Re: [Audyssey] See Monkeys are back in the store, plus updates on game progress

2013-06-23 Thread Reinhard Stebner
What are these monkeys?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of lenron brown
Sent: Sunday, June 23, 2013 1:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] See Munkeys are back in the store, plus updates on
game progress

cant wait to buy a c monkey

On 6/22/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I'm sincerely glad you've got a buddy up to help you and make the time
 a more enjoyable one.
 I'm sure I'd be a damn site more productive if my friends were present
 with me for the process.

 Signed:
 Dakotah Rickard

 On 6/22/13, shaun everiss sm.ever...@gmail.com wrote:
 well its good to keep updated was wandering where you were hiding.
 Yes its good to have extra staff to help with your projects, um
 should I say minions you being the swamp zombie master and all that.
 Yeah minions.
 I wander if you could release a vid or audio or something about the
 construction of the c monkey, and  how its done from parts and whats
 in it to assembly I am sure some friends would like to see that.

 At 07:35 AM 6/23/2013, you wrote:
Hey guys, sorry for the long delay since the last time I've updated
this post.  The past few weeks have been very busy, but also quite
productive.  My buddy Hatred moved up from Texas and we've spent the
past few weeks getting him familiar with all of the projects I'm in
the middle of.  He has been helping me build See Munkeys for the
past few days, so once the next big order comes in, I'll be able to
have them built and ready to sell at a much faster rate.  We also
worked on new construction methods and ordered some new tools that
cut down on the time and effort needed to put them together.

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

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

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


- Aprone
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Re: [Audyssey] Music Puzzle, a puzzle game from Shard Workshop

2012-11-03 Thread Reinhard Stebner
Would it be possible to hear a sample of the game?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Shard
Workshop
Sent: Saturday, November 03, 2012 2:23 PM
To: Gamers Discussion list
Subject: [Audyssey] Music Puzzle, a puzzle game from Shard Workshop

Hi everyone!
Long time no hear, but here we are more alive than ever!
During this silent time we have worked hard on a LOT of Shard related
things, and we'll update you all as soon as possible, but let's start with
one of the most interesting things: a new game !

Music Puzzle is the audio version of the popular jigsaw puzzle in which
instead of rearranging a picture you'll have to rebuild a song!

It's quite a simple game, but fun and for everyone, both for a five minutes
time killing game and for a more complex and long  game with hundreds of
pieces.

Price and release date will be released soon. All we can say is that the
price will be low and the date will be soon ;)

For more detailed informations visit
http://www.shardworkshop.com/music-puzzle

Let us know what you think ;)
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Re: [Audyssey] N A Soft is proud to release our First title, Dotris, in support of the Clear Vision Library

2012-10-14 Thread Reinhard Stebner
I have been playing this game (as a beta tester) and I have had a lot of fun
playing it. Even though I am not all that good at the game (my own issues
and not the game itself) I have truly enjoyed playing the game. This reminds
me of a very old braille  speak game that did something very similar where
one had to navigate through a maze using the braille display. This game is
very well written and uses some unique methods of using dots in the display.
I am still excited to have found this game!

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nick Adamson
Sent: Saturday, October 13, 2012 5:00 PM
To: Gamers Discussion list
Subject: [Audyssey] N A Soft is proud to release our First title, Dotris, in
support of the Clear Vision Library

N A Soft is proud to release our First title, Dotris, in support of the 
Clear Vision Library

Hi All.

I'm Nick from N A Soft and today I'm pleased to announce the release of our 
first Game for the blind, Dotris.

Dotris is a computer game specifically designed for the blind which is 
unique in the Blind Gaming arena as it is the only game currently on the 
market that is played using a Braille Display.

Dotris is a puzzle type of game where the object is to build a wall of dots 
on the left of the display using shapes which fly in from the right. 
Described as strangely addictive by one of the test team users position and 
rotate the shapes to build the wall and score points.

Dotris doesn't depend on any particular screen reader and is supported on 
Windows XP, Windows vista and windows 7. It supports over 20 different types

of display from the vast majority of Braille display manufacturers as it 
uses the same Technology used in the Dolphin Computer Access line of 
products to control the Braille display.

I started to develop Dotris as a programming challenge. As a Braille user
I've 
wondered for a long time weather a game like this would be possible using a 
Braille display. Well it can be done and it's a lot of fun to play.

Rather than release the game for users to purchase or release it as freeware

it is my intention to encourage the use of Braille through the game. With 
this in mind Dotris has been released as Donationware. This means that there

is know charge to download the game however users are expected to make a 
donation to a charity chosen. Users are asked to value the game and donate 
what they believe its worth to the Clear Vision children's library. A 
charity which modify printed children's books by inserting Braille text 
enabling blind children or parents to read the books.

Clear vision is a fantastic service which has enabled me to be able to read 
to my kids. I worry about the decline in Braille skills and trying to raise 
the profile and money for the clear vision library is my attempt to help 
slow this decline. As I used to hate reading Braille it's a complete turn 
around in my attitude to Braille in the last 10 years.

Huge thanks to my volunteer test team and to the guys at Dolphin who have 
allowed me to use there SAM software to control the displays.

To find out more about my love hate relationship with Braille and 
information and links to download Dotris visit the N A Soft section of the 
www.ndadamson.com website.

N A Soft can be contacted through our twitter account @N_A_Soft or via the 
www.ndadamson.com website.


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[Audyssey] FW: Finally!: An Audio Action/Adventure Game on the Mac!; BlindSide

2012-09-29 Thread Reinhard Stebner


-Original Message-
From: macvisionar...@googlegroups.com
[mailto:macvisionar...@googlegroups.com] On Behalf Of Teresa Cochran
Sent: Thursday, September 27, 2012 5:35 PM
To: macvisionar...@googlegroups.com
Subject: Finally!: An Audio Action/Adventure Game on the Mac!; BlindSide

Hi, guys,

I just played this on the Mac, because I have an IPod Touch 4 and it is very
sluggish. On the Mac, the game window stays on top and VO is automatically
disabled. you just use the arrow keys to navigate, and the spacebar to
shoot.

It's not available on the Mac app store. It's on the Desura game portal.

This game reminds me a lot of Terraformers, as far as the interface is
concerned. However, it's a horror game with shades of Day of the Triffids.
The game is $2.99 US, and it is apparently Episode 1, which leads me to
believe there will be more episodes to come. In that sense I'd say it's
similar to Soul Trapper.

Here's the home page, which has download links and info:
http://www.blindsidegame.com

Have fun. I did. :)

Teresa

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Re: [Audyssey] swamp: any interest in recordings?

2012-07-07 Thread Reinhard Stebner
Hi john,

I was wondering if you wouldn't mind recording (walk through) how you manage
to get through a swarm? I keep getting killed when a lot of those buggers
come around. I am not all that good at this thing because I do not know how
to navigate the map so if you could also talk / show how you navigate the
maze. Thanks.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, July 07, 2012 8:26 AM
To: gamers
Subject: [Audyssey] swamp: any interest in recordings?

I've finally gotten around to purchasing some recording software, 
and I'm curious to know if there are any parts of swamp that 
people would like recorded. I can tape anything having to do with 
the standard and sub maps, as well as missions in the large 
warehouse. Also, I could record processing runs or small 
warehouse missions as they come up.

John.

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

2012-07-07 Thread Reinhard Stebner
Thank you for this recording. This was interesting and useful. I guess the
one thing that I find most frustrating about this game is know how to
navigate (where to turn and such).

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, July 07, 2012 2:02 PM
To: gamers
Subject: [Audyssey] swamp: strip mall recording is ready

The link for the mall walkthrough is:
https://dl.dropbox.com/u/85682400/swamp%20mall%20podcast.mp3


As usual, all swamp related files with discriptions  are at:
https://dl.dropbox.com/u/85682400/swamp%20links.txt

Enjoy.

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Re: [Audyssey] swamp recordingsc: drobox links

2012-06-16 Thread Reinhard Stebner
Thank you for Sending John. This is very good and you are very talented!
Thank you once again for sending.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Friday, June 15, 2012 8:31 PM
To: gamers
Subject: [Audyssey] swamp recordingsc: drobox links

Here are the dropbox links for the recordings I made:
https://dl.dropbox.com/u/85682400/swamp%20mission%20walkthrough.m
p3
https://dl.dropbox.com/u/85682400/swamp%20playthrough.wma

Hope this makes things a little easier, and enjoy.

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Re: [Audyssey] swamp recordingsc: drobox links

2012-06-16 Thread Reinhard Stebner
Here is the corrected linkg below:
https://dl.dropbox.com/u/85682400/swamp%20mission%20walkthrough.mp3
https://dl.dropbox.com/u/85682400/swamp%20playthrough.wma

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Saturday, June 16, 2012 11:51 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp recordingsc: drobox links

Hi.
 
The first link did not work...

  _  

From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Friday, June 15, 2012 8:31 PM
To: gamers
Subject: [Audyssey] swamp recordingsc: drobox links



Here are the dropbox links for the recordings I made:
https://dl.dropbox.com/u/85682400/swamp%20mission%20walkthrough.m
p3
https://dl.dropbox.com/u/85682400/swamp%20playthrough.wma

Hope this makes things a little easier, and enjoy.

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Re: [Audyssey] swamp, mission recording

2012-06-14 Thread Reinhard Stebner
Play through or play through with commentary, I'd listen to either, but I
would like the play through with commentary best.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Thursday, June 14, 2012 1:42 PM
To: gamers
Subject: [Audyssey] swamp, mission recording

I've been pondering over the idea of making a recording of myself 
soloing a couple missions on swamp. Would anybody be interested 
in something like this, and if so, in which way would you prefer 
it made (as a podcast? as a demonstration? just as a 
playthrough?) If I'm going to do something like this it will most 
likely be in the larger warehouse, and based on the feedback I 
receive may be available tonight/tomorrow or not for a couple 
weeks (presuming I do it in the first place). If I'm not going to 
need to talk about anything as I play (just taping the soundcard 
essentially) I'll run the mission tonight, but if I'm making a 
podcast I'm going to have to set up some more software.

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Re: [Audyssey] Exact figures of the competition?

2012-05-14 Thread Reinhard Stebner
I think that descriptions is fine with me (what you have now is good).

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, May 14, 2012 10:35 AM
To: Gamers Discussion list
Subject: [Audyssey] Exact figures of the competition?

Hi all,

Quentin expressed interest in seeing the exact figures of the competition
result, so I wanted to put the question out there to see how many other
people would be interested in this. I did not initially intend to publish
the exact numbers, just the announcement of who came first, second and
third. So for this reason I did not write down the exact results when I
calculated them as I did it mostly in my head a couple days ago. However, if
there is interest in this I can go back and recalculate. It'll take me a bit
of time, which is why I want to ask first to see how many people are
actually interested. Should I give averages for each participant, or are the
general results I have provided as mere text descriptions enough?

Please let me know your thoughts. Thanks!

Kind regards,

Philip Bennefall
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[Audyssey] Blastbay Studios competition results

2012-05-12 Thread Reinhard Stebner
I was just up on their website and was not able to locate the results of the
game competition. Which games won?

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Re: [Audyssey] anotherminir issue

2012-03-30 Thread Reinhard Stebner
I think I missed part of this conversation. How do I get to this newest
version of the trucker sim?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Kolesar
Sent: Thursday, March 29, 2012 5:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anotherminir issue

You got it. GRIN.
It doesn't take that long for the app to go through.
Just after you log in, insert f7 and if you press the letter p, you don't 
even have to go into private messages, it will tell you if you have mail and

how many letters.
Pretty much all of the blind drivers are driving for smooth riders.
So enjoy your new additcition. GRIN.
What's your character's name so I can watch out for you?
Big Ron



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: joseph weakland
Sent: Thursday, March 29, 2012 5:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anotherminir issue

so the first thing is purchasing a truck then look under activie contracts?
my application is still pendi
- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 29, 2012 3:48 PM
Subject: Re: [Audyssey] anotherminir issue


 You'd have to talk to either Miss Velvet and or miss kitten on that.
 She switches in between user names.
 But the main person who's behind the web page is
 jefffan24.
 He's the owner of the web page and the designer of the new truck driving 
 game from the original which was over seas.
 Just keep a eye on your priviate truckingsim mail box.
 Yes you'll need to purchase a new truck by budgeting some of that new 
 money that you found in your wallet. SMILES.
 You might want to do the skate run or the pizza run.
 Go to smooth riders and then look at the contract link.
 In there is active and completed contracts.
 Hope that helps.
 Enjoy this new aditction. GRIN.




 Ron and current Leader Dog boz who states
 that a service dog beats a cane paws down any day of the week.
 -Original Message- 
 From: joseph weakland
 Sent: Thursday, March 29, 2012 1:43 PM
 To: audyssey games list
 Subject: [Audyssey] anotherminir issue

 hello i got signed up with tuckingsim and when i log in it says page 
 cannot be displayed but rtheres a start city combo box weird and i also 
 submitted an application to join smooth riders
 now do i have to purchase a truck? whats next? also i have a perfect 
 suggestion for voice chat for trucking sim. have you heard of the program 
 zello formally loudtalks? its a push to talk voice chat program that works

 like a walkietalkie. I am a user of zello myself and my username is 
 HarmonicaPlayer. the site for zello is

 http://www.zello.com
 I can create a channel on there called trucking sim if needed.
 have a good day.
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Re: [Audyssey] What has happen to applevis.com?

2012-02-07 Thread Reinhard Stebner
This is what I see when I go to the given website:
Welcome to AppleVis

A community-powered website for blind and vision-impaired users of Apple
devices.

Is this what you were expecting?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Tuesday, February 07, 2012 2:46 PM
To: gamers@audyssey.org
Subject: [Audyssey] What has happen to applevis.com?

Hey, I just went to http://www.applevis.com, and the website was alot 
different.
I don't know if the site has been change to another address or if 
applevis is nolonger around.

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[Audyssey] FW: Newly Accessible Blackjack Game: iBlackJack HD fun game I like it

2012-01-31 Thread Reinhard Stebner


-Original Message-
From: viph...@googlegroups.com [mailto:viph...@googlegroups.com] On Behalf
Of Mike Maslo
Sent: Monday, January 30, 2012 10:07 PM
To: viph...@googlegroups.com
Subject: Re: Newly Accessible Blackjack Game: iBlackJack HD fun game I like
it



Sent from my iPhone

On Jan 30, 2012, at 8:26 PM, Aser Tolentino agtolent...@gmail.com wrote:

 Hello all,
 A while back I was looking for a good Blackjack game on the app store and
noticed that the developer of iCatcher, Joe Graf (joeisanerd.com) had put
one out. I tried it and found that the interface was accessible, but the
cards were not. I contacted him and he was very open to taking steps to make
the game more VoiceOver compatible.I got an email from him this evening and
the latest update, 1.2, has gone live with VoiceOver support. When hands are
dealt, VoiceOver announces the dealer's showing card and your hand and you
can have the values of the cards read out by touching them on the playing
surface. It is a very simple game that's great for a quick hand.
 I heartily recommend it to anyone looking for another card game. The game
again is called iBlackJack HD; it's a universal binary and the app store
link is below:
 http://itunes.apple.com/us/app/iblackjack-hd/id371922843?mt=8ls=1
 
 Respectfully,
 Aser Tolentino, Esq.
 (916) 572-2737
 agtolent...@gmail.com
 Sent from my iPhone
 
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Re: [Audyssey] What has happen to audio games website?

2012-01-26 Thread Reinhard Stebner
This is the error I received when attempting to access the site:

Warning: require() [
function.require]:
Unable to access
/storage/mijndomein/users/011790/public/sites/forum.audiogames.net/include/c
ommon.php in /public/sites/www.audiogames.net/files/pagetop.php
...
And a hole lote more code.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Thursday, January 26, 2012 9:37 PM
To: gamers@audyssey.org
Subject: [Audyssey] What has happen to audio games website?

Hey.
I just went to audiogames.net and the site didn't come up.

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[Audyssey] FW: Domino Train for Iphone vo friendly!

2012-01-25 Thread Reinhard Stebner


-Original Message-
From: macvisionar...@googlegroups.com
[mailto:macvisionar...@googlegroups.com] On Behalf Of Red.Falcon
Sent: Wednesday, January 25, 2012 3:09 PM
To: macvisionaries group; Talking Apple
Subject: Domino Train for Iphone vo friendly!

Domino Train is a fun and addictive version of Mexican Train Dominoes for
the iPhone. Featuring quality graphics, animation and sounds, Domino Train
is enjoyable for player of all ages. The game is available in English and
Spanish and contains many options including either 12-12 or 15-15 dominoes.
Additionally the game can be played with 1 to 4 players on the same iPhone.
Domino Train also has support for the visually impaired, with full VoiceOver
capabilities. Check out the demo video at
http://www.youtube.com/watch?v=AfSCFtOdMXQ 

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Re: [Audyssey] Shard Workshop Zero Sight released!

2011-12-18 Thread Reinhard Stebner
I am looking for the manual and I am unable to find it. I cannot find it on
the website for in the program group in the start menu.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shard Workshop
Sent: Sunday, December 18, 2011 7:02 PM
To: Gamers Discussion list
Subject: [Audyssey] Shard Workshop Zero Sight released!

Shard Workshop was born 11.11.11. Tonight you are all witnesses of its real
initiation in the world of audiogaming.

Shard Workshop is proud to annouce that its first audiogame, Zero Sight,
has been released just now.

You can find all the details at http://www.shardworkshop.com/zero-sight

We strongly advise you to try the demo before buying the game, just to be
100% that it works on your machine.

If you happen to have technical problems write on the official support
thread, http://www.shardworkshop.com/forum/viewtopic.php?f=5t=50

We know that this is just the first of a long series of releases and
audiogames that will really change the way you play.

Remember, this is just the beginning of the audiorevolution...

Good luck, pilots.. and let us know what you think.
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Re: [Audyssey] Shard Workshop Zero Sight released!

2011-12-18 Thread Reinhard Stebner
Do you know if you will ever add mouse support? I think mouse support would
give finer control of the airplane and there are several audio games using
this type of control as well.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shard Workshop
Sent: Sunday, December 18, 2011 9:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Shard Workshop Zero Sight released!

Great!

2011/12/19 Ian McNamara ianandri...@googlemail.com

 Hi yep will give it a try when i can not normely the kind of game i'm good
 at but really think i'll give the demmo a try then if i like it concidder
 buying it.

 Ian McNamara
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Re: [Audyssey] swamp: recoil can get you killed.

2011-12-08 Thread Reinhard Stebner
I am all for it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Tuesday, December 06, 2011 4:50 AM
To: 'Gamers Discussion list'
Subject: [Audyssey] swamp: recoil can get you killed.

The scenario: I am fighting a group of zombies with some fire arm.  I am
forced to go into rapid fire mode and empty said weapon.  I'm not quite
paying close enough attention, so the gun clicks several times.  This delays
weapon switching to a dangerous extent.

 

I'm torn about this.  It models panic very nicely.  It also seems to stack
cumulatively which might not be fair.  Particularly with some of the bigger
weapons, the recoil time is quite long in  a situation when half seconds
count, such as being directly under attack.  What do folk feel about the
balance of this phenomenon?

 

Chris Bartlett

 

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Re: [Audyssey] swamp playthrough

2011-11-12 Thread Reinhard Stebner
If the below link does not work, try this one
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 11, 2011 5:16 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp playthrough

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave it 
where it is now. It's not as good as I'd like, but it's a start.
http://valiant8086.com/games/sims/swamp/swamp play through.mp3

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Re: [Audyssey] King of Dragon Pass

2011-10-29 Thread reinhard stebner
Is it a game designed for the blind?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ian McNamara
Sent: Saturday, October 29, 2011 1:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] King of Dragon Pass

Hello i have this game it's pritty good.a
Ian McNamar

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Re: [Audyssey] Swamp, update to fix the errors

2011-10-24 Thread reinhard stebner
I think we should have unlimited ammo, but make it so that if you shoot too
much, you get more bad guys after you.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 24, 2011 12:14 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, update to fix the errors

I've just uploaded version 0.5b which has some changes.  I've fixed a few
more sound buffer issues that I think were the cause of the ghostly sounds
Omar was hearing.  I've also laid the ground work for missions in the game,
though they are only partially complete.  I still need to hear back from you
guys about the idea of limited ammo.  Should you have infinite ammo clips to
reload with, or should you only have a certain amount and have to find new
ones?  Depending on how much people need to shoot their gun, limited ammo
could end up being a problem.  Unlimited ammo isn't as realistic, but lets
also remember that it is alright for a game to do some things
unrealistically if it improves the fun.  Just let me know what you guys
think.

You can now press the Q button to hear your current mission.
The game has a few missions just to test the system out, but currently once
you reach the gas station the rest of the mission hasn't been built yet.
Actually, once you leave the swamp just consider everything else to be
unfinished.  You can run around in the parts of the map I didn't complete
yet, but there will be a lot of open empty space, and very few zombies to
fight.

The download link is still the same:
www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, zombie RPG by Aprone

2011-10-22 Thread reinhard stebner
When I try to start the game, the game will not load.  When I open the debug
log file, the following is displayed 

Starting program
Creating DirectSound...
error in load: ActiveX component can't create object
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, October 21, 2011 10:12 PM
To: audyssey
Subject: [Audyssey] Swamp, zombie RPG by Aprone

After my anniversary prank, it was suggested yesterday that I put together a
small zombie themed game for Halloween.  Well, here it is!  To save time I
pulled code from a mech fps game that I started but never finished.  At
least it finally got used for something, so that's a good thing.

The controls are probably a bit clunky at the moment, but I am posting this
so that people can try it and start giving me suggestions for improvements.
I will be leaving for work in a few minutes so I've been working like crazy
trying to have this posted before I leave.  Make sure you read the readme
file before playing.

[url=http://www.kaldobsky.com/audiogames/Swamp.zip]www.kaldobsky.com/audioga
mes/Swamp.zip[/url]
16.5 MB

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Re: [Audyssey] Swamp, zombie RPG by Aprone

2011-10-22 Thread reinhard stebner
That did it, thank you.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, October 22, 2011 5:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, zombie RPG by Aprone

I've posted another update that should fix several of the reported bugs.
Please let me know if this helps.
http://www.kaldobsky.com/audiogames/
http://www.kaldobsky.com/audiogames/Swamp.zip


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Re: [Audyssey] Aprone's Dark Ruse RPG

2011-10-19 Thread reinhard stebner
I am receving the following error message when I start the game:

Starting program
Loading JAWS Api
Creating DirectSound...
error: ActiveX component can't create object

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, October 19, 2011 1:43 PM
To: audyssey
Subject: [Audyssey] Aprone's Dark Ruse RPG

Well guys, as you know I've been busy for a while, but it's about time I
gave the community a new game to play!

Dark Ruse is an RPG set in a high-tech laboratory that has been running some
unnatural experiments.  You lead a 3 person team down to retrieve a voice
recorder from the center of the facility, and the ability to fully customize
your team adds a lot to play around with.

There are 8 unique job classes, including things like Fighter, Puzzle
solver, and Navigator.  Out of your 3 person team, only some people can be
certain jobs, so you will have to plan very carefully if you want their
skills to compliment each other.

You have 5 choices about which supplies your team will start out with, and
each has its own major disadvantage.  For example, if the lights are out and
your team loses its only flashlight, they will be at the mercy of whatever
wanders by!

You can choose among 5 personal skills, which could make the difference
between life and death.  For example, if you have given your main character
extra driving skills, your team will be far more likely to survive if you
crash a vehicle.

There are 8 floors to the lab, and even reaching the final room only marks
the half-way point in your adventure.  Don't forget you still have to make
it back out!  Muhahahaha!

Please give the game a try, and be sure to go through the game's back-story
before setting up your characters.  There is a chance that the story will
hold clues about what kinds of dangers you are more likely to face, so you
can prepare your team more effectively.  Good luck to you all.

www.kaldobsky.com/audiogames/darkruse.zip


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Re: [Audyssey] Aprone's Dark Ruse RPG

2011-10-19 Thread reinhard stebner
Okay, then why does the game not even open for me?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, October 19, 2011 4:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aprone's Dark Ruse RPG

Cary, I made the mistake of including unnecessary direct X drivers in the
project and that error is because your computer does not have them
registered.  You're not really missing anything though.

 I am receving the following error message when I start the
 game:
 
 Starting program
 Loading JAWS Api
 Creating DirectSound...
 error: ActiveX component can't create object


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Re: [Audyssey] USA Games and 64-bit Operating Systems

2011-10-08 Thread reinhard stebner
This is great news.  I am glad to see the direction you are going with this.
I went 64 bit last fall with a similar reasoning.  Thank you for
communicating your direction.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 08, 2011 2:37 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games and 64-bit Operating Systems

USA Games and 64-bit Operating systems

by Thomas Ward

Oct. 8, 2011

Earlier this week we went out laptop hunting. As mentioned in a
previous message on the USA Games news blog USA Games is preparing to
create some cutting edge games for newer operating systems and PCs. We
are well aware of the trends in the PC market where most desktops and
laptops available are all running the latest Intel and AMD 64-bit
processors and are preloaded with Windows 7 Home Premium. With Windows
8 now in beta, which is a 64-bit only operating system, this pretty
much spells the end of 32-bit applications and hardware. Although,
32-bit applications will still run on a 64-bit platform most
developers are actively converting their 32-bit applications and games
to 64-bit. This is where USA Games is heading as well. Thus an upgrade
of hardware and software is necessary.

So earlier this week we went to our local Wal-Mart and invested in a
new Toshiba laptop to replace our aging Compaq Presario. This Toshiba
isn't the top of the line--its more of an e-machine--but what it does
have is pretty decent. Here is a review of the system specs.

* AMD duel core 64-bit processor.
* 3 GB of memory.
* A 325 GB hard drive.
* DVD reader/writer.
* Internal card reader.
* Built-in web cam.
* Built-in microphone.
* A 15 inch LED display.
* Full-sized keyboard.
* Windows 7 Home Premium.

Its far from the top of the line, but as far as features and the price
its not a bad deal. The advantage of this laptop is that it is 64-bit,
has a 64-bit operating environment, and it is also very lite.It is a
very decent system for software development, e-mail,  web browsing,
and anything else we need to use it for.

Now, that we have the new computer we have began the process of
upgrading our games as well as the Genesis 3D engine to support 64-bit
operating systems directly.  We've upgraded to Microsoft Visual Studio
2010, and eventually we will be replacing DirectSound support with
XAudio2. These and other changes will allow us to produce cutting edge
games for new Windows 64-bit users that, of course, will allow us to
have a long term support cycle for our games for many many years to
come.

However, we've not completely forgotten about our XP customers. We'll
be producing and releasing 32-bit versions of our games for a while as
that is still our primary market group. It would be less than ideal to
invest completely in the new technologies when the majority of our
customers are still running  Windows XP and older 32-bit hardware and
software. The best way to describe where we are at is we are preparing
for the conversion to newer 64-bit hardware and software, but we won't
be immediately switching as there is a lot of 32-bit users out there
who may not upgrade for at least the next three to five years or so.
When Microsoft drops XP around 2014 we'll probably be supporting
Windows 7 and Windows 8 more directly, but as it stands now Windows 7
is the minority not the majority. So at the moment we'll get the ball
rolling in that direction, but we will be offering backwards
compatible software too.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread reinhard stebner
http://www.kaldobsky.com/audiogames/

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mike maslo
Sent: Saturday, May 21, 2011 4:54 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Lunimals version 2.0b

What is the link?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, May 21, 2011 12:49 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Lunimals version 2.0b

Lunimals version 2.0b has just been posted.  Sorry about the long delay
between this update and the last one, but I think you'll all be happy with
the changes.  I've implemented almost all of the suggestions people have
given me, including things like adjusting game speed, sapi speaking speed,
custom games, and quick tile information during game play.  I've fixed a ton
of small bugs that people reported, and I've added a new prey animal
(gophers) and a new predator (dingos) which fall into the master predator
class and can be considered an entirely new eco system layer all by
themselves.

Everyone can give mission 8 a try now, and I wish you luck, because it is
quite a challenge!  Muhahaha (evil laugh)!

The custom games allow you to choose a dome, choose how much money you begin
with, and enable or disable random dome disasters.  These games allow you to
set your own rules rather than simply following along with the campaign
quests.  Random disasters provide the occasional, unexpected problem to fix,
if you choose to have them.

I've already begun work on the last 2 animals that will be added to the
game.  I'm not sure yet, if there will be 10 total missions, or only 9, but
either way I can finally see the light at the end of the tunnel.  Once I
have time to finish up the next few animals and mission(s), Lunimals will
finally be complete!  Yay!  Once that happens I will attempt to make the
game support multiple languages.  I would, very much, appreciate volunteers
to help me with the translating.  Once I'm ready, I'll post a file
containing all of the game's dialog so that people can translate it and send
it back to me.  I would like to know this game can be enjoyed by non English
speaking players as well. 

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Re: [Audyssey] Towers of War

2011-05-21 Thread reinhard stebner
http://www.kaldobsky.com/audiogames/

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of fred olver
Sent: Saturday, May 21, 2011 7:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Towers of War

Okay, so I'll bite, where does one get this game, Towers of war???


Fred Olver

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 6:14 PM
Subject: Re: [Audyssey] Towers of War


 Dark, reading your post has made me miss playing the game, lol!  Boy it 
 feels like forever since I last played it, and I'm quite tempted to 
 download it to give it another go.  Yes, that's right, I did say download 
 it haha.  The laptop I was using back then died on me, so I'll have to 
 download it just like everyone else.

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Re: [Audyssey] A NOte on the Bavisoft is Still Alive Topic

2011-04-29 Thread reinhard stebner
I just went to their web site and I received the following message:
Account Suspended

Account Suspended
This Account Has Been Suspended

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, April 29, 2011 9:08 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] A NOte on the Bavisoft is Still Alive Topic

Hi,

I can safely say that that was a fake: the very poster on the forum admitted
to posting. So as of now, things still look grim as it comes to Bavisoft
being alive and kicking.

 

Best Regards,

Hayden

 

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Re: [Audyssey] Unleash Your Potential!

2011-04-24 Thread reinhard stebner
Do you know if this game will be a mouse driven or gam pad driven game?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Strunk
Sent: Sunday, April 24, 2011 10:13 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Unleash Your Potential!

Hi Dark,

All of the latest information--the day-to-day stuff--will come out on the
blog at www.greymatterproductions.com/blog. When I have something official,
I will be certain to let you know.

I am hoping to put out something in audio soon, but I'll need to tackle a
few things first. Right now most of the major systems are in place. In fact,
you can have a full-blown boxing match with a clown. Yes, a clown. Because I
don't have proper sound files, though, things like the referee counting are
represented by a series of tones. When I get the fight mechanic completely
cemented, I'll put some real sfx in place, and then you shall have your
demo.

Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, April 24, 2011 2:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Unleash Your Potential!

Sounds deffinately fun, I'll look forward to seeing how this turns out.

Please let us know when you have a preview or other information about the
game, and I'll be glad to post some news on audiogames.net too.

Beware the grue!

Dark.
- Original Message -
From: GreyMatter Info i...@greymatterproductions.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 24, 2011 12:30 AM
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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[Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread reinhard stebner
When I looked on the web site for this game, I noticed that there is just a
x86 version.  Will this work correctly on windows 7 x64?


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[Audyssey] downloading the mp3 for the preview for Super Egg Hunt was RE: Super Egg Hunt 1.3 Preview

2011-02-05 Thread reinhard stebner
I attempted to download the mp3 for this game at the following URL and
received a page not found error.  Was this a timed demo (meaning that you
would take it down after a couple of days)?
http://q-audio.net/download/19249   

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Wednesday, February 02, 2011 9:42 PM
To: 'Gamers Discussion list'; lwo...@googlegroups.com
Subject: [Audyssey] Super Egg Hunt 1.3 Preview

So I've been busily working on Seh 1.3.  I've had a lot of stuff to do as
far as my job is concerned, but I finally have results. Below is a 7 minute
preview of some of the new features of the game. I hope to have the game
released on or about February 12th.
http://q-audio.net/download/19249 
Also in unrelated news. Lworks is now on twitter. Feel free to follow
@LWorksGames.  and you can see score board postings by following
@LWorksScores
 
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Re: [Audyssey] problems running towers of war strategy game.

2010-12-12 Thread reinhard stebner
Do not forget that you will need to install the correct vb6 dlls for
win7x64.  If you need adatiaonl help on this, I can help.  I had the same
issues when first trying to run this game.  Oh, Jeremy, how is the other
game of yours coming?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 12, 2010 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems running towers of war strategy game.

Are you sure it isn't running but being pushed to the background for some
reason?  Also, if your computer lags when starting up the game you might not
hear the initial welcome message so try pressing Tab since that will begin
cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine for
me after I told it to run as admin (didn't even need jim kitchen's files,
nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:

 From: alex wallis alexwallis...@googlemail.com
 Subject: [Audyssey] problems running towers of war strategy game.
 To: gamers@audyssey.org
 Date: Sunday, December 12, 2010, 8:23 AM
 Hi list.
 I am wondering if I could please get some help running the
 towers of war strategy game?
 I am running windows 7 64 bit, and basically can't get it
 to run.
 When I press enter on the executable, or right click and
 select run as administrator, nothing at all happens, I don't
 get any gui, or even any error messages.
 
 I tried installing jim kitchens winkit as the author says
 that will install the required vb 6 runtime libraries, but
 it still won't run.
 Any help would be very much appreciated.
 
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Re: [Audyssey] mysteries of the syth

2010-12-11 Thread reinhard stebner
What about using the mouse for movement?  This would give you mouse buttons
as well as well as the mosue movement itself.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, December 10, 2010 11:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Josh,

Sorry, but no I can't do that. The shift keys are already mapped and
asigned to things like step left/right and run forward. Keep in mind
here we are talking full 3d environments so there are several more
commands in these types of games than something like Shades of Doom.
For Example, here is a basic list of MOTS 3d action commands and the
keys I've mapped them to for the time being.

Climb Down shift+control+down arrow
Climb UP shift+control+up arrow
Duck/Crouch d
Jump Backward control+down arrow
Jump Forward control+up arrow
Look Down page down
Look Up page up
Next 90 shift+control+right arrow
Previous 90 shift+control+left arrow
Run Forward shift+up arrow
Sidestep Left shift+left arrow
sidestep right shift+right arrow
Step Backward down arrow
Step Forward up arrow
Swim Down shift+control+down arrow
Swim Up shift+control+up arrow
Turn Around shift+down arrow
Turn Left left arrow
Turn Right right arrow

As you can see these are just the basic day to day mmovement commands.
There are sevral of them and I'm running out of modifier keys to
actually do all this stuff. Of course, ti would help if I could
disable the context menu and use the alt key in G3D which would free
it up for more movement keys/actions.

Cheers!


On 12/10/10, Josh Kennedy jkenn...@gmail.com wrote:
 Hi
 use left and right shift for attacks if players are gunna use the
keyboard.

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[Audyssey] Game idea (Wall Street), need guidance on where to start

2010-04-08 Thread Reinhard Stebner
Below is a idea for a game that I am currently thinking about writing.
There are several questions I have for the list and I would appreciate your
guidance.  First of all, I was thinking of using the BGT to write the game.
I would like to make this game for both sighted and blind users to play so,
I was thinking of including graphics that  a friend of mine would put
together.  First the game scenario:
 
Wall Street (currently the game name, but will most likely need to be
changed do to this name being used in the real world)

Intro
 You are progeny of a wall street tycoon.  Your father was not only
successful in manipulating the market but a genius in economics.  He,
however, has become annoyed with living at home and mooching off his golden
egg.  You have been kicked out of the house and decided to try your own hand
at the stock exchange.  It turns out, all your friends have been kicked out
of their homes as well, and now you all are racing to build up the sweetest
nest egg.  It is a man eat man world out there.


Game Objective

The players represent young adults of different backgrounds trying to see
who can save up the most money for retirement. To achieve it, they have to
accumulate knowledge and money.


Game setup
The 6 characters are random. Each player receives 2 trust funds which stay
in their investment portfolio.  Additionally each player receives a starting
amount of money which is weighted according to his starting strengths.  Each
player can start using their knowledge from the start of the game.  There is
not only a token to keep track of everyone's score but a token to keep track
of the level of each player's strengths.  Players may buy additional levels
during the game.  There are also various acquisitions available for
purchase.  Of each type of acquisition, there are half as many as there are
players (rounded up).  As the game progresses, the acquisitions become more
valuable.

Game sequence
The game is played in turns called years. The turn order for the first year
is random.  Each year consists of 3 phases. In the first phase, players will
collect income. Then each player will reinvest their money in over the
course of the year. Players' points are adjusted according to their
investments on the board instantaneously, however, turn order for the next
year is not decided until phase 3.  During phase 3, the computer determines
whether ending criteria are met, if the next year will be a recession, and
turn order based on points.


Phase 1: 
At the start of each year, the acquisition slots are filled so that there
are as many acquisitions as there are players. Each player earns income.
This will include a $2,000 allowance from your father each year as well as
money from assets.  Some acquisitions also contribute to player's income.
The following is a list of assets and the money that they generate.

Trust Funds:  The first trust fund generates $3,000.  The second generates
$5000.  Each additional trust generates $10,000.  Thus, the starting income
for every player is $10,000

Government Bonds:  On average, bonds make $20,000 a year.

Mutual Funds:  On average, mutual funds make $50,000 a year.
Stocks:  On average, stocks make $100,000 a year.
Speculation Funds:  On average, speculated funds make $200,000 a year.
Also in phase 1, debts are settled.  Players must use their income to pay
their debt, until either their debt is paid off, or they have no more income
this year.  

Phase 2: 
During phase 2, each players get to make decisions on how to spend their
money according to the turn order.  No player is allowed to spend more money
while they are currently in debt.  So the first player will spend his money
as he desires. When he is done, the second player may go, and then so on.
Choices of actions for this phase are; buying assets, taking seminars,
placing acquisitions up for bid, investing in their 401K, and taking other
players to court.
Buying assets

At the beginning of the game, players are only able to buy trust funds and
government bonds.  After purchasing certain acquisitions, players are then
able to buy the more risky assets.  To buy speculated funds, one must
advance in the knowledge of speculation.  There is a limit to how many
assets you are able to keep track of.  At the beginning of the game, you are
only able to follow 5 assets, but as the game progresses, you will increase
in knowledge and acquisitions which will allow you to own more assets.  If
at any point in the game, a player owns more assets then he can keep track
of, the number in excess is the number of assets he will not earn income
from starting from the highest yielding.  At any point in the game, players
may sell assets for half their cost to the player.

Taking seminars

Every player starts off at level 1 in knowledge of the field their father
specializes in.  Players may buy entrance to seminars to increase their
knowledge.  Also players may buy the ability to take seminars in other
fields of knowledge.  

Re: [Audyssey] Script error irritation

2010-03-24 Thread Reinhard Stebner
Why do you have the ; in front of main? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, March 24, 2010 6:12 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Script error irritation

Hi. 

Well I've started on writing a script from scratch rather than using the
examples. 

I thought the first step in creating a symple turn based combat game was
getting the game to display the characters' hp,  but it's not working
for some reason and I'm not exactly certain why. 

Here's the code: 

int hp = 100 ; 
string my_health = hello, my hp is currently ;
;void main ( ) 
{
alert  window, my_health + hp); 
}
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Re: [Audyssey] New release - The Q9 Action game!

2010-01-18 Thread Reinhard Stebner
I enjoy the game a lot and I normally have had problems with very complex
games.  This one is simple and fits my need for a a side scrolled.  Great
work.  I just bot the game and M enjoying it.  I am not all that good at the
game, but I do enjoy it. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 16, 2009 5:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New release - The Q9 Action game!

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar to
Donkey Kong and some of the later Pitfall games. Things like level editors
etc need not apply here. This is exactly one of the aspects where I ran into
problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of
Montezuma's Revenge,and I was bombarded with requests for level editors,
save game features, random monsters, random items, etc. After a while as I
added features and updates the game ceased to be what I initially had
planned to create in the first place. In the end I've been very disappointed
in the product while others constantly say how much they enjoy it. Kind of a
paradox disliking the very game others like. 
However, that situation was caused by trying to please everyone else except
myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would
ruin the classic arcade game feel. The reason I like this game so well is it
reminds me of the type of games I played in my younger years. Sure it has
some modern aspects like random items, random monsters, etc but that
enhances rather than detracts from the game. The game is very adictive and
has a high amount of replay value for me right now. That's all that counts
in my opinion.


dark wrote:
 while more traps would be nice if possible,  maybe themed traps 
 for the levels, I seriously don't see what good an editer would do in 
 a game where everything is randomized, sinse I assume the principle 
 differences betwene the levels are the types and frequency rates of 
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really 
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Reinhard Stebner
My idea is this?

1) Do what the big software guys have done, have a select few testers to put
the software through it's pases and when you think the software is ready,
release it as a publish beta for a short time.  Microsoft and other software
houses do this.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, January 02, 2010 6:34 PM
To: A public mailing list for Blastbay Studios.
Cc: Gamers Discussion list
Subject: [Audyssey] Public betas vs private testing

Hi all,

I just wanted to put a question out. What are your opinions of private
testing with a dedicated team versus publicly released betas that everyone
can try out? I have a new game in development now, and I am considering
whether to make a public beta available similar to what Thomas Ward and
Jason Alan have done. I see some pros and cons with private testing, though:

Pros:
1. Easier to manage. Since you have only a few people who are testing the
game you do not need to answer the same questions or receive the same bug
reports numerous times.

2. The element of surprise. With a private team, very few people know about
the development and so it comes as more of a nice surprise when something
new is released, where as in the case when everyone knows pretty much
everything that is going on it's hardly unexpected when a game finally is
released. In the worst case, some people may even have gotten tired of the
game after playing the betas!

Cons:

1. Limited testing=more possible bugs. If you have a smaller team you are
not as likely to catch every single bug before the product goes to release.
This can result in some pretty rapid patch releases (1.0.1, 1.0.2, 1.1, etc)
right after 1.0 has been put out and this obviously doesn't look too good.

2. Nagging. If everyone knows about the game while it is being developed, I
fear that some people would be sending emails asking when the next version
is out or wanting to know why this or that feature that they suggested
hasn't been implemented. This is of course a very broad generalization and I
do not in any way wish to insinuate that a lot of people do this, but there
are a few cases and it might make it annoying for the developer to see the
project all the way to the end. If no one except the private testing team
knows about the game, then you will not get any public comments before you
go 1.0 and then you are obviosly prepared to take them.

On the other hand, of course, more public suggestions means more good
possible ideas for the developer to work with. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] New game

2009-12-15 Thread Reinhard Stebner
Has anyone found the manual for the game? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mauricio Almeida
Sent: Tuesday, December 15, 2009 5:01 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] New game

it seems like the site exists and there are links to download windows, mac,
etc. but i didnt download anything at all.
-Mensagem original-
De: shaun everiss shau...@xtra.co.nz
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 16 de Dezembro de 2009 09:59
Assunto: Re: [Audyssey] New game

no.
I have not.
rather I may have but I get loads of mail these days however taking into
mind the email address was google this could be from anyone.
usually people post to audiogames, this may be lagit.
but who is game enough to check it.
I'm not such a person.
if someone has a system to get hacked or something can they varify this is a
lagit thing?
The email was not in good english but then  emails from the author of night
of parasite are not fully in good english either so then again no way to
varify.
The youtube is lagit but it probably could be replicated.
on that note maybe I may have some answer for the list.

At 08:38 a.m. 16/12/2009, you wrote:
I haven't looked at this, but the YouTube link is genuine. Also, I have 
no idea why I got this. Has anyone else seen it?



Ryan



  _

From: Mariusz Suder [mailto:suderma...@gmail.com]
Sent: Tuesday, December 15, 2009 5:33 AM
To: r_str...@hotmail.com
Subject: New game



Greatings


We are SuderMario company developing computer software.

We mainly develop nice computer games for blind and visually impaired.

Try original navigation with sound cursors.


For more information please visit our website:

http://www.sudermario.co.cc http://www.sudermario.co.cc/


Full version works like in this commercial:

http://www.youtube.com/watch?v=eEqDPUTFBTo

Best wishes Mariusz Suder
SuderMario

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-22 Thread Reinhard Stebner
I am truly enjoying the game as it is now.  This is because it is simple
enough to play with out a very complex gaming interface.  I have never been
a big video gamer, and I can barely beet level 2 of the deaf  world.  I am
really enjoying the game and feel that if the game is made more complex that
I would have problems using the game.  I played another side scroller (the
one that came outfrom l-works).  I enjoyed the game, but could nto get in to
it do to the complexity of the higher levels.  I am truly enjoying the game
now.  Thank you for making a game that is good.  Hving very good sound
effects and voice overs. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, November 17, 2009 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 action game, my opinion.

Hi Thomas and others,

About the age limit, I'll quote from the manual:

The game is aimed at children aged 14+. There are some mild violent
elements of a cartoon nature so adult supervision is advisable to younger
gamers.

So as you can see, it only says that the game is aimed and not restricted to
children over 14. So 14 is merely a recommendation for parents who want to
have a little more control over exactly what their children are subjected
to; be it through a game, a film, etc. My parents had no problem with my
playing titles with as much violence as Q9 when I was 11 or 12, but I know
that some would and hense the notice in the manual. I also included it in
order to protect myself in the event that the game would become more violent
in the future as I would then have fairly free hands.

Kind regards,

Philip Bennefall
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 4:19 PM
Subject: Re: [Audyssey] Q9 action game, my opinion.


 Hi Dark,
 Yeah, I have to agree. Setting the age limit at 14 and up is a bit too
 strict for this title. At around 6 or 7 I was playing Montezuma's
 Revenge. I was about 9 or so when games like Double Dragon, Megaman,
 Mario Brothers, etc really became popular. My mom and dad had no problem
 with me playing those games. Not even Castlevania I which featured
 mummies, skeletons, the Grim Reaper, and other sci-fi and horror
 monsters. Compared to the games out today this game would be given an E
 for Everyone rating and not a T or Teen rating.

 dark wrote:
 Well, saying 14 is a bit much.

 I myself watched films like aliens, terminator and robocop and played
 games like Mortal combat and moon stone at the age of 10,  heck, I
 playes treetfighter 2 at the age of 8.

 i'm not saying that games, films etc shouldn't have ratings,  just
 that being too strict about it and the audience and markinting isn't
 too helpful.

 then again, it's possible people in the Uk are more relaxed on this
 front,  or at least, are mostly.

 beware the gRue!

 Dark.


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Re: [Audyssey] saving in q 9

2009-11-20 Thread Reinhard Stebner
I just went to the web site and I am unable to locate the update.  What
section do I need to go to in order to download the update? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Friday, November 20, 2009 7:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] saving in q 9

Hi Mich,

The game saves itself automatically whenever you get to a new world. In
version 1.0.1 which you can now download from the website, there is a
section about saved games in the manual.

Kind regards,

Philip Bennefall
- Original Message -
From: Mich m...@ntl.sympatico.ca
To: gamers @audyssey.org gamers@audyssey.org
Sent: Friday, November 20, 2009 12:15 PM
Subject: [Audyssey] saving in q 9


 Hi all. I am just wondering is there a way to save your game in q 9? I got

 to the cave world and wanted to save it but i just am not shure if this is

 a option? many thanks. from Mich.
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Re: [Audyssey] Q9 upcoming change log

2009-11-19 Thread Reinhard Stebner
What is the other mode for the game?  You had mentioned that there was
another mode to the game (at least thought about)?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, November 17, 2009 4:30 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming change log

Hi again folks,

I am working on a 1.0.1 update release of the Q9 game which, of course, will
be free for all registered users. So far, the change log looks like this:

Version 1.0.1:
Added: The alt key can now be used to quickly cycle between your weapons.
Added: A section on saving games is now present in the manual.
Added: Anchor links to the manual which will enable quicker navigation.
Fixed: Fortune fields will no longer create mysterious ghost enemies.
Fixed: Fortune fields can no longer be generated in the middle of a pit.
Fixed: The sounds of the deus shield have been lowered slightly.
Fixed: Going to a new world from the bonus level by using a cheat code now
works properly.

Version 1.0:
Initial release.

I will be adding the other game mode and score posting in the 1.1 release
most likely as it takes a little more work, this is mainly a bugfix/general
improvement patch. Is there anything else that any of you want to see
changed?

Kind regards,

Philip Bennefall
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Reinhard Stebner
Are you going to have mouse support for the game?  I think it is a much
better experience  if one can play the game using mouse support.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Davy Kager
Sent: Sunday, June 21, 2009 4:23 AM
To: Gamers Discussion list
Subject: [Audyssey] A new audiogame MP3 demo

Note: Every single word below this line is commercial talk which can be
disregarded. The real message of this message, is that I would like some
feedback on my new accessible game release. But for the fun of it still,
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new
audiogame in development. This game has been in development for over a month
now under the codename Excalibur. And the first result from this development
is an MP3 demo of the menu system, just to rise some excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can:
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a
spacefighter? Ever wanted to face a one-on-one battle with your opponent,
either using AI or via multiplayer? What, ever wanted to stand up against a
whole fleet of enemy fighters in an AI driven game? Then stop wanting it,
now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in
December 2009. The game is based on CrystalSpire, the game engine that was
written only to serve the needs of this exciting new title. CrystalSpire
uses XAudio2 for the latest and greatest audio performance, is optimized to
run on older and slower machines, and has numerous other features that will
ensure a great experience.



The project's current status is not too exciting though --- the menu system
has just been completed. There will probably be some minor enhancements, and
of course some vast extensions, but the basic system is up and ready to go.
And because you still don't know much about the real thing after reading
this plain text message, I decided to put an MP3 demo online so that you can
hear what has been built so far. For more information regarding the story
and proposed details of the game, refer to the following topics in the
Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks,
complaints, requests or any other type of feedback if you like. Also, don't
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
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Re: [Audyssey] game recording of Mysteries of the Ancients

2009-02-26 Thread Reinhard Stebner
How did he know that he was supposed to light it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, February 26, 2009 8:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game recording of Mysteries of the Ancients

Hi Harry,
Interesting recording. Although, i did notice you didn't light your 
first torch after finding it. That would have made it easier to find 
things in the first three rooms, and plus would have showed new players 
the correct way to play the game. I'm not coming down on you, but I am 
also worried some may use your recording as an example and not play the 
game in the way it was designed to be played by mistake. Please, 
becareful of that in future recordings etc.
Smile.

Hayri Tulumcu wrote:
 Hi Gamers. Here is a small game recording of Mysteries of the Ancients
where I play the entire game to end so you can hear how it sounds:
 
 http://www.sendspace.com/file/hk9ntd
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Re: [Audyssey] /Tomb Hunter trailer released.

2008-12-23 Thread Reinhard Stebner
Are you going to change the sounds for when the arrows are picked up?  I am
ask because it sounds like it is the same sound you have for bullets (good
going, sounds very good)  I really like the sound effects.  I just wish you
could update the foot falls.  They sound repetitive and not at all real.
You should take a listen to l-works and listen to their sound effects for
foot falls. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Tuesday, December 23, 2008 5:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] /Tomb Hunter trailer released.




Hey Thomas,

When will the game itself be released?

--Bill

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 23, 2008 4:44 PM
Subject: [Audyssey] /Tomb Hunter trailer released.


 Hello everyone,
 USA Games Interactive has just released an all new trailer for Tomb Hunter

 Mysteries of the Ancients. You candownload this all new audio trailer at
 http://www.usagamesinteractive.com/products.php
 Smile.


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Re: [Audyssey] Quick USA Games Survey.

2008-05-13 Thread Reinhard Stebner
Thomas,

Could you please list the advantages of the port to C++?

In the past, C++ has been a faster language and would require less in terms
of overhead to make the system run.  It would help to understand why you
want to do the port to C++ in the first place?  I understand the advantages
with C++, but what would be the advantages to the customer for porting now?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Tuesday, May 13, 2008 9:22 AM
To: Audessy Mailing List
Subject: [Audyssey] Quick USA Games Survey.

Hi gamers,
As a lot of you know we are looking at porting USA Raceway, Tomb Hunter, and
STFC 2 to C++. While long term the advantages out way the disadvantages I
can not ignore the simple fact this is a huge undertaking. Not only is it a
major undertaking, but it will take a lot of time to complete. Instead of
releasing some games this year or early next year we are talking maybe late
2009 or early 2010 before  games like Raceway will see the light of day. it
is basically like starting over from scratch and I don't really want to do
that right now.
On the other hand, we have a huge library of stable source code written for
the Microsoft .Net Framework, written in VB and C# .Net, which means that we
could possibly have USA Raceway 1.0 out this year. All we really need to do
is update the engine to .Net 3.5, which is a miner upgrade, and complete the
current engine. It might even be possible to have it ready by Christmas this
year if we use the current .Net based engine.
Looking at this issue we really need to know what you gamers think. Are you
willing to wait an extra year for games like Raceway to be released in
native C++, or would you rather just get games like Raceway finished using
our current development language and tools? Remember we can always choose to
make the conversion to C++ at a later date/time.  A time when we aren't as
rushed by those on a waiting list to get something out.
Thanks.

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Re: [Audyssey] SDM 3Do Public Beta 1 Pre-Release

2008-05-10 Thread Reinhard Stebner
I just sent Ryan a private message regarding an run time error I have
received when I tried to run the game.  At this time I am unable to run the
game at all.  The sounds are great!

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Andy
Sent: Saturday, May 10, 2008 9:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SDM 3Do Public Beta 1 Pre-Release

Hi I was one of the testers (obviously), and I think it's truely going to be
fun. What do you guys think of the game?



On Sat, 10 May 2008 20:57:24 -0400, Ryan Smith wrote:


Hi Audyssey,
We have released our 3D Beta 1 Pre-Release, meaning a release that is
for the public to download and comment on, and does not get listed as
a product yet, but will appear on the news section of our site. There
are alot of things in there, explained in the short readme. I would
like to say that, when you extract the zip file, there is a readme.txt
and a 3D folder. So the readme is NOT in the 3D folder. I am
interested to see what you think of it. I've added alot to the regular
SDM game, including random, every 1/15, is randomly chosen to go to
opposite mode. I've also added you a partner, who is clumsy and gets
into the line of fire. Don't shoot! This is the regular SDM game, and
not the 3D game. Once this gets all comments in, I will work out the
minor details of the side scroller/3D and put that all into the 3D
game.
You can get it at our website: www.rsgames.co.nr
It's on the homepage. Just scroll down to where it says what's new,
read, and be tortured, I mean enjoy the game Smile
Thanks!

-Ryan Smith
www.rsgames.co.nr

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[Audyssey] Status of race way

2008-04-07 Thread Reinhard Stebner
I have been gone for a few months and am wondering what is the status of
Race Way?

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[Audyssey] {Spam?} RE: {Spam?} Re: raceway - Re: Raceway Trailer

2007-11-05 Thread Reinhard Stebner
This newest trailer really sounds good!  Very nice and well done.  The thing
sounds neet.  Do you think you could put the ability to rev up the engine
before the race (like you can in a real car like when you are sitting at the
start line.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Timberwolf
Sent: Monday, November 05, 2007 4:46 PM
To: Gamers Discussion list
Subject: [Audyssey] {Spam?} Re: raceway - Re: Raceway Trailer

Gah, I just...can't...wait for this game to be released!

Sanfransisco rush.

I saw those two words on the web this morning and my God, how they take me
back. All that was eight years ago, almost to the day.

I can remember me getting my nintendo 64 as though it were yesterday. I 
remember sanfransisco rush; not so accessible. The real access came in rush 
2: extreme racing USA. I've dreamed of getting a game like it(totally 
accessible, cars sound exactly the same etc); I think my dream may just be 
coming true.

I liked the fact that I could choose my own engine; my own horn, and my 
tork. (low was better for really flying, high was better for just burning 
some rubber when you tramp the accellerator, and meedium was just that; in 
between those two). You could also choose color, which really isn't that big

of thing, although if it could be spoken, it would be fun to imagine, I 
could think of really grose colors, puke green, for example. More to the 
point, there was tire pressure, durability (this game wasn't really 
realistic; there were wild jumps, even wilder cornering, and your reflexes 
had to be good), however, the durability and such was something to make it 
more arcade-like, although there was the adjustment of suspension (hard, 
soft and um, hmmm, I think that's it). There were the following vehicles. I 
know the order by heart; pickup, compact, muscle car, mobster, sedan, 
bandit, coop, exotic, van, sportster, sub-compact, concept, hatchback, 
cruiser, stallion, and 4x4. There were also mountain due cans which could be

picked up, for, unsurprisingly, a mountain due dragster! I'm not too sure 
what other cars can be attained, but there were a few- like th taxi, and 
hmmm, I think there was a rocket car, or some such. Anyway, that game was 
and stil is one of my favorites to this day. If someone were to ask me what 
my favorite console game was, I wouldn't hesitate a second to say rush 2: 
extreme racing. Yeah, it may be old, but a oldy but a goody, as they say.

That game is the best there is out there imho, and while raceway probably 
won't be nearly as unrealistic and probably would be against copyright or 
something if those engine sounds were used, man, it can stil be dreamed, 
right?
I'm trying to remember what else were cool. Oh! right! On track 
selection, you could choose your wind speed, fog speed, and if you wanted 
reerview mirror (for example, turning the steering wheel left would mean 
going right in real life, confusing, eh)? There was also an option of racing

the track in reverse. Suspension, I found, really made a difference on 
jumps, too soft a suspension and you'd find yourself coming to a stop when 
you landed, too hard and you'd fly off that jump right into the wall if you 
weren't careful, and explode. That was another cool thing; while racing, if 
you hit something, you exploded, and came back into the game, and there was 
no fee to pay off damages to your vehicle; it just magically regenerated, 
you know.


God, nastalja, damn. Just talking about this game brings teers to my eyes, 
remembering all the great times me and a sited friend had, (that sited 
friend who, in the longrun, got cancer, at only 14).
I've stil got this game lieing around, and I guess I'll keep coming back to 
it until iether I die, or my n64 dies- but even if it does, I'll stil buy a 
new one. And you know what? I stil love the thing. No matter how old it is, 
it stil has good memories. I hope raceway, at least, I think (know) that 
it'll revolusionize the way racing should be, or so I hope. The blind 
comunity has seen very few racing games that are as good as mainstream ones,

aside from top speed, but, Thomas, if you're stil reading this, a few 
suggestions.


The ability to win cars after racing some sort of circuit. I'm not sure if 
this would be at all possible the way the game is now, in development, but I

think it would make the replayability go way up, and of course, the ability 
to choose your own engine and if, by choosing a smaller engine than is 
required to run that car (say the car weights 5000 lb, and you choose a 1.8 
l engine, that cars bearly gonna move, but if you put a 5.7 l engine 
underneath the hood of a honda civic, and tromped on the go, well, you'd 
most likely fly.). Or we could have classes of engines for certain classes 
of cars, to make it a bit more realistic, (that's how they did it in ridge 
racer, another favorite game of mine, even though its no where near 
accessible). But I'm probably just 

Re: [Audyssey] Raceway answers was USA Raceway trailer.

2007-11-04 Thread Reinhard Stebner
LET ME PUT MY FULL WORD OF CONGRADULATIONS ON THIS PRODUCT!  It SOUNDS VERY
GOOD AND I REALLY LIKE THIE ENINE SOUND IT IS VERY REALISTINC, THE CORNERS
ALSO SOUND REALIST AND I LIKE THE FAXT THAT THE SOUND  (SEROUNDING SOUND)
SOUNDS RELISTIC.  KEEP UP THE GOOD WORK.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Sunday, November 04, 2007 11:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Raceway answers was USA Raceway trailer.

Hi Claudio,

Quote
If i accelerate in need for speed the sound of the car will get higher 
and higher
like rail racer.
That's not so in your game.
End quote

As I mentioned in an earlier post on this very same subject this will be 
changing once I go to work on Raceway full time. I do not plan to leave 
the car as is. It isn't the car sounds at fault, but I simply have not 
put in place the rate/frequency shifts to simulate the car accelerating 
and decelerating as it will when this game is released for a public 
demo. There are reasons I haven't put the game out as a playable demo, 
and the reason is allot of the things people have been suggesting, 
bringing up, etc simply have not been introduced yet. I guess by 
releasing the trailer allot of people got the impression the game is 
further along in development than it really is. There are hundreds of 
miner and major things left to do before I even put it out as a demo.
I've learned one lesson from this experience is not to release a trailer 
on a half baked pre-Alpha. Far too many people drew the wrong 
conclusions about the game, and I only hope it won't hurt ssales, or 
scare end users off when the game is further along in development. 
Comparing an unfinished game like Raceway to say Need For Speed is a bit 
unfair in my opinion, because Need For Speed is complete and Raceway is 
barely playable. I don't plan to release a demo until next spring 
earliest and summer latest so there is allot of work from now until then 
that needs done.



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Re: [Audyssey] USA Raceway trailer released.

2007-11-03 Thread Reinhard Stebner
I have several questions for you.

1)  I noticed that the when you were speeding up that I did not hear the
rpms of the engine increasing.  Was this because there was no sound for
this? (I noticed that it would step up everything you would shift, but I
could not tell why you shifted up.  I also noticed that you did not have3 to
slow down for each corner.

2)  I that the length of the corners was realistic (like how long it would
really take to go around a corner).  

I like the sneak peak and am looking forward to the next peak.  Next
question for you, what were the other noises I heard?  It sounded as if they
were coming from the left side.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, November 03, 2007 5:42 PM
To: gamers@audyssey.org
Subject: [Audyssey] USA Raceway trailer released.

Hello Raceway fans,
USA Games Interactive would like to announce the immediate availability 
of the USA Raceway trailer. The  following link will take you to the 
download page to download the mp3.
http://www.usagames.us/trailers.php
Enjoy.


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Re: [Audyssey] USA Raceway trailer released.

2007-11-03 Thread Reinhard Stebner
What about a way to play files through winamp like RR does?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, November 03, 2007 7:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Raceway trailer released.

Hi,
Hmmm... Well, do you have any better suggestions for music? Understand 
it would have to be something I know, can learn, and could play on my 
keyboard, and that pretty much falls in the 70's and 80's classic rock 
genre.
Though, I am open for suggestions if you  have them.
Cheers.


kelby carlson wrote:
 The trailer, on a whole, sounds pretty cool.  But my gosh, the 
 music was just ...' just ...  just so inane.  It sounded like I 
 was driving down a country lane, not racing on a track.  Other 
 than that, though, it sounds fantastic.

 Kelby
   


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Re: [Audyssey] USA Games Announcements.

2007-10-15 Thread Reinhard Stebner
Will there be a way to have it play on stareo when a person does not have a
3d seround sound system to help along?


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, October 12, 2007 1:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Announcements.

Hi Trenton,
Yeah,. It is also going to take allot of work after I release Monty and 
Raceway to complete. I plan for it to be a true 3D style game, and that 
will be additional work since I have to design a full 3D level with the 
ability to climb up and down on objects, have rooms and corridors above 
each other, b able to shift the ambience when needed, and work with 
several different items and tools. The grappling hook for example is a 
nice tool that will allow you to easily navigate difficult areas to 
reach, but the logic in using it needs to be worked out on each level.


Trenton Matthews wrote:
 This Tomb Raider game is gonna be very captivating!
 I see a bright future for this USA game series!

 Trenton Matthews

 T Man TV!
 Why watch it, if you can listen to it!
 Web site:
 http://tman.net.ms
 The Gaming Galaxy
 http://tman.net.ms/galaxy
 Windows Live/MSN:
 a href=http://tman.net.ms/msnim:[EMAIL PROTECTED]/a
 Skype:
 a href=skype:tmantv?addAd me to your Skype contacts!/a
 By Phone:
 303-872-7536
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Reinhard Stebner
could we have a track editor as well?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 24, 2007 6:32 PM
To: gamers@audyssey.org
Subject: [Audyssey] Raceway tracks.

Hi list,
Sometime next week I plan to take up work on Raceway again, and before I 
do I'd like to have some good discussion on the kinds of tracks the game 
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1 
mile oval tracks. However, I'm thinking the game could be more 
interesting if there were some unusual shaped tracks like s shapes, 
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games 
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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Re: [Audyssey] Montezuma's Revenge Patch 1 released.

2007-07-17 Thread reinhard stebner
Please do

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Tuesday, July 17, 2007 5:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Revenge Patch 1 released.

Hi,
Hmmm Are you saying the exit game option doesn't work at all when 
you press enter or space on it? if so that would be a bug.
As for the exit game sound I can certainly look around in my backups and 
restore that effect if you want.



Trenton Matthews wrote:
 ell,how nicI like the patch quite a bit! Still trying to complete level 1
on 
 easy now, but its going well. Quite an nice update, especially since
Panama 
 Joe can run faster now!
 Only one problem now, or maybe its not a problem. The way now to exit a 
 game, is to press the x key, which maybe is not a bad thing tjst having 
 the shortcut only there. Speaking of exiting, after pressing the X key, 
 would it be alright if you brought the ending sound from the other Monty

 releases? It sounded like a sewer opening.
 Had a nice affect!

   


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Re: [Audyssey] rail racer

2007-07-01 Thread reinhard stebner
Try and install 1.1 and 2.0.  and make shrue the latest direcx is installed.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of john snowling 
Sent: Sunday, July 01, 2007 4:01 PM
To: Gamers Discussion list
Subject: [Audyssey] rail racer

Hi all.

I've got the updated direct x and the net framework 1.1.

I'm still getting a run time error with the ok to terminate and cancel to
debug.

Has anyone else had this problem and if so did you manage to resolve it and
how.

I've written to che off list but would welcome your suggestions.

From john snowling.


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Re: [Audyssey] Announce: Surreal Horizons Releases Initial TorrentSoundbite

2006-12-01 Thread Reinhard Stebner
Could you please repost the link for the audio demo?  The link got split and
will not open.  Please resend the link on its one line.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Nolan Darilek
Sent: Friday, December 01, 2006 10:28 AM
To: Gamers Discussion list
Subject: [Audyssey] Announce: Surreal Horizons Releases Initial
TorrentSoundbite

Hello.

I'm pleased to both announce Surreal Horizons, a new entrant into the  
accessible gaming arena, as well as  the initial soundbite of  
Torrent, Surreal Horizons' first title.

=== What is it?

Hop aboard your fighter, warm up your lasers and prepare to  
obliterate wave upon wave of oncoming asteroids and alien ships in  
this exciting, fast-paced audio arcade-style shooter. For how long  
will _you_ survive the torrent?

=== Features

This feature list is subject to change and not complete. It does,  
however, represent current plans for the first public release.

  * Gameplay is driven by a real 3-D engine integrating physics and  
positional audio.
  * Semi-realistic collision physics. Colliding asteroids bounce off  
each other upon contact.
  * Positional audio for two or more speakers with velocity-based  
sound dopplering.
  * Unlimited waves of oncoming targets.
  * Multiple target types. Asteroids bounce on collision and may  
fragment on destruction. Alien ships navigate intelligently and fire  
back. Power-ups provide bonuses when collided with but are otherwise  
fragile and easily destroyed.
  * Special levels. Blast entire waves of alien fighters, guide light  
freighters through the sector safely for extra power-ups and more.
  * Compete with others via the online scoreboard.
  * Joystick/gamepad support, both for navigating the game and its  
user interface.
  * Rich, self-voicing user interface utilizing both synthesized and  
sampled speech to provide the richest in-game interface experience of  
any other accessible game.
* Embedded screen reader and accessible array of in-game user  
interface elements with keybindings familiar to users of OS X, Linux  
and/or Windows.
  * Cross-platform. Supports Apple OS X, Linux and Windows 2000 or  
greater.

=== Availability

Initial development is nearly complete, and beta testers will be  
sought soon. Please do not inquire about testing at this time, and  
watch the community (http://surrealhorizons.com/community) for  
further developments.

An initial soundbite of gameplay has been released. See http:// 
surrealhorizons.com/2006/11/30/first-torrent-soundbite-released for  
the details.

Best of all, this soundbite was recorded and produced using the OS X  
version of Torrent. The Linux port is mostly complete, and testing  
will begin under Windows shortly.

Enjoy, and keep an eye on the Surreal Horizons community for future  
updates!



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Re: [Audyssey] About the former Yahoo list

2006-10-26 Thread Reinhard Stebner
My view is to just update the new issue and leave the old issues alone since
they are already out there and you do not know how many places they have
gone off to. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ron Schamerhorn
Sent: Thursday, October 26, 2006 1:31 PM
To: gamers@audyssey.org
Subject: [Audyssey] About the former Yahoo list

Hello everyone

  I'm writing this to ask for opinions and update you all, in brief, about 
the magazine subscription only list.
  As you all know we have successfully made the move from the old gaming 
list hosted by Yahoo to the current server.  This is a good step forward for
the community as a whole.  Audyssey now has it's place on the internet.
  We've also been working on moving the magazine list to our new domain and 
all seems ready for the next upcoming issue.  This of course brings me to my

question regarding the former audysub list at Yahoo groups.
  The memberships email addresses have been accordingly moved over and won't

be sent through the former list.  In fact that list will be deleted in the
not to far future.  What I'm concerned about is the older issues on the web.
More so keeping information about the two lists accurate so that any 
newcomers can easily locate either list if they are interested in joining 
our ranks.
  It's too bad there wasn't some way to quickly erase the yahoo list 
information with the up-to-date audyssey.org material.  I can alter the back
issues without much trouble but then it's a matter of circulating them to 
those places which host the magazine.  I'm unsure if there is any hassle to 
the hosts if I were to send revised copies to replace the older ones.
  I hope this makes sense to you all and am open to any other suggestions 
you may have regarding this small crux.

Ron
Audyssey Editor


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Re: [Audyssey] New Raceway Trailor Released.

2006-10-08 Thread Reinhard Stebner
What is a window net and how does it operate on a car?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Gary Whittington
Sent: Saturday, October 07, 2006 10:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New Raceway Trailor Released.

One sound needed is a flapping sound of the window net.  Actually not heard 
the demo trailer, but will.

Crash
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 07, 2006 12:17 PM
Subject: Re: [Audyssey] New Raceway Trailor Released.


 HiPhil,
 That is just one of those features still that needs to be added. I have
 a triple beep effect I made which will sound when there is a left turn
 ahead as well as a wall sound when you are approaching a wall. The wall
 sound is there, but unfortunately it got dround out in the trailor do to
 all the music, croud, and passing cars.
 Just another one of those victems of not fully worked out before the
 trailor hit the net, but it's meant as a demonstration only not a final
 package deal. Smile.

 Phil Vlasak wrote:
 Hi Tom,
 I liked your trailer very much but have one comment.
 The main thing I need is some way to tell when I was to turn or was
 too close to the side.
 In James trailer he had a pit crew radio you the information but that
 can get a little repetitive and annoying.
 It would be better done with some other method with fewer pit crew
 messages.
 But I can understand having more warnings for an easy difficulty setting.
 Good work!
 Phil


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Re: [Audyssey] New Raceway Trailor Released.

2006-10-07 Thread Reinhard Stebner
The trailer also sounds like you took sounds from racing In the dark.  So
far, I think you got some real good ideas here.

1)  I really like the way how the passing cars sound

2)  I found the start your engines (start your car sound) to be very good.

3)  You could have a competition between sound producers to make your engine
noise, cockpit noise and rode sounds.

4)  I think you have a very good concept demo here and there are many
features that make it stand out on its own.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, October 07, 2006 1:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New Raceway Trailor Released.

Hi Shaun,
No the start race sound didn't come from Raceway. I used it from 
Railracer for the moment until I can find a better race count down sound 
for Raceway. Either that or make my own.
Che, if you are reading in on this thread don't worry I'm not trying to 
make off with any of railracer's effects. I am just substituting your 
count down effect until I can find one of my own. Smile.
As to why the car sounds like it is shifting gears that is just how the 
car sounds. If you can provide a better car effect I am certainly noone 
to argue with it. I have just substituted one from the web until I can 
find one I really really like.


shaun everiss wrote:
 good.
 However I know for a fact the start race sound came from raceway or 
 rather was used.
 So You probably should change it.
 Why is the car always shifting gears?
 I probably can find something to make the car sound a bit more grunty.
 Next month I switch to an unlimited usage plan on broadband meaning I 
 can upload any time I choose.
 As long as I don't get orders that need to be uploaded during 4 pm to 
 12 am nz time where I have a 700mb cap daily that is.
 However I can get things faster.
   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Reinhard Stebner
Several questions regarding this title:

1)  In the future, is it going to be possible to have real companies provide
sponsorship?  I am talking about companies such as l-works, Freedom
Scientific or GwMicro.

2)  Are there plans to make RaceWay an on-line racing simulator?

3)  Will you be needing assistance with physics mottling?  Have you thought
about teeming up with a university for there physics students to building a
realistic physics simulator for the game?

4) Have you thought about recording real car noises from friends cars, the
TV?

Thank you very much for bringing us up to date on the game.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, October 05, 2006 6:31 PM
To: gamers@audyssey.org
Subject: [Audyssey] Raceway, news, plans, and updates.

Hi gamers,
Here is a quick informal update on what USA Games will be doing with USA 
Raceway. I know it has been a very long time since I have updated 
everyone on what is going on with this title. so I would like to take 
this time to fill everyone in.
 I'd like to caution gamers not to expect an early release date on this 
title. I'm still very much at the beginning of development on this 
product, and basicly redoing allot of work James North did simply as I 
felt I could do a better job on some aspects of the game, and not to 
mention Raceway will be using the .NET Framework version 2.0 since that 
is now what I am directly supporting.
 However, on the bright side of things earlier today I located several 
free racing effects of a pretty high quality. Not maybe as good as I 
could find from a professional vender of sound effects, but certainly 
good enough to jump start the game with some sounds, and will be great 
for testing, and so on.
In addition to the new sounds I have now created a selection menu where 
you can select a driver, (character,) who you will be playing. None of 
the characters are actual drivers that I am aware of, but the names I 
picked are common American names and you might be a woman driver named 
Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy 
driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said 
the names are common first and last names, and well sound like American 
Nascar drivers but aren't really. Cool huh?
Another feature I added that wasn't in the Alchemy version I personally 
find cool is the ability to select the sponser who you will be driving 
for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi 
Kola, Radio Shack, Good Year, Valvoline, and several others.
After you select the driver who you will be and the sponsorship you will 
have Raceway will asign your car a number from 1 to 99. From that point 
you will be that driver, number, and have to drive for that sponsor for 
the entire racing season.
Which brings me to the next bit of news. In the Alchemy version of 
Raceway the game was pretty much designed to play one race. The USA 
Raceway version is much different. You will actually be playing out an 
entire season on several different tracks in different States.
An example of how this works is you go to the game start menu and select 
start new season. You will be walked through selecting a driver, a 
sponsor, and then the game will randomly pick a season schedule for you. 
Once that is done you will be asked to run a preseason race to practice 
your time, racing, whatever. If you finish the preseason race or skip it 
you will be sent to your first race on the schedule.
Once you finish the race, win or lose, you will be taken back to the 
Raceway start menu where you can check your season standings, earnings, 
or continue the season. If you press exit game it will exit saving your 
place in the season. If you select continue season you will be sent to 
your next location on your schedule.
Obviously, the guy who wins the race gets the prize money, cups, and 
well your goal is to become the USA Raceway Champion.
Where are we now? Well, there is allot to go. I have to basicly write a 
physics engine that will hopefully emulate realistic driving physics. 
I'm also hoping to add in FF Racing Wheels, and of course I have to 
write all the racing tracks. I basicly have one strait road I have been 
using to test things with. In short a long ways to go, but I am making 
progress.





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Re: [Audyssey] audio walk throughs

2006-09-30 Thread Reinhard Stebner
yep 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Nicol
Sent: Saturday, September 30, 2006 4:40 PM
To: Gamers@audyssey.org
Subject: [Audyssey] audio walk throughs

HI all
I have also now subscribed my home e-mail a ddress to the gamers list. Now
you will no longer battle to read my mails with the disclaimer part at the
top; I know  people battle a lot with jaws to  skip the top part. I  would
like to say thanks a lot for your patience in putting up with this for so
long.
My question I would like to ask regarding  audio game  walk throughs such as
those recorded by raul: Can you also classify a game walk through in mp3 as
a potcast?
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Re: [Audyssey] Thoughts about Montezuma's Revenge.

2006-09-29 Thread Reinhard Stebner
My vote is to leave it as a 2 d game.  I would like to see this game to be
as to the  original release as possible.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of SĂžren Jensen
Sent: Friday, September 29, 2006 11:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Thoughts about Montezuma's Revenge.

Hi Thomas.

I think it will be a much better game, if you make it as a 3D game. I know 
the original game is a side scroller, but the original game is very old, so 
it could be cool with a updated 3D version. There are already made alot of 
side scroler games. If you make it as a 3D, you can make better levels with 
more advanced features. I think it's a good idea.

Best regards SĂžren.

Mail  MSN:
[EMAIL PROTECTED]

Webside:
http://www.frip.dk/slj/
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, September 29, 2006 5:31 PM
Subject: [Audyssey] Thoughts about Montezuma's Revenge.


 Hello list,
 Today I have been doing some major revising of the Monty game engine,
 and I've really had some ideas how I could make the game better, but by
 introducing the changes it may completely alter the original intent of
 the game. Since these changes are so dramatic in nature I would like a
 friendly discussion on the matter and sound out everyones thoughts about
 what I am thinking of doing.
 First, I have had several emails since I have taken the game over to add
 a save and restore feature. Since the game was initially intended as an
 arcade game I couldn't do that and keep the game scoring fair. However,
 I can do what was done in GMA Tank Commander and have two different
 modes. If you play standard game it will allow saving and restoring
 games without keeping score. If you selected play arcade mode it would
 play the game as an arcade game, keep score, and disable saving and
 restoring games. What do you all think?
 Second, I've had several requests for a first person style game rather
 than a traditional side-scroller. Honestly, I tend to agree a 3D first
 person style game would be so much more fun and interesting. You would
 have six directions of movement, left, right, forward, back, plus up and
 down. It would allow for more complex temples and mazes. However, this
 is a major deviation from the original game in the end the game would
 probably evolve into something else and not really be Monty any more
 unless this was Like Montezuma's Revenge II or something like that. In
 other words a sequel rather than a direct one to one version. Any 
 thoughts?
 I am aware of people like Michael's opinion that the game should follow
 the original as close as possible. I could do that, and even technically
 put in the original character if I wanted. Lot's of ideas, and I am
 looking to ad some new options.


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Re: [Audyssey] Blind games web site under attack

2006-09-22 Thread Reinhard Stebner
Will you please leave up a description of the games so one can still see
what is you are offering?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Phil Vlasak
Sent: Friday, September 22, 2006 2:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blind games web site under attack

Hi Folks,
A further update to PCS games, my web site is up but I had to take my game 
downloads off line.
I will be updating the pages later removing the now
in-active links.
sincerely,
Phil
[EMAIL PROTECTED]

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 22, 2006 2:29 PM
Subject: [Audyssey] Blind games web site under attack


 Hi Folks,
 Unfortunately I think the creature that crashed the Blind Cool Tech site
 earlier this year is back and now he is attacking my site, PCS games.
 In the last two days thousands of copies of my games have been downloaded
 crashing the T1 that they reside on. My ISP is looking into ways of 
 stopping
 the behavior but until further notice my web site is down.
 Phil Vlasak
 [EMAIL PROTECTED]


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Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread Reinhard Stebner
I like it a lot!  Keep up the good work.  When you say stelf, it can
disappear right?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 18, 2006 2:48 AM
To: gamers@audyssey.org
Subject: [Audyssey] Updated draft of ships.

Hi all,
Ok, here is an updated draft of the info on each starship. Y^ou guys 
asked for a classification of average, below average, above average, etc 
as well as a list of specialties which I have now included. Here is the 
current draft as it stands now.

U.S.S. Bellerophon.
Intrepid-Class Light Explorer.
Sensor systems: aexcelant.
Shielding: above average.
Speed: excelant.
Weapon systems: average.
Specialties: exploration, reconnaissance, speed.

U.S.S. Defiant.
Defiant-Class Escort.
Sensor systems: average.
Shielding: above average.
Speed: excelant.
Weapon systems: above average.
specialties: defence, speed, stealth.

U.S.S. Enterprise.
Sovereign-Class Explorer.
Sensor systems: above average.
Shielding: excelant.
Speed: average.
Weapon Systems: excelant.
Specialties: defence.

U.S.S. Farragut.
Excelsior-Class Explorer.
Sensor Systems: Excelant.
Shielding: average.
Speed: below average.
Weapon systems: average.
Specialties: reconnaissance.

U.S.S. Prometheus.
Prometheus-Class Explorer.
Sensor systems: above average.
Shielding: excelant.
Speed: above average.
Weapon systems: above average.
Specialties: defense.

U.S.S. Sutherland.
Nebula-Class Explorer.
Sensor systems: above average.
Shielding: average.
Speed: average.
Weapon systems: Excelant.
Specialties: defence.

U.S.S. Venture.
Galaxy-Class Explorer.
Sensors: average.
Shielding: above average.
Speed: average.
Weapon systems: above average.
Specialties: defence.



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Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread Reinhard Stebner
I like it a lot! 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 18, 2006 3:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Updated draft of ships.

Hi Allan,
Actually, I have been thinking about something like your huge battle 
concept. Actually, I have thought of two missions.
You know how in GTC when you reach sector 5 if you lead the tank force 
out of sector 5 in sector 6 you are placed in command of the entire tank 
force, and become not only the commander of your tank, but can lead the 
entire force in attacks against the entire enemy force in sector 6?
Well, I have been thinking along those lines for STFC. As you approach 
the final battle you must be getting pretty good, skilled, and no doubt 
the top brass at Starfleet Command are impressed with your command 
ability. When the final battles come I can imagine being given over all 
command of a mixed fleet of ships to first take back DS9 from the 
Dominion, and after that the forces retreat back to Cardassia Prime. You 
then lead the fleet against the remaining Dominion fleet over Cardassia 
Prime, and if you win the war is over and you are a Federation hero.
How is that for a Final Conflict?
The best thing about this idea is everyone gets a bit of what they want. 
Those want some lone attacks will have x number of missions as a lone 
ship. Those who enjoy the big over all fleet command and stratagy will 
be able to plan and exicute the final battle of the war, and lead the 
fleet to victory.

Allan Thompson wrote:
 Tom,
 In that mission it makes sense to be stuck with whatever you picked, and 
 granted that would be kind of interesting.  I do like the interactive
story 
 and it makes sense in that regard to keep  a single ship thru an arc 
 involving diffrent encounters,  and mostly I guess I was stuck in a more 
 strategic mind frame than a tactical one, grin.
 Since the game will be more story driven, the strategy element is lessened

 to allow more interesting fights and situations which is perfectly fine to

 me.
 I hope the last mission is the big fleet battle though with many dozens of

 ships on both sides in chaotic battle, that would be neat.


 The truth will set you free...
 Jesus of Nazareth  33 AD
   


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Re: [Audyssey] More STFC thoghts.

2006-09-18 Thread Reinhard Stebner
I would like to see a way to have a maze map.  (if there are any mazes in
this game).  I really stink at mazes. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 18, 2006 3:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More STFC thoghts.

Hi Allan,
Hmmm... interesting idea. So some missions might have time limits on 
them. Kind of like GTC sector 3 if you don't hit the train fast enough 
game over. In this case if you don't find ship x, base x, in a specified 
amount of time you might be able to go on to the next mission, but you 
esentually failed the last asignment.


Allan Thompson wrote:
 LOL, Ok, I admit that losing a mission will probably end up with  your
ship 
 being  regulated to an existence as sub atomic particles...
 But lets take the first part of that mission, going in with sensors trying

 to find it. Give it a time limit, and you are in a race for time to find
it. 
 If It isn't found, you might lose the mission, but the war continues with 
 the dominion haveing a strong hold in that area effecting the next push
from 
 the enemy.
 I am basing this example on a old playstation game called Colony wars and 
 each mission affected the overall progress of the war, which was kind of 
 cool. However chances are the player will just get zapped so it isn't that

 important, just a thought.
 The truth will set you free...
 Jesus of Nazareth  33 AD
   


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Re: [Audyssey] More STFC thoghts.

2006-09-16 Thread Reinhard Stebner
Well,  I am still concered about this game being still another first person
shooter.  I would like to see something that involves more strategy. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, September 16, 2006 6:05 AM
To: gamers@audyssey.org
Subject: [Audyssey] More STFC thoghts.

Hi all,
I've been reviewing all the possabilities for the storyline for this 
game as well as potential enemies, starships, you name it and based on 
some recommendations it seams logical that this game be based on the 
Dominion War as some have suggested. Sorry, I don't remember who 
suggested it, but as I think about it it seams like the perfect reason 
for the Federation to be as agressive as I'd like the missions to be, 
high action, lots of fighting, and the excuse for enemy races to be 
attacking stations, colonies, you name it. Basicly, the Federation would 
be at war.
Earlier, yesterday, Phil has suggested he'd like to see non Federation 
ships in the game like a Romulan D'Deridex Cruiser or a Klingon Vor'cha 
Attack Cruiser. It so happens us Trek historians know during the 
Dominion war the races of the Alpha quadrant put aside personal 
differences to alie themselves against the dominion. Therefor if the 
game is based on the Dominion War it seams possible Klingon and Romulan 
starships would be fighting along side Federation ships against the 
Breen, Cardassian, and Jem'hadar forces.
Down side of this idea is you would be basicly fighting the Dominion and 
its allied races such as the Cardassians and Breen. There is probably 
little room for fringe fights with the Borg, Romulans, and anyone else. 
Since everything is geared against the Dominion.
However, up side is there is a real focus for the game, lots of room for 
battles, missions, reasons to engage with lethal force, and I wouldn't 
mind tangling with a Jem'hadar Fighter or two.
What do you all think. Like the idea of putting the game in the Dominion 
War?
If you guys say yes I say the project gets named Star Trek Dominion War. 
Grin.


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Re: [Audyssey] STFC generic vs popular starships.

2006-09-15 Thread Reinhard Stebner
I would like to see a full array  of ships.  I think it would be cool to
play a chess type of game where you set up all the pieces, and you play the
flag ship.  While the game is running you are able to command other ships as
well as the one you are currently running.  It would be a cool multi player
experience.  The person who is good at running this (commander) would be the
one who controls all teams).

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, September 15, 2006 10:35 AM
To: Gamers Discussion list
Subject: [Audyssey] STFC generic vs popular starships.

Hi all,
While I am working on the design documentation for the real time Trek 
game I'm wondering about something. While there are several classes of 
starships I can include in the game most of the ships are unfamiliar to 
all but the true Star Trek follower. Here is an example of what I mean.
There is the Sovereign-class, and the most popular ship of the class is 
Enterprise E. My guess is most people are going to want to be Enterprise 
and ignore any other ships of the class such as Monarchy, Seleya, etc in 
favor of the ship they know. Although, game play using either of the 
ships would be identical. However, it might be a change of pace to play 
out an adventure for a ship we don't know as well.
On the other hand we have other classes such as the Intrepid. The most 
popular ship of that class is U.S.S. Voyager. However, I have seen other 
ones mentioned or seen briefly on DS9 during the dominion war such as 
the U.S.S. Haden.
Bottom line is do you guys like the option of choosing less known ships 
or would you rather I just use the most popular ship of each class and 
pick from those. For example, Defiant, Enterprise, Voyager, etc...
If we use less known ships as well like Seleya it won't preform any 
different from Enterprise, but have a different name. If I added other 
Intrepid class ships like Hayden and Itasca they will perform the same 
as Voyager, but be a different ship.
Since we are talking about multiple ships and classes do you guys want a 
wide range of classes to pick from. For example, the Excelsior-class is 
a very old class, but they were used clear up in to the DS9 era ships 
like U.S.S. Pendragon. They aren't as well armed as the Sovereign-class, 
are better armed than the Intrepid-class, but are very slow compared to 
modern standards. Most modern designs do warp 9.7 and above with the 
Excelsiors only doing warp 9.4. However, all Excelsior-Class ships in 
the TNG and DS9 era have been upgraded with the Type X phaser array and 
carry a torpedo payload of 120. Double that of the Intrepid-Class, 
probably good enough for a slug fight, but not good if speed is critical 
to the mission.
Then, you have the Saber-Class frigates. From all I have read on them 
they are pretty much like an Intrepid-Class armourment and speed wise, 
but rather than just photons some of them carry quantums as well.
So anothr question is how much does difference matter? Are you guys more 
interested in justplaying the popular ships we know and love or are you 
interested more in a true sim style game where you can basicly make up 
your ship with all the features you want based on known classes, and you 
can pick class and name of your ship?



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Re: [Audyssey] real time star trek ideas

2006-09-15 Thread Reinhard Stebner
Unless you are captain of the enterprise 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, September 15, 2006 3:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] real time star trek ideas

Hi,
Well, if you were a Q you could whipe out everything without a sweat. If 
you were fighting one you wouldn't stand a chanse. Not much fun either 
way. Grin.


Brandon Cole wrote:
 I say the training missions should be held by a member of the Q, since
they 
 could make anything appear that they wanted to test you against, and,
well, 
 I would love to play one. Haha.
   


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Re: [Audyssey] Possible future for STFC.

2006-09-14 Thread Reinhard Stebner
I like this idea better.  I was also wondering how you are going to deal
with the copy write conflicts? 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, September 14, 2006 4:14 AM
To: Gamers Discussion list
Subject: [Audyssey] Possible future for STFC.


Hi listers,
As all of you are now aware the original STFC source code is gone so I 
am going to have to rewrite the game from scratch or from near scratch 
no matter what I do. Over on the audyssey list Nicol was making a 
suggestion of making Trek 2000 real time. I'm wondering since I have to 
rewrite anyway how would you all feel if I just rewrote STFC as a real 
time game?
If we stick with the same old turn based game it will be basicly the 
same only better than before.
If we go to real time the game could be more like Lonewolf consisting of 
missions you would have to cary out against the Romulans, Breen, 
Klingons, Borg, Breen, etc...
Since it is in real time you would have to play one ship and stick with 
it. However, I can imagine how fun it would to be say the Defiant and  
cloak and and attack various targets deep behind enemy lines, or you 
could be the Enterprise patroling the Romulan Neutral zone when you are 
jumped by the Romulans.
What do you all think?



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Re: [Audyssey] materia magica

2006-08-01 Thread Reinhard Stebner
What is this mud all about?  What is the theme and how do I sign up?  Do I
need a mud player?


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Kellie and Lady J
Sent: Tuesday, August 01, 2006 9:53 PM
To: gamers list
Subject: [Audyssey] materia magica

Hey all,
I have started playing a new mud.  I enjoy, at least so far. smiles I seem
to have a hard time, finding a mud that really has what I desire. But,
anyway, it is materia magica.  and, I was just curious if anyone else has a
character on there.  And what they think of it. smiles

This is my first character and I am just learning the ropes.  Though, one
person in there has been so very helpful and is helping me learn things that
I don't know.  

But, I am qualnaday the sidhe if anyone does go on there. smiles
Kellie and my loveable Lady J. 
A balanced diet is a cookie in each hand. 
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle
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Re: [Audyssey] New in this group

2006-07-17 Thread Reinhard Stebner
Welcome to our little group on the list.  Ask your questions and we will be
answering them.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Wagner Maia
Sent: Monday, July 17, 2006 2:18 PM
To: gamers@audyssey.org
Subject: [Audyssey] New in this group

Hi, this is the my first mail from this list.
My name is Wagner, and i'm a brazilian blind.
I can not speak english very well, and because it, have some dificulty
to know some words, but i want make new friends that like play and
construct audiogames.

I and other friends, are translating the voices of the some games in
english, to brazilian portuguese, with the permission of the developers.

Thanks for your attention, and after my name, is available my contacts,
can add me if want.

Wagner Maia

msn: [EMAIL PROTECTED]
skype: wagnermaia0
Homepage: http://intervox.nce.ufrj.br/~wagner
Orkut Wagner Maia
Rio de Janeiro - Brazil





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Re: [Audyssey] Monty patch status and news.

2006-07-16 Thread Reinhard Stebner
How do you play these games while being blind?  How do you know what to do
and when to do it?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Sunday, July 16, 2006 11:59 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monty patch status and news.

Hi, Bryan.
I don't remember if there was a 2600 version or not, but I do know 
Montezuma's Revenge was available for the Atari 5200.
As for Atari systems I don't have my 2600, but I do have my 7800 which 
does all Atari games from 2600, 5200, and 7800. Which you can understand 
why I kept that one. I kept all the games and play them all on the 7800 
console.



Bryan Peterson wrote:
 Hmmm. Are we talking the Atari 2600? I happen to still own one that is in 
 excellent working order. If we are indeed talking about this precious
jewel 
 of a gaming console, I know of a web site that sells Atari games, systems,

 controllers and accessories, all of which are very thoroughly tested
before 
 being put up for sale. Every now and then they get in some of those games 
 that are harder to find, like Pitfall and Frogger. I'm thinking I might
just 
 check on the site from time to time and see if they don't get the original

 Monty in. If they do, I might just order myself a copy. If anybody's 
 interested I can either post the URL or Email you offlist. The best part
is 
 they use Pay Pal, which is extremely easy to sign up for.
   


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Re: [Audyssey] live gaming

2006-07-16 Thread Reinhard Stebner
Are you talking about a consept like allinplay.com?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Chris Frahm
Sent: Sunday, July 16, 2006 11:26 AM
To: gamers discussion list
Subject: [Audyssey] live gaming

Is there a place where one can live game chat?  As in role playing, doing a
game of jim's monopoly etc?
Where you can voice chat and play at once?
Or just voice chat your moves?
Let me know.  The concept just came to me and I was like, surely something
is out there. So what is?
Thanks all!!!
And BTW: can't wait for more angela smith games!  Yeah!
Chris
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Re: [Audyssey] haunted factory

2006-07-09 Thread Reinhard Stebner
I am enjoying the game a great deal.  When I have money to buy, I will.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Karl
Sent: Sunday, July 09, 2006 7:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] haunted factory

What do people think of the game? I like it a lot, and have purchased it. 
Has anyone been able to unlock more modes besides the first two? If so, how 
much money do you need to get to do so?
Thanks,
Karl
- Original Message - 
From: simon.dowling [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Sunday, July 09, 2006 8:19 AM
Subject: Re: [Audyssey] haunted factory


 works fine over here, did you download the version with the clango app 
 with
 it?
 if you don't it won't play.
 - Original Message - 
 From: Ken the Crazy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Sunday, July 09, 2006 9:43 AM
 Subject: [Audyssey] haunted factory


 That game doesn't work well on my computer.  I get the sound effects but
 no speech whatsoever.  Every now and then, I hear a glimpse of the guy
 reading menu choices but it's not even long enough to make an informed
 menu choice.
 Ken Downey
 president
 DreamtechInteractive
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Re: [Audyssey] Contacting Draconis Entertainment

2006-07-08 Thread Reinhard Stebner
Try them now, it looks like the e-mail is working again.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ann
Sent: Saturday, July 08, 2006 10:06 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Contacting Draconis Entertainment

Hi,

Can anyone give me an idea on how I  might contact someone from Draconis 
Entertainment to discuss registration keys purchased on July 3, but not yet 
received? I've tried to use the address:

[EMAIL PROTECTED]

and

[EMAIL PROTECTED]

but my messages keep coming back to me as not being delivered.

Write to me off list, please. Thank you.

~Ann 


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Re: [Audyssey] Mower Man, a crazy idea...

2006-06-29 Thread reinhard Stebner
it sounds like it is going to b ea lot of work to put it as free.  The only
was I can see it becoming that is if the programmer(s)) were rich, very
rich. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Nicol Oosthuizen
Sent: Thursday, June 29, 2006 12:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mower Man, a crazy idea...


NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


Do you think this game can be distributed as free ware if it  becomes a
reality?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Bryan Peterson
Sent: 29 June 2006 03:00 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Mower Man, a crazy idea...

Yes, I admit it, HP was my inspiration for the name. I just didn't want
a 
common name going along with some huge mansion.
  I haven't decided what all types of critters I'd want in this game,
but 
Killer the dog would definitely be a must. I'm also toying with the idea
of 
Miss Katie the cat. She'd attack you pretty much at random and you could

only get rid of her either with a squirtgun or, if you happened to have
any, 
some catnip. As for the dog, you could possibly distract him for a
little 
while with some special doggie chews that you'd find throughout the
lawns 
and gardens.
  Then of course there'd be birds that either tried to peck you or just 
crapped on you, bees that appeared out of nowhere to try and sting you,
and 
since you're highly alergic tp bees you want to avoid this at all costs!

There'd be other crazy hazzards but I haven't decided exactly what those

might be. I do know I could probably use ATT voices or Neospeach Kate
for 
the menu and status voices and then find someone to do the voice of 
Lawnmower Jim, not to mention the supervisor, who'd contact you at the
start 
of each level.
  BTW Phil, I visited the NextUp website to see about purchasing at
least 
one of the voice, but the only way I could see to buy them was bundled
with 
other software. I'm curious if you had to do that and what, if any,
program 
you purchased. Text Aloud seemed to make the most sense since it can
convert 
text into wavs which can then be modified later, but I was curious all
the 
same. At least it probably wouldn't be too much more than a hundred
bucks if 
even that to buy both Mike and Crystal.


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Re: [Audyssey] Noodling a new game concept.

2006-06-26 Thread reinhard Stebner
some ideas I have here:

1)  When the game is produced, you could provide referances to books that
are about the same war so people could read about the battle and get an idea
of what the fbattle fields look like
2)  It would be cool if the south one instead of the north and then have a
quick story of how history was changed do to the outcome of the battle.
3)  A subset of the game could be a one to one shooter and after you beet
that you go up to commander.  In this way you could build from easier to
more advanced projects, keeping the end goal (a strategy based game in mind
always).  
4)  I am not a good programmer, but a good coder.  I would be willing to
help out on story line, proof reading script, constructive building
(organizing ideas in to a logical pattern).  If you are interested, I would
be willing to help out were ever I can.  Contact me off list if you are
interested.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Christopher Bartlett
Sent: Monday, June 26, 2006 5:46 PM
To: gamers-audyssey.org
Subject: [Audyssey] Noodling a new game concept.

I am going to start work on creating a tactical/strategic land battle 
simulation game that is accessible to the blind gaming 
community.  I'm doing this for myself, and if others enjoy it, so 
much the better.  Here are some initial thoughts and I'd-like-tos 
that should give the rest of you an idea of the sort of thing I'm 
considering, along with solicitations for ideas how to solve the 
major problems.

1.  Scalability.  I want the player to be able to operate at command 
levels from small units (platoons and companies) up through corps and 
army command.  The game would be played as a series of scenarios 
featuring various levels of command, each of which would have 
different time and space scaling parameters.  With the battle at 
Gettysburg as my first intended scenario pack, there could be 
scenarios for Meade and Lee as army commanders, Longstreet, Reynolds 
and Hancock among others as corps commanders who played significant 
parts in the battle, down to regimental scenarios, such as 
Chamberlain and the 20th Maine's defense of the Little Roundtop on 
the second day, or the battles across the Wheat Field.

2.  CommandControl.  There are many simulations that allow you to 
maneuver units around directly.  What I'd like to create is something 
where the player issues orders to units, based on information 
reported to him/her, and then the game shows the results of the 
imperfect execution of the orders based on the unit's morale and 
effectiveness.  (green units, even with high spirit are less 
effective than veteran units.)  Different levels of complexity or 
skill levels could incorporate different amounts of variation from 
the expected order execution.

3.  Fog of War.  Information given to the commanders should be of 
varying quality dependent upon the measures he/she takes to gather 
it.  At Gettysburg, Lee had less than his accustomed high quality 
intelligence about Meade's dispositions because JEB Stuart's cavalry 
was off joy-riding rather than performing their 
screening/intelligence function.  There should be a premium on 
gathering tactical intelligence, and the commander who fails to do 
this should be punished when he/she guesses wrong.  The skill levels 
modify how imperfect intelligence is.

4.  Terrain effects.  Here is my first significant conceptual problem 
and I'd welcome input.  How does one convey terrain information 
audibly on a large scale?  This is not simply putting a player into a 
three-dimensional soundscape, this is conveying details of a large 
map to the player so he/she may maneuver units around on it.  How do 
I convey the shape of Meade's defensive line to the Confederate 
player?  How do I convey the terrain that leads up to the line on 
Cemetery Ridge?

5.  Scenario generation.  I'd like to make it possible for players to 
contribute scenarios, complete with user-created maps, forces 
etc.  My primary interest is Civil War, but others might be more 
interested in ancient battles or more modern ones.

Before anyone gets overly excited, my programming skills are fifteen 
years out of date, and I never did any Windows programming.  I 
haven't the faintest idea where to begin to learn all that stuff.  I 
have the desire to learn and the will to put some time into this 
project, since I expect no one else will do it.  I'd appreciate 
suggestions for resources/offers of encouragement/much patience.

Christopher Bartlett



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Re: [Audyssey] Noodling a new game concept.

2006-06-26 Thread reinhard Stebner
got it.  I was thinking about the idea that you could start off as a soldier
and work your way up the ranks until you are a general and finally the king
of generals like maybe the general of the entire theater.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Christopher Bartlett
Sent: Monday, June 26, 2006 7:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Noodling a new game concept.

I appreciate the offer of help and may well solicit help from a 
number of people.  Heck, this may become an open-source project 
before all is said and done.

As to the suggestion of starting with a shooter, please understand I 
mean no disrespect when I say that is entirely out of concept.  This 
game is meant to provide a portal to the experience that players of 
Avalon Hill games and that sort players have in their table-top 
experiences, with the additions of fog of war and real-time command 
and control problems.  This is in no way intended to be an arcade 
game of any sort, but a complex strategic/tactical simulation.

Christopher Bartlett



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Re: [Audyssey] Montezuma's Revenge released.

2006-06-24 Thread reinhard Stebner
do you know if dot net 1.4 will run stuff written for dot net 1.1? 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Sylvester Thomas
Sent: Saturday, June 24, 2006 12:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Revenge released.

Greetings Tom!  I can't find the download link?  I go to down loads, and I 
see the audio preview but no alpha down load link?  Please Help!  Thanks! 
Sly!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 23, 2006 6:46 PM
Subject: [Audyssey] Montezuma's Revenge released.




USA Games News

June 23, 2006

Montezuma's Revenge

Good news gamers! We would like to announce the immediate availability
of Montezuma's
Revenge version Alpha 1. This breakthrough release is a completely new
and powerful
engine designed from the ground up by USA Games Entertainment. For those
of you who
have tried the version previously owned by Alchemy Game Studios you will
find the
USA Games Montezuma's Revenge game engine has far superior improvements,
changes,
and updates.
New in Alpha 1 all sound effects have been upgraded to the highest
quality sound
and music our sound engineers and developers could find. Enemies such as
snakes now
move and attempt to attack you rather than remaining stationary. Spiders
now have
a poison bite which requires a healing potion to cure. This version has
it's very
own unique character, Angela Smith, which replaces other Montezuma's
Revenge characters.
Other changes include support for Microsoft's DirectX 9.0C libraries,
and the Microsoft
NET Framework 1.4.3.22. As with our other titles Montezuma's Revenge
uses the highest
quality of self-voicing speech system using Neospeech Kate.
If you would like more information about Montezuma's Revenge click here
to visit
theUSA Games home page
http://www.usagames.us
to find out more information and download the Alpha 1 demo.
Note, I am still awaiting on extra download mirrors so if the download
is slow wait until the other mirrors are up so we can hopefully serve as
many interested parties as possible.
Thanks.



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Re: [Audyssey] Montezuma's Revenge released.

2006-06-24 Thread reinhard Stebner
where can I get dot net 1.4? 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, June 23, 2006 8:46 PM
To: Gamers Discussion list
Subject: [Audyssey] Montezuma's Revenge released.



USA Games News

June 23, 2006

Montezuma's Revenge

Good news gamers! We would like to announce the immediate availability 
of Montezuma's
Revenge version Alpha 1. This breakthrough release is a completely new 
and powerful
engine designed from the ground up by USA Games Entertainment. For those 
of you who
have tried the version previously owned by Alchemy Game Studios you will 
find the
USA Games Montezuma's Revenge game engine has far superior improvements, 
changes,
and updates.
New in Alpha 1 all sound effects have been upgraded to the highest 
quality sound
and music our sound engineers and developers could find. Enemies such as 
snakes now
move and attempt to attack you rather than remaining stationary. Spiders 
now have
a poison bite which requires a healing potion to cure. This version has 
it's very
own unique character, Angela Smith, which replaces other Montezuma's 
Revenge characters.
Other changes include support for Microsoft's DirectX 9.0C libraries, 
and the Microsoft
.NET Framework 1.4.3.22. As with our other titles Montezuma's Revenge 
uses the highest
quality of self-voicing speech system using Neospeech Kate.
If you would like more information about Montezuma's Revenge click here 
to visit
theUSA Games home page
http://www.usagames.us
to find out more information and download the Alpha 1 demo.
Note, I am still awaiting on extra download mirrors so if the download 
is slow wait until the other mirrors are up so we can hopefully serve as 
many interested parties as possible.
Thanks.



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Re: [Audyssey] Montezuma's Revenge released.

2006-06-24 Thread reinhard Stebner
who do I write to when I have a problem with the game sounds?  The sounds
are playing fast and weird sounding.



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Re: [Audyssey] Montezuma's Revenge released.

2006-06-24 Thread reinhard Stebner
I am running framework 1.1 and windows update has version 2.  I also have
the hot fix for the software installed. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, June 24, 2006 10:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Revenge released.

Er... It looks like I made a typo with the version number. Thanks for 
pointing that out.
It is .NET Framework1.1. My downloads page has the compatible version of 
the framework on site. If you don't already have the framework that is.

 




reinhard Stebner wrote:
 where can I get dot net 1.4? 
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread reinhard Stebner
I vote for the falling of latter and getting killed.
 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, June 24, 2006 1:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on monty

Hi, Brandon and all.
Well, if this becomes to much of a trouble I can see doing one of two 
things for ladders. A restrict the player from falling off the ladder, 
or B fix it so they can fall without dying. Any thoughts?
As fore look functions not in Alpha 1. Certainly one is planned, but 
hasn't made it in to the engine proper yet.


Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree 
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're 
 high enough, but certainly not kill you. One could survive a 20 foot fall,

 and that's about how tall these ladders seem to be. As for the ledge,
well, 
 there is a look function. There. I'm done. Just my thoughts.
   


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Re: [Audyssey] How do I get Rail Racer again?

2006-06-22 Thread reinhard Stebner
in general, how log does it take for one to get the download for the game?
I am want to play this game.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Che
Sent: Thursday, June 22, 2006 6:01 PM
To: Matthew Bullis; Gamers Discussion list
Subject: Re: [Audyssey] How do I get Rail Racer again?

  Hi ya,
  You currently have to purchase a license key to be able to download and
play the beta.
  The price is 30 dollars, and will entitle you to a free upgrade to the
full product when it is released.
  The full release will be 35 or 40 dollars for those that don't have the
beta.
  You can purchase with either a credit card or pay pal account.
  The link to order is:
http://www.blindAdrenaline.com/railRacer/orderForm.html

Later,
  Che
Blind Adrenaline Simulations
Games by one of us, for all of us.
http://www.blindAdrenaline.com


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Re: [Audyssey] Rail Racer beta update

2006-06-18 Thread reinhard Stebner
what is chicanes? 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Che
Sent: Saturday, June 17, 2006 1:18 PM
To: Gamers Discussion list
Subject: [Audyssey] Rail Racer beta update

  Booga booga.
  First of all, I will be in the game chat today on for the people at 3PM 
eastern.  I will answer any questions about the Rail Racer beta, as well as 
play the game live for anyone that wants to listen.
  The beta is ready to roll.  I have to clean up a couple of tutorial files,

and tweak a few tracks, but other than that it is done.
  The only snag now is that I have changed obfuscation software, and the 
company I bought the new package from hasn't sent me my download links yet. 
Hopefully, I will hear from them today, and if so, I will release the game 
tonight.
  If not, it could be Monday before I can release.
  Either way, you can count on a release by Monday night at the latest.
  I apologize for the delays, but I have to know my code isn't going to be 
easily hacked before I release it.
  One good thing to come from the wait is I was able to include a new 
feature in the game called Force shields.
  These shields are a wall of energy that only allow passage under a certain

speed.  If you try to go through them too fast, you will be brought to a 
screeching halt.  These more or less act as futuristic chicanes on the 
track, and really keep you on your toes regarding your speed.
  As with all the other track features, Force Shields will be included in 
the track editor, so you can populate your own tracks with them.
  The force shields add a very interesting element to the races, and make 
for some very intricate tracks as well.
  I will update the list as soon as I get a hard release time.
  Hope to see ya in the game chat,
  Che
Blind Adrenaline Simulations
Games by one of us, for all of us.
http://www.blindAdrenaline.com
 


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Re: [Audyssey] Super Mario Brothers game

2006-06-08 Thread reinhard Stebner
this idea looks like it would be the best way of doing the job.  Doing a
game that is like this one we are talking about, but different. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, June 08, 2006 5:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Mario Brothers game

Hi.
I don't see any reason not to include all the game worlds and levels. 
Your also right that there is now several versions of Mario from Mario 
Brothers, Mario Brothers 2, Mario Brothers 3, Mario World, and Nintendo 
just released a new one not long ago for the Nintendo DS which totally 
rocks.
I suppose I could code either the classic outright, or I could do kind 
of a crossover game that some of the worlds are from the other Mario 
games. The other idea is keep the basic story line, characters, etc and 
make up my own worlds and levels which are similar but not exactly 
classic. That way someone who played it can not just break a brick and 
find a coin etc where they should have found it in the classic game. 
They have to learn the game all over again.





Yohandy wrote:
 will all levels be programmed? There are 8 worlds, and 4 levels in each
for 
 a total of 32 levels. Some are quite long.
 There are also a few variation of Mario. mario bros, Mario 2, 3, yoshi's 
 island, etc.
 I'd love to see an accessible yoshi's island. that would rock.
   


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Re: [Audyssey] Lords of the galaxy question

2006-05-20 Thread reinhard Stebner
Hi Che,

This is how I have saved a game:
1) PRESSED TAB
2) WHENT TOT HE ITEM CALLED GAME MANAGER
3) IN GAME MANAGER, GO TO FILE AND UNDER FILE YOU WILL SEE A OPTION TO SAVE
GAME

In order to play the game, put JFW to sleep when the game comes up (after
you have started a new game from he game manger menu).  Put JFW to sleep in
the game and awake into he game manger.  If you still need help, give mea
buzz



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Che
Sent: Saturday, May 20, 2006 3:59 PM
To: Gamers Discussion list
Subject: [Audyssey] Lords of the galaxy question

   So I think I have finally deciphered most of the instructions to Lords of

the galaxy, but I still can't save a game.
  I had to enable jaws sleep mode for this game, so my arrow keys would 
work, but now when I hit the f 10 key to open the game menu, I get nothing.
  Is there a shortcut to turn Jaws back on temporarily so I can use the menu

system?
  I tried to manually turn sleep mode off with jaws configuration during the

game, but it didn't work.
  Or is there a way to save a game without using the screenreader?
  This is quite frustrating.
  Thanks for any help,
Che

 


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