Re: [Audyssey] Wondering about an old baseball game.

2013-06-22 Thread Thomas Ward
Hi Desiree,

I'm not sure but I believe you are talking about the baseball game
that came with Microsoft Plus for Windows 98. I can't remember the
name of it exactly either, but I have a vague memory of it myself.
Anyway, it should run on a new system since everything written for
Windows 98 was 32-bit, and can be made to work on a new 32-bit and
probably a 64-bit Windows system if the dependencies etc were
installed.

Cheers!


On 6/21/13, Desiree Oudinot turtlepowe...@gmail.com wrote:
 hi all,
 There has been some discussion recently about sports games on list,
 and it got me thinking.
 Way back in the late 90's, I remember playing a baseball game which,
 either by accident or design, I can't remember which, was fully
 accessible. It was rather simple--if I recall, you would tab to a
 button that would just generate a random pitch, and it used the sounds
 that came with Windows systems at that time, the ones for the baseball
 theme. I actually really liked those sounds, which is probably why
 it's stuck with me for all these years. It was definitely a Windows
 application, not a DOS one. I remember playing it on my first
 computer, which ran Windows 98.
 I have two questions. First, does anyone remember this game, and what
 its title was? Second, would it work on a 32 bit version of Windows 7,
 if I could find it? I would just like to play it again, for
 nostalgia's sake, even though, as I said, it was pretty simple as far
 as games go.

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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-08 Thread Dakotah Rickard
I personally agree with the pricing of the games you mentioned, Tom,
but not all developers offer quite as much gameplay for the buck as,
for example, you or David Greenwood, and not all games are that cheap.

Also, and I'm not trying to offend anyone, comparing any of our games
to a studio title just won't work. Yes, we don't really have studio
versus independent development audiogames. In fact, there's sort of a
problem there, which I'd rectify if I could. In most cases, developers
are flying solo, the indiest of the indie.
It would be more fair to get someone to read a list of games on Steam,
since it's not accessible, and check on the prices for most indie
games.

I'm not saying that three bucks for a game is going to happen for us,
though in some cases, pricing should parallel. Some of our games are
the kind where you pick it up, play it for an hour, and then you're
done. And some of those games are also paid products.

All I'm saying is that, while we have some very good games and some
talented developers, the game industry has changed somewhat. And with
more and more people getting their feet wet with devices like iPhones
and the like, developers who charge $40 for a game that has a
counterpart on the iPhone for $10 are going to lose a lot of business.

In short, the blind gaming market's developers have seen a monopoly of
sorts. Back in the day, there were, what, two of them? i'm talking
about the days of PCSGames in DOS. Now, there are quite a few, some
offering free games, others offering paid ones.

The selection of games has never been broader for us, and I couldn't
be happier about that. All I want to really point out is that
developers are working independently. They therefore should consider
checking out the list of independent games and getting an idea of how
much they might charge if they were selling the game to the sighted.
That, combined with that survey idea, will be a good marker for how
much a game might be priced. Thank you, by the way, for offering to
write that out, Tom. It could do a lot for us, and I urge you to get
developer feedback, to obtain a feature list from the broadest array
possible.

To tie it into piracy, which got me into this topic in the first
place, if people see that developers are doing the research, and if
players start doing a little research of their own, then I think fewer
people will pirate games.
This is because everyone will know about the broader market, as
opposed to our little secluded one. If everyone works on a level
field, there's fewer holes to hide in, so to speak. Let's face it.
There's no kind of security that can't be breached at some point,
except maybe having people log into a server each time they go to play
a game, such as with Electronic Arts title Sim City 4. This introduces
a whole lot of customer service into the needs of your game, as people
are going to have problems, right off the bat. Anything else can be
broken, and even server-side security might be compromisable, given
time.
The answer is to ensure people that the price you're asking is
reasonable. It means being flexible in how much profit you might make,
which is a tough thing to do, because each of us wants our creative
work to be highly rewarding. However, if you ask $35 for a game, but
30% of people playing it paid for it, that's a considerably lower
profit margin than asking $15  or $20 for the game and getting 70% or
better playing legally.

For the first time, I'll make a case, and I'm not trying to call
anyone out. VIPMud costs $30. All of the GMA Games are either free,
thank you very much David Greenwood, or from $30 to $35. VIPMud is a
great client. I've played around with it a lot, and I think it does a
good job of making muds even more accessible, but I also look around
and see the many free or cheaper mud clients out there. MushClient and
MonkeyTerm come to mind, and neither is quite as easily accessible as
VIPMud, in my experience anyway. There are also two clients for the
iDevices which are, if memory serves, either $3 or $4. These are a
little limited compared to VIPMud or the others, but they work,
especially if you happen to have a Bluetooth keyboard.
If David Greenwood had chosen to ask $10 or $15 for VIPMud, more
people would have paid, fewer people would have pirated, and everyone
would be happier. As it stands, just sit down and ask around a little
and you would be shocked at how many people pirate the product. Is it
fair to David? Of course it isn't. Is it the right thing to do?
Absolutely not. Is there any justification for it? Not any that would
stand up in front of any court or debate panel. Still, if the client
was a bit cheaper, especially since mudding is free, the model would
make more sense, and be more likely to attract business.

Still, a long topic again, with a bit of rambling. Sorry for that.
Thanks for keeping with me.

Signed:
Dakotah Rickard

On 5/6/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 hi. i know exactly what you mean. I, 

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Dakotah Rickard
The thing to remember is that we can afford any of the audiogames. In
my humble opinion, and I refuse point blank to point fingers or accept
the blame for others' finger pointing, some people have charged more
than I feel is reasonable for their games, especially when you
consider how much entertainment you get for the cost.
Still, in my opinion, if a person wants to play a paid game, they need
to own it, or they could obtain the information, transfer the
licenses, etc. from a person who swears they're done. Honestly, I know
that that seems like piracy, and maybe it is, especially since most
people don't like transference of a license, and I'd much prefer
people buy their own license, but it's kind of the lesser of two
evils.

I'll put it this way. Developers want to make money, if they are
charging for their games. Whether they want a Christmas bonus or a
steady income, they want a profit, especially if they are spending
time to code and selling their product. If those developers don't make
a profit, then they have little reason to continue making games. If
even fewer games are made, and if those games ask for profit in order
to be played, then we introduce the potential for monopolies to occur,
wherein a couple of developers make all the games and charge what they
want, and we won't be in a position to complain, because we made it
happen by denying them what they ask, profit.
On the other hand, it's up to the developer to charge appropriately.
If your game offers a playthrough time of, say, two hours, and you ask
fifty dollars for it, is that fair? Yeah, maybe the playthrough is
amazing, but unless the next play is wildly different, each
playthrough is less and less fun, and the overall entertainment is
probably not going to be worth fifty dollars to anyone but a die-hard
fan of either the developer, the series, or of having every game ever.
That's why I recommended that we put up that survey site, somewhere,
to collect info about how much players are willing to pay for x number
of features and what types of features they want.

I'll put in the same example I used before. I love online play. It
makes a game great for me, but many games don't really work well with
multiplayer in concept, and a game has to be designed from the ground
up with multiplayer, or a developer has to redesign a lot. It is a lot
harder than many people are willing to accept or admit to put in a
feature like that. If we had a site where developers were given the
statistical information on how much people are willing to pay, then
they would have, in very rough terms, an idea of how much they could
make from a game. Obviously, a game with a great story or a great
mechanic would sell better than a game that had neither, even if both
had similar features.

I don't know how to make this work, though I wish I did.

Signed:
Dakotah Rickard

On 5/2/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm interesting way of looking at that decota.
 It doesn't help that we can't afford it or that orgs put it as
 standard weather we care for it or not.
 Its a vicious cycle no one wants to break.
 On the subject of audiogames maybe on smartphones but not on pc.
 And if the industry for audiogames is so vast we hear almost nothing
 on it or at least not many seem to make it to audiogames.
 ofcause we are looking for blind only games though.

 At 03:39 AM 5/3/2013, you wrote:
Also, the audiogame genre is growing outside the VI community. Many
app developers are starting to consider the value of making audiogames
or in making games that have extensive audio interfaces, a sort of
audiogame videogame hybrid, where both are equally important, hence my
push to try to make ourselves more available to the mainstream world.

As for piracy, I can't really expect that it is truly as high as
people say it is.  mean, unless you got a survey out there that paid
good money for honest answers and got every audiogamer to take that
survey, saying that the piracy rate is that high, or anything like it,
sounds to me like an epic exaggeration.

However, I will provide this info to keep piracy a little less likely.

All of you guys are indie developers. Very very soon, though this
isn't an official announcement, I will be also.

Some of the developers offer their games for free. Pirating a free
game is basically impossible.

Others offer their games for typical indie developer prices, ten to
thirty dollars. Then, others offer their games for studio prices,
anything above that.
I am not an economist, but I've studied enough economics to predict
the developer answer, we want to get paid for our work, and we want to
make enough to justify that work. The problem is this. People in our
community, for one reason or another, are used to getting for free
stuff. I mean, look at accessibility tech, how expensive it is, then
look at the number of scholarships, organizations, circumstances, etc.
whereby people get that awesome tech for free or for a lot less.
It's an entitlement 

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Thomas Ward
Hi Dakotah,

As to your point about a survey that is something I've been planning
to do for Audyssey. The only issue is I'm currently tied up working on
my own game projects right now and let the survey slide. However, I'll
try to find a bit of time to write a survey form and post it for
people to answer.

As to the point about pricing I personally think most games are fairly
priced. The GMA Games, for example, run between $30 and $35 USD and I
think that is a fair price for a game of their quality. Classic
Troopanum from BSC ran about $25 and I don't think it was out of line
either. Although, I don't see myself paying more than $25 for a Space
Invader type game. The only games I think were over priced were the
Bavisoft games. I couldn't see myself paying $45 for what essentially
amounts to an audio text adventure.

All and all most audio games are cheaper than mainstream games. A lot
of mainstream games range from $30 to $50 USD and most audio games
aren't that high. I know when my wife and I got Mario for the Wii I
think it was $39 USD and I honestly can say I haven't seen many audio
games priced quite that high. So I don't think many blind gamers have
much to complain about when it comes to pricing.


Speaking of great mechanics that is the discussion we are having over
on the USA Games testers list this week. We are throwing around ideas
on ways to improve the mechanics of Mysteries of the Ancients such as
giving each weapon its own attack speed or rate so that something like
a knife does less damage but is faster than say an ancient sword. Good
stuff there.

Cheers!


On 5/6/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 The thing to remember is that we can afford any of the audiogames. In
 my humble opinion, and I refuse point blank to point fingers or accept
 the blame for others' finger pointing, some people have charged more
 than I feel is reasonable for their games, especially when you
 consider how much entertainment you get for the cost.
 Still, in my opinion, if a person wants to play a paid game, they need
 to own it, or they could obtain the information, transfer the
 licenses, etc. from a person who swears they're done. Honestly, I know
 that that seems like piracy, and maybe it is, especially since most
 people don't like transference of a license, and I'd much prefer
 people buy their own license, but it's kind of the lesser of two
 evils.

 I'll put it this way. Developers want to make money, if they are
 charging for their games. Whether they want a Christmas bonus or a
 steady income, they want a profit, especially if they are spending
 time to code and selling their product. If those developers don't make
 a profit, then they have little reason to continue making games. If
 even fewer games are made, and if those games ask for profit in order
 to be played, then we introduce the potential for monopolies to occur,
 wherein a couple of developers make all the games and charge what they
 want, and we won't be in a position to complain, because we made it
 happen by denying them what they ask, profit.
 On the other hand, it's up to the developer to charge appropriately.
 If your game offers a playthrough time of, say, two hours, and you ask
 fifty dollars for it, is that fair? Yeah, maybe the playthrough is
 amazing, but unless the next play is wildly different, each
 playthrough is less and less fun, and the overall entertainment is
 probably not going to be worth fifty dollars to anyone but a die-hard
 fan of either the developer, the series, or of having every game ever.
 That's why I recommended that we put up that survey site, somewhere,
 to collect info about how much players are willing to pay for x number
 of features and what types of features they want.

 I'll put in the same example I used before. I love online play. It
 makes a game great for me, but many games don't really work well with
 multiplayer in concept, and a game has to be designed from the ground
 up with multiplayer, or a developer has to redesign a lot. It is a lot
 harder than many people are willing to accept or admit to put in a
 feature like that. If we had a site where developers were given the
 statistical information on how much people are willing to pay, then
 they would have, in very rough terms, an idea of how much they could
 make from a game. Obviously, a game with a great story or a great
 mechanic would sell better than a game that had neither, even if both
 had similar features.

 I don't know how to make this work, though I wish I did.

 Signed:
 Dakotah Rickard

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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
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Dallas O'Brien
hi. i know exactly what you mean. I, for example, would love a flight
sim of some type, and online playable at that. for example. when you
log in, you could be asigned randomly to a team, and you have to fly
together with a wing man, to fight against other teams. and each team
would be flying out of and in to, the same airfield. or, similarly,
make it that all players are together, in one or more airfields, and
they again, have to work together, to defend their airspace from
random aircraft, ships, and vehicles, and so on.  the possibilities
are endless, and this would be so cool as an online game. sure, we
have a couple flight sims of a sort now, but nothing like this. or
even some kind of travel one, similar to flight sim, but one where a
person can choose if they are going to fly at the moment, or work as a
tower operator, or even ground staff. and traveling would mean
traveling from point to point, at the given directions from airsapce
controlers, and having a planned rout, and all that. again.
possibilities are endless as to what you could do.
i realize such games would be very complex to make, but i for one,
would be more then ready to pay for a well created game such as these.
and yes, online is the  way to go. simply because it offeres something
that playing against the computer simply can't give you. humans do not
think in logical ways all the time, and they can do things out of the
blue, that a computer player simple wouldn't. a human thinks. the
computer player doesn't. it simply follows its coding.
best regards:
Dallas


On 07/05/2013, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 The thing to remember is that we can afford any of the audiogames. In
 my humble opinion, and I refuse point blank to point fingers or accept
 the blame for others' finger pointing, some people have charged more
 than I feel is reasonable for their games, especially when you
 consider how much entertainment you get for the cost.
 Still, in my opinion, if a person wants to play a paid game, they need
 to own it, or they could obtain the information, transfer the
 licenses, etc. from a person who swears they're done. Honestly, I know
 that that seems like piracy, and maybe it is, especially since most
 people don't like transference of a license, and I'd much prefer
 people buy their own license, but it's kind of the lesser of two
 evils.

 I'll put it this way. Developers want to make money, if they are
 charging for their games. Whether they want a Christmas bonus or a
 steady income, they want a profit, especially if they are spending
 time to code and selling their product. If those developers don't make
 a profit, then they have little reason to continue making games. If
 even fewer games are made, and if those games ask for profit in order
 to be played, then we introduce the potential for monopolies to occur,
 wherein a couple of developers make all the games and charge what they
 want, and we won't be in a position to complain, because we made it
 happen by denying them what they ask, profit.
 On the other hand, it's up to the developer to charge appropriately.
 If your game offers a playthrough time of, say, two hours, and you ask
 fifty dollars for it, is that fair? Yeah, maybe the playthrough is
 amazing, but unless the next play is wildly different, each
 playthrough is less and less fun, and the overall entertainment is
 probably not going to be worth fifty dollars to anyone but a die-hard
 fan of either the developer, the series, or of having every game ever.
 That's why I recommended that we put up that survey site, somewhere,
 to collect info about how much players are willing to pay for x number
 of features and what types of features they want.

 I'll put in the same example I used before. I love online play. It
 makes a game great for me, but many games don't really work well with
 multiplayer in concept, and a game has to be designed from the ground
 up with multiplayer, or a developer has to redesign a lot. It is a lot
 harder than many people are willing to accept or admit to put in a
 feature like that. If we had a site where developers were given the
 statistical information on how much people are willing to pay, then
 they would have, in very rough terms, an idea of how much they could
 make from a game. Obviously, a game with a great story or a great
 mechanic would sell better than a game that had neither, even if both
 had similar features.

 I don't know how to make this work, though I wish I did.

 Signed:
 Dakotah Rickard

 On 5/2/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm interesting way of looking at that decota.
 It doesn't help that we can't afford it or that orgs put it as
 standard weather we care for it or not.
 Its a vicious cycle no one wants to break.
 On the subject of audiogames maybe on smartphones but not on pc.
 And if the industry for audiogames is so vast we hear almost nothing
 on it or at least not many seem to make it to audiogames.
 ofcause we are looking 

Re: [Audyssey] Wondering about the size of the audio gamingcommunity

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

On 5/1/13, Phil Vlasak phi...@bex.net wrote:
 Hi Folks,
 It's easy to find out how many participate in the Audyssey list,
 Jim Kitchen lets us know the beginning of each month:
 126 people posted 2241 messages

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 30, 2013 5:13 PM
 Subject: Re: [Audyssey] Wondering about the size of the audio
 gamingcommunity


 Hi Ian,

 Well, the number of members who are subscribed to the Audyssey list
 generally is about 300 give or take a few. In the six years or so
 since I have been moderating the list sometimes it has been as low as
 280 and as high as 320 per month. It just depends on how many
 subscribe and unsubscribe. However, I don't believe that is anywhere
 near the number of actual people who are out there playing games.


 ---
 Gamers mailing list __ Gamers@audyssey.org
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 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
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
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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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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-02 Thread Jim Kitchen

Hi Willem,

The babble report that I do each month does list all those who have posted to 
the list in the past month.  And then of course on January first I do the 
babble report for the entire last year.  Not sure how else you would report on 
how many people that subscribe to the list participate.

BFN

- Original Message -
This does not take into account people like me who do not regularly
post to this list.

On 5/1/13, Phil Vlasak phi...@bex.net wrote:

Hi Folks,
It's easy to find out how many participate in the Audyssey list,
Jim Kitchen lets us know the beginning of each month:
126 people posted 2241 messages



Jim

Check my web site for my 35 free games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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://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] Wondering about the size of the audio gaming community

2013-05-02 Thread Dakotah Rickard
Also, the audiogame genre is growing outside the VI community. Many
app developers are starting to consider the value of making audiogames
or in making games that have extensive audio interfaces, a sort of
audiogame videogame hybrid, where both are equally important, hence my
push to try to make ourselves more available to the mainstream world.

As for piracy, I can't really expect that it is truly as high as
people say it is.  mean, unless you got a survey out there that paid
good money for honest answers and got every audiogamer to take that
survey, saying that the piracy rate is that high, or anything like it,
sounds to me like an epic exaggeration.

However, I will provide this info to keep piracy a little less likely.

All of you guys are indie developers. Very very soon, though this
isn't an official announcement, I will be also.

Some of the developers offer their games for free. Pirating a free
game is basically impossible.

Others offer their games for typical indie developer prices, ten to
thirty dollars. Then, others offer their games for studio prices,
anything above that.
I am not an economist, but I've studied enough economics to predict
the developer answer, we want to get paid for our work, and we want to
make enough to justify that work. The problem is this. People in our
community, for one reason or another, are used to getting for free
stuff. I mean, look at accessibility tech, how expensive it is, then
look at the number of scholarships, organizations, circumstances, etc.
whereby people get that awesome tech for free or for a lot less.
It's an entitlement thing.
I'm not here to say whether a game is worth the price being asked for
it. As far as I can judge, a game is worth the price, if people pay
that price, but then oru ability to judge worth of money is severely
compromised through the limited income many of us are on, combined
with the ridiculous price of access tech and accessible ... anything,
combined with the number of us who, because we have nothing better to
do, play pirated games.
I suggest some market research be done, possibly as an on-topic,
on-task forum or section on Audiogames.net, which would build a
comprehensive list of features and how much people would pay to see
them added. Developers could go see how much they can expect to make
based on a limited predictive model, and players can get an idea of
how much goes into making something work.
for example, networking code is a literal evil, because it's so
complicated. Yet, one of the first things people ask for is online
play.

This message has been a huge conglomeration of toopics, as is
unfortunately common with me.
In short, audiogames doesn't mean blind games, so the audiogaming
community is larger than we can expect.
Also, I doubt piracy is as high as all that, though it's probably
higher than anyone who doesn't pirate would like.
Finally, piracy is high because developers don't have market data, and
because the blind gaming community, on average, has a very odd worth
scale.
Finally, if devs had market data, given honestly, then it would
benefit everyone.

Signed:
Dakotah Rickard

On 5/2/13, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Willem,

 The babble report that I do each month does list all those who have posted
 to the list in the past month.  And then of course on January first I do the
 babble report for the entire last year.  Not sure how else you would report
 on how many people that subscribe to the list participate.

 BFN

 - Original Message -
 This does not take into account people like me who do not regularly
 post to this list.

 On 5/1/13, Phil Vlasak phi...@bex.net wrote:
 Hi Folks,
 It's easy to find out how many participate in the Audyssey list,
 Jim Kitchen lets us know the beginning of each month:
 126 people posted 2241 messages


  Jim

 Check my web site for my 35 free games.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-02 Thread shaun everiss

hmmm interesting way of looking at that decota.
It doesn't help that we can't afford it or that orgs put it as 
standard weather we care for it or not.

Its a vicious cycle no one wants to break.
On the subject of audiogames maybe on smartphones but not on pc.
And if the industry for audiogames is so vast we hear almost nothing 
on it or at least not many seem to make it to audiogames.

ofcause we are looking for blind only games though.

At 03:39 AM 5/3/2013, you wrote:

Also, the audiogame genre is growing outside the VI community. Many
app developers are starting to consider the value of making audiogames
or in making games that have extensive audio interfaces, a sort of
audiogame videogame hybrid, where both are equally important, hence my
push to try to make ourselves more available to the mainstream world.

As for piracy, I can't really expect that it is truly as high as
people say it is.  mean, unless you got a survey out there that paid
good money for honest answers and got every audiogamer to take that
survey, saying that the piracy rate is that high, or anything like it,
sounds to me like an epic exaggeration.

However, I will provide this info to keep piracy a little less likely.

All of you guys are indie developers. Very very soon, though this
isn't an official announcement, I will be also.

Some of the developers offer their games for free. Pirating a free
game is basically impossible.

Others offer their games for typical indie developer prices, ten to
thirty dollars. Then, others offer their games for studio prices,
anything above that.
I am not an economist, but I've studied enough economics to predict
the developer answer, we want to get paid for our work, and we want to
make enough to justify that work. The problem is this. People in our
community, for one reason or another, are used to getting for free
stuff. I mean, look at accessibility tech, how expensive it is, then
look at the number of scholarships, organizations, circumstances, etc.
whereby people get that awesome tech for free or for a lot less.
It's an entitlement thing.
I'm not here to say whether a game is worth the price being asked for
it. As far as I can judge, a game is worth the price, if people pay
that price, but then oru ability to judge worth of money is severely
compromised through the limited income many of us are on, combined
with the ridiculous price of access tech and accessible ... anything,
combined with the number of us who, because we have nothing better to
do, play pirated games.
I suggest some market research be done, possibly as an on-topic,
on-task forum or section on Audiogames.net, which would build a
comprehensive list of features and how much people would pay to see
them added. Developers could go see how much they can expect to make
based on a limited predictive model, and players can get an idea of
how much goes into making something work.
for example, networking code is a literal evil, because it's so
complicated. Yet, one of the first things people ask for is online
play.

This message has been a huge conglomeration of toopics, as is
unfortunately common with me.
In short, audiogames doesn't mean blind games, so the audiogaming
community is larger than we can expect.
Also, I doubt piracy is as high as all that, though it's probably
higher than anyone who doesn't pirate would like.
Finally, piracy is high because developers don't have market data, and
because the blind gaming community, on average, has a very odd worth
scale.
Finally, if devs had market data, given honestly, then it would
benefit everyone.

Signed:
Dakotah Rickard

On 5/2/13, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Willem,

 The babble report that I do each month does list all those who have posted
 to the list in the past month.  And then of course on January 
first I do the

 babble report for the entire last year.  Not sure how else you would report
 on how many people that subscribe to the list participate.

 BFN

 - Original Message -
 This does not take into account people like me who do not regularly
 post to this list.

 On 5/1/13, Phil Vlasak phi...@bex.net wrote:
 Hi Folks,
 It's easy to find out how many participate in the Audyssey list,
 Jim Kitchen lets us know the beginning of each month:
 126 people posted 2241 messages


  Jim

 Check my web site for my 35 free games.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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If you want to 

Re: [Audyssey] Wondering about the size of the audio gamingcommunity

2013-05-01 Thread James Bartlett
wow is that the percentages of that. that is out standing. I can't beleve 
that it's so high.


bfn
James

--
From: Dennis Towne s...@xirr.com
Sent: Tuesday, April 30, 2013 5:34 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Wondering about the size of the audio 
gamingcommunity



When it comes to selling actual copies of standalone games, the piracy
rate is typically between 90% and 98% of the total.  If your game is
popular and your anti-piracy protection is weak, one player in 50 will
buy your game.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Tue, Apr 30, 2013 at 1:54 PM, Jeremy Kaldobsky jer...@kaldobsky.com 
wrote:
Ian, it has been a while since I've checked but Swamp had over 3000 
unique players last time I looked at the numbers.  I believe it was in 
the neighborhood of 3600, but that could have changed a lot since then, 
especially with my exceptionally buggy 2.9 release ROFL!  :D


As you've stated with your own players, these 3600 players of a free game 
would not translate into 3600 players of a paid game.  You'd have to get 
numbers from someone who has sold a commercial game to better judge the 
size of the audio games community in terms of willing to pay players.


- Aprone

--- On Tue, 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:


From: Ian Reed supp...@blindaudiogames.com
Subject: [Audyssey] Wondering about the size of the audio gaming 
community

To: Gamers Discussion list gamers@audyssey.org
Date: Tuesday, April 30, 2013, 3:19 PM
Hi Tom, Dark, and developers,

Tom, I was just curious to know how many people are
subscribed to this list.
It would give me a bit more of an idea about the size of the
audio gaming community.

Dark, I noticed that forum.audiogames.net states there are
12,762 registered users.
I wonder if this number includes spam bots that created
accounts and were subsequently banned.
Do you have any idea about the number of registered users
who have visited the site in recent history?

Just curious.  I appreciate any information you can
share.

It would also be very interesting to hear the number of
actual audio game sales from developers but I understand if
they wish to keep this private.

For my part I will share that I have between 90 and 190
unique players of my games in a month and have had 513 users
register to play since my first release.

These numbers are definitely not something to base a
business on as even 190 users playing my free games does not
equal 190 users willing to purchase a game.
And if I may say so, recent conversations on this list lead
me to believe that a high number of people would attempt to
pirate any games offered for purchase which make those
numbers even weaker.

My games are perhaps not as well targeted or advertised as
others so I wonder if there is a lot more audio games
community out there.

I have also heard Aprone quote numbers in the thousands for
those who play Swamp on a fairly consistent basis.  I'd
be interested to hear those again if you're reading Aprone.

Draconis, you seem to be able to maintain a very
professional company which includes more than just
yourself.
As an audio game developer who would love to someday be able
to support myself full time writing audio games I'd be
interested to know if your company is able to support you
full time or is more of a supplemental income.

Feel free to write me off list if anyone is willing to share
things on an individual basis but not with the entire list.

Ian Reed
supp...@blindaudiogames.com



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Re: [Audyssey] Wondering about the size of the audio gamingcommunity

2013-05-01 Thread James Bartlett

Hello

   I don't think it's that much. being a member for a little bit now I've 
got to learn the people that wright all the time. I think that people on 
this list should be more involved. Not just with ansering questions or 
posting comments, but with asking questions to. knolage is power, and the 
way to gane knolage is by asking questions.


bfn
James

--
From: Charles Rivard wee1s...@fidnet.com
Sent: Tuesday, April 30, 2013 5:43 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Wondering about the size of the audio 
gamingcommunity



I wonder how many list subscribers actually participate?

--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 4:13 PM
Subject: Re: [Audyssey] Wondering about the size of the audio 
gamingcommunity




Hi Ian,

Well, the number of members who are subscribed to the Audyssey list
generally is about 300 give or take a few. In the six years or so
since I have been moderating the list sometimes it has been as low as
280 and as high as 320 per month. It just depends on how many
subscribe and unsubscribe. However, I don't believe that is anywhere
near the number of actual people who are out there playing games.

I think the best estimates given is that the audio games community is
somewhere between 1000 and 2000 members total. However, as yet I don't
know if there is a good way to run a survey to find out something more
substantial.

Cheers!


On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:

Hi Tom, Dark, and developers,

Tom, I was just curious to know how many people are subscribed to this
list.
It would give me a bit more of an idea about the size of the audio
gaming community.

Dark, I noticed that forum.audiogames.net states there are 12,762
registered users.
I wonder if this number includes spam bots that created accounts and
were subsequently banned.
Do you have any idea about the number of registered users who have
visited the site in recent history?

Just curious.  I appreciate any information you can share.

It would also be very interesting to hear the number of actual audio
game sales from developers but I understand if they wish to keep this
private.

For my part I will share that I have between 90 and 190 unique players
of my games in a month and have had 513 users register to play since my
first release.

These numbers are definitely not something to base a business on as even
190 users playing my free games does not equal 190 users willing to
purchase a game.
And if I may say so, recent conversations on this list lead me to
believe that a high number of people would attempt to pirate any games
offered for purchase which make those numbers even weaker.

My games are perhaps not as well targeted or advertised as others so I
wonder if there is a lot more audio games community out there.

I have also heard Aprone quote numbers in the thousands for those who
play Swamp on a fairly consistent basis.  I'd be interested to hear
those again if you're reading Aprone.

Draconis, you seem to be able to maintain a very professional company
which includes more than just yourself.
As an audio game developer who would love to someday be able to support
myself full time writing audio games I'd be interested to know if your
company is able to support you full time or is more of a supplemental
income.

Feel free to write me off list if anyone is willing to share things on
an individual basis but not with the entire list.

Ian Reed
supp...@blindaudiogames.com


---
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Re: [Audyssey] Wondering about the size of the audio gamingcommunity

2013-05-01 Thread Phil Vlasak

Hi Folks,
It's easy to find out how many participate in the Audyssey list,
Jim Kitchen lets us know the beginning of each month:
126 people posted 2241 messages

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 5:13 PM
Subject: Re: [Audyssey] Wondering about the size of the audio 
gamingcommunity




Hi Ian,

Well, the number of members who are subscribed to the Audyssey list
generally is about 300 give or take a few. In the six years or so
since I have been moderating the list sometimes it has been as low as
280 and as high as 320 per month. It just depends on how many
subscribe and unsubscribe. However, I don't believe that is anywhere
near the number of actual people who are out there playing games.



---
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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
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] Wondering about the size of the audio gaming community

2013-04-30 Thread Jeremy Kaldobsky
Ian, it has been a while since I've checked but Swamp had over 3000 unique 
players last time I looked at the numbers.  I believe it was in the 
neighborhood of 3600, but that could have changed a lot since then, especially 
with my exceptionally buggy 2.9 release ROFL!  :D

As you've stated with your own players, these 3600 players of a free game would 
not translate into 3600 players of a paid game.  You'd have to get numbers from 
someone who has sold a commercial game to better judge the size of the audio 
games community in terms of willing to pay players.

- Aprone

--- On Tue, 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:

 From: Ian Reed supp...@blindaudiogames.com
 Subject: [Audyssey] Wondering about the size of the audio gaming community
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, April 30, 2013, 3:19 PM
 Hi Tom, Dark, and developers,
 
 Tom, I was just curious to know how many people are
 subscribed to this list.
 It would give me a bit more of an idea about the size of the
 audio gaming community.
 
 Dark, I noticed that forum.audiogames.net states there are
 12,762 registered users.
 I wonder if this number includes spam bots that created
 accounts and were subsequently banned.
 Do you have any idea about the number of registered users
 who have visited the site in recent history?
 
 Just curious.  I appreciate any information you can
 share.
 
 It would also be very interesting to hear the number of
 actual audio game sales from developers but I understand if
 they wish to keep this private.
 
 For my part I will share that I have between 90 and 190
 unique players of my games in a month and have had 513 users
 register to play since my first release.
 
 These numbers are definitely not something to base a
 business on as even 190 users playing my free games does not
 equal 190 users willing to purchase a game.
 And if I may say so, recent conversations on this list lead
 me to believe that a high number of people would attempt to
 pirate any games offered for purchase which make those
 numbers even weaker.
 
 My games are perhaps not as well targeted or advertised as
 others so I wonder if there is a lot more audio games
 community out there.
 
 I have also heard Aprone quote numbers in the thousands for
 those who play Swamp on a fairly consistent basis.  I'd
 be interested to hear those again if you're reading Aprone.
 
 Draconis, you seem to be able to maintain a very
 professional company which includes more than just
 yourself.
 As an audio game developer who would love to someday be able
 to support myself full time writing audio games I'd be
 interested to know if your company is able to support you
 full time or is more of a supplemental income.
 
 Feel free to write me off list if anyone is willing to share
 things on an individual basis but not with the entire list.
 
 Ian Reed
 supp...@blindaudiogames.com


---
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://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] Wondering about the size of the audio gaming community

2013-04-30 Thread Thomas Ward
Hi Ian,

Well, the number of members who are subscribed to the Audyssey list
generally is about 300 give or take a few. In the six years or so
since I have been moderating the list sometimes it has been as low as
280 and as high as 320 per month. It just depends on how many
subscribe and unsubscribe. However, I don't believe that is anywhere
near the number of actual people who are out there playing games.

I think the best estimates given is that the audio games community is
somewhere between 1000 and 2000 members total. However, as yet I don't
know if there is a good way to run a survey to find out something more
substantial.

Cheers!


On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Tom, Dark, and developers,

 Tom, I was just curious to know how many people are subscribed to this
 list.
 It would give me a bit more of an idea about the size of the audio
 gaming community.

 Dark, I noticed that forum.audiogames.net states there are 12,762
 registered users.
 I wonder if this number includes spam bots that created accounts and
 were subsequently banned.
 Do you have any idea about the number of registered users who have
 visited the site in recent history?

 Just curious.  I appreciate any information you can share.

 It would also be very interesting to hear the number of actual audio
 game sales from developers but I understand if they wish to keep this
 private.

 For my part I will share that I have between 90 and 190 unique players
 of my games in a month and have had 513 users register to play since my
 first release.

 These numbers are definitely not something to base a business on as even
 190 users playing my free games does not equal 190 users willing to
 purchase a game.
 And if I may say so, recent conversations on this list lead me to
 believe that a high number of people would attempt to pirate any games
 offered for purchase which make those numbers even weaker.

 My games are perhaps not as well targeted or advertised as others so I
 wonder if there is a lot more audio games community out there.

 I have also heard Aprone quote numbers in the thousands for those who
 play Swamp on a fairly consistent basis.  I'd be interested to hear
 those again if you're reading Aprone.

 Draconis, you seem to be able to maintain a very professional company
 which includes more than just yourself.
 As an audio game developer who would love to someday be able to support
 myself full time writing audio games I'd be interested to know if your
 company is able to support you full time or is more of a supplemental
 income.

 Feel free to write me off list if anyone is willing to share things on
 an individual basis but not with the entire list.

 Ian Reed
 supp...@blindaudiogames.com


 ---
 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://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,
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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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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread Dennis Towne
When it comes to selling actual copies of standalone games, the piracy
rate is typically between 90% and 98% of the total.  If your game is
popular and your anti-piracy protection is weak, one player in 50 will
buy your game.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Tue, Apr 30, 2013 at 1:54 PM, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Ian, it has been a while since I've checked but Swamp had over 3000 unique 
 players last time I looked at the numbers.  I believe it was in the 
 neighborhood of 3600, but that could have changed a lot since then, 
 especially with my exceptionally buggy 2.9 release ROFL!  :D

 As you've stated with your own players, these 3600 players of a free game 
 would not translate into 3600 players of a paid game.  You'd have to get 
 numbers from someone who has sold a commercial game to better judge the size 
 of the audio games community in terms of willing to pay players.

 - Aprone

 --- On Tue, 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:

 From: Ian Reed supp...@blindaudiogames.com
 Subject: [Audyssey] Wondering about the size of the audio gaming community
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, April 30, 2013, 3:19 PM
 Hi Tom, Dark, and developers,

 Tom, I was just curious to know how many people are
 subscribed to this list.
 It would give me a bit more of an idea about the size of the
 audio gaming community.

 Dark, I noticed that forum.audiogames.net states there are
 12,762 registered users.
 I wonder if this number includes spam bots that created
 accounts and were subsequently banned.
 Do you have any idea about the number of registered users
 who have visited the site in recent history?

 Just curious.  I appreciate any information you can
 share.

 It would also be very interesting to hear the number of
 actual audio game sales from developers but I understand if
 they wish to keep this private.

 For my part I will share that I have between 90 and 190
 unique players of my games in a month and have had 513 users
 register to play since my first release.

 These numbers are definitely not something to base a
 business on as even 190 users playing my free games does not
 equal 190 users willing to purchase a game.
 And if I may say so, recent conversations on this list lead
 me to believe that a high number of people would attempt to
 pirate any games offered for purchase which make those
 numbers even weaker.

 My games are perhaps not as well targeted or advertised as
 others so I wonder if there is a lot more audio games
 community out there.

 I have also heard Aprone quote numbers in the thousands for
 those who play Swamp on a fairly consistent basis.  I'd
 be interested to hear those again if you're reading Aprone.

 Draconis, you seem to be able to maintain a very
 professional company which includes more than just
 yourself.
 As an audio game developer who would love to someday be able
 to support myself full time writing audio games I'd be
 interested to know if your company is able to support you
 full time or is more of a supplemental income.

 Feel free to write me off list if anyone is willing to share
 things on an individual basis but not with the entire list.

 Ian Reed
 supp...@blindaudiogames.com


 ---
 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://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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All messages are archived and can be searched and read at
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Re: [Audyssey] Wondering about the size of the audio gamingcommunity

2013-04-30 Thread Charles Rivard

I wonder how many list subscribers actually participate?

--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 30, 2013 4:13 PM
Subject: Re: [Audyssey] Wondering about the size of the audio 
gamingcommunity




Hi Ian,

Well, the number of members who are subscribed to the Audyssey list
generally is about 300 give or take a few. In the six years or so
since I have been moderating the list sometimes it has been as low as
280 and as high as 320 per month. It just depends on how many
subscribe and unsubscribe. However, I don't believe that is anywhere
near the number of actual people who are out there playing games.

I think the best estimates given is that the audio games community is
somewhere between 1000 and 2000 members total. However, as yet I don't
know if there is a good way to run a survey to find out something more
substantial.

Cheers!


On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:

Hi Tom, Dark, and developers,

Tom, I was just curious to know how many people are subscribed to this
list.
It would give me a bit more of an idea about the size of the audio
gaming community.

Dark, I noticed that forum.audiogames.net states there are 12,762
registered users.
I wonder if this number includes spam bots that created accounts and
were subsequently banned.
Do you have any idea about the number of registered users who have
visited the site in recent history?

Just curious.  I appreciate any information you can share.

It would also be very interesting to hear the number of actual audio
game sales from developers but I understand if they wish to keep this
private.

For my part I will share that I have between 90 and 190 unique players
of my games in a month and have had 513 users register to play since my
first release.

These numbers are definitely not something to base a business on as even
190 users playing my free games does not equal 190 users willing to
purchase a game.
And if I may say so, recent conversations on this list lead me to
believe that a high number of people would attempt to pirate any games
offered for purchase which make those numbers even weaker.

My games are perhaps not as well targeted or advertised as others so I
wonder if there is a lot more audio games community out there.

I have also heard Aprone quote numbers in the thousands for those who
play Swamp on a fairly consistent basis.  I'd be interested to hear
those again if you're reading Aprone.

Draconis, you seem to be able to maintain a very professional company
which includes more than just yourself.
As an audio game developer who would love to someday be able to support
myself full time writing audio games I'd be interested to know if your
company is able to support you full time or is more of a supplemental
income.

Feel free to write me off list if anyone is willing to share things on
an individual basis but not with the entire list.

Ian Reed
supp...@blindaudiogames.com


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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread Dallas O'Brien
In regards to finding out a little more about who games and how many are out 
there. I would suggest creating a survey page, and transmitting it on Twitter 
and other social networks. You would be very surprised how quickly it gets out 
there, and how many people will respond. Just a suggestion, but perhaps you 
could create something to find out. Would be very interesting to know who plays 
what kind of games, what games people would be interested in if it were to be 
created. And how many are out there in total, and other such information. 
Regards:
Dallas


On 01/05/2013, at 7:13, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Ian,
 
 Well, the number of members who are subscribed to the Audyssey list
 generally is about 300 give or take a few. In the six years or so
 since I have been moderating the list sometimes it has been as low as
 280 and as high as 320 per month. It just depends on how many
 subscribe and unsubscribe. However, I don't believe that is anywhere
 near the number of actual people who are out there playing games.
 
 I think the best estimates given is that the audio games community is
 somewhere between 1000 and 2000 members total. However, as yet I don't
 know if there is a good way to run a survey to find out something more
 substantial.
 
 Cheers!
 
 
 On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Tom, Dark, and developers,
 
 Tom, I was just curious to know how many people are subscribed to this
 list.
 It would give me a bit more of an idea about the size of the audio
 gaming community.
 
 Dark, I noticed that forum.audiogames.net states there are 12,762
 registered users.
 I wonder if this number includes spam bots that created accounts and
 were subsequently banned.
 Do you have any idea about the number of registered users who have
 visited the site in recent history?
 
 Just curious.  I appreciate any information you can share.
 
 It would also be very interesting to hear the number of actual audio
 game sales from developers but I understand if they wish to keep this
 private.
 
 For my part I will share that I have between 90 and 190 unique players
 of my games in a month and have had 513 users register to play since my
 first release.
 
 These numbers are definitely not something to base a business on as even
 190 users playing my free games does not equal 190 users willing to
 purchase a game.
 And if I may say so, recent conversations on this list lead me to
 believe that a high number of people would attempt to pirate any games
 offered for purchase which make those numbers even weaker.
 
 My games are perhaps not as well targeted or advertised as others so I
 wonder if there is a lot more audio games community out there.
 
 I have also heard Aprone quote numbers in the thousands for those who
 play Swamp on a fairly consistent basis.  I'd be interested to hear
 those again if you're reading Aprone.
 
 Draconis, you seem to be able to maintain a very professional company
 which includes more than just yourself.
 As an audio game developer who would love to someday be able to support
 myself full time writing audio games I'd be interested to know if your
 company is able to support you full time or is more of a supplemental
 income.
 
 Feel free to write me off list if anyone is willing to share things on
 an individual basis but not with the entire list.
 
 Ian Reed
 supp...@blindaudiogames.com
 
 
 ---
 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://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 ---
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://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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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread dan cook
for some reason, i'm shocked about the piracy number, especially with
VI folks.  And they wonder why developers don't stick around?

maybe it's an exajuration, but still.


On 4/30/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 In regards to finding out a little more about who games and how many are out
 there. I would suggest creating a survey page, and transmitting it on
 Twitter and other social networks. You would be very surprised how quickly
 it gets out there, and how many people will respond. Just a suggestion, but
 perhaps you could create something to find out. Would be very interesting to
 know who plays what kind of games, what games people would be interested in
 if it were to be created. And how many are out there in total, and other
 such information.
 Regards:
 Dallas


 On 01/05/2013, at 7:13, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Ian,

 Well, the number of members who are subscribed to the Audyssey list
 generally is about 300 give or take a few. In the six years or so
 since I have been moderating the list sometimes it has been as low as
 280 and as high as 320 per month. It just depends on how many
 subscribe and unsubscribe. However, I don't believe that is anywhere
 near the number of actual people who are out there playing games.

 I think the best estimates given is that the audio games community is
 somewhere between 1000 and 2000 members total. However, as yet I don't
 know if there is a good way to run a survey to find out something more
 substantial.

 Cheers!


 On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Tom, Dark, and developers,

 Tom, I was just curious to know how many people are subscribed to this
 list.
 It would give me a bit more of an idea about the size of the audio
 gaming community.

 Dark, I noticed that forum.audiogames.net states there are 12,762
 registered users.
 I wonder if this number includes spam bots that created accounts and
 were subsequently banned.
 Do you have any idea about the number of registered users who have
 visited the site in recent history?

 Just curious.  I appreciate any information you can share.

 It would also be very interesting to hear the number of actual audio
 game sales from developers but I understand if they wish to keep this
 private.

 For my part I will share that I have between 90 and 190 unique players
 of my games in a month and have had 513 users register to play since my
 first release.

 These numbers are definitely not something to base a business on as even
 190 users playing my free games does not equal 190 users willing to
 purchase a game.
 And if I may say so, recent conversations on this list lead me to
 believe that a high number of people would attempt to pirate any games
 offered for purchase which make those numbers even weaker.

 My games are perhaps not as well targeted or advertised as others so I
 wonder if there is a lot more audio games community out there.

 I have also heard Aprone quote numbers in the thousands for those who
 play Swamp on a fairly consistent basis.  I'd be interested to hear
 those again if you're reading Aprone.

 Draconis, you seem to be able to maintain a very professional company
 which includes more than just yourself.
 As an audio game developer who would love to someday be able to support
 myself full time writing audio games I'd be interested to know if your
 company is able to support you full time or is more of a supplemental
 income.

 Feel free to write me off list if anyone is willing to share things on
 an individual basis but not with the entire list.

 Ian Reed
 supp...@blindaudiogames.com


 ---
 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://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
 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
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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
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have 

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread Draconis

The piracy number doesn't surprise me. It is a bit higher than what we've seen, 
but not by too much, hence our new registration system going forward. It's sad.

On Apr 30, 2013, at 7:02 PM, dan cook dan.sc...@gmail.com wrote:

 for some reason, i'm shocked about the piracy number, especially with
 VI folks.  And they wonder why developers don't stick around?
 
 maybe it's an exajuration, but still.
 
 
 On 4/30/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 In regards to finding out a little more about who games and how many are out
 there. I would suggest creating a survey page, and transmitting it on
 Twitter and other social networks. You would be very surprised how quickly
 it gets out there, and how many people will respond. Just a suggestion, but
 perhaps you could create something to find out. Would be very interesting to
 know who plays what kind of games, what games people would be interested in
 if it were to be created. And how many are out there in total, and other
 such information.
 Regards:
 Dallas
 
 
 On 01/05/2013, at 7:13, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Ian,
 
 Well, the number of members who are subscribed to the Audyssey list
 generally is about 300 give or take a few. In the six years or so
 since I have been moderating the list sometimes it has been as low as
 280 and as high as 320 per month. It just depends on how many
 subscribe and unsubscribe. However, I don't believe that is anywhere
 near the number of actual people who are out there playing games.
 
 I think the best estimates given is that the audio games community is
 somewhere between 1000 and 2000 members total. However, as yet I don't
 know if there is a good way to run a survey to find out something more
 substantial.
 
 Cheers!
 
 
 On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Tom, Dark, and developers,
 
 Tom, I was just curious to know how many people are subscribed to this
 list.
 It would give me a bit more of an idea about the size of the audio
 gaming community.
 
 Dark, I noticed that forum.audiogames.net states there are 12,762
 registered users.
 I wonder if this number includes spam bots that created accounts and
 were subsequently banned.
 Do you have any idea about the number of registered users who have
 visited the site in recent history?
 
 Just curious.  I appreciate any information you can share.
 
 It would also be very interesting to hear the number of actual audio
 game sales from developers but I understand if they wish to keep this
 private.
 
 For my part I will share that I have between 90 and 190 unique players
 of my games in a month and have had 513 users register to play since my
 first release.
 
 These numbers are definitely not something to base a business on as even
 190 users playing my free games does not equal 190 users willing to
 purchase a game.
 And if I may say so, recent conversations on this list lead me to
 believe that a high number of people would attempt to pirate any games
 offered for purchase which make those numbers even weaker.
 
 My games are perhaps not as well targeted or advertised as others so I
 wonder if there is a lot more audio games community out there.
 
 I have also heard Aprone quote numbers in the thousands for those who
 play Swamp on a fairly consistent basis.  I'd be interested to hear
 those again if you're reading Aprone.
 
 Draconis, you seem to be able to maintain a very professional company
 which includes more than just yourself.
 As an audio game developer who would love to someday be able to support
 myself full time writing audio games I'd be interested to know if your
 company is able to support you full time or is more of a supplemental
 income.
 
 Feel free to write me off list if anyone is willing to share things on
 an individual basis but not with the entire list.
 
 Ian Reed
 supp...@blindaudiogames.com
 
 
 ---
 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://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.
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
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 If you want to leave the list, send E-mail to
 

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread dan cook
you're telling me.
Good luck Josh.
lol i kind of sound like a sinic...

On 5/1/13, Draconis i...@dracoent.com wrote:

 The piracy number doesn't surprise me. It is a bit higher than what we've
 seen, but not by too much, hence our new registration system going forward.
 It's sad.

 On Apr 30, 2013, at 7:02 PM, dan cook dan.sc...@gmail.com wrote:

 for some reason, i'm shocked about the piracy number, especially with
 VI folks.  And they wonder why developers don't stick around?

 maybe it's an exajuration, but still.


 On 4/30/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 In regards to finding out a little more about who games and how many are
 out
 there. I would suggest creating a survey page, and transmitting it on
 Twitter and other social networks. You would be very surprised how
 quickly
 it gets out there, and how many people will respond. Just a suggestion,
 but
 perhaps you could create something to find out. Would be very interesting
 to
 know who plays what kind of games, what games people would be interested
 in
 if it were to be created. And how many are out there in total, and other
 such information.
 Regards:
 Dallas


 On 01/05/2013, at 7:13, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Ian,

 Well, the number of members who are subscribed to the Audyssey list
 generally is about 300 give or take a few. In the six years or so
 since I have been moderating the list sometimes it has been as low as
 280 and as high as 320 per month. It just depends on how many
 subscribe and unsubscribe. However, I don't believe that is anywhere
 near the number of actual people who are out there playing games.

 I think the best estimates given is that the audio games community is
 somewhere between 1000 and 2000 members total. However, as yet I don't
 know if there is a good way to run a survey to find out something more
 substantial.

 Cheers!


 On 4/30/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Tom, Dark, and developers,

 Tom, I was just curious to know how many people are subscribed to this
 list.
 It would give me a bit more of an idea about the size of the audio
 gaming community.

 Dark, I noticed that forum.audiogames.net states there are 12,762
 registered users.
 I wonder if this number includes spam bots that created accounts and
 were subsequently banned.
 Do you have any idea about the number of registered users who have
 visited the site in recent history?

 Just curious.  I appreciate any information you can share.

 It would also be very interesting to hear the number of actual audio
 game sales from developers but I understand if they wish to keep this
 private.

 For my part I will share that I have between 90 and 190 unique players
 of my games in a month and have had 513 users register to play since
 my
 first release.

 These numbers are definitely not something to base a business on as
 even
 190 users playing my free games does not equal 190 users willing to
 purchase a game.
 And if I may say so, recent conversations on this list lead me to
 believe that a high number of people would attempt to pirate any games
 offered for purchase which make those numbers even weaker.

 My games are perhaps not as well targeted or advertised as others so I
 wonder if there is a lot more audio games community out there.

 I have also heard Aprone quote numbers in the thousands for those who
 play Swamp on a fairly consistent basis.  I'd be interested to hear
 those again if you're reading Aprone.

 Draconis, you seem to be able to maintain a very professional company
 which includes more than just yourself.
 As an audio game developer who would love to someday be able to
 support
 myself full time writing audio games I'd be interested to know if your
 company is able to support you full time or is more of a supplemental
 income.

 Feel free to write me off list if anyone is willing to share things on
 an individual basis but not with the entire list.

 Ian Reed
 supp...@blindaudiogames.com


 ---
 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://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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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-04-30 Thread Ian Reed
Thanks to all who responded.  Interesting to hear the size of this list 
and especially interesting to hear that 3600 number for Swamp. It shows 
that there are a good number of players out there even if we can't count 
on that number to purchase a game.



Much appreciated.
Ian Reed


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Re: [Audyssey] wondering

2009-03-18 Thread shaun everiss
I know about dosbox I am thinking of going linux anyway, well if I can get it 
working as others have it.
and I actually have the hardware that will support it.
without a multiboot.
At 05:58 p.m. 18/03/2009, you wrote:
Hi,
Actually, I personally think dosbox is better. Dosemu is pretty old. I haven't 
seen a recent version of that in a while. If he uses dosbox there is a version 
for Windows so he wouldn't have to necessarily run Linux to use it.
Cheers!

shaun everiss wrote:
get dosemu and linux, if I can ever get my old dead system with the dead 
cdrom drive to accept external cdrom devices I will put grml dosemu and maybe 
gnome in.
although I'll always start with a command interface myself.

At 10:27 a.m. 18/03/2009, you wrote:
Can't play my old dos games e.g. beyond the titanicI used


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Re: [Audyssey] wondering

2009-03-18 Thread Valiant8086
Hi.
We are talking about the same thing, I thought by reference to dosbox that 
worked for windows that meant it would run in windows.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Wednesday, March 18, 2009 1:35 AM
  Subject: Re: [Audyssey] wondering


  Hi Aaron,
  Ummm...Are we talking about the same program? DOSBox is just a program 
  you install on Windows, Linux, or Mac and run it like any other program. 
  You can place a DOSBox icon on your Windows or Linux desktop, click it, 
  and bang instant dos environment. You do need to mount the folder where 
  your  old dos games and other programs are at, but that is no biggy.

  Valiant8086 wrote:
   Hi.
   It's possible to boot into dosbox from inside windows without vm software? 
Nifty. I'd be interested to try it but I haven't any external synthesizers. Hmm 
I have a braille n speak but don't know where the cereal cable is for it, and I 
can't understand those things any more. Used to be good at it but now adays I'm 
hopeless. Ah the good old days when understanding a computer voice was an art, 
lol.


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Re: [Audyssey] wondering

2009-03-18 Thread Thomas Ward

Hi Aaron,
Gotcha. As a matter of fact there is a version for several different 
platforms including: Mac, Linux, and Windows. One thing I have noticed 
though it seams to run better on non-Windows platforms. I think that is 
because Windows Vista and Windows 7 are such resource hogs they don't 
give you enough resources at times to run a very large dos application 
or game.
For example, I wanted to play a pinball game from my MS Dos/Windows 3.1 
days via DOSBox. Well, under Windows Vista the audio and vidio would 
breakup on me. So I tried the same game under Ubuntu Linux with DOSBox 
for Linux. If I launched it from the console, not from in Gnome, the 
game ran fine. Point being is that some times having a graphical user 
interface uses a lot of extra system resources you may need for some 
processor and hardware intensive titles. Though, if I am not mistaken 
most VI gamers probably want DOSBox for text based games which isn't all 
that resource intensive.

Smile.

Valiant8086 wrote:
 Hi.
 We are talking about the same thing, I thought by reference to dosbox 
that worked for windows that meant it would run in windows.



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Re: [Audyssey] wondering

2009-03-17 Thread shaun everiss
get dosemu and linux, if I can ever get my old dead system with the dead cdrom 
drive to accept external cdrom devices I will put grml dosemu and maybe gnome 
in.
although I'll always start with a command interface myself.
At 10:27 a.m. 18/03/2009, you wrote:
Can't play my old dos games e.g. beyond the titanicI used


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Re: [Audyssey] wondering

2009-03-17 Thread Thomas Ward

Hi,
Actually, I personally think dosbox is better. Dosemu is pretty old. I 
haven't seen a recent version of that in a while. If he uses dosbox 
there is a version for Windows so he wouldn't have to necessarily run 
Linux to use it.

Cheers!

shaun everiss wrote:

get dosemu and linux, if I can ever get my old dead system with the dead cdrom 
drive to accept external cdrom devices I will put grml dosemu and maybe gnome 
in.
although I'll always start with a command interface myself.



At 10:27 a.m. 18/03/2009, you wrote:

Can't play my old dos games e.g. beyond the titanicI used


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Re: [Audyssey] wondering

2009-03-17 Thread Valiant8086
Hi.
It's possible to boot into dosbox from inside windows without vm software? 
Nifty. I'd be interested to try it but I haven't any external synthesizers. Hmm 
I have a braille n speak but don't know where the cereal cable is for it, and I 
can't understand those things any more. Used to be good at it but now adays I'm 
hopeless. Ah the good old days when understanding a computer voice was an art, 
lol.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Wednesday, March 18, 2009 12:58 AM
  Subject: Re: [Audyssey] wondering


  Hi,
  Actually, I personally think dosbox is better. Dosemu is pretty old. I 
  haven't seen a recent version of that in a while. If he uses dosbox 
  there is a version for Windows so he wouldn't have to necessarily run 
  Linux to use it.
  Cheers!

  shaun everiss wrote:
   get dosemu and linux, if I can ever get my old dead system with the dead 
cdrom drive to accept external cdrom devices I will put grml dosemu and maybe 
gnome in.
   although I'll always start with a command interface myself.

   At 10:27 a.m. 18/03/2009, you wrote:
   Can't play my old dos games e.g. beyond the titanicI used
  
  
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Re: [Audyssey] wondering

2009-03-17 Thread Thomas Ward

Hi Aaron,
Ummm...Are we talking about the same program? DOSBox is just a program 
you install on Windows, Linux, or Mac and run it like any other program. 
You can place a DOSBox icon on your Windows or Linux desktop, click it, 
and bang instant dos environment. You do need to mount the folder where 
your  old dos games and other programs are at, but that is no biggy.


Valiant8086 wrote:

Hi.
It's possible to boot into dosbox from inside windows without vm software? 
Nifty. I'd be interested to try it but I haven't any external synthesizers. Hmm 
I have a braille n speak but don't know where the cereal cable is for it, and I 
can't understand those things any more. Used to be good at it but now adays I'm 
hopeless. Ah the good old days when understanding a computer voice was an art, 
lol.



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