
>> > this difference is negligeable.
>> >
>> > Though perhaps that is another point, sinse maybe for people who are
>> > less
>> > familiar with that process or don't have access to a  quick and easy
>> > virtual curser to read the screen there is a difference,  indeed I
>> > rather remember you making a similar point when we were discussing
>> > playing
>> >
>> > text adventure games with virtual cursers on the audiogames.net forum
>> > with
>> > respect to nvda, sinse apparently it's virtual curser isn't as user
>> > friendly
>> >
>> > as that supernova or window eyes has.
>> >
>> > Then of course, there is the fact that if you ever wanted a real time
>> > element in a game,  instant output with sapi or whatever other systems
>> > have
>> >
>> > would be much more convenient, just as it is in Jim's baseball.
>> >
>> > The menue point is sort of a general one I think, sinse to me a
>> > stratogy
>> > game like  origan trail w

Re: [Audyssey] Jim Kitchen's games and Win7?

2012-09-13 Thread Willem Venter
Hi Richard.
I really hope that we will be able to play all the VB6 games for many
years to come, as many of my favorite games are written in vb6. Not
only Jim's kitchensinc games and the games you mentioned are vb6, but
also GMA games, bsc, LWorks,  and many other games. I can actually
think of more good vb6 games than non vb6 games.

The reality is that VB6 is an old technology. And old technologies
sooner or later become so hard to use that people will stop playing
those games. for now things are still working fine, but we as a
community need to find a sustainable way to make the vb6 games work,
so they are not lost to us.

This has nothing to do with putting down of programming languages etc
and everything to do with keeping the games I like around as long as
possible.

I feel as a fellow programmer the least I can do to pay tribute to the
creative sols that made all these games that I love so much is find a
way to make them playable for as long as possible. I know it's
terribly altruistic of me, but for now it's the only solution I can
see.

Added to that, I do have a degree in computer science, so this is
squarely inside my domain. After all, games got me interested in
programming in the first place.

On 9/14/12, Richard Sherman  wrote:
> On  Thursday, September 13, 2012 7:05 AM, trouble wrote:
>
>
> With just about everyone switching to 64 bit ops with new computers.
> Your games and VB6 coding is being left behind just like dos.
> end quote.
>
> Not trying to start a war of any kind here. but did you know that all of
> Jeremy kaldobsky, also known as Aprone, codes all his games in VB6. This
> includes swamp and castaways. .
>
> runs on all version of windows OS from XP to win 8, and macs included. Sure
>
> you have to do some things to get them to run properly, but it is once and
> then your done. The games run just fine then.
>
> so if you think VB6 is that dead, think again.
>
> Shermanator
>
>
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Re: [Audyssey] Jim Kitchen's games and Win7?

2012-09-13 Thread Willem Venter
Hi jim.
The equivalent folder to c:\users\ on windows 7 is c:\documents and
settings on windows xp.

On 9/13/12, Jim Kitchen  wrote:
> Hi Thomas,
>
> I'm sorry, but neither of my Windows XP computers have a c:\Users folder,
> and I doubt that VB6 has a way of finding that since as you said VB6 was out
> for like Windows 98.  The only folder on my computers that seem to know my
> name is C:\Documents and Settings\Jim kitchen
>
> BFN
>
> - Original Message -
> Hi Jim,
>
> No. With Windows XP, Vista, and Windows 7 every user gets their own
> personal application data folder. This is a special directory where
> programs are suppose to save their files to. On XP it would let you
> get away with writing files to c:\Program Files\Kitchensinc but as of
> Vista and later that isn't really recommended and causes technical
> issues with Microsoft User Account Control and other newer security
> software. Instead on Windows 7 the files would go in a directory like
> c:\Users\Thomas\App Data\Roaming\Kitchens Inc
> assuming your user name is Thomas. If it is something like Jim, for
> example, and then the files would go in
> c:\Users\Jim\App Data\Roaming\Kitchens Inc.
>
> There are ways to have your programs automatically discover the user's
> local App Data directory so its not very complicated. Just an extra
> step or two when writing and saving files.
>
> Unfortunately, its been about 10 years since I touched VB 6 so am not
> sure of the correct functions to access the user's local App Data
> directory off hand. I do know that in VB .NET  2010 its a fairly
> simple and straight forward process, and it works like a charm with
> User Account Control.
>
> Cheers!
>
>
>  Jim
>
> Users: Keep them dry and don't feed them after midnight.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Jim Kitchen's games and Win7?

2012-09-12 Thread Willem Venter
Hi jim.
The directory in the c:\users directory is supposed to keep setting so
if multiple users use the same program they can have different
settings.

32 bit Programs installed to the program files directory will still
run, but  windows recommends that you keep 32 bit programs in the 32
bit program folder. I guess you could just throw their recommendation
out the window, but at some point things might start breaking,
depending on what changes in newer windows versions, but putting
everything in c:\program files will work on windows 7 32 and 64 bit.

On 9/12/12, Jim Kitchen  wrote:
> Hi Thomas,
>
> So if I put a 32 bit application in
> c:\program files\something
> it would not run?  And all 32 bit applications must be in
> c:\program files(x86)\something
> I thought that you said that Windows 7 64 bit actually want applications to
> be installed in
> c:\something\users\something
>
> BFN
>
>  Jim
>
> If quizzes are quizzical, what are tests?
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Jim Kitchen's games and Win7?

2012-09-10 Thread Willem Venter
Hi Jim.
I would love it if there was a single installer that installed all
your games in one go, like winkit does with the menu system and VB6
files. Your games are small enough to not make a difference on most
computers, even if a user wants only a few of the games. And you get
many high quality games  for free in a file with a size many current
games exceed. I believe compresseing all your games makes a file of
only 74 MB.

If you are worried about


On 9/10/12, Thomas Ward  wrote:
> Hi Jim,
>
> You know, there is a very simple fix for that problem. Why not bundle
> all your games using a setup utility like Inno Setup, and it will
> detect things like this which would save people problems like this in
> the future. If you want I can create some Inno Setup scripts for you
> to build installers for your games so we can avoid these kinds of
> problems in the future.
>
>
> On 9/9/12, Jim Kitchen  wrote:
>> Hi Orin,
>>
>> Yeah, my winkit install goes in one folder and then the rest of my games
>> unzip to a different folder when one is running Windows 7 64 bit.
>>
>> Below is what one lady wrote about the problem.
>>
>>  Hello all, I just found out something I hope will help you Sherry,  ok
>> you
>> no how in windows 7 we have two program file folders? One is just called
>> program files, and the other is called program files x86, well here is
>> what
>> happen to me. I  installed the winkit program and it went into  just the
>> program files x86 folder. And when I installed the games they went into
>> the
>> folder. Called just program files. So  fined out which one is the winkit
>> one
>> and go to which of the program folders the computer put the games in and
>> copy and paste them into the winkit one it works.
>>
>> Like I found out winkit was in the program files x86 so I went to just
>> program files and  copied the games from kitchensinc and put them in
>> program
>> files x86 kitchensinc and then I removed the one  in program files. Just
>> deleted the folder.
>>
>> Make sure you are in administrator
>>
>>  Hope that helps.
>>
>> Susan
>>
>>
>> I hope that helps.
>> BFN
>>
>>  Jim
>>
>> Vote!
>>
>> j...@kitchensinc.net
>> http://www.kitchensinc.net
>> (440) 286-6920
>> Chardon Ohio USA
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[Audyssey] Making open source games accessible

2012-06-06 Thread Willem Venter
Hi all.
In the past I've considered making some games that have open source
versions accessible, but gave up because either the source code was
too complex (> 4 mb of source files) or the inserting of an access
framework would take too much time for a holiday project or parts of
the game would need to be completely redesigned. For that expense in
effort I might as well rewrite something that I understand fully,
which is a different kettle of fish entirely.

I know that it has been done before and is possible, take winBoard and
quake as examples. Is anyone currently porting an open source game?
Could you offer any pointers to (i) selecting a project and (ii)
Stratigies to port a game? Any other thoughts and comments are also
welcome.

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Re: [Audyssey] Audio Archery news.

2012-05-19 Thread Willem Venter
This is why I stear clear of apple products. Even though they make a 
nice phone and operating system, it's not worth it. They have too much 
control over things that a normal user should be allowed to choose 
about. What do they know about accessible games anyway?


You can't even change the battery of your phone or upgrade your 
computer's hardware without violating their lisence agreement. You can't 
program for IOS without using their propriotary tools that cost a lot of 
money and then some know it all tech at the app store decides that an 
audio game needs graphics.


On 2012/05/20 02:31 AM, Phil Vlasak wrote:

Recent Tweets from L-Works.

Audio Archery got rejected. Apple did not like the empty screen. also 
need icons.
I gave the artist a couple ideas. he's gonna send me some drags in a 
couple days
waiting on Icons still. as soon as one gets created I will resubmit 
app. So never fear.

http://twitter.com/#!/lworksgames


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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Willem Venter

Hi Jim.
I agree with you about coding the way you feel most comfortable with 
first and worrying about style afterward. I've personally found that 
adding some descriptive names make it easier to find bugs, but I am bad 
at describing something in a word or two.


I do not want to imagine my game collection without your games. Very 
unpleasant!



On 2/17/2012 12:58 PM, Jim Kitchen wrote:

Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some 
one taking over the Kitchensinc games.  I know that partially because 
of starting out only being able to use two letters for variable names 
and because space was limited, I have always been conscious of size of 
code and later sound files.  I know that it really is no longer a 
problem, but I do hate to waste space.  Plus typing less is a good 
thing for me.  I would probably not like to be some one else trying to 
read my code though.  And heck as I have mentioned, many of my VB6 
games were converted from dos games and thus actually still have line 
numbers from BasicA and GW Basic instead of line labels like Quick 
Basic, VB6 etc can use.


Every once in a while I will add a comment line in my code, but 
usually it is just a temporary place marker and I go through and 
delete them when I am finished with that bit of code.


dim pd$(5, 15) is the global variable for the players and their 14 
parts of description for the game that I am working on now.  I'm sure 
that it would make sense to others if the variable name was more like 
dim PlayerDescription(5, 15) but I like less typing and as long as I 
know the code that is all that matters.  Well that and that it 
compiles, runs, and does what I want it to do.


BFN

Jim

Cool! all of the hard work has paid off, my name is a household word.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Rem Statements, was Python and Interactive Fiction

2012-02-17 Thread Willem Venter
Hi. You are correct. Even the variable names are usually stripped from 
the program when compiling.

On 2/17/2012 1:16 PM, Phil Vlasak wrote:

Hi Jim,
I think when a game is compiled, the compiler strips the rem, remark
statements and comment lines out of the executable.
Early on Carl was putting a lot of them in a game written in C plus 
plus for

DOS, so I could read his code. I compiled the game with and without the
extensive statements and there was not a single byte difference in the 
size

of the .exe file.
Maybe today this is different but I would think not.
Phil

- Original Message - From: "Jim Kitchen" 
To: "Thomas Ward" 
Sent: Friday, February 17, 2012 5:58 AM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some 
one

taking over the Kitchensinc games.  I know that partially because of
starting out only being able to use two letters for variable names and
because space was limited, I have always been conscious of size of code
and later sound files.  I know that it really is no longer a problem, 
but

I do hate to waste space.  Plus typing less is a good thing for me.  I
would probably not like to be some one else trying to read my code 
though.
And heck as I have mentioned, many of my VB6 games were converted 
from dos

games and thus actually still have line numbers from BasicA and GW Basic
instead of line labels like Quick Basic, VB6 etc can use.

Every once in a while I will add a comment line in my code, but 
usually it

is just a temporary place marker and I go through and delete them when I
am finished with that bit of code.



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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Willem Venter
I know there are many editor that have smart autoindent which is handy 
for python.

On 2/15/2012 10:04 PM, Cara Quinn wrote:

Agreed, however, in my work, I often want to work quickly and want to know 
exactly where I'm placing a statement or bit of code. If I need to go through 
fifteen or twenty or more spaces (every time I want to edit a line at its 
beginning) to make sure my cursor is right at the beginning of the correct 
line, it's really a pain, so fortunately XCode can be smart about indention and 
formatting so it's not something I need to worry about.

Not sure if this is straying too far off topic for the list… -Probably best for 
the Dev list?…

Now that this has come up, am curious if XCode will auto indent Python as it 
does with the C style languages. -Interesting…

Smiles,

Cara :)
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On Feb 14, 2012, at 8:01 PM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Willem Venter
I agree with Ryan here. Good formatting of code is like good spelling. 
Even if it sounds right it isn't necessarily right. It may also make 
your code harder to read from a screen.


You can try notepad++. It supports indentation reporting.
On 2/15/2012 6:01 AM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Game Design

2012-01-25 Thread Willem Venter
You can combine or alter a sound to make a new sound.

On 1/25/12, Nicole Valicia Thompson-Andrews  wrote:
> hChange them to what?
> Nicole Andrew
> Pen name Mellissa Green
> Budding novelist
>
> - Original Message -----
> From: "Willem Venter" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, January 25, 2012 5:49 AM
> Subject: Re: [Audyssey] Game Design
>
>
>> Hi.
>> For voice over work you can advertize the job on list etc. You can
>> then choose who you want to say the dialogue and they could record the
>> dialogue.
>> Sound design is completely different from programming. You use a sound
>> editor to change the sounds the way you want. For raw sounds you can
>> either record them yourself or download sounds from the internet.
>>
>>
>>
>>
>> On 1/25/12, Jacob Kruger  wrote:
>>> Primarily, but am busy with plans to add sound effects, etc., but, yes,
>>> would really depend on how far you wanted to go in terms of sounds, real
>>> time interaction, etc.
>>>
>>> Stay well
>>>
>>> Jacob Kruger
>>> Blind Biker
>>> Skype: BlindZA
>>> '...fate had broken his body, but not his spirit...'
>>>
>>> - Original Message -
>>> From: "Nicole Valicia Thompson-Andrews" 
>>> To: "Gamers Discussion list" 
>>> Sent: Wednesday, January 25, 2012 8:57 AM
>>> Subject: Re: [Audyssey] Game Design
>>>
>>>
>>>> The games are suppose to be audio-based, isn't interactive fiction
>>>> text-based?
>>>> Nicole Andrew
>>>> Pen name Mellissa Green
>>>> Budding novelist
>>>>
>>>> - Original Message -
>>>> From: "Jacob Kruger" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Wednesday, January 25, 2012 1:37 AM
>>>> Subject: Re: [Audyssey] Game Design
>>>>
>>>>
>>>>> You could, possibly, use my mapData game engine to just render/generate
>>>>> your own game renditions - to a certain extent - for now anyway:
>>>>> http://www.blindza.co.za/work/#python
>>>>>
>>>>> The backend lets you generate interactive fiction maps, that can then
>>>>> be
>>>>> made use of/played around with in the front-end, and, yes, it's a bit
>>>>> simple for now, but anyway...
>>>>>
>>>>> Stay well
>>>>>
>>>>> Jacob Kruger
>>>>> Blind Biker
>>>>> Skype: BlindZA
>>>>> '...fate had broken his body, but not his spirit...'
>>>>>
>>>>> - Original Message -
>>>>> From: "Nicole Valicia Thompson-Andrews" 
>>>>> To: "Gamers Discussion list" 
>>>>> Sent: Wednesday, January 25, 2012 8:28 AM
>>>>> Subject: [Audyssey] Game Design
>>>>>
>>>>>
>>>>>> How are audio games designed, and who can I contact about designing
>>>>>> audion games for me? I'm a budding novelist, and want to sell or have
>>>>>> sold audio games for my universe. How would work, like would I send
>>>>>> them
>>>>>>
>>>>>> the books, and they turn one into a game?
>>>>>> Nicole Andrew
>>>>>> Pen name Mellissa Green
>>>>>> Budding novelist
>>>>>> ---
>>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>>> If you want to leave the list, send E-mail to
>>>>>> gamers-unsubscr...@audyssey.org.
>>>>>> You can make changes or update your subscription via the web, at
>>>>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>>> All messages are archived and can be searched and read at
>>>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>>>> If you have any questions or concerns regarding the management of the
>>>>>> list,
>>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>>
>>>>> ---
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>>>>> If you want to leave the list, send E-mail to
>>>>> gamers-unsubscr...@audyssey.org.
>>>>> You can make changes or update your subscription via the web, at
>>>>> http://mail.audyssey

Re: [Audyssey] Game Design

2012-01-25 Thread Willem Venter
Hi.
For voice over work you can advertize the job on list etc. You can
then choose who you want to say the dialogue and they could record the
dialogue.
Sound design is completely different from programming. You use a sound
editor to change the sounds the way you want. For raw sounds you can
either record them yourself or download sounds from the internet.




On 1/25/12, Jacob Kruger  wrote:
> Primarily, but am busy with plans to add sound effects, etc., but, yes,
> would really depend on how far you wanted to go in terms of sounds, real
> time interaction, etc.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>
> - Original Message -
> From: "Nicole Valicia Thompson-Andrews" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, January 25, 2012 8:57 AM
> Subject: Re: [Audyssey] Game Design
>
>
>> The games are suppose to be audio-based, isn't interactive fiction
>> text-based?
>> Nicole Andrew
>> Pen name Mellissa Green
>> Budding novelist
>>
>> - Original Message -
>> From: "Jacob Kruger" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, January 25, 2012 1:37 AM
>> Subject: Re: [Audyssey] Game Design
>>
>>
>>> You could, possibly, use my mapData game engine to just render/generate
>>> your own game renditions - to a certain extent - for now anyway:
>>> http://www.blindza.co.za/work/#python
>>>
>>> The backend lets you generate interactive fiction maps, that can then be
>>> made use of/played around with in the front-end, and, yes, it's a bit
>>> simple for now, but anyway...
>>>
>>> Stay well
>>>
>>> Jacob Kruger
>>> Blind Biker
>>> Skype: BlindZA
>>> '...fate had broken his body, but not his spirit...'
>>>
>>> - Original Message -
>>> From: "Nicole Valicia Thompson-Andrews" 
>>> To: "Gamers Discussion list" 
>>> Sent: Wednesday, January 25, 2012 8:28 AM
>>> Subject: [Audyssey] Game Design
>>>
>>>
 How are audio games designed, and who can I contact about designing
 audion games for me? I'm a budding novelist, and want to sell or have
 sold audio games for my universe. How would work, like would I send them

 the books, and they turn one into a game?
 Nicole Andrew
 Pen name Mellissa Green
 Budding novelist
 ---
 Gamers mailing list __ Gamers@audyssey.org
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 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.
>>>
>>>
>>> ---
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>>> list,
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>>
>>
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>
>
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Re: [Audyssey] Game Design

2012-01-24 Thread Willem Venter
Hi Nicole.
Firstly let me say that there is a big difference between a book and a
game derived from that same book.  You will have to decide what type
of game you want to make. Interactive fiction and role playing games
is closer to the book form than a strategy game or fps. When you write
a story you can plan all the characters actions in advance, but with a
game you need to give a player some choices and think about the
results of those choices.

I know I might be stating the obvious to you, but I feel I need to
explain my advice. First choose the type of interaction the player
should have, then decide on the plot and flow of the game.  If there
are actions in the game that depend on player stats or chance, give a
little mind to how it might work.

If you want to try programming, look at the resources Thomas
mentioned. This is your best bet on getting a game from your story. If
that does not work out, you might try to tempt someone on a list by
sending a short outline of the story and hoping for the best, but
writing a game with someone looking over your shoulder can be a
challenge for a programmer.

I know all this is full of generalities, but I hope it helps. Everyone
works out their own methods in the end.

On 1/25/12, Thomas Ward  wrote:
> Hi Nicole,
>
> Well, you can try and hire one of the accessible developers to design
> and develop the games for you, but that would probably cost you more
> money than you have to spend. The best thing you could do is to write
> them yourself. There are a couple of options here.
>
> One,you could learn a general all purpose programming language and how
> to program games from scratch. I run a list specifically designed for
> this purpose on
> http://www.usagamesinteractive.com/lists.php
> and that is one option.
>
> the other is to buy Philip's BGT game programming toolkit which will
> save you time, and perhaps be a little easier. You can get that from
> http://www.blastbay.com
> as well as join the BGT forum.
>
> HTH
>
> On 1/25/12, Nicole Valicia Thompson-Andrews  wrote:
>> How are audio games designed, and who can I contact about designing audion
>> games for me? I'm a budding novelist, and want to sell or have sold audio
>> games for my universe. How would work, like would I send them the books,
>> and
>> they turn one into a game?
>> Nicole Andrew
>> Pen name Mellissa Green
>> Budding novelist
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Re: [Audyssey] blastbay forum appears to be freezing my IE8.

2012-01-24 Thread Willem Venter
Hi Philip.
Hi Philip. Did the developers respond to your bug reports? The
spammers won't stop, so it is either writing your own checker or
dealing with bots as you currently are doing.

On 1/24/12, Philip Bennefall  wrote:
> Hi Willem,
>
> I have tried the stop bots extention in the past which is meant to do
> exactly that, but it turned out to be rather buggy so if I want this sort of
> functionality, I will probably end up writing my own. Unless, of course, I
> can find another similar extention to put in PunBB.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Willem Venter" 
> To: ; "Gamers Discussion list" 
> Sent: Tuesday, January 24, 2012 10:39 AM
> Subject: Re: [Audyssey] blastbay forum appears to be freezing my IE8.
>
>
> Hi philip.
> Have you investigated putting some test for humanness into the forum
> application process?
>
> I am not talking about captchas with pictures. Rather randomly ask a
> question like
> "Type in the developer of BGT's name."
> "What is twenty-five  plus thirty   six?
> "Type the second letter from your given username."
>
> and other similar questions like that which most spammers won't be
> able to automate, but is still simple enough for most users to answer.
>
> On 1/24/12, Philip Bennefall  wrote:
>> Hi again,
>>
>> I have now cleaned out about 6000 spam bot accounts from my forum. And,
>> wonder of wonders, the lag is gone.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message -
>> From: "Philip Bennefall" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, January 23, 2012 10:37 PM
>> Subject: Re: [Audyssey] blastbay forum appears to be freezing my IE8.
>>
>>
>> Hi Chris,
>>
>> It may be that the database is getting overloaded with unapproved spam bot
>> registrations. I will have a look and see if I can clean that up during
>> the
>> day tomorrow. I've noticed it being a bit slow too, though never more than
>>
>> a
>> couple of seconds on this end.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message -
>> From: "Christopher Bartlett" 
>> To: "'Gamers Discussion list'" 
>> Sent: Monday, January 23, 2012 10:08 PM
>> Subject: [Audyssey] blastbay forum appears to be freezing my IE8.
>>
>>
>> About half the time when I go to post something on the blast bay forum, my
>> browser completely freezes.  This is happening with NVDA and JFW, so it's
>> not a screen reader issue.  I've experienced similar behavior occasionally
>> from the audiogames.net forum site.
>>
>>
>>
>> Anyone know what's going on?
>>
>>
>>
>> Chris Bartlett
>>
>>
>>
>> ---
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>>
>>
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>>
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Re: [Audyssey] blastbay forum appears to be freezing my IE8.

2012-01-24 Thread Willem Venter
Hi philip.
Have you investigated putting some test for humanness into the forum
application process?

I am not talking about captchas with pictures. Rather randomly ask a
question like
"Type in the developer of BGT's name."
"What is twenty-five  plus thirty   six?
"Type the second letter from your given username."

and other similar questions like that which most spammers won't be
able to automate, but is still simple enough for most users to answer.

On 1/24/12, Philip Bennefall  wrote:
> Hi again,
>
> I have now cleaned out about 6000 spam bot accounts from my forum. And,
> wonder of wonders, the lag is gone.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Monday, January 23, 2012 10:37 PM
> Subject: Re: [Audyssey] blastbay forum appears to be freezing my IE8.
>
>
> Hi Chris,
>
> It may be that the database is getting overloaded with unapproved spam bot
> registrations. I will have a look and see if I can clean that up during the
> day tomorrow. I've noticed it being a bit slow too, though never more than a
> couple of seconds on this end.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Christopher Bartlett" 
> To: "'Gamers Discussion list'" 
> Sent: Monday, January 23, 2012 10:08 PM
> Subject: [Audyssey] blastbay forum appears to be freezing my IE8.
>
>
> About half the time when I go to post something on the blast bay forum, my
> browser completely freezes.  This is happening with NVDA and JFW, so it's
> not a screen reader issue.  I've experienced similar behavior occasionally
> from the audiogames.net forum site.
>
>
>
> Anyone know what's going on?
>
>
>
> Chris Bartlett
>
>
>
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Re: [Audyssey] Your Opinion on Game Development Documentation

2012-01-21 Thread Willem Venter
Hi Thomas.
This is a good idea, but I'd suggest focusing on subjects that are not
so widely published on, such as the things you mentioned(swt, slimDX
etc).

As you are currently working mainly in c#, why not start there and do
some slim DX tutorials?

As for vb6 tutorials, though it is popular, I think you would agree
with me that its time is passing very quickly. For the same reason I
would also not suggest a small or unknown language. Start with
something that is an industry standard.


Also maybe tutorials that are language unspecific that teach general
purpose game concepts would be useful. An example is collision
detection (basic bounded box and more advanced), movement in 3d, or a
simple guide on planning a game and different possible planning
stratigies.

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Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Willem Venter
Hi Dark.
I don't know what email client you are using, but thunderbird and
outlook express has built in spell checkers that can be accessed with
one keystroke. While I notice some spelling mistakes, it doesn't
bother me that much. However the better we spell, the better it will
look to outsiders reading our list. Whether a synthesizer reads a word
correctly is not the issue and correct spelling is good practice. Many
people on this list look up to you as a leader in this community, so
maybe setting a good example is worth the extra time.

On 1/8/12, dark  wrote:
> And really charles does this matter?
>
> On the occasions when I write something formal I can spellcheck it, but that
> takes far too much time to do every E-mail.
>
> As long as it's readable, what is the difference?
>
> With orphius puzle and puzzle come out the same anyway, which is probably
> why i don't correct it as I type, but why does it make such a huge
> difference?
>
> Beware the grue!
>
> dark.
> - Original Message -
> From: "Charles Rivard" 
> To: "Gamers Discussion list" 
> Sent: Sunday, January 08, 2012 2:47 PM
> Subject: Re: [Audyssey] Eamon delux news and thoughts
>
>
>> There are 2 z's in puzzle!  It's a shame that you write such informative
>> posts and then continually blow it with this irritation.
>>
>> ---
>> Shepherds are the best beasts, but Labs are a close second.
>> - Original Message -
>> From: "dark" 
>> To: "Gamers Discussion list" 
>> Sent: Sunday, January 08, 2012 12:05 AM
>> Subject: Re: [Audyssey] Eamon delux news and thoughts
>>
>>
>>> Hi Tom.
>>>
>>> I'm actually much more a fan of limited commands in these cases. As I've
>>> said before, interactive fiction was something I played a great deal of
>>> at one point, but don't tend to anymore sinse for every really good game
>>> I found I found four or five more that just got frustrating, either
>>> because the puzzles were utterly illogical, or required some very weerd
>>> verbs.
>>>
>>> For instance, suppose you find a gun and a silencer, what is the command.
>>>
>>> "put silencer on gun?", "use silencer with gun?", "silence gun?", "Screw
>>> silencer onto gun?" "Screw silencer onto barrel"
>>>
>>> there are so many different ways of saying the same thing, yet if you get
>>>
>>> the wrong one, the game just won't react. However simply having a use x
>>> with x parza, there's no question with what you need to do.
>>>
>>> Also, the fewer verbs there are in the parza, the more obscure the puzles
>>>
>>> can be sinse more limited your choice of actions, the more likely you are
>>>
>>> to hit upon the right one.
>>>
>>> For example, the game Broken sword which was one of those point and click
>>>
>>> graphic adventures like Monkey island, so had limted verbs, had one
>>> puzzle where you had to climb a haystack.
>>>
>>> one item you had at the time was a large sewer key a couple of feet long.
>>>
>>> in an if game you could've spent ages mucking about with commands, but in
>>>
>>> Broken sword simply using the key with the haystack let you push it into
>>> the hay half way up and use it as a step to climb.
>>>
>>> This is just what I mean.
>>>
>>> then, having combat in a game gives you a way to interact with your
>>> environment and have some fun as well.
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Thomas Ward" 
>>> To: "Gamers Discussion list" 
>>> Sent: Sunday, January 08, 2012 2:01 AM
>>> Subject: Re: [Audyssey] Eamon delux news and thoughts
>>>
>>>
 Hi Dark,

 This does sound good. Those games are quite addictive as simple as
 they are, and I think it is the simplicity that makes them so
 enjoyable.

 As you pointed out with a lot of text adventures, especially
 interactive fiction, its often a case of guess the verb or difficult
 puzzle elements that turns people off playing it. However, text
 adventures as you've seen don't have to be that way. If and when I do
 my RPG I agree that keeping the commands simple stupid is the best
 practice.

 Its hard to go wrong with commands like put, take, use, wear, equip,
 etc. if you stick to a few basic commands people can generally go from
 there. I've even thought that adding a Dos style menu where you simply
 press a number for the selection is even easier yet.

 On 1/7/12, dark  wrote:
> Hi everyone.
>
> Today I've been testing some of the beta versions for the new eamon
> delux
> with it's vi compatibility mode.
>
> it's going very well, all the irritations with display are totally gone
>
> so
> that it just displays like any console window dos application, and the
> developer has completely altered several menues so that now they all
> have
> numbers to press, for instance in the character editer to alter your
> characters' hardiness you now just hit one and then type the new number
>
> just
> like those number driven ch

Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Willem Venter
The use of speech synthesizers also offer possibilities for matching
phonetic spelling to an item. If a user types in something that word
is converted to phonemes. These phonemes could be compared to the
actual word that is also converted to phonemes and if many of them are
the same, the game can recognize a word even if the spelling is wrong.

On 1/8/12, dark  wrote:
> Hi Tom.
> That is I think why for all item manipulation puzzles, object use parzas
> with graphics replaced the complex parzas of text adventures in the main
> tream, starting with games like secret of monkey island and continuing even
> now in series like Resident evil.
>
> it's just so much easier to have some general commands that can apply to
> objects.
>
> Use, use with and examine are really all that is needed imho.
>
> Also as games like descent into madness show, these are quite doable with a
> menue system rather than actual commands as well, which can speed things up
> too.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Adult Games was Huge Cave

2012-01-06 Thread Willem Venter
I guess the issue many people have with adult games is that they
consider playing these games some form of adultery and encouraging
loose morals. They forget that it is just fantasy. I'm sure some
people could take it that far, but most people stop taking the game
seriously once they shut the pc down. In the same way violent games
are also considered to be a form of murder to some. The reasoning is a
bit harder to explain by them though, as there are no real corpses
after you won the game.

The human imagination is boundless. Better to let it move in a healthy
way than to suppress it until it turns weird and unhealthy. I've seen
people that suppress themselves so much that they become plain strange
after a while.

Games allow us to explore things we would not consider doing in real
life. Afterward we can also think about things we learned and also
decide what we like and do not like. By playing violent games I've
learned how to better control anger (does the insane scientist ring
any bells?) It reminded me of my little brother. I'm sure there are
many other examples.

ps to Thomas, like you said, Angle is very important, pun intended.

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Re: [Audyssey] Adult Games was Huge Cave

2012-01-06 Thread Willem Venter
Hi Thomas.
There is no need to use the USA games name to release all your games.
I don't suggest hiding that you are the author of the games, but you
can release them under a different name and website as a warning or
even just on dropbox.

Personally I agree with everyone on this topic. Why deny something
that is part of human nature. It is still your own choice to play the
games or not. And adult games are certainly more realistic than some
of the games with violence out there. My main issue with some adult
fiction and reading material out there is that the first thing that
flies out the window (even before the clothes) is a sensible or good
storyline. I do object to that.

On 1/6/12, Thomas Ward  wrote:
> Hi Lisa,
>
> Not that I recall. Leather Goddesses of Phobos, was the closest they
> got to true adult interactive fiction. Still it was fun even if it was
> a bit tamed down.
>
> On 1/6/12, Lisa Hayes  wrote:
>> Yeah that was a good adult game, or the lewd part was, did infocom make
>> any
>> other adult games.
>> Lisa Hayes
>>
>
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Re: [Audyssey] Proofreading Guidelines was Blind Gamers Being Taken Seriously?

2011-12-18 Thread Willem Venter
hi. I agree that proofreading should be in the guidelines, but
policing this is inpractical.
People should just remember that people will ignore them if they are
hard to understand.

On 12/18/11, Thomas Ward  wrote:
> Hi Meka and all,
>
> Back when we were discussing the proofreading guidelines for the list
> we were considering something very basic that most people should be
> able to follow without too much explanation.
>
> For example, let's take punctuation. Now, we know there are some more
> advanced punctuation rules such as using  colons, semi-colons, and
> dashes that may be unfamiliar to some of our list members. We would be
> willing to overlook things like that because there are plenty of
> people who are sighted that aren't sure where to put a colon or where
> a semi-colon should be used instead of a comma. However, everyone
> blind or sighted should be able to know where and when to use basic
> punctuation rules like periods, questions, and exclamation points.
>
> We base this on the fact that anyone over 10 years old in the United
> States should be able to recognize the difference between a
> declarative sentence, exclamatory sentence, or question. In fact, my
> son is only seven years old and he can tell you when and where to put
> a period or question mark. So its not unreasonable to ask list
> members---who are likely older than seven---to complete sentences with
> a period or question mark at a bare minimum.
>
> As far as spelling goes it is usually pretty obvious when someone
> doesn't attempt to proofread a message for spelling errors. One or two
> can be overlooked but if a message is full of several mistakes its
> going to be rather obvious that the person has not made any effort to
> proofread the message before sending. Most e-mail clients such as
> Thunderbird, Windows Live Mail, Microsoft Outlook, etc come with spell
> checkers so there really isn't an excuse not to spell check a document
> to get a reasonable amount of accuracy on the final draft.
>
> The same holds true for grammar. Its a given certain words can be very
> confusing for a blind user. The English language is full of words that
> sound alike but have totally different meanings such as: to, too, two,
> there, their, they're, sale, sail, here, hear, stake, steak, where,
> and wear.Some spell checkers will catch the grammatical mistake, but
> some won't. In a case like that a moderator would overlook the mistake
> as long as the message was otherwise pretty free of errors. Trust me
> when I say we understand how something like that could be confusing if
> a person is using speech instead of braille or visual reinforcement.
>
> If it is something more obvious like a double negative the moderator
> could write the person off list suggesting how to restate the sentence
> so it is more grammatically correct. The purpose wouldn't be to put
> the person down but merely to instruct them how to improve there
> language/communication skills.
>
> For example, let's assume someone writes, "I didn't find no ammo in
> Shades of Doom." Some people might not realize that is a double
> negative, is grammatically incorrect, and might just need a reminder
> how to restructure that sentence to read, "I didn't find any ammo in
> Shades of Doom."
>
> That doesn't mean we--the moderators---would hound people, but would
> merely make recommendations and suggestions that would improve their
> communication skills. I for one can't see it as anything other than
> being helpful and an improvement for the person. Of course, a lot
> depends on if the person wants the help, wants to change, or continue
> to compose poorly written messages. In a case like that if a person
> continues to write messages that are difficult to read the moderators
> would then go to the next step by moderating or banning them from the
> list until the quality of their posts improves. However, we wouldn't
> take a serious action like banning them without giving them a number
> of chances to correct the problems first.
>
> Cheers!
>
> On 12/17/11, Meka White, LMP  wrote:
>> I would hope that this would be more of a guideline encouraging people to
>> proofread their emails rather than a hard and fast rule, because where do
>> you draw the line on coming down on someone?  One mispelled word? Two?  A
>> misused comma?
>>
>> Don't get me wrong, I am a huge proponent of proofing what you write.
>> it's
>> a good, courteous habit to start laying down, but do you really want to
>> create that much more work for yourselves?
>>
>> Warmly,
>> Meka
>>
>
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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Willem Venter
Sorry, my reply was to the last message from "shiny protector"


Hello Mr. Ward,

I absolutely disagree with   the idea that you have told us about the
proofreading guideline. We should implement the idea, because if we do
not implement the said idea you are talking about, more messages with
poor grammar, punctuation and spelling may be sent fourth to people
and this mailing list. I, myself, may not be perfect in my writing,
but my writing is extremely satisfactory these days. My point is, even
if people find the guideline highly insulting or  highly agitating,
the guideline should still be implemented into the guidelines for the
audyssey list.

On 12/17/11, Willem Venter  wrote:
> hmm. Well... Um.
> What are you trying to prove here?
>
> On 12/17/11, Willem Venter  wrote:
>> Hi Ian.
>> Punctuation is as important as good grammar and spelling. I found your
>> message  hard to follow.
>>
>> As a rule of thumb I skip messages if someone did not bother with at
>> least getting most of the punctuation and spelling right. My reasoning
>> which is wrong in many cases I'm sure, follows that if you did not
>> bother to use good language, chances are you did not think through
>> what you are writing about. It is different for those who use English
>> as a second or third language, but it is also easy to differentiate
>> between sloppy writers and non English writers.
>>
>> I should also probably add that English is my second language and this
>> is why I take extra care when composing a message.
>>
>>
>> On 12/17/11, Ian McNamara  wrote:
>>> Hi well if that had been added to the guide lines i would not have been
>>> angry there is an email simming group i use to be on and i was kicked
>>> off
>>> for my in proper grammer i was younger then so did not care now i do. a
>>> lot
>>> of the time my bad righting is because i don't know how to spell a word
>>> and
>>> i've ither spellt it so close to the word the spell check does not pick
>>> it
>>> up or way out so the spell check can't understand what i mean. if i
>>> don't
>>> know how to spell a word and the spell check does not pick up on it i
>>> now
>>> keep righting the word out untill i get a word that sounds like it or if
>>> some one is around i ask them for the spelling.
>>>
>>> Ian McNamara
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
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>>> gamers-unsubscr...@audyssey.org.
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>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>> http://www.mail-archive.com/gamers@audyssey.org.
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>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>

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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Willem Venter
hmm. Well... Um.
What are you trying to prove here?

On 12/17/11, Willem Venter  wrote:
> Hi Ian.
> Punctuation is as important as good grammar and spelling. I found your
> message  hard to follow.
>
> As a rule of thumb I skip messages if someone did not bother with at
> least getting most of the punctuation and spelling right. My reasoning
> which is wrong in many cases I'm sure, follows that if you did not
> bother to use good language, chances are you did not think through
> what you are writing about. It is different for those who use English
> as a second or third language, but it is also easy to differentiate
> between sloppy writers and non English writers.
>
> I should also probably add that English is my second language and this
> is why I take extra care when composing a message.
>
>
> On 12/17/11, Ian McNamara  wrote:
>> Hi well if that had been added to the guide lines i would not have been
>> angry there is an email simming group i use to be on and i was kicked off
>> for my in proper grammer i was younger then so did not care now i do. a
>> lot
>> of the time my bad righting is because i don't know how to spell a word
>> and
>> i've ither spellt it so close to the word the spell check does not pick
>> it
>> up or way out so the spell check can't understand what i mean. if i don't
>> know how to spell a word and the spell check does not pick up on it i now
>> keep righting the word out untill i get a word that sounds like it or if
>> some one is around i ask them for the spelling.
>>
>> Ian McNamara
>> ---
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>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
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>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>

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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-17 Thread Willem Venter
Hi Ian.
Punctuation is as important as good grammar and spelling. I found your
message  hard to follow.

As a rule of thumb I skip messages if someone did not bother with at
least getting most of the punctuation and spelling right. My reasoning
which is wrong in many cases I'm sure, follows that if you did not
bother to use good language, chances are you did not think through
what you are writing about. It is different for those who use English
as a second or third language, but it is also easy to differentiate
between sloppy writers and non English writers.

I should also probably add that English is my second language and this
is why I take extra care when composing a message.


On 12/17/11, Ian McNamara  wrote:
> Hi well if that had been added to the guide lines i would not have been
> angry there is an email simming group i use to be on and i was kicked off
> for my in proper grammer i was younger then so did not care now i do. a lot
> of the time my bad righting is because i don't know how to spell a word and
> i've ither spellt it so close to the word the spell check does not pick it
> up or way out so the spell check can't understand what i mean. if i don't
> know how to spell a word and the spell check does not pick up on it i now
> keep righting the word out untill i get a word that sounds like it or if
> some one is around i ask them for the spelling.
>
> Ian McNamara
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Re: [Audyssey] problem with Pipe 2

2011-12-16 Thread Willem Venter
Hi. Can you play other games like those from jim kitchen? If you can,
I'd suggest uninstalling and reinstalling pipe2.

You did not say what operating system you are running. Some have
issues off the bat with running vb6 applications like pipe2, but
installing a gma game or jim kitchens winkit might solve the problem.

What firewall are you using? I know some block games from doing some
things, such as accessing some files.

On 12/17/11, shaun everiss  wrote:
> hi kurt.
> Hmm, turning on your firewall shouldn't have done anything, I only
> use the windows one so can't comment about others maybe something is
> blocked and needs a reconfig.
> Windows updates should not cause the issue, though I keep most libs
> here rather updated so maybe thats it.
> did antispy  remove something, check it.
> Do you have the latest pipe2 patch or even the latest pipe2 since i
> know loads of stuff was changed last year and at the beginning of
> this one but I forget what was changed.
> I just remember getting a shoot load of files from bsc.
> At 12:41 p.m. 16/12/2011 -0600, you wrote:
>>Hi all, up until yesterday I didn't have a problem playing Pipe
>>2.  But ever since I did windows updates, turned on my firewall and,
>>ran anti spyware, which BTW I don't know If that has anything to do
>>with the following error. I'm getting some error saying, Run time
>>error, file 53 not found.  Then there's an okay button.
>>
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>
>
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Re: [Audyssey] my beef about Microsoft - Re: plans for an updated Lone Wolf

2011-12-13 Thread Willem Venter
Shaun, you said:
"We must remember that all the interfaces, reader, etc are kernal
based, no doubt we will have other issues with touch."

What exactly do you mean by this statement? If I decode this
correctly, do you imply that all screen readers need to install hooks
into the windows kernel that might not work the same on each system?
This is not true by the way. NVDA and System access does not require
any hooks into the kernel of windows and as long as you use the
methods to access the touch pad or anything else, I can't see what the
problem might be. The method jfw, etc uses will need to be changed
anyway as windows 8 is very different in this regard to windows 7 and
these hooks into the kernel won't work as before.

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Re: [Audyssey] plans for an updated Lone Wolf

2011-12-13 Thread Willem Venter
Hi. I only agree with one thing you said and that is the fact that VB6
is a sinking ship. We need a fail safe way to keep playing the VB6
games and insure we don't lose them. And I don't believe keeping a
virtual machine that takes up a few odd gigs and runs slowly is the
best answer.

As for being left in the dark, many of us already are and it hasn't
stopped us playing audio games. This community will be around as long
as there are people that want to play games.

Access is improving in many cases. Using an application and denying it
has accessibility because it doesn't work in the same way as the old
things does does not prove anything.

As for 64 bit windows and SAPI, we can use 32 bit voices, it just
takes a little work. Hopefully ms will pull their collective heads out
of the recess and allow 32 bit voices to be used without tricks  in
the new version of SAPI.

On 12/13/11, shaun everiss  wrote:
> I am also affraid for the community at large.
> We will be definately left in the dark after we go fully 64 and
> especially if and when ms stop 32 bit production.
> Xp has always done things ok, and some still say its faster.
> I have not found any advantage access wise in win7 or the latest
> office version.
> However we still have a chance, all devs need to get off vb fully if they
> can.
> Its a bit of a pitch but we can probably do it.
> Bgt will probably be the next platform to write things in.
> However, when windows stops vb support, the blind gamers community
> will probably die.
> I still like the old games.
> Saying that the dos stuff could probably be converted to windows and
> the vb6 stuff probably should be put into something that is supported.
> Maybe as I say bgt or something.
> but yeah, ms are the borg.
> What I fear is no one will change or at  least change fast enough.
> We still have a large ammount of games relying on old tech, dos
> games, vb games, free and payed for a like.
> In the short term we can buy older systems with xp or buy xp.
> However as it gets longer and longer we will find it harder and
> harder to get things.
> At 12:04 p.m. 12/12/2011 +, you wrote:
>>Hi Tom.
>>
>>I do generally appreciate the point that better applications for
>>doing tasks like brousing the internet or text editing exist, -
>>certainly I wouldn't go back to using the old word perfect 4 which i
>>learnt typing on as a teenager.
>>
>>However with microsoft it seems quite often they just dump things on
>>people with no chance to change and expect the general public to
>>just go along with it.
>>
>>Take ribbon controls. Back after the change from 95 to xp there was
>>a classic mode, which made elements of the xp ui resemble earlier
>>versions of windows. Do we see this in windows 7 or 8? heck no!
>>
>>Many fully sighted users hate ribbons and the windows arrow, finding
>>them needlessly confusing, yet does microsoft care?  no!
>>
>>As far as compatibility goes, the case for games seems very
>>different from the case for other software. Each game is to a lesser
>>or greater extent unique, indeed each game may be considdered an art
>>form to the extent that it is! unique.
>>
>>Companies like Nintendo have recognized this, which is why there is
>>a wii virtual console etc. Microsoft however don't seem to give a
>>dam, despite the fact that windows has probably the largest
>>proportion of independent game developers for any operating system.
>>
>>If including dependencies in windows isn't possible, why couldn't
>>microsoft create a package, something like a windows orientated
>>dosbox with 16 bit dependencies and vb registrations, expressly for
>>running older games on newer windows.
>>
>>microsoft however don't care about either the players of indi
>>produced games, or the various indi developers who've worked on
>>them, which is why an open source alternative like dosbox was
>>needed. However this wouldn't be necessary if microsoft gave a dam,
>>but just like with the ribbon controls, microsoft just seem to
>>expect people to upgrade because something is newer.
>>
>>i'm afraid for myself,  and indeed for probably a lot of other
>>computer users, my Pc is of value only based upon what I can do with
>>it, not based upon whether it has the latest technology or flashy
>>displays, - indeed I've never bothered upgrading my microsoft
>>word, sinse ms word 2007 which this machine comes with serves me
>>perfectly well.
>>
>>One of those things is play old games.
>>
>>Were my snes to actually break, there would be an alternative,
>>namely buying a wii (though sadly it wouldn't work well for me due
>>to access to the silly wii mote menues), however were my xp machine
>>to break, and were vb support dropped, i'd be saying goodbye to lots of
>> games.
>>
>>I suppose eventually some open source alternative to vb support will
>>appear, maybe a virtual machine option, but how useable that would
>>be for the average skilled user, and how accessible it would be I
>>don't know. Dosbox is afterall compl

Re: [Audyssey] plans for an updated Lone Wolf

2011-12-12 Thread Willem Venter
Hi dark.
Microsoft only invests development time where they stand to gain or
lose money. For the most part, even dropping support for vb was based
on the fact that they were forcing developers to switch to vb.net so
they could sell them a new set of development tools. The basic
programming syntax stayed the same, but they changed the developement
libraries to not be the same as those used with vb6. They did improve
the software with vb.net, but vb6 wasn't making them enough money to
justify fixing the security wholes and bugs for vb6.



Assisting developers or users of code to run a 10 year old program
does not gain them much sales, so they will invest the development
time somewhere else. This is also part of what drives the changes to
the user interfaces. They tell their customers "see it looks
different, so it is new" where as most of the code is reused over
windows versions.

I agree with those who said that for innovation to happen we need
change, but change does not always indicate something better.


On 12/12/11, Dallas O'Brien  wrote:
> actually, the better codes, = better gaming possibilities. so yes, it
> makes a different.
> dallas
>
>
> On 12/12/2011 23:13, dark wrote:
>> Frankly dallas where games are concerned, I couldn't give a monkies
>> how good the newer codes are.
>>
>> As I said, I don't really care about how powerful or anything else a
>> system is, I care about what I can do with it.
>>
>> That's why i stil have a snes, sinse I can play all the game i rather
>> like on it, despite it being no where near up to the standard of
>> todays games' consoles.
>>
>> As I said, I just would like microsoft to acknolidge this, perhaps
>> with a compatibility pack option that could be downloaded for those
>> who needed it.
>>
>> Beware the grue!
>>
>> Dark.
>>
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
When I wrote "swig", I meant "swig".

http://www.swig.org/Doc1.3/Java.html

On 12/2/11, QuentinC  wrote:
>  > Like I said, swig almost does all the work of
> making your java wrapper for you.
>
> NO. Swing has nothing to do with JNI wrappers.
>
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi. It's good to hear. Like I said, swig almost does all the work of
making your java wrapper for you.

I've seen object oriented code in c, but I agree that it is not really
suited for object oriented programs. In theory you could use structs.

On 12/2/11, QuentinC  wrote:
>  > If you ever consider using your screen reader API from java, take a
> look at the java native interface (jni). Once you've created a wrapper
> it is easy to use.
>
> JNI wrapper for my screen reader API is already under construction. I
> carefully though on this and that's why I said in last post that my next
> forecoming game is likely to be in java again, because I don't need any
> concrete UI for games like magic blocks (In fact I greatly would like to
> do a much more complex game, something I would certainly never be
> capable of doing it in C or C++ (I'm not eased with C++ and C is unable
> to deal with object-oriented programming)). But that's for next coming
> games requiring no concrete UI, not for the playroom.
>
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi quentinC.
Your choice and reasoning regarding java is quite sound. I would also
not consider using java's ui with access bridge. Even using grid
layout or some other layout results are unpredictable and different on
different os's.

If you ever consider using your screen reader API from java, take a
look at the java native interface (jni). Once you've created a wrapper
it is easy to use. I think you can even use something like swig to
generate a useable entry point to use from java.

On 12/2/11, QuentinC  wrote:
> Hi Thomas,
> You are going to a central point here. As you know, I'm still a big java
> fan, I wrote past games in java, and upcoming games outside of the
> playroom will very likely to be in java again. Why I haven't written the
> playroom in java ? There is two reasons for this:
>
> 1. You might have experienced the problem I had with magic blocks most
> notablyy: speech via screen reader support was totally absent. I tried
> to arrange something myself using COM and DLL proxy libraries and failed
> to make something really reliable. All screen reader supports including
> SAPI were quite buggy and it mades the application to crash randomly,
> especially on 64 bit machines but also on 32 bit ones.
> As reliable speech output via screen reader is a very capital point in
> the playroom, I had first to find a solution for that problem before
> going further, and nothing came to mind at that time.
>
> 2. The playroom is a little different to most of audiogames we have out
> there. It uses true windows GUI components, when most audiogames simply
> open a blank window and directly react to user input from there. Most
> audiogames actually use virtual menus and controls that are not shown on
> screen at all. Why this choice ? Again, there are multiple reasons:
> a. Initially the playroom was in french only. At the very beginning, I
> received comments telling that it would be good to be able to play with
> braille display. As you know, direct speech output to screen reader does
> not use braille, and the easiest way to have all so different braille
> displays behaving correctly is to place text into standard controls so
> that the screen reader does the job nicely in the way the user usually
> set in his preferences.
> b. I found also nice to be able to navigate through the game's text
> freely, to allow easy review, easy copy/paste, easy saving, and as easy
> to use as in normal applications. In fact this feature is quite rare,
> even on mud clients (where it's indeed a must-have in my opinion). I
> suffered not having easy review and copy/paste on mud clients I had, and
> I'm still suffering not having this feature on console windows and
> SSH... In playroom this is important because there's a lot of text to
> deal with, just like in a mud.
> c. Using normal GUI components has a nice edge effect: it allows sighted
> people to play. Of course, the playroom is not as interesting for
> sighted people as other common games because there's no graphics, but
> still, I know that there are a couple of sighted players in the
> playroom, they wouldn't be able to play if I had used virtual menus and
> controls in a blank window.
> To come back to java, standard GUI controls in java with a screen reader
> remain problematic: they are slow, sluggich and somewhat buggy. The bugs
> there are are very stupid indeed: before very latest jaws 13, backspace
> in an edit field says empty instead of the character being cleared, and
> NVDA sometimes says empty instead of reading a line of text in a edit
> field. For all screen readers, when you press up or down arrow sometimes
> it reads the old line instead of the one where you just arrived. Some
> less common screen readers don't support access bridge at all, etc. and
> don't forget the most important thing: java access bridge is no more
> actively maintained. In brief, all that is not very reliable, is not
> going to be more in the future, and this is not acceptable. You will
> tell me that there is scripting: yes, certainly. But if scripting is a
> working partial solution for experienced computer users, installing
> scripts is another problem on itself and especially if you aim to
> support multiple screen readers.. clearly not doable for less
> experienced computer users. And because the playroom is conceptually a
> simple game, it must be manageable by less experienced computer users as
> well.
>
> This closes my probably longest english post.
>
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
As I understand it, buying the IOS sdk costs $90. Then you probably
have to learn objective c, as this is the only non runtime language I
know of that you can program in on IOS. You need this to start
developing, even if you wanted your app to be free. This is just
another reason why an IOS version will cost money and why payed
outsourcing is a good idea.

As for java, from what I know java's sound support is not that great.
It has the javax.sound and javax.sound.sample packages, but getting a
workable sound interface will take more time. There is no
functionality offfered by things like sdl, or sfml. The other option
is something like lwjgl, but this still means that the app will be
tied to only platforms supporting lwjgl. Although many mobile
platforms run java, each run their own version of java with different
packages. Android for example has a java implementation almost like
the normal java with extra android packages. This is why it is much
easier to write programs for the android platform.

On 12/2/11, Ben  wrote:
> I believe that you are all being too specific if I may be so bold.  We do
> not want to tie it down to one "IPhone" but I recommend we take a new
> approach: an "IOS" version rather than an "IPhone" version, since also I
> don't have an "IPhone" myself.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Matheus Rheine
> Sent: 01 December 2011 21:59
> To: gamers@audyssey.org
> Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac
>
> hi quentinc,
> i would definitely prefer an iphone version, firstly because the playroom
> would be accessible on the go -- no matter where you are.. on the
> bus,school,street,etc. on the other hand if you developed the mac version
> first it would be just like the windows version but for mac users that are
> using mac can't play it with vmware fusion?
> besides, what games do we have for the iphone? we have simple word games,
> some other games that have a potential like papasangre, nightjar,etc. these
> games are good,however they are too short. others like aurifi are too
> buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
> that i consider enjoyable and playable, and now the de steno games, but we
> don't have the original
> monopoly,uno,1000 miles and other games that are extremely cool. it would
> use even more the potential that the iphone has in terms of gaming for us.
> i don't know how much i could pay,the brazilian store is hopefuly going to
> completely open the itunes store with songs,and i hope that games as well,
> in december,if yes,i'll be able to use a credit card to buy stuff, in this
> case i'd be able to pay some money,how much you think you would charge for
> it? 10,15? or more?
> thanks,and hope to see this project ported to ios in the future.
> -Mensagem original-
> De: QuentinC 
> Para: Gamers Discussion list 
> Data: Quinta, 01 de Dezembro de 2011 14:38
> Assunto: [Audyssey] Poll: playroom on iPhone or on mac
>
> Hello listers,
>
> I'm getting more and more demand to have an iPhone or a mac version of the
> playroom. I'm going to you to have your opinion about that.
> IF you are interested, please let me know ! Depending on your answers, there
> will be followings or not. In other words if nobody give a response, then I
> will conclude that nobody is interested and therefore will definitely give
> up the idea.
>
>
> 1.  Are you interested on a iPhone or mac version of the playroom ? why or
> why not ? If you would have to choose between the two but not both in the
> same time, whould you choose a mac or an iPhone version ? why ?
>
> 2. Considering that I don't have any apple machine myself, I will probably
> need to let such an application developped by a third partie.
> It will therefore certainly not be free. How much would you be ready to pay
> for that application ?
> The money whould be ideally shared between the developper of the application
> and a participation on server maintenance, in the best case 50-50, and in
> all case I wont ahve a direct control on the produced application.
>
> N.B. To not leave any doubts on that
> subject, the windows version will remain free as long as donations are
> sufficient to keep the server up.
>
> Please be constructive and complete in your responses. If you just say "It'd
> be cool" without any argumentation, please avoid posting.
>
> Thank you in advance for your answers.
>
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
I must honestly say that I sometimes get very frustrated with members
in this community. Most developers don't make much money at all and
still people demand what they want when they want it and it should
also be free, as if they can even do half the things many developers
has done for this community. On top of that they are also rude.

I'm not saying we should not request features, but a little respect is
in order I think. Also ask instead of demand, they don't have to do or
add anything and they are not your dog.

On 12/2/11, Thomas Ward  wrote:
> Hi Brandon and all,
>
> Just a note about that. RS Games and Quentin are using different
> programming languages. The RS Games client is written in Python, at
> least the Mac/Linux version is, and I believe Quentin's Playroom is
> written in C. porting a game written in C to Mac is more involved than
> porting one in Python to Mac. If Quentin wants to develop a game for
> Mac without the expense of a third-party doing the port he'd have to
> completely rewrite it in Java, Python, or some other language better
> suited to cross-platform development. Basically,what I am getting at
> here is don't give blank statements like, "if so and so can do it so
> can you," because there is usually a lot more involved than you
> realize. When it comes to developing multiple ports of a game it can
> get extremely complex.
>
> Cheers!
>
>
>
>
> On 12/1/11, Brandon Misch  wrote:
>> i would pay anything but would rather have a mac version first. and if rs
>> games can create a mac version then you can.
>
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Re: [Audyssey] swamp

2011-11-27 Thread Willem Venter
Hi. I agree completely with ryan. Games should me made as accessible
to all as possible without compromizing the challenge, otherwise where
should it stop. Should the zombies be made slower for those with a
motor impairment or should puzzles be easier in games like mota for
those who find it harder to solve puzzles? There are enough
limmitations on audio games as it is without imposing more limits
ourselves. Not using graphics to convey information is a big enough
challenge on its own. Sometimes it just works out that you have to
either work harder to be successful at a game or you can't play it, no
matter the reason. Other times a game might lend itself to a solution
for your problem. I'm not saying that developers should not put in
features to help people with other issues, just that there are too
many secondary disabilities to take into account. And there will
always be someone that feels they have been left out.

On 11/27/11, Dallas O'Brien  wrote:
> well put. yes, games are, by there very nature, ment to challenge us.
> without that challenge, they are boring.
> dallas
>
>
> On 28/11/2011 02:57, Ryan Strunk wrote:
>> I completely agree that the issues of panning and such for the hearing
>> impaired are important. I'm also trying to work on solutions in my titles.
>> However, I don't believe that a game should be made harder for those who
>> aren't good at games. The whole point of playing, in my opinion, is to
>> overcome a challenge. Being an invincible hero gets old pretty fast.
>> If a game is too hard, practice. If it's still too hard, play something
>> else.
>> I don't mean to sound like I'm coming down on you, Johnny, because that's
>> not my intent. But this argument crops up on list from time to time, and I
>> think it's a big part of the reason our games are the way they are.
>> Back in my mainstream title days, I can remember renting a game for
>> weekends
>> on end in order to complete it. I would buy a game for $50, then play it
>> for
>> a solid month before I was able to finish it. When I bought my first audio
>> game--Grizzly Gulch--I paid $50, then beat it in under 12 hours, and part
>> of
>> that 12 hours was because I slept.
>> This could easily spawn its own thread--and well it might--but the point
>> I'm
>> driving at is that games should be harder, not easier, and Swamp is no
>> exception.
>> Best,
>> Ryan
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Johnny Tai
>> Sent: Saturday, November 26, 2011 7:24 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] swamp
>>
>> While a challenging game's all good and fun, and I do agree, death has to
>> mean something, but there has to be a balance- for those who are, 1:
>> Gaming-challenged. and 2: Got a hearing issue as several of us do and have
>> no solution yet. I know Jeremy said he's working on the 2nd, but in the
>> mean
>> time, it's a practice in frustration to be wacked off everytime you start
>> to
>> get somewhere.
>> I'm actually doing alright at the moment, but that's by playing extremely
>> cheap- staying enar the safe zone, everytime my health goes near 50% I run
>> for home and log back in... This is the only way I can find so far to be
>> able to save a bit of loot and not die every 3 minutes.
>> Before you say it, yes I know it's very cheap, and I hate playing chicken-
>> but I can't find any other way atm, what with the bugs and such, to play
>> this without wanting to smash the mouse 100 times and over lol.
>>
>> Another point, the "being realistic" argument doesn't really jive- first
>> of
>> all, we're fighting...zombies...it's already not realistic. And secondly,
>> if
>> you want this to be "realistic" then you'd die from 2 or 3 zombie bites-
>> infection, bleeding, etc, and not be in there swinging that axe like Conan
>> the barbarian.
>>
>> Games like Resident Evil and many others at least offer you lockers/item
>> boxes where you can go to store backup items in- so when you die, you just
>> lose things you gain after last time you save.
>> So no, it's not a blind gamer thing, maybe you can chuck it up to some
>> people just don't like the stress as much as some others.
>>
>> My suggestion for making this a bit more sane is:
>> 1: Maybe a locker/saving system scattered throughout the map, so you don't
>> hav eto hug the safe zone in fear of losing everything you gained the last
>> hour.
>> or
>> 2: Need mroe healing options... In my 200 kills and about 500 deaths and
>> over 6 hours play time, I've ever only found 3 med kitts- and with the
>> little amount each restore, it's really not enough- considering I've found
>> no armor yet- the only 3 pieces I found went bye bye when a group of
>> zombies
>> greeted me inside a doorway. The zombies do alot of damage- especially a
>> tyrant, I got caught by one and before I could kill it, it left me at 35%
>> health and no med kitt.
>>
>>
>> All that being said, it's a kick ass game, and I'

Re: [Audyssey] swamp

2011-11-27 Thread Willem Venter
Hi all.
I also agree that dying should cost you. My opinion is that some blind
people are just too used to having things the easy way because most
sighted people around them quickly respond in sympathy as soon as they
start complaining.

On 11/27/11, Jeremy Kaldobsky  wrote:
> I didn't take the time to respond to any of these messages lately, but I
> wanted to jump in real quick to assure everyone that I am reading them all.
> For those who haven't heard, I finally got fed up with searching for this
> pesky reputation bug so I am tearing out about half of the server's code and
> just rewriting it from scratch.  This is rather time consuming, but
> searching for this bug is taking just as long and I'd rather just cut my
> losses and do the 1 thing that is guaranteed to fix it.  There's clearly
> some typo or logic error that is so well hidden that I've probably looked
> right at it a dozen times but never realized it was the problem.  When
> starting over, I think it is insanely unlikely that I will end up with the
> same problem.
>
> I've been writing down different people's suggestions, and I plan to add the
> after the bugs are squashed.
>
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Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi Thomas. I don't think you can expect users with little computer
knoledge to inspect a bgt script for entries that are made to the
registry or even use a registry editor or cleaner. Also I'm not
currently in the habbit of reading the source of every bgt game I try.
It would simply take too much time.

I guess a "delete created registry keys" item in the menu could solve
the problem of not having an installer, but a menu item like this
cannot be enforced by bgt, so not every scripter will make one.



On 11/22/11, Thomas Ward  wrote:
> Hi Willem,
>
> Yes, I know all that. I wasn't talking about a third-party installer,
> but talking about adding the ability to remove and delete keys from
> the game script itself. I haven't checked over the new docs for BGT
> 1.1 but I'm guessing Philip should have some functions in BGT similar
> to RegDeleteKeyEx and RegDeleteValueEx to remove keys from the
> registry as needed. If so there could be an option in the game's
> settings menu to delete registry keys/values. In other words clean up
> after itself before you delete the script. Make sense?
>
> So in a nutshell if the script can clean up for itself its not totally
> reliant on a third-party installer to remove registry keys their
> script creates. Any programming language or API I've ever used could
> both create and delete registry entries it uses. It is merely up to
> the developer to add this extra functionality to his/her game script
> to clean up after itself if a third-party installer isn't being used.
> I'd advise Philip to recommend the use of a feature like that to make
> it easier for gamers to insure no registry keys and stray values are
> left behind when deleting the BGT script in question.
>
> Cheers!
>
>
>
> On 11/21/11, Willem Venter  wrote:
>> Hi thomas. Many games are just scripts you run, so there is no
>> installer or uninstaller.
>> While I'm not sure if there is a limmit on how many keys a game may
>> create, not having one is dangerous. Just imagine a program going into
>> an infinite loop while writing values to the registry on each
>> iteration. This can happen by writing while instead of if.
>>
>> It would be totally reliant on the developer to provide an installer
>> that knows how to remove every key their bgt script created, where as
>> a settings file harms noone even if  it is a few MB. The registry is
>> something that needs to be used with lots of care, even though it is
>> easy to do.
>
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Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi philip. Yes imposing the limmit of 100 values is a solution. I also
think you should warn users of a script about a script accessing the
registry as I would still not like keys floating around in my registry
from games I tried once.

I understand what you mean about the delete file command, but it is
harder to accidentally delete the wrong file. My concern is less for
malicious people and more for working with something they don't really
understand. A file is simple and localized to your script while the
registry is not. Even for your screen reader example, restarting the
system would still allow the screen reader to work, where many keys in
the registry would permanently slow down the system, even if they are
later removed.

Thank you.

On 11/21/11, Philip Bennefall  wrote:
> Hi Willem,
>
> I can insert a limit of, say, 100 values for each game. Each value can be at
> most 2048 bytes in length, which would mean that a script writer could not
> store more than 200 kb in the registry. Would this solve the problem for
> you?
>
> I think though that no matter  how you look at it, badly written code can
> always cause more or less serious issues. I have screen reader support in
> the engine where you can interrupt and stop the speech, and if someone wrote
> an infinite loop accidentally that kept stopping the speech it might be hard
> to shut that program down. Does this mean we should not have screen reader
> support? You can also delete files with the file_delete function. Again,
> something else that could be abused. There just comes a point where you need
> to decide whether or not you trust the writer of the game enough to subject
> your computer to their code, which is true of any game or software
> application. It is hard for me as the engine designer to prevent people
> from, intentionally or unintentionally, writing code that may be harmful in
> one way or another. But I will certainly do as much as I possibly can to
> make it more unlikely to occur, including limiting registry access if people
> feel it is necessary.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Willem Venter" 
> To: "Gamers Discussion list" 
> Sent: Monday, November 21, 2011 7:36 PM
> Subject: Re: [Audyssey] More BGT news
>
>
> Hi thomas. Many games are just scripts you run, so there is no
> installer or uninstaller.
> While I'm not sure if there is a limmit on how many keys a game may
> create, not having one is dangerous. Just imagine a program going into
> an infinite loop while writing values to the registry on each
> iteration. This can happen by writing while instead of if.
>
> It would be totally reliant on the developer to provide an installer
> that knows how to remove every key their bgt script created, where as
> a settings file harms noone even if  it is a few MB. The registry is
> something that needs to be used with lots of care, even though it is
> easy to do.
>
> On 11/21/11, Thomas Ward  wrote:
>> Hi Willem,
>>
>> Which are all valid points. However, as Philip mentioned he has put
>> restrictions in BGT to keep novis BGT developers from dumping 100
>> 2048 KB of values into the registry So it sounds like Philip is aware
>> of the issues and is taking steps to minimize any risk of someone over
>> using and abusing the registry as you described.
>>
>> As far as removing keys I haven't looked but it stands to reason if
>> BGT can create registry keys and set registry values that there should
>> be wrapper functions for deleting them as well. In C++ the functions
>> to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
>> functions for those registry functions someone can add an option to
>> delete keys prior to the uninstallation of the game.
>>
>> Cheers!
>>
>>
>> On 11/21/11, Willem Venter  wrote:
>>> Philip, I understand your decision to include it completely, though I
>>> still can't say I agree. Still if your paying customers request it, it
>>> is understandable.
>>>
>>> Kai, I did not question registry support because it was redundant. I
>>> questioned it because Microsoft's prinsipals from which they built the
>>> registry is flawed and dangerous. This could lead to unhappy users of
>>> bgt games where someone for example decided to (accidentally?) dump
>>> 100 2048 kb values into a registry that usually has a size < 10mb.
>>> This would have an effect on the whole operating system of the user.
>>> There is also no way to control the automatic removal of these keys if
>>> a user deletes the bgt script. To my mind it just didn't seem wort

Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi thomas. Many games are just scripts you run, so there is no
installer or uninstaller.
While I'm not sure if there is a limmit on how many keys a game may
create, not having one is dangerous. Just imagine a program going into
an infinite loop while writing values to the registry on each
iteration. This can happen by writing while instead of if.

It would be totally reliant on the developer to provide an installer
that knows how to remove every key their bgt script created, where as
a settings file harms noone even if  it is a few MB. The registry is
something that needs to be used with lots of care, even though it is
easy to do.

On 11/21/11, Thomas Ward  wrote:
> Hi Willem,
>
> Which are all valid points. However, as Philip mentioned he has put
> restrictions in BGT to keep novis BGT developers from dumping 100
> 2048 KB of values into the registry So it sounds like Philip is aware
> of the issues and is taking steps to minimize any risk of someone over
> using and abusing the registry as you described.
>
> As far as removing keys I haven't looked but it stands to reason if
> BGT can create registry keys and set registry values that there should
> be wrapper functions for deleting them as well. In C++ the functions
> to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
> functions for those registry functions someone can add an option to
> delete keys prior to the uninstallation of the game.
>
> Cheers!
>
>
> On 11/21/11, Willem Venter  wrote:
>> Philip, I understand your decision to include it completely, though I
>> still can't say I agree. Still if your paying customers request it, it
>> is understandable.
>>
>> Kai, I did not question registry support because it was redundant. I
>> questioned it because Microsoft's prinsipals from which they built the
>> registry is flawed and dangerous. This could lead to unhappy users of
>> bgt games where someone for example decided to (accidentally?) dump
>> 100 2048 kb values into a registry that usually has a size < 10mb.
>> This would have an effect on the whole operating system of the user.
>> There is also no way to control the automatic removal of these keys if
>> a user deletes the bgt script. To my mind it just didn't seem worth
>> the extra effort for no gain and a big risk.
>>
>>
>
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Re: [Audyssey] More BGT news

2011-11-20 Thread Willem Venter
Philip, I understand your decision to include it completely, though I
still can't say I agree. Still if your paying customers request it, it
is understandable.

Kai, I did not question registry support because it was redundant. I
questioned it because Microsoft's prinsipals from which they built the
registry is flawed and dangerous. This could lead to unhappy users of
bgt games where someone for example decided to (accidentally?) dump
100 2048 kb values into a registry that usually has a size < 10mb.
This would have an effect on the whole operating system of the user.
There is also no way to control the automatic removal of these keys if
a user deletes the bgt script. To my mind it just didn't seem worth
the extra effort for no gain and a big risk.





On 11/21/11, Thomas Ward  wrote:
> Hi Willem,
>
> Well, for what its worth I completely agree with you about the
> registry. I've always thought the Windows registry was a bad idea on
> Microsoft's part, and never use it myself because I can serialize,
> encrypt, and write the same data to a file on the hard drive thus
> invalidating any need for a registry in the first place. Plus even
> Microsoft recommends using the registry sparingly for the same reasons
> you mention. So I personally choose to avoid it altogether.
>
> As for using plane text ini or conf files you have a point, but I
> still contend serialization is the best way to handle it for most
> practical situations. Plus the .Net Framework has serialization
> functions that will save serialized data to an xml file that can be
> edited but has the ease of use of binary serialization. That to me is
> really the best of both worldsas you have the ease of use of the
> serialize and deserialize functions, but write the data to a plane
> text  xml file that can later be edited by hand.
>
> Cheers!
>
> On 11/20/11, Willem Venter  wrote:
>> Hi Thomas.
>> While I hear what you say about ease of use of the built in functions
>> of dot net for serializing and writing to the registry, sometimes
>> reading a file gives valuable insight to a problem and altering
>> something doesn't require a hex editor or custom loader for your file.
>>
>> In my opinion the registry has no functionality that you can't
>> duplicate by using a file. Philip could even have emulated
>> registry-like behavior by using a file. The larger the registry
>> becomes, the longer it takes to find something in it.
>
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Re: [Audyssey] More BGT news

2011-11-20 Thread Willem Venter
Hi Thomas.
While I hear what you say about ease of use of the built in functions
of dot net for serializing and writing to the registry, sometimes
reading a file gives valuable insight to a problem and altering
something doesn't require a hex editor or custom loader for your file.

In my opinion the registry has no functionality that you can't
duplicate by using a file. Philip could even have emulated
registry-like behavior by using a file. The larger the registry
becomes, the longer it takes to find something in it.

On 11/21/11, Thomas Ward  wrote:
> Hi Dark,
>
> I do see how editing an ini or conf file could help in a situation as
> you describe. Howver, on the other hand it is more simple to serialize
> the settings and save them to a file or just send the settings to the
> registry. Modern programming languages like C# .Net, Visual Basic
> .Net, and Java all have fairly simple methods for serializing objects
> which makes saving and restoring a program's state very straight
> forward and easy. That's principly why I don't use an ini or conf file
> myself.
>
> Cheers!
>
>
>
>
> On 11/20/11, dark  wrote:
>> As an interesting fact, in a couple of low vision access games I've
>> played,
>> editing a conf file is actually a great way around mucking about with
>> options menues, sinse I can just read it in Hal.
>>
>> The most extreme form of this is in the game Rocks n diamonds, which has
>> about 8 pages! of options, the learning of which could be a nightmare,
>> particularly as there are some really useful options buried in the list,
>> such as the ability to set scroll delay to zero so that the screen scrolls
>> around the characters' position, rather than the character running all
>> over
>> the screen (an obscure idea but brilliant for field of vision trouble).
>>
>> Obviously this doesn't apply to audio games where presumably all the
>> settings will be accessible anyhow.
>>
>> Beware the grue!
>>
>> Dark.
>>
>>
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Re: [Audyssey] More BGT news

2011-11-20 Thread Willem Venter
Hi Philip.
If someone is unwilling or unable to master how serialization works,
I'm not sure I trust them with my registry. Would all bgt settings be
in some central place?

On 11/20/11, Dennis Towne  wrote:
> Philip,
>
> What good reasons do you have for encrypting a configuration file?  I
> figure there must be some, but it personally makes no sense to me.
>
> In my opinion, a user should be able to edit the application config
> file as easily as possible (which usually means plain text with
> limited markup or straight text key-value pairs.)  Further, they
> should be able to simply delete the file, or paste ten thousand lines
> of garbage into it if they wish, and the application should still
> start up and do its best to use defaults and ignore stuff it doesn't
> understand.
>
> If you're encrypting the file to store passwords, you're doing it
> wrong.  Passwords should always be stored as a salt/hash data pair.
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> On Sun, Nov 20, 2011 at 2:11 PM, Philip Bennefall 
> wrote:
>> Hi Willem,
>>
>> The reason is mainly for convenience. Certainly you can store settings in
>> encrypted files, and this is indeed possible in BGT already, but some
>> people
>> were a bit confused as to how to extract and interpret data again etc.
>> Serialization, basically. The settings object gives you a much more
>> convenient method for doing this, and it was something that a lot of
>> people
>> had requested. I confine the registry access to a games subkey, so it is
>> not
>> possible to damage unrelated data from other programs. While this
>> certainly
>> doesn't solve the general problem of serialization and larger quantities
>> of
>> data should still be stored in files, this does provide a quick and easy
>> solution to store simple configuration settings.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message - From: "Willem Venter" 
>> To: "Gamers Discussion list" 
>> Sent: Sunday, November 20, 2011 6:34 PM
>> Subject: Re: [Audyssey] More BGT news
>>
>>
>> Hi. Why would you need to store things in the registry? Settings can
>> be saved in a file and if you want data not to be altered you could
>> encrypt that file, so what advantage is there to using the registry?
>> Even though important keys are protected many problems can still be
>> caused if keys are not removed with uninstallation and searching the
>> registry can become slow if it is filled with erroneous data.
>>
>> On 11/20/11, Kai  wrote:
>>>
>>> Use the "check for Updates" link in your BGT Start Menu entry.
>>>
>>> Kai
>>>
>>> - Original Message -
>>> From: "shaun everiss" 
>>> To: "Philip Bennefall" ; "Gamers Discussion list"
>>> 
>>> Sent: Saturday, November 19, 2011 10:32 PM
>>> Subject: Re: [Audyssey] More BGT news
>>>
>>>
>>>> where is rev2, I can only get v1.1 installer.
>>>> At 02:40 a.m. 20/11/2011 +0100, you wrote:
>>>>>
>>>>> Hi all,
>>>>>
>>>>> First, let me say thanks once again to all of those who sent me so much
>>>>> positive feedback over the last few days since I released BGT 1.1. This
>>>>> kind of stuff is what makes my work interesting, and worthwhile.
>>>>>
>>>>> Now, I just wanted to write and tell you that revision 2 of the engine
>>>>> is
>>>>> available. The reason I'm mentioning it on list is because it contains
>>>>> a
>>>>> feature that many of you have been wanting for a long time, namely the
>>>>> ability to read and write in the registry. I have made a settings class
>>>>> which wraps this up quite nicely, and prevents script kids from
>>>>> tampering
>>>>> with keys and values that do not concern them.
>>>>>
>>>>> And as usual, the revision also contains a number of bugfixes reported
>>>>> by
>>>>> users.
>>>>>
>>>>> The next major feature that will see the light of day is joystick
>>>>> support.
>>>>>
>>>>> I have started working on this and am making good progress. So stay
>>>>> tuned
>>>>> for that!
>>>>>
>>>>> Kind regards,
>>>>>
>>>>> Philip Bennefall
>>>>> --

Re: [Audyssey] More BGT news

2011-11-20 Thread Willem Venter
Hi. Why would you need to store things in the registry? Settings can
be saved in a file and if you want data not to be altered you could
encrypt that file, so what advantage is there to using the registry?
Even though important keys are protected many problems can still be
caused if keys are not removed with uninstallation and searching the
registry can become slow if it is filled with erroneous data.

On 11/20/11, Kai  wrote:
> Use the "check for Updates" link in your BGT Start Menu entry.
>
> Kai
>
> - Original Message -
> From: "shaun everiss" 
> To: "Philip Bennefall" ; "Gamers Discussion list"
> 
> Sent: Saturday, November 19, 2011 10:32 PM
> Subject: Re: [Audyssey] More BGT news
>
>
>> where is rev2, I can only get v1.1 installer.
>> At 02:40 a.m. 20/11/2011 +0100, you wrote:
>>>Hi all,
>>>
>>>First, let me say thanks once again to all of those who sent me so much
>>>positive feedback over the last few days since I released BGT 1.1. This
>>>kind of stuff is what makes my work interesting, and worthwhile.
>>>
>>>Now, I just wanted to write and tell you that revision 2 of the engine is
>>>available. The reason I'm mentioning it on list is because it contains a
>>>feature that many of you have been wanting for a long time, namely the
>>>ability to read and write in the registry. I have made a settings class
>>>which wraps this up quite nicely, and prevents script kids from tampering
>>>with keys and values that do not concern them.
>>>
>>>And as usual, the revision also contains a number of bugfixes reported by
>>>users.
>>>
>>>The next major feature that will see the light of day is joystick support.
>>>
>>>I have started working on this and am making good progress. So stay tuned
>>>for that!
>>>
>>>Kind regards,
>>>
>>>Philip Bennefall
>>>---
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>>
>>
>>
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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Willem Venter
Hi Jeremy.
I also think what actually happen is that he quoted a comment jokingly
refering to your games as "crappy code" being preferable over code
that took ages to write. Score one for using propper punctuation...

>From a personal side, your games gave me many ideas that I hope to
expand upon to create something new in my holiday time.

On 11/20/11, Jeremy Kaldobsky  wrote:
> Thank you Thomas.
>
> I'm actually wondering if Shaun's comment sounded differently than he
> intended it.  This happens from time to time, and I am leaning in that
> direction because I don't ever remember anything blatantly negative coming
> from him in the past concerning my games.  I'm trying to give the benefit of
> the doubt since I know I have not given it in the past, and wish I had.
>
>
>> Hi Shaun,
>>
>> No offense, but calling Jeremy's games "crappy code" is
>> pretty
>> offensive. Although I may disagree with his choice of
>> programming
>> languages etc his games are both good and he tries to make
>> his games
>> as stable as possible given the short turn around time
>> between
>> releases. I haven't encountered anything I would call
>> crappy code. So
>> please don't be so negative when commenting on his work.
>>
>> Thanks.
>
>
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Re: [Audyssey] new kof xiii vid!

2011-11-19 Thread Willem Venter
Hi.
Is there a place where info about menus and gameplay is available for
these fighting games? It would be nice to play, but I think many
people on this list, me included, hesitate to buy a game they cannot
try out propperly. Personally, my sighted friends do not play or enjoy
these types of games, so sighted help isn't always available.

On 11/19/11, Clement Chou  wrote:
> Menus need to be learned.. but with any other fighting game, the case is the
> same. Gameplay itself is quite accessible.
> - Original Message -
> From: "Ron hopkins" 
> To: 
> Sent: Thursday, November 17, 2011 6:18 PM
> Subject: Re: [Audyssey] new kof xiii vid!
>
>
>> Is this game acissable?
>>
>> --
>> Email services provided by the System Access Mobile Network.  Visit
>> www.serotek.com to learn more about accessibility anywhere.
>>
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Re: [Audyssey] rail racer, was: Re: question about input methods for swamp

2011-11-14 Thread Willem Venter
Hi Che.
This is great news. Will the registration system change too? I gave up
on RR the last time because the system kept telling me I was not
registered and I went through about three keys.



On 11/14/11, dark  wrote:
> Hi che.
>
> That's great news! I've wondered what's happened to rr recently as last time
> I tried the online option didn't seem to be working, and frankly I've always
> found the track editer a bit of a pain.
>
> Having a demo for people to create and race tracks is a great idea I think
> and should bring more people into playing the game.
>
> Let me know as soon as it's ready and I'll update the rr page on
> audiogames.net and also post some news.
>
> All the best,
>
> Dark.
>
>
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[Audyssey] freeciv

2011-11-10 Thread Willem Venter
Hi all.
A sighted friend recently told me about a game called freeciv. For
those of you who never heard of it, it is a  game where you build up
your tribe to conker the world by defeating the other players or
sending a space ship into space to find DNA which you use to clone an
alien. The game allows you to play multiple races which start off with
different advantages. You start at 4000 bc and guide your civilization
from a primitive level of technology to the space age while balancing
diplomacy, war, technology advances, production and global warming.

The information I've gathered shows that the client can be used with
jaws and or Window eyes etc. Is this still true? I could not really
make any headway in the game with jaws. I also tried it on linux, but
reading the text inside the windows with orca 3.2 did not work.

There was also a discussion on this list a few years back, discussing
a custom front-end that can provide the information to us better with
either sapi or something like the new screen reader library. What
would the more experienced players of freeciv suggest as a good layout
of a frontend?

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Willem Venter
Hi pilip.
I would also preorder given the chance. You have been around a long
time and you've invested too much into this community for me not to
trust you with my money.

On 11/10/11, dark  wrote:
> Hi Philip.
>
> Even though my last preorder, airik the clerric didn't work out particularly
> well owing to the stupid windows xp bug, I can be certain that perilous
> hearts will! run without problems sinse it uses bgt which I know is fine.
>
> On this basis I'd be happy to preorder myself. However, Might I suggest
> rather than saying "The game will be out on this day or your money back" you
> might want to offer something that gives you a litle more lee way in case of
> flood, fire, crashes or something else.
>
> Something like "the game will be out by the end of January 2012 or your
> money back" picking the month of the game release rather than a day.
>
> This covers you in case of accidents of one sort or another and will
> hopefully prevent all the whiners starting up if an accident does happen.
>
> Other than that, I'd hate to see the game not get it's ful attention due to
> lack of funds, so would be glad to contribute financially with a preorder.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, November 09, 2011 10:24 PM
> Subject: [Audyssey] Perilous Hearts preorders?
>
>
>> Hi all,
>>
>> I'm really very happy with the response I received for the game audio demo
>>
>> of Perilous Hearts, and so I wanted to ask the community a question. Would
>>
>> you consider placing a preorder for this game if the possibility was
>> there? I know that the history of game preorders has been rocky in this
>> community, but the difference in my case would be that you would agree to
>> a small contract before ordering that basically would say:
>>
>> 1. You get a slightly discounted rate when you preorder.
>>
>> 2. We give you a definite release date. If the game is not released on
>> this exact date or earlier, within a 24 hour period, you are entitled to a
>>
>> full refund.
>>
>> 3. You would not have any kind of special privilege when it comes to
>> requesting feature x, but I would certainly pay more attention to
>> suggestions from preorder users provided that I personally thought they
>> were good ones.
>>
>> Naturally, if I went down this root I would put up a playable demo of the
>> game at the same time as I made preordering available. This would not
>> include all the cut scenes etc that the finished game will contain and it
>> would still use Sapi, but the game play would stretch as far as level 2
>> which is where the real demo will also end.
>>
>> The reason I am considering this is because the funds for the game are
>> running out, and so I cannot justify spending a lot more money on it out
>> of my own pocket. But if I had some money from preorders I would be able
>> to invest that to make the game the best it can possibly be.
>>
>> I would very much appreciate feedback on this.
>>
>> Thanks!
>>
>> Kind regards,
>>
>> Philip Bennefall
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Re: [Audyssey] Castaways version 1.6b including Mission 3

2011-08-14 Thread Willem Venter
Hi Jeremy.
I'm glad to see the new update. I will be trying it soon. Thanks a lot.
I have a few questions about the new units:
Does the walls stop your own units too?
I have been wondering about the strengths /weaknesses between rangers,
knites and cavalry in general for a while now. How much more effective
is cavalry over nights aside from speed?
I assume you need weat to feed the horses?

I look forward to playing.

On 8/15/11, Jeremy Kaldobsky  wrote:
> You are attempting to start up a settlement to plunder the area's resources,
> and build up catapults that will be shipped back to serve in your nation's
> army.  You need to build 12 catapults to win the game, but the other nations
> will send troops to try to stop you.
>
>> This looks fantastic.
>>
>> What is the goal of Mission Three?
>> Thanks.
>> Christina
>
>
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Re: [Audyssey] Castaways, translated in to other languages.

2011-07-20 Thread Willem Venter
hahaha Jeremy. You never know. Someone might ocr all the electronic
telephone directories they can find and dump all the names into a text
file.

On 7/21/11, Mauricio Almeida  wrote:
> blind games brazil, specifically daniela and I,  will take the portuguese
> translation, as discussed
> privately.
> It's an honor to work with you.
>
> mauricio
> -Mensagem original-
> De: Jeremy Kaldobsky 
> Para: audyssey 
> Data: Quarta, 20 de Julho de 2011 12:38
> Assunto: [Audyssey] Castaways, translated in to other languages.
>
> Hey guys, I'm still busy coding the next version, but I've finished one of
> the pieces and it will require help from some of you!  As some of you know,
> I only speak
> English, and some people have contacted me because they would like to see
> Castaways translated into other languages.  I already have someone willing
> to do a French
> translation, but if you know other languages, and are willing to help, I'd
> appreciate it!
>
> Here is how it works.  Download this text file.
> www.kaldobsky.com/audiogames/castawayslang.zip
> Inside, you will find every piece of dialog Castaways displays, although
> they are broken into pieces.  There are 2 copies of each line, and it is
> important that
> the first line is left in English, exactly as it is written.  The line under
> it, is to be replaced with a translation.  If there is punctuation in the
> original line,
> try to keep it in the translated line as well.
>
> There are some places where similar messages seem like a bit of a waste.
> Some people may wonder why we don't just translate each word individually,
> but here is
> why I am doing it this way.  If I change all of the words from English, to
> another language, the way it is worded will no longer sound natural.
> Different languages
> arrange words differently, and sometimes extra words, or less words, are
> needed to get the right message across.  By letting you change an entire
> sentence, you can
> make it sound correct, in the new language.
>
> When finished, you should have the original English line, and the new
> translated line under it.  Please email the finished files back to me, and I
> will handle the
> rest.
>
> Please be mindful of capital letters and spelling.  If you decide to
> translate this into another language, please post on here what language you
> are doing.  This
> will help ensure, others do not spend time doing the exact same one.  When
> these are all handed back in, I will probably post them so that everyone can
> give them
> a final check, before they officially go into the game.  Thanks in advance
> guys!
>
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Re: [Audyssey] Castaways, translated in to other languages.

2011-07-20 Thread Willem Venter
Hi Jeremy. Could you add the option of a text file in which we can
place more names to add to the game? People can then also share and
combine the files to make one huge base of names.

On 7/20/11, Jeremy Kaldobsky  wrote:
> Odds are, the game won't be self voicing, simply because there are 1000
> custom names alone.  Multiplayer will become more and more integrated into
> the game, as it is developed, so there would be a lot of need to switch back
> to synth voices anyways.
>
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Re: [Audyssey] CASTAWAYS SUGGESTION.

2011-07-20 Thread Willem Venter
Hi Jeremy. You can download the microsoft voices called Mike and mary
from microsoft. Also espeak has some decent though tinny-sounding
voices which does the job.

A hop to your favourite search engine will have to do as I don't have
any links. Of corse there are also many high quality voices you can
buy.

I also know the espeak voices are accessible from the windows 64 bit
control panel.

On 7/20/11, shaun everiss  wrote:
> well to be honest I have been using nvda with espeak.
> Its low quality but it does the job.
>
>>Since I only have 1 voice myself, I can't really test my own code if
>>I tried to include options for changing those settings.  I'm new at
>>sapi voices, and I wouldn't even know where to begin, in finding more.
>>
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Re: [Audyssey] This is all crazy

2011-07-20 Thread Willem Venter
For the most part I agree with you Jeremy, but what did you acumplish
by  saying something like I think thomas feels left out and needs more
attention in the thread of castaways you refer to. It could not
convince him or change anything he already said.

I hope we can get back to gaming now.

On 7/20/11, Jeremy Kaldobsky  wrote:
> Richard, I am completely behind you on this!  Well written, and I was
> personally surprised when I started seeing the messages changing in Thomas'
> favor on this.  Whether intentional, or not, the extra drama put into his
> last post seems to have blinded people from what was really going on.  If
> Thomas was being harassed off-list, by people expecting his games to be
> finished, then that is very unfortunate, but also totally unrelated to any
> of what has just happened between him and Che.
>
> I think people are taking sides, because they aren't paying attention to
> what the issue has been.  I'll give an example, that will hopefully
> illustrate the point I am trying to make.  If my neighbor was a racist, and
> he was unjustly hurtful to people, it would be wrong of me to stand by his
> side if one of those people started to argue with him.  Even though he was
> never mean to me, I have to look at the current situation, and admit that he
> Was! doing wrong to that person, or group of people.  When people take
> Thomas' side on this, because he was wrote helpful posts, because he worked
> on games they enjoy, or because he is a nice person, then they are making
> this very same mistake.  This argument is a result of how he speaks to other
> programmers, so if you are not one, you can't use the fact that he was kind
> to you as defense for his actions.
>
> Excuses have been made, that Thomas is simply misunderstood, but I doubt
> that is the case most of the time.  Before I Ever! had any personal dealings
> with Thomas, I read posts where he clearly put down other developers, and
> made himself seem like their superior.  I had seen this done to other
> people, and eventually I stepped in to defend someone who I felt was being
> treated especially bad by Thomas.  I can't remember who it was now, but at
> the time they were so fed up with his posts, that they were considering
> giving up programming altogether.  By stepping in to the conversation, I
> became a target myself, and I had Thomas criticizing how I do things.  He
> wouldn't stop posting more, so eventually I told him off, and vowed never to
> argue with him about programming languages again!
>
> Since that time, I've seen him poke at a few other people, but as soon as
> the castaways game started to get popular, there was Thomas, posting a huge
> put down of my methods, for no reason whatsoever.  Many of you probably
> remember it, as it was not posted long ago.  There was no reason to post
> anything about programming languages, but Thomas decided to go off on a
> familiar rant, presumably to point out that my game's success wasn't as
> deserving because it was not done his way.  Several people openly posted
> about how inappropriate he was with his negative comments.
>
> Like it or not, Thomas seems to believe that he is better than many other
> developers around here.  Instead of letting people do things their own way,
> he insists on pressuring others do follow in his footsteps, and won't stop
> even if you tell him you are happy with your own choice.
>
> Please keep this in mind before you take sides.  Be fair, and remember that
> even if someone wasn't bothering You! personally, it doesn't mean he/she
> wasn't bothering other people in an unfair way.  Sorry if people don't agree
> with me, but that is how I see it.
>
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Re: [Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-20 Thread Willem Venter
Ryan, I remember that time. If you recall I was one of those who
backed you up too.

In the end, Thomas admitted he was biest toward python and no insults
and name calling was required, just reason and statement of fact.

On 7/20/11, Ryan Strunk  wrote:
> Hey Willem,
> I've also had to defend my stance on Python with Tom, and while I
> understand the need for diplomacy, I think there's also something to
> be said for mis-information. My Python response became necessary
> because Tom was telling aspiring programmers that Python was not a
> viable language. So much of his opinion was being stated as fact, and
> those interested in learning were taking it as such. It's hard not to
> be offended when, amongst a small community of developers, one of
> those self-same developers feels the need to criticize his peers. It's
> not like this market has much competition, after all.
> Tom stated in his first response to Che that he doesn't understand why
> people always mischaracterize what he says. If several people seem to
> take his words in the wrong light, perhaps he needs to reflect on that
> before getting upset at others for not understanding him.
>
> On 7/20/11, Willem  wrote:
>> Hi all.
>> Firstly, a lot of this nonsense could have been avoided with a little
>> common sense and a lot less self important attitudes. Yes, Thomas did
>> not always express himself diplomaticly enough, but also some people
>> needled him repeatedly until he snapped. Saying this, an opinion is just
>> that, an opinion and thomas had no right forcing his on people.
>>
>> I think people like Che and to a lesser extend Jeremy were over
>> sensitive about the whole vb issue. Unnecisary atacking of people won't
>> change their mind and helps nothing in the end. Thomas's email was
>> totally uncalled for too and was really childish, but he wasn't the only
>> one.
>>
>> I hope we can all learn to ignore the people or opinions we don't like.
>> If you can't convince someone with reason, nothing will change their
>> mind. There is something like a block sender list, after all.
>>
>>
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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Willem Venter
Hi Thomas. I don't think the voice is the problem. Now you know that
pauses are a problem, simply handle the problem. There isn't such a
thing as a perfect voice.

On 6/26/11, Thomas Ward  wrote:
> Hi Phil,
>
> I think you are right. I was relistening to various voice clips
> earlier and I don't think it is the speech rate, but the fact Tom
> doesn't seem to pause between words the way a human would. A human
> usually takes a short breath between words, inserting a little pause
> there, where Tom tends to run it all together. So Climb Up: Up Arrow
> sounds like one endless string of words or sounds without a proper
> pause between them. Heather on the other hand is set to the same
> speech rate, but she pauses between words making it clearer to hear.
> So I think I might be better off using a different Sapi voice that
> pauses properly between words.
>
> Cheers!
>
>
> On 6/26/11, Phil Vlasak  wrote:
>> Hi Thomas,
>> I am just not a fan of Scansoft Tom, as I think the voice is of lesser
>> quality than some of the others.
>>  I noticed that some of the voices had  larger download sizes and most of
>> the time, the larger the download the clearer the voice sounded to me.
>> I suspect that some of the voices were either recorded or converted to a
>> lower bit rate.
>> Originally they had 8 and 16 bit rates on the voices but recently I
>> noticed
>> some 24 bit  that sounded much clearer.
>> If you are going to stay with Tom, I do have a few suggestions.
>> I think the main problem in understanding the voice is that the words are
>> blended together too much.
>> You could try increasing the pause between words from the Text Aloud menu.
>> Or you could add a punctuation mark between some of the words.
>> In  Actions_Selection2.wav
>> You have him saying
>> Climb Up: up arrow.
>> but it sounds like
>> climb upup parrow.
>> A colon does not pause the voice as much as a comma does.
>> I suggest adding commas in between words to make a sentence like this
>> clearer.
>> such as,
>> climb, up, up, arrow.
>> Phil
>
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Re: [Audyssey] USA Games News

2011-06-18 Thread Willem Venter
Thomas, as far as I know, as long as you move the listener according
to the right scale of movement, smooth panning is possible and sounds
better than directX.

On 6/18/11, dark  wrote:
> Hi Tom.
>
> just one quick question.
>
> If you use 3D sound only, will the game stil be playable with headphones?
>
> i have a very good set of 5.1 logitech speakers, however even for the first
> person audio games we have, I always prefer playing on headphones simply
> because I've found that I simply cannot get the same precision in
> positioning audio when using speakers, and for fine tasks such as targiting
> weapons, determining direction of multiple sound sources and the like I
> would find speakers far harder to play on however good the game audio was.
>
> i hope therefore if the 3D engine used 5.1 we could stil use headphones.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Saturday, June 18, 2011 10:54 AM
> Subject: Re: [Audyssey] USA Games News
>
>
>> Hi Charles,
>>
>> Yeah, it is, but for some reason 2d stereo panning isn't widely
>> supported with audio APIs any more. Which means I have to go back to
>> DirectSound for that 2d stereo panning that people want, because
>> OpenAL and other audio APIs simply do not have that functionality.
>>
>> Now, for the 3d version of Mysteries of the Ancients it would be
>> something of a different story. I could use OpenAL which has virtual
>> 3d audio, 5.1 surround sound, etc which is exactly what I want for a
>> 3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
>> perhaps, when I look at releasing the 3d version I might be able to
>> build it using the cross-platform engine as panning won't be a major
>> factor there. the only issue I can think of is getting joysticks and
>> mice working with SDL. So I'm thinking that cross-platform could be
>> possible provided we don't need 2d stereo panning but just 5.1
>> surround sound which OpenAL does very well, and OpenAL is the default
>> audio library on Mac OS and Linux, and their are versions available
>> for Windows as well.
>>
>> On 6/17/11, Charles Rivard  wrote:
>>> Maybe this decision to put out a twentieth beta of MOTA for Windows is
>>> the
>>> way to go, but I hate to hear that the cross platforming is temporarily
>>> shelved, even though I am a Windows user, because I know that's not at
>>> all
>>> what you want to do.  Wile it might be a business decision, I still think
>>>
>>> it
>>> is a bummer.
>>>
>>> ---
>>> Laughter is the best medicine, so look around, find a dose and take it to
>>> heart.
>>
>> ---
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Re: [Audyssey] USA Games News

2011-06-18 Thread Willem Venter
Thomas, why do you say 2d panning isn't supported in openAL? As I
understand it, 3d audio simply adds forward/backward and up/down
movement to the standard left/right panning of 1d sound.

So in effect, keeping the forward and up/down coordinates fixed while
varying the x should, and does, pan a sound.


On 6/18/11, Thomas Ward  wrote:
> Hi Charles,
>
> Yeah, it is, but for some reason 2d stereo panning isn't widely
> supported with audio APIs any more. Which means I have to go back to
> DirectSound for that 2d stereo panning that people want, because
> OpenAL and other audio APIs simply do not have that functionality.
>
> Now, for the 3d version of Mysteries of the Ancients it would be
> something of a different story. I could use OpenAL which has virtual
> 3d audio, 5.1 surround sound, etc which is exactly what I want for a
> 3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
> perhaps, when I look at releasing the 3d version I might be able to
> build it using the cross-platform engine as panning won't be a major
> factor there. the only issue I can think of is getting joysticks and
> mice working with SDL. So I'm thinking that cross-platform could be
> possible provided we don't need 2d stereo panning but just 5.1
> surround sound which OpenAL does very well, and OpenAL is the default
> audio library on Mac OS and Linux, and their are versions available
> for Windows as well.
>
> On 6/17/11, Charles Rivard  wrote:
>> Maybe this decision to put out a twentieth beta of MOTA for Windows is the
>> way to go, but I hate to hear that the cross platforming is temporarily
>> shelved, even though I am a Windows user, because I know that's not at all
>> what you want to do.  Wile it might be a business decision, I still think
>> it
>> is a bummer.
>>
>> ---
>> Laughter is the best medicine, so look around, find a dose and take it to
>> heart.
>
> ---
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[Audyssey] Fwd: Release of BG Code Breaker 1.0

2011-06-12 Thread Willem Venter
-- Forwarded message --
From: ga...@spoonbillsoftware.com.au
Date: Mon, 13 Jun 2011 11:19:28 +0800
Subject: Release of BG Code Breaker 1.0
To:

Hi,
You are receiving this email because you have previously ordered a
Blind Gamers game from Spoonbill Software.

This is to announce the release of a new blind accessible word game
entitled BG Code Breaker.

BG Code Breaker is a blind accessible version of the game known
variously as Code Breaker, Code Cracker or Codewords. The 26 letters
of the alphabet are coded using a simple substitution code which
randomly assigns a number from 1 to 26 to each letter. You are then
presented with a list of words, the letters of which have been coded
according to the substitution code. To start you off, three letters
have been decoded. The aim of the game is to completely solve the code
by decoding all the other letters, making as few errors as possible.

This is the 18th game in Spoonbill Software's Blind Gamers series. You
can browse descriptions of all 18 games at:

www.spoonbillsoftware.com.au/blindgamers.htm

To order this game, just reply to this email stating your full name
and country of residence.

If you want to be removed from the automatic notification list, please
let me know, and I will make sure that you are not bothered again by
unsolicited emails.

If you do want to be contacted whenever upgrades or new games are
released, please make sure you keep me informed of your latest email
address.

Ian Humphreys
Spoonbill Software
Albany, Western Australia

June 2011

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Willem Venter
Hi Jeremy.
This is a very interesting project, I'm glad you didn't trash it. Great job!

I didn't finnish the first mission yet, though I managed to take out 7
guards so far, but managing your passed selves are surprisingly
tricky.

On 6/13/11, Jeremy Kaldobsky  wrote:
> I've just uploaded version 1.2b, which actually contains a major bug fix for
> mission 2.  If you are on mission 2, I highly recommend you take the time to
> grab this update otherwise you might not even be able to beat it.
>
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Re: [Audyssey] from an end user - Re: disrespect for gamers: was Re: Lunimals version 2.5b

2011-06-10 Thread Willem Venter
Hi Charles.
What you say is partially correct. However in theory it is more
complecated. Programmers use libraries, which are basicly segments of
a program, like the direct x dll's windows 7 users have to copy over
from an xp machine. If these libraries are not maintained, they simply
stop working with new operating systems. This is where using the older
visual basic  becomes a problem for the end user. Microsoft realized
that there were serious flaws in the concept of visual basic as it
was, and created a new language called vb  dot net, with similar
sintax for writing programs. Because Microsoft controls development,
the chances of an update for newer operating systems is 0. If it was a
more open standard, like java, python or freeBasic, I'm sure there
would be further development by users. This is why I would also not
recommend going .net, as microsoft could ditch it any time they feel
it is not profetable enough.


some old programs still work on windows. As an example, I have a mud
client that was written in 1995, which runs without a hitch on my
windows 7 64 bit machine, 15 years after the developer stopped
development, so age is not always a good  indecator weather a program
would work, there are many factors involved.

On 6/9/11, Charles Rivard  wrote:
> I might get some geeky answers to this, and I might not.  Anyway, this whole
> issue about what programming language should or should not be used, and why
> or why not, is interesting to me, but might not be to others.  What it boils
> down to, to me, is this:  A program, or in this case a computer game, is
> what?  It's a set of instructions that the programmer wants a computer to
> read, process, and follow based on the commands given by the end user.  Does
> the end user care about the language used to instruct their computer?  No.
> The end user cares about whether their computer does or does not interpret
> the programmer's instructions correctly.  Does this game, regardless of how
> it was written operate as it should on my computer?  That's what counts.  If
> a programmer writes programs that won't work on my PC, I'm not going to want
> more programs from that programmer.  The industry dictates that I buy a new
> machine that is capable of using the most up to date operating system, and
> now all the games I have spent my money on, and the games I have gotten at
> no charge won't work on the newest technology.  So, I buy the new PC.  What
> about all this fun software of the past?  It's obsolete.  It's useless.
> Now, games are designed to work with Windows 7, which I have.  Will they
> work on Windows 12 10 years from now?  Here we go again.  And it doesn't
> stop.  I don't think that "Shoot #'97" would work on the PC I currently
> have.  It was a fun game, though.  Wouldn't it be great if there were such a
> program as a language converter that could translate a program that won't
> work on your new system into something that would?  There are so many
> programming languages, each with it's good and bad points, you probably
> couldn't handle them all.  But how about the most commonly used ones for
> running on Windows 98, XP, and Windows 7?  Oops, there are more and more Mac
> users all the time, and that other open source OS that I never can remember
> the spelling of.  Linnex?  There's the compatibility issue.  This message
> was longer than intended.  I gotta relax.  Now, where's that nineteenth beta
> of MOTA!  Whew!  Good thing I've got it!
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Thursday, June 09, 2011 11:14 AM
> Subject: Re: [Audyssey] disrespect for gamers: was Re: Lunimals version 2.5b
>
>
>>Well it seems that while I've been sleeping, this argument over
>> programming languages has flared up once again.  It seems like this
>> happens at some point each month, and that is exactly why some of my
>> fellow VB6 users view it as attacks rather than suggestions.  In other
>> aspects of life, you've undoubtedly had someone disagree with you about
>> something, and they felt compelled to share their view in an effort to get
>>
>> you to do things their way.  That's normal, and should be expected during
>> life.  If you listened to their opinion, but stuck to your own, at what
>> point does it become inappropriate for them to bring it up again and
>> again?  Perhaps you'll listen to the same arguments 3 or 4 times, but when
>>
>> the other person is compelled to repeatedly push their opinion on you, it
>> becomes a hostile situation.
>>
>>I'm not writing this to any one specific individual, so please let me
>> make that clear.  This is being written, generally, to the long list of
>> people who are still pushing the same views after months and months.
>> Actually, this has probably been going on for a lot longer, but I haven't
>> been on audyssey for very long.
>>
>>I want to d

Re: [Audyssey] disrespect for gamers: was Re: Lunimals version 2.5b

2011-06-09 Thread Willem Venter
Hi Charles and Jeremy.

Charles, on the new windows 7 machines, some dos programs stop working
or have  random errors. This is because the machine's architecture
have changed too much to run them like a normal program. A dos mode is
emulated by the machine, which doesn't always give the expected
results, as there as so many things that could go wrong  with an
emulation.

Jeremy, it's not a question if it won't work, I'm telling you visual
basic applications won't work on any arm-based machine as things
stand. This is because arm processors use a different instruction set
that is not compattible with intel's  x86 or x64 instruction set. I'm
pretty sure microsoft won't recompile the visual basic libraries. They
already refused to include the vb libraries in windows 7 even though
they were compatible.

On 6/9/11, Charles Rivard  wrote:
> Are there games that are designed to be played using DOS that absolutely
> cannot be played on most systems?  How long ago was it said that DOS would
> be no more?  How about a paperless society with the advent of being able to
> send files to one another?  We now use more paper than ever before.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Thursday, June 09, 2011 4:24 PM
> Subject: Re: [Audyssey] disrespect for gamers: was Re: Lunimals version 2.5b
>
>
>>I understand that the issue is about users being able to play the game.
>>For many years, since Microsoft first stopped supporting VB6, people have
>>been saying that "any day" no one will be able to use software written with
>>
>>it.  Obviously with each passing year this gets closer to the truth, but we
>>
>>have different opinions on the seriousness of this problem right now.  As
>>I've said, when things change, I'll re-evaluate my position on the
>>languages I use.
>>
>> You're probably right that the next generation of windows won't support
>> VB6 at all, but then again, you might be wrong.  Before Vista released,
>> many people told me that it would be impossible to run VB6 applications on
>>
>> it, and it didn't turn out that way.  It's entirely possible that some
>> small change will allow VB6 apps to run on Windows X, just as it has
>> allowed Windows Vista and Windows 7 users to run them.  If not, then
>> that's life and we will deal with the new situation.  We are both playing
>> a guessing game, clearly some of you guess that all VB6 titles will be
>> lost forever, and I am guessing that probably won't be the case, or at
>> least I'm not so convinced that I'm willing to change how I'm currently
>> doing things.
>>
>> Dennis, when you say people can't play the games, I assume you mean the
>> theoretical date when some new windows absolutely can't run VB6 games.  As
>>
>> things stand at the moment, I'm unaware of any version of windows (2000
>> and later) that can't run VB6 games.
>>
>>
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Re: [Audyssey] disrespect for gamers: was Re: Lunimals version 2.5b

2011-06-09 Thread Willem Venter
Hi Jeremy.
You completely missed my point. As an end user, I don't care if you
use smoke signals to code your games, as long as I can run them on a
normal pc. Up to now it has usually been possible, all be it with a
little effort in some cases.

I really like all your games. I spent hours on lunar animals alone the
past weeks, not to mention the other free games from Jim Kitchen that
I would hate to lose, but if they don't work, they don't work and
that's where what language you use becomes the end user's problem, as
I won't be able to run your games if I get a new arm-based pc for
christmas.

That is only half of the issue. I spent hundreds of dollars on
non-free audio games which will also stop working in the immediate
future from what I can deduce from the information microsoft have been
releasing the passed while.

Again, it has nothing to do with you or the language that you chose to
use, and everything to do with incompatibility. Please stop being
oversensitive.

On 6/9/11, Jeremy Kaldobsky  wrote:
> Well it seems that while I've been sleeping, this argument over
> programming languages has flared up once again.  It seems like this happens
> at some point each month, and that is exactly why some of my fellow VB6
> users view it as attacks rather than suggestions.  In other aspects of life,
> you've undoubtedly had someone disagree with you about something, and they
> felt compelled to share their view in an effort to get you to do things
> their way.  That's normal, and should be expected during life.  If you
> listened to their opinion, but stuck to your own, at what point does it
> become inappropriate for them to bring it up again and again?  Perhaps
> you'll listen to the same arguments 3 or 4 times, but when the other person
> is compelled to repeatedly push their opinion on you, it becomes a hostile
> situation.
>
> I'm not writing this to any one specific individual, so please let me
> make that clear.  This is being written, generally, to the long list of
> people who are still pushing the same views after months and months.
> Actually, this has probably been going on for a lot longer, but I haven't
> been on audyssey for very long.
>
> I want to dispel this idea that we VB6 users are only using it because
> we don't know any other languages.  I feel that view paints us as ignorant
> programmers who are only rejecting your view because we don't know any
> better.  This is not the case, and I, for one, happen to know just as many
> languages as the people who don't want me using VB6.  Admittedly I would be
> rusty with most of them, since I haven't used them in years, but I prefer to
> be viewed as a peer rather than a programming novice who isn't experienced
> enough to know what's best for him.  From my experience, there is a
> stereotypical progression in how programmers think.  When they start out,
> they stick to what they know because it is all they know.  Like a child
> clinging to pool floaties, it is scary to first venture away from what is
> keeping you safe.  As the programmers begins learning more, they become
> excited by everything that's out there, and so they quickly begin learning
>  everything they can about everything!  This is usually when a programmer
> will fill their "belt" with several programming languages they have learned
> to use.  When they've branched out sufficiently, they begin to see the need
> to narrow their focus back down, and so they will use friends and society to
> form strong opinions about why one/some languages and methods are superior.
> This becomes their justification for abandoning their previous way of
> thinking, and often leads programmers to become so opinionated that they
> will attack others who do not agree with them.  The programmers in this
> category, and believe me I've known more than I'd like to, defend their
> views with the same level of passion you see on protest picket lines,
> political debates, and religious arguments.  Personally I think it is a
> terrible shame, but programmers or not, people are still people, and people
> suck.  Like an old person who eventually stops caring what other people
> think,
>  sooner or later programmers break out of their opinionated shell.  When you
> are so passionate about a single view, you may be able to admit their is
> another side, but you can't ever weigh it in in an unbiased way.  A person
> who is stuck focused on compatibility issues is going to view everything
> through those goggles.  For my fellow VB6 programmers, we simply have to
> accept that everything and anything we say will be viewed from that
> perspective and we stand no chance in changing it.
>
> Countless times in movies we see the diplomat and the war general facing
> some situation.  No matter how events unfold, good or bad, the diplomat will
> twist it and view it as an opportunity to grow and build relationships, and
> the war general will twist and view it as a trap or security risk.  These
> are comm

Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Willem Venter
Hi Jeremy.
While I can see you feel very strongly about this, my question was not
meant as an attack. Instead I think we as a community should come up
with a solution. I just read an article where some companies project
that at least 40% of all netbooks will have arm processors at the end
of next year. As netbooks are a cheep form of computing, I can see
many blind gamers going that route. The majority of audiogames will be
affected, as they use older technology from microsoft which they don't
seem interested in updating for arm. These games include Jim Kitchen's
games, GMA, LWorks and many fun games like BSC games that are no
longer developed actively.

Many gamers are also moving to other platforms like linux, as the cost
and restrictions related to windows software is becoming prohibitive.

On 6/7/11, Jeremy Kaldobsky  wrote:
> If we all focused on what the next operating system will be, what the next
> popular devices will be, or what the next popular programming language will
> be, it would take 10 times longer to produce any games.  I think there are
> enough examples of this exact thought process to prove my point.  We do!
> need some people to be thinking that way, but you also need people who worry
> more about here and now.
>
> --- On Tue, 6/7/11, Willem  wrote:
>
>> From: Willem 
>> Subject: Re: [Audyssey] Lunimals version 2.5b
>> To: "Gamers Discussion list" 
>> Date: Tuesday, June 7, 2011, 3:27 AM
>> Hi.
>> I know that visual basic support have been discontinued by
>> microsoft.
>> What will happen when the next virsion of windows comes out
>> that can run on arm devices? I'm pretty sure copying and
>> registering a dll won't make it work.
>> - Original Message - From: "Jeremy Kaldobsky"
>> 
>> To: "Gamers Discussion list" 
>> Sent: Monday, June 06, 2011 8:49 PM
>> Subject: Re: [Audyssey] Lunimals version 2.5b
>>
>>
>> > I don't have any plans to do that.  I know it
>> would prevent anyone from having to register Direct X7, but
>> most people don't end up having to do that anyway, and those
>> who do, only have to do it once and they are set for any
>> game that uses Direct X7.  Registering the file is
>> pretty easy to do, and only a few people seem to have had
>> trouble following the steps in the read me file.
>> >
>> > Eventually I'll stop being lazy, and I'll move over to
>> a newer version of Direct X, but I have no real incentive to
>> do so right now.
>> >
>> > ---
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Re: [Audyssey] Towers of War

2011-05-22 Thread Willem Venter
On map 1, there's nothing like a hugely upgraded microwave at d4 to
grill all them beasties, but that I put in only later. I never use
sniper towers as it is not powerfull enough and for what it does it is
too slow.

On 5/22/11, dark  wrote:
> I personally disagree ken on microwave towers first, myself I always go for
> rifle towers, then microwave, then frost and poison and finally cannon and
> relativity, but ultimately I try to end up with fewer towers with mega
> upgrades rather than many smaller towers, sinse especially the rifle tower
> really can get deadly when it's upgraded.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "The Addictor" 
> To: "Gamers Discussion list" 
> Sent: Sunday, May 22, 2011 5:05 AM
> Subject: Re: [Audyssey] Towers of War
>
>
>> Save up your money, because you earn interest.  That's the big key.  Start
>>
>> by putting two microwave towers in the middle of the path.  Then, as you
>> save up money, put a frost tower and a poison tower at the very beginning.
>>
>> Put all these at the edge of the path.  Later you can keep adding towers,
>> but where you position them is key.  For example, poison works slow, so
>> don't put it anywhere but at the beginning of the path--same with frost.
>> Cannons can go pretty much anywhere, and so can sniper rifles.  Microwaves
>>
>> shoot out their energy in all directions, so them at the turnings of the
>> path.  Just remember not to add too much at once--one microwave tower
>> should do for the first two levels.  Keep adding--slowly, and save often.
>> Ken Downey
>> The Addictor
>> www.TheAddictor.com
>>
>> - Original Message -
>> From: "Damien Pendleton" 
>> To: "Gamers Discussion list" 
>> Sent: Saturday, May 21, 2011 1:59 PM
>> Subject: [Audyssey] Towers of War
>>
>>
>>> Hi,
>>> Can anyone give me any hints as to how Towers of War should be played?
>>> I've tried it out for about a week now, building different towers etc,
>>> but I'm constantly losing on level 5 if not before.
>>> Thanks.
>>> Regards,
>>> Damien.
>>> ---
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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Willem Venter
I agree. There is a big difference between games and real life. It
reminds me of the guy who thought he managed to enchant a broomstick
like in Harry Potter and jumped off a roof. While you can easily do
this in Sarah and the castle of witchcraft and wizardy, this would be
a bad idea in real life.


You should always know where the game stops and life begins, else life
could very quickly become interesting.

Right, I'm off to try and break into a bank...

On 5/19/11, Matheus Rheine  wrote:
> i wonder why sighted games can contain brutal violence, not only against
> human, but animals and everything, just as an example check out one of
> the call of duty games, i think it was modern warfare 2, it had a scene
> that you had to kill innocent peoples that were in the streets, there
> was no way of avoiding it, and it was shocking.
> now why blind games can't have that kind of stuff? we are special and
> different peoples in a perfect world were violence is nonexistent? we can't
> have adult
> games? only games with adult words like hangman, concentration, etc?
> i'm glad that you can choose to kill these monkeys and i really hope
> that you add even human vs human combat in the game.
> this email is not to offend you phil, but just to comment on what you
> said, if these peoples don't like what they see in the game, it's easy,
> philip is not forcing anyone to play it.
> -Mensagem original-
> De: "Phil Vlasak" 
> Para: "Philip Bennefall" ,"Gamers Discussion list"
> 
> Data: Quinta, 19 de Maio de 2011 12:02
> Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products
>
> Hi Philip,
> I see a distinction between killing adult humans and monkeys.
> Killing monkeys is like killing human children and babies.
> Most of them are considered not aggressive and not as smart as adult humans.
> It is good that you don't have to kill them to win the game.
> Phil
>
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 11:49 AM
> Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products
>
>
>> Hi Phil,
>>
>> Personally I don't see this as a problem. You kill humans in games all the
>> time, and that's just as harmless as killing monkeys since in both cases,
>> it's obviously not real. You do not need to kill the monkeys in this game,
>> but you can. So if people don't want to, they don't have to. I think this
>> very much falls in the category of having to tell the difference between
>> real life and games, whether it be when killing humans or monkeys or
>> wolves etc.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message -
>> From: "Phil Vlasak" 
>> To: ; "Gamers Discussion list" 
>> Sent: Thursday, May 19, 2011 4:45 PM
>> Subject: periless hearts, was Speech on Blastbay products
>>
>>
>> Hi Philip,
>> Many people would object to the killing of monkeys in a game.
>> That is unless they could attack and harm you.
>> The same would apply to dogs and cats.
>> That is why in Monkey business, you can only net them and in Shades of
>> doom
>> the dogs are mutant and will attack you.
>> If you want monkeys in the game you could say they were carrying a disease
>> like rabies.Phil
>>
>>
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>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11
>>
>
>
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Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Willem Venter
Hi Jeremy.
Thanks for the bio. From the quality and number of the games you
produce, I surmised that you have been programming for a while as
proficiency only comes with time and practice.

Over the years I can remember only one other developer, Ian Humfrees
from spoonbill games who released as many games at a short stage of
time.

Making a game is no joke, even if some make it look easy. I also agree
with those who said that any idea implimented well will be enjoyed.
The most important thing is choice. A few years ago for example, there
were only one strategy game with resource management, Galaxy ranger,
made around 2005. Then soundRTS came out in 2007 or 8, followed by
time of conflict and towers of wa last year and now lunar animals.
People take heart if some project is received well and they can learn
from mistakes other people made and players also know better what
would work and what doesn't.

As a blind programmer who likes strategy I am now considering creating
my own strategy game. This would however not have been possible
without the examples, as I have not been exposed to sighted strategy
games.



On 5/19/11, Charles Rivard  wrote:
> Not using a preexisting outline or story idea just because it already exists
> sure is narrowing your possibilities.  I think that only using original
> ideas for a game is like severing your body in order to save your little
> finger, or like cutting 7 fingers off because they are multiples of the
> eighth.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 9:57 AM
> Subject: Re: [Audyssey] the spirit of game
> production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
>
>
>> Dark,
>>
>>I might have given the wrong impression with my last post.  I didn't
>> mean to suggest that the developers Should ignore using existing ideas, I
>> just meant that it is probably what they are doing nonetheless.  As you
>> said, if the developers adopt that mentality we would have fewer games.
>> If I've been reading this topic correctly, that is exactly what others are
>>
>> claiming has happened.
>>
>>I don't believe all of the developers are worried about repeating
>> existing game styles, but I know I do.  Because this is something I know I
>>
>> personally do, I find it reasonable to assume that some others would do
>> the same.  I can't really conclude that all do, or that most do, but I can
>>
>> say for sure that at least some do.
>>
>>When I was on vacation in January, I wrote Daytona, but I also
>> partially completed a game where you defend a bunker from dragons, a game
>> where you are a world war 2 era solder who was sent out to investigate a
>> UFO crash (turns out to be a huge alien robot bent on destruction), work
>> on a game similar in style to Daytona, and I even started on a side
>> scroller with an Indiana Jones feel.  Daytona was the only one that felt
>> unique enough for me to take it all the way to being released.  If I had
>> no other game ideas, I would probably have stuck to one that was closer to
>>
>> some existing game, but it is easy enough for me to just hop onto a
>> different game idea so why not?  lol!  Rail racer was released around that
>>
>> time as well, so after playing it I removed any car racing games off of my
>>
>> list of game ideas to make.  I believe I'll continue to do the same thing
>> as I encounter more and more audio games coming out.
>>
>>If I put myself into another audio game developer's shoes, if I had an
>> idea that was very similar to Daytona I wouldn't even bother making it.
>> Yeah, it would be unique in its own way, but I would worry that everyone
>> would be comparing it to the existing game.  Maybe you aren't a wizard,
>> and maybe the mouse movements are meant to run machinery, but in the end I
>>
>> would assume moving the mouse to form shapes is still just moving the
>> mouse to form shapes.  Hopefully I'm wrong and other developers aren't
>> stuck in the same mindset as I am, but I don't think I'm wrong.
>>
>>
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Re: [Audyssey] Unleash Your Potential!

2011-04-24 Thread Willem Venter
Ray of light,
from what he wrote on his blog on this list, he has most of his
project in place, which is more than many other people that made
announcements could say.

Good luck Ryan.

On 4/24/11, Yohandy  wrote:
> Not trying to sound negative here, but it seems that every once in a while
> we get some announcement on here about some huge audio game project coming
> out. it never materializes and we're left waiting for this non-existent
> game. let's hope we aren't disappointed yet again. I learned to take these
> announcements with a grain of salt, and so should everyone else. usually
> when these announcements are posted, the game is still in the planning
> stages and nothing ever comes of it. all this does is give most gamers hope.
> I really hope I'm wrong this time and that this game does indeed come out.
>
>
>
> - Original Message -
> From: "GreyMatter Info" 
> To: "Gamers Discussion list" 
> Sent: Saturday, April 23, 2011 7:30 PM
> Subject: [Audyssey] Unleash Your Potential!
>
>
>> Inside every one of us is a warrior just itching for a fight.
>> It is powerful.
>> It is swift.
>> It is eager for battle.
>> I will set your warrior free ...
>>
>> My name is Ryan Strunk, and I am the lead designer for Grey Matter
>> Productions, a new company dedicated to producing high-quality audio
>> games.
>> In the near future, we will be releasing our first offering: a game which
>> will allow you to step into the ring against some of the meanest,
>> toughest,
>> and craziest boxers this side of your cerebral cortex. For details on the
>> game as they become available, check out our official blog at
>> www.greymatterproductions.com/blog or follow us on twitter at gmpupdates.
>> Otherwise, you'll hear from us when it's time to strap on your gloves.
>>
>> Until then ...
>> Ryan
>>
>>
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Willem Venter
Hi Thomas.
Just my two sens worth :
I study computer sience and I'm currently third year. While we use c
and java as our main development languages, python is a compulsary
module too, simply because proof of concepts are so easy to program.
Also doing tournaments like IT challenge or Google codeJam is much
easier with python.
As for braces, python has a similar issue with indentation, which I
guess leads to better looking code, but I find annoying.

On 4/24/11, Thomas Ward  wrote:
> Hi Ryan,
>
> Yeah, I understand. I mean it is taking me 10 times longer to write
> Mysteries of the Ancients than it would in something like Python
> simply because the language is so much more complex. When you think
> about how many braces, brackets, and other syntax goes into a standard
> C++ application it all adds up to extra time typing all of that where
> in Python you can just double space and start your new function
> without having to remember if you added enough right braces to the end
> of your function to properly terminate that block of code.
>
> All the same there are some things that just rilly turn me off about
> Python. For example, the way the Python developers decided somewhere a
> long the way not to use technical terminology and rename everything to
> be Python specific. As someone who was trained professionally in
> languages like C++, Java, etc it really gets me that instead of
> calling object serialization by its technical name they call it
> pickling. Instead of calling an array an array they have dictionaries,
> lists, toupals, etc which just seems weird to me. So that's one reason
> I said Python teaches people bad habits and would have to relearn
> terminology and things like that if they take up another language.
> Python tends to forsake the technical terminology, and other things a
> pro would learn in college in order to be more understandable to
> someone without the high priced education. I understand how calling an
> array a list or dictionary  might be easier to grasp than a name such
> as an array, but the fact of the mmatter is they are technically
> arrays with a different name. Although, where they got the name
> pickling for object serialization I'll never know. Its a bit silly to
> my mind.
>
> Anyway, as you said we are both creating games and that is the
> important thing. In the end how you write it doesn't matter as long as
> it works.
>
> One advantage you have with Python that I don't have with C++ is
> cross-platform support.  Since Python is primarily a runtime language
> most of your game will use modules like PyGame that wraps some native
> C++ library like SDL. Since you aren't bound to SDL directly you can
> install the pyc files and run them anywhere there is a compatible
> Python runtime and PyGame installation without recompiling. All the
> low-level stuff like native code is done by the C/C++ guys leaving you
> free to write your games without worrying about the APIs you are
> using.
>
> With C++ I have to recompile the game, and even sometimes modify
> sections of the program to compile it on a new target platform.
> However, since there usually are no handy third-party wrappers for
> things I usually get stuck using some sort of operating system
> specific code like SAPI, the Win32 API, DirectX, whatever meaning I
> have to do a lot of upgrading to support Mac/Linux. This is an issue
> I'm really trying to solve as it gets tiring rewriting this or that to
> support one operating system or the other. Most likely after MOTA is
> done I'll write some third-party wrappers for OS specific things
> meaning I can just include this or that library during compile time
> and forget it.
>
> Cheers!
>
>
>
>
>
>
> On 4/24/11, Ryan Strunk  wrote:
>> Hey Tom,
>>
>> Fair points both, and I can well understand one's bias toward a particular
>> language. I myself am kindly disposed to Python if you hadn't noticed. For
>> me it really came down to basic understanding. I hated having to write out
>> a
>> complex program to print "hello world," especially when every book I read
>> said things like "Don't worry about the class and void stuff yet. We'll
>> get
>> to those in chapter 8." If we don't get to understand them immediately,
>> why
>> do we use them now? With Python, I just type "print 'hello world'" and I'm
>> done. I love the fact that when I want to test health subtraction, I can
>> just launch the shell with those particular methods and test them
>> interactively. It's cut down on any number of semantic errors as a result.
>>
>> That said, I'm jealous of things like XNA that have all sorts of sound
>> craziness that I don't have. I suppose I'll just have to port some open
>> source libraries and use them myself.
>>
>> In the end, we're both making games, and I think that's the important
>> part.
>>
>> Ryan
>
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Re: [Audyssey] USA Games News 3/31/2011

2011-03-31 Thread Willem Venter
Hi Thomas.
I'm glad to see you've weathered the storm and hope things will go better soon.

All the changes you mentioned sound very exciting! I can't wait for
the 3d fps beta!

On 3/31/11, Thomas Ward  wrote:
> Hi Charles,
>
> Yeah, tell me about it. For a couple of days there I thought I was
> going to die. You know how when you get a serious case of the flu all
> you do is sleep, throw up, sleep, throw up, break out in chills, throw
> up, sweat to death, throw up, etc.There were a couple of nasty days
> were I couldn't keep anything down. I tried hot tea and chicken noodle
> soop and that came right back up. I tried taking some medicine and
> that came right back up too so had to rough it. Let's just say work of
> any kind wasn't on my mind for a good two or three entire days. It was
> all I could do to get out of the bed, use the bathroom, and get back
> into bed. I was so physically drained that I think I was probably
> sleeping 12 to 16 hours at a stretch. So game programming definitely
> wasn't too important.
>
> Cheers!
>
>
> On 3/31/11, Charles Rivard  wrote:
>> A great update, and, as far as the health of the family, I'm sure glad to
>> hear that things are getting back to whatever normal?? is.  It only goes
>> to
>> show that there is more to life than your job or your secondary job,
>> namely,
>> life on the home front.
>>
>> ---
>> Shepherds are the best beasts!
>
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Re: [Audyssey] bug in danger city

2011-02-03 Thread Willem Venter
Although damion has the source code, he is not actively developing it.
In fact, no one is. It is abandonware.

On 2/4/11, Jack F  wrote:
> Hi Damien,
> I'd like to tell you about 2 miner bugs that I encountered in danger
> city the last few month I had of beta testing the game. The first one
> is not really a bug, but a little problem which confuses me in
> gameplay. I'd like it if you change the thug's footstep sounds. With
> both footsteps being the same, I get confused about who's walking.
> Also, this one's not really a bug, but a learn game sounds menu and a
> pause game feature would be grate. A bug I've encountered is that when
> I complete act 3, I hear act complete. Points: 1705 your total score
> is... then the bomb explodes. Then it says the total score then the
> game closes. I'd also like an indicator when jumping mines. It goes
> like this. You're walking, and hear your footsteps change, once you
> hear it you wood imediatly jump over it. Also I would much rather
> prefer less mines in act 3. Also if you would change the mine sounds
> because they make so much of a humming wound that it's hard to
> distinguish whether there's one on the left or right, even with
> headphones. Please fix these in the next beta release.
> best regards, Jack
>
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Re: [Audyssey] game objects in memory

2010-12-12 Thread Willem Venter
Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
>
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
>
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 and going with
> my original plan of using SDL 1.2.13. At least it is stable and has no
> vidio driver problems I'm aware of.
>
> So at this point I've got the cross-platform engine ripped apart and
> I'm now in the process of redesigning all the low level subsystems
> like the window manager, input, audio, networking support, etc. What a
> bite in the butt!
>
> On the bright side I have rewritten the window subsystem and have
> basic keyboard support back in place with SDL and so far so good. I'm
> probably going to work on joystick and mouse support tomorrow and the
> window and input subsystems will be ready to go.
>
>
> As for audio I'm still not sure where to go with that. I'd like to use
> OpenAL, but I feel as though I'll have to rite some bit of middleware
> like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
> which will be a very time consuming project. In the mean time FMOD
> would give me that and more which would at least get the engine up and
> running again for beta 17.
>
> So the basic point of what I was saying here is I've already got a
> long development cycle ahead with low level stuff. If there was a need
> to change more things to do proper collision detection now would be
> the time to do it, but I don't want to add more time to the
> development cycle than absolutely necessary.
>
> Smile.
>
> On 12/12/10, Cara Quinn  wrote:
>> Hi thomas;
>>
>> Just one last note for the evening.
>>
>> when I switched your z to y, it was for clarity's sake for the email. I'd
>> assumed you would adapt the new code with your current orientation as I'd
>> made other changes as you'd asked. The formulae are right but I was using
>> x
>> and y to show what I was doing in a standard way. -Only for clarity in my
>> note. :)
>>
>> So sorry I obviously didn't make that clear enough.
>>
>> There's no reason, even in a worst case scenario that you should ever need
>> to rewrite that much code for changes like these. I'll need to check back
>> in
>> with DX, but last I checked, you could essentially flip your world around
>> any way you wanted it simply by changing two coordinates. -And, as I'd
>> just
>> mentioned, even if you change back y to z as I thought you would, the
>> other
>> changes I made will give you proper calculations. -but at the end of the
>> day, if your engine is already essentially doing what you need then why
>> change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
>> sure not asking you to change your style. :) I'm just personally working
>> in
>> one of the paradigms we were chatting about and having success with it.
>> -But
>> this is your baby after all. -If I can make suggestions that help, then
>> great! If not, then don't use them. Yes? :)
>>
>> Anyway, Talk witcha on the 'morrow and have a terrific night!…
>>
>> Smiles,
>>
>> Cara :)
>>
>
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Re: [Audyssey] Creating Accessible Star Wars Games

2010-12-01 Thread Willem Venter
Hi Thomas.
I'd say go and live your dream. It's always nice doing something with
your whole heart. Even if you get  ordered not to distribute the games
from your website, there are always channels to distribute the games
through.

Personally, I have little knoledge of starwars, so I look forward to
it in that way as well. It would be a new world opening up for me.

Good luck with the last prechristmas code crunch on mota as well.

On 12/2/10, Thomas Ward  wrote:
> Hi all,
>
> Thanks to all the discussion about accessible Star Wars games over the
> last day or two I've decided to reconsider my position on releasing
> some Star Wars projects I've had in mind for litterally years now. It
> really has been something I have dreamed of doing as long as I can
> remember, and I'm personally fed up with rediculous rules and
> procedures that would bar me from persuing my own happiness and
> enjoyment. For one thing despite what they say I don't really think
> they would try and sue me over it as long as I kept the games as
> freeware and specified that these were designed for VI gamers. After
> all, it would likely cost them more to take it to court than they
> could get out of me in a settlement/lawsuit. About the most they would
> do if they found out about the games is get a judgment to have the
> content/material removed from my website. That would be a pain in the
> butt to be sure, but no biggy as I'm sure someone would slap it up on
> Sendspace, Dropbox, etc the next day and share it anyway.
>
> More importantly as I said earlier this has been a dream of mine. Ever
> since I was old enough to watch television the first time I saw the
> original Star Wars movie I became a serious fan of the movies, books,
> toys, games , etc. Just ask my wife as I've got a large glass display
> case in my living room filled with hundreds of Star Wars action
> figures i've collected since i was three or four years old to the
> present. In the mid 90's when the Star Wars PC games began coming out
> like Dark Forces, Rebel Asalt, Jedi Knight, etc I purchased each and
> everyone. Unfortunately, for me as the games were coming out I was
> also really starting to lose my vision so the graphics were pretty
> much just blobs of color on the screen.  I could play them, sort of,
> but had to depend on cheat codes to help me as everything was fuzzy
> and not very clear. All the same, I was very happy witht the games,
> and played them constantly. once I lost my sight I was pretty
> disappointed over the fact I owned all these cool games and couldn't
> play them. While in college I decided I'd be a programmer and write my
> own Star Wars games. Now, 12 years later I still really haven't done
> it, because of copyrights and licensing. Both of which had originally
> been created without any thought or planning for special cases such as
> being barred from a certain product based on disability. So what to do
> about it?
>
>
> Well, the answer seams quite simply. I should do what my heart tells
> me is right, and that is to follow my personal dreams. Go ahead and
> take the plunge and just write the games I want to play regardless of
> rules and regulations. After all, i have the means and  motive. to do
> it. I shouldn't let that go because of some company's short-sighted
> polacies.
>
> When it comes to the means I'm litterally the perfect developer to do
> the job. For one thing I have personal experience with the games
> themselves so have a pretty good idea of what the final product should
> be like. I went to college, learned to program, and obviously have the
> technical skills to create a full 3D FPS game similar to the
> originals.  I've got the original media to work with. In fact, I still
> own all the original software cds in my closet, and all I'd need to do
> is grab the discs, unpack the gob files, and grab the sounds, music,
> etc I'd need for the project. Finally, I just spent like two years
> working on the Genesis Engine which was designed specifically for this
> type of game. Since all that work is done I have the tools to do the
> job at my disposal.
>
> When it comes to motivation I have plenty of that as well. It was
> precisely because of the FPS games of the 1990's Tomb Raider, Jedi
> Knight, Doom, Quake, Soldier of Fortune, etc that got me into writing
> accesible games in the first place. When I showed up on Audyssey
> around 2000 or 2001 I looked around and was disappointed the only game
> that was up to my previous standards was Shades of Doom. Everything
> else was disappointing, and not at all what I had been hoping for.
> Which brings me back to my point.
>
> Back around 1998 my favorite Star Wars game was Mysteries of the Sith.
> For one reason it was the first Star Wars game to feature Mara Jade as
> a playable character, and I've always been a fan of her's since she
> first showed up in Timithy Zon's book, "Heir to the Empire."  Not only
> that it was a good game with decent graphics for the time, lots of
>

Re: [Audyssey] educating south africa about the blind gaming community

2010-11-25 Thread Willem Venter
Maybe you could send this to the nabsa mailing list. As far as I know
we are not more than 4 or 5 South Africans on this list.

On 11/25/10, NIcol  wrote:
> Hi all
> For those of you who reside in south Africa, on rsg, south africa's global
> Afrikaans radio station, on Sunday afternoons, Fanie du Toit presents a
> program dealing with various types of disabilities and how disabled people
> live, how their social lives are, and many other subjects regarding
> disabilities. Translated directly from Afrikaans, the program is entitled:
> living world of the disabled. I have been thinking: What if I contact Fanie
> and ask if its possible for me or another blind person living in south
> Africa that would be interested to go to the studio of rsg and do a
> presentation about games for the blind.
> I think it will be an excellent way to educate the whole of south Africa who
> is listening to rsg, about games for the blind.
> What do you all think about this idea?
> If you think it's a good idea, what genre of  game do you think should be
> emphasized if  such  a presentation is to be  delivered?
> Not only does people in south Africa listen to rsg, but also people around
> the world on their website. Just think how amazing it will be if a lot of
> people can be informed about the blind gaming community.
> Not all sighted people are  even aware that blind people can also play
> games. I would like to  enjoy the privilege  of  doing  such a presentation,
> but if another blind person in south Africa  wish to do the show, they are
> more than welcome.
> I just thought of discussing with the list what you all think of a
> presentation about blind gaming on rsg.
> If you guys think it's a good idea, do those of you residing  in south
> Africa know how to contact fanie du toit about this initiative?
> I would like to hear what you think about this.
> Happy gaming.
>
>
>
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Re: [Audyssey] problem with Entombed not working

2010-11-25 Thread Willem Venter
Lori, some of the components of entombed require the visual c++
runtimes. Download it at
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en
hth.

On 11/25/10, Lori Duncan  wrote:
> Well I've updated both net framework and direct x and nothing is happening,
> I'm still getting a microsoft error report.  :(
> - Original Message -
> From: "Thomas Ward" 
> To: 
> Sent: Wednesday, November 24, 2010 9:42 PM
> Subject: Re: [Audyssey] problem with Entombed not working
>
>
>> Hi,
>>
>> Ok. Just to compare notes I'm running Windows 7 with .NET Framework
>> 4.0 and XNA Framework 3.0. Entombed runs fine on my system. So I'd say
>> if you have .NET 4.0 and XNA Framework 3 the game should in theory
>> work fine on XP, Vista, Windows 7 etc.
>>
>>
>> On 11/24/10, Lori Duncan  wrote:
>>> Hi Tom I'm downloading the xna now, I hope this works, my net framework
>>> and
>>> direct x are up to date, keep everything crossed, including eyes 
>>
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Re: [Audyssey] problem with Entombed not working

2010-11-24 Thread Willem Venter
Hello.
You can try searching for the 2008 c++ runtimes on google and that
should fix your problem.

On 11/24/10, Lori Duncan  wrote:
> Hi does anyone know if Entombed uses Microsoft components to work?  I've had
> this error which freezes the game at start up and when it sends an error
> report it's only to Microsoft's website who are not of any help at all.  How
> can I sort this, I've tried re-enstalling the game, deleating the saved
> games folder and also removing the whole thing and starting from scrach but
> nothing works.  I've submitted a support ticket but haven't gotten an answer
> back yet.  I'd be glad of any help with the microsoft thing.  Thanks from
> Lori
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