Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-03 Thread Michael Gauler

Hi Thomas,
I have a few questions here.
Since you talked about open source things like SDL and such I'd like to know 
what mainstream games for Mac or Linux use.
They obviously don't have DirectX components, but if a a 3D first person 
shooter is created or ported to something non windows, there must be 
alternatives for the programmers.

They could create their own sound libraries or use propritary ones.
But the question remains what they use. And even if mainstream games do have 
graphics to look for doors or hallways this doesn't necessarily mean that 
the positioning of the audio related to said objects has to be only 
approximately near the spot. In many mainstream games it is as precise as 
you need it for your games or like in Shades of Doom.
Since Mac and linux are not one or two years old, there must be ways to 
technically deal with better game controller support or better audio 
handling.
Thus I'd like to know what other companies or programmers use when it comes 
to either cross platform porting of their games or when a game is directly 
developed for a non windows operating system. 



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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-03 Thread Thomas Ward
Hi Michael,

Well, the majority of PC games aren't directly developed for Mac or
Linux, but those that are considered to be Mac/Linux compatible are
often played using a commercial emulator like Transgamings Cider and
Cediga. Transgaming has a huge list of PC games that have been tested
with their Mac and Linux game emulators, and EA Games, Activision, and
several other mainstream game companies mention Cider or Cediga in
their documentation for Mac/Linux compatibility. Its just a way of
quickly targeting those platforms without having to rewrite there
software.

That said, the majority of commercial games for Mac and Linux such as
Quake use SDL for keyboard, mouse, and joystick input, OpenGL for 3d
graphics, and OpenAL for 3d audio support. Its not DirectX, but with
OpenGL and OpenAL doing the graphics and audio you can get pretty
close on non-Windows PCs.In fact, the forementioned emulators above
basically emulate DirectX behavior by rendering the graphics behind
the scenes with OpenGL and rendering audio with OpenAL because they
are the closest matches to Direct3D and DirectSound. So if I were
writing a comercial game for Mac OS or Linux that's probably what I
would use as well.

One other note. FMOD Ex is a comercial audio API for Mac, Linux, and
Windows. I've noticed on Firelight's website that several mainstream
companies have licensed FMOD for their game engines and use it for
cross-platform audio development. So I would say that FMOD is the
number one alternative to OpenAL for game companies who can afford the
licensing for FMOD and want to write cross-platform games.

Cheers!


On 12/3/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I have a few questions here.
 Since you talked about open source things like SDL and such I'd like to know
 what mainstream games for Mac or Linux use.
 They obviously don't have DirectX components, but if a a 3D first person
 shooter is created or ported to something non windows, there must be
 alternatives for the programmers.
 They could create their own sound libraries or use propritary ones.
 But the question remains what they use. And even if mainstream games do have
 graphics to look for doors or hallways this doesn't necessarily mean that
 the positioning of the audio related to said objects has to be only
 approximately near the spot. In many mainstream games it is as precise as
 you need it for your games or like in Shades of Doom.
 Since Mac and linux are not one or two years old, there must be ways to
 technically deal with better game controller support or better audio
 handling.
 Thus I'd like to know what other companies or programmers use when it comes
 to either cross platform porting of their games or when a game is directly
 developed for a non windows operating system.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

Hello Ben and all,
Because iPhone, iPad and iPod touch all run the same OS namely iOS, a 
release for iPhone implient necessarily a release for iPad and iPod 
touch in the same time as well.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Willem,

As far as the javax.sound.sampled  API goes you are right about it not
being very good. However, there are some decent alternatives like
Joal, a Java implimentation of OpenAL, which I've heard is pretty good
for cross-platform audio support. Since Mac OS, Linux, etc  uses
OpenAL using Joal for audio support seems like a good alternative to
the javax.sound.sampled API for games.

As far as input goes Java's AWT API stinks for games, but once again
there seems to be a good alternative in the works. There is an open
source input API for Java called JInput that I've heard is very
responsive and gets direct keyboard, mouse, and joystick input similar
to DirectInput. JInput might be worth a Java game developers time in
looking into for a basic input manager.

My point here is while one can't necessarily use DirectX or SDL in
Java there are various game APIs available for the language and that
are are fully cross-platform compatible.I haven't used Joal or JInput
myself personally, but I've heard some game developers say they are
much better than depending on AWT for keyboard/mouse input and the
Java default sound packages/APIs.

Though I do agree with your point about different Java runtimes.
Mobile devices tend to have a custom Java runtime and the packages
aren't necessarily the same as you would get with a different JRE for
another mobile device. Its up to the Java developer to figure out
which packages are the same and write software that shares a common
runtime environment rather than using some API that might be platform
specific. Its that inconsistancy that drives developers like myself
nuts.

Cheers!

On 12/2/11, Willem Venter dwill...@gmail.com wrote:
 Hi all.
 As I understand it, buying the IOS sdk costs $90. Then you probably
 have to learn objective c, as this is the only non runtime language I
 know of that you can program in on IOS. You need this to start
 developing, even if you wanted your app to be free. This is just
 another reason why an IOS version will cost money and why payed
 outsourcing is a good idea.

 As for java, from what I know java's sound support is not that great.
 It has the javax.sound and javax.sound.sample packages, but getting a
 workable sound interface will take more time. There is no
 functionality offfered by things like sdl, or sfml. The other option
 is something like lwjgl, but this still means that the app will be
 tied to only platforms supporting lwjgl. Although many mobile
 platforms run java, each run their own version of java with different
 packages. Android for example has a java implementation almost like
 the normal java with extra android packages. This is why it is much
 easier to write programs for the android platform.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

Hi Thomas,
You are going to a central point here. As you know, I'm still a big java 
fan, I wrote past games in java, and upcoming games outside of the 
playroom will very likely to be in java again. Why I haven't written the 
playroom in java ? There is two reasons for this:


1. You might have experienced the problem I had with magic blocks most 
notablyy: speech via screen reader support was totally absent. I tried 
to arrange something myself using COM and DLL proxy libraries and failed 
to make something really reliable. All screen reader supports including 
SAPI were quite buggy and it mades the application to crash randomly, 
especially on 64 bit machines but also on 32 bit ones.
As reliable speech output via screen reader is a very capital point in 
the playroom, I had first to find a solution for that problem before 
going further, and nothing came to mind at that time.


2. The playroom is a little different to most of audiogames we have out 
there. It uses true windows GUI components, when most audiogames simply 
open a blank window and directly react to user input from there. Most 
audiogames actually use virtual menus and controls that are not shown on 
screen at all. Why this choice ? Again, there are multiple reasons:
a. Initially the playroom was in french only. At the very beginning, I 
received comments telling that it would be good to be able to play with 
braille display. As you know, direct speech output to screen reader does 
not use braille, and the easiest way to have all so different braille 
displays behaving correctly is to place text into standard controls so 
that the screen reader does the job nicely in the way the user usually 
set in his preferences.
b. I found also nice to be able to navigate through the game's text 
freely, to allow easy review, easy copy/paste, easy saving, and as easy 
to use as in normal applications. In fact this feature is quite rare, 
even on mud clients (where it's indeed a must-have in my opinion). I 
suffered not having easy review and copy/paste on mud clients I had, and 
I'm still suffering not having this feature on console windows and 
SSH... In playroom this is important because there's a lot of text to 
deal with, just like in a mud.
c. Using normal GUI components has a nice edge effect: it allows sighted 
people to play. Of course, the playroom is not as interesting for 
sighted people as other common games because there's no graphics, but 
still, I know that there are a couple of sighted players in the 
playroom, they wouldn't be able to play if I had used virtual menus and 
controls in a blank window.
To come back to java, standard GUI controls in java with a screen reader 
remain problematic: they are slow, sluggich and somewhat buggy. The bugs 
there are are very stupid indeed: before very latest jaws 13, backspace 
in an edit field says empty instead of the character being cleared, and 
NVDA sometimes says empty instead of reading a line of text in a edit 
field. For all screen readers, when you press up or down arrow sometimes 
it reads the old line instead of the one where you just arrived. Some 
less common screen readers don't support access bridge at all, etc. and 
don't forget the most important thing: java access bridge is no more 
actively maintained. In brief, all that is not very reliable, is not 
going to be more in the future, and this is not acceptable. You will 
tell me that there is scripting: yes, certainly. But if scripting is a 
working partial solution for experienced computer users, installing 
scripts is another problem on itself and especially if you aim to 
support multiple screen readers.. clearly not doable for less 
experienced computer users. And because the playroom is conceptually a 
simple game, it must be manageable by less experienced computer users as 
well.


This closes my probably longest english post.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi quentinC.
Your choice and reasoning regarding java is quite sound. I would also
not consider using java's ui with access bridge. Even using grid
layout or some other layout results are unpredictable and different on
different os's.

If you ever consider using your screen reader API from java, take a
look at the java native interface (jni). Once you've created a wrapper
it is easy to use. I think you can even use something like swig to
generate a useable entry point to use from java.

On 12/2/11, QuentinC quent...@cfardel.net wrote:
 Hi Thomas,
 You are going to a central point here. As you know, I'm still a big java
 fan, I wrote past games in java, and upcoming games outside of the
 playroom will very likely to be in java again. Why I haven't written the
 playroom in java ? There is two reasons for this:

 1. You might have experienced the problem I had with magic blocks most
 notablyy: speech via screen reader support was totally absent. I tried
 to arrange something myself using COM and DLL proxy libraries and failed
 to make something really reliable. All screen reader supports including
 SAPI were quite buggy and it mades the application to crash randomly,
 especially on 64 bit machines but also on 32 bit ones.
 As reliable speech output via screen reader is a very capital point in
 the playroom, I had first to find a solution for that problem before
 going further, and nothing came to mind at that time.

 2. The playroom is a little different to most of audiogames we have out
 there. It uses true windows GUI components, when most audiogames simply
 open a blank window and directly react to user input from there. Most
 audiogames actually use virtual menus and controls that are not shown on
 screen at all. Why this choice ? Again, there are multiple reasons:
 a. Initially the playroom was in french only. At the very beginning, I
 received comments telling that it would be good to be able to play with
 braille display. As you know, direct speech output to screen reader does
 not use braille, and the easiest way to have all so different braille
 displays behaving correctly is to place text into standard controls so
 that the screen reader does the job nicely in the way the user usually
 set in his preferences.
 b. I found also nice to be able to navigate through the game's text
 freely, to allow easy review, easy copy/paste, easy saving, and as easy
 to use as in normal applications. In fact this feature is quite rare,
 even on mud clients (where it's indeed a must-have in my opinion). I
 suffered not having easy review and copy/paste on mud clients I had, and
 I'm still suffering not having this feature on console windows and
 SSH... In playroom this is important because there's a lot of text to
 deal with, just like in a mud.
 c. Using normal GUI components has a nice edge effect: it allows sighted
 people to play. Of course, the playroom is not as interesting for
 sighted people as other common games because there's no graphics, but
 still, I know that there are a couple of sighted players in the
 playroom, they wouldn't be able to play if I had used virtual menus and
 controls in a blank window.
 To come back to java, standard GUI controls in java with a screen reader
 remain problematic: they are slow, sluggich and somewhat buggy. The bugs
 there are are very stupid indeed: before very latest jaws 13, backspace
 in an edit field says empty instead of the character being cleared, and
 NVDA sometimes says empty instead of reading a line of text in a edit
 field. For all screen readers, when you press up or down arrow sometimes
 it reads the old line instead of the one where you just arrived. Some
 less common screen readers don't support access bridge at all, etc. and
 don't forget the most important thing: java access bridge is no more
 actively maintained. In brief, all that is not very reliable, is not
 going to be more in the future, and this is not acceptable. You will
 tell me that there is scripting: yes, certainly. But if scripting is a
 working partial solution for experienced computer users, installing
 scripts is another problem on itself and especially if you aim to
 support multiple screen readers.. clearly not doable for less
 experienced computer users. And because the playroom is conceptually a
 simple game, it must be manageable by less experienced computer users as
 well.

 This closes my probably longest english post.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 If you ever consider using your screen reader API from java, take a
look at the java native interface (jni). Once you've created a wrapper
it is easy to use.

JNI wrapper for my screen reader API is already under construction. I 
carefully though on this and that's why I said in last post that my next 
forecoming game is likely to be in java again, because I don't need any 
concrete UI for games like magic blocks (In fact I greatly would like to 
do a much more complex game, something I would certainly never be 
capable of doing it in C or C++ (I'm not eased with C++ and C is unable 
to deal with object-oriented programming)). But that's for next coming 
games requiring no concrete UI, not for the playroom.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi. It's good to hear. Like I said, swig almost does all the work of
making your java wrapper for you.

I've seen object oriented code in c, but I agree that it is not really
suited for object oriented programs. In theory you could use structs.

On 12/2/11, QuentinC quent...@cfardel.net wrote:
   If you ever consider using your screen reader API from java, take a
 look at the java native interface (jni). Once you've created a wrapper
 it is easy to use.

 JNI wrapper for my screen reader API is already under construction. I
 carefully though on this and that's why I said in last post that my next
 forecoming game is likely to be in java again, because I don't need any
 concrete UI for games like magic blocks (In fact I greatly would like to
 do a much more complex game, something I would certainly never be
 capable of doing it in C or C++ (I'm not eased with C++ and C is unable
 to deal with object-oriented programming)). But that's for next coming
 games requiring no concrete UI, not for the playroom.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 Like I said, swig almost does all the work of
making your java wrapper for you.

NO. Swing has nothing to do with JNI wrappers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
When I wrote swig, I meant swig.

http://www.swig.org/Doc1.3/Java.html

On 12/2/11, QuentinC quent...@cfardel.net wrote:
   Like I said, swig almost does all the work of
 making your java wrapper for you.

 NO. Swing has nothing to do with JNI wrappers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

You'll get no argument from me. I for one agree with you on all
points, and that is why I don't use Java for any of my games.
Especially, for the Genesis Engine. The accessibility of Java
applications is too inconsistent between screen readers and different
platforms to make it a reliable option for an accessible game
developer such as you and I.

I chose C++ for many of the same reasons you did. First, reliable
access to DirectX, SAPI, screen readers, and anything else I want to
use in my games. Second, direct support of the Windows API and GUI
components that offers reliable accessibility for message boxes,
registration dialogs, and any other text I want to present on screen
to the end user. As you said the Java Access Bridge is no longer being
maintained now that Oricle has taken over Sun, and we don't really
know where Oricle is heading with Java accessibility currently. The
only way to avoid the issue with Java accessibility is to drop Swing
and use APIs like SWT, and JFace but that doesn't resolve everything
satisfactorally.

Plus as others have mentioned AWT Events are to slow for reliable
keyboard/mouse support in games, and javax.sound.sampled leaves a lot
to be desired. I just felt rather than use Joal for OpenAL support or
JInput for input support etc I would be better off with DirectX or
using OpenAL directly rather than through a Java wrapper.

Cheers!


On 12/2/11, QuentinC quent...@cfardel.net wrote:
 Hi Thomas,
 You are going to a central point here. As you know, I'm still a big java
 fan, I wrote past games in java, and upcoming games outside of the
 playroom will very likely to be in java again. Why I haven't written the
 playroom in java ? There is two reasons for this:

 1. You might have experienced the problem I had with magic blocks most
 notablyy: speech via screen reader support was totally absent. I tried
 to arrange something myself using COM and DLL proxy libraries and failed
 to make something really reliable. All screen reader supports including
 SAPI were quite buggy and it mades the application to crash randomly,
 especially on 64 bit machines but also on 32 bit ones.
 As reliable speech output via screen reader is a very capital point in
 the playroom, I had first to find a solution for that problem before
 going further, and nothing came to mind at that time.

 2. The playroom is a little different to most of audiogames we have out
 there. It uses true windows GUI components, when most audiogames simply
 open a blank window and directly react to user input from there. Most
 audiogames actually use virtual menus and controls that are not shown on
 screen at all. Why this choice ? Again, there are multiple reasons:
 a. Initially the playroom was in french only. At the very beginning, I
 received comments telling that it would be good to be able to play with
 braille display. As you know, direct speech output to screen reader does
 not use braille, and the easiest way to have all so different braille
 displays behaving correctly is to place text into standard controls so
 that the screen reader does the job nicely in the way the user usually
 set in his preferences.
 b. I found also nice to be able to navigate through the game's text
 freely, to allow easy review, easy copy/paste, easy saving, and as easy
 to use as in normal applications. In fact this feature is quite rare,
 even on mud clients (where it's indeed a must-have in my opinion). I
 suffered not having easy review and copy/paste on mud clients I had, and
 I'm still suffering not having this feature on console windows and
 SSH... In playroom this is important because there's a lot of text to
 deal with, just like in a mud.
 c. Using normal GUI components has a nice edge effect: it allows sighted
 people to play. Of course, the playroom is not as interesting for
 sighted people as other common games because there's no graphics, but
 still, I know that there are a couple of sighted players in the
 playroom, they wouldn't be able to play if I had used virtual menus and
 controls in a blank window.
 To come back to java, standard GUI controls in java with a screen reader
 remain problematic: they are slow, sluggich and somewhat buggy. The bugs
 there are are very stupid indeed: before very latest jaws 13, backspace
 in an edit field says empty instead of the character being cleared, and
 NVDA sometimes says empty instead of reading a line of text in a edit
 field. For all screen readers, when you press up or down arrow sometimes
 it reads the old line instead of the one where you just arrived. Some
 less common screen readers don't support access bridge at all, etc. and
 don't forget the most important thing: java access bridge is no more
 actively maintained. In brief, all that is not very reliable, is not
 going to be more in the future, and this is not acceptable. You will
 tell me that there is scripting: yes, certainly. But if scripting is a
 working partial solution for experienced computer users, 

Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Willem,

Yeah, C is not the best object oriented language. I like Microsoft's
C# .Net because its very similar to Java, is simpler than C/C++, and
is fully object oriented like Java. As far as that goes Microsoft's VB
.Net has also gone a long ways to making Visual Basic into a pure
object oriented programming language which rocks in my opinion. I
hated VB 6 but Visual Basic 9 isn't bad given that almost every object
oriented feature is there for oop programmers like myself to use.

Cheers!


On 12/2/11, Willem Venter dwill...@gmail.com wrote:
 Hi. It's good to hear. Like I said, swig almost does all the work of
 making your java wrapper for you.

 I've seen object oriented code in c, but I agree that it is not really
 suited for object oriented programs. In theory you could use structs.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

I've worked with JNI before on prior projects, but I don't think I
want to convert my games to Java. What I am likely to do myself is
upgrade the .Net version of my engine because its a lot easier to work
with than the current C++ version of the engine. Its very object
oriented like Java, is cross-platform using Mono, and I can access
DirectX via SlimDX. Plus I've already got a working engine. It just
needs to be updated to .Net 4.0 and have Managed DirectX replaced
using SlimDX instead.

However, I hear you about C. Its not that object oriented, and working
in C++ is difficult for large projects. I know I am getting fairly
annoyed with handling string conversions etc as it is 10 times more
difficult than it needs to be. In C# .Net if I want to convert an
integer variable to a string just do
number.ToString()
and it is done. In C I have to use a function like itoa() to convert
an integer  variable to a character string. Then, if I want to pass it
off to SAPI or Jaws I have to convert that from a char to to wchar
which is enough to drive anyone up the wall. Not to mention strcmp()
for comparing strings, strcpy() for copying one string to another, and
several other helper functions that are easier in .Net. So its things
like that I want to avoid in future projects myself.

Cheers!




On 12/2/11, QuentinC quent...@cfardel.net wrote:
   If you ever consider using your screen reader API from java, take a
 look at the java native interface (jni). Once you've created a wrapper
 it is easy to use.

 JNI wrapper for my screen reader API is already under construction. I
 carefully though on this and that's why I said in last post that my next
 forecoming game is likely to be in java again, because I don't need any
 concrete UI for games like magic blocks (In fact I greatly would like to
 do a much more complex game, something I would certainly never be
 capable of doing it in C or C++ (I'm not eased with C++ and C is unable
 to deal with object-oriented programming)). But that's for next coming
 games requiring no concrete UI, not for the playroom.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 Plus as others have mentioned AWT Events are to slow for reliable
keyboard/mouse support in games, and javax.sound.sampled leaves a lot
to be desired.

For AWT it's not true for all games. For a small game like magic blocks, 
or even for games like SoundRTS or emtombed, I think that's not a big 
problem. That's the same situation as python with pygame I think.
However, I agree that for games where you really have to be fast like 
swamp, audio quake, top speed, MOTA, etc. that could be problematic. 
Gamepads are also more popular in that type of game.


For javax.sound basicly you can't do many things, right. But if you 
remember well, I made some time ago a small 3D audio library built on 
top of javax.sound. It is certainly a little slower than DirectX or 
XAudio, but it's far better than SDLMixer...




IN fact I would like to see a language as easy as java but as reliable 
as C/C++. Is C# as good candidate ? If yes, than I would just have to 
figure out how to import my newly created screen reader API. Learn the 
language and standard library shouldn't be too difficult. However with 
C# I can immediately forget about mac or linux ports... so there is also 
a cost. Could you advise me about C#, if you think this would be a good 
choice or not and why.




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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

Actually, you can create cross-platform ports of your games using C#
because it is largely cross-platform. I know for sure Mac OS and Linux
have an open source .Net Framework called Mono that can run a number
of Windows apps written in C# 2.0 and 3.0.I've even written several
apps for Linux using Monodevelop, an open source IDE similar to Visual
C# 2008,  and using GTK-Sharp to create GUI apps for the Gnome desktop
and that are completely compatible with the Orca screen reader.There
is also a .Net wrapper for SDL called SdlDotNet for Windows, Mac, and
Linux meaning porting games to those platforms are possible using SDL
and the Mono Framework. Although, SdlDotNet is no better than PyGame
or any other SDL based game API, but is an option for certain
cross-platform games.

Not only that but Microsoft has several official versions of the .Net
Framework for XP, Vista, Windows 7, and Windows Server as well. There
is even an official Microsoft .Net Framework for Windows Mobile
devices which makes creating apps for smart phones and other devices
that use Windows Mobile a fairly painless process. So if you are
concerned about cross-platform development C# is fairly cross-platform
compatible these days. I can't tell you it is fully accessible on
Mac---as I have never tested it myself---but I've had excellent
success developing apps for Windows and Linux using C#.

As far as game APIs goes there are several available for C# .Net.
First, there is SlimDX which is an open source .Net wrapper for
DirectX. Its very stable, a lot simpler to work with than the native
C/C++ libraries, and has replaced Managed DirectX for .Net game
developers. Second, there is SdlDotNet---mentioned above--which is a
.Net wrapper for SDL for cross-platform .Net game development. Third,
there is a .Net version of SFML which I believe is also
cross-platform, and is a wrapper for the open source SFML API for Mac,
Linux, and Windows. In addition, to those any API that uses Windows
COM such as FMOD Ex, Jaws, SAPI, Window-Eyes, etc  can be used as
well. Obviously the strongest support is for Windows APIs and
technologies, but C# is rapidly becoming the Java of the future as
there are both commercial and open source developers writing new APIs
and libraries for the language all the time.

Finally, as far as the C# language its very similar to Java in a lot
of ways. The sintax is similar since both use a C-Style syntax, but
you will also notice that the .Net Framework has a lot of namespaces,
classes, and methods fairly similar to Java. For instance, to write a
line to the console do something like
System.Console.WriteLine (0, Hello World!);
and to get a line of text from the console
String cmd = System.Console.ReadLine ();
which as you can see is fairly similar to Java in naming and
convention. Its one of the big reasons why I began using C# as its
easy to learn, is similar enough to Java that your past experience
largely carries over, and .Net is now a core part of Windows Vista and
Windows 7. Even better yet System.Windows.Forms.dll  is a .Net wrapper
for the Windows API which means screen readers have no troubles with
the standard GUI controls etc, and you don't have to worry about
things like the Java Access Bridge as C# apps are very accessible on
Windows and can be made so on Linux by using GTK-Sharp.

As far as your screen reader API goes you don't need it. You can
rewrite it in C#, creat a COM wrapper for SAPI, Jaws, Window-Eyes,
SuperNova, etc and it will work fine.In order to make your existing
Speech API for C# .Net you will have to rewrite it in Managed C++ code
anyway and i don't see the point of using Managed C++ when you can
just do the same thing in C# saving yourself the grief of using two
different .Net languages.

Cheers!

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Orin
Well, if you make the game for the iPhone, you're making it for iOS, which is 
all the iOS devices.
So, there's no way to make it for a specific iPhone. If someone found a way to 
do that Apple would kill them.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 2, 2011, at 2:19 AM, Ben wrote:

 I believe that you are all being too specific if I may be so bold.  We do
 not want to tie it down to one IPhone but I recommend we take a new
 approach: an IOS version rather than an IPhone version, since also I
 don't have an IPhone myself.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Matheus Rheine
 Sent: 01 December 2011 21:59
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac
 
 hi quentinc,
 i would definitely prefer an iphone version, firstly because the playroom
 would be accessible on the go -- no matter where you are.. on the
 bus,school,street,etc. on the other hand if you developed the mac version
 first it would be just like the windows version but for mac users that are
 using mac can't play it with vmware fusion?
 besides, what games do we have for the iphone? we have simple word games,
 some other games that have a potential like papasangre, nightjar,etc. these
 games are good,however they are too short. others like aurifi are too
 buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
 that i consider enjoyable and playable, and now the de steno games, but we
 don't have the original
 monopoly,uno,1000 miles and other games that are extremely cool. it would
 use even more the potential that the iphone has in terms of gaming for us.
 i don't know how much i could pay,the brazilian store is hopefuly going to
 completely open the itunes store with songs,and i hope that games as well,
 in december,if yes,i'll be able to use a credit card to buy stuff, in this
 case i'd be able to pay some money,how much you think you would charge for
 it? 10,15? or more?
 thanks,and hope to see this project ported to ios in the future.
 -Mensagem original-
 De: QuentinC quent...@cfardel.net
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Quinta, 01 de Dezembro de 2011 14:38
 Assunto: [Audyssey] Poll: playroom on iPhone or on mac
 
 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there
 will be followings or not. In other words if nobody give a response, then I
 will conclude that nobody is interested and therefore will definitely give
 up the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or
 why not ? If you would have to choose between the two but not both in the
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably
 need to let such an application developped by a third partie.
 It will therefore certainly not be free. How much would you be ready to pay
 for that application ?
 The money whould be ideally shared between the developper of the application
 and a participation on server maintenance, in the best case 50-50, and in
 all case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
 ---
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

I think I could try it out. I will download the SDK and try.
Am I absolutely obliged to use visual studio ? I don't want to buy it 
and I have heard that express version was not compatible with jaws or 
NVDA. Some time ago I tried 2008 express for C++ but it was very 
annoying to use. Compared to eclipse which it's free it's a pain.
Which version of C# do you recommand ? I have heard that latest 4.0 
might not be the best idea and would be reserved form windows vista and 
7, leaving XP users out.

And what about audio APIs ?

I'm sorry, I'm getting a little off topic, we may continue that 
discussion about C# on the developpers list or in private


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

You should receive a private message from me on this subject in a few
minutes. I agree we should take it off list so we don't fill the list
with programming chit-chat.

Cheers!

On 12/2/11, QuentinC quent...@cfardel.net wrote:
 I think I could try it out. I will download the SDK and try.
 Am I absolutely obliged to use visual studio ? I don't want to buy it
 and I have heard that express version was not compatible with jaws or
 NVDA. Some time ago I tried 2008 express for C++ but it was very
 annoying to use. Compared to eclipse which it's free it's a pain.
 Which version of C# do you recommand ? I have heard that latest 4.0
 might not be the best idea and would be reserved form windows vista and
 7, leaving XP users out.
 And what about audio APIs ?

 I'm sorry, I'm getting a little off topic, we may continue that
 discussion about C# on the developpers list or in private

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[Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? why 
or why not ? If you would have to choose between the two but not both in 
the same time, whould you choose a mac or an iPhone version ? why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready to 
pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best case 
50-50, and in all case I wont ahve a direct control on the produced 
application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Alfredo_The_Music_maker
1. First, I would like to make it clear, that we end to be general. An 
iPhone is too specific, so I would rather say, an iOS device. If I were 
to choose which one, I would take the latter, for I currently do not 
have a Macintosh right now, and it is only fair that I get a mobile version.
2. I am ready to pay five dollars for this application. However, if it 
is more than this, I am willing to pay whatever price there is.

Alfredo

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
i own an iPhone and a mac but i think on the iPhone would be good as then one 
can play multiple games anywhere, at any time.
obviously over wifi would be best as 3g data for some is not unlimited. i would 
eventually like to see a version for the mac, to but that would be in the future

On Dec 1, 2011, at 1:38 PM, QuentinC wrote:

 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there 
 will be followings or not. In other words if nobody give a response, then I 
 will conclude that nobody is interested and therefore will definitely give up 
 the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for that 
 application ?
 The money whould be ideally shared between the developper of the application 
 and a participation on server maintenance, in the best case 50-50, and in all 
 case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd 
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
 ---
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
well i would not mind weather a mac or iphone vergen was done first although 
because i do all my computer stuff on my mac i'd probley rather play a mac 
vergen first. 

as for payment as the windows one is free i'm not sure how much i'd be willing 
to pay just so i could play a vergen for my device in my apinyon if the 
playroom is free to windows users it should be free to everybody how ever 
because i like it i would pay but i feel that you should not charge any more 
than 15 to 20 pounds for this asspeashally as windows users can play it for 
free.

thanks very much 

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread fred olver
I expect that there are more Iphone users than Mac users so if I could 
choose It would be the phone.

Fred Olver

- Original Message - 
From: QuentinC quent...@cfardel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 01, 2011 7:38 AM
Subject: [Audyssey] Poll: playroom on iPhone or on mac


 Hello listers,

 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, 
 there will be followings or not. In other words if nobody give a response, 
 then I will conclude that nobody is interested and therefore will 
 definitely give up the idea.


 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?

 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for 
 that application ?
 The money whould be ideally shared between the developper of the 
 application and a participation on server maintenance, in the best case 
 50-50, and in all case I wont ahve a direct control on the produced 
 application.

 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.

 Please be constructive and complete in your responses. If you just say 
 It'd be cool without any argumentation, please avoid posting.

 Thank you in advance for your answers.

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



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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
or you should charge windows users too as this is unfair 

On Dec 1, 2011, at 3:17 PM, Ian McNamara wrote:

 well i would not mind weather a mac or iphone vergen was done first although 
 because i do all my computer stuff on my mac i'd probley rather play a mac 
 vergen first. 
 
 as for payment as the windows one is free i'm not sure how much i'd be 
 willing to pay just so i could play a vergen for my device in my apinyon if 
 the playroom is free to windows users it should be free to everybody how ever 
 because i like it i would pay but i feel that you should not charge any more 
 than 15 to 20 pounds for this asspeashally as windows users can play it for 
 free.
 
 thanks very much 
 
 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread pitermach
Although I am planning to get a MAC, for now, iPhone would probably work 
better for me and many people. If you are planning to actually charge, I 
suggest you only charge for the mobile iOS version, since MACS are also 
fully functional computers and it'd get a little unfair if someone 
doesn't have access to windows.


On 12/1/2011 2:38 PM, QuentinC wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? 
why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready 
to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
Hi yep i agree charging for the mac vergen would not be fair as it's a fully 
functionel computer so all you'd have to do is put a download link for the mac 
vergin on the websight how ever the iphone vergin would have to be approoved to 
be releeced in the apple app store so i can understand why there might be a 
charge for this although onistly if the windows vergen is free then it should 
be free for all users weather a third party developer has to create the cliant 
or not.

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
however remember though someone has to pay for the development of a mac and or 
iPhone version as the developer doesn't have a mac computer to work with or an 
iPhone I guess, come to that

On Dec 1, 2011, at 4:10 PM, Ian McNamara wrote:

 Hi yep i agree charging for the mac vergen would not be fair as it's a fully 
 functionel computer so all you'd have to do is put a download link for the 
 mac vergin on the websight how ever the iphone vergin would have to be 
 approoved to be releeced in the apple app store so i can understand why there 
 might be a charge for this although onistly if the windows vergen is free 
 then it should be free for all users weather a third party developer has to 
 create the cliant or not.
 
 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC
As first glance it may be unfair for mac users, but remember one thing: 
I haven't the required competances and material to produce something 
myself. I therefore need to ask a third partie, and that third partie 
must be paid in some way. It doesn't make any difference between mac and 
iOS on that subject.
Since I have total control of the windows version, I can decide what I 
want for it, and I decided that nobody had to charge at the moment as 
long as donations are sufficient. Note that it would be also unfair to 
suddenly change a free service to a paid one...


Of course if you are mac and/or iOS developper and if you want to do 
something gratis, contact me as soon as possible ! but we should stop 
dreaming, that guy will likely never come up and work for nothing.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
well which version would you prefer to have developed a mac or iPhone?
both eventually would be ideal but we have to as you say start somewhere

On Dec 1, 2011, at 4:40 PM, QuentinC wrote:

 As first glance it may be unfair for mac users, but remember one thing: I 
 haven't the required competances and material to produce something myself. I 
 therefore need to ask a third partie, and that third partie must be paid in 
 some way. It doesn't make any difference between mac and iOS on that subject.
 Since I have total control of the windows version, I can decide what I want 
 for it, and I decided that nobody had to charge at the moment as long as 
 donations are sufficient. Note that it would be also unfair to suddenly 
 change a free service to a paid one...
 
 Of course if you are mac and/or iOS developper and if you want to do 
 something gratis, contact me as soon as possible ! but we should stop 
 dreaming, that guy will likely never come up and work for nothing.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
Hi yep that's true i understand the point there. i was not saying i would not 
pay infact i would asspeshaly as some one made the point earlyer if i had the 
option to play the games while on the move such as on an iphone that would be 
grate.

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

 well which version would you prefer to have developed a mac or iPhone?
both eventually would be ideal but we have to as you say start somewhere

Strictly for me it doesn't matter, I don't have neither of the two.  But 
I have the impression that an iPhone version will interest more people 
than a mac version.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread dark
While I don't own either system myself and thus don't have any steak in the 
outcome of this, I do think there is one relevant observation here.


Quentin, your an incredibly good developer and your projects have been great 
thus far, however cross platform developement from what I've gathered isn't 
easy even for those who do! have the host system.


I'm thinking here of Tom ward, who spent over a year trying to make a cross 
platform engine using many components from all over the place, but in the 
end had to create a windows version.


While I'm not in any way impuning your own skills Quentin, I do rather 
wonder how complicated and difficult a task porting the playroom would be, 
and whether there are enough users of either system to justify you spending 
the considderable time and effort to make such a port,  particularly if 
you need to start on working with third party developers and using apple's 
tools which may or may not be accessible.


I might of course be entirely wrong, and it may be that this is much easier 
to do than it sounds, but I would suggest that you get some idea of how much 
time, trouble and energy each option will take, as well as how much overall 
desire for each is before getting commited to what could be a hugely complex 
task.


As I said, this isn't a dig at either Mac or Iphone users, just a note that 
I'd not like to see quentin have the same shenanigans in developement that 
Tom did.


Beware the grue!

Dark.








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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

Hi dark,

There's a big difference between my playroom and Thomas' game.

In Thomas' case, in order to make something multiplateform, he has to 
think completely his project to be multiplatform from start. Being 
multiplatform in C++ is not an easy task at all: you must pick the right 
audio engine, the right windowing and input handling system, organize 
your files in a certain way, don't use proprietary formats or drivers 
specific to a certain OS, put all these things together correctly, etc.


In my case, my game essentially works on a server, and the server is the 
same for all clients on all systems. In fact the client is rather 
stupid: it only shows what the server tells it to show and ask the 
server for what to do when certain keys are pressed.
Compare that to your web browser: it only shows the page the webserver 
delivered to it, and ask for another page to show whenever you click on 
a link. The logic behind, i.e. how the websites you are visiting really 
work, is a matter of the server only. The browser only know that you 
clicked on a link, it doesn't know that you are ordering something in a 
online shop.
Note: this is a very simplistic view of the real job done by a browser, 
but you should catch the basic idea.


Consequence of that: the developper has just to make a GUI and follow my 
protocol to communicate with the server properly. He can use the 
specific tools and drivers of choice for his system to make the GUI, the 
audio, the input handling, talk to the network, etc.. The problem is 
therefore in theory far much easier than thinking from the beginning how 
you could do so that that particular thing work the same way everywhere 
without changes. Of course the task remain difficult, but has nothing to 
do compared to what Thomas had to do.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Brandon Misch
i would pay anything but would rather have a mac version first. and if rs games 
can create a mac version then you can. 

On Dec 1, 2011, at 3:08 PM, QuentinC wrote:

 Hi dark,
 
 There's a big difference between my playroom and Thomas' game.
 
 In Thomas' case, in order to make something multiplateform, he has to think 
 completely his project to be multiplatform from start. Being multiplatform in 
 C++ is not an easy task at all: you must pick the right audio engine, the 
 right windowing and input handling system, organize your files in a certain 
 way, don't use proprietary formats or drivers specific to a certain OS, put 
 all these things together correctly, etc.
 
 In my case, my game essentially works on a server, and the server is the same 
 for all clients on all systems. In fact the client is rather stupid: it only 
 shows what the server tells it to show and ask the server for what to do when 
 certain keys are pressed.
 Compare that to your web browser: it only shows the page the webserver 
 delivered to it, and ask for another page to show whenever you click on a 
 link. The logic behind, i.e. how the websites you are visiting really work, 
 is a matter of the server only. The browser only know that you clicked on a 
 link, it doesn't know that you are ordering something in a online shop.
 Note: this is a very simplistic view of the real job done by a browser, but 
 you should catch the basic idea.
 
 Consequence of that: the developper has just to make a GUI and follow my 
 protocol to communicate with the server properly. He can use the specific 
 tools and drivers of choice for his system to make the GUI, the audio, the 
 input handling, talk to the network, etc.. The problem is therefore in theory 
 far much easier than thinking from the beginning how you could do so that 
 that particular thing work the same way everywhere without changes. Of course 
 the task remain difficult, but has nothing to do compared to what Thomas had 
 to do.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
iphone

On Dec 1, 2011, at 6:22 PM, QuentinC wrote:

  well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Brandon Misch
mac for me 

On Dec 1, 2011, at 3:39 PM, william lomas wrote:

 iphone
 
 On Dec 1, 2011, at 6:22 PM, QuentinC wrote:
 
 well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Matheus Rheine
hi quentinc,
i would definitely prefer an iphone version, firstly because the
playroom would be accessible on the go -- no matter where you are.. on
the bus,school,street,etc. on the other hand if you developed the mac
version first it would be just like the windows version but for mac
users that are using mac can't play it with vmware fusion?
besides, what games do we have for the iphone? we have simple word
games, some other games that have a potential like papasangre,
nightjar,etc. these games are good,however they are too short. others
like aurifi are too buggy,almost unplayable, then stem stumper,naval
combat and mine sweeper that i consider enjoyable and playable,
and now the de steno games, but we don't have the original
monopoly,uno,1000 miles and other games that are extremely cool. it
would use even more the potential that the iphone has in terms of
gaming for us.
i don't know how much i could pay,the brazilian store is hopefuly going
to completely open the itunes store with songs,and i hope that games as
well,  in december,if yes,i'll be able to use a credit card to buy
stuff, in this case i'd be able to pay some money,how much you think you
would charge for it? 10,15? or more?
thanks,and hope to see this project ported to ios in the future.
-Mensagem original-
De: QuentinC quent...@cfardel.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Quinta, 01 de Dezembro de 2011 14:38
Assunto: [Audyssey] Poll: playroom on iPhone or on mac

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers,
there will be followings or not. In other words if nobody give a
response, then I will conclude that nobody is interested and therefore
will definitely give up the idea.


1.  Are you interested on a iPhone or mac version of the playroom ? why
or why not ? If you would have to choose between the two but not both in
the same time, whould you choose a mac or an iPhone version ? why ?

2. Considering that I don't have any apple machine myself, I will
probably need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready to
pay for that application ?
The money whould be ideally shared between the developper of the
application and a participation on server maintenance, in the best case
50-50, and in all case I wont ahve a direct control on the produced
application.

N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are
sufficient to keep the server up.

Please be constructive and complete in your responses. If you just say
It'd be cool without any argumentation, please avoid posting.

Thank you in advance for your answers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread shaun everiss
hmmm I know that a few people here have an Iphone or mac, but am not 
sure of how many.
Probably a few here have iphone but on the audio games forum maybe 
more do I think they do.
You should probably try for android to since that may be the next 
system up there.

Symbian may be on the way out, I have never bothered with that.
There is also linux but I have no values or anything.
You will have to change the interfaces for things as only windows has sapi.
Ofcause your games could all have voice files for everything but that 
would be a bit bigger or harder to add new things.

At 02:38 p.m. 1/12/2011 +0100, you wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version 
of the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your 
answers, there will be followings or not. In other words if nobody 
give a response, then I will conclude that nobody is interested and 
therefore will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third 
partie. It will therefore certainly not be free. How much would you 
be ready to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations 
are sufficient to keep the server up.


Please be constructive and complete in your responses. If you just 
say It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread David Chittenden
Hello,

I know longer have a windows computer. I have an iPhone and a Mac.


David Chittenden, MSc, DRCAA
Email: dchitten...@gmail.com
Mobile: +64 21 2288 288
Sent from my iPhone

On 2/12/2011, at 2:38, QuentinC quent...@cfardel.net wrote:

 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there 
 will be followings or not. In other words if nobody give a response, then I 
 will conclude that nobody is interested and therefore will definitely give up 
 the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for that 
 application ?
 The money whould be ideally shared between the developper of the application 
 and a participation on server maintenance, in the best case 50-50, and in all 
 case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd 
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Quentin,

1.  Are you interested on a iPhone or mac version of the playroom ?
why or why not ? If you would have to choose between the two but not
both in the same time, whould you choose a mac or an iPhone version ?
why ?

Well, I'm certainly interested in a Mac version of the playroom as
I've been looking into the possibility of buying a MacBook for quite
some time.One of the  reasons I haven't purchased a Mac is the lack of
accessible games for the platform, and I'd rather not have to use
Windows via Bootcamp, Fusion, or Workstation just to play accessible
games. The way I figure it if I have to use a virtual machine to play
all of my favorite games etc it doesn't make the investment of a Mac
worth it to me.

2. Considering that I don't have any apple machine myself, I will
probably need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready
to pay for that application ?

HWell, I understand the situation and the fact there would be
some financial investment into the project for you. However,
considering the fact the Windows version is free and the Mac version
wouldn't I'd recommend keeping the Mac version relatively inexpensive
like $15.  That might give you enough financial income to pay for the
port to Mac but not be overly expensive. I wouldn't pay more than $25
for the playroom, and consider $15 to be fair.

HTH

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Shaun,

While its true only Windows has SAPI support its not a big deal. Mac
OS, iOS, and Linux, etc all have their own text to speech APIs.Its
simply a matter of converting the code from SAPI to  the native text
to speech API for the target platform. It doesn't require recorded
speech clips etc.


Cheers!


On 12/1/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm I know that a few people here have an Iphone or mac, but am not
 sure of how many.
 Probably a few here have iphone but on the audio games forum maybe
 more do I think they do.
 You should probably try for android to since that may be the next
 system up there.
 Symbian may be on the way out, I have never bothered with that.
 There is also linux but I have no values or anything.
 You will have to change the interfaces for things as only windows has sapi.
 Ofcause your games could all have voice files for everything but that
 would be a bit bigger or harder to add new things.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Brandon and all,

Just a note about that. RS Games and Quentin are using different
programming languages. The RS Games client is written in Python, at
least the Mac/Linux version is, and I believe Quentin's Playroom is
written in C. porting a game written in C to Mac is more involved than
porting one in Python to Mac. If Quentin wants to develop a game for
Mac without the expense of a third-party doing the port he'd have to
completely rewrite it in Java, Python, or some other language better
suited to cross-platform development. Basically,what I am getting at
here is don't give blank statements like, if so and so can do it so
can you, because there is usually a lot more involved than you
realize. When it comes to developing multiple ports of a game it can
get extremely complex.

Cheers!




On 12/1/11, Brandon Misch bmisch2...@gmail.com wrote:
 i would pay anything but would rather have a mac version first. and if rs
 games can create a mac version then you can.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
I must honestly say that I sometimes get very frustrated with members
in this community. Most developers don't make much money at all and
still people demand what they want when they want it and it should
also be free, as if they can even do half the things many developers
has done for this community. On top of that they are also rude.

I'm not saying we should not request features, but a little respect is
in order I think. Also ask instead of demand, they don't have to do or
add anything and they are not your dog.

On 12/2/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Brandon and all,

 Just a note about that. RS Games and Quentin are using different
 programming languages. The RS Games client is written in Python, at
 least the Mac/Linux version is, and I believe Quentin's Playroom is
 written in C. porting a game written in C to Mac is more involved than
 porting one in Python to Mac. If Quentin wants to develop a game for
 Mac without the expense of a third-party doing the port he'd have to
 completely rewrite it in Java, Python, or some other language better
 suited to cross-platform development. Basically,what I am getting at
 here is don't give blank statements like, if so and so can do it so
 can you, because there is usually a lot more involved than you
 realize. When it comes to developing multiple ports of a game it can
 get extremely complex.

 Cheers!




 On 12/1/11, Brandon Misch bmisch2...@gmail.com wrote:
 i would pay anything but would rather have a mac version first. and if rs
 games can create a mac version then you can.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Dark,

Well, I would like to start out by saying that this is comparing
apples to oranges as Quentin's situation and my own are very different
from a development standpoint. Quentin's playroom is hosted on a
server which means the majority of the game actually runs physically
on the server. All Quentin has to do is write a client which can
communicate with the server and that's fairly easy to do. Even if he
had to rewrite the client  totally from scratch that is not quite the
same thing as my own situation.

Let's use the RS Game Client as an example here since it is
cross-platform and does pretty much the same thing as the Quentin
Playroom. The cross-platform RS Game Client is written in Python and
uses a number of cross-platform components like PyGame for input/audio
support, PyTTS for text to speech output, etc. That is all well and
good because really all the client does is create a cross-platform
user interface that connects to the RS Games server. The RS Games
themselves are all hosted on the network and all the client has to do
is connect and provide basic input, audio, and text to speech
services. Plus we are talking about simple board games like monopoly
and card games like Uno. They don't require the kinds of features
MOTA, Raceway, or anything similarly advanced really requires.

So that's in large part why I couldn't use Python myself. For one
thing PyGame is based on the Simple Direct Media Layer, (SDL,)and I
can say from personal experience it doesn't offer all the same
features as DirectX for Windows does.  While it has joystick support
its fairly generic, doesn't work with every joystick, and doesn't have
force feedback support. Its 2d stereo panning is so-so, not as good as
DirectSound, and its 3d audio support isn't as good as FMOD, OpenAL,
or XAudio2.  While these issues aren't a big deal for something like
Quentin's Playroom or RS Games game client they are a big deal for the
USA Games G3D engine because PyGame and LibSDL doesn't really offer
the features I need to produce a game like Mysteries of the Ancients
or USA Raceway. Which brings me to my point.

The problem I faced as a developer is I needed a cross-platform window
manager, input manager, audio manager, text to speech system, and a
way to serialize my data objects consistantly on a number of different
platforms without changes. I could do that using SDL for input, audio,
and a generic window manager, but as I've already said SDL isn't
nearly as good as DirectX. If I want to support a high-end racing
wheel with force feedback for USA raceway I couldn't do it using SDL
since SDL's joystick support is generic at best and practically
useless for certain input devices at worst. SDL's audio API, SDL
Mixer, would allow me to pan sounds left/right and adjust the volume,
but the problem was  it doesn't sound the same way as DirectSound's
pan control is. That is to say you couldn't really tell if an enemy is
nearby or far awayjust by listening to it.  In SDL the sound is either
left or right, and you couldn't really do much about making it sound
near or far which made it less than perfect for MOTA.

Basically, what it boils down to is SDL, PyGame,  and other open
source APIs don't offer the features I need to produce a high quality
side-scroller or 3d first-person shooter, because the audio mixer and
input support is too generic for my needs. A sighted gamer wouldn't
care if the audio isn't precise because they have the graphics for
that, and aren't 100% dependant on the audio output like we are. The
keyboard and mouse input in SDL is fine, but joystick support leaves a
lot to be desired. So if I wanted to write board and card games such
as Monopoly, Uno, Yatzi, whatever SDL is perfectly fine, but for
something as complex as Shades of Doom, Tank Commander, Mysteries of
the Ancients, for get it. That's why I had to end up sticking to
Windows for MOTA, Raceway, etc. There isn't a good cross-platform
solution for more complex games like I have in mind.

As for quentin he shouldn't have nearly the problems I had because all
he needs to do is write a cross-platform client in C using SDL for
keyboard input, basic audio output, and networking.His requirements
for the client aren't nearly as  extensive as the Genesis Engine are,
and since most of his games work on a server anyway all he really has
to worry about is the user interface/client for the target machine. In
my case I had to rewrite huge parts of the game engine, and then
modify MOTA by hand to make sure it was compatible with the
cross-platform engine.  That's what took so aweful long, and after all
that work I found out the new engine wasn't nearly as good as the
Windows version so I scrapped the cross-platform engin in favor of the
stable Windows engine.

As for myself and developing cross-platform games I still intend to do
it when I have time, but I'm now more realistic of what is possible
using open source APIs like SDL. I could certainly port STFC to Mac
and Linux because it 

Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Orin
I'd say start on the Mac first. That's I think where most would want it. Then 
later would come the iPhone, with things like GameCenter where you can add 
achievements. That could be awesome.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 1, 2011, at 1:22 PM, QuentinC wrote:

  well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Quentin,

Just a thought here. How about writing a version of your client in Java 6?

the reason I ask is a lot of cross-platform developers use Java
because they can create, build, and test their application on Windows
and release it for Mac OS with little to no changes. Plus the Mac OS
Java runtime has Java accessibility support built in so there
shouldn't be any accessibility issues with VoiceOver users. I just
think this might be the cost effective way of porting your client to
Mac and even Linux for that matter. Any thoughts about this approach?

Cheers!


On 12/1/11, QuentinC quent...@cfardel.net wrote:
 As first glance it may be unfair for mac users, but remember one thing:
 I haven't the required competances and material to produce something
 myself. I therefore need to ask a third partie, and that third partie
 must be paid in some way. It doesn't make any difference between mac and
 iOS on that subject.
 Since I have total control of the windows version, I can decide what I
 want for it, and I decided that nobody had to charge at the moment as
 long as donations are sufficient. Note that it would be also unfair to
 suddenly change a free service to a paid one...

 Of course if you are mac and/or iOS developper and if you want to do
 something gratis, contact me as soon as possible ! but we should stop
 dreaming, that guy will likely never come up and work for nothing.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Ian,

Yes, but the third-party developer isn't going to do that work for
free. He is going to want to be paid and where is Quentin suppose to
be able to get that money from? Do you expect him to pay out of pocket
for it and not expect the Mac users to pay for the port themselves?

As Quentin himself said earlier in this thread porting an  app written
in C or C++ to a different platform isn't easy. If he wants to convert
his app to Object-C for Mac OS he absolutely has to buy a Mac computer
himself or higher a third-party developer who does have one. Either
way is going to cost him money, and we haven't even discussed personal
skill and experience developing for the platform.

True, there are other ways of going about this such as rewriting the
client in Python, Java, or some other runtime language which might
save him the cost of a third-party developer, but again this assumes
he knows that particular programming language and knows enough about
Mac OS to correctly write the application for the target environment.
Basically, I think Quentin has the right idea by outsourcing the work
as it will save him time, labor, and it is unlikely to get someone
else to do the work without paying him/her to do it. If the Mac users
aren't willing to pay a small some like $15 toards the project then I
see no reason for Quentin to fork over the cash to higher a developer
to do the port. I know it sounds unfair, but let's deal with reality
rather than the imaginary world of should've, could've, would've.

Cheers!


On 12/1/11, Ian McNamara ianandri...@googlemail.com wrote:
 Hi yep i agree charging for the mac vergen would not be fair as it's a fully
 functionel computer so all you'd have to do is put a download link for the
 mac vergin on the websight how ever the iphone vergin would have to be
 approoved to be releeced in the apple app store so i can understand why
 there might be a charge for this although onistly if the windows vergen is
 free then it should be free for all users weather a third party developer
 has to create the cliant or not.

 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
yep exactly i would pay for a mac vergin if i had to as i like the game if this 
happens i for one will be very grateful as i use a mac for pritty much 
everything i do so it's anoying having to switch windows on just to play games.

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread dark
Ah Quentin, fair enough, having played brouser based games and muds for 
years which work much as you describe, and having met people playing on 
Iphone, mac or other systems, that makes lots of sense.


I can certainly see how it's far easier to just make an interface as opposed 
to a completely separate game.


therefore certainly if it would be possible I can see how it would be a good 
idea to have other ports of the playroom.


Beware the grue!

Dark.
- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 01, 2011 8:08 PM
Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac



Hi dark,

There's a big difference between my playroom and Thomas' game.

In Thomas' case, in order to make something multiplateform, he has to 
think completely his project to be multiplatform from start. Being 
multiplatform in C++ is not an easy task at all: you must pick the right 
audio engine, the right windowing and input handling system, organize your 
files in a certain way, don't use proprietary formats or drivers specific 
to a certain OS, put all these things together correctly, etc.


In my case, my game essentially works on a server, and the server is the 
same for all clients on all systems. In fact the client is rather stupid: 
it only shows what the server tells it to show and ask the server for what 
to do when certain keys are pressed.
Compare that to your web browser: it only shows the page the webserver 
delivered to it, and ask for another page to show whenever you click on a 
link. The logic behind, i.e. how the websites you are visiting really 
work, is a matter of the server only. The browser only know that you 
clicked on a link, it doesn't know that you are ordering something in a 
online shop.
Note: this is a very simplistic view of the real job done by a browser, 
but you should catch the basic idea.


Consequence of that: the developper has just to make a GUI and follow my 
protocol to communicate with the server properly. He can use the specific 
tools and drivers of choice for his system to make the GUI, the audio, the 
input handling, talk to the network, etc.. The problem is therefore in 
theory far much easier than thinking from the beginning how you could do 
so that that particular thing work the same way everywhere without 
changes. Of course the task remain difficult, but has nothing to do 
compared to what Thomas had to do.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ben
I believe that you are all being too specific if I may be so bold.  We do
not want to tie it down to one IPhone but I recommend we take a new
approach: an IOS version rather than an IPhone version, since also I
don't have an IPhone myself.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus Rheine
Sent: 01 December 2011 21:59
To: gamers@audyssey.org
Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac

hi quentinc,
i would definitely prefer an iphone version, firstly because the playroom
would be accessible on the go -- no matter where you are.. on the
bus,school,street,etc. on the other hand if you developed the mac version
first it would be just like the windows version but for mac users that are
using mac can't play it with vmware fusion?
besides, what games do we have for the iphone? we have simple word games,
some other games that have a potential like papasangre, nightjar,etc. these
games are good,however they are too short. others like aurifi are too
buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
that i consider enjoyable and playable, and now the de steno games, but we
don't have the original
monopoly,uno,1000 miles and other games that are extremely cool. it would
use even more the potential that the iphone has in terms of gaming for us.
i don't know how much i could pay,the brazilian store is hopefuly going to
completely open the itunes store with songs,and i hope that games as well,
in december,if yes,i'll be able to use a credit card to buy stuff, in this
case i'd be able to pay some money,how much you think you would charge for
it? 10,15? or more?
thanks,and hope to see this project ported to ios in the future.
-Mensagem original-
De: QuentinC quent...@cfardel.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Quinta, 01 de Dezembro de 2011 14:38
Assunto: [Audyssey] Poll: playroom on iPhone or on mac

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of the
playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, there
will be followings or not. In other words if nobody give a response, then I
will conclude that nobody is interested and therefore will definitely give
up the idea.


1.  Are you interested on a iPhone or mac version of the playroom ? why or
why not ? If you would have to choose between the two but not both in the
same time, whould you choose a mac or an iPhone version ? why ?

2. Considering that I don't have any apple machine myself, I will probably
need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready to pay
for that application ?
The money whould be ideally shared between the developper of the application
and a participation on server maintenance, in the best case 50-50, and in
all case I wont ahve a direct control on the produced application.

N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are
sufficient to keep the server up.

Please be constructive and complete in your responses. If you just say It'd
be cool without any argumentation, please avoid posting.

Thank you in advance for your answers.

---
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Dallas O'Brien
hi, i think the iIOS version would be better, as its a far more 
widespred platform now then the mac. more people are using IOS then mac, 
and this is only growing. and this lets you use it over either iphone, 
ipod, and ipad.
as for pricing, i am not sure how much you will need to pay out to have 
the job coded, and all that, so i its hard for me to really place a 
price on what i would pay. but in keeping with most things on there, i 
would say somewhere between $2.00 and $5.00

i myself, have two iphone 3gs's, and an ipod touch.

let me know if this progresses.
dallas


On 1/12/2011 23:38, QuentinC wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? 
why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready 
to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the 
list,

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



---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
As I understand it, buying the IOS sdk costs $90. Then you probably
have to learn objective c, as this is the only non runtime language I
know of that you can program in on IOS. You need this to start
developing, even if you wanted your app to be free. This is just
another reason why an IOS version will cost money and why payed
outsourcing is a good idea.

As for java, from what I know java's sound support is not that great.
It has the javax.sound and javax.sound.sample packages, but getting a
workable sound interface will take more time. There is no
functionality offfered by things like sdl, or sfml. The other option
is something like lwjgl, but this still means that the app will be
tied to only platforms supporting lwjgl. Although many mobile
platforms run java, each run their own version of java with different
packages. Android for example has a java implementation almost like
the normal java with extra android packages. This is why it is much
easier to write programs for the android platform.

On 12/2/11, Ben gamehead...@aol.co.uk wrote:
 I believe that you are all being too specific if I may be so bold.  We do
 not want to tie it down to one IPhone but I recommend we take a new
 approach: an IOS version rather than an IPhone version, since also I
 don't have an IPhone myself.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Matheus Rheine
 Sent: 01 December 2011 21:59
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac

 hi quentinc,
 i would definitely prefer an iphone version, firstly because the playroom
 would be accessible on the go -- no matter where you are.. on the
 bus,school,street,etc. on the other hand if you developed the mac version
 first it would be just like the windows version but for mac users that are
 using mac can't play it with vmware fusion?
 besides, what games do we have for the iphone? we have simple word games,
 some other games that have a potential like papasangre, nightjar,etc. these
 games are good,however they are too short. others like aurifi are too
 buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
 that i consider enjoyable and playable, and now the de steno games, but we
 don't have the original
 monopoly,uno,1000 miles and other games that are extremely cool. it would
 use even more the potential that the iphone has in terms of gaming for us.
 i don't know how much i could pay,the brazilian store is hopefuly going to
 completely open the itunes store with songs,and i hope that games as well,
 in december,if yes,i'll be able to use a credit card to buy stuff, in this
 case i'd be able to pay some money,how much you think you would charge for
 it? 10,15? or more?
 thanks,and hope to see this project ported to ios in the future.
 -Mensagem original-
 De: QuentinC quent...@cfardel.net
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Quinta, 01 de Dezembro de 2011 14:38
 Assunto: [Audyssey] Poll: playroom on iPhone or on mac

 Hello listers,

 I'm getting more and more demand to have an iPhone or a mac version of the
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there
 will be followings or not. In other words if nobody give a response, then I
 will conclude that nobody is interested and therefore will definitely give
 up the idea.


 1.  Are you interested on a iPhone or mac version of the playroom ? why or
 why not ? If you would have to choose between the two but not both in the
 same time, whould you choose a mac or an iPhone version ? why ?

 2. Considering that I don't have any apple machine myself, I will probably
 need to let such an application developped by a third partie.
 It will therefore certainly not be free. How much would you be ready to pay
 for that application ?
 The money whould be ideally shared between the developper of the application
 and a participation on server maintenance, in the best case 50-50, and in
 all case I wont ahve a direct control on the produced application.

 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are
 sufficient to keep the server up.

 Please be constructive and complete in your responses. If you just say It'd
 be cool without any argumentation, please avoid posting.

 Thank you in advance for your answers.

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

 ---
 Gamers mailing list __ Gamers