Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Damien Pendleton

If you want my opinion, I think Mike and Mary are Sam's children. Lol.
Regards,
Damien.



- Original Message - 
From: Shane Lowe shanel...@insightbb.com
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, April 05, 2011 11:06 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


LOL
Sounds like mike has one to.

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:55 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


I think it's just that Sam has a drug problem.  I can't think of any other
reason he'd talk like that.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread burakyuksek

I agree with you Phil.
saygilar sevgiler.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 11:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Thomas,
I completely disagree with your logic that the levers should not be 
described. In many  sighted games the items are colored differently to 
indicate that they go together, so a gold key unlocks a gold lock.
I could understand your thinking in the difficult levels of play, but not 
for the beginner level.
I suggest the color of the lever and statues be a separate file so in 
beginner level it would say bronze lever but in a more difficult level you 
would have to guess which lever unlocked which  statue.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:45 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil,

Phil wrote:

Each lever and statue  could be numbered. So lever 1 opens statue 1 and 
so on.


My reply:

Well, that would completely defeat the point of the puzzle. In games
like Tomb Raider there is no way to know which lever, switch, or chain
opens what door until you try it. You just have to take a guess or if
you are really not sure check someone's walkthrough. Same idea applies
here. I'd be very very reluctant to number levers and statues as that
would make it too easy.

I don't want to sound critical, but I'm a little putout with this
general idea that we have to simplify everything by labeling levers,
statues, etc so someone would instantly know what lever unlocks what
statue. Understand I'm trying to create a game that is more or less
like a mainstream video game, one as complex as any other mainstream
title you might buy if you were sighted, and your suggestion would
completely undermine that intent. Its not really meant to be a simple
game.

In my personal opinion there are far too many accessible games that
take the keep it simple stupid approach. That is precisely why they
fail to interest me. They aren't written from an experienced
mainstream game players point of view but written by blind developers,
for blind players, who may or may have never played a serious
mainstream game in their life. Therefore they tend to be rather
simplistic compared to a similar game title for our sighted peers. I'm
hoping to change that by introducing more complex game play elements
and/or concepts to this market.


Cheers!

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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread william lomas
i am going to download and try mota eighteen now

On 6 Apr 2011, at 09:14, burakyuksek wrote:

 I agree with you Phil.
 saygilar sevgiler.
 - Original Message - From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 05, 2011 11:00 PM
 Subject: Re: [Audyssey] MOTA 18 - levers?
 
 
 Hi Thomas,
 I completely disagree with your logic that the levers should not be 
 described. In many  sighted games the items are colored differently to 
 indicate that they go together, so a gold key unlocks a gold lock.
 I could understand your thinking in the difficult levels of play, but not 
 for the beginner level.
 I suggest the color of the lever and statues be a separate file so in 
 beginner level it would say bronze lever but in a more difficult level you 
 would have to guess which lever unlocked which  statue.
 Phil
 
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 05, 2011 3:45 PM
 Subject: Re: [Audyssey] MOTA 18 - levers?
 
 
 Hi Phil,
 
 Phil wrote:
 
 Each lever and statue  could be numbered. So lever 1 opens statue 1 and so 
 on.
 
 My reply:
 
 Well, that would completely defeat the point of the puzzle. In games
 like Tomb Raider there is no way to know which lever, switch, or chain
 opens what door until you try it. You just have to take a guess or if
 you are really not sure check someone's walkthrough. Same idea applies
 here. I'd be very very reluctant to number levers and statues as that
 would make it too easy.
 
 I don't want to sound critical, but I'm a little putout with this
 general idea that we have to simplify everything by labeling levers,
 statues, etc so someone would instantly know what lever unlocks what
 statue. Understand I'm trying to create a game that is more or less
 like a mainstream video game, one as complex as any other mainstream
 title you might buy if you were sighted, and your suggestion would
 completely undermine that intent. Its not really meant to be a simple
 game.
 
 In my personal opinion there are far too many accessible games that
 take the keep it simple stupid approach. That is precisely why they
 fail to interest me. They aren't written from an experienced
 mainstream game players point of view but written by blind developers,
 for blind players, who may or may have never played a serious
 mainstream game in their life. Therefore they tend to be rather
 simplistic compared to a similar game title for our sighted peers. I'm
 hoping to change that by introducing more complex game play elements
 and/or concepts to this market.
 
 
 Cheers!
 
 ---
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 Checked by AVG - www.avg.com
 Version: 10.0.1209 / Virus Database: 1500/3551 - Release Date: 04/05/11
 
 
 
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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread burakyuksek
This is a very big file. Is there a way to shrink file sys other than 
compressing?

saygilar sevgiler.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 11:25 AM
Subject: Re: [Audyssey] MOTA 18 - levers?



i am going to download and try mota eighteen now

On 6 Apr 2011, at 09:14, burakyuksek wrote:


I agree with you Phil.
saygilar sevgiler.
- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 11:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Thomas,
I completely disagree with your logic that the levers should not be 
described. In many  sighted games the items are colored differently to 
indicate that they go together, so a gold key unlocks a gold lock.
I could understand your thinking in the difficult levels of play, but 
not for the beginner level.
I suggest the color of the lever and statues be a separate file so in 
beginner level it would say bronze lever but in a more difficult level 
you would have to guess which lever unlocked which  statue.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:45 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil,

Phil wrote:

Each lever and statue  could be numbered. So lever 1 opens statue 1 and 
so on.


My reply:

Well, that would completely defeat the point of the puzzle. In games
like Tomb Raider there is no way to know which lever, switch, or chain
opens what door until you try it. You just have to take a guess or if
you are really not sure check someone's walkthrough. Same idea applies
here. I'd be very very reluctant to number levers and statues as that
would make it too easy.

I don't want to sound critical, but I'm a little putout with this
general idea that we have to simplify everything by labeling levers,
statues, etc so someone would instantly know what lever unlocks what
statue. Understand I'm trying to create a game that is more or less
like a mainstream video game, one as complex as any other mainstream
title you might buy if you were sighted, and your suggestion would
completely undermine that intent. Its not really meant to be a simple
game.

In my personal opinion there are far too many accessible games that
take the keep it simple stupid approach. That is precisely why they
fail to interest me. They aren't written from an experienced
mainstream game players point of view but written by blind developers,
for blind players, who may or may have never played a serious
mainstream game in their life. Therefore they tend to be rather
simplistic compared to a similar game title for our sighted peers. I'm
hoping to change that by introducing more complex game play elements
and/or concepts to this market.


Cheers!

---
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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread burakyuksek
Yes! But I think mary is mother, mike is father and sam is grant father. 
anna is grant mother.

saygilar sevgiler.
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 10:06 AM
Subject: Re: [Audyssey] MOTA 18 - levers?


If you want my opinion, I think Mike and Mary are Sam's children. Lol.
Regards,
Damien.



- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 11:06 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


LOL
Sounds like mike has one to.

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:55 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


I think it's just that Sam has a drug problem.  I can't think of any other
reason he'd talk like that.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread The Addictor
Sam's s drunkard, Mike's a stoner, and Mary--well, she's in labor--about to 
have another horribly sounding child.  But if Mike and Mary are Sam's kids, 
who's the ma, or is he like that guy that has babies?  In that case, I quite 
understand his issues.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 3:06 AM
Subject: Re: [Audyssey] MOTA 18 - levers?


If you want my opinion, I think Mike and Mary are Sam's children. Lol.
Regards,
Damien.



- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 11:06 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


LOL
Sounds like mike has one to.

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:55 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


I think it's just that Sam has a drug problem.  I can't think of any other
reason he'd talk like that.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Shiny protector

Hi,

How do you do prerecorded speach?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 9:25 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil.

Sometimes things are colour coded or demarkated in similar ways, sometimes 
otherwise, it all depends upon situation and general overall difficulty of 
the game.


I personally think until Tom's switch puzles get far more complex and 
there are many more statues in range of one lever, or a number of 
different levers and statues which need activating scimultaniously to get 
through, things are better with the current more general setup.


Just personal thoughts there.

Beware the grue!

Dark.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Thomas Ward
Hi,

No, Anna can't be grandmother. She is practically brand new and was
first introduced in Sapi 5.3. So she must be grand daughter. If you
ask me she's a huge improvement over Sam, Mary, and Mike.

On 4/6/11, burakyuksek burakyuksek...@gmail.com wrote:
 Yes! But I think mary is mother, mike is father and sam is grant father.
 anna is grant mother.
 saygilar sevgiler.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Thomas Ward
Hi Muhammed,

Easy. On Windows I use a program called Text Aloud which converts Sapi
speech into wav or mp3 format. Then, I can copy the files into my
game's speech directory and use them kind of like a synth except of
course its just wav files instead of he actual TTS Engine.

On Linux most TTS Engines come with a commandline utility which does
something similar. For instance, the Cepstral voices come with a
program called Swift. All I have to do is pass a few commandline
parameters to Swift such as voice,rate, pitch, and a text file name
and it will convert the text file to a wav file or read it outloud if
I want it to.

HTH

On 4/6/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi,

 How do you do prerecorded speach?

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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Charles Rivard

What voice wouldn't be?

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 1:08 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi,

No, Anna can't be grandmother. She is practically brand new and was
first introduced in Sapi 5.3. So she must be grand daughter. If you
ask me she's a huge improvement over Sam, Mary, and Mike.

On 4/6/11, burakyuksek burakyuksek...@gmail.com wrote:

Yes! But I think mary is mother, mike is father and sam is grant father.
anna is grant mother.
saygilar sevgiler.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread The Addictor

Hey,
Actually, Anne's doing quite well.  She has gotten over the withdrawal from 
all the drugs her parents have taken, and after a little slip of her own, 
she's working the twelve step program of SAPI anonymous.

Ken Downey
The Addictor
www.TheAddictor.com

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 2:08 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi,

No, Anna can't be grandmother. She is practically brand new and was
first introduced in Sapi 5.3. So she must be grand daughter. If you
ask me she's a huge improvement over Sam, Mary, and Mike.

On 4/6/11, burakyuksek burakyuksek...@gmail.com wrote:

Yes! But I think mary is mother, mike is father and sam is grant father.
anna is grant mother.
saygilar sevgiler.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread Thomas Ward
Hi Charles,

I said Microsoft Anna couldn't be grandma because it ships with SAPI
5.3 and 5.4 by default instead of Sam, Mary, and Mike which are older
5.1 voices. If you don't know what I'm talking about Microsoft Anna is
the default voice for Windows Vista and Windows 7 which comes with
SAPI 5.3 and 5.4.

Cheers!

On 4/6/11, Charles Rivard woofer...@sbcglobal.net wrote:
 What voice wouldn't be?

 ---
 Shepherds are the best beasts!

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[Audyssey] MOTA 18 - levers?

2011-04-05 Thread Damien Pendleton
Hey,
Good work on this beta.
I have a couple of suggestions and a question.
I would suggest slowing the narrator speech down. Although I and possibly a 
load of other people could understand it at that rate, I personally know of 
some who would not be able to understand it at that speed and would struggle to 
navigate the menus because of it.
The second thing I would suggest is, since you now have to hold the relevant 
keys down to be able to jump over a trap, as soon as you land you instantly 
seem to start another jump before you can let go. I would suggest implementing 
a jump timer that waits, for example 300MS, before allowing another jump, just 
to give the player chance to let go of the keys should they want to continue 
walking. Otherwise if there are two traps close together it'll be hard to clear 
them both at the same time. Plus the fact that a person would usually wait that 
bit more time before being able to perform another jump as well.
My question is, the levers you pick up, do they disappear after a time? I 
must've picked up three levers where the one usually is and still can't get the 
statue to open.
Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread shaun everiss
they go away but if the statue relocks they come back but you have to 
go back and foreward a bit to make it all come up again.
This game is defenately a different approach and learning curve to 
what most blind gamers are used to.
Right now its a bit hard to do some stuff but part is just getting 
used to the interface and probably with some issues still to work with.

Still its real good.
Now if you could stop the intro game message playing ie when you 
start a level including the first one that would rock.

At 07:02 p.m. 5/04/2011, you wrote:

Hey,
Good work on this beta.
I have a couple of suggestions and a question.
I would suggest slowing the narrator speech down. Although I and 
possibly a load of other people could understand it at that rate, I 
personally know of some who would not be able to understand it at 
that speed and would struggle to navigate the menus because of it.
The second thing I would suggest is, since you now have to hold the 
relevant keys down to be able to jump over a trap, as soon as you 
land you instantly seem to start another jump before you can let go. 
I would suggest implementing a jump timer that waits, for example 
300MS, before allowing another jump, just to give the player chance 
to let go of the keys should they want to continue walking. 
Otherwise if there are two traps close together it'll be hard to 
clear them both at the same time. Plus the fact that a person would 
usually wait that bit more time before being able to perform another 
jump as well.
My question is, the levers you pick up, do they disappear after a 
time? I must've picked up three levers where the one usually is and 
still can't get the statue to open.

Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Darren Duff
Spoilers Shawn! Spoilers! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, April 05, 2011 5:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA 18 - levers?

they go away but if the statue relocks they come back but you have to go
back and foreward a bit to make it all come up again.
This game is defenately a different approach and learning curve to what most
blind gamers are used to.
Right now its a bit hard to do some stuff but part is just getting used to
the interface and probably with some issues still to work with.
Still its real good.
Now if you could stop the intro game message playing ie when you start a
level including the first one that would rock.
At 07:02 p.m. 5/04/2011, you wrote:
Hey,
Good work on this beta.
I have a couple of suggestions and a question.
I would suggest slowing the narrator speech down. Although I and 
possibly a load of other people could understand it at that rate, I 
personally know of some who would not be able to understand it at that 
speed and would struggle to navigate the menus because of it.
The second thing I would suggest is, since you now have to hold the 
relevant keys down to be able to jump over a trap, as soon as you land 
you instantly seem to start another jump before you can let go.
I would suggest implementing a jump timer that waits, for example 
300MS, before allowing another jump, just to give the player chance to 
let go of the keys should they want to continue walking.
Otherwise if there are two traps close together it'll be hard to clear 
them both at the same time. Plus the fact that a person would usually 
wait that bit more time before being able to perform another jump as 
well.
My question is, the levers you pick up, do they disappear after a time? 
I must've picked up three levers where the one usually is and still 
can't get the statue to open.
Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Bryan Peterson

I do agree about the speach. It was a little fast for me.
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:02 AM
Subject: [Audyssey] MOTA 18 - levers?



Hey,
Good work on this beta.
I have a couple of suggestions and a question.
I would suggest slowing the narrator speech down. Although I and possibly 
a load of other people could understand it at that rate, I personally know 
of some who would not be able to understand it at that speed and would 
struggle to navigate the menus because of it.
The second thing I would suggest is, since you now have to hold the 
relevant keys down to be able to jump over a trap, as soon as you land you 
instantly seem to start another jump before you can let go. I would 
suggest implementing a jump timer that waits, for example 300MS, before 
allowing another jump, just to give the player chance to let go of the 
keys should they want to continue walking. Otherwise if there are two 
traps close together it'll be hard to clear them both at the same time. 
Plus the fact that a person would usually wait that bit more time before 
being able to perform another jump as well.
My question is, the levers you pick up, do they disappear after a time? I 
must've picked up three levers where the one usually is and still can't 
get the statue to open.

Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread The Addictor
As far as the speech, I think it's just right, and as far as the 
jumps--well, two traps close together would be a challenge of reflexes to 
let go of the keys quickly.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:02 AM
Subject: [Audyssey] MOTA 18 - levers?



Hey,
Good work on this beta.
I have a couple of suggestions and a question.
I would suggest slowing the narrator speech down. Although I and possibly 
a load of other people could understand it at that rate, I personally know 
of some who would not be able to understand it at that speed and would 
struggle to navigate the menus because of it.
The second thing I would suggest is, since you now have to hold the 
relevant keys down to be able to jump over a trap, as soon as you land you 
instantly seem to start another jump before you can let go. I would 
suggest implementing a jump timer that waits, for example 300MS, before 
allowing another jump, just to give the player chance to let go of the 
keys should they want to continue walking. Otherwise if there are two 
traps close together it'll be hard to clear them both at the same time. 
Plus the fact that a person would usually wait that bit more time before 
being able to perform another jump as well.
My question is, the levers you pick up, do they disappear after a time? I 
must've picked up three levers where the one usually is and still can't 
get the statue to open.

Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Damien,


Damien wrote:
Good work on this beta.

My reply:

Thanks. I certainly put a lot of time and energy into this one.

Damien wrote:

I would suggest slowing the narrator speech down. Although I and possibly a load
of other people could understand it at that rate, I personally know of
some who would
not be able to understand it at that speed and would struggle to
navigate the menus
because of it.

My reply:

HThat's going to be a problem then. I spent almost an entire
week recording and editing those speech clips, and have already put
most of that in subversion to be used with other titles. I'm not
exactly in any hurry to do all that work over again from scratch. Plus
any slower and it will be too slow for me personally. So I don't know
what to say. Let's see if anyone has any problems before resorting to
putting another week into recreating well over 300 voice clips from
scratch.

Damien wrote:

The second thing I would suggest is, since you now have to hold the
relevant keys
down to be able to jump over a trap, as soon as you land you instantly
seem to start
another jump before you can let go.

My reply:

Yeah, this is something I definitely want to work on. I've noticed
problems with jumping like this as well. Especially, on ropes and
things where you don't necessarily want Angela to jump, catch it, and
swing off again. I've definitely got plans to fix this in the next
beta.

Damien wrote:

My question is, the levers you pick up, do they disappear after a
time? I must've
picked up three levers where the one usually is and still can't get
the statue to
open.

My reply:

Well, you don't actually pick up the levers. Angela pulls it and it
unlocks a statue somewhere else in the tomb. New in this release the
statues are time so if you don't get there, and open it in a certain
length of time the lock will reset, and you will have to travel back
to the correct lever, pull it again, and then try and open the statue.
The timer is completely random so it is a good idea to get back to the
statue as quick as possible, don't doddle, or it will reset on you.
That's what seams to be happening here. You aren't moving to the
statue fast enough so the lock resets and seals the statue shut.

HTH

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Mich
Hi Tom. I agree good job on the game. I find though that I do tend to agree 
about the rate of speech. it is fine going through the menus but some of the 
sounds that it is describing I find it is kind of hard to understand. not 
the sounds them selves but what  they represent but other then that all in 
all a really good job. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 12:42 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Damien,


Damien wrote:
Good work on this beta.

My reply:

Thanks. I certainly put a lot of time and energy into this one.

Damien wrote:

I would suggest slowing the narrator speech down. Although I and possibly 
a load

of other people could understand it at that rate, I personally know of
some who would
not be able to understand it at that speed and would struggle to
navigate the menus
because of it.

My reply:

HThat's going to be a problem then. I spent almost an entire
week recording and editing those speech clips, and have already put
most of that in subversion to be used with other titles. I'm not
exactly in any hurry to do all that work over again from scratch. Plus
any slower and it will be too slow for me personally. So I don't know
what to say. Let's see if anyone has any problems before resorting to
putting another week into recreating well over 300 voice clips from
scratch.

Damien wrote:

The second thing I would suggest is, since you now have to hold the
relevant keys
down to be able to jump over a trap, as soon as you land you instantly
seem to start
another jump before you can let go.

My reply:

Yeah, this is something I definitely want to work on. I've noticed
problems with jumping like this as well. Especially, on ropes and
things where you don't necessarily want Angela to jump, catch it, and
swing off again. I've definitely got plans to fix this in the next
beta.

Damien wrote:

My question is, the levers you pick up, do they disappear after a
time? I must've
picked up three levers where the one usually is and still can't get
the statue to
open.

My reply:

Well, you don't actually pick up the levers. Angela pulls it and it
unlocks a statue somewhere else in the tomb. New in this release the
statues are time so if you don't get there, and open it in a certain
length of time the lock will reset, and you will have to travel back
to the correct lever, pull it again, and then try and open the statue.
The timer is completely random so it is a good idea to get back to the
statue as quick as possible, don't doddle, or it will reset on you.
That's what seams to be happening here. You aren't moving to the
statue fast enough so the lock resets and seals the statue shut.

HTH

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Phil Vlasak

Hi Thomas,You wrote about the levers,
Angela pulls it and it
unlocks a statue somewhere else in the tomb. New in this release the
statues are time so if you don't get there, and open it in a certain
length of time the lock will reset, and you will have to travel back
to the correct lever, pull it again, and then try and open the statue.
The timer is completely random so it is a good idea to get back to the
statue as quick as possible, don't doddle, or it will reset on you.

As we don't know what lever opens what statue  or how much time we have, I 
have a few suggestions.

Each lever and statue  could be numbered.
So lever 1 opens statue 1 and so on.
Also as the levers are timed, you could add a clock ticking sound to tell 
you that something is going on, and when the time is up you could play a 
lever sound way off in the distance.


Phil


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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Phil Vlasak

Hi Thomas,
I didn't know the levers and statues were already labeled.
I still think a ticking sound when the timed levers are counting down would 
make the run to the statue more exciting.



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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread william lomas
and then have a deep voice saying statue locked!!! how cool!!

On 5 Apr 2011, at 18:56, Phil Vlasak wrote:

 Hi Thomas,
 I didn't know the levers and statues were already labeled.
 I still think a ticking sound when the timed levers are counting down would 
 make the run to the statue more exciting.
 
 
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I agree good job on the game. I find though that I do tend to agree
 about the rate of speech. it is fine going through the menus but some of the
 sounds that it is describing I find it is kind of hard to understand. not
 the sounds them selves but what  they represent but other then that all in
 all a really good job. from Mich.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Matheus r.c. souza
hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I agree good job on the game. I find though that I do tend to agree
 about the rate of speech. it is fine going through the menus but some of the
 sounds that it is describing I find it is kind of hard to understand. not
 the sounds them selves but what  they represent but other then that all in
 all a really good job. from Mich.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Damien Pendleton

Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out 
there, but they cost a great deal and tend to lag some, so one is only left 
with the smaller and inferior voices of Sam, Mike and Mary, all three of 
which some people, including myself cannot understand. I would not be able 
to play a richly decorated audio game with these voices. For something like 
Jim Kitchen's games it's not too bad. But I do struggle with products like 
Klango, RailRacer, Entombed etc.

Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Matheus r.c. souza
hi damien. that's true,
but you can buy some of these voices and use then for different things
such as reading books, playing games, etc. i think that it's a good
investment, even if you purchase only 1 voice that you like.

-Mensagem original-
De: Damien Pendleton dam...@x-sight-interactive.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 20:28
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out 
there, but they cost a great deal and tend to lag some, so one is only left 
with the smaller and inferior voices of Sam, Mike and Mary, all three of 
which some people, including myself cannot understand. I would not be able 
to play a richly decorated audio game with these voices. For something like 
Jim Kitchen's games it's not too bad. But I do struggle with products like 
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br
To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I agree good job on the game. I find though that I do tend to 
 agree
 about the rate of speech. it is fine going through the menus but some of 
 the
 sounds that it is describing I find it is kind of hard to understand. not
 the sounds them selves but what  they represent but other then that all in
 all a really good job. from Mich.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Phil,

Phil wrote:

Each lever and statue  could be numbered. So lever 1 opens statue 1 and so on.

My reply:

Well, that would completely defeat the point of the puzzle. In games
like Tomb Raider there is no way to know which lever, switch, or chain
opens what door until you try it. You just have to take a guess or if
you are really not sure check someone's walkthrough. Same idea applies
here. I'd be very very reluctant to number levers and statues as that
would make it too easy.

I don't want to sound critical, but I'm a little putout with this
general idea that we have to simplify everything by labeling levers,
statues, etc so someone would instantly know what lever unlocks what
statue. Understand I'm trying to create a game that is more or less
like a mainstream video game, one as complex as any other mainstream
title you might buy if you were sighted, and your suggestion would
completely undermine that intent. Its not really meant to be a simple
game.

In my personal opinion there are far too many accessible games that
take the keep it simple stupid approach. That is precisely why they
fail to interest me. They aren't written from an experienced
mainstream game players point of view but written by blind developers,
for blind players, who may or may have never played a serious
mainstream game in their life. Therefore they tend to be rather
simplistic compared to a similar game title for our sighted peers. I'm
hoping to change that by introducing more complex game play elements
and/or concepts to this market.


Cheers!

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi,

There are two reasons I'm not using Sapi.


One, that is one more dependency I have to build into my game source
code. I have made no secret of the fact eventually I want to port the
game to Mac and Linux for those markets. Using Sapi just makes it that
much harder to port because I have to end up replacing Sapi on those
platforms with some other operating system specific speech API. It
makes cross-platform development much more difficult not easier.

Two, not everyone has a high quality Sapi speech engine. Back when I
was using Sapi with Montezuma's Revenge I got a few complaints of the
effect my Sapi voice sounds terrible. Please, include a better voice
etc. When I told them they had to go to Nextup.com, Cepstral.com, or
some place and buy one they got a little bent out of shape. So I found
by shipping a high quality voice with the game just generally worked
out better for everyone.

Finally, there is another reason why prerecorded speech is better than
Sapi. That is foreign language support. If you spoke another foreign
language French, Spanish, German, etc you could in theory replace all
the wav files with a foreign translation and add a language pack. If I
use Sapi that means the game will be U.S. English only. So that's not
really fair to my foreign ccustomers. As it happens a few language
packs are in development right now  such as the one being created by
Blind Games Brazil. If I use Sapi you can forget about those language
packs.

HTH


On 4/5/11, Matheus r.c. souza an...@bol.com.br wrote:
 hi thomas. i have a suggestion then:
 why not use the sapi voice that the user currently have installed
 instead of forcing everyone to use this voice? some peoples will prefer
 voices from scansoft for example, and some may prefer something like
 ivona(which is very good).
 besides, the user could choose the rate of the speech, volume, etc, and
 the size of the game would be smaller.
 what do you think? easyer and simple.

---
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Phil Vlasak

Hi Thomas,
I completely disagree with your logic that the levers should not be 
described. In many  sighted games the items are colored differently to 
indicate that they go together, so a gold key unlocks a gold lock.
I could understand your thinking in the difficult levels of play, but not 
for the beginner level.
I suggest the color of the lever and statues be a separate file so in 
beginner level it would say bronze lever but in a more difficult level you 
would have to guess which lever unlocked which  statue.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:45 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil,

Phil wrote:

Each lever and statue  could be numbered. So lever 1 opens statue 1 and so 
on.


My reply:

Well, that would completely defeat the point of the puzzle. In games
like Tomb Raider there is no way to know which lever, switch, or chain
opens what door until you try it. You just have to take a guess or if
you are really not sure check someone's walkthrough. Same idea applies
here. I'd be very very reluctant to number levers and statues as that
would make it too easy.

I don't want to sound critical, but I'm a little putout with this
general idea that we have to simplify everything by labeling levers,
statues, etc so someone would instantly know what lever unlocks what
statue. Understand I'm trying to create a game that is more or less
like a mainstream video game, one as complex as any other mainstream
title you might buy if you were sighted, and your suggestion would
completely undermine that intent. Its not really meant to be a simple
game.

In my personal opinion there are far too many accessible games that
take the keep it simple stupid approach. That is precisely why they
fail to interest me. They aren't written from an experienced
mainstream game players point of view but written by blind developers,
for blind players, who may or may have never played a serious
mainstream game in their life. Therefore they tend to be rather
simplistic compared to a similar game title for our sighted peers. I'm
hoping to change that by introducing more complex game play elements
and/or concepts to this market.


Cheers!

---
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread dark

Hi tom.

While I agree about keeping the lables off switches and statues, I do agree 
with Phil that there should be an indicator when the time runs out, eg, a 
door slamming sound or an extra lever sound or similar sinse this just helps 
the player to know how long he/she has next time he/she presses the switch, 
and also determine whether their at the right statue too late or the wrong 
statue for that switch when multiple statues are in range of the same one.


Prince of Persia, Kirby Superstar, some of the interesting bits of Mega man 
x 5, and I presume games in the tomb rader series very much followe this 
pattern, especially when the switch puzles got very complex requiring 
multiple switches to open multiple gates all to be pressed at once before 
you go through them.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Matheus r.c. souza
hi.
i beat mota today in the beginner level and i have to say that the two
levels aren't hard to figure out what does what. i mean, there are
already steps to indicate when you're close to a trap, if thomas adds
this lever 1 door 1 thing or make then colored, even in the beginner
difficulty, it would completely kill the game. in later levels if there
will be many puzzles, areas, etc to explore it will be fun and
challenging to discover out what lever will open what door.

-Mensagem original-
De: Phil Vlasak p...@pcsgames.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 16:00
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi Thomas,
I completely disagree with your logic that the levers should not be
described. In many  sighted games the items are colored differently to
indicate that they go together, so a gold key unlocks a gold lock.
I could understand your thinking in the difficult levels of play, but not
for the beginner level.
I suggest the color of the lever and statues be a separate file so in
beginner level it would say bronze lever but in a more difficult level you
would have to guess which lever unlocked which  statue.
Phil

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Matheus r.c. souza
hi thomas.
but there are two sides of the coin here. if you use these recorded
speech clips it will be more time consuming for you to adjust it,
because you will always get complaints that the speech is too fast, that
some users don't like this voice and that they may have something much
better available to use, etc.
considering the translations, yes, i'm from brazil and i know that this
portuguese version is in the works. however if you used sapi you could
use a file to have the text in different lines.
for example:
mainmenu=main menu
newgame=new game
beginner=beginner
etc etc. so what the user would do is just remove what's written after
the = sign and write the translation, change to the desired sapi voice
and play it instantly. it's even faster to translate.
i don't know how hard it is to program it, but i know that it's possible
because i translated a game called magic blocks(developed by quentinc)
it used the javaplatform and worked in this same way. i translated it in
like 5 minuts.
however since you're using a different language it might be harder to do
it. but you know.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 15:57
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

There are two reasons I'm not using Sapi.


One, that is one more dependency I have to build into my game source
code. I have made no secret of the fact eventually I want to port the
game to Mac and Linux for those markets. Using Sapi just makes it that
much harder to port because I have to end up replacing Sapi on those
platforms with some other operating system specific speech API. It
makes cross-platform development much more difficult not easier.

Two, not everyone has a high quality Sapi speech engine. Back when I
was using Sapi with Montezuma's Revenge I got a few complaints of the
effect my Sapi voice sounds terrible. Please, include a better voice
etc. When I told them they had to go to Nextup.com, Cepstral.com, or
some place and buy one they got a little bent out of shape. So I found
by shipping a high quality voice with the game just generally worked
out better for everyone.

Finally, there is another reason why prerecorded speech is better than
Sapi. That is foreign language support. If you spoke another foreign
language French, Spanish, German, etc you could in theory replace all
the wav files with a foreign translation and add a language pack. If I
use Sapi that means the game will be U.S. English only. So that's not
really fair to my foreign ccustomers. As it happens a few language
packs are in development right now  such as the one being created by
Blind Games Brazil. If I use Sapi you can forget about those language
packs.

HTH

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Mauricio Almeida
greetings

we at blind games brazil do not work with sapi productions, generally,
as we believe it is a down factor for any quality production,
but we are whiling to open an exception for mota, should the author
notify us that we should change the way we work and stand by recordings
that are on the way.

Sincerely

Mauricio almeida
Blind games brazil
-Mensagem original-
De: Matheus r.c. souza an...@bol.com.br
Para: gamers@audyssey.org
Data: 5 de Abril de 2011 17:12
Assunto: Re: [Audyssey] MOTA 18 - levers?

hi thomas.
but there are two sides of the coin here. if you use these recorded
speech clips it will be more time consuming for you to adjust it,
because you will always get complaints that the speech is too fast, that
some users don't like this voice and that they may have something much
better available to use, etc.
considering the translations, yes, i'm from brazil and i know that this
portuguese version is in the works. however if you used sapi you could
use a file to have the text in different lines.
for example:
mainmenu=main menu
newgame=new game
beginner=beginner
etc etc. so what the user would do is just remove what's written after
the = sign and write the translation, change to the desired sapi voice
and play it instantly. it's even faster to translate.
i don't know how hard it is to program it, but i know that it's possible
because i translated a game called magic blocks(developed by quentinc)
it used the javaplatform and worked in this same way. i translated it in
like 5 minuts.
however since you're using a different language it might be harder to do
it. but you know.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 15:57
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

There are two reasons I'm not using Sapi.


One, that is one more dependency I have to build into my game source
code. I have made no secret of the fact eventually I want to port the
game to Mac and Linux for those markets. Using Sapi just makes it that
much harder to port because I have to end up replacing Sapi on those
platforms with some other operating system specific speech API. It
makes cross-platform development much more difficult not easier.

Two, not everyone has a high quality Sapi speech engine. Back when I
was using Sapi with Montezuma's Revenge I got a few complaints of the
effect my Sapi voice sounds terrible. Please, include a better voice
etc. When I told them they had to go to Nextup.com, Cepstral.com, or
some place and buy one they got a little bent out of shape. So I found
by shipping a high quality voice with the game just generally worked
out better for everyone.

Finally, there is another reason why prerecorded speech is better than
Sapi. That is foreign language support. If you spoke another foreign
language French, Spanish, German, etc you could in theory replace all
the wav files with a foreign translation and add a language pack. If I
use Sapi that means the game will be U.S. English only. So that's not
really fair to my foreign ccustomers. As it happens a few language
packs are in development right now  such as the one being created by
Blind Games Brazil. If I use Sapi you can forget about those language
packs.

HTH

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread dark

Hi Phil.

Sometimes things are colour coded or demarkated in similar ways, sometimes 
otherwise, it all depends upon situation and general overall difficulty of 
the game.


I personally think until Tom's switch puzles get far more complex and there 
are many more statues in range of one lever, or a number of different levers 
and statues which need activating scimultaniously to get through, things are 
better with the current more general setup.


Just personal thoughts there.

Beware the grue!

Dark. 



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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Phil Vlasak

Hi Dark,
I suspect that there will be many levers to open many doors on higher 
levels.
He could have a lever room with ten levers and doors at both ends and doors 
to stairs in the middle of the room.
Without some different in description it would be like playing concentration 
with all the hidden puzzles marked door and lock.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 4:25 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil.

Sometimes things are colour coded or demarkated in similar ways, sometimes 
otherwise, it all depends upon situation and general overall difficulty of 
the game.


I personally think until Tom's switch puzles get far more complex and 
there are many more statues in range of one lever, or a number of 
different levers and statues which need activating scimultaniously to get 
through, things are better with the current more general setup.


Just personal thoughts there.

Beware the grue!

Dark.

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1209 / Virus Database: 1500/3552 - Release Date: 04/05/11




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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread dark

That's really my point Phil.

Currently Tom hasn't got any puzles like that in the game. I'm sure If he 
did, he would stick in different levers in that room just for that puzle.


but for general useage and the type of puzles he's got now, I personally 
think the current lever system is sufficient myself.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Charles Rivard

Puzzles, not puzles!

---
Shepherds are the best beasts!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:41 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



That's really my point Phil.

Currently Tom hasn't got any puzles like that in the game. I'm sure If he 
did, he would stick in different levers in that room just for that puzle.


but for general useage and the type of puzles he's got now, I personally 
think the current lever system is sufficient myself.


Beware the grue!

Dark.

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list,
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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Bryan Peterson
Not to mention the fact that Sam sounds suicidally depressed. I wish I still 
had that sound file of him I created...

We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Bryan Peterson
Problem is CHarles, his synthe might not pronounce it incorrectly even 
though it's not spelled right.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 2:52 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Puzzles, not puzles!

---
Shepherds are the best beasts!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 3:41 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



That's really my point Phil.

Currently Tom hasn't got any puzles like that in the game. I'm sure If he 
did, he would stick in different levers in that room just for that puzle.


but for general useage and the type of puzles he's got now, I personally 
think the current lever system is sufficient myself.


Beware the grue!

Dark.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Lori Duncan
They should use Sam if ever there's a zombey game and the zombey's talk 
Smile  I'm tempted to google Who created the microsoft sam voice then 
send them an email asking them if their imagination was taking a night off 
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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All messages

Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Phil,

However, that is not the case. There is not 10 levers on any level,
and the current system is fairly basic. Obviously, if there were 10
levers and x number of doors I might want to properly label them in
some way. However, since the puzzles aren't that complex I wouldn't
worry about it. What you suspect or assume is just wrong from the way
the game is designed. You are over complicating the situation
believing that on higher levels there will be more levers too. There
are only five levers for each level.

HTH


On 4/5/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Dark,
 I suspect that there will be many levers to open many doors on higher
 levels.
 He could have a lever room with ten levers and doors at both ends and doors
 to stairs in the middle of the room.
 Without some different in description it would be like playing concentration
 with all the hidden puzzles marked door and lock.
 Phil

 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 05, 2011 4:25 PM
 Subject: Re: [Audyssey] MOTA 18 - levers?


 Hi Phil.

 Sometimes things are colour coded or demarkated in similar ways, sometimes

 otherwise, it all depends upon situation and general overall difficulty of

 the game.

 I personally think until Tom's switch puzles get far more complex and
 there are many more statues in range of one lever, or a number of
 different levers and statues which need activating scimultaniously to get
 through, things are better with the current more general setup.

 Just personal thoughts there.

 Beware the grue!

 Dark.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi,

I happen to agree with you. Personally, using SAPI or any other text
to speech system is often a downgrade as not everyone has a quality
voice. Especially, for those of who use Linux and for most Linux users
all they get for free is Festival or ESpeak. You only get good Linux
voices like ATT, Cepstral, Dectalk, Eloquence, unless you fork over
money for them. I happen to know most VI Linux users don't generally
pay for high quality voices so going from a voice like Scansoft Tom to
ESpeak would definitely be a huge downgrade.

On 4/5/11, Mauricio Almeida mauricio...@uol.com.br wrote:
 greetings

 we at blind games brazil do not work with sapi productions, generally,
 as we believe it is a down factor for any quality production,
 but we are whiling to open an exception for mota, should the author
 notify us that we should change the way we work and stand by recordings
 that are on the way.

 Sincerely

 Mauricio almeida
 Blind games brazil

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Damien Pendleton

Hi there,
True. But again, there's the lag issue, and the fact that they are so sky 
high expensive.

Regards,
Damien.




- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:43 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi damien. that's true,
but you can buy some of these voices and use then for different things
such as reading books, playing games, etc. i think that it's a good
investment, even if you purchase only 1 voice that you like.

-Mensagem original-
De: Damien Pendleton dam...@x-sight-interactive.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 20:28
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:

Hi Tom. I agree good job on the game. I find though that I do tend to
agree
about the rate of speech. it is fine going through the menus but some of
the
sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread The Addictor
I think it's just that Sam has a drug problem.  I can't think of any other 
reason he'd talk like that.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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If you have any questions or concerns regarding

Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Matheus,

Matheus wrote:

but there are two sides of the coin here. if you use these recorded
speech clips it will be more time consuming for you to adjust it,
because you will always get complaints that the speech is too fast, that
some users don't like this voice and that they may have something much
better available to use, etc.

My reply:

Unfortunately, all I can say is that they are free to record and edit
their own custom voice/language pack if it bothers them that much. I'm
trying to create a high quality product, with the best possible voice
possible, and using SAPI voices directly isn't as easy or simple as
you think. I've got my reasons for not adding SAPI 5 support which
I'll explain below.

Matheus wrote:

However, if you used sapi you could
use a file to have the text in different lines.

My reply:

The thing is I'd litterally have to rewrite the entire game from
scratch to add a feature like that. That's why I'm not adding SAPI
support either. I don't think you understand the fact that what you
are asking for is far too late in the development process. I am not
going to spend the next six months or a year of my life totally
rewriting Mysteries of the Ancients because a few people now want SAPI
 support. If we would have talked about this back when I was rewriting
the G3D engine and game early in 2010 I might have considered it, but
right now it is just way too late to think about it. Please,
understand I want this game done in June if possible. I don't want to
keep writing and rewriting the same thing over and over again. The
fact of the matter is that no matter what I do weather I add SAPI
support or don't add SAPI support I won't be able to please everyone.
Somebody will just have to be unhappy with the results.

Cheers!

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Shane Lowe

LOL
Sounds like mike has one to.

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, April 05, 2011 5:55 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


I think it's just that Sam has a drug problem.  I can't think of any other
reason he'd talk like that.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


---
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You

Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Damien,

That's a good point. Let's take the Cepstral voices. I don't think $30
USD is exactly sky high, but other than reading books etc they are too
slow for screen readers. I own a couple of them for Linux such as
Cepstral David, Callie, and Diane, and the voices are nice voices for
Linux. Thing is when using them with Orca for day to day screen reader
work they lag and they are quite choppy. The only time I really use
them is when reading a book or e-mail. Otherwise I use something like
ESpeak because it is fast and responsive even if the voice sounds very
robotic. The Cepstral SAPI 5 voices for Windows are just as choppy and
unresponsive with Jaws and Window-Eyes too. I know even in some of Jim
Kitchen's SAPI 5 text to speech games the Cepstral voices breakup and
get choppy so while they sound good, are inexpensive, they don't work
as well as prerecorded speech.

Another engine that appears to have issues is the Neospeech voices.
Neospeech Kate and Paul sound good, but both Philip and I have
experienced a weird problem with those voices and our game engines.
Every other SAPI 5 voice works correctly with my G3D engine but those
voices. I don't know why, haven't figured it out since my speech
module is according to the SAPI 5 docs, but those voices won't work
with my G3D Engine for some reason. So again we have good voices, but
are kind of a hastle if you ask me.


On 4/5/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi there,
 True. But again, there's the lag issue, and the fact that they are so sky
 high expensive.
 Regards,
 Damien.

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Mauricio Almeida
Hello,

We're glad you agree with our theory.
we are very excited to, soon, prompt you with voices for mota beta 18!
Our community looks forward to your production.

Sincerely,

mauricio almeida
Blind games brazil
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 17:33
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

I happen to agree with you. Personally, using SAPI or any other text
to speech system is often a downgrade as not everyone has a quality
voice. Especially, for those of who use Linux and for most Linux users
all they get for free is Festival or ESpeak. You only get good Linux
voices like ATT, Cepstral, Dectalk, Eloquence, unless you fork over
money for them. I happen to know most VI Linux users don't generally
pay for high quality voices so going from a voice like Scansoft Tom to
ESpeak would definitely be a huge downgrade.

On 4/5/11, Mauricio Almeida mauricio...@uol.com.br wrote:
 greetings

 we at blind games brazil do not work with sapi productions, generally,
 as we believe it is a down factor for any quality production,
 but we are whiling to open an exception for mota, should the author
 notify us that we should change the way we work and stand by recordings
 that are on the way.

 Sincerely

 Mauricio almeida
 Blind games brazil

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Matheus r.c. souza
hi thomas.
oh, i totaly understand it, and i know that you wrote this game using
several programming languages and accepting lots of suggestions from all
users. that's what took so much time, not to mention bugs and stuff like
that. i downloaded pretty much all the betas from beta 1 to 18, so i
know what you're talking about.
if adding sapi support would mean rewriting the game, then i say no.
leave things as they are, i'm not a english speaker and i can easyly understand
this voice with this rate. and i can't wait to see this game get
finished to see the other bosses and stuff.
hmm, speaking about the game, i have a question: what about the weapons
that you pick up? the game seems to be much more fair now in that
regard, in the 2 games that i played i got a sword in the first level
with a bunch of other weapons. are they randomised or not? i think that
potions, gold, etc should be randomised, but torches, weapons should go
in defined locations.
spoiler!
space!

when fighting the last creature in the first level, i noticed that it
was much more challenging to kill it with the dagger. so why not allow
only the dagger to appear in the first level instead of the sword? i had
to score more than 8 hits to kill it with the dagger, but i killed it
with 2 hits using a sword, i was even going to record and show the boss
to a friend of mine, but i was a little disappointed to see that i
didn't got the dagger and that it was too easy to just do it.
so when you come to a harder boss or harder creatures that will really
force you to use the sword, you could get it.
what do you think about that?
thanks and good job!
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 17:57
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi Matheus,

Matheus wrote:

but there are two sides of the coin here. if you use these recorded
speech clips it will be more time consuming for you to adjust it,
because you will always get complaints that the speech is too fast, that
some users don't like this voice and that they may have something much
better available to use, etc.

My reply:

Unfortunately, all I can say is that they are free to record and edit
their own custom voice/language pack if it bothers them that much. I'm
trying to create a high quality product, with the best possible voice
possible, and using SAPI voices directly isn't as easy or simple as
you think. I've got my reasons for not adding SAPI 5 support which
I'll explain below.

Matheus wrote:

However, if you used sapi you could
use a file to have the text in different lines.

My reply:

The thing is I'd litterally have to rewrite the entire game from
scratch to add a feature like that. That's why I'm not adding SAPI
support either. I don't think you understand the fact that what you
are asking for is far too late in the development process. I am not
going to spend the next six months or a year of my life totally
rewriting Mysteries of the Ancients because a few people now want SAPI
 support. If we would have talked about this back when I was rewriting
the G3D engine and game early in 2010 I might have considered it, but
right now it is just way too late to think about it. Please,
understand I want this game done in June if possible. I don't want to
keep writing and rewriting the same thing over and over again. The
fact of the matter is that no matter what I do weather I add SAPI
support or don't add SAPI support I won't be able to please everyone.
Somebody will just have to be unhappy with the results.

Cheers!

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Phil Vlasak

Hi Thomas,
The current design is fine if you plan on not having more than five levers 
per level.
I was worried that the number levers per level would exponentially get 
larger.

LOL
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:24 PM
Subject: Re: [Audyssey] MOTA 18 - levers?



Hi Phil,

However, that is not the case. There is not 10 levers on any level,
and the current system is fairly basic. Obviously, if there were 10
levers and x number of doors I might want to properly label them in
some way. However, since the puzzles aren't that complex I wouldn't
worry about it. What you suspect or assume is just wrong from the way
the game is designed. You are over complicating the situation
believing that on higher levels there will be more levers too. There
are only five levers for each level.

HTH




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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi,

No problem, and thanks for the work you guys are doing. As I mentioned
to Matheus the kind of work you are doing simply isn't possible with
SAPI right now anyway. I'm certainly not going to hand my source code
to someone else, and adding some sort of language data file to the
game is far too time consuming to consider at this late date. Plus I'm
still working on the Linux version of this game and it is easy to copy
a bunch of wav files from one version to the other. It is not so easy
if you are using two completely different speech APIs etc. In my
opinion using SAPI is actually more trouble than it is worth at this
point in time.

Cheers!


On 4/5/11, Mauricio Almeida mauricio...@uol.com.br wrote:
 Hello,

 We're glad you agree with our theory.
 we are very excited to, soon, prompt you with voices for mota beta 18!
 Our community looks forward to your production.

 Sincerely,

 mauricio almeida
 Blind games brazil

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Phil,

Nope, that's definitely not the case. Besides the five bronze levers
you know about there are a couple of hidden pressure switches to lower
bridges, etc, but people probably have a good idea what those do
already anyway. So no it isn't like you will have 20 levers and 20
doors to unlock. It isn't going to be anything remotely that confusing
or complex.

Smile.

On 4/5/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 The current design is fine if you plan on not having more than five levers
 per level.
 I was worried that the number levers per level would exponentially get
 larger.
 LOL
 Phil

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Re: [Audyssey] MOTA 18 - levers?

2011-04-05 Thread Thomas Ward
Hi Matheus,

Like I explained to Dark, must have been about a month back, a lot of
issues like that are going to be taken care of once I get all the
levels finished. So the enchanted sword which is clearly the most
powerful in the game won't appear  until a later game level. the only
reason you can get it at all on level 1 or 2 is simply because this is
a beta and not everything is completely finished yet.

HTH


On 4/5/11, Matheus r.c. souza an...@bol.com.br wrote:
 hi thomas.
 oh, i totaly understand it, and i know that you wrote this game using
 several programming languages and accepting lots of suggestions from all
 users. that's what took so much time, not to mention bugs and stuff like
 that. i downloaded pretty much all the betas from beta 1 to 18, so i
 know what you're talking about.
 if adding sapi support would mean rewriting the game, then i say no.
 leave things as they are, i'm not a english speaker and i can easyly
 understand
 this voice with this rate. and i can't wait to see this game get
 finished to see the other bosses and stuff.
 hmm, speaking about the game, i have a question: what about the weapons
 that you pick up? the game seems to be much more fair now in that
 regard, in the 2 games that i played i got a sword in the first level
 with a bunch of other weapons. are they randomised or not? i think that
 potions, gold, etc should be randomised, but torches, weapons should go
 in defined locations.
 spoiler!
 space!

 when fighting the last creature in the first level, i noticed that it
 was much more challenging to kill it with the dagger. so why not allow
 only the dagger to appear in the first level instead of the sword? i had
 to score more than 8 hits to kill it with the dagger, but i killed it
 with 2 hits using a sword, i was even going to record and show the boss
 to a friend of mine, but i was a little disappointed to see that i
 didn't got the dagger and that it was too easy to just do it.
 so when you come to a harder boss or harder creatures that will really
 force you to use the sword, you could get it.
 what do you think about that?
 thanks and good job!

---
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