Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Yohandy
wait, isn't the game already configured to sapi? do I have to use japanese 
sapi or something?


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- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 12:46 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Shouldn't be a problem as long as you unload JFW. And you have to choose 
your spai as your speech output. See my walkthrough for instructions on 
how to do that. Shouldn't be hard... no harder than memorizing the steps 
for any mainstream game.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Friday, January 06, 2012 9:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

I wish I could check out that Japanese game. unfortunately I can't even 
move


through the menus. nothing happens lol. will keep trying though! does 
this

developer have any more games?


- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



That's just it though. I loved those games... but would the average vi
gamer who never tried it or had any mainstream game want to put in that
much work? I remember one of my friends hated mainstream games... 
because
being totally blind, she couldn't see the point. So one day, when me and 
a


couple other friends were messing around with them, I decided to make 
her

try it... right then it was soul calibur, which was a good start since
there's only three attack buttons you have to worry about plus a guard
button. Obviously that's without going deeper... but for a newbie, that
was all it needed. So I asked her what style she liked to play, as in if
she was to fight what kind of character would she go for? She said 
someone


speedy, fast, and was the dart in and then dart out again kinda 
character.


So I picked Taki, taught her how to move and some basic combos, and 
about
20 minutes into it she had us on the run. She's not hardcore into 
gaming,

but she'll play something every now and then whenever we get together.
Point was, all it took was to learn the sounds and the commands, and the
rest was up to her. Being so good with tactics it didn't surprise me. 
But

the point is... blind gamers should realize that it really isn't so
complicated. I think Yohandy is getting frustrated with this and I can
understand it. It's so frustrating to see. I don't know who goes on the
audio games forum, but this Bokura no Daibouken game is quite the spark
among audiogamers. It's a side scroller action rpg, and it's amazing...
but the catch is, it's in Japanese. And people are asking so many
questions, which is fine, until the same questions get repeated over and
over again. People haven't figured out how to choose their speech 
engine,

despite having been given menu instructions many, many times over. And
there are the people who refuse to play because the menus aren't
translated. While that's fair to an extent, mainstream gamers import 
games


all the time. Especially with the ps3 not being region-locked, many 
gamers



buy games exclusively released in Japan and Asia, and don't have
translations in the game.. they have to surf the web for that. And while
the story may be hard to figure out, the game is still fun. For those
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English
isn't his first language.

And here's my walkthrough. Having some command of Japanese, I can
translate some of the story. I'm not fluent, but I know enough to get 
the

basic gist across. I also translate menus, and give a bit more of an
example of what this game is like... this game is truly amazing for an
audio game. If there were graphics for this game, it would be an indi
title worth paying at least 20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can

Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Yohandy
I still have my snes. doesn't work too well, but thing's super old anyway. 
could be the cartridges and not the console itself for all I know.


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- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 1:06 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well this site I found has great prices. They're called Lukie Games.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 11:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yeah... unfortunately, I can't do that. lol Right now everything old I have
is running off emulators or through collections.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 9:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yup. And I found a great web site that sells older games so I've been
reacquiring the Mortal Kombat games I had back in the day.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Clement Chou
No, the game is configured for axe talk, which is a Japanese tts thing... 
you have to choose it from the options. And yes, yu can use a Japanese tts 
voice... that'll make it sound better. lol That also means you shouldn't use 
the english patch.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 10:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


wait, isn't the game already configured to sapi? do I have to use japanese 
sapi or something?


--
Sign up to bing, and earn rewards simply by browsing the web. Easiest way 
I've found to get free stuff! Please use this link if you're planning to 
sign up:

http://go.microsoft.com/?linkid=9778718rrid=C714DC93-BC0B-4441-AD27-F345856231A1


- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 12:46 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Shouldn't be a problem as long as you unload JFW. And you have to choose 
your spai as your speech output. See my walkthrough for instructions on 
how to do that. Shouldn't be hard... no harder than memorizing the steps 
for any mainstream game.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Yohandy
Sent: Friday, January 06, 2012 9:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

I wish I could check out that Japanese game. unfortunately I can't even 
move


through the menus. nothing happens lol. will keep trying though! does 
this

developer have any more games?


- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



That's just it though. I loved those games... but would the average vi
gamer who never tried it or had any mainstream game want to put in that
much work? I remember one of my friends hated mainstream games... 
because
being totally blind, she couldn't see the point. So one day, when me 
and a


couple other friends were messing around with them, I decided to make 
her

try it... right then it was soul calibur, which was a good start since
there's only three attack buttons you have to worry about plus a guard
button. Obviously that's without going deeper... but for a newbie, that
was all it needed. So I asked her what style she liked to play, as in 
if
she was to fight what kind of character would she go for? She said 
someone


speedy, fast, and was the dart in and then dart out again kinda 
character.


So I picked Taki, taught her how to move and some basic combos, and 
about
20 minutes into it she had us on the run. She's not hardcore into 
gaming,

but she'll play something every now and then whenever we get together.
Point was, all it took was to learn the sounds and the commands, and 
the
rest was up to her. Being so good with tactics it didn't surprise me. 
But

the point is... blind gamers should realize that it really isn't so
complicated. I think Yohandy is getting frustrated with this and I can
understand it. It's so frustrating to see. I don't know who goes on the
audio games forum, but this Bokura no Daibouken game is quite the spark
among audiogamers. It's a side scroller action rpg, and it's amazing...
but the catch is, it's in Japanese. And people are asking so many
questions, which is fine, until the same questions get repeated over 
and
over again. People haven't figured out how to choose their speech 
engine,

despite having been given menu instructions many, many times over. And
there are the people who refuse to play because the menus aren't
translated. While that's fair to an extent, mainstream gamers import 
games


all the time. Especially with the ps3 not being region-locked, many 
gamers



buy games exclusively released in Japan and Asia, and don't have
translations in the game.. they have to surf the web for that. And 
while

the story may be hard to figure out, the game is still fun. For those
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English
isn't his first language.

And here's my walkthrough. Having some command of Japanese, I can
translate some of the story. I'm not fluent, but I know enough to get 
the

basic gist across. I also translate menus, and give a bit more of an
example of what this game is like... this game is truly amazing for an
audio game. If there were graphics for this game, it would be an indi
title worth paying at least 20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey

Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Clement Chou
Clean the inside of it a bit and check your cartriges... it should work 
fine. Mine worked for over 12 years with no hitches... we got it before I 
began my existence. lol
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 10:42 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I still have my snes. doesn't work too well, but thing's super old anyway.
could be the cartridges and not the console itself for all I know.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Thomas Ward
Hi Jim,

Yeah, it is hard when you are looking for realism, but I think I've
solved this staircase issue. I've looked through my archive and have
found some alternative stone step sounds. They aren't bad, and they
are different enough from the stone floor sounds that you'll instantly
know this is the top or bottom of a stone staircase rather than just
the floor. Which is really all that counts.

Cheers!


On 1/6/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Maybe for the stairs, you could take the step sound that you have and use
 Gold Wave, Sound Forge or whatever, and raise or lower the pitch a bit.  or
 add a bit of grit sound, or stretch it, or give it some flanger, or Doppler,
 or see what it sounds like backwards.

 But yeah, we have to get a bit creative to depict everything by sound.  Like
 in Triple J Shooter, body parts don't really make a sound when they jiggle
 or bounce, but I tried to find sounds that would depict that.  And in level
 4 of Awesome Homer, trees generally don't make noise, so I put a bird in
 each tree.  And in Homer on a Harley, I used the voices of the Simpson's
 family to mark the turns.  It is probably harder and harder when you are
 going for total realism.

 BFN

  Jim

 If I can not perform my duties, would you duty for me?

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Bryan Peterson

I got mine when I was fifteen. I'm 31 now and the thing still works.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 11:56 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clean the inside of it a bit and check your cartriges... it should work 
fine. Mine worked for over 12 years with no hitches... we got it before I 
began my existence. lol
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 10:42 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I still have my snes. doesn't work too well, but thing's super old anyway.
could be the cartridges and not the console itself for all I know.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Yohandy
the hilarious thing is how well these consoles work. then you have the new 
gens like ps3 and xbox 360, and those have all sorts of glitches, RROD and 
YLODS etc. it's sort of embarrassing. think your ps3 will be working in 10 
years or so?




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- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 1:56 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clean the inside of it a bit and check your cartriges... it should work 
fine. Mine worked for over 12 years with no hitches... we got it before I 
began my existence. lol
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 10:42 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I still have my snes. doesn't work too well, but thing's super old anyway.
could be the cartridges and not the console itself for all I know.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Hayden Presley
Hi,
And the helarous thing is how people literally spent the night at stores
like Bestbuy to get one of those. I still remember those commercials: I won
an Xbox 360! This is the best day of my life!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, January 07, 2012 8:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

the hilarious thing is how well these consoles work. then you have the new 
gens like ps3 and xbox 360, and those have all sorts of glitches, RROD and 
YLODS etc. it's sort of embarrassing. think your ps3 will be working in 10 
years or so?



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231A1


- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 1:56 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 Clean the inside of it a bit and check your cartriges... it should work 
 fine. Mine worked for over 12 years with no hitches... we got it before I 
 began my existence. lol
 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, January 07, 2012 10:42 AM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 I still have my snes. doesn't work too well, but thing's super old anyway.
 could be the cartridges and not the console itself for all I know.

 --
 Sign up to bing, and earn rewards simply by browsing the web. Easiest way
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231A1




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Re: [Audyssey] Mysteries of the Ancients News

2012-01-07 Thread Clement Chou
I'm pretty sure mine will. I've had my slim since it's came out and I 
haven't had any problems with it... my  friend got a launch 60 gb model... 
and that's still working.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 6:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


the hilarious thing is how well these consoles work. then you have the new 
gens like ps3 and xbox 360, and those have all sorts of glitches, RROD and 
YLODS etc. it's sort of embarrassing. think your ps3 will be working in 10 
years or so?




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- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 1:56 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clean the inside of it a bit and check your cartriges... it should work 
fine. Mine worked for over 12 years with no hitches... we got it before I 
began my existence. lol
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 07, 2012 10:42 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I still have my snes. doesn't work too well, but thing's super old 
anyway.

could be the cartridges and not the console itself for all I know.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread dark

Hi Tom.

Your point about stair cases actually brings up another issue I've noticed 
in audio.


While animation and creating graphics are by no means easy, it is stil 
possible for even an indi developer to actually draw whatever graphics 
he/she wants, in fact a graphic designer to perform this duty is usually on 
any indi developement team.


No, the graphics may not be of super quality (and animating them so that 
they move is another problem in itself), but there is no actual limit to 
what objects can be had in the game itself.


in audio however, there are simply not as many sounds around, nor can they 
be quickly and easily created.


it's like the difference betwene shopping at a huge super markit or a small 
village shop.


You could buy practically anything you liek from the supermarkit,   
admittedly not necessarily at the best quality, but stil it would be there, 
where as the village shop has only a small selection and if they don't have 
it, you don't get it.


You could try altering some existing sounds I suppose to create more in game 
objects, - such as just pitch shifting one stone step upwards a bit to 
indicate that your now treading on a staircase which is off the floor but 
how well these sorts of practices work can vary quite a lot.
There really isn't a good way around this sound problem, sinse sound 
libraries are pretty expensive.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread dark
I did wonder about that myself clemment, but would there be enough 
difference betwene an echowing and none echowing footstep to tell you 
instantly your on stairs?


possibly, though whether you'd have to make the echo unrealistically large 
as in the unseen puzle game, or whether this would give some people trouble 
I'm not sure.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:37 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Could there be a bit more echo in the case of stairs? As I see it, having 
been underground in a mine... the main tunnels don't echo much. But get to 
a staircase, and there's just this tiny bit of echo that lets you know 
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of 
some

games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something 
to

maintain the complexity.

for instance in original duckhunt you tracked the ducks flying 
diagonally on
a large playing field with a light gun, but in Liam's port you just 
track

them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game 
is

not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit 
the

ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing 
skulls,
well why not put in another hazard that falls from above which you need 
to

simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! 
jumping a

skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player 
needs

to judge into the mix so that the game does not devolve into boppit.

Pipe 2 is a good example of an attempt at this, though even there I 
think
more could've been added, for instance more directional hazards similar 
to

lectricity on pipe levels which you needed to be aware of.

Beware the grue!

Dark.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread dark
I will agree with clemment there, I ws at the castleton caverns last summer 
and indeed there was a huge amount of distinguishable echoes in the various 
chambers, though whether these translate into something you could put into a 
game I'm not sure.


For anyone who has seen it, that was where the bbc filmed the chronicles of 
narnia series back in the 90's with tom baker (it was for the undergorund 
bit of the silver chair), as well as several cavern related doctor who 
episodes like Dr. who and the silurians.


Beware the grue!

Dark.
-  



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson

Ah yes, the BBC Chronicles of Narnia. Excellent musical score that.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 1:50 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I will agree with clemment there, I ws at the castleton caverns last summer 
and indeed there was a huge amount of distinguishable echoes in the various 
chambers, though whether these translate into something you could put into 
a game I'm not sure.


For anyone who has seen it, that was where the bbc filmed the chronicles 
of narnia series back in the 90's with tom baker (it was for the 
undergorund bit of the silver chair), as well as several cavern related 
doctor who episodes like Dr. who and the silurians.


Beware the grue!

Dark.
- 


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread QuentinC

Hello,
I know that it's really not an easy task because it requires expensive 
commercial audio libraries, but I think that one should really much more 
play with echo and reverberation in 3D audiogames. It's more realist, of 
course, but can also be helpful in giving some hints on where you are 
and how is the environment around.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Jim Kitchen

Hi Thomas,

Maybe for the stairs, you could take the step sound that you have and use Gold 
Wave, Sound Forge or whatever, and raise or lower the pitch a bit.  or add a 
bit of grit sound, or stretch it, or give it some flanger, or Doppler, or see 
what it sounds like backwards.

But yeah, we have to get a bit creative to depict everything by sound.  Like in 
Triple J Shooter, body parts don't really make a sound when they jiggle or 
bounce, but I tried to find sounds that would depict that.  And in level 4 of 
Awesome Homer, trees generally don't make noise, so I put a bird in each tree.  
And in Homer on a Harley, I used the voices of the Simpson's family to mark the 
turns.  It is probably harder and harder when you are going for total realism.

BFN

Jim

If I can not perform my duties, would you duty for me?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread dan cook
Hi,

Firstly, I have found the discussion of what constitutes a true two-d
complex or even normal mainstream sidescroller incredibly interesting
and if nothing else, I've learned a fair bit about that today. :D
Secondly, I too have been down a mine, admittedly a salt mine in
Austria, however I believe that the suggestion of possibly making more
use of echo and 3d sound might help a lot in distinguishing stairs
from floor for example.
This is because i recently purchased dimentions for my iphone and the
use of spacial sound around you makes me long for more and it would be
brilliant if we could have more of that in audiogames.
I appologise if this post either didn't make much sense or didn't add
much to the discussion, as I've written it quickly while waiting for
MS word to behave itself and work propperly

On 1/6/12, QuentinC quent...@cfardel.net wrote:
 Hello,
 I know that it's really not an easy task because it requires expensive
 commercial audio libraries, but I think that one should really much more
 play with echo and reverberation in 3D audiogames. It's more realist, of
 course, but can also be helpful in giving some hints on where you are
 and how is the environment around.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread john

I've scene the occasional audio file that does indeed show upward
movement (you can here the sound go over your head), but I'm not 
sure how to do this (or even if it's possible) in code.

- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 4 Jan 2012 15:55:50 -0800
Subject: Re: [Audyssey] Mysteries of the Ancients News

What I would do is have pitches for that kind of thing. Higher 
pitch for
above and lower pitch for below. I would have it so that as soon 
as an enemy
got within your attack range, it would beep with an appropriate 
pitch in the
direction they're coming from. Enemy was to the right and below 
you? lower
pitch from the right. Above and from the left? Higher pitch from 
the left. I
don't know how diagonal attacks would be worked out, I'm guessing 
that'd
just be something that has to be sacrificed. But as I said, as 
many ideas as
I do have... I don't have the time to sit down and learn a 
programming
language, and my head doesn't do well with formulas for this kind 
of thing.
My brain is good with arts... music and languages and thinking. 
Numbers just

don't fly with me. lol
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 3:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well the hard point in an audio beat em up would be showing the 
vertical
position of the enemies around you rather than their horrizontal 
position.
I suppose you could do as deakout egghunt and the like do and 
just have a
volume as distance indicator with a notification when they were 
on the
same row as you such as an alarm as to when you could attack, 
but this

would essentially turn the game into a run and smack fest.

to work, you'd need to be able to judge an enemy's vertical 
position

relative to your own more precisely.

perhaps graded changes in pitch of enemy constant indicator 
sounds such as
voice or footsteps, though again how well this would work i'm 
not certain

and you'd stil! have problems with diagonal attacks.

Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Well, as it turns out.. iphones and ipads are good things to have. A console 
is just a bonus... you're starting to come off as I sometimes do. While I 
understand the view you have, I also think that you need to split necessity 
from the bonuses. Sometimes, all the money that people have is barely enough 
to buy an iphone or ipad... or pc. I do agree though, if gamers want to play 
mainstream games, they should save up for a console. PC ports are too much 
to expect, though personally, I think if Capcom can port SF to pc, NR should 
be able to port MK.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:23 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


then they will never play such games. it's that simple. lots of blind 
people can afford things like ipods, ipads, and iphones, so I'm sure a 
gaming console isn't out of the question. and they bought the pc they're 
using to type the email, didn't they? I think insecurity on whether or not 
they can play it is the main factor here, not necessarily a money issue. 
however if you don't try it out, you'll never know. and if you wait for 
the particular game you want to be developed on pc, you'll be waiting a 
lng time.








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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
While I agree with you, I don't think that getting a console means simply a 
couple games. There are more than just fighting games, and for those who 
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Well, from the experience I had, it wasn't very much of an echo. Just enough 
to let you know that the area coming up was different. It wasn't even a 
straight up echo more like a slapback reverb if you get my meaning. Almost 
like when yu took a step, and the step echoed back to you. Not continuously 
though. That, or there could be a draft of wind coming from the stairs... 
that happened a lot as well, especially the further down we went.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 12:46 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I did wonder about that myself clemment, but would there be enough 
difference betwene an echowing and none echowing footstep to tell you 
instantly your on stairs?


possibly, though whether you'd have to make the echo unrealistically large 
as in the unseen puzle game, or whether this would give some people 
trouble I'm not sure.


Beware the grue!

Dark.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Well, Dan, I've gotta say that's ironic... because I was in the saltmines as 
well. Of course it was whenI went to Europe with my high school choir, but 
it was incredible being underground... 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Yohandy

Clement,
I'm not trying to come off as harsh, but I just get tired of email after 
email always asking the same thing. is this game available for pc? Come on 
guys! you can at least do some research can't you? There are lots of search 
engines out there. use them! and this isn't even the first time we've stated 
that mk isn't out on pc. we've repeated the same thing about 15 times, and 
people keep asking! you think they're gonna make a pc port in 3 days? be 
realistic! even when these games are available on pc, lots of people don't 
even play them anyway. look at street fighter. has a pc port, and how many 
blind people on here have bought it? around 3 people? and out of those, how 
many have seriously gotten into it? not just do random button mashing, but 
actually get into the underlying mechanics of the game? if you're not 
serious about mainstream gaming, then no matter how many pc ports they make 
of the games it'll make absolutely no difference in the longrun. you'll just 
launch the game for 10 minutes, play around a bit, then turn it off and 
never touch it again. and you see, this is what truly frustrates me. not 
that you guys ask, but that even when we provide you with such information, 
you guys just toss it aside. oh look it's on PC. cool. oh well, I'll buy it 
one of these days. but that day never comes. why waste everyone's time 
asking if you don't really care?



- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:36 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well, as it turns out.. iphones and ipads are good things to have. A 
console is just a bonus... you're starting to come off as I sometimes do. 
While I understand the view you have, I also think that you need to split 
necessity from the bonuses. Sometimes, all the money that people have is 
barely enough to buy an iphone or ipad... or pc. I do agree though, if 
gamers want to play mainstream games, they should save up for a console. 
PC ports are too much to expect, though personally, I think if Capcom can 
port SF to pc, NR should be able to port MK.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:23 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


then they will never play such games. it's that simple. lots of blind 
people can afford things like ipods, ipads, and iphones, so I'm sure a 
gaming console isn't out of the question. and they bought the pc they're 
using to type the email, didn't they? I think insecurity on whether or 
not they can play it is the main factor here, not necessarily a money 
issue. however if you don't try it out, you'll never know. and if you 
wait for the particular game you want to be developed on pc, you'll be 
waiting a lng time.








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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Thomas Ward
Hi Dan,

No, that makes perfect sense. I suppose once I get all the game
mechanics etc in place I can play around with the environmental
effects and see if I might add some echo where it would be useful. I
know in Shades of Doom, for example, when you near a wall you here
your footsteps echo. Its a nice indecation that a wall is coming up. I
could probably add something similar for staircases and other objects
that wouldn't necessarily make sound in and of themselves.

Cheers!


On 1/6/12, dan cook dan.sc...@gmail.com wrote:
 Hi,

 Firstly, I have found the discussion of what constitutes a true two-d
 complex or even normal mainstream sidescroller incredibly interesting
 and if nothing else, I've learned a fair bit about that today. :D
 Secondly, I too have been down a mine, admittedly a salt mine in
 Austria, however I believe that the suggestion of possibly making more
 use of echo and 3d sound might help a lot in distinguishing stairs
 from floor for example.
 This is because i recently purchased dimentions for my iphone and the
 use of spacial sound around you makes me long for more and it would be
 brilliant if we could have more of that in audiogames.
 I appologise if this post either didn't make much sense or didn't add
 much to the discussion, as I've written it quickly while waiting for
 MS word to behave itself and work propperly

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Thomas Ward
Hi Quentin,

I agree that I should definitely play around with echo, low bypass
filters, and other environmental effects once I get the game written
and basic mechanics in place. However, as far as a library goes
obviously something like FMOD has all the DSP effects right out of the
box, but there are certainly less expensive alternatives. XAudio2, for
example, does have the ability to create custom DSP effects and some
of the more common ones are predefined for you. So I  imagine once I
get things converted to XAudio2 I'll have the ability to tap into some
of those DSP effects.

Cheers!


On 1/6/12, QuentinC quent...@cfardel.net wrote:
 Hello,
 I know that it's really not an easy task because it requires expensive
 commercial audio libraries, but I think that one should really much more
 play with echo and reverberation in 3D audiogames. It's more realist, of
 course, but can also be helpful in giving some hints on where you are
 and how is the environment around.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Thomas Ward
Dark,

You hit the nail on the head as they say. A sighted person can just
open any graphics editer and draw any and all images they need. They
may not be the worlds greatest artest but they can work with the
graphics editer to come up with something decent.

With audio that's not so easy. If I need a certain sound I can't
necessarily create it with my equipment and limited resources. I don't
have, for example, an HK MP5 laying around to record sounds from.
For starts its illegal for a private citizen to own an automatic
submachinegun, and for second those things are expensive. Even a
civilian hand gun like an HK P7 will go a grand or more.  Definitely
not practical for recording by any means.

Then, there is the environment to consider. I live in the mid west. In
north-eastern Ohio. The closest I could come to recording the
environmental effects would be to go to the caves in southern West
Vergiania or in Kentucky and record someone walking and maybe trying
to pick up some ambiant interior sounds. While in theory I could do
this it would be a fairly expensive trip just for sound effects, and
wouldn't necessarily be exactly like walking around in an Egyptian
tomb or temple. To be truly authentic one would have to board a plane,
go to Egypt, and then walk around in the Great Pyramid, walk around
some of the open tombs in the Valley of the Kings, and things like
that for realistic effects. Not exactly in my budget. :D

As a side note my brother-in-law went to Egypt about five years back,
and I asked him some questions for background informationlike, what
did this or that look like? One of the questions I asked him is,
what does it sound like in the tombs?  he visited. Well, he
basically didn't really remember. There were a lot of echoes, but
couldn't tell me if they were small echoes, medium echoes, or long
echoes. He wasn't paying attention to that, and was busy following the
guide and looking at all the artwork on the walls etc. So even though
I know someone who has personally been there I can't even come up with
a verbal model to base my sound effects on since like most sighted
people he focused completely on the visual aspect of the trip and not
the audio aspect.

In short, though, you are absolutely right. A indi developer with a
low budget can typically draw anything he or she wants/needs. An indi
audio developer has to cough up some cash to get authentic sounding
sound effects frm Sound Ideas and places like that which will run
him/her into the hundreds if not thousands just to produce a quality
game like Tomb Hunter. Its a huge problem without much of a solution
unless you have lots of cash laying around to afford it.

Cheers!


On 1/6/12, dark d...@xgam.org wrote:
 Hi Tom.

 Your point about stair cases actually brings up another issue I've noticed
 in audio.

 While animation and creating graphics are by no means easy, it is stil
 possible for even an indi developer to actually draw whatever graphics
 he/she wants, in fact a graphic designer to perform this duty is usually on
 any indi developement team.

 No, the graphics may not be of super quality (and animating them so that
 they move is another problem in itself), but there is no actual limit to
 what objects can be had in the game itself.

 in audio however, there are simply not as many sounds around, nor can they
 be quickly and easily created.

 it's like the difference betwene shopping at a huge super markit or a small
 village shop.

 You could buy practically anything you liek from the supermarkit, 
 admittedly not necessarily at the best quality, but stil it would be there,
 where as the village shop has only a small selection and if they don't have
 it, you don't get it.

 You could try altering some existing sounds I suppose to create more in game
 objects, - such as just pitch shifting one stone step upwards a bit to
 indicate that your now treading on a staircase which is off the floor but
 how well these sorts of practices work can vary quite a lot.
 There really isn't a good way around this sound problem, sinse sound
 libraries are pretty expensive.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread dark

Hi Tom.

Well on the egypt front myself, perhaps I can offer some information sinse I 
visited egypt in 2009.


The tombs I saw were generally like very long stone passages sloping 
downwards into the earth, but also were very narrow in comparison to their 
length (though stil perhaps 20 feet wide). obviously built out of stone with 
plaster on the walls, this made them have more of the sound and feeling of a 
passageway in a church or castle, than an underground cave.


Both the shape and the wide entrance way There was a distinct wind current 
from the entrance down to the lower chambers, rather than things being 
inclosed.


Admittedly, we never got to garza, just did the valley of the kings and the 
temple of Karnak sinse we were crusing up the nile from luxaw so things 
there in the really huge pyramids rather than the smaller tombs might be 
different, but that was certainly my own experience.


What really impressed me was the size of the sarcophagus.

in films and such you imagine them to be about the size of a large table or 
a king sized bed, but in actuality it was more the size of a large truck, 
but calved all over,  and sinse we had a very nice guide, i also got to 
handle some of the calvings too.


As I said to get the affect, any stony passage in a large building built of 
plane stone such as a large church or cathedral or a castle would do 
provided the passage was deep inside the structure, though you might have to 
add some sand and water sounds just to get the effect of ruins.


While sound is indeed a major problem, I do sometimes wonder if those old 
bbc radio techniques for sound creation might be helpful, eg, getting a 
large sheet of stiff plastic and waving it to create thunder, using bubble 
wrap for a fire effect etc, not to mention getting humans to do your monster 
growls and noises, (something which even modern audio drama companies like 
big finish continue I'd be glad to help with this myself).


in the bbc lotr, Shelob was played by an actress with a litle bit of reberb, 
who sounded great!


Beware the grue!

dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson
But not all those games are truly playable the way a lot of fighting games 
can be once one gets familiar with them.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Just depends on the genre you want to explore. Though I will admit that 
fighting games are basically the only genre which is 100% fully masterable 
as long as you master the nuances behind them, which is partly why I find 
them so great. But music-based games like guitar hero and rock band are also 
part of the fully playable category. Part of what is going to turn vi gamers 
off of these though is that in music games and fighting games alike, the 
game isn't built to be accessible... which means you actually have to work 
to learn them. Not saying everyone applies, but there are a lot of vi gamers 
I know who would, say, not even take a glance at street fighter IV because 
you don't have a game which holds your hand. The same applies to music-based 
games.. you actually have to learn the songs, just as you have to learn 
sounds in fighting games. The game doesn't describe every aspect and nuance 
of the game to you.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


But not all those games are truly playable the way a lot of fighting games
can be once one gets familiar with them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson
Oh I know. For instance I found out that Simpsons: Road Rage is basically 
playable, particularly if one hooks the console up to a home theater system 
because then you can really tell where a passenger is and pick them up 
easily.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Just depends on the genre you want to explore. Though I will admit that
fighting games are basically the only genre which is 100% fully masterable
as long as you master the nuances behind them, which is partly why I find
them so great. But music-based games like guitar hero and rock band are also
part of the fully playable category. Part of what is going to turn vi gamers
off of these though is that in music games and fighting games alike, the
game isn't built to be accessible... which means you actually have to work
to learn them. Not saying everyone applies, but there are a lot of vi gamers
I know who would, say, not even take a glance at street fighter IV because
you don't have a game which holds your hand. The same applies to music-based
games.. you actually have to learn the songs, just as you have to learn
sounds in fighting games. The game doesn't describe every aspect and nuance
of the game to you.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


But not all those games are truly playable the way a lot of fighting games
can be once one gets familiar with them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
See? That's the problem... most vi gamers wouldn't even go that far. They'd 
take a look at the game, not be able to play it and just leave it. Noone 
thinks to look further into it, or ask if anyone else has played it. Many of 
the games I play I figured out only with the help of others... I definitely 
didn't learn heavenly sword on my own. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Oh I know. For instance I found out that Simpsons: Road Rage is basically
playable, particularly if one hooks the console up to a home theater system
because then you can really tell where a passenger is and pick them up
easily.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Just depends on the genre you want to explore. Though I will admit that
fighting games are basically the only genre which is 100% fully masterable
as long as you master the nuances behind them, which is partly why I find
them so great. But music-based games like guitar hero and rock band are also
part of the fully playable category. Part of what is going to turn vi gamers
off of these though is that in music games and fighting games alike, the
game isn't built to be accessible... which means you actually have to work
to learn them. Not saying everyone applies, but there are a lot of vi gamers
I know who would, say, not even take a glance at street fighter IV because
you don't have a game which holds your hand. The same applies to music-based
games.. you actually have to learn the songs, just as you have to learn
sounds in fighting games. The game doesn't describe every aspect and nuance
of the game to you.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


But not all those games are truly playable the way a lot of fighting games
can be once one gets familiar with them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson
Well like you I grew up mostly on mainstream games and didn't know about 
audio until 2003.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


See? That's the problem... most vi gamers wouldn't even go that far. They'd
take a look at the game, not be able to play it and just leave it. Noone
thinks to look further into it, or ask if anyone else has played it. Many of
the games I play I figured out only with the help of others... I definitely
didn't learn heavenly sword on my own. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Oh I know. For instance I found out that Simpsons: Road Rage is basically
playable, particularly if one hooks the console up to a home theater system
because then you can really tell where a passenger is and pick them up
easily.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Just depends on the genre you want to explore. Though I will admit that
fighting games are basically the only genre which is 100% fully masterable
as long as you master the nuances behind them, which is partly why I find
them so great. But music-based games like guitar hero and rock band are also
part of the fully playable category. Part of what is going to turn vi gamers
off of these though is that in music games and fighting games alike, the
game isn't built to be accessible... which means you actually have to work
to learn them. Not saying everyone applies, but there are a lot of vi gamers
I know who would, say, not even take a glance at street fighter IV because
you don't have a game which holds your hand. The same applies to music-based
games.. you actually have to learn the songs, just as you have to learn
sounds in fighting games. The game doesn't describe every aspect and nuance
of the game to you.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


But not all those games are truly playable the way a lot of fighting games
can be once one gets familiar with them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Thomas Ward
Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can be done, but you have to practice at
the games to make them accessible because you can't just scroll
through a menu and have it tell you that you've selected John Cena,
Randy Orton, CM Punk, whatever because they aren't accessible in that
way. However, if you braille up a list of the menus and refer to it
when going through the menus to setup a match then no problem. Just
count down so many clicks to find the option you want and select it.
Once you get into the match itself its similar to the fighting games
where you listen to what the opponent is trying to do, and block it
followed up with a suplex, slam, or some other counter move.

Cheers!




On 1/6/12, Clement Chou chou.clem...@gmail.com wrote:
 Just depends on the genre you want to explore. Though I will admit that
 fighting games are basically the only genre which is 100% fully masterable
 as long as you master the nuances behind them, which is partly why I find
 them so great. But music-based games like guitar hero and rock band are also
 part of the fully playable category. Part of what is going to turn vi gamers
 off of these though is that in music games and fighting games alike, the
 game isn't built to be accessible... which means you actually have to work
 to learn them. Not saying everyone applies, but there are a lot of vi gamers
 I know who would, say, not even take a glance at street fighter IV because
 you don't have a game which holds your hand. The same applies to music-based
 games.. you actually have to learn the songs, just as you have to learn
 sounds in fighting games. The game doesn't describe every aspect and nuance
 of the game to you.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Ironically enough, that was when I found out about them myself. But even 
more ironic? When I found out about audio games, I ditched mainstream ones 
for about 2 years because I gave up hope of finding games that I could play 
as well as audio games. Then I got a ps2, and Soul Calibur 2. I hated it for 
the first month or two because I couldn't figure anything out. It was a 
nightmare... I'd forgotten how complicated mainstream games were. But I 
persisted... and that's just my point. Many of the vi gamers who didn't grow 
up with mainstream games find them overly challenging or difficult, whereas 
you and I would take a game like SF or even Mortal Kombat 4 and be able to 
work it out within a few minutes. I grew up totally blind, so as a result 
always had to persist and work myself hard to try and figure out what I was 
playing.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:28 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well like you I grew up mostly on mainstream games and didn't know about
audio until 2003.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


See? That's the problem... most vi gamers wouldn't even go that far. They'd
take a look at the game, not be able to play it and just leave it. Noone
thinks to look further into it, or ask if anyone else has played it. Many of
the games I play I figured out only with the help of others... I definitely
didn't learn heavenly sword on my own. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:01 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Oh I know. For instance I found out that Simpsons: Road Rage is basically
playable, particularly if one hooks the console up to a home theater system
because then you can really tell where a passenger is and pick them up
easily.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 4:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Just depends on the genre you want to explore. Though I will admit that
fighting games are basically the only genre which is 100% fully masterable
as long as you master the nuances behind them, which is partly why I find
them so great. But music-based games like guitar hero and rock band are also
part of the fully playable category. Part of what is going to turn vi gamers
off of these though is that in music games and fighting games alike, the
game isn't built to be accessible... which means you actually have to work
to learn them. Not saying everyone applies, but there are a lot of vi gamers
I know who would, say, not even take a glance at street fighter IV because
you don't have a game which holds your hand. The same applies to music-based
games.. you actually have to learn the songs, just as you have to learn
sounds in fighting games. The game doesn't describe every aspect and nuance
of the game to you.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 3:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


But not all those games are truly playable the way a lot of fighting games
can be once one gets familiar with them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:43 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


While I agree with you, I don't think that getting a console means simply a
couple games. There are more than just fighting games, and for those who
want to get into them, there are more than just a couple of those. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well as for buying the computer not necessarily. Voc Rehab might have paid
for that and the screen reader. As for buying IPads and IPhones but not
consoles, that's a differet stor since there's a lot you ca do with one of
those. But I've never been one to buy a console just for one or two games.
That would be like buying an entire CD just for one song, although I suppose
with ITunes that's less of a problem nowadays.
Ash nazg

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Thomas Ward
Hi Dark,

Thanks for the info. I pretty much knew how they were constructed due
to years of reading the subject plus having seen pictures of them in
books, but your information definitely was helpful on describing the
audio/ambiance which you can't necessarily get out of reading a book.
:D

That said, this is a case in point where a game has to step out of
reality somewhat to make it more playable/fun. Typically, as you said,
most ancient Egyptian tombs were long stone shafts dug right out of
the limestone down to the bedrock below. Some tombs went down about
200 feet which is quite a feet considering they only had stone and
bronze tools to work with. They broke up the rock with a stone tool,
and then used bronze chizzles for more fine handy work. That's all
cool, but a long shaft isn't exactly cool for a game scheduled to have
12 complete levels with rooms, ropes, staircases, and alike. So that
aspect of the game will be fictional, but I'd like to make it
authentic in other respects.

Cheers!


On 1/6/12, dark d...@xgam.org wrote:
 Hi Tom.

 Well on the egypt front myself, perhaps I can offer some information sinse I
 visited egypt in 2009.

 The tombs I saw were generally like very long stone passages sloping
 downwards into the earth, but also were very narrow in comparison to their
 length (though stil perhaps 20 feet wide). obviously built out of stone with
 plaster on the walls, this made them have more of the sound and feeling of a
 passageway in a church or castle, than an underground cave.

 Both the shape and the wide entrance way There was a distinct wind current
 from the entrance down to the lower chambers, rather than things being
 inclosed.

 Admittedly, we never got to garza, just did the valley of the kings and the
 temple of Karnak sinse we were crusing up the nile from luxaw so things
 there in the really huge pyramids rather than the smaller tombs might be
 different, but that was certainly my own experience.

 What really impressed me was the size of the sarcophagus.

 in films and such you imagine them to be about the size of a large table or
 a king sized bed, but in actuality it was more the size of a large truck,
 but calved all over,  and sinse we had a very nice guide, i also got to
 handle some of the calvings too.

 As I said to get the affect, any stony passage in a large building built of
 plane stone such as a large church or cathedral or a castle would do
 provided the passage was deep inside the structure, though you might have to
 add some sand and water sounds just to get the effect of ruins.

 While sound is indeed a major problem, I do sometimes wonder if those old
 bbc radio techniques for sound creation might be helpful, eg, getting a
 large sheet of stiff plastic and waving it to create thunder, using bubble
 wrap for a fire effect etc, not to mention getting humans to do your monster
 growls and noises, (something which even modern audio drama companies like
 big finish continue I'd be glad to help with this myself).

 in the bbc lotr, Shelob was played by an actress with a litle bit of reberb,
 who sounded great!

 Beware the grue!

 dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
That's just it though. I loved those games... but would the average vi gamer 
who never tried it or had any mainstream game want to put in that much work? 
I remember one of my friends hated mainstream games... because being totally 
blind, she couldn't see the point. So one day, when me and a couple other 
friends were messing around with them, I decided to make her try it... right 
then it was soul calibur, which was a good start since there's only three 
attack buttons you have to worry about plus a guard button. Obviously that's 
without going deeper... but for a newbie, that was all it needed. So I asked 
her what style she liked to play, as in if she was to fight what kind of 
character would she go for? She said someone speedy, fast, and was the dart 
in and then dart out again kinda character. So I picked Taki, taught her how 
to move and some basic combos, and about 20 minutes into it she had us on 
the run. She's not hardcore into gaming, but she'll play something every now 
and then whenever we get together. Point was, all it took was to learn the 
sounds and the commands, and the rest was up to her. Being so good with 
tactics it didn't surprise me. But the point is... blind gamers should 
realize that it really isn't so complicated. I think Yohandy is getting 
frustrated with this and I can understand it. It's so frustrating to see. I 
don't know who goes on the audio games forum, but this Bokura no Daibouken 
game is quite the spark among audiogamers. It's a side scroller action rpg, 
and it's amazing... but the catch is, it's in Japanese. And people are 
asking so many questions, which is fine, until the same questions get 
repeated over and over again. People haven't figured out how to choose their 
speech engine, despite having been given menu instructions many, many times 
over. And there are the people who refuse to play because the menus aren't 
translated. While that's fair to an extent, mainstream gamers import games 
all the time. Especially with the ps3 not being region-locked, many gamers 
buy games exclusively released in Japan and Asia, and don't have 
translations in the game.. they have to surf the web for that. And while the 
story may be hard to figure out, the game is still fun. For those 
interested, check out the below two topics.

Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English isn't 
his first language.


And here's my walkthrough. Having some command of Japanese, I can translate 
some of the story. I'm not fluent, but I know enough to get the basic gist 
across. I also translate menus, and give a bit more of an example of what 
this game is like... this game is truly amazing for an audio game. If there 
were graphics for this game, it would be an indi title worth paying at least 
20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can be done, but you have to practice at
the games to make them accessible because you can't just scroll
through a menu and have it tell you that you've selected John Cena,
Randy Orton, CM Punk, whatever because they aren't accessible in that
way. However, if you braille up a list of the menus and refer to it
when going through the menus to setup a match then no problem. Just
count down so many clicks to find the option you want and select it.
Once you get into the match itself its similar to the fighting games
where you listen to what the opponent is trying to do, and block it
followed up with a suplex, slam, or some other counter move.

Cheers!







---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Hayden Presley
HI Clement,
If I had the money to invest in a Consol and a few decent titles, I might
actually try something mainstream. I think the big putoff for most blind
gamers is theway Yohandy is attacking it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Friday, January 06, 2012 7:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That's just it though. I loved those games... but would the average vi gamer

who never tried it or had any mainstream game want to put in that much work?

I remember one of my friends hated mainstream games... because being totally

blind, she couldn't see the point. So one day, when me and a couple other 
friends were messing around with them, I decided to make her try it... right

then it was soul calibur, which was a good start since there's only three 
attack buttons you have to worry about plus a guard button. Obviously that's

without going deeper... but for a newbie, that was all it needed. So I asked

her what style she liked to play, as in if she was to fight what kind of 
character would she go for? She said someone speedy, fast, and was the dart 
in and then dart out again kinda character. So I picked Taki, taught her how

to move and some basic combos, and about 20 minutes into it she had us on 
the run. She's not hardcore into gaming, but she'll play something every now

and then whenever we get together. Point was, all it took was to learn the 
sounds and the commands, and the rest was up to her. Being so good with 
tactics it didn't surprise me. But the point is... blind gamers should 
realize that it really isn't so complicated. I think Yohandy is getting 
frustrated with this and I can understand it. It's so frustrating to see. I 
don't know who goes on the audio games forum, but this Bokura no Daibouken 
game is quite the spark among audiogamers. It's a side scroller action rpg, 
and it's amazing... but the catch is, it's in Japanese. And people are 
asking so many questions, which is fine, until the same questions get 
repeated over and over again. People haven't figured out how to choose their

speech engine, despite having been given menu instructions many, many times 
over. And there are the people who refuse to play because the menus aren't 
translated. While that's fair to an extent, mainstream gamers import games 
all the time. Especially with the ps3 not being region-locked, many gamers 
buy games exclusively released in Japan and Asia, and don't have 
translations in the game.. they have to surf the web for that. And while the

story may be hard to figure out, the game is still fun. For those 
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English isn't

his first language.

And here's my walkthrough. Having some command of Japanese, I can translate 
some of the story. I'm not fluent, but I know enough to get the basic gist 
across. I also translate menus, and give a bit more of an example of what 
this game is like... this game is truly amazing for an audio game. If there 
were graphics for this game, it would be an indi title worth paying at least

20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 Hi,

 Right. The same applies to the WWE wrestling games for Play Station
 and XBox. Certainly there is a fair amount of things you have to
 remember like menus, remember what button performs what buttons you
 need to pull off a certain wrestling move, but otherwise pretty
 playable. If you have the commentary turned on in the WWE games you
 get a good idea what happened or didn't happen in a lot of cases. For
 hard core WWE blind fans it can be done, but you have to practice at
 the games to make them accessible because you can't just scroll
 through a menu and have it tell you that you've selected John Cena,
 Randy Orton, CM Punk, whatever because they aren't accessible in that
 way. However, if you braille up a list of the menus and refer to it
 when going through the menus to setup a match then no problem. Just
 count down so many clicks to find the option you want and select it.
 Once you get into the match itself its similar to the fighting games
 where you listen to what the opponent is trying to do, and block it
 followed up with a suplex, slam, or some other counter move.

 Cheers!






---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
No... and I get that. Which is why I'm trying to be diplomatic about this. I 
do get the frustration he's feeling, yet I do understand that money can be 
an issue... and what's more, though I think he has a point when he says 
people should be able to afford consoles if they can ipads and iphones, I 
also feel that those devices are, in the long term, more useful than a 
console. But in Yohandy's defense, I don't think a lot of vi gamers who have 
or don't have the money consider it simply because the games don't guide 
them through the playing process.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, January 06, 2012 6:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



HI Clement,
If I had the money to invest in a Consol and a few decent titles, I might
actually try something mainstream. I think the big putoff for most blind
gamers is theway Yohandy is attacking it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Friday, January 06, 2012 7:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That's just it though. I loved those games... but would the average vi 
gamer


who never tried it or had any mainstream game want to put in that much 
work?


I remember one of my friends hated mainstream games... because being 
totally


blind, she couldn't see the point. So one day, when me and a couple other
friends were messing around with them, I decided to make her try it... 
right


then it was soul calibur, which was a good start since there's only three
attack buttons you have to worry about plus a guard button. Obviously 
that's


without going deeper... but for a newbie, that was all it needed. So I 
asked


her what style she liked to play, as in if she was to fight what kind of
character would she go for? She said someone speedy, fast, and was the 
dart
in and then dart out again kinda character. So I picked Taki, taught her 
how


to move and some basic combos, and about 20 minutes into it she had us on
the run. She's not hardcore into gaming, but she'll play something every 
now


and then whenever we get together. Point was, all it took was to learn the
sounds and the commands, and the rest was up to her. Being so good with
tactics it didn't surprise me. But the point is... blind gamers should
realize that it really isn't so complicated. I think Yohandy is getting
frustrated with this and I can understand it. It's so frustrating to see. 
I

don't know who goes on the audio games forum, but this Bokura no Daibouken
game is quite the spark among audiogamers. It's a side scroller action 
rpg,

and it's amazing... but the catch is, it's in Japanese. And people are
asking so many questions, which is fine, until the same questions get
repeated over and over again. People haven't figured out how to choose 
their


speech engine, despite having been given menu instructions many, many 
times

over. And there are the people who refuse to play because the menus aren't
translated. While that's fair to an extent, mainstream gamers import games
all the time. Especially with the ps3 not being region-locked, many gamers
buy games exclusively released in Japan and Asia, and don't have
translations in the game.. they have to surf the web for that. And while 
the


story may be hard to figure out, the game is still fun. For those
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English 
isn't


his first language.

And here's my walkthrough. Having some command of Japanese, I can 
translate

some of the story. I'm not fluent, but I know enough to get the basic gist
across. I also translate menus, and give a bit more of an example of what
this game is like... this game is truly amazing for an audio game. If 
there
were graphics for this game, it would be an indi title worth paying at 
least


20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can be done, but you have to practice at
the games to make them accessible because you can't just scroll
through a menu and have it tell you that you've selected John Cena,
Randy Orton, CM Punk

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson
That's basically the point I was trying to make with my own comment about 
IPhones and IPads. In the long run they're far more useful than a gaming 
console. I myself own four consoles if you don't also count a Game Boy 
Advance.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


No... and I get that. Which is why I'm trying to be diplomatic about this. 
I do get the frustration he's feeling, yet I do understand that money can 
be an issue... and what's more, though I think he has a point when he says 
people should be able to afford consoles if they can ipads and iphones, I 
also feel that those devices are, in the long term, more useful than a 
console. But in Yohandy's defense, I don't think a lot of vi gamers who 
have or don't have the money consider it simply because the games don't 
guide them through the playing process.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, January 06, 2012 6:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



HI Clement,
If I had the money to invest in a Consol and a few decent titles, I might
actually try something mainstream. I think the big putoff for most blind
gamers is theway Yohandy is attacking it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Friday, January 06, 2012 7:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That's just it though. I loved those games... but would the average vi 
gamer


who never tried it or had any mainstream game want to put in that much 
work?


I remember one of my friends hated mainstream games... because being 
totally


blind, she couldn't see the point. So one day, when me and a couple other
friends were messing around with them, I decided to make her try it... 
right


then it was soul calibur, which was a good start since there's only three
attack buttons you have to worry about plus a guard button. Obviously 
that's


without going deeper... but for a newbie, that was all it needed. So I 
asked


her what style she liked to play, as in if she was to fight what kind of
character would she go for? She said someone speedy, fast, and was the 
dart
in and then dart out again kinda character. So I picked Taki, taught her 
how


to move and some basic combos, and about 20 minutes into it she had us on
the run. She's not hardcore into gaming, but she'll play something every 
now


and then whenever we get together. Point was, all it took was to learn 
the

sounds and the commands, and the rest was up to her. Being so good with
tactics it didn't surprise me. But the point is... blind gamers should
realize that it really isn't so complicated. I think Yohandy is getting
frustrated with this and I can understand it. It's so frustrating to see. 
I
don't know who goes on the audio games forum, but this Bokura no 
Daibouken
game is quite the spark among audiogamers. It's a side scroller action 
rpg,

and it's amazing... but the catch is, it's in Japanese. And people are
asking so many questions, which is fine, until the same questions get
repeated over and over again. People haven't figured out how to choose 
their


speech engine, despite having been given menu instructions many, many 
times
over. And there are the people who refuse to play because the menus 
aren't
translated. While that's fair to an extent, mainstream gamers import 
games
all the time. Especially with the ps3 not being region-locked, many 
gamers

buy games exclusively released in Japan and Asia, and don't have
translations in the game.. they have to surf the web for that. And while 
the


story may be hard to figure out, the game is still fun. For those
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English 
isn't


his first language.

And here's my walkthrough. Having some command of Japanese, I can 
translate
some of the story. I'm not fluent, but I know enough to get the basic 
gist

across. I also translate menus, and give a bit more of an example of what
this game is like... this game is truly amazing for an audio game. If 
there
were graphics for this game, it would be an indi title worth paying at 
least


20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
I so miss my snes... I have all the sony consoles collected over the 
years... I use my ps2 and ps3 pretty often. I do have a wii though... and 
sadly, I haven't found that many worthwhile games for it. Wii sports got 
boring after a while, so did the second one. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 6:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


That's basically the point I was trying to make with my own comment about
IPhones and IPads. In the long run they're far more useful than a gaming
console. I myself own four consoles if you don't also count a Game Boy
Advance.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson

I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I so miss my snes... I have all the sony consoles collected over the
years... I use my ps2 and ps3 pretty often. I do have a wii though... and
sadly, I haven't found that many worthwhile games for it. Wii sports got
boring after a while, so did the second one. lol
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 6:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


That's basically the point I was trying to make with my own comment about
IPhones and IPads. In the long run they're far more useful than a gaming
console. I myself own four consoles if you don't also count a Game Boy
Advance.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org. 



---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Yohandy
I wish I could check out that Japanese game. unfortunately I can't even move 
through the menus. nothing happens lol. will keep trying though! does this 
developer have any more games?



- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


That's just it though. I loved those games... but would the average vi 
gamer who never tried it or had any mainstream game want to put in that 
much work? I remember one of my friends hated mainstream games... because 
being totally blind, she couldn't see the point. So one day, when me and a 
couple other friends were messing around with them, I decided to make her 
try it... right then it was soul calibur, which was a good start since 
there's only three attack buttons you have to worry about plus a guard 
button. Obviously that's without going deeper... but for a newbie, that 
was all it needed. So I asked her what style she liked to play, as in if 
she was to fight what kind of character would she go for? She said someone 
speedy, fast, and was the dart in and then dart out again kinda character. 
So I picked Taki, taught her how to move and some basic combos, and about 
20 minutes into it she had us on the run. She's not hardcore into gaming, 
but she'll play something every now and then whenever we get together. 
Point was, all it took was to learn the sounds and the commands, and the 
rest was up to her. Being so good with tactics it didn't surprise me. But 
the point is... blind gamers should realize that it really isn't so 
complicated. I think Yohandy is getting frustrated with this and I can 
understand it. It's so frustrating to see. I don't know who goes on the 
audio games forum, but this Bokura no Daibouken game is quite the spark 
among audiogamers. It's a side scroller action rpg, and it's amazing... 
but the catch is, it's in Japanese. And people are asking so many 
questions, which is fine, until the same questions get repeated over and 
over again. People haven't figured out how to choose their speech engine, 
despite having been given menu instructions many, many times over. And 
there are the people who refuse to play because the menus aren't 
translated. While that's fair to an extent, mainstream gamers import games 
all the time. Especially with the ps3 not being region-locked, many gamers 
buy games exclusively released in Japan and Asia, and don't have 
translations in the game.. they have to surf the web for that. And while 
the story may be hard to figure out, the game is still fun. For those 
interested, check out the below two topics.

Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English 
isn't his first language.


And here's my walkthrough. Having some command of Japanese, I can 
translate some of the story. I'm not fluent, but I know enough to get the 
basic gist across. I also translate menus, and give a bit more of an 
example of what this game is like... this game is truly amazing for an 
audio game. If there were graphics for this game, it would be an indi 
title worth paying at least 20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can be done, but you have to practice at
the games to make them accessible because you can't just scroll
through a menu and have it tell you that you've selected John Cena,
Randy Orton, CM Punk, whatever because they aren't accessible in that
way. However, if you braille up a list of the menus and refer to it
when going through the menus to setup a match then no problem. Just
count down so many clicks to find the option you want and select it.
Once you get into the match itself its similar to the fighting games
where you listen to what the opponent is trying to do, and block it
followed up with a suplex, slam, or some other counter move.

Cheers!







---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Hayden Presley
Hi,
Yea. It's the same developer who wrote Lazer Breakot; he also wrote another
game called World of War; it's similar to judgementday with several
different types of weapons.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Friday, January 06, 2012 9:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

I wish I could check out that Japanese game. unfortunately I can't even move

through the menus. nothing happens lol. will keep trying though! does this 
developer have any more games?


- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 That's just it though. I loved those games... but would the average vi 
 gamer who never tried it or had any mainstream game want to put in that 
 much work? I remember one of my friends hated mainstream games... because 
 being totally blind, she couldn't see the point. So one day, when me and a

 couple other friends were messing around with them, I decided to make her 
 try it... right then it was soul calibur, which was a good start since 
 there's only three attack buttons you have to worry about plus a guard 
 button. Obviously that's without going deeper... but for a newbie, that 
 was all it needed. So I asked her what style she liked to play, as in if 
 she was to fight what kind of character would she go for? She said someone

 speedy, fast, and was the dart in and then dart out again kinda character.

 So I picked Taki, taught her how to move and some basic combos, and about 
 20 minutes into it she had us on the run. She's not hardcore into gaming, 
 but she'll play something every now and then whenever we get together. 
 Point was, all it took was to learn the sounds and the commands, and the 
 rest was up to her. Being so good with tactics it didn't surprise me. But 
 the point is... blind gamers should realize that it really isn't so 
 complicated. I think Yohandy is getting frustrated with this and I can 
 understand it. It's so frustrating to see. I don't know who goes on the 
 audio games forum, but this Bokura no Daibouken game is quite the spark 
 among audiogamers. It's a side scroller action rpg, and it's amazing... 
 but the catch is, it's in Japanese. And people are asking so many 
 questions, which is fine, until the same questions get repeated over and 
 over again. People haven't figured out how to choose their speech engine, 
 despite having been given menu instructions many, many times over. And 
 there are the people who refuse to play because the menus aren't 
 translated. While that's fair to an extent, mainstream gamers import games

 all the time. Especially with the ps3 not being region-locked, many gamers

 buy games exclusively released in Japan and Asia, and don't have 
 translations in the game.. they have to surf the web for that. And while 
 the story may be hard to figure out, the game is still fun. For those 
 interested, check out the below two topics.
 Here's the official game topic:
 http://forum.audiogames.net/viewtopic.php?id=6813
 The developer is from Japan, and he's 14 or 15... so obviously English 
 isn't his first language.

 And here's my walkthrough. Having some command of Japanese, I can 
 translate some of the story. I'm not fluent, but I know enough to get the 
 basic gist across. I also translate menus, and give a bit more of an 
 example of what this game is like... this game is truly amazing for an 
 audio game. If there were graphics for this game, it would be an indi 
 title worth paying at least 20 bucks for.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 06, 2012 5:07 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 Hi,

 Right. The same applies to the WWE wrestling games for Play Station
 and XBox. Certainly there is a fair amount of things you have to
 remember like menus, remember what button performs what buttons you
 need to pull off a certain wrestling move, but otherwise pretty
 playable. If you have the commentary turned on in the WWE games you
 get a good idea what happened or didn't happen in a lot of cases. For
 hard core WWE blind fans it can be done, but you have to practice at
 the games to make them accessible because you can't just scroll
 through a menu and have it tell you that you've selected John Cena,
 Randy Orton, CM Punk, whatever because they aren't accessible in that
 way. However, if you braille up a list of the menus and refer to it
 when going through the menus to setup a match then no problem. Just
 count down so many clicks to find the option you want and select it.
 Once you get into the match itself its similar to the fighting games
 where you listen to what the opponent

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Shouldn't be a problem as long as you unload JFW. And you have to choose 
your spai as your speech output. See my walkthrough for instructions on how 
to do that. Shouldn't be hard... no harder than memorizing the steps for any 
mainstream game.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Friday, January 06, 2012 9:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

I wish I could check out that Japanese game. unfortunately I can't even 
move


through the menus. nothing happens lol. will keep trying though! does this
developer have any more games?


- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 8:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



That's just it though. I loved those games... but would the average vi
gamer who never tried it or had any mainstream game want to put in that
much work? I remember one of my friends hated mainstream games... because
being totally blind, she couldn't see the point. So one day, when me and 
a



couple other friends were messing around with them, I decided to make her
try it... right then it was soul calibur, which was a good start since
there's only three attack buttons you have to worry about plus a guard
button. Obviously that's without going deeper... but for a newbie, that
was all it needed. So I asked her what style she liked to play, as in if
she was to fight what kind of character would she go for? She said 
someone


speedy, fast, and was the dart in and then dart out again kinda 
character.



So I picked Taki, taught her how to move and some basic combos, and about
20 minutes into it she had us on the run. She's not hardcore into gaming,
but she'll play something every now and then whenever we get together.
Point was, all it took was to learn the sounds and the commands, and the
rest was up to her. Being so good with tactics it didn't surprise me. But
the point is... blind gamers should realize that it really isn't so
complicated. I think Yohandy is getting frustrated with this and I can
understand it. It's so frustrating to see. I don't know who goes on the
audio games forum, but this Bokura no Daibouken game is quite the spark
among audiogamers. It's a side scroller action rpg, and it's amazing...
but the catch is, it's in Japanese. And people are asking so many
questions, which is fine, until the same questions get repeated over and
over again. People haven't figured out how to choose their speech engine,
despite having been given menu instructions many, many times over. And
there are the people who refuse to play because the menus aren't
translated. While that's fair to an extent, mainstream gamers import 
games


all the time. Especially with the ps3 not being region-locked, many 
gamers



buy games exclusively released in Japan and Asia, and don't have
translations in the game.. they have to surf the web for that. And while
the story may be hard to figure out, the game is still fun. For those
interested, check out the below two topics.
Here's the official game topic:
http://forum.audiogames.net/viewtopic.php?id=6813
The developer is from Japan, and he's 14 or 15... so obviously English
isn't his first language.

And here's my walkthrough. Having some command of Japanese, I can
translate some of the story. I'm not fluent, but I know enough to get the
basic gist across. I also translate menus, and give a bit more of an
example of what this game is like... this game is truly amazing for an
audio game. If there were graphics for this game, it would be an indi
title worth paying at least 20 bucks for.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 5:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

Right. The same applies to the WWE wrestling games for Play Station
and XBox. Certainly there is a fair amount of things you have to
remember like menus, remember what button performs what buttons you
need to pull off a certain wrestling move, but otherwise pretty
playable. If you have the commentary turned on in the WWE games you
get a good idea what happened or didn't happen in a lot of cases. For
hard core WWE blind fans it can be done, but you have to practice at
the games to make them accessible because you can't just scroll
through a menu and have it tell you that you've selected John Cena,
Randy Orton, CM Punk, whatever because they aren't accessible in that
way. However, if you braille up a list of the menus and refer to it
when going through the menus to setup a match then no problem. Just
count down so many clicks to find the option you want and select it.
Once you get into the match itself its similar to the fighting games
where you listen to what the opponent is trying to do, and block

Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
I had two snes systems back in the day... I had a north american one, and a 
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson
Yup. And I found a great web site that sells older games so I've been 
reacquiring the Mortal Kombat games I had back in the day.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou
Yeah... unfortunately, I can't do that. lol Right now everything old I have 
is running off emulators or through collections.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 9:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yup. And I found a great web site that sells older games so I've been
reacquiring the Mortal Kombat games I had back in the day.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson

Well this site I found has great prices. They're called Lukie Games.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 11:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yeah... unfortunately, I can't do that. lol Right now everything old I have
is running off emulators or through collections.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 9:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yup. And I found a great web site that sells older games so I've been
reacquiring the Mortal Kombat games I had back in the day.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou

Well, I'll have to look into that if I decide to nab another console. :P
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:06 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well this site I found has great prices. They're called Lukie Games.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 11:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yeah... unfortunately, I can't do that. lol Right now everything old I have
is running off emulators or through collections.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 9:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yup. And I found a great web site that sells older games so I've been
reacquiring the Mortal Kombat games I had back in the day.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Bryan Peterson

I would. Because so far I've never gotten a bad product from them.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 11:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well, I'll have to look into that if I decide to nab another console. :P
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:06 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well this site I found has great prices. They're called Lukie Games.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 11:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yeah... unfortunately, I can't do that. lol Right now everything old I have
is running off emulators or through collections.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 9:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yup. And I found a great web site that sells older games so I've been
reacquiring the Mortal Kombat games I had back in the day.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 10:48 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I had two snes systems back in the day... I had a north american one, and a
Japanese one as well. Those were good times.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


I have both my original NES and SNES, plus a Game Cube and an Atari 2600.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-06 Thread Clement Chou

Good to know.. thanks for the advice.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread dark

Hi Clemment.

While I agree, fighting games aren't the only games with that complex or 
deep a physics and engine behind them.


As I've said Mario, despite being a simple game, has a very precisely 
calculated physics engine so that in order to perform well in various 
situations, much less attempt speedruns, you need to truly practice and 
master the in game movements of the character.


Check the super metroid guides if you don't believe me, i have seen people 
analyse the game according to what size of collision box the character 
creates in different frames of animation and movement and thus what is the 
way to avoid incoming fire.


this is really what I'm talking about, games that are not necessarily 
complex, but have a solid engine built on more than instantanious reactions 
that a player has to get familiar with.


This is something often talked about in connection with vehicle driving 
games or sports games, but actually can be a factor in other types of game 
too.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can be used, 
just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. If 
I jump, is he going to uppercut me out of the air? If I throw a super, is 
there a way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, oh 
crap, he's rashing towards me. Is he going to throw out a low attack which 
requires a different block command than a regular attack? Is he going to 
go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say it's 
like a real fight, but it's a video game... the real thing takes all that 
into account and more. I just find fighting games so much simpler than 
most of people give them credit for.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:34 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all 
have a degree of stopping distance which you need to learn and master, 
and the movements of in game objects are calculated so as to challenge 
your spacial logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial 
logic and hand coordination in order to get it to do what I want has been 
quite a challenge, even though the yo yo itself is a very simple actifact 
who's movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
I know it isn't just fighting games, I'm just saying those are the only 
games blind people can play, as of now, that have that level of depth. You 
can't expect someone totally blind to beat a metroid game, or even the 
original Mario. I just used fighting games because, as much as I would've 
liked to, I didn't have enough knowledge with platformers to talk about 
them. But it's that simple, yet deep engine, that I think developers should 
look into rather than timing reflexes.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 2:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

While I agree, fighting games aren't the only games with that complex or 
deep a physics and engine behind them.


As I've said Mario, despite being a simple game, has a very precisely 
calculated physics engine so that in order to perform well in various 
situations, much less attempt speedruns, you need to truly practice and 
master the in game movements of the character.


Check the super metroid guides if you don't believe me, i have seen people 
analyse the game according to what size of collision box the character 
creates in different frames of animation and movement and thus what is the 
way to avoid incoming fire.


this is really what I'm talking about, games that are not necessarily 
complex, but have a solid engine built on more than instantanious 
reactions that a player has to get familiar with.


This is something often talked about in connection with vehicle driving 
games or sports games, but actually can be a factor in other types of game 
too.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at 
it, you need to look deeper into the engine. Where each combo can be 
used, just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking it so I guarantee a hit 
without wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to throw out a 
low attack which requires a different block command than a regular 
attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes all 
that into account and more. I just find fighting games so much simpler 
than most of people give them credit for.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:34 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all 
have a degree of stopping distance which you need to learn and master, 
and the movements of in game objects are calculated so as to challenge 
your spacial logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial 
logic and hand coordination in order to get it to do what I want has 
been quite a challenge, even though the yo yo itself is a very simple 
actifact who's movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Thomas Ward
Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:
 Hi Tom.

 I've actually often thought part of the problem in the developement of some
 games is that when some mainstream concept is not possible for whatever
 reason, it seems to be just missed out rather than replaced by something to
 maintain the complexity.

 for instance in original duckhunt you tracked the ducks flying diagonally on
 a large playing field with a light gun, but in Liam's port you just track
 them in sterrio and not verticlly.

 Well obviously tracking with a light gun the same as the original game is
 not possible, but why not add in something else to compensate, - for
 instance have the ducks need to be targited vertically like the gorbian
 ships in troop 2, or add in a distance factor so that you need to hit the
 ducks directly in the center of the field and get points accordingly.

 similarly, in your original monti game, so we can't have bouncing skulls,
 well why not put in another hazard that falls from above which you need to
 simply avoid, such as some crushes that hammer down from the cieling
 intermitantly like the fwomps in mario, sinse avoiding these and! jumping a
 skull at the same time would offer a similar spacial exercize to the
 bouncing skull.

 Of course, i know part of this is because developing games is simply
 difficult, and that a sterrio field does not naturally hold as much
 information as a visual one meaning that extra complexity requires extra
 coding, but stil I think it'd be something worth thinking about when
 creating an action game, how to introduce multiple factors the player needs
 to judge into the mix so that the game does not devolve into boppit.

 Pipe 2 is a good example of an attempt at this, though even there I think
 more could've been added, for instance more directional hazards similar to
 lectricity on pipe levels which you needed to be aware of.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
Clement, you and I think quite similarly. you can fight a CPU all day, but 
nothing's as hard to conquer as another human being. I've been playing lots 
of MK online lately, especially against some friends, and man some of those 
fights came down to the wire. we literally had 1 hit left before we died, 
and there were these tense 10-15 seconds where it was all about blocking and 
dodging. we had our mics on and you hear people panting and things. whoever 
hears us would think we're running a marathon hahaha. when someone finally 
1, lots of screaming ensued. we really get into it and it's totally freakin 
awesome! call it just pixels on screen, cartoon characters, whatever you 
like. but man when I'm done with some of those gaming sessions I'm all 
sweating like a freaking animal hahaha. couple weeks back we had this mk 
session that lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can be used, 
just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. If 
I jump, is he going to uppercut me out of the air? If I throw a super, is 
there a way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, oh 
crap, he's rashing towards me. Is he going to throw out a low attack which 
requires a different block command than a regular attack? Is he going to 
go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say it's 
like a real fight, but it's a video game... the real thing takes all that 
into account and more. I just find fighting games so much simpler than 
most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread joseph weakland

IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, but 
nothing's as hard to conquer as another human being. I've been playing 
lots of MK online lately, especially against some friends, and man some of 
those fights came down to the wire. we literally had 1 hit left before we 
died, and there were these tense 10-15 seconds where it was all about 
blocking and dodging. we had our mics on and you hear people panting and 
things. whoever hears us would think we're running a marathon hahaha. when 
someone finally 1, lots of screaming ensued. we really get into it and 
it's totally freakin awesome! call it just pixels on screen, cartoon 
characters, whatever you like. but man when I'm done with some of those 
gaming sessions I'm all sweating like a freaking animal hahaha. couple 
weeks back we had this mk session that lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at 
it, you need to look deeper into the engine. Where each combo can be 
used, just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking it so I guarantee a hit 
without wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to throw out a 
low attack which requires a different block command than a regular 
attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes all 
that into account and more. I just find fighting games so much simpler 
than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, and 
it hasn't happened. what makes anyone think it'll happen any time soon? 
questions along the lines of does this or that exist on PC? can get rather 
irritating. just get a console and you'll be able to play anything you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in 
its trajectory. The planes are the same. They move from left to right, 
and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't a 
bad game... it's fun. And simple yet hard to master games should be more 
abundant as well. Street fighter 4, for example, is easy to pick up and 
play, and to grasp basic things like combos and commands. But to really 
get good at it, you need to look deeper into the engine. Where each 
combo can be used, just how risky is throwing out that move, etc. Which 
is why I like fighting games so much... they're the only kinds of games 
we can play fully, yet they're so unpredictable especially against human 
opponents. If I jump, is he going to uppercut me out of the air? If I 
throw a super, is there a way for me to stop him blocking it so I 
guarantee a hit without wasting my meter? A lot of the time I play 
online is spent thinking, oh crap, he's rashing towards me. Is he going 
to throw out a low attack which requires a different block command than 
a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Could there be a bit more echo in the case of stairs? As I see it, having 
been underground in a mine... the main tunnels don't echo much. But get to a 
staircase, and there's just this tiny bit of echo that lets you know that 
the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of 
some

games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something 
to

maintain the complexity.

for instance in original duckhunt you tracked the ducks flying diagonally 
on

a large playing field with a light gun, but in Liam's port you just track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing skulls,
well why not put in another hazard that falls from above which you need 
to

simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! jumping 
a

skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player 
needs

to judge into the mix so that the game does not devolve into boppit.

Pipe 2 is a good example of an attempt at this, though even there I think
more could've been added, for instance more directional hazards similar 
to

lectricity on pipe levels which you needed to be aware of.

Beware the grue!

Dark.



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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
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All messages

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,

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All messages are archived and can

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Could there be a bit more echo in the case of stairs? As I see it, having 
been underground in a mine... the main tunnels don't echo much. But get to 
a staircase, and there's just this tiny bit of echo that lets you know 
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of 
some

games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something 
to

maintain the complexity.

for instance in original duckhunt you tracked the ducks flying 
diagonally on
a large playing field with a light gun, but in Liam's port you just 
track

them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game 
is

not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit 
the

ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing 
skulls,
well why not put in another hazard that falls from above which you need 
to

simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! 
jumping a

skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player 
needs

to judge into the mix so that the game does not devolve into boppit.

Pipe 2 is a good example of an attempt at this, though even there I 
think
more could've been added, for instance more directional hazards similar 
to

lectricity on pipe levels which you needed to be aware of.

Beware the grue!

Dark.



---
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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Hayden Presley
Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 Could there be a bit more echo in the case of stairs? As I see it, having 
 been underground in a mine... the main tunnels don't echo much. But get to

 a staircase, and there's just this tiny bit of echo that lets you know 
 that the tunnel is opening on a stairwell on the left. Just a thought.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 05, 2012 6:21 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 Hi Dark,

 Those are some good points. However, as you pointed out some times it
 is really really really hard to convey a concept or certain activity
 in audio alone.

 For example, one of the things I'm having difficulty with is
 staircases in the new Tomb Hunter game. Normally the staircase would
 be cut out of the same limestone as the floors and the blocks that the
 walls are made out of. That's all well and fine for realism, but from
 an audio game perspective how do I identify the sound of the staircase
 from the normal floor without using a totally different surface type.
 I can't simply use wood, because it was pretty rare in ancient Egypt.
 Nor would metal, sand, dirt, etc work. I've got other stone step
 sounds, but none quite as good as those I am using. So I'm sort of
 stumped how to identify by sound alone that this is a stone staircase
 and not a part of the floor. I'll probably have to solve that problem
 by acquiring some alternative stone footstep sounds.

 While solving something like the stone staircases verses the stone
 floor has a fairly easy solution some things like replacing a bouncing
 skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
 developer just isn't that creative, or an alternative solution didn't
 occur to him/her. I know I didn't think about the crushers until you
 mentioned it just now. I just removed the bouncing/jumping skulls, and
 replaced them with normal ones. Problem solved, but didn't replace it
 with something equally difficult though.

 However, if there is a balance to the bouncing skulls in the
 unreleased levels, levels 7-12, the skulls were invincible. You
 couldn't destroy them with a sword, and it was pretty dang hard to get
 through some of those levels. So that probably balanced out and made
 up for the bouncing skulls.

 Cheers!




 On 1/5/12, dark d...@xgam.org wrote:
 Hi Tom.

 I've actually often thought part of the problem in the developement of 
 some
 games is that when some mainstream concept is not possible for whatever
 reason, it seems to be just missed out rather than replaced by something

 to
 maintain the complexity.

 for instance in original duckhunt you tracked the ducks flying 
 diagonally on
 a large playing field with a light gun, but in Liam's port you just 
 track
 them in sterrio and not verticlly.

 Well obviously tracking with a light gun the same as the original game 
 is
 not possible, but why not add in something else to compensate, - for
 instance have the ducks need to be targited vertically like the gorbian
 ships in troop 2, or add in a distance factor so that you need to hit 
 the
 ducks directly in the center of the field and get points accordingly.

 similarly, in your original monti game, so we can't have bouncing 
 skulls,
 well why not put in another hazard that falls from above which you need 
 to
 simply avoid, such as some crushes that hammer down from the cieling
 intermitantly like the fwomps in mario, sinse avoiding these and! 
 jumping a
 skull at the same time would offer a similar spacial exercize to the
 bouncing skull.

 Of course, i know part of this is because developing games is simply
 difficult, and that a sterrio field does not naturally hold as much
 information as a visual one meaning that extra complexity requires extra
 coding, but stil I think it'd be something worth thinking about when
 creating an action game, how to introduce multiple factors the player 
 needs
 to judge into the mix so that the game does not devolve into boppit.

 Pipe 2 is a good example of an attempt at this, though even there I 
 think
 more could've been added, for instance more directional hazards similar 
 to
 lectricity on pipe levels which you needed to be aware

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
Nor is everybody interested in fighting games. I like a good fight now and 
then but my interests generally lie elsewhere.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper into 
the engine. Where each combo can be used, just how risky is throwing 
out that move, etc. Which is why I like fighting games so much... 
they're the only kinds of games we can play fully, yet they're so 
unpredictable especially against human opponents. If I jump, is he 
going to uppercut me out of the air? If I throw a super, is there a 
way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, 
oh crap, he's rashing towards me. Is he going to throw out a low 
attack which requires a different block command than a regular attack? 
Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of picksals 
and polygons beating each other up on a screen can be so complex. Sure 
you may say it's like a real fight, but it's a video game... the real 
thing takes all that into account and more. I just find fighting games 
so much simpler than most of people give them credit for.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
There could still be since it could still echo up or down from the next 
level.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Could there be a bit more echo in the case of stairs? As I see it, having
been underground in a mine... the main tunnels don't echo much. But get to



a staircase, and there's just this tiny bit of echo that lets you know
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of
some
games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something



to
maintain the complexity.

for instance in original duckhunt you tracked the ducks flying
diagonally on
a large playing field with a light gun, but in Liam's port you just
track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game
is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit
the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing
skulls,
well why not put in another hazard that falls from above which you need
to
simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and!
jumping a
skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Thomas Ward
Hi Clement,

HmmmMaybe I'll trie it and see. Its worth a try, because all I
really need here is a little sound indication that this is the top or
or bottom of a staircase and not the floor itself. Adding a little
echo might work here.

Cheers!



On 1/5/12, Clement Chou chou.clem...@gmail.com wrote:
 Could there be a bit more echo in the case of stairs? As I see it, having
 been underground in a mine... the main tunnels don't echo much. But get to a
 staircase, and there's just this tiny bit of echo that lets you know that
 the tunnel is opening on a stairwell on the left. Just a thought.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
I've been in a mine before. It does echo. Not very much, but just enough for 
you to realize what you're coming up to. Being underground is actually an 
amazing experience.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Could there be a bit more echo in the case of stairs? As I see it, having
been underground in a mine... the main tunnels don't echo much. But get to



a staircase, and there's just this tiny bit of echo that lets you know
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of
some
games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something



to
maintain the complexity.

for instance in original duckhunt you tracked the ducks flying
diagonally on
a large playing field with a light gun, but in Liam's port you just
track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game
is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit
the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing
skulls,
well why not put in another hazard that falls from above which you need
to
simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and!
jumping a
skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Well, that's true too... but I thought that was a given. But there are times 
when I don't think fighting games get as much of a chance from the gaming 
community as they should get. People write off games like Soul Calibur and 
MK as being too shallow... and that's without ever seriously sitting down 
with it and playing with it. Though to be fair, MK wasn't all too deep until 
MK 9. But I guess I'm a bit biased, considering I grew up with fighting 
games.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Nor is everybody interested in fighting games. I like a good fight now and
then but my interests generally lie elsewhere.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


---
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You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy

doesn't change the fact that mk will probably never be developed on PC.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:08 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



---
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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

Wasn't saying it would.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:19 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


doesn't change the fact that mk will probably never be developed on PC.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:08 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
then they will never play such games. it's that simple. lots of blind people 
can afford things like ipods, ipads, and iphones, so I'm sure a gaming 
console isn't out of the question. and they bought the pc they're using to 
type the email, didn't they? I think insecurity on whether or not they can 
play it is the main factor here, not necessarily a money issue. however if 
you don't try it out, you'll never know. and if you wait for the particular 
game you want to be developed on pc, you'll be waiting a lng time.





- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper into 
the engine. Where each combo can be used, just how risky is throwing 
out that move, etc. Which is why I like fighting games so much... 
they're the only kinds of games we can play fully, yet they're so 
unpredictable especially against human opponents. If I jump, is he 
going to uppercut me out of the air? If I throw a super, is there a 
way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, 
oh crap, he's rashing towards me. Is he going to throw out a low 
attack which requires a different block command than a regular attack? 
Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of picksals 
and polygons beating each other up on a screen can be so complex. Sure 
you may say it's like a real fight, but it's a video game... the real 
thing takes all that into account and more. I just find fighting games 
so much simpler than most of people give them credit for.



---
Gamers mailing list __ Gamers

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
Well as for buying the computer not necessarily. Voc Rehab might have paid 
for that and the screen reader. As for buying IPads and IPhones but not 
consoles, that's a differet stor since there's a lot you ca do with one of 
those. But I've never been one to buy a console just for one or two games. 
That would be like buying an entire CD just for one song, although I suppose 
with ITunes that's less of a problem nowadays.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:23 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


then they will never play such games. it's that simple. lots of blind 
people can afford things like ipods, ipads, and iphones, so I'm sure a 
gaming console isn't out of the question. and they bought the pc they're 
using to type the email, didn't they? I think insecurity on whether or not 
they can play it is the main factor here, not necessarily a money issue. 
however if you don't try it out, you'll never know. and if you wait for 
the particular game you want to be developed on pc, you'll be waiting a 
lng time.





- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can 
get rather irritating. just get a console and you'll be able to play 
anything you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running 
a marathon hahaha. when someone finally 1, lots of screaming ensued. 
we really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos 
and commands. But to really get good at it, you need to look deeper 
into the engine. Where each combo can be used, just how risky is 
throwing out that move, etc. Which is why I like fighting games so 
much... they're the only kinds of games we can play fully, yet 
they're so unpredictable especially against human opponents. If I 
jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread shaun everiss

not to mention space.
My room has a tv but the location is fully unsuited for a console.
Ofcause that depends on the console.
If we are talking on the latest generation playstation or xbox it is 
probably out my legue anyway.
I actually am trying to distance myself from as many things tech wise 
I can as I don't want to be tied to anything.
I have hardly space for the computer, mouse, and drives, so no 
console at least no big hunking consoles.
And there is almost no value in getting one, I have never played 
them, won't start now, I have always played pc.

At 07:40 p.m. 5/01/2012 -0800, you wrote:
Yohandy, you need to consider that not everyone can fork out a 
couple hundred bucks for a console... plus however much games would cost.

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play 
anything worthwhile. you guys have been waiting for an mk port for 
pc for years, and it hasn't happened. what makes anyone think it'll 
happen any time soon? questions along the lines of does this or 
that exist on PC? can get rather irritating. just get a console and 
you'll be able to play anything you want.



- Original Message - From: joseph weakland josephweakl...@att.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all 
day, but nothing's as hard to conquer as another human being. 
I've been playing lots of MK online lately, especially against 
some friends, and man some of those fights came down to the wire. 
we literally had 1 hit left before we died, and there were these 
tense 10-15 seconds where it was all about blocking and dodging. 
we had our mics on and you hear people panting and things. 
whoever hears us would think we're running a marathon hahaha. 
when someone finally 1, lots of screaming ensued. we really get 
into it and it's totally freakin awesome! call it just pixels on 
screen, cartoon characters, whatever you like. but man when I'm 
done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session 
that lasted 6 hours!






- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is 
simple to use, but if it can get a bit unpredictable if you move 
it in a way it shouldn't be moved. In audio games, everything is 
the same. In Judgement day if a helicopter is flying towards 
you, it'll always be the same. There's no variations on amount 
of hits needed to stop it, or even in its trajectory. The planes 
are the same. They move from left to right, and when you shoot 
them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad 
game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to 
pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper 
into the engine. Where each combo can be used, just how risky is 
throwing out that move, etc. Which is why I like fighting games 
so much... they're the only kinds of games we can play fully, 
yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw 
a super, is there a way for me to stop him blocking it so I 
guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. 
Is he going to throw out a low attack which requires a different 
block command than a regular attack? Is he going to go for an 
unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of 
picksals and polygons beating each other up on a screen can be 
so complex. Sure you may say it's like a real fight, but it's a 
video game... the real thing takes all that into account and 
more. I just find fighting games so much simpler than most of 
people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread shaun everiss
I like all fighting and stratogy some sport games but I don't really 
want to be tied to one game at a time.

At 08:58 p.m. 5/01/2012 -0700, you wrote:
Nor is everybody interested in fighting games. I like a good fight 
now and then but my interests generally lie elsewhere.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a 
couple hundred bucks for a console... plus however much games would cost.

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play 
anything worthwhile. you guys have been waiting for an mk port for 
pc for years, and it hasn't happened. what makes anyone think 
it'll happen any time soon? questions along the lines of does this 
or that exist on PC? can get rather irritating. just get a console 
and you'll be able to play anything you want.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU 
all day, but nothing's as hard to conquer as another human 
being. I've been playing lots of MK online lately, especially 
against some friends, and man some of those fights came down to 
the wire. we literally had 1 hit left before we died, and there 
were these tense 10-15 seconds where it was all about blocking 
and dodging. we had our mics on and you hear people panting and 
things. whoever hears us would think we're running a marathon 
hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it 
just pixels on screen, cartoon characters, whatever you like. 
but man when I'm done with some of those gaming sessions I'm all 
sweating like a freaking animal hahaha. couple weeks back we had 
this mk session that lasted 6 hours!






- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is 
simple to use, but if it can get a bit unpredictable if you 
move it in a way it shouldn't be moved. In audio games, 
everything is the same. In Judgement day if a helicopter is 
flying towards you, it'll always be the same. There's no 
variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. 
Not to say JD isn't a bad game... it's fun. And simple yet hard 
to master games should be more abundant as well. Street fighter 
4, for example, is easy to pick up and play, and to grasp basic 
things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can 
be used, just how risky is throwing out that move, etc. Which 
is why I like fighting games so much... they're the only kinds 
of games we can play fully, yet they're so unpredictable 
especially against human opponents. If I jump, is he going to 
uppercut me out of the air? If I throw a super, is there a way 
for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to 
throw out a low attack which requires a different block command 
than a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of 
picksals and polygons beating each other up on a screen can be 
so complex. Sure you may say it's like a real fight, but it's a 
video game... the real thing takes all that into account and 
more. I just find fighting games so much simpler than most of 
people give them credit for.



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http

Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Thomas Ward
Hi Shaun,

Lol! Well, I wouldn't go that far. The old game was ok, and certainly
the game mechanics were decent for an audio side-scroller. It was
quite a bit more advanced than Super Liam, Q9, or Tarzan Junior. I
just felt that the game's original story was under developed, and that
this game would be better in FPS.

Cheers!


On 1/3/12, shaun everiss sm.ever...@gmail.com wrote:
 well tom I just viewed your post on the audiogames forum about the
 story change.
 I am personally all for it.
 I was side scroler but go for what you want, the old game is quite
 crappy now in comparison.
 Every time you  upgrade the story you instantly make the old one seem
 crappy, dumb and boring.
 grin
 Though, I think we need to stick with something at this point, not
 sure how much anyone else will take.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Thomas Ward
HI Dark,

Right. Unfortunately, a lot of VI gamers look at Super Liam, Q9, and
assume its 2d when its only 1d, and doesn't have nearly the features a
normal mainstream side-scroller would have. You and I both have that
experience, and its just as irritating to me to have people put
side-scrollers down because I've played some pretty darn good ones
over the years.

For example, even the original Donkey Kong is far more complex than
the average accessible-side-scroller, and Donkey Kong was a very
simple game. Basically Mario started out at the bottom of a series of
ramps leading up to the top of the building, and wooden barrels came
rolling down at you as Donkey Kong threw them down at you. Simple it
might have been, but the game play was extremely difficult. You had
wooden barrels and burning barrels to jump over, moving escalators,
and the longer you played the faster the barrels rolled down at you
and escalators moved. I never reached the end of the game because it
was just too hard requiring fast reflexes and good timing.

If people haven't had that experience playing Montezuma's Revenge and
Donkey Kong on the Atari let alone something more advanced like Super
Castlevania or Megaman its no wonder they think side-scrollers suck.
All they've had is Super Liam and Q9 to compare the concept to. Some
day I'd like to create something like Super Star Wars just to show off
a true side-scroller, but that's for another day.

Cheers!


On 1/3/12, dark d...@xgam.org wrote:
 Hi tom.

 well I'll see what you end up developing. It is true that because of sight
 differences I've never actually been able to play 3D or fps games, in fact
 the release of the ps1 was really the end of me plaing mainstream games
 seriously for this reason.

 this isn't however why i have a downner on 3D generally, sinse obviously
 everything would be playable in audio and I'm indeed a big fan of shades,
 swamp etc.

 it's just that when i see people like michael making the very obvious
 mistake about side scrollers mentioned it rather irritates me when i
 considder all the fun I've had with the games I've mentioned.

 Personally i'd love to see a 3D game in audio, and will be interested to see
 what you develope in this area, and if it can be done quickly, all the
 better.

 however I'd stil love to see a side scroller in future, even if not of the
 tomb raider series just to show what is possible.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I'm curious about one thing though, and that is... do side scrollers have to 
be as complex as donkey kong to be considered good ones? Sure Super Liam and 
q9 are simple, but many side scrollers also played like that... final fight, 
Streets of Rage, dynasty world... all those old classics are simple side 
scrollers. As I see it, there are different types of side scrollers, and how 
good one is generally falls into what category it's in. Q9 and super liam 
are more in the vein of beat em ups and run n gun type games whereas Donkey 
Kong, Montazuma's Revenge, etc all fit into a more platformer type of 
category. I don't know... this is just my opinion. Growing up I played a lot 
of side scrollers too, usually with help. Seems to me that not even all 
mainstream side scrollers are what you've described as 2d. It's an 
interesting discussion though, I always just assumed side scrollers were 2d 
because that was what I imagined it as... 2d to me was always something that 
was flat and horrizontal. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Bryan Peterson
It's like I said on the audiogames.net forum. Somebody really needs to 
develop an audio version of Battletoads, complete with its infamous level of 
difficulty. A few days with that and they'll be crying for another Q9. LOL.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:05 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



HI Dark,

Right. Unfortunately, a lot of VI gamers look at Super Liam, Q9, and
assume its 2d when its only 1d, and doesn't have nearly the features a
normal mainstream side-scroller would have. You and I both have that
experience, and its just as irritating to me to have people put
side-scrollers down because I've played some pretty darn good ones
over the years.

For example, even the original Donkey Kong is far more complex than
the average accessible-side-scroller, and Donkey Kong was a very
simple game. Basically Mario started out at the bottom of a series of
ramps leading up to the top of the building, and wooden barrels came
rolling down at you as Donkey Kong threw them down at you. Simple it
might have been, but the game play was extremely difficult. You had
wooden barrels and burning barrels to jump over, moving escalators,
and the longer you played the faster the barrels rolled down at you
and escalators moved. I never reached the end of the game because it
was just too hard requiring fast reflexes and good timing.

If people haven't had that experience playing Montezuma's Revenge and
Donkey Kong on the Atari let alone something more advanced like Super
Castlevania or Megaman its no wonder they think side-scrollers suck.
All they've had is Super Liam and Q9 to compare the concept to. Some
day I'd like to create something like Super Star Wars just to show off
a true side-scroller, but that's for another day.

Cheers!


On 1/3/12, dark d...@xgam.org wrote:

Hi tom.

well I'll see what you end up developing. It is true that because of 
sight
differences I've never actually been able to play 3D or fps games, in 
fact

the release of the ps1 was really the end of me plaing mainstream games
seriously for this reason.

this isn't however why i have a downner on 3D generally, sinse obviously
everything would be playable in audio and I'm indeed a big fan of shades,
swamp etc.

it's just that when i see people like michael making the very obvious
mistake about side scrollers mentioned it rather irritates me when i
considder all the fun I've had with the games I've mentioned.

Personally i'd love to see a 3D game in audio, and will be interested to 
see

what you develope in this area, and if it can be done quickly, all the
better.

however I'd stil love to see a side scroller in future, even if not of 
the

tomb raider series just to show what is possible.

Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Bryan Peterson
It's like I said on the audiogames.net forum. Somebody really needs to 
develop an audio version of Battletoads, complete with its infamous level of 
difficulty. A few days with that and they'll be crying for another Q9. LOL.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:05 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



HI Dark,

Right. Unfortunately, a lot of VI gamers look at Super Liam, Q9, and
assume its 2d when its only 1d, and doesn't have nearly the features a
normal mainstream side-scroller would have. You and I both have that
experience, and its just as irritating to me to have people put
side-scrollers down because I've played some pretty darn good ones
over the years.

For example, even the original Donkey Kong is far more complex than
the average accessible-side-scroller, and Donkey Kong was a very
simple game. Basically Mario started out at the bottom of a series of
ramps leading up to the top of the building, and wooden barrels came
rolling down at you as Donkey Kong threw them down at you. Simple it
might have been, but the game play was extremely difficult. You had
wooden barrels and burning barrels to jump over, moving escalators,
and the longer you played the faster the barrels rolled down at you
and escalators moved. I never reached the end of the game because it
was just too hard requiring fast reflexes and good timing.

If people haven't had that experience playing Montezuma's Revenge and
Donkey Kong on the Atari let alone something more advanced like Super
Castlevania or Megaman its no wonder they think side-scrollers suck.
All they've had is Super Liam and Q9 to compare the concept to. Some
day I'd like to create something like Super Star Wars just to show off
a true side-scroller, but that's for another day.

Cheers!


On 1/3/12, dark d...@xgam.org wrote:

Hi tom.

well I'll see what you end up developing. It is true that because of 
sight
differences I've never actually been able to play 3D or fps games, in 
fact

the release of the ps1 was really the end of me plaing mainstream games
seriously for this reason.

this isn't however why i have a downner on 3D generally, sinse obviously
everything would be playable in audio and I'm indeed a big fan of shades,
swamp etc.

it's just that when i see people like michael making the very obvious
mistake about side scrollers mentioned it rather irritates me when i
considder all the fun I've had with the games I've mentioned.

Personally i'd love to see a 3D game in audio, and will be interested to 
see

what you develope in this area, and if it can be done quickly, all the
better.

however I'd stil love to see a side scroller in future, even if not of 
the

tomb raider series just to show what is possible.

Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark
I'm afraid clemment, even if we considder q9 and sperliam in the same vane 
as final fight or streets of rage, the games are stil ridiculously 
simplistic sinse once again they miss a vertical dimention.


This is slightly hard to explain to someone who has not actually seen the 
graphics of such a game but I'll have a go.


if you imagine the three letter rows of your keyboard as the playing area 
going left to right, with an action man facing to the right positioned on 
the letter A.


You may now move up to the q, down to the z, or streight forward, all while 
facing to the right and attacking right, or alternatively, may turn around. 
Thus to avoidattacks by your enemies it's often necessary to circle around 
them above or below, or indeed some enemies had moves that could affect the 
top or bottom of where you are, for instance R bare the boss from streets of 
rage two could duck down at one vertical point and jump up to do a cannon 
ball move that would cut across several rows and hit you, meaning to defeat 
him you have to anticipate where he would land vertically as well as 
horrizontally.


The playing area was also far more than three rows wide, more like 25 or 
more.


Then, jumping and jumping attacks had to be factored into the mix, sinse 
where you hit with a jumping attack on an opponent could affect what 
happened afterwards, as well as where you were vertically on the screen and 
what other enemies were arround.


for example with haggar on final fight his dropkick had a huge horizontal 
range but was bad at taking out enemies close by, while his splash could 
take out enemies close, thus a good combo was to jump into the air, let fly 
a drop kick, then splash quickly afterwards to take out any punks below you 
that the kick missed.


And lets not forget the huge fun of grabbing one punk for haggar's pile 
driver, jumping and slamming him into a bunch of others to send them flying 
like skittles! :D.


then, considder that even in a very basic game like final fight which was 
the first major release of this type, each character had far more than just 
one or two attacking moves which had different range aand priority just like 
in a beatemup.


for example in double dragon (even earlier and simpler than final fight), a 
punch could hit a single enemy in front of you and put them into a dazed 
state where you could go for a hold and throw, where as a kick had a litle 
more range, but could take out more than one enemy at once.


thus, even considdered on the basis of games like final fight, Q9 and 
superliam are extremely! simplistic in their gameplay.


Personally, given the jumping platforms, the use of a single main attack as 
well as projectiles, and the fact that enemies also have only one attack I 
considdered the game far more a proto platformer than anything else, though 
even thought of as a walk along beat em up I'm afraid it's stil! lacking 
very much of the second dimention,  possibly even more than were we to 
compare it to a platformer where at least you cannot walk up and down.


Btw, sorry if this explanation made sense, it's a litle hard to explain if 
you haven't knolidge of the point of view in such games.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark

No! not battletoads!

Battlemania on the snes is bad enough, and that was apparently toned down 
from the nes version, though i will admit the beat em up level there is 
pretty fun, especially turning your hands to giant drills and other weapons 
to give the enemies a mighty smash! :D.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 6:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


It's like I said on the audiogames.net forum. Somebody really needs to
develop an audio version of Battletoads, complete with its infamous level of
difficulty. A few days with that and they'll be crying for another Q9. LOL.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:05 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



HI Dark,

Right. Unfortunately, a lot of VI gamers look at Super Liam, Q9, and
assume its 2d when its only 1d, and doesn't have nearly the features a
normal mainstream side-scroller would have. You and I both have that
experience, and its just as irritating to me to have people put
side-scrollers down because I've played some pretty darn good ones
over the years.

For example, even the original Donkey Kong is far more complex than
the average accessible-side-scroller, and Donkey Kong was a very
simple game. Basically Mario started out at the bottom of a series of
ramps leading up to the top of the building, and wooden barrels came
rolling down at you as Donkey Kong threw them down at you. Simple it
might have been, but the game play was extremely difficult. You had
wooden barrels and burning barrels to jump over, moving escalators,
and the longer you played the faster the barrels rolled down at you
and escalators moved. I never reached the end of the game because it
was just too hard requiring fast reflexes and good timing.

If people haven't had that experience playing Montezuma's Revenge and
Donkey Kong on the Atari let alone something more advanced like Super
Castlevania or Megaman its no wonder they think side-scrollers suck.
All they've had is Super Liam and Q9 to compare the concept to. Some
day I'd like to create something like Super Star Wars just to show off
a true side-scroller, but that's for another day.

Cheers!


On 1/3/12, dark d...@xgam.org wrote:

Hi tom.

well I'll see what you end up developing. It is true that because of 
sight
differences I've never actually been able to play 3D or fps games, in 
fact

the release of the ps1 was really the end of me plaing mainstream games
seriously for this reason.

this isn't however why i have a downner on 3D generally, sinse obviously
everything would be playable in audio and I'm indeed a big fan of shades,
swamp etc.

it's just that when i see people like michael making the very obvious
mistake about side scrollers mentioned it rather irritates me when i
considder all the fun I've had with the games I've mentioned.

Personally i'd love to see a 3D game in audio, and will be interested to 
see

what you develope in this area, and if it can be done quickly, all the
better.

however I'd stil love to see a side scroller in future, even if not of 
the

tomb raider series just to show what is possible.

Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
No no, all this made sense, because I've had people who were thankfully 
patient enough to explain all this to me as a kid, so I pretty much have as 
much knowledge as it is possible to have without having scene it. I agree 
with you in that these games are both relatively simple, and that Final 
Fight and Double Dragon, while simple, did have a lot more. But even knowing 
all that I did, I just always went with calling those games 2d because even 
though you got to move up and down plains, the plains essentially were still 
from left to right. A cousin of mine once described it as picturing each 
plain as a horrizontal line, and when you moved up and down, rather than 
forward or backward you simply shifted from each line to another. 
Platformers, while not 3d as I usually would think of as 3d, had an extra 
direction of movement that walkalong beat em ups don't have. I guess having 
said that I would just like to see an audio beat em up that kept more in 
tradition with older games that focussed more on acrobatics and cool moves 
rather than lots of weapons. Games like Battle zone, for example, are fun, 
but they're fun half the time because of the weapons you have. You didn't 
get a machine gun in final fight or streets of rage to clear multiple 
enemies, you had to think and use the right moves in the right situations. 
Those games, while simple, proved to be a lot of fun... it was one of those 
simple but addicting types of games. I wish with all of me that I could 
experience a platformer like they used to be, which is why I'm glad tom is 
doing all that he's doing. But I also miss the days of coming home, firing 
up my Asian region snes and busting up mad gear gang members as Cody in 
Final Fight 3. They were simple games to play, but if you looked underneath 
it side scrolling beat em ups had some depth that made them incredibly fun 
to play. I have so many ideas in mind, yet don't have the time or the head 
to learn a programming language, otherwise I would create my own in my 
vision of what this kind of beat em up should look like in audio. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Thomas Ward
Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!






On 1/4/12, Clement Chou chou.clem...@gmail.com wrote:
 I'm curious about one thing though, and that is... do side scrollers have to
 be as complex as donkey kong to be considered good ones? Sure Super Liam and
 q9 are simple, but many side scrollers also played like that... final fight,
 Streets of Rage, dynasty world... all those old classics are simple side
 scrollers. As I see it, there are different types of side scrollers, and how
 good one is generally falls into what category it's in. Q9 and super liam
 are more in the vein of beat em ups and run n gun type games whereas Donkey
 Kong, Montazuma's Revenge, etc all fit into a more platformer type of
 category. I don't know... this is just my opinion. Growing up I played a lot
 of side scrollers too, usually with help. Seems to me that not even all
 mainstream side scrollers are what you've described as 2d. It's an
 interesting discussion though, I always just assumed side scrollers were 2d
 because that was what I imagined it as... 2d to me was always something that
 was flat and horrizontal.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
As I said in my response to Dark's message, I think I get what is trying to 
be said. And like I said in my last message also, I just never considered 
the specifics of 2d vs. 3d. I grew up calling side scrollers 2d because that 
was what everyone else around me called it. Game review sites classified 
them as such, and that was what fit my own perceptions, since as I said, 2d 
to me has always been anything that's flat and purely horrizontal, like a 
typical drawing. I know there are 3d pictures and such, yes, but those kinds 
of pictures were always too hard for me to figure out. But in terms of 
games, I just always associated 3d with a 360 degree of movement, again 
because that was how everyone else refered to them. This is why I never 
understood why 3d fighters like Tekken and MK 4 were considered 3d, even 
though the only thing remotely resembling that was sidestepping. The only 
true 3d fighting game I've ever played was the soul calibur series, because 
those did have a full range of movement.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 1:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!









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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark

Hi clemment.

No complaints from me, side scrollers like final fight are generally 
considdered 2D too, just in a different sense from games like mega man or 
mario. However my point is that games like Superliam and Q9 are stil lacking 
that vertical movement element which was so crytical to the gameplay of 
games like final fight, double dragon or streets of rage.


with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at long 
range unless you remained vertically below him and attempted to walk into 
him from above or below.


Get too far to one side and he'd either slash you if you were on the same 
horizontal row as him, or do a diagonal charge. Guy is fast enough to dodge 
the charge and grab him from behind, but the other two weren't so you had to 
avoid him using it.


Thus, the games required intensive tactics, indeed if you look on gamefaqs 
there is a 200 k guide for streets of rage two that goes into incredibly 
deep detail, and one 100 k one for the game golden axe with additions even 
by yours truly.


Yes, battle zone you can get a machine gun and moe people down, but there is 
no stratogy, no position, and litle really beyond hit them before they hit 
you type gameplay.


this is really I think the heart of where audio games are behind mainstream 
ones.


Even in a game like space invaders, when you can see the invaders and their 
position, you need to judge exactly and precisely the speed of the falling 
bullits, how long it'll take you to duck behind the shields, where the 
invaders move etc.


In most audio variets, it's a case of here it, hit it, here it, hit it!

this is really the area I think audio games need to work on, whether 2D or 
3D or whatever, having action games that actually engage a players judgement 
of a given situation and it's factors and require practice, rather than just 
reaction speed.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark
Well clemment, fighting ames muddy the waters even more, sinse you can't 
turn around completely even in a game with an 8 way run system like soul 
calibur, you are always facing your opponent.


This is indeed why I myself with limited spacial perception can play 3D beat 
em ups, but not other 3d games like platformers or brawlers, sinse in a beat 
em up your movements are stil relative to your opponent and the spacial 
visual elements only need to be worked out relative to his/her position and 
yours.


It's really quite a mine field, sinse even a game like super starwars had 3d 
effects say on the dunes in the desert which were purely visual.


Myself though I'd just go on the basis of where you can go.

Even in final fight and the like you can only move up and down a small way, 
each level is pretty much rectangular, and you stil can only walk forward 
and backwards facing one way, so as far as I'm concerned it's stil 2D.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 9:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


As I said in my response to Dark's message, I think I get what is trying 
to be said. And like I said in my last message also, I just never 
considered the specifics of 2d vs. 3d. I grew up calling side scrollers 2d 
because that was what everyone else around me called it. Game review sites 
classified them as such, and that was what fit my own perceptions, since 
as I said, 2d to me has always been anything that's flat and purely 
horrizontal, like a typical drawing. I know there are 3d pictures and 
such, yes, but those kinds of pictures were always too hard for me to 
figure out. But in terms of games, I just always associated 3d with a 360 
degree of movement, again because that was how everyone else refered to 
them. This is why I never understood why 3d fighters like Tekken and MK 4 
were considered 3d, even though the only thing remotely resembling that 
was sidestepping. The only true 3d fighting game I've ever played was the 
soul calibur series, because those did have a full range of movement.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 1:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!









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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
You have my complete agreement. I remember trying to beat Sodom... that was 
a nightmare. Not being able to see I pretty much had to guess my position 
all the time. Took me ages. lol. And yes, I do agree that audio games in 
general tend to be so much more see it and hit it than using your wits. 
Though I will say that in games like Judgement day and Alien Outback at 
least you do have to gage where everything is, break down the kinds of enemy 
coming at you, etc. I find myself asking these questions all the time... 
should I go after that plane first, or do I take out that helicopter and let 
that rocket hit my base? But I do agree that games need to be made more 
complex, which is why, again, I'm glad of the direction that Tom is taking.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:33 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi clemment.

No complaints from me, side scrollers like final fight are generally 
considdered 2D too, just in a different sense from games like mega man or 
mario. However my point is that games like Superliam and Q9 are stil 
lacking that vertical movement element which was so crytical to the 
gameplay of games like final fight, double dragon or streets of rage.


with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at 
long range unless you remained vertically below him and attempted to walk 
into him from above or below.


Get too far to one side and he'd either slash you if you were on the same 
horizontal row as him, or do a diagonal charge. Guy is fast enough to 
dodge the charge and grab him from behind, but the other two weren't so 
you had to avoid him using it.


Thus, the games required intensive tactics, indeed if you look on gamefaqs 
there is a 200 k guide for streets of rage two that goes into incredibly 
deep detail, and one 100 k one for the game golden axe with additions even 
by yours truly.


Yes, battle zone you can get a machine gun and moe people down, but there 
is no stratogy, no position, and litle really beyond hit them before they 
hit you type gameplay.


this is really I think the heart of where audio games are behind 
mainstream ones.


Even in a game like space invaders, when you can see the invaders and 
their position, you need to judge exactly and precisely the speed of the 
falling bullits, how long it'll take you to duck behind the shields, where 
the invaders move etc.


In most audio variets, it's a case of here it, hit it, here it, hit it!

this is really the area I think audio games need to work on, whether 2D or 
3D or whatever, having action games that actually engage a players 
judgement of a given situation and it's factors and require practice, 
rather than just reaction speed.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I guess I can see that. I couldn't compare, because I do have good spacial 
perception as I grew up doing things the same way... I didn't have to 
transition from sight to none, so I guess spacial perception is easier for 
me to grasp. But Soul Calibur's lack of ability to turn makes sense, because 
in a real fight you would never circle your opponent with your back to them. 
3d beat em ups like dynasty warriors confuse me though, so that may be where 
it differs. And I agree with you on the final fight thing. Rectangular 
levels has always meant 2d for me, regardless of whether you can move up and 
down or not. Platformers have another dimension that just isn't present in 
those games, but that's a whole different discussion... I'd still like to 
see a beat em up like the ones back in the day.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:38 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well clemment, fighting ames muddy the waters even more, sinse you can't 
turn around completely even in a game with an 8 way run system like soul 
calibur, you are always facing your opponent.


This is indeed why I myself with limited spacial perception can play 3D 
beat em ups, but not other 3d games like platformers or brawlers, sinse in 
a beat em up your movements are stil relative to your opponent and the 
spacial visual elements only need to be worked out relative to his/her 
position and yours.


It's really quite a mine field, sinse even a game like super starwars had 
3d effects say on the dunes in the desert which were purely visual.


Myself though I'd just go on the basis of where you can go.

Even in final fight and the like you can only move up and down a small 
way, each level is pretty much rectangular, and you stil can only walk 
forward and backwards facing one way, so as far as I'm concerned it's stil 
2D.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 9:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


As I said in my response to Dark's message, I think I get what is trying 
to be said. And like I said in my last message also, I just never 
considered the specifics of 2d vs. 3d. I grew up calling side scrollers 
2d because that was what everyone else around me called it. Game review 
sites classified them as such, and that was what fit my own perceptions, 
since as I said, 2d to me has always been anything that's flat and purely 
horrizontal, like a typical drawing. I know there are 3d pictures and 
such, yes, but those kinds of pictures were always too hard for me to 
figure out. But in terms of games, I just always associated 3d with a 360 
degree of movement, again because that was how everyone else refered to 
them. This is why I never understood why 3d fighters like Tekken and MK 4 
were considered 3d, even though the only thing remotely resembling that 
was sidestepping. The only true 3d fighting game I've ever played was the 
soul calibur series, because those did have a full range of movement.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 1:26 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

We aren't saying that Super Liam and Q9 aren't good games. What we are
saying is that the full 2d potential of such games aren't fully
realized or used where a lot of mainstream games included quite a bit
of movement along both the x and y axis of movement.

For instance, a beat-m-up I use to play alot, Legend of Kage, was
primarily run left or right and mow down as many enemy ninjas as you
can. Most of the combat and movement was strictly along the x axis.
However, there were also levels where you could move along the y axis
as well such as running up and down staircases in the castle, or
jumping from tree top to tree top in the forest over the heads of the
ninjas. If an enemy ninja was in the trees you could knock him out of
the tree and you'd watch him fall to the ground. I haven't personally
seen anyaudio side-scrollers add this 2d element to combat and
movement. I personally consider this a feature rather than weather
game x is good or bad.

Cheers!









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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Bryan Peterson
I agree about JD. I mean if I've got a roket, a helicopter and one of those 
Disablers coming after me all at once I tink it's pretty self-explanatory 
which one I should go after first since the rocket and chopper will only 
damage my base.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 3:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


You have my complete agreement. I remember trying to beat Sodom... that 
was a nightmare. Not being able to see I pretty much had to guess my 
position all the time. Took me ages. lol. And yes, I do agree that audio 
games in general tend to be so much more see it and hit it than using your 
wits. Though I will say that in games like Judgement day and Alien Outback 
at least you do have to gage where everything is, break down the kinds of 
enemy coming at you, etc. I find myself asking these questions all the 
time... should I go after that plane first, or do I take out that 
helicopter and let that rocket hit my base? But I do agree that games need 
to be made more complex, which is why, again, I'm glad of the direction 
that Tom is taking.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:33 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi clemment.

No complaints from me, side scrollers like final fight are generally 
considdered 2D too, just in a different sense from games like mega man or 
mario. However my point is that games like Superliam and Q9 are stil 
lacking that vertical movement element which was so crytical to the 
gameplay of games like final fight, double dragon or streets of rage.


with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at 
long range unless you remained vertically below him and attempted to walk 
into him from above or below.


Get too far to one side and he'd either slash you if you were on the same 
horizontal row as him, or do a diagonal charge. Guy is fast enough to 
dodge the charge and grab him from behind, but the other two weren't so 
you had to avoid him using it.


Thus, the games required intensive tactics, indeed if you look on 
gamefaqs there is a 200 k guide for streets of rage two that goes into 
incredibly deep detail, and one 100 k one for the game golden axe with 
additions even by yours truly.


Yes, battle zone you can get a machine gun and moe people down, but there 
is no stratogy, no position, and litle really beyond hit them before they 
hit you type gameplay.


this is really I think the heart of where audio games are behind 
mainstream ones.


Even in a game like space invaders, when you can see the invaders and 
their position, you need to judge exactly and precisely the speed of the 
falling bullits, how long it'll take you to duck behind the shields, 
where the invaders move etc.


In most audio variets, it's a case of here it, hit it, here it, hit it!

this is really the area I think audio games need to work on, whether 2D 
or 3D or whatever, having action games that actually engage a players 
judgement of a given situation and it's factors and require practice, 
rather than just reaction speed.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark

Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, indeed 
generally the final fight bosses all required a fair degree of tactics to 
defeat, sinse you can't just walk up to them and wale on them the way you 
could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien outbakc 
have carried the gameplay further than basic reactions, they are stil not 
imho far enough along, indeed not even to the point of mainstream space 
invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are all 
visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound limit 
the amount of information and factors required in a game, audio games should 
include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a time in 
fairly well determined patterns. make them random, and you've already 
increased the challenge. Also, you only need to shoot! the invaders. Suppose 
there were invinceable meteorites dropping on you that you simply had to 
avoid at the same time your shooting at the falling ships.


This adds another gameplay element and another factor into the game without 
increasing the sound complexity, sinse rather than another ship type to be 
shot the meteorites require a different approach.


Then how about a bouncing alien bomb that instead of entering from the top, 
enters from the side like the spiders in the centipeed game.


once again, just a matter of another sound, but now you'd have to judge the 
falling of the bomb and it's impacts with the ground relative to your own 
horizontal position even as you shoot the ships above you.


These are the sorts of things that I mean, giving the player more to worry 
about and other things to judge, just the way the original space invaders 
had six invaders at once with different wrates of fire.


Beware the Grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark
Well the hard point in an audio beat em up would be showing the vertical 
position of the enemies around you rather than their horrizontal position. I 
suppose you could do as deakout egghunt and the like do and just have a 
volume as distance indicator with a notification when they were on the same 
row as you such as an alarm as to when you could attack, but this would 
essentially turn the game into a run and smack fest.


to work, you'd need to be able to judge an enemy's vertical position 
relative to your own more precisely.


perhaps graded changes in pitch of enemy constant indicator sounds such as 
voice or footsteps, though again how well this would work i'm not certain 
and you'd stil! have problems with diagonal attacks.


Beware the grue!

Dark. 



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
More good points, of course. But I think half the problem is that ships in 
audio games like that don't fire anyway. Sure some drop bombs and the like, 
but not in the way we remember... and in alien Outback, it actually is 
possible to have four or five ships at once... you just need to turn up the 
difficulty. You're on the audio games forum a lot... I don't know if you've 
played world of war at all. It's made by Yukio Nozawa... and to me, is 
probably the best arcade shooter around right now. Your weapons actually 
have different properties, and can serve you in good ways individually... 
the speed machinegun has a faster rate of fire, but it can only shoot so 
many times before it has to pause and reload. The shotgun can destroy 
enemies in one hit which would usually require 3, yet if you shoot something 
down, you have to wait for the action to pump again before you can shoot 
which takes about a second. Small advances, but improvements over the 
formula that we've scene so far. While I never actually played space 
invaders, I did play games of similar style... so I do know what the 
differences are.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, indeed 
generally the final fight bosses all required a fair degree of tactics to 
defeat, sinse you can't just walk up to them and wale on them the way you 
could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien outbakc 
have carried the gameplay further than basic reactions, they are stil not 
imho far enough along, indeed not even to the point of mainstream space 
invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are 
all visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound 
limit the amount of information and factors required in a game, audio 
games should include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a time 
in fairly well determined patterns. make them random, and you've already 
increased the challenge. Also, you only need to shoot! the invaders. 
Suppose there were invinceable meteorites dropping on you that you simply 
had to avoid at the same time your shooting at the falling ships.


This adds another gameplay element and another factor into the game 
without increasing the sound complexity, sinse rather than another ship 
type to be shot the meteorites require a different approach.


Then how about a bouncing alien bomb that instead of entering from the 
top, enters from the side like the spiders in the centipeed game.


once again, just a matter of another sound, but now you'd have to judge 
the falling of the bomb and it's impacts with the ground relative to your 
own horizontal position even as you shoot the ships above you.


These are the sorts of things that I mean, giving the player more to worry 
about and other things to judge, just the way the original space invaders 
had six invaders at once with different wrates of fire.


Beware the Grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
What I would do is have pitches for that kind of thing. Higher pitch for 
above and lower pitch for below. I would have it so that as soon as an enemy 
got within your attack range, it would beep with an appropriate pitch in the 
direction they're coming from. Enemy was to the right and below you? lower 
pitch from the right. Above and from the left? Higher pitch from the left. I 
don't know how diagonal attacks would be worked out, I'm guessing that'd 
just be something that has to be sacrificed. But as I said, as many ideas as 
I do have... I don't have the time to sit down and learn a programming 
language, and my head doesn't do well with formulas for this kind of thing. 
My brain is good with arts... music and languages and thinking. Numbers just 
don't fly with me. lol
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 3:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Well the hard point in an audio beat em up would be showing the vertical 
position of the enemies around you rather than their horrizontal position. 
I suppose you could do as deakout egghunt and the like do and just have a 
volume as distance indicator with a notification when they were on the 
same row as you such as an alarm as to when you could attack, but this 
would essentially turn the game into a run and smack fest.


to work, you'd need to be able to judge an enemy's vertical position 
relative to your own more precisely.


perhaps graded changes in pitch of enemy constant indicator sounds such as 
voice or footsteps, though again how well this would work i'm not certain 
and you'd stil! have problems with diagonal attacks.


Beware the grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Thomas Ward
Hi Dark,

That's a good point. One of the things I didn't do when I wrote
Montezuma's Revenge is I failed to ad the jumping skulls because it
was far too difficult to figure out when they were up in the air or
down on the ground. In the classic 1984 game you had to run under them
as they jumped, and if you timed it wrong you were dead. I tried
emulating this with constant pitch changes, but that sounded really
funky, and decided to abandon them altogether.

However, this problem would apply to the standard walk along
beat-m-ups as well. I've played a number of classic beat-m-ups where
you had to hit the enemy in the air, just at the right moment, or you
missed. Timing is everything in some of those games as well as hitting
them with the right combo. If you aren't able to translate that into
audio that could be dificult to play.

Cheers!


On 1/4/12, dark d...@xgam.org wrote:
 Well the hard point in an audio beat em up would be showing the vertical
 position of the enemies around you rather than their horrizontal position. I
 suppose you could do as deakout egghunt and the like do and just have a
 volume as distance indicator with a notification when they were on the same
 row as you such as an alarm as to when you could attack, but this would
 essentially turn the game into a run and smack fest.

 to work, you'd need to be able to judge an enemy's vertical position
 relative to your own more precisely.

 perhaps graded changes in pitch of enemy constant indicator sounds such as
 voice or footsteps, though again how well this would work i'm not certain
 and you'd stil! have problems with diagonal attacks.

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I do have a question about that... with the bouncing skulls as a concept, 
could you not have a sound to represent them like a thud, but pan it toward 
the player and have it play at the same interval the skjull would be 
bouncing so the player would know when to run under it and time it 
accordingly?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 7:36 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

That's a good point. One of the things I didn't do when I wrote
Montezuma's Revenge is I failed to ad the jumping skulls because it
was far too difficult to figure out when they were up in the air or
down on the ground. In the classic 1984 game you had to run under them
as they jumped, and if you timed it wrong you were dead. I tried
emulating this with constant pitch changes, but that sounded really
funky, and decided to abandon them altogether.

However, this problem would apply to the standard walk along
beat-m-ups as well. I've played a number of classic beat-m-ups where
you had to hit the enemy in the air, just at the right moment, or you
missed. Timing is everything in some of those games as well as hitting
them with the right combo. If you aren't able to translate that into
audio that could be dificult to play.

Cheers!


On 1/4/12, dark d...@xgam.org wrote:

Well the hard point in an audio beat em up would be showing the vertical
position of the enemies around you rather than their horrizontal 
position. I

suppose you could do as deakout egghunt and the like do and just have a
volume as distance indicator with a notification when they were on the 
same

row as you such as an alarm as to when you could attack, but this would
essentially turn the game into a run and smack fest.

to work, you'd need to be able to judge an enemy's vertical position
relative to your own more precisely.

perhaps graded changes in pitch of enemy constant indicator sounds such 
as

voice or footsteps, though again how well this would work i'm not certain
and you'd stil! have problems with diagonal attacks.

Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Thomas Ward
Hi,

I suppose, but at the time I had no such sound. In fact I still don't,
but were I to try it again I'd have to add some specific sound for
jump and land so you knew when to run. I imagine a swoosh of air would
do it as it would be an indication when the skull jumped into the air,
and plus a thump when it landed. Its doable, but I simply didn't have
the resources at the time to figure it out.

Cheers!


On 1/4/12, Clement Chou chou.clem...@gmail.com wrote:
 I do have a question about that... with the bouncing skulls as a concept,
 could you not have a sound to represent them like a thud, but pan it toward
 the player and have it play at the same interval the skjull would be
 bouncing so the player would know when to run under it and time it
 accordingly?

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
I think that would work well, and realistically if a skull was to do that, 
depending on what side was up... the swoosh of air would happen naturally 
anyway.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 8:17 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi,

I suppose, but at the time I had no such sound. In fact I still don't,
but were I to try it again I'd have to add some specific sound for
jump and land so you knew when to run. I imagine a swoosh of air would
do it as it would be an indication when the skull jumped into the air,
and plus a thump when it landed. Its doable, but I simply didn't have
the resources at the time to figure it out.

Cheers!


On 1/4/12, Clement Chou chou.clem...@gmail.com wrote:

I do have a question about that... with the bouncing skulls as a concept,
could you not have a sound to represent them like a thud, but pan it 
toward

the player and have it play at the same interval the skjull would be
bouncing so the player would know when to run under it and time it
accordingly?


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark
Yes, I've played world of war, but even so I'm not convinced, simply because 
while I agree the fact of more weapons does give more choice in the game, it 
didn't seem there was an extensive enough number of enemies to characterize 
a judgement based gamepaly, you could stil pretty much get by by shooting 
anything as soon as you heard it, which is really the problem.


In mainstream space invaders you need to anticipate and understand the 
invaders movement because they aren't instantly shootable.


space invaders is of course just one example of what I mean, and there are 
plenty of others.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


More good points, of course. But I think half the problem is that ships in 
audio games like that don't fire anyway. Sure some drop bombs and the 
like, but not in the way we remember... and in alien Outback, it actually 
is possible to have four or five ships at once... you just need to turn up 
the difficulty. You're on the audio games forum a lot... I don't know if 
you've played world of war at all. It's made by Yukio Nozawa... and to me, 
is probably the best arcade shooter around right now. Your weapons 
actually have different properties, and can serve you in good ways 
individually... the speed machinegun has a faster rate of fire, but it can 
only shoot so many times before it has to pause and reload. The shotgun 
can destroy enemies in one hit which would usually require 3, yet if you 
shoot something down, you have to wait for the action to pump again before 
you can shoot which takes about a second. Small advances, but improvements 
over the formula that we've scene so far. While I never actually played 
space invaders, I did play games of similar style... so I do know what the 
differences are.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, indeed 
generally the final fight bosses all required a fair degree of tactics to 
defeat, sinse you can't just walk up to them and wale on them the way you 
could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien outbakc 
have carried the gameplay further than basic reactions, they are stil not 
imho far enough along, indeed not even to the point of mainstream space 
invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are 
all visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound 
limit the amount of information and factors required in a game, audio 
games should include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a time 
in fairly well determined patterns. make them random, and you've already 
increased the challenge. Also, you only need to shoot! the invaders. 
Suppose there were invinceable meteorites dropping on you that you simply 
had to avoid at the same time your shooting at the falling ships.


This adds another gameplay element and another factor into the game 
without increasing the sound complexity, sinse rather than another ship 
type to be shot the meteorites require a different approach.


Then how about a bouncing alien bomb that instead of entering from the 
top, enters from the side like the spiders in the centipeed game.


once again, just a matter of another sound, but now you'd have to judge 
the falling of the bomb and it's impacts with the ground relative to your 
own horizontal position even as you shoot the ships above you.


These are the sorts of things that I mean, giving the player more to 
worry about and other things to judge, just the way the original space 
invaders had six invaders at once with different wrates of fire.


Beware the Grue!

Dark.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
Too predictable, is what audio games boil down to imo. But once again, I 
agree... something needs to change. But I guess when a developer is working 
on a whole project by himself... it's hard to produce something like that. 
But when Mota gets released, I have a feeling that's going to revolutionize 
vi games in general. At least, I hope it does.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yes, I've played world of war, but even so I'm not convinced, simply 
because while I agree the fact of more weapons does give more choice in 
the game, it didn't seem there was an extensive enough number of enemies 
to characterize a judgement based gamepaly, you could stil pretty much get 
by by shooting anything as soon as you heard it, which is really the 
problem.


In mainstream space invaders you need to anticipate and understand the 
invaders movement because they aren't instantly shootable.


space invaders is of course just one example of what I mean, and there are 
plenty of others.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


More good points, of course. But I think half the problem is that ships 
in audio games like that don't fire anyway. Sure some drop bombs and the 
like, but not in the way we remember... and in alien Outback, it actually 
is possible to have four or five ships at once... you just need to turn 
up the difficulty. You're on the audio games forum a lot... I don't know 
if you've played world of war at all. It's made by Yukio Nozawa... and to 
me, is probably the best arcade shooter around right now. Your weapons 
actually have different properties, and can serve you in good ways 
individually... the speed machinegun has a faster rate of fire, but it 
can only shoot so many times before it has to pause and reload. The 
shotgun can destroy enemies in one hit which would usually require 3, yet 
if you shoot something down, you have to wait for the action to pump 
again before you can shoot which takes about a second. Small advances, 
but improvements over the formula that we've scene so far. While I never 
actually played space invaders, I did play games of similar style... so I 
do know what the differences are.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, indeed 
generally the final fight bosses all required a fair degree of tactics 
to defeat, sinse you can't just walk up to them and wale on them the way 
you could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien 
outbakc have carried the gameplay further than basic reactions, they are 
stil not imho far enough along, indeed not even to the point of 
mainstream space invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are 
all visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound 
limit the amount of information and factors required in a game, audio 
games should include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a time 
in fairly well determined patterns. make them random, and you've already 
increased the challenge. Also, you only need to shoot! the invaders. 
Suppose there were invinceable meteorites dropping on you that you 
simply had to avoid at the same time your shooting at the falling ships.


This adds another gameplay element and another factor into the game 
without increasing the sound complexity, sinse rather than another ship 
type to be shot the meteorites require a different approach.


Then how about a bouncing alien bomb that instead of entering from the 
top, enters from the side like the spiders in the centipeed game.


once again, just a matter of another sound, but now you'd have to judge 
the falling of the bomb and it's impacts with the ground relative to 
your own horizontal position even as you shoot the ships above you.


These are the sorts of things that I mean, giving the player more to 
worry about and other things to judge, just the way the original space 
invaders had six invaders at once with different wrates of fire.


Beware the Grue!

Dark.

---
Gamers mailing list

Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark

Hi Tom.

I've actually often thought part of the problem in the developement of some 
games is that when some mainstream concept is not possible for whatever 
reason, it seems to be just missed out rather than replaced by something to 
maintain the complexity.


for instance in original duckhunt you tracked the ducks flying diagonally on 
a large playing field with a light gun, but in Liam's port you just track 
them in sterrio and not verticlly.


Well obviously tracking with a light gun the same as the original game is 
not possible, but why not add in something else to compensate, - for 
instance have the ducks need to be targited vertically like the gorbian 
ships in troop 2, or add in a distance factor so that you need to hit the 
ducks directly in the center of the field and get points accordingly.


similarly, in your original monti game, so we can't have bouncing skulls, 
well why not put in another hazard that falls from above which you need to 
simply avoid, such as some crushes that hammer down from the cieling 
intermitantly like the fwomps in mario, sinse avoiding these and! jumping a 
skull at the same time would offer a similar spacial exercize to the 
bouncing skull.


Of course, i know part of this is because developing games is simply 
difficult, and that a sterrio field does not naturally hold as much 
information as a visual one meaning that extra complexity requires extra 
coding, but stil I think it'd be something worth thinking about when 
creating an action game, how to introduce multiple factors the player needs 
to judge into the mix so that the game does not devolve into boppit.


Pipe 2 is a good example of an attempt at this, though even there I think 
more could've been added, for instance more directional hazards similar to 
lectricity on pipe levels which you needed to be aware of.


Beware the grue!

Dark. 



---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread dark

I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all have 
a degree of stopping distance which you need to learn and master, and the 
movements of in game objects are calculated so as to challenge your spacial 
logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial logic 
and hand coordination in order to get it to do what I want has been quite a 
challenge, even though the yo yo itself is a very simple actifact who's 
movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:07 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Too predictable, is what audio games boil down to imo. But once again, I 
agree... something needs to change. But I guess when a developer is 
working on a whole project by himself... it's hard to produce something 
like that. But when Mota gets released, I have a feeling that's going to 
revolutionize vi games in general. At least, I hope it does.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yes, I've played world of war, but even so I'm not convinced, simply 
because while I agree the fact of more weapons does give more choice in 
the game, it didn't seem there was an extensive enough number of enemies 
to characterize a judgement based gamepaly, you could stil pretty much 
get by by shooting anything as soon as you heard it, which is really the 
problem.


In mainstream space invaders you need to anticipate and understand the 
invaders movement because they aren't instantly shootable.


space invaders is of course just one example of what I mean, and there 
are plenty of others.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


More good points, of course. But I think half the problem is that ships 
in audio games like that don't fire anyway. Sure some drop bombs and the 
like, but not in the way we remember... and in alien Outback, it 
actually is possible to have four or five ships at once... you just need 
to turn up the difficulty. You're on the audio games forum a lot... I 
don't know if you've played world of war at all. It's made by Yukio 
Nozawa... and to me, is probably the best arcade shooter around right 
now. Your weapons actually have different properties, and can serve you 
in good ways individually... the speed machinegun has a faster rate of 
fire, but it can only shoot so many times before it has to pause and 
reload. The shotgun can destroy enemies in one hit which would usually 
require 3, yet if you shoot something down, you have to wait for the 
action to pump again before you can shoot which takes about a second. 
Small advances, but improvements over the formula that we've scene so 
far. While I never actually played space invaders, I did play games of 
similar style... so I do know what the differences are.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

i can certainly imagine a boss like sodom being a real nightmare, 
indeed generally the final fight bosses all required a fair degree of 
tactics to defeat, sinse you can't just walk up to them and wale on 
them the way you could bosses in some other games of the same type.


As to audio space invaders, while I completely agree Jd and Alien 
outbakc have carried the gameplay further than basic reactions, they 
are stil not imho far enough along, indeed not even to the point of 
mainstream space invaders.


Remember in a main stream space invaders game you have perhaps six or 7 
invaders above you in a row jigling back and forward, all of which are 
firing at different wrates.


stacked above them are perhaps ten more rows of invaders, and these are 
all visible at the start of the game.


While I agree having six spaceships all firing at once in audio would 
probably be impractical, rather than letting the limitations of sound 
limit the amount of information and factors required in a game, audio 
games should include more for the player to think about.


For instance, in alien outback the invaders come only a couple at a 
time in fairly well determined patterns

Re: [Audyssey] Mysteries of the Ancients News

2012-01-04 Thread Clement Chou
Simple and predictable is not the same thing. Sure a yo-yo is simple to use, 
but if it can get a bit unpredictable if you move it in a way it shouldn't 
be moved. In audio games, everything is the same. In Judgement day if a 
helicopter is flying towards you, it'll always be the same. There's no 
variations on amount of hits needed to stop it, or even in its trajectory. 
The planes are the same. They move from left to right, and when you shoot 
them they make little adjustments which while bothersome, doesn't really 
make for any challenge. Not to say JD isn't a bad game... it's fun. And 
simple yet hard to master games should be more abundant as well. Street 
fighter 4, for example, is easy to pick up and play, and to grasp basic 
things like combos and commands. But to really get good at it, you need to 
look deeper into the engine. Where each combo can be used, just how risky is 
throwing out that move, etc. Which is why I like fighting games so much... 
they're the only kinds of games we can play fully, yet they're so 
unpredictable especially against human opponents. If I jump, is he going to 
uppercut me out of the air? If I throw a super, is there a way for me to 
stop him blocking it so I guarantee a hit without wasting my meter? A lot of 
the time I play online is spent thinking, oh crap, he's rashing towards me. 
Is he going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. It's 
always been amazing to me how two bunches of picksals and polygons beating 
each other up on a screen can be so complex. Sure you may say it's like a 
real fight, but it's a video game... the real thing takes all that into 
account and more. I just find fighting games so much simpler than most of 
people give them credit for.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:34 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all 
have a degree of stopping distance which you need to learn and master, and 
the movements of in game objects are calculated so as to challenge your 
spacial logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial 
logic and hand coordination in order to get it to do what I want has been 
quite a challenge, even though the yo yo itself is a very simple actifact 
who's movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.



---
Gamers mailing list __ Gamers@audyssey.org
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You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


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