Re: [Audyssey] I! am the doctor!

2012-09-29 Thread Tim Kilgore
   Hey Congradulations on your accomplishment. I have a friend who went 
through the same greuling process.


Tim Kilgore
- Original Message - 
From: "dark" 

To: 
Sent: Friday, September 28, 2012 10:51 AM
Subject: [Audyssey] I! am the doctor!


This is just to say that this morning I submitted the final draught of my 
phd thesis, the one I've been working on for the past five years! (it was 
supposed to be three, but ended up as five due to illness).


The title, if anyone was wondering is

Disability, desire and society: the establishment of a new individualistic 
definition of disability and  its practical uses in everyday life.




Hopefully, assuming that my viva, aka, my spoken examination goes okay and 
the external examiner doesn't tell me to rewrite the hole thing, this 
means that it will be completed and I should offically graduate next June, 
where upon I can legitimately say,  as many great timelords have said 
before me "I! am! the doctor!"




Now, my general plan is to do bugger all, play games and catch up on work 
for audiogames.net for a bit, while taking a qualification in voice. I'll 
then be applying to do a post graduate deploma in voice and trying to 
start a career as a professional tenor,  but for right now, I'm 
watching original starwars and eating pizza!




hurrah!



Oh, and btw, Raul, Tom, damien and anyone else is quite free to chuck 
rocks at me for ot messages on list. There are however a very few 
occasions when the tencile strength of rules needs a little straining 
though, and methinks this be one of them.




All the best,



Dark.
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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Tim Kilgore
I think you should have a magic element in the 2 d game as yoy have spirits 
in it as well.


Tim
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, February 08, 2012 11:34 AM
Subject: Re: [Audyssey] The Future of MOTA



Hi Phil,

Yes and no. While I could use Angela Carter in this game there are
good reasons not to use her.

For one this will not be a part of the Tomb Hunter series. It is
intended to be a stand alone game adventure much the same way
Montezuma's Revenge was. Plus I intend the game to be a throwback to
the classic side-scrollers from the 80's where you get so many points
for gathering gold coins, jewels, magic potions, and slaying monsters.
That kind of game is completely different in design from something
like Tomb Raider that is heavily based on puzzle solving and
navigating a 3d environment more than scoring points etc.

In short, while I want this game to be fun, enjoyable, and hopefully
have good replay value its not going to have the same degree of
features as something like Tomb Raider would. I probably won't have a
lot of cutscenes and things like that as I'm going to try and emulate
the retro feel as best as I can. The retro feel I'm aiming for in MOTA
and the totally modern feel of Temple of Life are so different as to
be quite different games in the end. So I felt it made sense to have a
male character in MOTA. Of course, it could be possible to create a
team of characters with different abilities to add more replay value.

Cheers!


On 2/8/12, Phil Vlasak  wrote:

Hi Thomas,
I applaud you for the decision to split up the 2d and 3d games.
However I see no reason to remove Angela Carter,
 from the 2d game, unless you have a male voice actor that has already
recorded all the things she says in the game.
One suggestion is to change the pitch on the 2d voice so it is a little
higher and a little younger than the current voice.
For example I increased the pitch of Sarah's voice in my Hogwarts game by
ten percent so she sounds younger, and also to take ten percent off the 
size

of my game.
Phil


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Re: [Audyssey] Your Thoughts Regarding my Wrestling Game

2012-02-04 Thread Tim Kilgore
I've never played any wrestling games before so I'll just be greatful to 
actually play.


Tim Kilgore
- Original Message - 
From: "Ian McNamara" 

To: "Gamers Discussion list" 
Sent: Wednesday, February 01, 2012 3:44 AM
Subject: Re: [Audyssey] Your Thoughts Regarding my Wrestling Game


Hi, I would say make it cross platform that way restling fans get to learn 
about wrestlers from other fedorations.


Ian McNamara
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-30 Thread Tim Kilgore
Hey tom. I've bought the sidescrooler but have absolutely no problem with 
getting the 3d version.  Is there a way to trade? It doesn't matter to me 
what I get.


Tim

-Original Message- 
From: Thomas Ward

Sent: Friday, December 30, 2011 11:07 AM
To: Gamers Discussion list
Subject: [Audyssey] Mysteries of the Ancients News

Some of you have no doubt been wondering what is happening with
Mysteries of the Ancients. As we thought a public update is in order
we decided to write a general news letter on the status of Mysteries
of the Ancients at this time.

To begin with development has been slowed by a combination of factors.
The issue is to-fold in that the delays have been caused by both
personal and professional demands elsewhere.

On the personal side there have been three major holidays in a row:
Halloween, Thanksgiving, and Christmas. Plus New Years is coming up in
a couple of days. As a result we have spent a lot of personal time
visiting family, spending time with each other watching holiday
specials on TV, going out Christmas shopping, etc. As a result of
these other personal commitments we haven't been as active as usual in
regards to the USA Games projects we have in the works. That's not to
say we've been totally inactive though.

One of the things we are working on now is going back to where we
should have started in the first place and are writing an outline of
the game. We are working on the game's back story and creating an in
depth list of every item and enemy creature that will appear in the
game. The reason this step is necessary now is that when we originally
conceived of the game we never really took the time to write out an
outline, to plan what the game should or would be like, and spent most
of our time and attention on the technical details of the game engine.
Now, the technical part is pretty much out of the way we hit the
proverbial blank wall

For example, one of the questions frequently asked by our customers
is, "what is the point of the ancient scrolls? What is the purpose in
collecting them?"

The truth is we hadn't thought that far ahead. We just put together
some sounds, some game code, music, etc and created a game to test the
engine and give our players an idea of the kind of game project we
were working on. However, as we hadn't really worked on the specific
details what items there would be in the final project, worked out the
game's story,and other relevant information we have a game engine with
some sample code, but no actual game to speak of.

So what we are doing is stepping back, going to write an outline, come
up with a newer modified storyline, and then begin coding the game
based on that outline. Mysteries of the Ancients RC1, (release
candidate 1,)  will be  a drastic change and deparcher from the prior
betas you've seen thus far. Which we're sure will raise a lot of
questions that we'll attempt to answer below.

Q: How long will the new changes take before Mysteries of the Ancients
is released?

A: We're not absolutely certain on the amount of time it will take
here, but we can say it won't take nearly as long as it took us to
write the game engine .We've got a number of  advantages on our side
including the fact we now have a fully operational and stable game
engine which we didn't have three years ago. Plus after all the year
end celebrations die down our personal schedules will return to normal
and we'll have a lot of free time to focus on game development.

Q: Why can't you just build on what you have and make these changes later?

A: While we could certainly do that we do not feel its in your or our
best interests to do that. There are a couple of reasons why we are
doing what we are doing. First, is we truly want to deliver the best
product possible, and we're not really doing our best when we just
slap together some code, draw x number of maps, and release it for
$35. If we do that the game will be cheaply done, and that could and
probably would reflect poorly on our future sales .Second, is that
developing games is nothing less than a work of art. Like writing a
good book, making a movie, or sitting down and painting a master piece
its all about personal satisfaction. If the artist isn't happy with
his or her work its doubtful they'll continue producing that type of
art. So personal satisfaction here counts as much as making a good
impression as this will be our first major production title.

Q: Are you still planning to release a side-scroller and FPS version
of the game?

A: Not quite sure yet. One thing we'd personally like to do is develop
the FPS version and forgo the side-scroller version altogether.
However, as people have preordered this title when it was originally
going to be a side-scroller we realize that its not fair to those
customers to sell them one type of game and give them another. So we
don't feel we can opt out of our prior commitments regarding the
side-scroller version. So we'll just have to see.

Q: So what is going to be

Re: [Audyssey] More BGT news

2011-11-19 Thread Tim Kilgore
In the Jawe script manager, there is a feature that puts all the functions 
in a listbox.  So what you do is find the function you want and press enter. 
This puts the function in the editor.  I'm guessing that that's and ide 
feature.  Could such and emplementation be put in the BGT engine?  Maybe not 
since it's not an acual ide.


Tim
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, November 19, 2011 7:40 PM
Subject: [Audyssey] More BGT news



Hi all,

First, let me say thanks once again to all of those who sent me so much 
positive feedback over the last few days since I released BGT 1.1. This 
kind of stuff is what makes my work interesting, and worthwhile.


Now, I just wanted to write and tell you that revision 2 of the engine is 
available. The reason I'm mentioning it on list is because it contains a 
feature that many of you have been wanting for a long time, namely the 
ability to read and write in the registry. I have made a settings class 
which wraps this up quite nicely, and prevents script kids from tampering 
with keys and values that do not concern them.


And as usual, the revision also contains a number of bugfixes reported by 
users.


The next major feature that will see the light of day is joystick support. 
I have started working on this and am making good progress. So stay tuned 
for that!


Kind regards,

Philip Bennefall
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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Tim Kilgore
I wonder if there's a way to desing a "game design wizard?  This would would 
ask simple questions as to game interface, (2 d or 3 d) and would do all the 
script writing in the background with you suplying only the music and the 
text (if any) to go along with it.


Just a thought.  I'd love to desing audio games and have an idea for an 
awesome one, butr I can't getg my head around the scripting aspect of 
something like BGT; thought I think it's the easiest designer so far.


Tim
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, November 18, 2011 3:12 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!



Hi Decota.

I'm afraid your description about a microcosm of the games differences 
isn't correct.


saying fighting games are the same because characters punch eash other in 
the face is like saying all card games are the same because they use 52 
playing cards, so generic as to not matter.


while I fully agree with you that ambience, plot, cutscenes etc make a 
huge difference, these aren't everything. look at a game like chillingham 
as an example. relatively good acting, semi decent music, fully self 
voicing, but no replay value at all!


The games system also has to matter.

Look at super marrio brothers. A very simple game with a rather illogical 
plot and characters which are more convenient and fun than actually 
serious, yet it has some of the best mechanical play ever seen in a 
platformer, and there are people playing it even now 25 years after it was 
made!


As regards space, I'm less convinced it's just the dvd media that makes 
the difference at all. Graphics afterall take up far more space than audio 
for a start.


As we've said before give an audio game dev the same amount of money and 
resources as a mainstream game, and you'd have something similarly amazing 
on your hands. Comparing audio games to indi graphical games with a 
similar budgit and resources is far more fair.


Here there is stil a disparity, but not quite as huge.

Beware the grue!

Dark.

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Re: [Audyssey] playing swamp with a touch pad

2011-11-16 Thread Tim Kilgore
You just move left turn turn left on the pad and move right on the pad to 
turn your character right.


Tim
- Original Message - 
From: "Mich" 

To: "gamers @audyssey.org" 
Sent: Wednesday, November 16, 2011 12:20 PM
Subject: [Audyssey] playing swamp with a touch pad


Hi all. I have a hp laptop and it does have a touch pad. I am just 
wondering how would I go about playing swamp with the touch pad? I do have 
the external mouse as well but I am not quite that good with it yet so I 
would like to know how to play with the touch pad? many thanks. from Mich.

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Tim Kilgore
Hey Phollip,when I open BGT it automatically asks me to open a script file 
but I haven't created one yet.  Do I just try to create a script file in 
notepad or something?


Thanks

Tim
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:13 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



Hi Christina,

BGT is a development tool for those wanting to make an audio game. I use 
it to create Perilous Hearts, for instance.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Christina" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:11 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi.
Is this a game or developer's tools?
Christina

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:51 AM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set
of changes yet in its release history, most of which are features 
requested by end users. It includes mouse support, screen
reader support, a pathfinder to make it easier when adding artificial 
intelligence to your game, improved Sapi support where
you are now able to enumerate and change voices, and tons more. The change 
log is a bit too long to paste in an email to the
list, so I invite those who are curious to go grab the new installer and 
have a look!


Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years.
Without all of this, the BGT engine would not be what it is today. Thank 
you!


Kind regards,

Philip Bennefall
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[Audyssey] swamp doesn't work with jaws 9

2011-11-14 Thread Tim Kilgore
Hey.  I'm trying to run swamp on a newbook with winxp and jaws 9.0 but swamp 
seems to crach.  Any suggestins?


Tim Kilgore
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Monday, November 14, 2011 6:50 PM
Subject: Re: [Audyssey] question about input methods for swamp


Yes, definitely keep graphics turned off if you can't see them anyway.  I 
threw those together and never went back to clean up the code.  You will 
take a performance hit unless you're running a very nice machine.  It's very 
low on my to-do list, but eventually I'll probably rework the graphics code 
so that it's not such a resource hog.




Do you have graphics turned
on? I noticed a substantial performance
hit
with graphics.

Chris Bartlett



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Re: [Audyssey] rail racer, was: Re: question about input methods for swamp

2011-11-14 Thread Tim Kilgore

I too have had similar issues with RR.  Love the game  but need a new id.

Tim
- Original Message - 
From: "shaun everiss" 
To: ; "Gamers Discussion list" 


Sent: Monday, November 14, 2011 5:54 PM
Subject: Re: [Audyssey] rail racer, was: Re: question about input methods 
for swamp




That sounds rather cool che
If there is anything I can do if you need something tested I can do that.
On that note, I don't mean to complain but due to crashes etc, over the 
last few months, resulting in os reinstalls, my product id has changed.
I am not sure how many people are effected but the licence activation 
servers have been down for a long time, not that I could use my old 
licence for my system anyway.
I have not been abled to play my purchaced game for a year or so now due 
to this.

I can't wait for the new interfaces though.
At 03:18 p.m. 14/11/2011 -0600, you wrote:

  Hey christopher,
  Hold off on getting the demo of RR. i've got a couple glitches to work 
out of rail racer that will allow a new demo that works properly with 
modern 64 bit win7 systems, as well as allows you to make and race your 
own tracks with a brand new track editor.
  also, it won't require updating your framework, or installing direct x 
etc. which was a major pain with the original version.
  i had hoped to have it out earlier this year, but I added new games to 
the card room, and we've had a lot of people join, which means time taken 
up with tech support, and time is at a premium when your a one band 
operation.
  anyhow, i'll update the list when the new RR full version and demo are 
ready to check out.

  later
che


On 11/14/2011 3:09 PM, Christopher Bartlett wrote:
For me, the track pad wasn't a good method as I kept accidentally firing. 
I
prefer my trusty $20 usb wireless mouse, and would never go back to 
keyboard
controls.  In fact, I find I miss the fluidity and speed of the mouse in 
Sod

and GMA Tank Commander.

Chee, I'm probably going to d/l a demo of RailRacer, now that I've lost 
my

mouse cherry.  Where do I find it?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Monday, November 14, 2011 3:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about input methods for swamp

I play on my netbook, using my touchpad. Honestly, I haven't tried it
with a normal mouse yet. Still, I love it, and I'm glad to have tried
the new method.

Thanks for being a jerk, man.

As for accuracy, it depends on your playing style. I'm trying not to
go crazy with characters, but currently I have three, with 65%, 45%,
and 40% respectively. The 65% is me actually playing as me, meaning I
never, ever shoot without thinking I'd hit, because it attracts
zombies and makes me unsure of what's going on for a second. I'm
weird, in that I'm already enjoying the roleplay.

Signed:
Dakotah Rickard

On 11/14/11, john  wrote:

Straifing rules!!! Only problem with it is that you:
1. attract every zombie nearby (get everybody to one location and
tell them there's going to be a big flashy party)
2: waist all your rifle/pistol ammo, I go through three clips in
twenty seconds with the assault rifle.
Oh and 3: devastate your accuracy percentage (who cares, I've got
1200 kills with 36%, and you've got 400 with 65% haha).

  - Original Message -
From: "Johnny Tai"http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Tim Kilgore

My vote is the same please.

Thanks

Tim
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Thursday, November 10, 2011 12:54 PM
Subject: Re: [Audyssey] Possible MOTA Features



My vote is for screen reader support.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 10, 2011 1:53 PM
To: Gamers Discussion list
Subject: [Audyssey] Possible MOTA Features

Hi everyone,

As I mentioned a few days back in the USA Games general news letter the
Genesis 3D Engine is getting a major work over in v1.2, and I now have
access to some additional features that weren't available when I ported
Mysteries of the Ancients to C++ a year ago. Which brings up a question I
thought I'd throw out to you, the customers, as this would drastically
effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct screen
reader support in Mysteries of the Ancients v1.0, or if you'd rather keep
the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of complaints
over the past few months about being able to change the voice, speech 
rate,

speech volume, etc and by using direct screen reader support you could do
this easily. It would also make it easier for me to update an develop the
game as I wouldn't have to relie upon wav files for speech output. On the
downside I have already agreed to help people like Blind Games Brazil to
have them convert the game to Portuguese and I'd feel as though I was
cheating them by changing development of the speech output at this point.
Any thoughts/suggestions here?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-10-01 Thread tim kilgore

Three-d works for me.  I appreciate the work you do.

Thanks for the good stuff.

Tim
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Wednesday, September 28, 2011 8:58 AM
Subject: Re: [Audyssey] USA Games Halloween Project



what was the original on this project, and are we talking this halowene?

On Sep 28, 2011, at 12:39 PM, Thomas Ward wrote:


Hi John,

The original Castlevania games were 2d side-scrollers. However, this
is only loosely based on those games. My game would be uniquely my
own, but feature similar enemies and game play elements. So if I
wanted to do it in an FPS format that would only improve the game in
my opinion rather than detract from it.

One reason I feel FPS would be an improvement is I could use an actual
castle layout, and create it to scale in the game world. I could
create various passages, rooms, winding wooden staircases, etc to give
you the feel of being in a ancient spooky castle. Plus with 3d comes a
variety of extra movements such as the ability to jump left, right,
ahead, backward, or straight up. You can spin in place, sidestep left
or right, etc. There are a lot of things that could be added to
improve the game over a 2d side-scroller in terms of realism.

Cheers!


On 9/28/11, john  wrote:

Hi tom,
I'd really like to see a 3-d game, though I don't have any
knowledge as to how the original was, so I'm not sure how
practical it would be. I'm of the opinion that we really don't
have enough serious 3-d games out, so another one would be
awesome!

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[Audyssey] question on switching liscensing

2011-08-18 Thread tim kilgore
Hey, I've sent you a couple of messages regarding how to switch my railracer 
liscense.  Is that a possibilityy? If so, could you send me my liscense key? 
Also, is there a limit as to how many keys you'll send.


My old email address was: tim8275@sbcglobalnet.

Any help you could gie would be appriciated.

Thanks

Tim Kilgore 



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Tim Kilgore

Hey man.  Do what you gotta do.  I'm behind you.

tim Kilgore
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 12:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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[Audyssey] problem with homer level 7

2011-07-30 Thread Tim Kilgore
Hey guys.  I'm having aproblem with awesome homer level 7.  I pull beside the 
car, get a ehimp sound, and it's like the car disappears.  When I keep driving 
I aultimately run out of fuel.  Help!

Thanks

Tim
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Re: [Audyssey] Getting the Chainsaw in Awesome Homer

2011-07-24 Thread Tim Kilgore

You duck to get the chainsaw and its use is automatic.

Tim
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, July 24, 2011 9:18 AM
Subject: [Audyssey] Getting the Chainsaw in Awesome Homer



Hi everyone,

I was wondering how you are suppose to pickup and use the chainsaw in
Awesome Homer. I tried a few games last night, and a couple this
morning and when Homer gets near the chainsaw he just runs past it
without picking it up etc. So I'm wondering what to do here.

Thanks.

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Re: [Audyssey] Awesome Homer

2011-07-24 Thread Tim Kilgore
Hey jim.  This is your best game yet!  I really lovew it but haven't even 
beaten level 1.  Awesome!


Tim
- Original Message - 
From: "Jim Kitchen" 

To: "djc" 
Sent: Sunday, July 24, 2011 5:41 AM
Subject: Re: [Audyssey] Awesome Homer



Hi DJC,

Cool! I'm glad to hear that Awesome Homer is now behaving on your 
computer.


BTW I have made the cut scene on level 1 interruptible, I now have it read 
only the level of the log file that you were just playing and I will look 
for a different sound for duck.  I also am making the right shift and 
control keys work just as the left do now.


BFN

Jim

Just waiting for a new version..

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Startrek tng trivia error

2011-07-19 Thread Tim Kilgore

Yes!  Please develop that one!  I'd love and buy it.

Tim
- Original Message - 
From: "Ben" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, July 19, 2011 8:24 AM
Subject: Re: [Audyssey] Startrek tng trivia error


Yes, you could do that, and make the mission creater a whole lot easier 
than

that parser thing (sorry for the spelling) that g m a use

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 11 July 2011 04:44
To: Gamers Discussion list
Subject: Re: [Audyssey] Startrek tng trivia error

Hi Dark,

Yeah, I agree. Like I said earlier I was actually in the processs of
developing such a Star Trek game when I got side tracked with
Montezuma's Revenge, Mysteries of the Ancients, and raceway, etc.

Basically, the game I was creating was similar to Lone Wolf, where you
commanded a single starship, and were sent out on dozens of missions.
It was written in C# .Net, but could certainly be ported to C++.

You know, if you guys would rather see this Lone Wolf Star Trek game I
could develope that instead of Final Conflict II. STFC II is a nice
idea, but I think a game with potentially hundreds of missions etc
would have far more replay value over all. Not only that, it would be
a real time space simulator which we don't really have yet..

On 7/10/11, dark  wrote:

Hi Tom.

Well personally I like the idea of your own ship much more. You certainly
have enough startrek sounds to create convincing cutscenes, all that you
need then are some decent voices for the crew and captain,  which
certainly myself and maybe some other people on list who have 
sufficiently

good recording equipment could help with.

Having your own ship also lets you do whatever you want within the 
various

battles or other things going on.

for instance, you could have some starting missions patrolling the 
romulan

neutral zone, encountering romulan and Klingon ships, then have the borg
show up.

That angle was actually hinted at in tng, but never fully explored.

Suppose the borg had a tracking base somewhere in the neutral zone

gathering

information?

You could even then have the ship trapped by transwarp conduit while
investigating the borg, and end up in the gamma quadrent as well, thus

being

able to encounter races like the Kaison.

Beware the grue!

Dark.



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Re: [Audyssey] audio tutorial please

2011-05-25 Thread Tim Kilgore
I think just a picture of the choices and how to make them.  I just do 
better with audio tutorials.


Thanks for any help you can give.  A general overview of how to write a 
gamebook would help.


Thanks

Tim
- Original Message - 
From: "The Addictor" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 10:20 PM
Subject: Re: [Audyssey] audio tutorial please


An audio tutorial?  What features have you stumped?  Let me know and I'll 
work on one.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: "Tim Kilgore" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 6:48 PM
Subject: [Audyssey] audio tutorial please


Hey can some one please make an audio tutorial of the dauk gru program? 
I can't seem to get a handle on it.


Tim
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[Audyssey] audio tutorial please

2011-05-24 Thread Tim Kilgore
Hey can some one please make an audio tutorial of the dauk gru program?  I 
can't seem to get a handle on it.

Tim
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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Tim Kilgore

those keys work for me.
Tim
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 6:28 AM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Mota Levers and the first ledge

2011-04-05 Thread Tim Kilgore

Yeah!  Level one is deffinitely harder this betta.

Tim
- Original Message - 
From: "william lomas" 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Tuesday, April 05, 2011 1:16 PM
Subject: Re: [Audyssey] Mota Levers and the first ledge



that's what makes it fun

On 5 Apr 2011, at 19:14, Lori Duncan wrote:

Hi Tom that sounds quite tricky, for one thing when you're slowly walking 
you can hear the ground crumble before the pit, where as if you run 
you're less likely to hear that sound.
- Original Message - From: "Thomas Ward" 


To: "Gamers Discussion list" 
Sent: Tuesday, April 05, 2011 5:59 PM
Subject: Re: [Audyssey] Mota Levers and the first ledge



Hi Greg,

s
p
o
i
l
e
r

s
p
a
c
e

Whenever you pull one of the bronze levers on the wall it will unlock
a bronze statue somewhere else in the temple. However, these locks are
timed so the only way to open that particular statue is to find and
open it before the lock resets and seals. Everytime it resets the
timer randomly gets reset making the length of time to open the statue
completely unknown. So in answer to your question once Angela pulls a
lever run as fast as you can to the statue and open it right away.
Don't doddle or you won't make it in time.

As far as jumping pits, ledges, and other traps that depends on the
size of the trap. If it is a large jump such as the one in room 8 on
level 1 you have to give Angela a run up to the ledge before jumping
or she won't make it.

HTH


On 4/5/11, Greg Steel  wrote:
Hi Tom I'm having a little trouble understanding the timed  levers how 
do I

unlock them and how to I jump the first ledge.
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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread Tim Kilgore

Yeah some voices actually work well for singing pronounciations.

Tim
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, April 02, 2011 4:43 AM
Subject: Re: [Audyssey] USA Games News 3/31/2011


ironically tom i feel the same way in the other direction, one reason I 
use orphius Alan for my Hal voice (which has great reaction speed), and 
scansoft daniel for my gaming sapi voice.


Hereing something with Zee just doesn't sound right to me either, as far 
as I,  and my synths are concerned, Inform games are written in zed 
code, Zero from the mega man x series uses a zed saber as his weapon etc.


While I wouldn't kick up a real stink about it,  I learnt at the age 
of four when watching sessimy street that zee and zed were the same thing, 
I know which I prefer when generically reading text.


When a character is American or I'm hereing an audio book set in America 
that is different, (I can't imagine for instance books by a writer like 
Steven King read in Uk english), but for something fairly passive like 
menue reading I'd always go for the Uk voice,  which rather makes 
sense given that is the way I speak myself and what I'm used to hereing.


For menues in your games, I personally would be happy with an American 
voice, --- though actually i've been happy with the australian one too ;D.


Btw, one rather amusing use I've found for Hal's ability to speak other 
languages recently is with singing.


Last summer I was set something to learn in German, I found the words but 
obviously, reading them with the Orphius Alan uk voice didn't work sinse 
it pronounced german spellings in a Uk accent which didn't tell me how to 
pronounce stuff when singing.


So, I switched orphius to German and Vuala! Instant Pronunciation guide!
I have done the same thing for Italian as well, which is actually a rather 
good use for a screen reader.


Beware the grue!

Dark.

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Re: [Audyssey] USA Games News 3/31/2011

2011-04-01 Thread Tim Kilgore
Ivona is a really good speech engine but I think it may have a larger 
footprint.  Not sure though.


Tim
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Thursday, March 31, 2011 9:38 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Ah.  OK.  That's a good sign of recovery after all.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, March 31, 2011 9:20 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi Charles,

Actually,  I thought I was a pod person. Grin.

P.S.

For those who don't get the joke watch Invasion of the Body Snatchers.
I.E. that 1950's sci-fi B Movie.

Cheers!


On 3/31/11, Charles Rivard  wrote:
Almost human?  Oh my God!  And here I was, thinking you're getting 
better?

You're a game developer!  You're supposed to be inhumanely evil, ornery,
dastardly, all that fun stuff.  Not human!  (grin)

---
Laughter is the best medicine, so look around, find a dose and take it 
to

heart.


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Re: [Audyssey] USA Games News 3/31/2011

2011-04-01 Thread Tim Kilgore

What's the price of the 3d version.

Thanks

Tim
- Original Message - 
From: "Thomas Ward" 
To: "Charles Rivard" ; "Gamers Discussion list" 


Sent: Thursday, March 31, 2011 4:05 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi Charles,

Yeah, tell me about it. For a couple of days there I thought I was
going to die. You know how when you get a serious case of the flu all
you do is sleep, throw up, sleep, throw up, break out in chills, throw
up, sweat to death, throw up, etc.There were a couple of nasty days
were I couldn't keep anything down. I tried hot tea and chicken noodle
soop and that came right back up. I tried taking some medicine and
that came right back up too so had to rough it. Let's just say work of
any kind wasn't on my mind for a good two or three entire days. It was
all I could do to get out of the bed, use the bathroom, and get back
into bed. I was so physically drained that I think I was probably
sleeping 12 to 16 hours at a stretch. So game programming definitely
wasn't too important.

Cheers!


On 3/31/11, Charles Rivard  wrote:

A great update, and, as far as the health of the family, I'm sure glad to
hear that things are getting back to whatever normal?? is.  It only goes 
to
show that there is more to life than your job or your secondary job, 
namely,

life on the home front.

---
Shepherds are the best beasts!


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Re: [Audyssey] time of conflict thoughts and questions

2010-03-21 Thread tim kilgore
David, I'm trying to run the battle of Britin and the game stops shortly 
after I load the map.  Do you know what the problem might be?


Thanks

Tim
- Original Message - 
From: "David Greenwood" 

To: "Gamers Discussion list" 
Sent: Sunday, March 21, 2010 8:39 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



Hello Johnny,

Have you looked at fighters recently? They now can be set to moving 
randomly or roaming.  These modes allow them to fuel automatically and 
continue their flight with no intervention or chance of running out of 
fuel.  They are very important against enemy ships, especially subs and 
battleships.  Try the battle of Britain map and I am sure you will change 
your mind.  I admit that they are only marginally useful in land-only 
battles, but if you want to quickly focus defense or offense on distant 
locations, fighters are the only way to fly.  Also, by setting flight 
paths from city to city or carrier, you don't need to baby sit them at 
all.  In your current mission with 25 fighters, the next time you land a 
major attack against an enemy stronghold, bring in all of your fighters. 
You will have probably cleaned out the enemy's defenses with that kind of 
power.


Come to think of it, I have more fun with fighters than any other unit.


 Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Sunday, March 21, 2010 7:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



The only part of the game I find really annoying thus far is the fighter
unit. They take awhile to build, take more managing than the rest, and 
they

don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep them
near your cities, they go bye-bye either by out of fuel or by enemy 
hands.
My current game got like 20 fighters on my side, and most I do with them 
is

to keep them out of the ways of others.
"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one
on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: "dark" 

To: 
Sent: Sunday, March 21, 2010 1:46 PM
Subject: [Audyssey] time of conflict thoughts and questions



Hi.

well, I've now played quite a bit of Toc, and got a lot more used to
commands and operations. The game does have a learning curve,   
though

imho this wasn't a bad thing (indeed quite the opposite), but I've now
been able to defeat the computer on the 2nd skillevel on a battle sized
map, -- which is actually an improvement from my slaughterings 
yesterday!


I must say, I'm deeply impressed with the game,  particularly with 
the

interface and flexibility of overview and controls.

As I've said before, my spacial perception is pretty pathetic, I'm
distinctly not the best person at overviewing and managing many objects
positions in a large area from audio information alone. i even find 
sudoku

and solitare difficult to play.

However, as with audio 3D I find the interface in Toc gives so many ways
of finding information, it's entirely playable and perceiveable,  I
particularly love the context sensative lists! it doesn't matter if I
forget where my infantry are, or have them roaming around somewhere, 
sinse

I can just go to where I want them, hit alt I, and get a menue listing
distance.

This is great, --- -and indeed an idea I'd never had before. i've always
found sound rts rather hard to play, principley because I can't keep 
lots

of spacial information in my head, --- but the contextual lists are
fantastic,  especially for overviews.

in fact, I'm now wondering if there are any plans to add more units to 
the

game.

Thus far, naval warfare is great,  but the land and air opperations
imho could bennifit from a few more strategical units to play with.

As to what, --- well I was wondering about perhaps defensive artiliary
(say alt u), which could move at only one square per turn, would need to
be set down for a turn before attacking,  but could bombard things
most successfully (especially enemy fighters and ships), and bombers 
(alt
V),  heavier and slower planes which could bombard the enemy, but 
had
a very limited movement capacity,  perhaps only able to move 3 
spaces

a turn, and have a fuel capacity of 12 or even 10, thus making it
necessary to have an air craft carrier as base.

Other units such as transport p

Re: [Audyssey] Time of Conflict

2010-03-20 Thread tim kilgore

Do you know what the pricepoint will be yet?  It's a great game.

Tim
- Original Message - 
From: "David Greenwood" 

To: "Gamers Discussion list" 
Sent: Saturday, March 20, 2010 2:11 PM
Subject: [Audyssey] Time of Conflict



Hi all,

Someone told me to join this list since there were a few questions people 
were having that I might be able to answer.


First, the second tutorial link has been fixed.

Next. Hopefully, the download for Time of Conflict is fine now.  It was a 
last minute change I made that caused the problem.


There is a FAQ on the Time of Conflict page that may answer some of the 
other questions that were passed on to me from the list. Check these out, 
and if they are not answered there, I'll try to answer them here.


Oh yes, I heard that someone tried to make a map and it had an error when 
run. If you could send the map my way, I'll take a look at it and fix the 
map or the program ASAP.


Here is a status on the multi-user version.  Development is going well and 
we are hoping that in a couple months or so we will go into beta testing. 
As a single-user game, we are pretty happy with it right now.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





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Re: [Audyssey] Problem with Time of Conflict

2010-03-19 Thread tim kilgore

I've had the same exact problem.

Tim
- Original Message - 
From: "Karl Belanger" 

To: "Gamers Discussion list" 
Sent: Friday, March 19, 2010 7:31 PM
Subject: [Audyssey] Problem with Time of Conflict



Hi,
Just downloaded Time of Conflict. Running the game launches the setup 
again. Has anyone else had this problem after upgrading? I also 
uninstalled and reinstalled with the same result.

Can someone please send me a working conflict.exe file?
Karl
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Re: [Audyssey] Retro Gaming

2010-03-11 Thread tim kilgore
Hey if some one bought your engine from you, would they have to know 
porgramming to make a game?


Tim
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, March 11, 2010 2:19 PM
Subject: Re: [Audyssey] Retro Gaming



Hi Dark,
Well, if I could find the sounds, music, etc to do it I might be
tempted to try a Turrican clone. I'd have to get m hands on an
original too to get a feel for the game play, but if I could fulfill
those requirements I'd give it a try with the Genesis Engine.As you
know from MOTA I think all of the necessary code is or will be in
place for a game like that.
As for enemies above or below you in MOTA pressing the v key will
announce where items and enemies are in relationship to you. If you
have a better way of doing this I'd like to hear it.



On 3/9/10, dark  wrote:

Well I certainly would be behind you on that one Tom, I'd love to see an
audio version of Mega man or castlevania, in fact if the blastbay toolkit
works out as I hope it will, I well might have a go at creating an audio
version of turrican.

turrican would be my game of choice, partly because it's gameplay is both
symple and complex. It has the large level size and exploration of 
Metroid,
but tends to just work by blasting through many enemies, rather than a 
lot

of complex collection of items.

Also, the famous thing about the series was it's music, and it'd be great 
to

introduce that into the Vi gaming community, sinse I'd say that's what
really got me into both games and weerd miner chords in one fell swoop.

Pluss, the fact that the creator has given his permission for freeware
remakes to use music,  and indeed graffic tyles from the original 
games

is actually pretty useful too.

The only really serious problem I can see with this, is truly 
representing
the y access in a 2D game, knowing that there is an enemy or ledge above 
you
on the right or left side. I've got some ideas about this but I'll 
probably

write up an artical for audeasy about them.

Beware the grue!

Dark.


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[Audyssey] contacting the leftbehind games devs

2010-02-01 Thread Tim Kilgore
Hey guys.  This is a letter i'm sending to the Left Behind games developers.  
I'd like to get them in touch with our community.  Any objections?


Below is the letter.

Hello.  I have been a reader of the left Behind books since the first one came 
out in the abridged audio format as I am blind and, for a while, couldn't read 
the actual books.  I've been an advid gamer since the Old eman games on the 
apple.

To date, there are over 350 games on which a blind person can play -- 
everything from a doom-like game, to a tank commander simulation in a full 3-d 
sound environment.  I'm just curious to know if any of your developers would be 
interested in connecting with a community of blind gamers to see if your games 
could possibly be made accessible to us.  We haven't had much success with 
mainstream gamers.  I'm hoping your company would at least talk to us.  If you 
or any of your developers would be interested in a dialog please contact me and 
I will put you in touch with developers of these games..

Sincerely,

Tim Kilgore

Tim
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Re: [Audyssey] Braille games on the Apple Tablet?

2010-01-06 Thread Tim Kilgore

Can youy say "refreshable braille display?"  Sounds possible.

Tim Kilgore
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, January 05, 2010 9:34 PM
Subject: [Audyssey] Braille games on the Apple Tablet?



Hi Folks,
I was excited to hear about the new Apple Tablet that might be called 
either

the iBook, or iSlate.
I ran across this report of a tactile screen.
that sounds a lot like Braille.
Now what would the game development possibilities be for a device that 
could
give you a 9 inch field of tactile dots and that could also sense ten 
finger

presses with stereo sound and have a human like speech synthesizer?

Possible Apple tablet multi-touch tactile keyboard detailed
Thursday, December 24, 2009

By Neil Hughes

Published: 08:40 AM EST


Apple's forthcoming tablet could employ a dynamic surface that gives users
tactile feedback when typing in order to identify individual keys, 
according

to a new patent application revealed this week.

Using an "articulating frame," the surface of such a device would create
physical bumps or dots for the user to feel when it is in keyboard mode.
Those surface features would retract and disappear when the device is not
being used to type. It is detailed in an application entitled "Keystroke
Tactility Arrangement on a Smooth Touch Surface." It is similar to an
application first filed back in 2007.

"The articulating frame may provide key edge ridges that define the
boundaries of the key regions or may provide tactile feedback mechanisms
within the key regions," the application reads. "The articulating frame 
may

also be configured to cause concave depressions similar to mechanical key
caps in the surface."

The tactile feedback keyboard is revealed as one anonymous source told The
New York Times that users would be "surprised" how they interact with the
tablet.

Another example in the application describes a rigid, non-articulating 
frame

beneath the surface. It would provide higher resistance when pressing away
from the key centers, but softer resistance at the center of a virtual 
key,

guiding hands to the proper location.






The patent notes that pointing and typing require very different needs:
Pointing is best on a smooth surface with little friction, while typing is
preferred on keys with edges that fingertips can feel. Simply putting
Braille-like dots on the 'F' and 'J' keys, as is on most physical 
keyboards,

is not enough, because it does not address alignment issues with outside
keys.

Conversely, while placing dots on every single key on a surface would help 
a

user find their location, it would take away the smooth surface necessary
for touch controls that users are accustomed to on a glass screen like the
iPhone.

The patent aims to offer the best of both worlds with a new device that
could dynamically change its surface.





"Preferably, each key edge comprises one to four distinct bars or
Braille-like dots," the application reads. "When constructed in 
conjunction
with a capacitive multi-touch surface, the key edge ridges should 
separated
to accommodate the routing of the drive electrodes, which may take the 
form

of rows, columns, or other configurations."

The system would also intelligently determine when the user wishes to 
type,

and when they intend to use the screen as a pointing device.

"Specifically, the recognition software commands lowering of the frame 
when

lateral sliding gestures or mouse clicking activity chords are detected on
the surface," the application states. Alternatively, when homing chords
(i.e., placing the fingers on the home row) or asynchronous touches 
(typing

activity) is detected on the surface, the recognition software commands
raising of the frame."

Apple filed the Application on Aug. 28, 2009. The invention is credited to
Wayne Carl Westerman of San Francisco, Calif.

Another Apple patent application revealed this week deals with a 
multi-touch

controller that uses transparent touch sensors and does not require an
opaque surface. The description is included in a patent application 
entitled

"Multipoint Touch Surface Controller."

"While virtually all commercially available touch screen based systems
available today provide single point detection only and have limited
resolution and speed, other products available today are able to detect
multiple touch points," the application reads. "Unfortunately, these
products only work on opaque surfaces because of the circuitry that must 
be

placed behind the electrode structure."

The described invention would include drive electronics that stimulate the
multi-touch sensor and sensing circuits for reading the sensor in a single
integrated package. This is said to be different from some previous
multi-touch technology, which has been limited

[Audyssey] regerestering tarzan junior

2009-12-27 Thread Tim Kilgore
Hey guys if Tarzan junior a free game and if so, how dos one regester it?

Thanks

Tim
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Re: [Audyssey] Things like playing on a pool table

2009-12-26 Thread Tim Kilgore
You can also use one of those levelers with a little watter on a  paper 
towel.  You put the "beeper" on the ball you want to hit then put it on the 
nearest hole.  Just a thought.


Tim
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Saturday, December 26, 2009 2:54 PM
Subject: Re: [Audyssey] Things like playing on a pool table


In that old simple pool game mentioned, you really just lined up the cue 
for

a shot, and then adjusted it slightly for a bit of spin, and power levels,
but you didn't even see the virtual environment or the players as such -
just the flat, 2d version of the pool table and it's balls.

I think some or other version of navigation/reference query would also be
good so you could ask it things like what other balls you were aiming
directly at, which side cushions/pockets etc., or maybe even implement a
form of grid layout as well to allow you to explore relative positioning 
or
something - not really like it, but maybe similar to exploration mode in 
the

loadstone blind GPS software?

Also makes me think of something like miniature golf/putt putt...?

That last one would specifically be interesting if there were obstacles,
like 'funny' versions like beavis and butthead miniature golf that my wife
used to love playing - partly for the comments and sound effects.

Anyway, maybe this upcoming new year I'll try get myself in gear with 
trying
out things like pool with the vOICe and the KSonar, and other things like 
my

pseudo planned offroad bike riding attempt - one day...LOL!

Stay well

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

- Original Message - 
From: "Tom Randall" 

To: "'Gamers Discussion list'" 
Sent: Saturday, December 26, 2009 8:29 PM
Subject: Re: [Audyssey] Things like playing on a pool table



Hi Jacob and all.

This is a very interesting question, I do play pool quite a little bit in
the real world with a couple of sighted friends.  I am a total so what I
have to do is to have somebody tell me where the cue ball (the white one)
is
and then either carefully check around for what I think is a decent shot
or
else have the person point out some good ones if I am feeling lazy.  In
order to do this successfully you need to have good spatial concepts, 
e.g.

you have to know what angles are and to be able to at least somewhat
predict
what a ball will do when your cue ball strikes it at a certain angle. 
For

us there is unavoidably a certain amount of luck involved because there
just
get to be too many variables involved particularly when the table is
crowded
or if you are trying to do something like hit one ball into another in
order
to knock the second one into a pocket.  However this is true for the
sighted
as well if you are playing against the occasional or semiskilled player.
Using a k-sonar or similar device is an excellent idea, something that I
had
not considered.  I will have to try that once I get the battery in mine
replaced.  I also have something called a mowatt sensor, an older version
of
the k-sonar that I can try.

As for doing something like this in an accessible game, this is something
I've been thinking about for years.  How hard it would be would depend on
how complex you wanted the game to be, e.g. would you be able to move 
your

player around the table and find the cue ball or would it be a matter of
just lining up your shot because the game would put you at the closest
point
to the cue ball?  Personally I would not recommend the second approach
because it will not lend itself to a realistic game of pool, there are
times
when you have to lean way across the table or even use a device called a
bridge to extend your reach to line up a shot.  So, the mechanics of the
game could get pretty complex and I am frankly not sure how you would do
some of it, but I am pretty sure it could be figured out if enough people
were interested.

Well as you can probably tell, I have been thinking about this idea for a
while.  I think something like this would be loads of fun and definitely
something I'd be interested in if somebody took it on as a serious 
project

and made a realistic game out of it, adding online multiplayer capability
would be absolutely killer as well.

Game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Monday, December 21, 2009 6:48 AM
To: gamers@audyssey.org
Subject: [Audyssey] Things like playing on a pool table


I know in the old days one of my relatively short time passing computer
games was playing pool on the computer, and at the recent pub2pub
fundraising walk, we got the sighties to try a shot or two on a pool 
table
with blindfolds on, and in my one attempt I apparently hit the edge of 
the

corner pocket around 1.5cm off target with the red ball after hitting it
with the white ball using the pool cue from the other end of the table,
and
another th

Re: [Audyssey] Kringle Crash

2009-12-21 Thread Tim Kilgore

Something like 20 gifts in the slay and 47 gifts broken.

Tim
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 20, 2009 7:48 PM
Subject: Re: [Audyssey] Kringle Crash



Do you remember what your stats were, by chance?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tim Kilgore
Sent: Sunday, December 20, 2009 7:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Kringle Crash

Yeah I didn't do so well on that game but it's really a fun one.

Tim Kilgore
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 20, 2009 7:32 PM
Subject: [Audyssey] Kringle Crash



Wow Phillip, excellent work yet again! My first run through I got 3200
points, I reteieved 45 gifts and broke 28. Keep up the good work!

Best Regards,

Hayden

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Re: [Audyssey] Kringle Crash

2009-12-20 Thread Tim Kilgore

Yeah I didn't do so well on that game but it's really a fun one.

Tim Kilgore
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 20, 2009 7:32 PM
Subject: [Audyssey] Kringle Crash



Wow Phillip, excellent work yet again! My first run through I got 3200
points, I reteieved 45 gifts and broke 28. Keep up the good work!

Best Regards,

Hayden

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Re: [Audyssey] High level game creation tools

2009-12-02 Thread Tim Kilgore

That would be good from my end.

Tim
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 01, 2009 9:15 PM
Subject: [Audyssey] High level game creation tools



Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn 
a real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful 
engine that takes care of all the groundwork.


However, despite all my efforts to make it as simple as possible it is 
still a scripting language which might still be daunting for some to grasp 
and understand. Having followed the recent discussions on list I see that 
there is a lot of interest in something like a sidescroller creation tool, 
which leads me to the following question. Would you people like to see 
high level tools such as a sidescroller builder that basically generates 
Bgt code based on a template? You would have a pretty interface like any 
other high level tool, and you would be able to adjust tons of parameters 
after which time you can get your Bgt code written out in a file ready for 
use in the engine. This way, people who are starting out can use these 
template builder things to make something that is fairly close to what 
they want to create, and then as they get more and more familiar with the 
workings of the language they can go in and actually modify the game that 
the template program generated for them.


Any thoughts on this?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Raceway Thoughts

2009-09-15 Thread tim kilgore

Realistic works for me.

Tim
- Original Message - 
From: "Thomas Ward" 

To: 
Sent: Monday, September 14, 2009 9:24 PM
Subject: [Audyssey] Raceway Thoughts



Hi all,
I've had some time on my hands tonight so I decided to put in some time on 
Raceway. You know, that cool racing game that has been talked about for 
years and years, and never seams to apppear? That's the one alright.


Anyway,  while working on, tinkering with, the half completed demo I 
thought how nice it would be if the game mirrored an actual Nascar season. 
Like where you could actually select a real Nascar driver like Tony 
Stewart, Mark Martin, Jeff Gordon, etc and play his season virtually. One 
major advantage with is that I wouldn't have to make up a bunch of dummy 
information. All of the tracks and cars could be created to realistic 
specifications. Obviously by using real life drivers and sponsors here I 
don't have to make up names, and could use drivers and sponsors true 
Nascar fans would identify with. The disadvantage I see here is copyright 
issues, and the game would be inflexable when it comes to customization 
since by selecting a driver the game would default to the driver's car and 
sponsor.


As the game currently stands you pick a generic name like Tony, Roger, 
Bill, John, Jeff, whatever which is impersonal and avoids all copyright 
issues. Sponsors are basically a bunch of made up names like Burger 
Palace, USA Electronics, Computer World, and other made up names. Diddo 
for the tracks. Bottom line in order to avoid copyrights the game is 
rather generic, but it does give you the maximum flexability. This way you 
can select a generic name, the type of car, and select your sponsor.


I guess the point of this message is do you, as gamers, want this game to 
be as realistic as possible, or would you rather it to be somewhat generic 
when it comes to drivers, make and mottles of cars, tracks, etc.  Either 
way the basic concept of the game will be the same, but I can make it 
fairly detailed or I can flush out any and all copyrighted mnames or trade 
marks. Which do you prefer?


Smile.


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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread tim kilgore

Can we check out this cool-sounding sim yet?

Tim
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when they 
hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close 
the train, open it again and you're going 85 miles per hour, traveling 
right where you were when you saved. Orriginally, it saved when you closed 
the train but it looks like not everyone is going to want it to work that 
way so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to pop 
up the dialogue as soon as you open the train for you to select a track. 
This should allow us to just delete that .ini file when we distribute and 
everyone who tries it out will get generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k until 
the train comes to a hault. the beep only plays if you're moving and at a 
rate of under 5 miles per hour. So if you're zooming along you don't have 
to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using any 
key commands yet that a screen reader could conflict with, but when key 
echo is on it's kind of bothersome as you hold down a button, like the 
letter i, to accelerate and the screen reader keeps saying the letter over 
and over again. I know a way to make the track select list box speak with 
SAPI if necessary. Don't know if the ok button could be spoken or not. 
We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can create 
with any name they can think of, audio voiceovers won't work for reading 
names of those objects and all that good stuff. I wouldn't mind using the 
dll version of ESpeak to tell the trooth. Right now the train sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

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[Audyssey] landing sequence with Three D vilosity

2009-07-01 Thread tim kilgore
Hey all.  Can some one do an audio podcast of the landing sequence of TDVI 
can't seem to land the plane.

Tim
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Re: [Audyssey] question about flight simulator 2004 and jfw

2009-06-26 Thread tim kilgore

Huys, can some one please gime the link to the blind polots site?

Thaks

Tim
- Original Message - 
From: "Zachary Kline" 

To: "Gamers Discussion list" 
Sent: Friday, June 26, 2009 4:05 PM
Subject: Re: [Audyssey] question about flight simulator 2004 and jfw



Hi Alex,
I'll be happy to help with any issues I can.  The XML file he mentioned
was a mistake: he meant to say dll and XML came out instead.  Don't
worry about that.
Mind saying what issues you're having specifically?
Best,
Zack.
On Fri, Jun 26, 2009 at 08:41:34PM +0100, alex wallis wrote:

Hi thanks for the info, unfortunately the information about the dll
beginning with o does not solve my problems.
as when I first installed fs 2004, I couldn't even get the game to run it
kept coming up with the standard application has encountered a problem
and needs to close box.
I went searching on the net, and found apparrantly that dll causes
problems with internet explorer so I deleted the file already. after
doing that fs 2004 will now start no problem.
didn't the guy who did the podcast linked to on pcsgames.net say
something about an xml file as well? I am not sure.
either way, I got rid of the dll already, and fs2004 is still causing
major issues with jaws. so I would appreciate any help.
Alex.


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Re: [Audyssey] Mach 1 tts

2009-06-01 Thread tim kilgore

How much are those wheels?

Tim
- Original Message - 
From: "Jim Kitchen" 

To: "tim kilgore" 
Sent: Monday, June 01, 2009 4:47 AM
Subject: Re: [Audyssey] Mach 1 tts



Hi Tim,

I did design Mach 1 tts for my Logitech MOMO Racing steering wheel and 
then added keyboard support later, so some of the tracks may be pretty 
hard to drive via keyboard, but I have done them all, even the Chesterland 
track.  Which I was afraid would be impossible with the keyboard.


I had put mp3 files of me driving the Chardon, Geneva and Painsville 
tracks up on send space.  If you like, I could put them up there again or 
another track if you like.  The Geneva, Maple Leaf and Painsville are 
probebly the easiest tracks.


BFN

Jim

My steering wheel is a Logitech MOMO Racing.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Mach 1 tts

2009-05-31 Thread tim kilgore

Also, Jim, the games is lots harder, I think, than mach 1 6

Tim
- Original Message - 
From: "Jim Kitchen" 

To: "Kevin Weispfennig" 
Sent: Sunday, May 31, 2009 6:37 AM
Subject: Re: [Audyssey] Mach 1 tts



Hi Kevin,

Thank you very much.  I'm very glad that you like Mach 1 tts so much 
better than Mach 1 v6c.  I've had a few years of learning stuff like 
DirectX for sounds, keyboard and joystick since Mach 1 v6c.  So I also 
think that Mach 1 tts is much better than Mach 1 v6c.


If you mean multi player on line like Top Speed, No, I'm sorry, but I have 
no idea how to do that.  If you mean other dummy cars like Mach 1 v6c, I 
might put that in a future version.


Thanks again and BFN

Jim

The Original Multitasker=Two PCs and a chair with wheels!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Jim Kitchen's Baseball Pitches

2009-05-21 Thread tim kilgore
Hey jim, is there a possible way, in a future release, to be able to direct 
the pitches instead of pressing just a number?


Thanks

Tim
- Original Message - 
From: "Jim Kitchen" 

To: "Ryan Strunk" 
Sent: Wednesday, May 20, 2009 9:31 PM
Subject: Re: [Audyssey] Jim Kitchen's Baseball Pitches



Hi Ryan,

I imagine that reality is somewhere in between.  You know because besides 
allot of walks, allot of batters are called out watching strike three. 
Plus if everyone can see the pitches so well why do batters so often swing 
too early, too late, too high, too low, at a pitch in the dirt etc and 
then argue about the call?


Hey you know in a few weeks I turn 52.  I know that my reaction time has 
gotten a bit slower from my youth.  But so it is sometimes hard for me to 
know exactly how hard or easy to make some of the events in the games.


And than also if the pitching in the baseball game was going to be totally 
realistic, I would need to add lots of artificial intelligence.  You know 
first pitch outside and see how the batter swings and adjust the next 
pitch for that etc.  Sorry, but I am not going to get into all of that.


BFN

- Original Message -
Gentlemen,

On some of the mechanics of baseball, professional or otherwise, I have to
respectfully disagree with you. By watching all aspects of the pitch,
including its delivery, spin, direction, force, velocity, etcetera, a
baseball player is often able to tell whether a pitch will be a ball or a
strike long before it enters the strike zone. If he cannot tell by the 
time
it has entered the zone, he has the option to check his swing before the 
bat

circles all the way around in order to avoid the strike call.

Certainly determining whether a pitch is a ball or a strike is a very
delicate thing, but it is not as difficult as you guys are saying. Many
commentators are able to tell not only where the pitch is bound, but also
what the actual pitch is--slider, sinker, knuckle ball, and so on. If the
commentators can't tell, the player can, and the umpire definitely can. In
addition, if it were so impossible to determine ball vs. strike, why are
there so many walks in baseball? Players don't just hack at everything 
that

crosses the plate; that's not real baseball.

My argument in all of this is that the game makes determining the 
difference

between a ball and a strike nearly impossible for a casual gamer. I don't
argue that it should be made painfully simple, but I think that the
difficulty factor should be ratcheted down some. There is something to be
said for practice; I think that it should be required in any game to give 
it

replay value. But when even the developer admits to swinging at virtually
every pitch, something is off the scale.

I do think you put together a fun game, Jim, and I appreciate all of the
work that went into it. I just think that you could give the player a bit
more control and a bit more satisfaction if the pitches weren't such a
precise science.

I would welcome any discussion on this, however.

Ryan


Jim

I really like that new dehydrated energy drink from Columbia.

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

2009-05-01 Thread Tim Kilgore
I too prefer tha rachade mode although, if I want a real challenge, I play 
the standard mode.



Tim
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, May 01, 2009 2:44 PM
Subject: Re: [Audyssey] MOTA Arcade Mode



I prefer the arcade mode.  I really like that feature in games.  Thanks.
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The surest sign that intelligent life exists elsewhere in the universe is
that it has never tried to contact us.

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 01, 2009 10:19 AM
Subject: [Audyssey] MOTA Arcade Mode



Hello Listers,
I have a real quick question for some of you Mysteries of the Ancients
fans. Over the passed few days/weeks I have been involved in performing a
major upgrade of Mysteries of the Ancients. As the work I am doing is
largely experimental I don't want to say too much about the work as yet.
Although, I think if it pans out it will be a big step forward with the
game, and possably will resolve several issues with the game.
That said, here is the deal. I've been porting MOTA over to a newer
version of the Genesis Engine, and so far so good. Thing is since Genesis
is primarily for First Person style games I never put an arcade mode in
the main Genesis Engine. It was strictly an addition to the modified
engine for Mysteries of the Ancients. Obviously I can add an arcade mode
to the Genesis Engine, make it a standard feature, but I'm not sure if
that is necessary. So I am going to ask this question. When playing
Mysteries of the Ancients do you prefer arcade mode or standard mode when
playing?
Thanks.


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Re: [Audyssey] Would you pay $50 for a killer controller?

2009-01-29 Thread tim kilgore

I might be willing.

Tim
- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Thursday, January 29, 2009 4:37 PM
Subject: [Audyssey] Would you pay $50 for a killer controller?



Hi all,
I am ramping up plans for an online head to head fighting game. At first 
it will mostly be a test bed for latency issues, so I can see what the 
limitations are for head to head combat over the internet.
 One idea I am picking at is the inclusion of The nintendo Wii controllers 
for the game.
 It is possible to use the Wii controllers via a blue tooth hookup with a 
PC.

 Having used these controlers on my Wii, I can tell you they are amazing.
 In the boxing game, the faster you punch with the controller, the harder 
your character punches. In Mortal Combat, you draw a pattern in the air 
with your controller to execute certain moves.
 All of this functionality is available with the PC port of the controller 
software.

 My question is, how much would the average blind gamer be into this?
 I think the draw to a head to head fighting game would be good, assuming 
lag issues could be worked out, but would the average gamer be willing to 
drop the $50 or so necessary to buy a controller and blue-tooth hook up?
 The possibilities for useing the Wii controllers is immense for 
accessible gaming, most especially for action titles.
 The balance board can be used as well, another $80 or so. Think of the 
ability to dodge your opponent simply by leaning, or run away from a 
monster by, well, running.

 Anyhow, it is an exciting concept, what do you guys think?
Later,
che
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Re: [Audyssey] Cross Platform Speech Support

2009-01-18 Thread tim kilgore
I'd like scansoft karren.  It seems to me to be the clearest voice of them 
all.

Tim
- Original Message - 
From: "Thomas Ward" 

To: 
Sent: Sunday, January 18, 2009 8:56 AM
Subject: [Audyssey] Cross Platform Speech Support



Hi all,
As most of you know I am currently updating MOTA 0.5 to use the new cross 
platform Genesis engine that uses open source game development APIs such 
as SDL rather than DirectX. However, I do need your input on something 
since there obviously is going to be a rather big difference in the way 
speech is handled with the new engine.
In the current 0.4 release of MOTA the game gets DirectX and Sapi 5 
support from the Windows specific engine. Since there is no Sapi 5 on Mac 
OS and Linux the newer Genesis engine uses wav files of pre-recorded 
speech to announce status messages, menus, etc rather than any OS specific 
TTS engine. There are several other game developers that do it this way 
like Draconis, GMA, and BSC so this isn't something new for accessible 
games. It is also just easier to do it this way when building a cross 
platform engine rather than trying to support Gnome-Speech, Apple Voices, 
and Sapi 5 with the  same game engine. Which brings me to my question.
I was going to have someone do the voice overs for the menus, status 
messages, for 0.5 but do to other commitments and scheduling our plans 
fell through. For the time being i am going to have to record all the 
messages using a TTS engine such as the AT&T Voices, Scansoft Voices, 
Cepstral Voices, etc. If you had a choice which of the following voices do 
you personally prefer?


AT&T Crystal
AT&T Mike
Scansoft Daniel
Scansoft Emily
Scansoft Jill
Scansoft Karen
Scansoft Lee
Scansoft Samantha
Scansoft Tom
Other

Thanks.

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Re: [Audyssey] Scifi exploration online game?

2009-01-03 Thread tim kilgore`

Love ta' ead it.

Tim
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 03, 2009 1:31 PM
Subject: Re: [Audyssey] Scifi exploration online game?



Hi tim.

Unfortunately, personal circumstances have made writing anything for me 
incredibly difficult recently (one reason I'm now doing my phd part time).


I've been writing poetry, but that's not really in the same order,   
though i must admit one very nice chap does want to include some of my 
poems in a collection he's looking at putting together for publication.


I am however hopefully sorting things out now, and am actually working on 
a fun litle fantasy story at the moment, just to get my hand back in.


I fully intend to get it finishedin the next few days, sinse I really want 
to get back to serious writing and this is a nice way to start.


i'd actually appreciate it if people wanted to read it when it's 
done,   which i'm hoping won't be long at all.


Beware the Grue!

Dark.
- Original Message - 
From: "tim kilgore`" 

To: "Gamers Discussion list" 
Sent: Saturday, January 03, 2009 6:28 PM
Subject: Re: [Audyssey] Scifi exploration online game?



Hey dark, do you have any stuff you've written for people to read?

Tim
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 03, 2009 9:50 AM
Subject: Re: [Audyssey] Scifi exploration online game?


Agreed Tom. A well written standardized dungeon crawl,  as in Eamon 
can be a fun litle diversion, but for a true exploration setting I 
deffinately want more background and detail. I think many writers, 
(particularly of pvp heavy grinders), have been very lazy in just 
snipping superficial elements from tolkeen without actually writing any 
propper details of the world's overall plot, how the adventure figures 
into things, or what races actually are.


Once again though Sryth, Arborell (where there's even an entire 
gamebook, and upcoming series playing as a non human race), and the Lone 
wolf series have all done this very well.


But world building in scifi is something we've just not seen yet. 
Strictly speaking, the final fantasy games, - particularly later 
entries in the series are actually much closer to scifi than traditional 
sf, sinse the world, technology and history is very much magitech,   
magic, robots, airshipsand weapons ranging from firearms through swords 
to lasers.


this was one reason my first big writing project was a novelization of 
the Ps1 rpg Xenogears, that I found the world so intreaguing.


Again though, this is a style of world and game we've just not seen done 
in text,  other than a few hints in lone wolf.


I'd personally be more in favor of a freshly created world for the game 
than using an existing one. Much as I'm a fan of Doctor who, Startrek 
etc (and rapidly becoming a bigger fan of the starwars universe), imho 
discovery of the world itself and it's races is one of the most fun 
elements of a game. That's why i love the background entries in Sryth.


On the other hand, in a pre-done world, you do have the fun of exploring 
locations such as the jedi temple or ds9 yourself, with your own 
character, rather than just having to sit back and watch or read about 
them.


Personally, if it was me I'd be more in favour of a unique game 
world,   but again, i'm not the one doing the programming, and it's 
just a difference of style I think.


Btw, i am at the moment planning a gamebook for the june Arborell 
competition. I have a section plan, plopt and unique setting myself 
fixed, and it's only necessary now to write in the actual adventure 
pages (which to me is the fun bit),  which will probably be my 
contribution to world building games I think.


Beware the Grue!

Dark.

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Re: [Audyssey] Scifi exploration online game?

2009-01-03 Thread tim kilgore`

Hey dark, do you have any stuff you've written for people to read?

Tim
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 03, 2009 9:50 AM
Subject: Re: [Audyssey] Scifi exploration online game?


Agreed Tom. A well written standardized dungeon crawl,  as in Eamon 
can be a fun litle diversion, but for a true exploration setting I 
deffinately want more background and detail. I think many writers, 
(particularly of pvp heavy grinders), have been very lazy in just snipping 
superficial elements from tolkeen without actually writing any propper 
details of the world's overall plot, how the adventure figures into 
things, or what races actually are.


Once again though Sryth, Arborell (where there's even an entire gamebook, 
and upcoming series playing as a non human race), and the Lone wolf series 
have all done this very well.


But world building in scifi is something we've just not seen yet. Strictly 
speaking, the final fantasy games, - particularly later entries in the 
series are actually much closer to scifi than traditional sf, sinse the 
world, technology and history is very much magitech,  magic, robots, 
airshipsand weapons ranging from firearms through swords to lasers.


this was one reason my first big writing project was a novelization of the 
Ps1 rpg Xenogears, that I found the world so intreaguing.


Again though, this is a style of world and game we've just not seen done 
in text,  other than a few hints in lone wolf.


I'd personally be more in favor of a freshly created world for the game 
than using an existing one. Much as I'm a fan of Doctor who, Startrek etc 
(and rapidly becoming a bigger fan of the starwars universe), imho 
discovery of the world itself and it's races is one of the most fun 
elements of a game. That's why i love the background entries in Sryth.


On the other hand, in a pre-done world, you do have the fun of exploring 
locations such as the jedi temple or ds9 yourself, with your own 
character, rather than just having to sit back and watch or read about 
them.


Personally, if it was me I'd be more in favour of a unique game 
world,   but again, i'm not the one doing the programming, and it's 
just a difference of style I think.


Btw, i am at the moment planning a gamebook for the june Arborell 
competition. I have a section plan, plopt and unique setting myself fixed, 
and it's only necessary now to write in the actual adventure pages (which 
to me is the fun bit),  which will probably be my contribution to 
world building games I think.


Beware the Grue!

Dark.

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Re: [Audyssey] Shades of doom?

2008-12-21 Thread tim kilgore`

YOu just walk over the message.

Tim
- Original Message - 
From: "lelia" 

To: "Gamers Discussion list" 
Sent: Sunday, December 21, 2008 3:27 PM
Subject: [Audyssey] Shades of doom?


Hi all, well, I've tried my luck with Shades of doom demo, and I am not 
understanding how I can get messages? When I'm walking it will say message 
in such and such a foot but how do I get it?


thanks

Lelia



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Re: [Audyssey] Question about winboard

2008-12-14 Thread tim kilgore`

It has a computer opponent.

Tim
- Original Message - 
From: "dark" 

To: 
Sent: Sunday, December 14, 2008 2:13 AM
Subject: [Audyssey] Question about winboard



Hi.

Sinse I can't obviously test this one lacking Jaws, I'm going to have to 
ask.


Does the winboard program actually have a computer opponent to play chess 
against? or does it only explain the moves to you and allow you to play 
against another human opponent as the accessible chess tutor does.


Depending upon which it does, will defign which catagory it goes in on the 
database (we've been trying to really sort out the game genres recently).


Beware the Grue!

Dark.
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Re: [Audyssey] jedi quake

2008-12-11 Thread tim kilgore`

I've got the mod now, what do I do with it?

ThanksTim
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 10, 2008 9:19 PM
Subject: Re: [Audyssey] jedi quake



a note to all on that.
the tbrn system seems to have gone through a crash, so stuff is only just 
coming up.
right now there is no page up for jedyquake just files for things most of 
which do dissapear when things go away.

I think www.tbrn.net/modgirl/index.htm does work but not sure.
Some files form different places I go to for other people's stuff are 
missing to.

At 04:05 a.m. 11/12/2008, you wrote:

Hi Tim,
Sure can. A friend of mine, Cara Quinn, is the person who maintains Jedi 
Quake. The address for The JQ files is:

http://www.tbrn.net/modgirl
Hth.

tim kilgore` wrote:

Hey guys, do you know wherre I can find jedi quake?

Tim



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[Audyssey] jedi quake

2008-12-09 Thread tim kilgore`

Hey guys, do you know wherre I can find jedi quake?

Tim
- Original Message - 
From: "dark" <[EMAIL PROTECTED]>

To: 
Sent: Tuesday, December 09, 2008 4:43 AM
Subject: [Audyssey] input suggestion?



Hi.

Given my eamon exploration, one thing I'm getting to quite like in it's 
rpg phase is the symplified commands.


Menues are handled by inputting numbers of choices into the command line, 
while directions work via standard if abbreviations.


One thing that is quite nice though in Eamon delux is that you don't have 
to type in full names at all, just enough letters to get the program to 
recognize your command and the object.


So for instance, if in a battle your squire is getting beaten up, instead 
of typing in Heal squire, you can just type he sq.


The same goes for using spells, b tr, is sufficient to blast a troll.

Of course, Eamon has a fairly symplistic interface with not many commands 
which help, though if menue commands could be used more extensively, 
things which couldn't be done with the generic commands like complex 
conversational choices, or commands to a group of soldiers for example 
could be done with menue choices.


Just a thought, given the recent discussion of interfaces.

Beware the Grue!

Dark.
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Re: [Audyssey] MOTA Clasic vs New Levels

2008-11-11 Thread tim kilgore`
I am one of the ones waiting for the game to come out which I ordered last 
christmas.  First of all, Thanks Tom for a great games.   Second,  please go 
ahead and make brand new levels.  I love the challenge.


Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: 
Sent: Tuesday, November 11, 2008 7:24 PM
Subject: [Audyssey] MOTA Clasic vs New Levels



Hi everyone,
Since the recent USA Games news letter has brought the subject up of 
classic verses the new game levels I thought I would open this topic up to 
the entire community for discussion. Since this game has nearly 200 
pre-orders awaiting to be filled your input on this matter is very 
important to me.
As some of you correctly guessed I had initially planned on redesigning 
all of the levels from scratch. To give the game a complete new look and 
feel. However, the new levels aren't set in stone so to speak. I am 
willing to do some compromising on this matter.
Some of you who are interested in the project would like to see the 
classic Montezuma's Revenge levels return to the game. I can certainly do 
that, but I might have to make a few miner modifications to them to 
include some of the new features I have added to the game such as locked 
statues, new traps, etc. So the first question is, "how many of you are 
interested in seeing the classic Montezuma's Revenge levels return to 
MOTA?"
On the other hand the new levels I have been drafting are specifically 
tailored for MOTA and it's unique style of game play. If we decide to go 
with all new levels that gives me a lot of room to be more creative and 
give the game a fresh look and feel so to speak. So the second question 
is, "how many of you are in favor of all new levels?"

Thanks.


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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread tim kilgore`
Yeah, but you had no idea that you would even have to consider refunding and 
as some one who pre-ordered, I understand and am looking forward to the new 
game.


Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Sunday, October 12, 2008 11:37 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Tyler,
That's for sure. If I had it all to do again I wouldn't have taken those 
pre-orders in the first place , or I would have refunded those I could and 
delt with those who paid James North in another way such as offering them 
a free game of their choice perhaps.



Tyler Littlefield wrote:

always assuming he can pull the cash out.

Thanks,
Tyler Littlefield
Visit tds for quality software and web design:
http://tysdomain.com
skype: st8amnd127
aim: st8amnd2005
msn: [EMAIL PROTECTED]



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Re: [Audyssey] NFL accessible Draft Fantasy League

2008-09-04 Thread tim kilgore`
[EMAIL PROTECTED]


- Original Message - 
From: "Gary Whittington" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 03, 2008 6:22 PM
Subject: [Audyssey] NFL accessible Draft Fantasy League


> There is three team available to the first ever accessible NFL Fantasy 
> League.
> You will be able to draft players in the draft and not some random 
> computer to make your picks.
> You will be able to see the draft clock to build your_team!
>
> Just reply to this message with your email in the message.
> I'll use the email to give your instructions and an Official invite.
>
> Crash
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Re: [Audyssey] your decision

2008-05-24 Thread tim kilgore`
What's windows 7?

Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, May 24, 2008 11:56 AM
Subject: Re: [Audyssey] your decision


> Hi Claudio,
> In answer to your question the current version of Raceway is being
> developed in Visual C# 2008. System requirements are .NET Framework 3.5
> and DirectX March 2008. Supported operating systems will be Windows XP,
> Windows Server 2003, Windows Vista, Windows Server 2008, and looks like
> it will be Windows 7 ready.
> I've been doing some asking around on the Microsoft forums about Windows
> 7 compatibility and most seam to think my games should be alright on
> Windows 7. Right now .NET Framework 3.5 is being integrated into Windows
> 7 as a core technology, and as long as the C++ DirectSound and
> DirectInput libraries ship with Windows 7 the managed .NET libraries
> will work fine on Windows 7. the only problem will be Managed DirectX
> won't be receiving any upgrades to meet changes in DirectX for Windows 7
> though there should be some backwards compatibility for Vista
> applications. Which as everyone knows my games are being designed
> specifically for Windows Vista uses, but are backwards compatible for XP
> users as long as they have the proper Windows updates.
>
>
>
> Claudio wrote:
>> Hello Thomas!
>> For then days ago, you asked ousin wich language we would like raceway
>> programmed.
>> You sayed that if you program in c++ you need a year to finish the game, 
>> or
>> if you program in visual c# you'll need only until christmas.
>> Several people including me have sayed that we would like raceway in c# 
>> and
>> not in c++.
>> My question now is, what's your decision?
>> Do you program now raceway in c++ or in visual c#?
>> Best regards, Claudio.
>
>
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Re: [Audyssey] Quick USA Games Survey.

2008-05-13 Thread tim kilgore`
Just finish the currrent games right now, then for an upgrade or something 
like that, port the games over to c.  That would give ou plenty of time to 
do that.

Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Audessy Mailing List" 
Sent: Tuesday, May 13, 2008 8:21 AM
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] 3D Velocity.

2008-05-06 Thread tim kilgore`
I too liked the game but had a problem with the alt-left and alt-right arrow 
keys.  They made a funny sound.

Tnyway, I'll buy the game when it comes out.
Tim
- Original Message - 
From: "Mich" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, May 06, 2008 12:55 PM
Subject: Re: [Audyssey] 3D Velocity.


> hi all. I to have to say that I did enjoy the game but I to found the
> controls a bit trickey. from Mich Verrier from New Liskeard Ontario 
> Canada.
> - Original Message - 
> From: "aiden gardiner" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Tuesday, May 06, 2008 12:58 PM
> Subject: Re: [Audyssey] 3D Velocity.
>
>
>> Yeah, i have to admit, it is really good. I wonder how mutch it'll go for
>> once it's released. I think the controls are a little tricky though.
>>
>> Aiden
>> - Original Message - 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, May 06, 2008 4:00 PM
>> Subject: [Audyssey] 3D Velocity.
>>
>>
>>> Hi Munawar,
>>> I finally had a chance to sit down  and try out 3D Velocity and I must
>>> confess I am impressed. The human voices, realistic sounds, and action
>>> for this game is going to make it one of the best games of 2008.
>>> I am interested to know who does the voices for the menus. Whoever she
>>> is she sounds extremely good. I'd definitely like to hear her used in
>>> more accessible games, because she has a top quality voice. I really
>>> enjoyed that touch to the game.
>>> Finally, the cut scenes are really cool. I really liked those as well. I
>>> felt like I was playing something like a mainstream commercial jet
>>> fighter game. Keep up the fantastic work.
>>>
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>>
>>
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Re: [Audyssey] STFC 2.

2008-04-16 Thread tim kilgore`
I like enterprise e
Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 1:45 AM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
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Re: [Audyssey] What's Ahead For MOTA Beta 2.

2008-03-21 Thread tim kilgore`
Tom, from where I stand you've only gotten negative feedback from one 
commenter.  As one who has bought the game, I believe you should take the 
game wherever you can.

For anyone who has bought the game as it stands and doesn't like the new 
direction the game is going, you shouold hask for yhour money back.
Tim Kilgore
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, March 21, 2008 3:35 PM
Subject: Re: [Audyssey] What's Ahead For MOTA Beta 2.


> Hi Michael,
> Assuming I were to change my mind and make a side-scroller as you desire
> me to do you already know I can not and will not create aMontezuma's
> Revenge clone as per my agreement with the copyright holders. As a
> result the new side-scroller game would have to have some pretty
> extensive changes in the game engine. Not only would the engine need
> some major updates but all6 levels the game engine has would need to be
> rewritten from scratch. The Genesis 3D technology I am working on is a
> much more advanced engine and there are features in it that I personally
> would make the game  feel more realistic. For example, in the Genesis 3D
> engine there is a grip timer. When climbing an object like a rope you
> have so many seconds to climb the rope and then you begin losing
> strength points. After your strength goes to 0 you fall to your death.
> While I could in theory put all of these kinds of features into the old
> side-scroller engine it might be more benificial to base a game on the
> new libraries and forget about the old engine. This is more from a
> technical common class structure for games rather than if I can or can
> not upgrade the old engine.
> I honestly had not expected this much of an out rage over this
> conversion to 3D, but the 3D version was just started this week. It is
> not too late to go back to the side-scroller, but it appears I am not
> going to be allowed to be creative or use my freedom of developer
> expression in this matter. If blind gamers are going to be so demanding
> on what kind of games I will or will not produce for them perhaps I
> shouldn't be in this business.
>
> Thanks.
>
>
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Re: [Audyssey] USA Games engine was GMA Game Engine?

2008-03-14 Thread tim kilgore`
That would be really cool.  Could yo have a payment of softs for the engine. 
I think if I didn't have to do a lot of the coding, I'd love to see what 
games I could develop.  I've always wanted to develop a Left Behind Game.


It would be a free game of course due to copy right issues.

Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, March 14, 2008 7:34 AM
Subject: Re: [Audyssey] USA Games engine was GMA Game Engine?


> Hi Andy,
> No. What I meant about dropping walls and doors is that you will be able
> to pull up a menu of items to place onto the form, select it, and then
> it will place it on the form for you creating the necessary code for you
> automatically. Here is a simple example.
> Let us say you want to draw a piece of wall at 0, 0, 0. You would use
> the arrow keys to get to 0, 0, 0. Sapi would say nothing. Ok, press d to
> bring up a list of things to draw. Select wall from the menu. After you
> press enter on wall a chunk of wall is placed in 0, 0, 0. Now, if you
> arrow to 0, 0, 0 it would say wall. When you save your level file you
> would have a piece of wall at 0, 0, 0.
> It has nothing to do with Maze craze other than you could in theory make
> your own Maze Craze game if you wished.
>
> Andy wrote:
>> Stupid comparison coming up, but still would be interesting to
>> know.
>>
>> When you say "drop doors and walls", that kind of reminds me of
>> maze craze from dan z games.  Is it going to be something to
>> imilar to that?
>>
>
>
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Re: [Audyssey] UK devs any1 4cricket

2008-02-16 Thread tim kilgore`
Yeah! if there is good comentary I think I'd like it.  re there any good 
mp3'sjof games out there?
Tim
- Original Message - 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, February 16, 2008 4:06 PM
Subject: Re: [Audyssey] UK devs any1 4cricket


> Hi Tim Are you really, really sure you'd like cricket? All my friends from
> non-cricket-playing countries think I, and all the rest of the 
> commonwealth
> are totally mad. I have a Portuguese friend, and, whenever I'm watching
> cricket, we have a joke where he says to me that only the English are mad
> enough to invent a game where you hit the ball with an oar thing and run
> between two pairs of sticks, and only people like me here in South Africa
> are mad enough to play it with them. I haven't asked him though about what
> he would say that the English also invented football, which we all love, 
> but
> he would probably say that that was some kind of luck. I hope cricket does
> grow though, I hear they're trying to get people in China to play, we 
> could
> have more countries to play in the world cup. I did actually once hear 
> that
> they do play cricket also in New York as well.
> Ari
>
>
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Re: [Audyssey] UK devs any1 4cricket

2008-02-16 Thread tim kilgore`
I'm in the states and I'd love a cricket game just cause cricket's new to me 
and I don't know much about it.
Tim
- Original Message - 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, February 16, 2008 8:27 AM
Subject: Re: [Audyssey] UK devs any1 4cricket


> Hi Mark,
> I think at the moment, for cricket fans like us, and even football, it's
> just a fantasy for the moment. These sports are so popular that, as I've
> said forever, it would be great to give such projects to RNIB or, for the
> football, let blind organisations all over Europe come together to produce 
> a
> mega game. As far as I'm concerned, if you want a really good cricket game
> with teams, sounds, and commentary, that's probably not something you just
> want one guy to do, you need much feedback, you need people from all over
> the cricket world like us from South Africa, our Ausie, Kiwi, New Zealand
> and English pals, and of course India, I mean, there are many blind people
> in India, I actually would think that organisations could cooperate on a
> cricket game as well. Well, at the moment, your only choice is Batrick, we
> can do that in the meantime. When I think of a cricket game, I'm thinking 
> of
> some sort of solution where we could use stereo again, where, let's say, 
> the
> batsman has an area stretching from the far left to the far right, the
> bowler tries and bowls, and the batsman maybe tries to move towards the 
> ball
> and hit it, he can hit it to different directions, but there are many 
> other
> complex things like fielding and things, I don't want a game where I just
> press a number for the shot I want, I've always thought that sports games
> should really most of the time hardly ever be down to luck, and that, if 
> you
> time or do your moves exactly according to extreme split-second timing, 
> you
> should get results, because a sports game like cricket and football for 
> me,
> quite a bit of the time it can work a little bit on randomness, but rather
> also work on whether you're able to keep focus and concentrate, or, if you
> use some players and make them run too much, they get tired.
> Ari
>
>
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread tim kilgore`
Also,  Cole you put some sort of random element in to the game.  I became 
quite predictable after a while.

Thanks
To,
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, February 10, 2008 10:21 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


> Hi Richard and all,
> Well, one of the cool things about replacing skulls with armed skeleton
> warriors could be the game could be mor combat oriented. Perhaps Angela
> would have to find bows and arrows, whips, swords, and other sorts of
> weapons around the temple to kill undead warriors with.
> As it stands now you need to find a sword  for every monster. We all
> would agree that is pretty unrealistic. Perhaps one sword for the entire
> game, or a series of different types of swords.  A long sword would have
> greater range than a short sword, but a whip would have good range but
> do less damage. If you look at these sorts of elements maybe this is
> good that this has happened. You know?
>
>
> Richard sherman wrote:
>> Hi Thom,
>>
>> I am glad that this situation has been resolved.
>>
>> I like the title of Angela's Quest.
>>
>> I do have one thing that is puzzling myself.  In the game, we would jump
>> over the rolling skulls. but it seems likely that we would be able to 
>> jump
>> over a sword wielding skeleton. I don't have a better replacement for the
>> skulls, but a skeleton just doesn't seem to fit also. That is my only
>> concern at this time.
>>
>> Rich
>>
>
>
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Re: [Audyssey] tomb raider

2008-01-19 Thread tim kilgore`
Hey tom, why not have, at the end of the level, a combo lock in which you 
have to put in some numbers in a certain order.  Said numbers would be 
collected through the particular level along with whatever else that needs 
to be collected.

Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, January 18, 2008 7:59 PM
Subject: Re: [Audyssey] tomb raider


> Hi Will,
> Yes, that is certainly my aim. Right now the question of how much it is
> like the original depends largely on what language and APIs I build the
> game with. The version I am working on currently written in .Net is
> quite a bit like the original, because DirectX does an excellent job of
> rendering the world in virtual 3D audio. I'm currently researching the
> possability of porting it to Java for multiplatform support, but I am
> uncertain how much of the 3D Audio support will be the same. Java's
> javax.sound.sampled library seams to be primative for my uses and I
> might have to use OpenAL through the Java JOAL library to get the same
> or similar 3D Audio support.
> Anyway, no matter which language I end up using for the final release
> and APIs I still want to have Lara climbing ropes, jumping across lava
> pits, jumping up to pull switches, etc all like the original games.
> In fact, a true 3D environment is one of the elements that makes TR very
> fun to play. A 3D game offers a completely different element of strategy
> and opertunities which I will explain.
> For example, in Tomb Raider 1 there is a room Lara has to pass through
> that is filled with three wolves in it. If you attack them on their
> level they will pounce on Lara and she will be dead meet unless you have
> something like the Uzi in hand. If you only have Lara's  pistil you get
> when beginning the game, a very wimpy weapon, you could climb up onto
> the wooden crosswalk above the room, look down, and sniper attack the
> wolves from above.
> That said, there may be some elements of the TR games that will be a
> real witch to make accessible. Here is one example for you to illistrate
> what I mean.
> In TR 6, Angel  of Darkness, Lara enters an ancient tomb called the Hall
> of Seasons. Behind each of the stone doors are rooms that are each
> almost like minilevels in themselves. One of the rooms is filled with
> lava. The objective is to collect the fire crystal, but to do that Lara
> has to jump around on little stones or pieces of ground sticking up out
> of the lava all at weird angles and locations. What makes it really hard
> is after Lara jumps off a stone it sinks into the lava and can not be
> used again to get back to the main door. You end up having to figure out
> a patern to get to the fire crystal, and then plot a safe course back to
> the door.
> TR 4, Last Revelation, has a similar challange on level 3 that would be
> difficult to make accessible. To get through the exit gate Lara has to
> solve the combination that unlocks the door. To do this Lara has to jump
> on specific stones with pictures on them in a specific order. Every time
> she lands on a correct one one of the torches on the wall lights. When
> all the torches are lit Lara can open the gate. If you screw it up the
> torches will go out, and you have to double back to a room where you can
> reset the combination by pulling a chain guarded by a big ugly mummy.
> So while I think I can make a version 90% true to the original games
> there are some things I will have to either leave out or change in
> someway to make them more accessible like fixing stones in one place or
> come up with an easier more accessible way to unlock a certain door etc.
>
>
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Re: [Audyssey] beaten monti as well

2008-01-06 Thread tim kilgore`
Way cool.  I love it now and when I tried to play the archade level it made 
it that much more difficult.  I think the archade mode is a lot harder than 
ther standard mode.

Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, January 06, 2008 4:06 PM
Subject: Re: [Audyssey] beaten monti as well


> Hello Tim,
> The reason you can only use a sword once is because that is how the
> Atari version of the game was. This has been left in to provide the same
> level of difficulty and challenge as the original.
>
>
> tim kilgore` wrote:
>> Hi all. I've beaten monti and I really love the game.  Though, there 
>> needs to be a permanent weapon of some sort.  I think it's a really good 
>> game.
>> Tim
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>
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[Audyssey] beaten monti as well

2008-01-05 Thread tim kilgore`
Hi all. I've beaten monti and I really love the game.  Though, there needs to 
be a permanent weapon of some sort.  I think it's a really good game.
Tim
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[Audyssey] contact with usa games

2008-01-01 Thread tim kilgore`
Hey all.  I need to contact the usagames developer but I can't find the email 
address to write to.  I've ordered a game and just want to make sure he got it. 
 Thanks for any help.

Tim kilgotre
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[Audyssey] price of monti

2007-12-25 Thread tim kilgore`
Hey, how long will monti be at 35 dollars?
Tim
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[Audyssey] SOUND RTS POPULATION LIMIT

2007-10-28 Thread tim kilgore`
Hi, is there a population limit on the latest beta?  I'm playing the
multi-map 101 and can only get to 20 at 20 on the food no matter how many
farms I build.  Any suggestions as to how to increase this would be
appreciated.

Thanks

Timh
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[Audyssey] air hockey

2007-09-01 Thread tim kilgore`
Hey, does any one have a read me for air hockey?

Tim
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[Audyssey] showdown

2007-09-01 Thread tim kilgore`
Hey, does anyone know where I can find the showdown game?

Thtnks
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Re: [Audyssey] super mario brothers public beta.

2007-08-23 Thread tim kilgore`
I think I have it and will post on sendspace tomorrow.

However, I wasn't impressed with it as I couldn't hear any kind of footstep 
sound to let me know that I was moving.

Tim
- Original Message - 
From: "Willem" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, August 23, 2007 11:20 PM
Subject: Re: [Audyssey] super mario brothers public beta.


>I get a gateway timeout every time I try to go to the sight to download the
> game.  Even the link on Phill's fantastic games and where to find them 
> page
> times out on me.
> - Original Message - 
> From: "blind guy" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Friday, August 24, 2007 3:23 AM
> Subject: Re: [Audyssey] super mario brothers public beta.
>
>
>> well i know that audiogames.net links to it. forum.audiogames.net
>> there's a link in the geeneral discussion board. so basically go to
>> forum.audiogames.net find general game disucssion, and fin the topic
>> about the mario beta. the link is in that topic so...
>>
>> On 8/23/07, Yohandy <[EMAIL PROTECTED]> wrote:
>>> Hey guys,
>>> has anyone gotten this game? if so, could it be posted to a file sharing
>>> service like sendspace? I wanna check this out!
>>> Yohandy
>>>
>>>
>>>
>>> -
>>> Are you into Anime, manga, and video game music? If yes, take a look at
>>> this
>>> site.
>>> http://gh.ffshrine.org?r=16426
>>>
>>>
>>>
>>>
>>> --
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[Audyssey] I love soundRTS but ...

2007-08-18 Thread tim kilgore`
Hey buys, I love soundRTS, but, the mafor drawback is that I get some 
absolutely awesome momentum going in the game and have to stop it because I 
can't save it..

Tim
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[Audyssey] can't get the new sounjd pack to work with soundRTS

2007-08-18 Thread tim kilgore`
Hey al.  The subject says it all.  I'm running soundRTS beta 8 and have 
replaced the old sounds with the new ones but it still uses the old sounds.  
Any reasons as to why this might be happening?

Thanks

Tim
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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread tim kilgore`
Hey guys does soundrts have a save feature?


Tim
- Original Message - 
From: "SoundMUD" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, August 17, 2007 10:17 AM
Subject: Re: [Audyssey] SoundRTS Multiplatform?


> The multiplatform version will be automatically included in the next
> releases. Meanwhile, you can try this file:
> http://jlpo.free.fr/soundrts/soundrts-1.0-b7-en.zip
> You will need Python 2.4 (not 2.5) and Pygame.
>
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[Audyssey] help withtutorial 3

2007-08-06 Thread tim kilgore`
Hi all.  On Sound RTS, what exactly do they want on tutorial 3?  What's the 
objective?

Thanks
Tim
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[Audyssey] can't get the library sounds to work

2007-08-04 Thread tim kilgore`
Hey all.  I've tried to get the AGM engine to recognize the sounds in the 
library and have put them in the sound folder in my game folder -- withoug the 
sub-folders.  The engine seems still not to recognize the sounds.  Any 
suggestions would be appriciated.

Thanks

Timze 
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Re: [Audyssey] Montezuma's Revenge patch released.

2006-07-08 Thread tim kilgore
The patch is doing great.  However, I have to get used to t the  jumping. 
It's a little different then jumping in superlyam.

tim Kilgore 


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Re: [Audyssey] Montezuma's Revenge patch released.

2006-07-08 Thread tim kilgore
Hey, this is a great game and I will buy it when it is realeased.

Tim Kilgore

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