Re: [Audyssey] Mapping program?

2009-01-11 Thread Thomas Ward

Hi Dark,
hmmm... Interesting. I certainly could see where a tool like that would 
come in handy.


dark wrote:

With all the gamebooks etc, I was wondering if someone would considder 
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a table with eddit boxes. 

You could start at coordinates 00 (so that they can both rise and fall into negative numbers), and move left and navigate left, right up and down with the arrows. 

I thought each box could have several text fields which you could tab betwene with the arrow keys and enter information about the location. 

Fields such as name, possible exits and additional information. 

This way you could create a map which you could quickly eddit while playing a gamebook or other game, and also be able to read through fairly easily,  in fact up to the author, some extra functions could be added such as the ability to mark a location, read all used boxes in a current column or row (handy for reviewing down tunnels, the ability to read out marked locations etc. 

With the amount of text adventures, gamebooks, and even audio games which have complex maps, i think this would be something which could really helpp. 

I've read the artical on using pins in a pizza box, but I must confess I've never personally found that method too convenient to work in construction. 

I actually got this idea from playing Eamon, which has that really useful habbit in maps of giving current information, such as you are in a T intersection and I thought this could really help if a program was constructed to do it, - especially with adequate read keys. 

Any thoughts would be welcome. 


Dark.
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Re: [Audyssey] Mapping program?

2009-01-11 Thread Thomas Ward

Hi Dark,
For my clarification and others what maps in MOTA? If you are refering 
to the view map feature that was present in Montezuma's Revenge that 
feature is no longer available in Mysteries of the Ancients as MOTA uses 
a completely different game engine.


dark wrote:

Hi Phil.

Game engines create maps, however what about all those ready existing 
games which require mapping?


Gamebooks, interactive fiction, text games, even games like shades and 
sarah (assuming you want to make a few more notes than what the 
marauder's map gives you).


This was what I was thinking, rather than specifically of a map within a 
game engine,  such as the map's in mota.


Beware the grue!

Dark.



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Re: [Audyssey] Mapping program?

2009-01-11 Thread dark
Hi Tom, I was indeed thinking of the map facility in montizuma's 
return,  appologies, I wasn't keeping up with name conventions here.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 12, 2009 2:13 AM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
For my clarification and others what maps in MOTA? If you are refering to 
the view map feature that was present in Montezuma's Revenge that feature 
is no longer available in Mysteries of the Ancients as MOTA uses a 
completely different game engine.


dark wrote:

Hi Phil.

Game engines create maps, however what about all those ready existing 
games which require mapping?


Gamebooks, interactive fiction, text games, even games like shades and 
sarah (assuming you want to make a few more notes than what the 
marauder's map gives you).


This was what I was thinking, rather than specifically of a map within a 
game engine,  such as the map's in mota.


Beware the grue!

Dark.



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Re: [Audyssey] Mapping program?

2009-01-11 Thread dark

Hi Tom.

It just strikes me there are so many games which would require something 
like this. Indeed, games like fallthrough tell you to create a map, and this 
is a lot more problematic for a Vi person than for a sited person who can 
just use a pen and paper for quick marking and review.


This was why i was thinking distinctly of a mapping program to help with 
things, sinse many of the overview functions used in all the grid based 
puzlers and solitare games,  eg read column, mark box etc could really 
be helpful here.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 12, 2009 1:59 AM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
hmmm... Interesting. I certainly could see where a tool like that would 
come in handy.


dark wrote:
With all the gamebooks etc, I was wondering if someone would considder 
designing a mapping program, - probably to work with Sapi.


what I'm thinking of here is something which basically functions as a 
table with eddit boxes. You could start at coordinates 00 (so that they 
can both rise and fall into negative numbers), and move left and navigate 
left, right up and down with the arrows. I thought each box could have 
several text fields which you could tab betwene with the arrow keys and 
enter information about the location. Fields such as name, possible exits 
and additional information. This way you could create a map which you 
could quickly eddit while playing a gamebook or other game, and also be 
able to read through fairly easily,  in fact up to the author, some 
extra functions could be added such as the ability to mark a location, 
read all used boxes in a current column or row (handy for reviewing down 
tunnels, the ability to read out marked locations etc. With the amount of 
text adventures, gamebooks, and even audio games which have complex maps, 
i think this would be something which could really helpp. I've read the 
artical on using pins in a pizza box, but I must confess I've never 
personally found that method too convenient to work in construction. I 
actually got this idea from playing Eamon, which has that really useful 
habbit in maps of giving current information, such as you are in a T 
intersection and I thought this could really help if a program was 
constructed to do it, - especially with adequate read keys. Any 
thoughts would be welcome. Dark.

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Re: [Audyssey] Mapping program?

2009-01-09 Thread Phil Vlasak

Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?


With all the gamebooks etc, I was wondering if someone would considder 
designing a mapping program, - probably to work with Sapi.


what I'm thinking of here is something which basically functions as a 
table with eddit boxes.


You could start at coordinates 00 (so that they can both rise and fall 
into negative numbers), and move left and navigate left, right up and down 
with the arrows.


I thought each box could have several text fields which you could tab 
betwene with the arrow keys and enter information about the location.


Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while 
playing a gamebook or other game, and also be able to read through fairly 
easily,  in fact up to the author, some extra functions could be added 
such as the ability to mark a location, read all used boxes in a current 
column or row (handy for reviewing down tunnels, the ability to read out 
marked locations etc.


With the amount of text adventures, gamebooks, and even audio games which 
have complex maps, i think this would be something which could really 
helpp.


I've read the artical on using pins in a pizza box, but I must confess 
I've never personally found that method too convenient to work in 
construction.


I actually got this idea from playing Eamon, which has that really useful 
habbit in maps of giving current information, such as you are in a T 
intersection and I thought this could really help if a program was 
constructed to do it, - especially with adequate read keys.


Any thoughts would be welcome.

Dark.
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
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Re: [Audyssey] Mapping program?

2009-01-09 Thread dark

Hi Phil.

Game engines create maps, however what about all those ready existing games 
which require mapping?


Gamebooks, interactive fiction, text games, even games like shades and sarah 
(assuming you want to make a few more notes than what the marauder's map 
gives you).


This was what I was thinking, rather than specifically of a map within a 
game engine,  such as the map's in mota.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 6:30 PM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?


With all the gamebooks etc, I was wondering if someone would considder 
designing a mapping program, - probably to work with Sapi.


what I'm thinking of here is something which basically functions as a 
table with eddit boxes.


You could start at coordinates 00 (so that they can both rise and fall 
into negative numbers), and move left and navigate left, right up and 
down with the arrows.


I thought each box could have several text fields which you could tab 
betwene with the arrow keys and enter information about the location.


Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while 
playing a gamebook or other game, and also be able to read through fairly 
easily,  in fact up to the author, some extra functions could be 
added such as the ability to mark a location, read all used boxes in a 
current column or row (handy for reviewing down tunnels, the ability to 
read out marked locations etc.


With the amount of text adventures, gamebooks, and even audio games which 
have complex maps, i think this would be something which could really 
helpp.


I've read the artical on using pins in a pizza box, but I must confess 
I've never personally found that method too convenient to work in 
construction.


I actually got this idea from playing Eamon, which has that really useful 
habbit in maps of giving current information, such as you are in a T 
intersection and I thought this could really help if a program was 
constructed to do it, - especially with adequate read keys.


Any thoughts would be welcome.

Dark.
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.5/1884 - Release Date: 1/9/2009 
8:38 AM



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Re: [Audyssey] Mapping program?

2009-01-09 Thread Phil Vlasak

Hi Dark,
David could if he chose, separate the map making function from his GMA game 
engine and allow anyone to make maps while playing other games.
For example if you have the map maker in one window and switch to a game in 
a second window, you could walk along a path in the game, then switch back 
to the map maker program and create the same path.
You could even add notes or numbers inserted in the path telling you things 
such as went in this room, or this is the entrance to the kitchen.

or trapped a monster in this room.
As you are in the map maker there will be no monsters to attack you.
You could for example map the corridors of Shades of doom marking what is 
behind each door and then when you play the game again, use the map program 
to guide you as to what to do.
It would be like a physical walk through document but designed to match the 
game floor plan.
As I said David could do this but I don't see it as a commercial product, so 
it would have to be a free program.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 3:03 PM
Subject: Re: [Audyssey] Mapping program?



Hi Phil.

Game engines create maps, however what about all those ready existing 
games

which require mapping?

Gamebooks, interactive fiction, text games, even games like shades and 
sarah

(assuming you want to make a few more notes than what the marauder's map
gives you).

This was what I was thinking, rather than specifically of a map within a
game engine,  such as the map's in mota.

Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 6:30 PM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?



With all the gamebooks etc, I was wondering if someone would considder
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a
table with eddit boxes.

You could start at coordinates 00 (so that they can both rise and fall
into negative numbers), and move left and navigate left, right up and
down with the arrows.

I thought each box could have several text fields which you could tab
betwene with the arrow keys and enter information about the location.

Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while
playing a gamebook or other game, and also be able to read through 
fairly

easily,  in fact up to the author, some extra functions could be
added such as the ability to mark a location, read all used boxes in a
current column or row (handy for reviewing down tunnels, the ability to
read out marked locations etc.

With the amount of text adventures, gamebooks, and even audio games 
which

have complex maps, i think this would be something which could really
helpp.

I've read the artical on using pins in a pizza box, but I must confess
I've never personally found that method too convenient to work in
construction.

I actually got this idea from playing Eamon, which has that really 
useful

habbit in maps of giving current information, such as you are in a T
intersection and I thought this could really help if a program was
constructed to do it, - especially with adequate read keys.

Any thoughts would be welcome.

Dark.
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.5/1884 - Release Date: 1/9/2009
8:38 AM


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Re: [Audyssey] Mapping program?

2009-01-09 Thread shaun everiss
hmm there is the gma engine which is in vb6 as I understand it but is not for 
general sale.
there is the aduio adventure engine made by enspiredcode.net which I have no 
status for.
there is the klango system which is going strong.
There is the agm project which did not take off.
There are your traditional text game engines, inform, hugo, tads addrift etc.
At 07:30 a.m. 10/01/2009, you wrote:
Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?


With all the gamebooks etc, I was wondering if someone would considder 
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a table 
with eddit boxes.

You could start at coordinates 00 (so that they can both rise and fall into 
negative numbers), and move left and navigate left, right up and down with 
the arrows.

I thought each box could have several text fields which you could tab betwene 
with the arrow keys and enter information about the location.

Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while playing a 
gamebook or other game, and also be able to read through fairly easily,  
in fact up to the author, some extra functions could be added such as the 
ability to mark a location, read all used boxes in a current column or row 
(handy for reviewing down tunnels, the ability to read out marked locations 
etc.

With the amount of text adventures, gamebooks, and even audio games which 
have complex maps, i think this would be something which could really helpp.

I've read the artical on using pins in a pizza box, but I must confess I've 
never personally found that method too convenient to work in construction.

I actually got this idea from playing Eamon, which has that really useful 
habbit in maps of giving current information, such as you are in a T 
intersection and I thought this could really help if a program was 
constructed to do it, - especially with adequate read keys.

Any thoughts would be welcome.

Dark.
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.5/1884 - Release Date: 1/9/2009 8:38 
AM


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Re: [Audyssey] Mapping program?

2009-01-09 Thread Pranav Lal
Dark,

Try using Excel. Also, you can expand word tables at will so that should not
be a problem.
By the way, loadstone gps is an open source program that runs on mobile
phones. You may want to try integrating it with a game or feed it
coordinates and keep track of where you are using your phone.

Pranav

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, January 10, 2009 3:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping program?

Hi Phil.

Hmmm, certainly intreaguing, though to be perfectly honest I wasn't even 
thinking of something with that level of complexity, I was just thinking of 
a substitute for what a sited person can naturally do with a pen and 
paper,  or a word file and good aski art skills for that matter.

The best substitute I've found thus far is table creating in word, though 
that has a lot of drawbacks,  not the least of which is that coordinates

wise, you don't know how large the map will be, so don't know how large to 
make the table, pluss there are no functions such as mapping.

I'm also not sure if the map maker in the gma engine would be more complex 
than necessary,  ie, settings for how large or small rooms and corridors

are for example, but as I've had no experience at all working with the 
engine (though certainly quite a bit playing it's games, lol!), I'm not sure

on this point.

Beware the Grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 9:27 PM
Subject: Re: [Audyssey] Mapping program?


 Hi Dark,
 David could if he chose, separate the map making function from his GMA 
 game engine and allow anyone to make maps while playing other games.
 For example if you have the map maker in one window and switch to a game 
 in a second window, you could walk along a path in the game, then switch 
 back to the map maker program and create the same path.
 You could even add notes or numbers inserted in the path telling you 
 things such as went in this room, or this is the entrance to the kitchen.
 or trapped a monster in this room.
 As you are in the map maker there will be no monsters to attack you.
 You could for example map the corridors of Shades of doom marking what is 
 behind each door and then when you play the game again, use the map 
 program to guide you as to what to do.
 It would be like a physical walk through document but designed to match 
 the game floor plan.
 As I said David could do this but I don't see it as a commercial product, 
 so it would have to be a free program.
 Phil

 - Original Message - 
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 09, 2009 3:03 PM
 Subject: Re: [Audyssey] Mapping program?


 Hi Phil.

 Game engines create maps, however what about all those ready existing 
 games
 which require mapping?

 Gamebooks, interactive fiction, text games, even games like shades and 
 sarah
 (assuming you want to make a few more notes than what the marauder's map
 gives you).

 This was what I was thinking, rather than specifically of a map within a
 game engine,  such as the map's in mota.

 Beware the grue!

 Dark.
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 09, 2009 6:30 PM
 Subject: Re: [Audyssey] Mapping program?


 Hi Dark,
 Most game engines already have the capability to create maps.
 But there are not too many game engines for the blind.
 Hopefully this year there will be some new ones.
 Phil

 - Original Message - 
 From: dark d...@xgam.org
 To: Gamers@audyssey.org
 Sent: Friday, January 09, 2009 1:20 PM
 Subject: [Audyssey] Mapping program?


 With all the gamebooks etc, I was wondering if someone would considder
 designing a mapping program, - probably to work with Sapi.

 what I'm thinking of here is something which basically functions as a
 table with eddit boxes.

 You could start at coordinates 00 (so that they can both rise and fall
 into negative numbers), and move left and navigate left, right up and
 down with the arrows.

 I thought each box could have several text fields which you could tab
 betwene with the arrow keys and enter information about the location.

 Fields such as name, possible exits and additional information.

 This way you could create a map which you could quickly eddit while
 playing a gamebook or other game, and also be able to read through 
 fairly
 easily,  in fact up to the author, some extra functions could be
 added such as the ability to mark a location, read all used boxes in a
 current column or row (handy for reviewing down tunnels, the ability to
 read out marked locations etc.

 With the amount of text adventures, gamebooks, and even audio games 
 which
 have complex maps, i think this would be something which could

Re: [Audyssey] Mapping program?

2009-01-09 Thread Pranav Lal
Dark,

Look at loadstone gps. In particular, checkout the exploration mode.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, January 09, 2009 11:51 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping program?

With all the gamebooks etc, I was wondering if someone would considder
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a table
with eddit boxes. 

You could start at coordinates 00 (so that they can both rise and fall into
negative numbers), and move left and navigate left, right up and down with
the arrows. 

I thought each box could have several text fields which you could tab
betwene with the arrow keys and enter information about the location. 

Fields such as name, possible exits and additional information. 

This way you could create a map which you could quickly eddit while playing
a gamebook or other game, and also be able to read through fairly easily,
 in fact up to the author, some extra functions could be added such as
the ability to mark a location, read all used boxes in a current column or
row (handy for reviewing down tunnels, the ability to read out marked
locations etc. 

With the amount of text adventures, gamebooks, and even audio games which
have complex maps, i think this would be something which could really helpp.


I've read the artical on using pins in a pizza box, but I must confess I've
never personally found that method too convenient to work in construction. 

I actually got this idea from playing Eamon, which has that really useful
habbit in maps of giving current information, such as you are in a T
intersection and I thought this could really help if a program was
constructed to do it, - especially with adequate read keys. 

Any thoughts would be welcome. 

Dark.
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Re: [Audyssey] Mapping program?

2009-01-09 Thread dark

I don't have a phone with speech owing to pricing.

i'll look into the table cretion though.

Beware the grue!

Dark.
- Original Message - 
From: Pranav Lal pranav@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, January 10, 2009 2:05 AM
Subject: Re: [Audyssey] Mapping program?



Dark,

Try using Excel. Also, you can expand word tables at will so that should 
not

be a problem.
By the way, loadstone gps is an open source program that runs on mobile
phones. You may want to try integrating it with a game or feed it
coordinates and keep track of where you are using your phone.

Pranav

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, January 10, 2009 3:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping program?

Hi Phil.

Hmmm, certainly intreaguing, though to be perfectly honest I wasn't even
thinking of something with that level of complexity, I was just thinking 
of

a substitute for what a sited person can naturally do with a pen and
paper,  or a word file and good aski art skills for that matter.

The best substitute I've found thus far is table creating in word, though
that has a lot of drawbacks,  not the least of which is that 
coordinates


wise, you don't know how large the map will be, so don't know how large to
make the table, pluss there are no functions such as mapping.

I'm also not sure if the map maker in the gma engine would be more complex
than necessary,  ie, settings for how large or small rooms and 
corridors


are for example, but as I've had no experience at all working with the
engine (though certainly quite a bit playing it's games, lol!), I'm not 
sure


on this point.

Beware the Grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 9:27 PM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
David could if he chose, separate the map making function from his GMA
game engine and allow anyone to make maps while playing other games.
For example if you have the map maker in one window and switch to a game
in a second window, you could walk along a path in the game, then switch
back to the map maker program and create the same path.
You could even add notes or numbers inserted in the path telling you
things such as went in this room, or this is the entrance to the kitchen.
or trapped a monster in this room.
As you are in the map maker there will be no monsters to attack you.
You could for example map the corridors of Shades of doom marking what is
behind each door and then when you play the game again, use the map
program to guide you as to what to do.
It would be like a physical walk through document but designed to match
the game floor plan.
As I said David could do this but I don't see it as a commercial product,
so it would have to be a free program.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 3:03 PM
Subject: Re: [Audyssey] Mapping program?



Hi Phil.

Game engines create maps, however what about all those ready existing
games
which require mapping?

Gamebooks, interactive fiction, text games, even games like shades and
sarah
(assuming you want to make a few more notes than what the marauder's map
gives you).

This was what I was thinking, rather than specifically of a map within a
game engine,  such as the map's in mota.

Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 6:30 PM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?



With all the gamebooks etc, I was wondering if someone would considder
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a
table with eddit boxes.

You could start at coordinates 00 (so that they can both rise and fall
into negative numbers), and move left and navigate left, right up and
down with the arrows.

I thought each box could have several text fields which you could tab
betwene with the arrow keys and enter information about the location.

Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while
playing a gamebook or other game, and also be able to read through
fairly
easily,  in fact up to the author, some extra functions could be
added such as the ability to mark a location, read all used boxes

Re: [Audyssey] Mapping program?

2009-01-09 Thread dark
Again, not unfortunately helpful to me unless it runs on a pc. Someone else 
who already has a phone with speech might find it useful though.


Beware the Grue!

Dark.
- Original Message - 
From: Pranav Lal pranav@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, January 10, 2009 2:05 AM
Subject: Re: [Audyssey] Mapping program?



Dark,

Look at loadstone gps. In particular, checkout the exploration mode.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, January 09, 2009 11:51 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping program?

With all the gamebooks etc, I was wondering if someone would considder
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a 
table

with eddit boxes.

You could start at coordinates 00 (so that they can both rise and fall 
into

negative numbers), and move left and navigate left, right up and down with
the arrows.

I thought each box could have several text fields which you could tab
betwene with the arrow keys and enter information about the location.

Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while 
playing

a gamebook or other game, and also be able to read through fairly easily,
 in fact up to the author, some extra functions could be added such as
the ability to mark a location, read all used boxes in a current column or
row (handy for reviewing down tunnels, the ability to read out marked
locations etc.

With the amount of text adventures, gamebooks, and even audio games which
have complex maps, i think this would be something which could really 
helpp.



I've read the artical on using pins in a pizza box, but I must confess 
I've

never personally found that method too convenient to work in construction.

I actually got this idea from playing Eamon, which has that really useful
habbit in maps of giving current information, such as you are in a T
intersection and I thought this could really help if a program was
constructed to do it, - especially with adequate read keys.

Any thoughts would be welcome.

Dark.
---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Mapping program?

2009-01-09 Thread Terrence van Ettinger AKA Angus MacLaren
Something like that would be perfect for a game like Materia Magica, where 
there are cities with lots of streets  buildings to keep track of.


--
From: Phil Vlasak p...@pcsgames.net
Sent: Friday, January 09, 2009 12:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mapping program?


Hi Dark,
David could if he chose, separate the map making function from his GMA 
game engine and allow anyone to make maps while playing other games.
For example if you have the map maker in one window and switch to a game 
in a second window, you could walk along a path in the game, then switch 
back to the map maker program and create the same path.
You could even add notes or numbers inserted in the path telling you 
things such as went in this room, or this is the entrance to the kitchen.

or trapped a monster in this room.
As you are in the map maker there will be no monsters to attack you.
You could for example map the corridors of Shades of doom marking what is 
behind each door and then when you play the game again, use the map 
program to guide you as to what to do.
It would be like a physical walk through document but designed to match 
the game floor plan.
As I said David could do this but I don't see it as a commercial product, 
so it would have to be a free program.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 3:03 PM
Subject: Re: [Audyssey] Mapping program?



Hi Phil.

Game engines create maps, however what about all those ready existing 
games

which require mapping?

Gamebooks, interactive fiction, text games, even games like shades and 
sarah

(assuming you want to make a few more notes than what the marauder's map
gives you).

This was what I was thinking, rather than specifically of a map within a
game engine,  such as the map's in mota.

Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 09, 2009 6:30 PM
Subject: Re: [Audyssey] Mapping program?



Hi Dark,
Most game engines already have the capability to create maps.
But there are not too many game engines for the blind.
Hopefully this year there will be some new ones.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, January 09, 2009 1:20 PM
Subject: [Audyssey] Mapping program?



With all the gamebooks etc, I was wondering if someone would considder
designing a mapping program, - probably to work with Sapi.

what I'm thinking of here is something which basically functions as a
table with eddit boxes.

You could start at coordinates 00 (so that they can both rise and fall
into negative numbers), and move left and navigate left, right up and
down with the arrows.

I thought each box could have several text fields which you could tab
betwene with the arrow keys and enter information about the location.

Fields such as name, possible exits and additional information.

This way you could create a map which you could quickly eddit while
playing a gamebook or other game, and also be able to read through 
fairly

easily,  in fact up to the author, some extra functions could be
added such as the ability to mark a location, read all used boxes in a
current column or row (handy for reviewing down tunnels, the ability to
read out marked locations etc.

With the amount of text adventures, gamebooks, and even audio games 
which

have complex maps, i think this would be something which could really
helpp.

I've read the artical on using pins in a pizza box, but I must confess
I've never personally found that method too convenient to work in
construction.

I actually got this idea from playing Eamon, which has that really 
useful

habbit in maps of giving current information, such as you are in a T
intersection and I thought this could really help if a program was
constructed to do it, - especially with adequate read keys.

Any thoughts would be welcome.

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://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,
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1/9/2009

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