[Audyssey] USA Games Site is Back Up

2013-12-23 Thread Thomas Ward
Hi all,

Just a quick announcement to let everyone know the USA Games
Interactive site is now back up. The issue was due to the fact I got
busy with several other things, didn't get around to paying the bill
for my domain renewal, and the USA Games domain expired on me. I have
just paid for the domain renewal and everything should be back up and
running now.

Cheers!

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Re: [Audyssey] usa games website

2013-12-23 Thread Thomas Ward
Hello Michael and all,

My apologies. The reason the site is down is do to a very inattentive
web master, namely me, who was suppose to pay to renew the USA Games
domain this week and didn't. I've been busy with other things, but
hope to take care of the issue today and the site should be back up in
the next few hours or so.

Cheers!


On 12/21/13, Michael Taboada  wrote:
> Hi all,
> I was wondering if anyone so far had had this problem. I went to
> usagamesinteractive.com, as well as developers.usagamesinteractive.com,
> and both say they can't find the site.
> Anyone else experiencing this?
> Thanks,
> -Michael.
>
>
> ---
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> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] usa games website

2013-12-21 Thread Cara Quinn
Phil, I wish you and yours my best.

Stay warm and well!

Smiles,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Dec 21, 2013, at 7:25 PM, Phil Vlasak  wrote:

Hi Michael,
I get a Oops! Page Not Found message.
We're having a major ice storm in the area so that might be why with power 
outages and cable internet lines down.
Phil


- Original Message - From: "Michael Taboada" 

To: 
Sent: Saturday, December 21, 2013 10:11 PM
Subject: [Audyssey] usa games website


> Hi all,
> I was wondering if anyone so far had had this problem. I went to 
> usagamesinteractive.com, as well as developers.usagamesinteractive.com, and 
> both say they can't find the site.
> Anyone else experiencing this?
> Thanks,
> -Michael.
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 10.0.1432 / Virus Database: 3658/6439 - Release Date: 12/21/13


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Re: [Audyssey] usa games website

2013-12-21 Thread Cara Quinn
HI Michael, yes, I get the same.

http://www.usagamesinteractive.com

does not bring up the site.

HTH

Cara :)


---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Dec 21, 2013, at 7:11 PM, Michael Taboada  
wrote:

Hi all,
I was wondering if anyone so far had had this problem. I went to 
usagamesinteractive.com, as well as developers.usagamesinteractive.com, and 
both say they can't find the site.
Anyone else experiencing this?
Thanks,
-Michael.


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Re: [Audyssey] usa games website

2013-12-21 Thread Phil Vlasak

Hi Michael,
I get a Oops! Page Not Found message.
We're having a major ice storm in the area so that might be why with power 
outages and cable internet lines down.

Phil


- Original Message - 
From: "Michael Taboada" 

To: 
Sent: Saturday, December 21, 2013 10:11 PM
Subject: [Audyssey] usa games website



Hi all,
I was wondering if anyone so far had had this problem. I went to 
usagamesinteractive.com, as well as developers.usagamesinteractive.com, 
and both say they can't find the site.

Anyone else experiencing this?
Thanks,
-Michael.


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

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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

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


-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1432 / Virus Database: 3658/6439 - Release Date: 12/21/13




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[Audyssey] usa games website

2013-12-21 Thread Michael Taboada

Hi all,
I was wondering if anyone so far had had this problem. I went to 
usagamesinteractive.com, as well as developers.usagamesinteractive.com, 
and both say they can't find the site.

Anyone else experiencing this?
Thanks,
-Michael.


---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Thomas Ward
Hi Al,

Well, you are welcome. Switching Slam over to a C++ based game using
the Evolution Engine was really the best choice. After you and others
brought up the issues with Piledriver and Wrestling League Simulator I
started to reconsider how relevant a text based interface is in
today's gaming environment. Sure, it is simpler to make, but leaves a
lot to be desired as we are talking about ignoring all kinds of modern
features just for that simplicity such as using DirectInput for key
pressed events, SAPI for speech output, and so on. It doesn't make
sense to ignore all that when the way I am designing it now is better
all around.

Cheers!


On 9/7/13, Allan Thompson  wrote:
> Hi Tom,
> I am glad your starting to feel better! Bathrooms I think were supposed to
> be one of the most dangerous rooms in the house, next to the kitchen.
>
> I am shocked, but pleased you decided to flaunt your evolution thing with
> the new and improved wrestling game! I would have played  the other one
> too,
> but I got to admit, I am super excited to hear this!
>
> al

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Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread James Bartlett

hI

   The same here. I'm always happy to hear when someone is back up and 
running. I almost fell in the shower the other day but my wife was there to 
catch me, but I'll save that story for a nother site l o l.


bfn
James

--
From: "Allan Thompson" 
Sent: Saturday, September 07, 2013 5:43 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] USA Games News 9/7/2013


Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen.

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one 
too,

but I got to admit, I am super excited to hear this!

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very long
time since our last news letter, and we felt it was a good time to send 
out
a new one. So here we are with news and information about USA Games and 
our

products.

First, we would like to thank all of you who participated in our informal
survey regarding the USA Games Evolution Engine a few days ago. We really
valued your comments and suggestions, and your responses really helped 
give

us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better than 
I
have been for a long time. Just to recap last year I had a number of 
health
related issues from the common cold to a more serious situation where I 
fell

down while getting out of the bathtub and seriously injured my neck. After
many months of rest and therapy I am now doing better than I have been in
months. Although, I am not 100% back to normal I am able to get up and do
some programming, and am slowly but surely getting our development back on
some sort of schedule. I can not say for sure when any of our products 
will

be ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the future 
of

the Evolution Engine. The basic point of the survey was to figure out if
potential third-party game developers wanted it to remain primarily a C++
based engine as it is now, or if they wanted us to branch out into .NET or
Python. The majority of you felt keeping it as a C++ library was the best
option, and that it was not really in our best interests to put out a .NET
or Python based engine at this time. This has really helped us feel
satisfied that the direction we are heading is a good one for us and our
customers, and for the foreseeable future we will continue to keep the
Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based library
rather than rewrite it as a .NET library or as a Python module. The main 
one

is we have already put more than two years into development, the engine
library is stable, and rewriting it would only delay its release. For that
reason alone it makes sense to keep what we have and license that. The 
other

reasons include easier access to libraries and APIs for Mac, Windows, and
Linux. Most libraries out there are designed for C or C++, and while there
are usually wrappers for .NET or Python that is not always the case. In
cases where there aren't available wrappers we would have to spend time
writing them to make them available to our .NET or Python engine when they
are instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be installed 
we

are pretty sure the community is right. Keeping our engine written in C++
has many advantages and few disadvantages. The only downside to this is 
that

it has a higher learning curve for new developers, but that could be
overcome with some decent guides and documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All of
those things are wrapped using wrapper classes that make it simple to get 
a
basic game up and running in a few ours in C++ as all the low-level code 
for

things like DirectInput, DirectSound, Sapi, etc is wrapped up in quick and
easy to use classes. While not quite as easy as BGT, for example, it still
would not be nearly as hard as doing it all from scratch.

As many of you probably know all of our commercial games like Tomb Hunter
and Raceway are written using the Evolution Engine, and it is fairly 
stable.

So I think once we figure out a few things we may 

Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Allan Thompson
Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen. 

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one too,
but I got to admit, I am super excited to hear this! 

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very long
time since our last news letter, and we felt it was a good time to send out
a new one. So here we are with news and information about USA Games and our
products.

First, we would like to thank all of you who participated in our informal
survey regarding the USA Games Evolution Engine a few days ago. We really
valued your comments and suggestions, and your responses really helped give
us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better than I
have been for a long time. Just to recap last year I had a number of health
related issues from the common cold to a more serious situation where I fell
down while getting out of the bathtub and seriously injured my neck. After
many months of rest and therapy I am now doing better than I have been in
months. Although, I am not 100% back to normal I am able to get up and do
some programming, and am slowly but surely getting our development back on
some sort of schedule. I can not say for sure when any of our products will
be ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the future of
the Evolution Engine. The basic point of the survey was to figure out if
potential third-party game developers wanted it to remain primarily a C++
based engine as it is now, or if they wanted us to branch out into .NET or
Python. The majority of you felt keeping it as a C++ library was the best
option, and that it was not really in our best interests to put out a .NET
or Python based engine at this time. This has really helped us feel
satisfied that the direction we are heading is a good one for us and our
customers, and for the foreseeable future we will continue to keep the
Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based library
rather than rewrite it as a .NET library or as a Python module. The main one
is we have already put more than two years into development, the engine
library is stable, and rewriting it would only delay its release. For that
reason alone it makes sense to keep what we have and license that. The other
reasons include easier access to libraries and APIs for Mac, Windows, and
Linux. Most libraries out there are designed for C or C++, and while there
are usually wrappers for .NET or Python that is not always the case. In
cases where there aren't available wrappers we would have to spend time
writing them to make them available to our .NET or Python engine when they
are instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be installed we
are pretty sure the community is right. Keeping our engine written in C++
has many advantages and few disadvantages. The only downside to this is that
it has a higher learning curve for new developers, but that could be
overcome with some decent guides and documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All of
those things are wrapped using wrapper classes that make it simple to get a
basic game up and running in a few ours in C++ as all the low-level code for
things like DirectInput, DirectSound, Sapi, etc is wrapped up in quick and
easy to use classes. While not quite as easy as BGT, for example, it still
would not be nearly as hard as doing it all from scratch.

As many of you probably know all of our commercial games like Tomb Hunter
and Raceway are written using the Evolution Engine, and it is fairly stable.
So I think once we figure out a few things we may begin licensing it to
potential third-parties sometime in the not too distant future.

Tomb Hunter

It has been several months since we have released a beta or any news on the
progress of this game, and we decided to just give everyone a quick update
on the progress of this game. We are in the process of updating the games
story line, adding some new levels, but we would prefer to keep certain
aspects quiet until we have something final for everyone to download and
play.

What we can say 

[Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Thomas Ward
USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very
long time since our last news letter, and we felt it was a good time
to send out a new one. So here we are with news and information about
USA Games and our products.

First, we would like to thank all of you who participated in our
informal survey regarding the USA Games Evolution Engine a few days
ago. We really valued your comments and suggestions, and your
responses really helped give us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better
than I have been for a long time. Just to recap last year I had a
number of health related issues from the common cold to a more serious
situation where I fell down while getting out of the bathtub and
seriously injured my neck. After many months of rest and therapy I am
now doing better than I have been in months. Although, I am not 100%
back to normal I am able to get up and do some programming, and am
slowly but surely getting our development back on some sort of
schedule. I can not say for sure when any of our products will be
ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the
future of the Evolution Engine. The basic point of the survey was to
figure out if potential third-party game developers wanted it to
remain primarily a C++ based engine as it is now, or if they wanted us
to branch out into .NET or Python. The majority of you felt keeping it
as a C++ library was the best option, and that it was not really in
our best interests to put out a .NET or Python based engine at this
time. This has really helped us feel satisfied that the direction we
are heading is a good one for us and our customers, and for the
foreseeable future we will continue to keep the Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based
library rather than rewrite it as a .NET library or as a Python
module. The main one is we have already put more than two years into
development, the engine library is stable, and rewriting it would only
delay its release. For that reason alone it makes sense to keep what
we have and license that. The other reasons include easier access to
libraries and APIs for Mac, Windows, and Linux. Most libraries out
there are designed for C or C++, and while there are usually wrappers
for .NET or Python that is not always the case. In cases where there
aren't available wrappers we would have to spend time writing them to
make them available to our .NET or Python engine when they are
instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be
installed we are pretty sure the community is right. Keeping our
engine written in C++ has many advantages and few disadvantages. The
only downside to this is that it has a higher learning curve for new
developers, but that could be overcome with some decent guides and
documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All
of those things are wrapped using wrapper classes that make it simple
to get a basic game up and running in a few ours in C++ as all the
low-level code for things like DirectInput, DirectSound, Sapi, etc is
wrapped up in quick and easy to use classes. While not quite as easy
as BGT, for example, it still would not be nearly as hard as doing it
all from scratch.

As many of you probably know all of our commercial games like Tomb
Hunter and Raceway are written using the Evolution Engine, and it is
fairly stable. So I think once we figure out a few things we may begin
licensing it to potential third-parties sometime in the not too
distant future.

Tomb Hunter

It has been several months since we have released a beta or any news
on the progress of this game, and we decided to just give everyone a
quick update on the progress of this game. We are in the process of
updating the games story line, adding some new levels, but we would
prefer to keep certain aspects quiet until we have something final for
everyone to download and play.

What we can say right now is that one of the reasons we have been slow
to release this title is there are a couple of long standing bugs we
have been trying to resolve. As these are definite show stoppers they
must get fixed before we can release the game to the public. We are
hoping that it won't take too long to get these bugs fixed and we can
put out a new beta in the next couple of months or so. We definitely
plan to release the new updated beta sometime this fall if at all
possible.

Something else we will mention here is we have finally decided to
switch to SAPI  output once and for all. In our prio

Re: [Audyssey] USA Games News

2012-04-07 Thread Thomas Ward


Hi Charles,

Interesting. Well, right now developing software for smart phones isn't 
high on my list just because I'm so tied up with other projects. 
Although, eventually I'll probably look at marketing some games for the 
iPhone because its a huge market.


On 4/6/2012 9:30 PM, Charles Rivard wrote:
If you develop games for the iPhone, I'll gladly be a tester when the 
time comes.  I currently have a 64 Gig iPhone 4S.


---
Shepherds are the best beasts, but Labs are a close second.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Charles,

Yeah, really. I wrote that news letter to keep everyone apprised of the 
situation, explain where we are, and there is always a few people who 
want to know why the game isn't available yet. Its certainly irritating 
having to explain the same thing over and over again.


Cheers!

On 4/6/2012 9:21 PM, Charles Rivard wrote:
It's having to answer messages like this one, after already having 
explained what's holding up the availability of an awaited game that 
make developers want to either pull their hair out, quit, or both.


---
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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
If you develop games for the iPhone, I'll gladly be a tester when the time 
comes.  I currently have a 64 Gig iPhone 4S.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 06, 2012 8:19 PM
Subject: Re: [Audyssey] USA Games News




Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS devices 
like iPhones and iPads although Cara assures me its possible, and pointed 
me to a Python interpreter for iOS on the Apple store. I still have to see 
if there is a version of Pygame for iOS, but it seems as though it might 
be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python appears 
to be fairly flexable when it comes to supporting a wide range of hardware 
and operating systems without too many changes in source. So perhaps just 
perhaps once this engine is ready for prime time I'll be able to put out 
some very basic games like Jim Kitchen develops for non-Windows operating 
systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for iOS devices.  Think that will be feasible?


---
Shepherds are the best beasts, but Labs are a close second.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
It's having to answer messages like this one, after already having explained 
what's holding up the availability of an awaited game that make developers 
want to either pull their hair out, quit, or both.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 06, 2012 8:10 PM
Subject: Re: [Audyssey] USA Games News




Hi will,

I think you have confused two different projects. The game that used to be 
MOTA, Ark of Hope, currently is not being written using the cross-platform 
engine. It is using the Windows game engine written in C++ with various 
Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

> - Original Message - From: "william lomas"

> To: "Gamers Discussion list" 
> Sent: Friday, March 30, 2012 4:45 AM
> Subject: Re: [Audyssey] USA Games News
>
>
>> this is all well and good tom but when will the new MOTA be out?
>> we heard it be out for years now
>> if it iwll support mac go for it.



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list,
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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS 
devices like iPhones and iPads although Cara assures me its possible, 
and pointed me to a Python interpreter for iOS on the Apple store. I 
still have to see if there is a version of Pygame for iOS, but it seems 
as though it might be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python 
appears to be fairly flexable when it comes to supporting a wide range 
of hardware and operating systems without too many changes in source. So 
perhaps just perhaps once this engine is ready for prime time I'll be 
able to put out some very basic games like Jim Kitchen develops for 
non-Windows operating systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the 
rapidly growing market of gaming for iOS devices.  Think that will be 
feasible?


---
Shepherds are the best beasts, but Labs are a close second.



---
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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Bryan,

Well said. The game is done when its done and not a minute before.

On 4/6/2012 8:20 PM, bpeterson2...@cableone.net wrote:

It'll be out when it's ready.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi will,

I think you have confused two different projects. The game that used to 
be MOTA, Ark of Hope, currently is not being written using the 
cross-platform engine. It is using the Windows game engine written in 
C++ with various Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

> - Original Message - From: "william lomas" 


> To: "Gamers Discussion list" 
> Sent: Friday, March 30, 2012 4:45 AM
> Subject: Re: [Audyssey] USA Games News
>
>
>> this is all well and good tom but when will the new MOTA be out?
>> we heard it be out for years now
>> if it iwll support mac go for it.



---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] USA Games News

2012-04-06 Thread bpeterson2000

It'll be out when it's ready.



Are you threatening me? I am the great Cornholio! I come from Lake Titicaca!
-Original Message- 
From: william lomas

Sent: Friday, March 30, 2012 3:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News

this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called "Tomb 
Hunter: The Ark of Hope." This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called "Open G3D." We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for I devices.  Think that will be feasible?


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 06, 2012 7:36 PM
Subject: Re: [Audyssey] USA Games News




Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that unfortunately 
do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good as 
BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game programming 
API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. Both 
of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are preferable 
for a game engine like this. So although I'm excited to see what can be 
done with the new engine its sadly not quite on par with BGT given the 
fact I'm using several open source APIs that are stable but not as feature 
filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition going 
on against bgt...



---
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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I think this was touched on in the news update from Thomas?  What he has 
been doing and why it is not out was the first topic of discussion.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Friday, March 30, 2012 4:45 AM
Subject: Re: [Audyssey] USA Games News



this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called "Tomb 
Hunter: The Ark of Hope." This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called "Open G3D." We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I'm happy to get what was replied to here, as it updated me as to what's 
been going on for the last month or so since I've been totally offline due 
to circumstances beyond my control.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Sid" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 03, 2012 7:17 AM
Subject: Re: [Audyssey] USA Games News


well, it looks like from some elements that there is a compitition going 
on against bgt...
- Original Message - 
From: "Thomas Ward" 

To: "Audyssey Mailing List" 
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called "Tomb 
Hunter: The Ark of Hope." This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called "Open G3D." We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone

Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that 
unfortunately do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good 
as BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game 
programming API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. 
Both of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are 
preferable for a game engine like this. So although I'm excited to see 
what can be done with the new engine its sadly not quite on par with BGT 
given the fact I'm using several open source APIs that are stable but 
not as feature filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition 
going on against bgt...



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


Re: [Audyssey] USA Games News

2012-04-06 Thread william lomas
this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now 
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:

> 
>USA Games News
> 
>Mar. 29, 2012
> 
>Introduction
> 
> Hello, gamers. Welcome to another edition of the USA Games News. As it has 
> been quite a while since we've written one of these news letters and there 
> have been several questions as to the fate of Mysteries of the Ancients over 
> the last few months we only thought it was fair to bring you up to speed as 
> to what we are doing and what you can expect from us in the future.
> 
> However, it must be said up front that Mysteries of the Ancients is only one 
> of several products currently in development. While we are continuing work on 
> Mysteries of the Ancients, which has recently been renamed for reasons 
> explained later in this news letter, we are also moving forward with a few 
> other projects  we've wanted to develop for a long time, but have been 
> delayed time after time by Mysteries of the Ancients. So without further 
> introduction here is the news.
> 
>Ark of Hope
> 
> Over the last month we have been developing a new game called "Tomb Hunter: 
> The Ark of Hope." This game is very similar to Mysteries of the Ancients, but 
> has an all new storyline, new levels, and of course several updates that did 
> not make it into the final beta of Mysteries of the Ancients.
> 
> In this revised version of the game world re noun archeologist, Dr. Angela 
> Carter, travels to Greece in search of Pandora's Box. Legend has it that when 
> Pandora opened the box she let out all the evil and suffering in the world 
> and closed the box trapping hope inside. Now, Dr Angela Carter is in search 
> of Pandora's Box and intends to open it. However, her quest will not be an 
> easy one.
> 
> She must explore 12 Erie underground tombs filled with deadly traps 
> including: fire pits, sharp metal spikes, falling rocks, deep chasms, rolling 
> boulders, pits filled with boiling lava, and more. She must fight or flee 
> several unworldly creatures such as: sword wielding skeletons, undead zombie 
> warriors, flying harpies, and mighty centaurs. Along the way she will pick up 
> and collect gold coins, ancient reed torches, precious jewels, and pieces of 
> a long lost scroll that will lead her to Pandora's Box.
> 
> As I said earlier many of the game play elements will be similar to Mysteries 
> of the Ancients, but there will be differences as well. We've been updating 
> some sounds, music, as well as redesigning all 12 levels from scratch. In 
> addition to those changes we've been adding more traps, expanding the levels, 
> and have been adding some extra features as well. So stay tuned for news as 
> this project develops.
> 
>Open G3D
> 
> For the last couple of months we've been working on a project we feel will 
> greatly aid audio game developers called "Open G3D." We've actually been 
> working on the project for a couple of years, but were unable to move forward 
> with the project do to technical details. What we wanted was a game engine 
> that met a number of criteria that were difficult to meet, and it took quite 
> a lot of time and research to come up with a workable solution.
> 
> In short, we wanted an engine that was easy to develop, an engine that was 
> easy to use, and would work on Mac, Linux, Windows, and perhaps other 
> platforms as well. Needless to say meeting this criteria was difficult to do 
> because there is a lot of technical considerations involved in cross-platform 
> game development in addition to the fact we wanted to create a user friendly 
> experience for everyone.
> 
> For example, the Genesis Engine that we use to develop Mysteries of the 
> Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
> best languages for professional game development, is considered to be the 
> industry standard, it was never intended to be a language for beginners and 
> therefore isn't very easy to work with. We wanted to eliminate this issue by 
> using an off the shelf language that has a history of being simple and 
> straight forward while not sacrificing the power of a full blown programming 
> language like C++.
> 
> At the same time we wanted to be able to design a build once run anywhere 
> type engine so we could produce games for non-Windows platforms. As someone 
> who does not regularly use Windows, preferring to use Linux instead, we are 
> well aware of the fact that the desire for more games for Mac OS and Linux is 
> growing. Unfortunately, since most of the accessible games and game 
> development tools are designed for Windows those of us who choose to use 
> Linux, Mac OS, or some other alternative operating system often get ignored. 
> By producing a cross-platform solution we hope that we can make it both 
> 

Re: [Audyssey] USA Games News

2012-04-06 Thread Sid
well, it looks like from some elements that there is a compitition going on 
against bgt...
- Original Message - 
From: "Thomas Ward" 

To: "Audyssey Mailing List" 
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called "Tomb 
Hunter: The Ark of Hope." This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called "Open G3D." We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for Windows those of us who 
choose to use Linux, Mac OS, or some other alternative operating system 
often get ignored. By producing a cross-platform solution we hope that we 
can ma

Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Brandon,

Eventually, I'll probably create a screen reader module for the engine 
given the fact that is something many game developers and gamers want to 
have. It shouldn't be too difficult to create as most screen readers 
expose their APIs via a COM interface. However, its probably not 
something I will use myself for the simple fact one of the purposes I'm 
developing this engine is to help promote game development for Mac OS 
and Linux as well as Windows. If I tie my games to a platform specific 
screen reader like Jaws, Window-Eyes, etc I've just defeated one of the 
primary features of writing this engine in the first place.


So in answer to your question no I won't be adding direct screen reader 
support to Final Conflict. At least not initially. I'm rewriting the 
game in Python primarily so I can play it on my computers which all run 
Linux as the primary OS, and I wouldn't want to have a bunch of Windows 
dependencies  I'd have to remove just to compile a cross-platform 
version for Mac and Linux users. So as far as speech output goes I'll 
probably end up using something like pyttsx which uses Sapi on Windows, 
Espeak on Linux, and something else on Mac.


Cheers!

On 3/30/2012 5:03 PM, Brandon Misch wrote:

will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech?



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Re: [Audyssey] USA Games News

2012-03-30 Thread Brandon Misch
will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech? 

On Mar 30, 2012, at 3:30 PM, Thomas Ward wrote:

> 
> Hi Christopher,
> 
> I certainly have plans to do that.  Its part of the reason I am writing the 
> engine. At first I initially was going to write up general Python tutorials 
> for the USA Games developer site and then realized I could ease the new game 
> developer into Python by building some common modules for sound, music, 
> input, etc. It would simplify a language that is already fairly simple to 
> begin with.
> 
> Basically, what I'll be doing in terms of documentation is a two part 
> tutorial. One part will deal with the basics of the Python language. The 
> second part will give specific documentation on the Open G3D engine and how 
> to use the class modules  for this, that, and the other thing.
> 
> For instance, here is a quick source example of initializing and using sound 
> in Open G3D.
> 
> #Import the audio class module
> import audio
> 
> #Declare a mixer object
> mixer = audio.Audio()
> 
> def main():
> 
>#Load a sound and asign it to channel 1
>mixer.SoundOpen(1, "my_sound.wav")
> 
>#Play the sound
>mixer.SoundPlay(1, False)
> 
>#Position the sound to the left
>mixer.SoundPosition(1, -90, 0)
> 
>#Position the sound to the right
>mixer.SoundPosition(1, 90, 0)
> 
>#Stop the sound
>mixer.SoundStop()
> 
> Obviously, something like this would be explained in more depth in the actual 
> documentation, but there really isn't much complication to this simple 
> example. We import the audio module, declare an audio mixer object, and then 
> in the main function we load a sound, start it playing, and move it around a 
> bit. Very simple stuff here. However simple it might be I think it is a great 
> intro to programming without a lot of overhead involved.
> 
> Cheers!
> 
> On 3/30/2012 11:55 AM, Christopher Bartlett wrote:
>> All this sounds excellent, though I'm far more interested in the open engine
>> than either of the specific games.  I hope that you will provide
>> documentation of the quality and ease of use that Philip has provided for
>> BGT, which is one reason I've recommended his dev kit to folk starting out.
>> 
>>  Christopher Bartlett
> 
> 
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Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Christopher,

I certainly have plans to do that.  Its part of the reason I am writing 
the engine. At first I initially was going to write up general Python 
tutorials for the USA Games developer site and then realized I could 
ease the new game developer into Python by building some common modules 
for sound, music, input, etc. It would simplify a language that is 
already fairly simple to begin with.


Basically, what I'll be doing in terms of documentation is a two part 
tutorial. One part will deal with the basics of the Python language. The 
second part will give specific documentation on the Open G3D engine and 
how to use the class modules  for this, that, and the other thing.


For instance, here is a quick source example of initializing and using 
sound in Open G3D.


#Import the audio class module
import audio

#Declare a mixer object
mixer = audio.Audio()

def main():

#Load a sound and asign it to channel 1
mixer.SoundOpen(1, "my_sound.wav")

#Play the sound
mixer.SoundPlay(1, False)

#Position the sound to the left
mixer.SoundPosition(1, -90, 0)

#Position the sound to the right
mixer.SoundPosition(1, 90, 0)

#Stop the sound
mixer.SoundStop()

Obviously, something like this would be explained in more depth in the 
actual documentation, but there really isn't much complication to this 
simple example. We import the audio module, declare an audio mixer 
object, and then in the main function we load a sound, start it playing, 
and move it around a bit. Very simple stuff here. However simple it 
might be I think it is a great intro to programming without a lot of 
overhead involved.


Cheers!

On 3/30/2012 11:55 AM, Christopher Bartlett wrote:

All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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Re: [Audyssey] USA Games News

2012-03-30 Thread Christopher Bartlett
All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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[Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are 
continuing work on Mysteries of the Ancients, which has recently been 
renamed for reasons explained later in this news letter, we are also 
moving forward with a few other projects  we've wanted to develop for a 
long time, but have been delayed time after time by Mysteries of the 
Ancients. So without further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called "Tomb 
Hunter: The Ark of Hope." This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course 
several updates that did not make it into the final beta of Mysteries of 
the Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must 
fight or flee several unworldly creatures such as: sword wielding 
skeletons, undead zombie warriors, flying harpies, and mighty centaurs. 
Along the way she will pick up and collect gold coins, ancient reed 
torches, precious jewels, and pieces of a long lost scroll that will 
lead her to Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called "Open G3D." We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted 
was a game engine that met a number of criteria that were difficult to 
meet, and it took quite a lot of time and research to come up with a 
workable solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps 
other platforms as well. Needless to say meeting this criteria was 
difficult to do because there is a lot of technical considerations 
involved in cross-platform game development in addition to the fact we 
wanted to create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to 
be the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run 
anywhere type engine so we could produce games for non-Windows 
platforms. As someone who does not regularly use Windows, preferring to 
use Linux instead, we are well aware of the fact that the desire for 
more games for Mac OS and Linux is growing. Unfortunately, since most of 
the accessible games and game development tools are designed for Windows 
those of us who choose to use Linux, Mac OS, or some other alternative 
operating system often get ignored. By producing a cross-platform 
solution we hope that we can make it both easier and  less difficult for 
developers to produce more cross-platform games.


In the end what we decided to do is adopt the Python programming 
language and PyGame for our open source cross-platform engine. While it 
is not completely a perfect solution we believe that it is a 
satisfactory one considering the task before us.

Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Thomas Ward
Hi Dark,

Yeah, that is what I was thinking. Plus the Audio Games forum already
has several existing subscribers so I might as well use what has been
given to me by just registering to that forum and linking to it from
our support section rather than reinventing the wheel so to speak. So
I think that's what I'll do.

Cheers!


On 12/21/11, dark  wrote:
> Hi Tom.
>
> well we'll be glad to see you posting on the audiogames.net forums.
>
> Actually you won't be the only developer doing this, Aprone works entirely
> through the audiogames.net forums, and even those developers like Philip
> bennifall who have their own forums tend to post threads there and get a lot
> of comments, indeed I personally find it easier to discuss a game like
> perilous hearts there than register on other forums for it.
>
> All the best,
>
> Dark.

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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread dark

Mailing lists I find more useful as alerts than anything else.

For instance, I'm on my department's mailing list where I find out what 
speakers will be doing lectures each week. No discussion, everyone just gets 
the details.


ditto with things like the project.aon announce list which puts out 
announcements when they put up a new lw book, or Ian humphries list when he 
makes a new bg game.


mailing lists also have the advantage of being private too if the archives 
aren't available, my rp group has one for this reason but the litle 
discussion that goes on there isn't particularly of interest to anyone 
outside that game of Mutants.


For a big discussion though like audeasy I'm much more a fan of forums, but 
stil there are plenty of people here who like the list, and I certainly 
don't mind the way things work.


Beware the grue!

Dark.
-  



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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread dark
mmm Trouble, last I heard it was both of tom's lists, the general Usa games 
one (which I used to be a member of myself), and the programming one too.  I 
made no such statement in the post I just said "the usa games lists"

with no indication about content at all.

Beware the grue!

Dark.
-  



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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread dark

Hi Tom.

well we'll be glad to see you posting on the audiogames.net forums.

Actually you won't be the only developer doing this, Aprone works entirely 
through the audiogames.net forums, and even those developers like Philip 
bennifall who have their own forums tend to post threads there and get a lot 
of comments, indeed I personally find it easier to discuss a game like 
perilous hearts there than register on other forums for it.


All the best,

Dark. 



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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Darren Harris
Mailing lists are backward. Forums are the only way to go. The only reason
why I'm on the audyssey mailing list is because that's all we have. Give me
a forum any day 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 21 December 2011 13:33
To: Gamers Discussion list
Subject: Re: [Audyssey] usa games forums vs lists new information

Hi Phil,

I take your point, but I think you are a little behind the times.
Sadly Hershey Pennsylvania isn't the chocolate capital of the world
any more, and a lot  of Hershey's chocolates are now produced over
seas due to cheaper labor costs and the usual out sourcing we are
seeing in every kind of industry.  I guess you missed the big news
story a couple of years back when Hershey laid off something like
5,000 employees because the company wanted to move over seas to higher
foreign labor. However, that's a discussion for another time. :D

The reason forums have been slowly replacing mailing lists is as I
said. Companies like Microsoft, Electronic Arts, Nintendo, or any
other good sized business has thousands of people signed up to their
forums each day. its easier to manage thousands of customers on a
forum than it is to deal with a mailing list where there is at least a
thousand messages coming into your e-mail inbox each day. That's just
too much traffic for e-mail to handle so forums have been growing in
popularity and are becoming a standard business model for
communicating with your customers. I guess where I am coming from is I
want to get more serious with USA Games and am looking to redesign the
site and adopt a more professional business model for my games and
services.

I've realized when it comes to games like MOTA I've really failed the
community and customers at large because I'm not working on a fixed
schedule. I've been developing the game on a when and if I have the
time type schedule. Obviously it isn't working because it is taking
years to complete a project that should have taken me a year tops. So
if I adopt a more pro business model I'm going to have to setup
regular hours even if it is just two hours a day until games like MOTA
and Raceway are done.


Cheers!

On 12/20/11, Phil Vlasak  wrote:
> Hi Dark,
> Yeah asking a mailing list if they like mailing lists is like asking
someone
> in Hershey Pennsylvania if they like chocolate.
> Note that is a town that smells of chocolate all the time as they
> manufacture tons of it.
> I now know why forums are getting more popular for as Thomas said if you
> have 10,000 people in a mailing list you would get about 1,000 messages a
> day but you could have that many people on a forum.
> Phil
>

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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Thomas Ward
Hi Trouble,

Actually, I was speaking of both the Gamers list and the Developers
list. So yes Dark is quite correct about a Gamers only forum, but you
are also right that there will be a Developers forum if I switched. So
you are both right.

HTH

On 12/21/11, Trouble  wrote:
> Well I have read those posts and they seem miss led in the type of
> form. They think its going to be about the games Tom is putting out
> there to play. However, they are not told that the content of that
> form is going to be about programming games.
> Quit miss leading and give the facts to what it is then you will get
> a known answer!

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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Trouble
Well I have read those posts and they seem miss led in the type of 
form. They think its going to be about the games Tom is putting out 
there to play. However, they are not told that the content of that 
form is going to be about programming games.
Quit miss leading and give the facts to what it is then you will get 
a known answer!


At 08:05 AM 12/21/2011, you wrote:

http://forum.audiogames.net/viewtopic.php?id=6801



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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Thomas Ward
Hi Phil,

I take your point, but I think you are a little behind the times.
Sadly Hershey Pennsylvania isn't the chocolate capital of the world
any more, and a lot  of Hershey's chocolates are now produced over
seas due to cheaper labor costs and the usual out sourcing we are
seeing in every kind of industry.  I guess you missed the big news
story a couple of years back when Hershey laid off something like
5,000 employees because the company wanted to move over seas to higher
foreign labor. However, that's a discussion for another time. :D

The reason forums have been slowly replacing mailing lists is as I
said. Companies like Microsoft, Electronic Arts, Nintendo, or any
other good sized business has thousands of people signed up to their
forums each day. its easier to manage thousands of customers on a
forum than it is to deal with a mailing list where there is at least a
thousand messages coming into your e-mail inbox each day. That's just
too much traffic for e-mail to handle so forums have been growing in
popularity and are becoming a standard business model for
communicating with your customers. I guess where I am coming from is I
want to get more serious with USA Games and am looking to redesign the
site and adopt a more professional business model for my games and
services.

I've realized when it comes to games like MOTA I've really failed the
community and customers at large because I'm not working on a fixed
schedule. I've been developing the game on a when and if I have the
time type schedule. Obviously it isn't working because it is taking
years to complete a project that should have taken me a year tops. So
if I adopt a more pro business model I'm going to have to setup
regular hours even if it is just two hours a day until games like MOTA
and Raceway are done.


Cheers!

On 12/20/11, Phil Vlasak  wrote:
> Hi Dark,
> Yeah asking a mailing list if they like mailing lists is like asking someone
> in Hershey Pennsylvania if they like chocolate.
> Note that is a town that smells of chocolate all the time as they
> manufacture tons of it.
> I now know why forums are getting more popular for as Thomas said if you
> have 10,000 people in a mailing list you would get about 1,000 messages a
> day but you could have that many people on a forum.
> Phil
>

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Re: [Audyssey] usa games forums vs lists new information

2011-12-21 Thread Thomas Ward
Hi Dark,

Good point, and thanks for getting the Audiogames.net community
involved. What I think is going to happen is that we'll keep the USA
Games lists as is, but I'll join the Audiogames.net forum that way
people can contact me through a mailing list like Audyssey if they
prefer, or if their a forum kind of person can catch me on the
Audiogames.net forum. Since I already due most of my business on
Audyssey anyway rather than setup my own independant forums I can
simply use what is there by using Audiogames.net which has a large and
active community of its own. All I have to do is add a link to the
forum from USA Games and we have our support forum. Any thoughts on
this compromise?

Cheers!


On 12/20/11, dark  wrote:
> Hi.
>
> I suddenly realized, that asking this question itself on a mailing list is a
> litle one sided, sinse while there are people like myself who do both
> mailing lists and forums, there are many people who are on this list because
> they prefer mailing lists.
>
> so, just for kicks I asked the same question on audiogames.net and got these
> responses:
>
> http://forum.audiogames.net/viewtopic.php?id=6801
>
> Not surprising sinse those responding are not I believe on this list because
> they prefer forums :D.
>
> sorry for the extra confusion Tom, but if indeed your making a tally here it
> is only fair to get everyone's opinions.
>
> I suspect in the end it will be as most people here believe and we'll have a
> usa mailing list afterall, stil I thought it was an interesting exercise to
> see the other side of the issue.
>
> Beware the grue!
>
> Dark.
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>

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Re: [Audyssey] usa games forums vs lists new information

2011-12-20 Thread dark
Well phil, when I visited the Cadbery chocolate factory with my parents (the 
biggest manufacturer of chocolate in Britain), when we talked to the lady 
who worked there she turned out to actually be allergic to chocolate so 
anything is possible :D.


And no, I came out without having been sucked up a giant tube, turned into a 
blueberry, shrunk, chucked down a rubbish shoot or sadly without a lifetime 
supply of chocolate :D.


Actually I'm probably more of a fan of foums myself for that reason, it's 
far easier to filter what you read and far less time consuming.


I'd gladly check out another forum if I was interested in the subject 
matter, and indeed there are several forums like project.aon that I don't 
check every day but will drop into occasionally, but I wouldn't sign up to 
another mailing list sinse with Audeasy, the Entombed list, a couple of book 
related ones I'm on and all the mail I get from university circulars (both 
leasure and work related), I just don't have the space.


Beware the grue!

Dark.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 11:57 PM
Subject: Re: [Audyssey] usa games forums vs lists new information



Hi Dark,
Yeah asking a mailing list if they like mailing lists is like asking 
someone in Hershey Pennsylvania if they like chocolate.
Note that is a town that smells of chocolate all the time as they 
manufacture tons of it.
I now know why forums are getting more popular for as Thomas said if you 
have 10,000 people in a mailing list you would get about 1,000 messages a 
day but you could have that many people on a forum.

Phil




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Re: [Audyssey] usa games forums vs lists new information

2011-12-20 Thread Phil Vlasak

Hi Dark,
Yeah asking a mailing list if they like mailing lists is like asking someone 
in Hershey Pennsylvania if they like chocolate.
Note that is a town that smells of chocolate all the time as they 
manufacture tons of it.
I now know why forums are getting more popular for as Thomas said if you 
have 10,000 people in a mailing list you would get about 1,000 messages a 
day but you could have that many people on a forum.

Phil

- Original Message - 
From: "dark" 

To: 
Sent: Tuesday, December 20, 2011 6:43 PM
Subject: [Audyssey] usa games forums vs lists new information



Hi.

I suddenly realized, that asking this question itself on a mailing list is 
a litle one sided, sinse while there are people like myself who do both 
mailing lists and forums, there are many people who are on this list 
because they prefer mailing lists.





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[Audyssey] usa games forums vs lists new information

2011-12-20 Thread dark
Hi. 

I suddenly realized, that asking this question itself on a mailing list is a 
litle one sided, sinse while there are people like myself who do both mailing 
lists and forums, there are many people who are on this list because they 
prefer mailing lists. 

so, just for kicks I asked the same question on audiogames.net and got these 
responses: 

http://forum.audiogames.net/viewtopic.php?id=6801 

Not surprising sinse those responding are not I believe on this list because 
they prefer forums :D. 

sorry for the extra confusion Tom, but if indeed your making a tally here it is 
only fair to get everyone's opinions. 

I suspect in the end it will be as most people here believe and we'll have a 
usa mailing list afterall, stil I thought it was an interesting exercise to see 
the other side of the issue. 

Beware the grue! 

Dark.
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Amanda Burt

I prefer lists to forems.  I find them easier to handle.

Amanda

--
From: "Thomas Ward" 
Sent: Tuesday, December 20, 2011 8:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] USA Games Mailing Lists or Forums


Hi Shaun,

Yeah, I know, but what I was looking for here is some actual figures
as to how many blind gamers prefer mailing lists over forums or forums
over lists. So far while there seem to be a handful of us in favor of
a forum the majority by far seem to like lists better.

However, the USA Games community isn't that large to really require a
forum anyway. There is only like 40 to 45 people subbed to the list at
any given time, and it has been very low traffic of late. Forums seem
to be more popular with large  game companies like Electronic Arts or
someone like that who has thousands of subscribers on any given day.
with that many subscribers a mailing list would be totally impractical
as it could never keep up with the hundreds of posts that would be
typical of a subscriber list that size, and even if it did I doubt the
average gamer wants 500 e-mails poring into their inbox daily. So
obviously large companies really need a forum for heavy message
traffic rather than a mailing list.


On 12/20/11, shaun everiss  wrote:

I have noticed a small trend in the other direction, a lot of new
stuff gets forumed sometimes and the lists left out for ages, so
giving them a miss is probably not a good things eiter.


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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Thomas Ward
Hi Shaun,

Yeah, I know, but what I was looking for here is some actual figures
as to how many blind gamers prefer mailing lists over forums or forums
over lists. So far while there seem to be a handful of us in favor of
a forum the majority by far seem to like lists better.

However, the USA Games community isn't that large to really require a
forum anyway. There is only like 40 to 45 people subbed to the list at
any given time, and it has been very low traffic of late. Forums seem
to be more popular with large  game companies like Electronic Arts or
someone like that who has thousands of subscribers on any given day.
with that many subscribers a mailing list would be totally impractical
as it could never keep up with the hundreds of posts that would be
typical of a subscriber list that size, and even if it did I doubt the
average gamer wants 500 e-mails poring into their inbox daily. So
obviously large companies really need a forum for heavy message
traffic rather than a mailing list.


On 12/20/11, shaun everiss  wrote:
> I have noticed a small trend in the other direction, a lot of new
> stuff gets forumed sometimes and the lists left out for ages, so
> giving them a miss is probably not a good things eiter.

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Valiant8086
Mailing list. I absolutely hate forums. I think it takes too much effort 
to monitor a forum when I could just open up my email and see if I have 
any messages in my mailboxes. Perhaps a forum that allowed submission 
via email and would send all posts to a mailing list, or just having the 
mailing list archive in a way that it looked like a forum.



Sent with Thunderbird 3.1.14 portable.

On 12/20/2011 5:14 AM, Thomas Ward wrote:

Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread shaun everiss
I have noticed a small trend in the other direction, a lot of new 
stuff gets forumed sometimes and the lists left out for ages, so 
giving them a miss is probably not a good things eiter.

At 07:56 a.m. 20/12/2011 -0500, you wrote:

Hi Dark,

Well, right now I must say you and I are in the minority when it comes
to forums. I've gotten several e-mails on this topic today and clearly
public opinion is for a mailing list which we already have. That's
fine as far as it goes because the USA Games mailing lists don't get
all that much traffic. When people want to talk about STFC, MOTA, or
anything else they seem to go to Audyssey rather than the USA Games
list. So I don't want to drive even more people away which is why I
asked.

The developers list has suffered a similar fate. Before BGT came out
there were a few people interested in learning VB, C#, C++, Java,
Python, whatever to write their own games from scratch. Now, that BGT
is the tool of choice several of the potential developers are on the
BGT forum. I can't honestly blame them as BGT is certainly better than
trying to program an entire game or game engine from scratch in any
programming language.

That said, I like forums for basically the same reason you do. If I am
going to read a forum its nice to pop in, read a thread that is of
personal interest, and skip everything that isn't. I don't have to
first delete everything from my e-mail inbox I have no personal
interest in, and then read/reply to everything that is left. However,
it looks like most are comfortable with the current list setup we have
now on USA Games.

Cheers!

On 12/20/11, dark  wrote:
> I'd personally prefer a forum, sinse it's possible to pop in and pop out of
> a forum but not with a mailing list.
>
> I had to unsubscribe from the Usagames mailing list because I was just
> getting far too much mail to read, but would be happy to drop into a forum
> as and when I had the time.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Allen

Hi, Thomas,

My vote is to keep the mailing list.  In my opinion forums are annoying and 
take too much time to navigate.


Allen

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 2:14 AM
Subject: [Audyssey] USA Games Mailing Lists or Forums



Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

---
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread burakyuksek

Hi,
I prefer forums, because you  can see previous posts the people wrote. In 
mails, it is more confusing.

saygilar sevgiler.
- Original Message - 
From: "Trouble" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 1:15 PM
Subject: Re: [Audyssey] USA Games Mailing Lists or Forums



I like mail, it lets me read only what I want.
I like forms too, but you have to read all the stuff you don't want to get 
to what you do want. The same goes for wickys.


At 05:14 AM 12/20/2011, you wrote:

Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

---
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list,

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread QuentinC
Sorry for those who get this message twice, but since the topic has been 
opened on both audissay and developers mailing-list, I decided to 
forward my opinion on both lists too.



Hello,

I personnally prefer forums over mailing-lists, if the forum web pages 
are made accessible.


For me, advantages of forums over mailing-lists are :
1 - Discussions are sorted into distinct topicc, it's easier to read or 
follow a complete discussion, or go back to what a particular person 
said a few

time ago in a given topic.
2 - If you aren't interested in a specific topic, just ignore it. In a 
mailing list you have to delete all messages having the subject line you 
don't want.


3 - I often find that mailing-lists are  more spammy than forums. You 
don't want to discuss, just don't go on the forum website. With 
mailing-lists you
anyway see all these messages, because you anyway open your mail client 
to get important messages (work, school, etc.)


If you can, use one which is accessible and alow quick response (write 
your response on the same page as the messages without the need to open 
a special

edition page)
The one which is on audiogames.net is a good forum for example.


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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread dark

Hi Tom.

I agree on forums.

As long as it's not a silly board with links everywhere and a less than 
accessible setup, i've never had problems navigating forums, and it's easy 
enough to skip down from post to post by tabbing and then just reading the 
ones I want, or going streight to the bottom with hal's jump to eddit area 
key.


If people aren't as used to using webpage navigation to jump to button, jump 
to edit area or skip paragraphs I could see the problem with forums 
generally, but for myself as long as the forum is a logically layed out one.


I have nothing against mailing lists, it's just that while if I miss a 
couple of days on a forum it's not a big deal sinse I can just skip in and 
read most recent content, mailing lists I have to keep up with or my inbox 
just gets over full, especially when discussions take place that I'm not 
included in.


At the moment I really can't afford to be on another list, which is why I'd 
be in favour of a Usa games forum, sinse while I'm willing to drop into any 
forum and post occasionally (as indeed I have on many for online games like 
core exiles), I'd rather not be on more mailing lists, and indeed stopped my 
subscription to the Usa games list for this reason.


Beware the grue!

Dark.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 12:56 PM
Subject: Re: [Audyssey] USA Games Mailing Lists or Forums



Hi Dark,

Well, right now I must say you and I are in the minority when it comes
to forums. I've gotten several e-mails on this topic today and clearly
public opinion is for a mailing list which we already have. That's
fine as far as it goes because the USA Games mailing lists don't get
all that much traffic. When people want to talk about STFC, MOTA, or
anything else they seem to go to Audyssey rather than the USA Games
list. So I don't want to drive even more people away which is why I
asked.

The developers list has suffered a similar fate. Before BGT came out
there were a few people interested in learning VB, C#, C++, Java,
Python, whatever to write their own games from scratch. Now, that BGT
is the tool of choice several of the potential developers are on the
BGT forum. I can't honestly blame them as BGT is certainly better than
trying to program an entire game or game engine from scratch in any
programming language.

That said, I like forums for basically the same reason you do. If I am
going to read a forum its nice to pop in, read a thread that is of
personal interest, and skip everything that isn't. I don't have to
first delete everything from my e-mail inbox I have no personal
interest in, and then read/reply to everything that is left. However,
it looks like most are comfortable with the current list setup we have
now on USA Games.

Cheers!

On 12/20/11, dark  wrote:
I'd personally prefer a forum, sinse it's possible to pop in and pop out 
of

a forum but not with a mailing list.

I had to unsubscribe from the Usagames mailing list because I was just
getting far too much mail to read, but would be happy to drop into a 
forum

as and when I had the time.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Thomas Ward
Hi Dark,

Well, right now I must say you and I are in the minority when it comes
to forums. I've gotten several e-mails on this topic today and clearly
public opinion is for a mailing list which we already have. That's
fine as far as it goes because the USA Games mailing lists don't get
all that much traffic. When people want to talk about STFC, MOTA, or
anything else they seem to go to Audyssey rather than the USA Games
list. So I don't want to drive even more people away which is why I
asked.

The developers list has suffered a similar fate. Before BGT came out
there were a few people interested in learning VB, C#, C++, Java,
Python, whatever to write their own games from scratch. Now, that BGT
is the tool of choice several of the potential developers are on the
BGT forum. I can't honestly blame them as BGT is certainly better than
trying to program an entire game or game engine from scratch in any
programming language.

That said, I like forums for basically the same reason you do. If I am
going to read a forum its nice to pop in, read a thread that is of
personal interest, and skip everything that isn't. I don't have to
first delete everything from my e-mail inbox I have no personal
interest in, and then read/reply to everything that is left. However,
it looks like most are comfortable with the current list setup we have
now on USA Games.

Cheers!

On 12/20/11, dark  wrote:
> I'd personally prefer a forum, sinse it's possible to pop in and pop out of
> a forum but not with a mailing list.
>
> I had to unsubscribe from the Usagames mailing list because I was just
> getting far too much mail to read, but would be happy to drop into a forum
> as and when I had the time.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Phil Vlasak

Hi Thomas,
I visit forums only after an announcement is posted to a list.
I prefer the forums that have the link to the gam at the top with a comment 
by the developer and the postings in the order of the most recent right 
below the top.
 I find it hard to go from forum message to message without having to read 
all the information inbetween.

I don't care how many messages that person has posted.
Is there a hot key to get tot he text of each message bypassing all the 
stuff inbetween?
So I usually like lists better as I can read the subject and delete the 
message with one key stroke.
Phil 



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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Alfredo_The_Music_maker
I personally prefer a mailing list, as I have found that I hardly use 
online forums such as Audio games.net. I just do not really find it that 
convenient for me.

Alfredo

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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Darren Duff
I think E-mail lists are just snappier. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ian McNamara
Sent: Tuesday, December 20, 2011 6:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Mailing Lists or Forums

Hello, i like email lists better if i had to pick a prefforance as i find
forams hard to navigate.

Ian McNamara
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Ian McNamara
Hello, i like email lists better if i had to pick a prefforance as i find 
forams hard to navigate.

Ian McNamara
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Mich
Hi I persenley prefer a mailing list since I really don't go on forims that 
offen and find the mailing list more handy. hth. from Mich.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 6:42 AM
Subject: Re: [Audyssey] USA Games Mailing Lists or Forums


I'd personally prefer a forum, sinse it's possible to pop in and pop out 
of a forum but not with a mailing list.


I had to unsubscribe from the Usagames mailing list because I was just 
getting far too much mail to read, but would be happy to drop into a forum 
as and when I had the time.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 10:14 AM
Subject: [Audyssey] USA Games Mailing Lists or Forums



Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

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list,
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread dark
I'd personally prefer a forum, sinse it's possible to pop in and pop out of 
a forum but not with a mailing list.


I had to unsubscribe from the Usagames mailing list because I was just 
getting far too much mail to read, but would be happy to drop into a forum 
as and when I had the time.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 10:14 AM
Subject: [Audyssey] USA Games Mailing Lists or Forums



Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

---
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Trouble

I like mail, it lets me read only what I want.
I like forms too, but you have to read all the stuff you don't want 
to get to what you do want. The same goes for wickys.


At 05:14 AM 12/20/2011, you wrote:

Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

---
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[Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Thomas Ward
Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

---
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

I see your point, but I don't think it is anything we have to worry
about right now. Not to mention there isn't anything we can do about
it or control if that happens. All we can do is wait and see what
happens regarding those voices.

For those of us who have the RealSpeak voices and they currently work
on Windows 7 etc we can probably fall back on those older voices for
several years to come even if the current RealSpeak voices for Jaws or
the ones for the Nextup products aren't updated. If someone is that
concerned/worried about it the best thing I can suggest is invest your
time and money into a different company like Cepstral or Ivona who is
keeping their customers up to date with technology changes and aren't
getting all proprietary with their voices.

Cheers!


On 11/3/11, Michael Gauler  wrote:
> You are totally right.
> I just wanted to show that new things are in development.
> And maybe today it is "only" a Russian voice. But there are two things you
> should remember.
> First one is that no one guarantees that a new British voice might not be
> developed in the future. And there is this supposed merger between Loquendo
> TTS and Nuance. So no one knows if this means all voices of both become
> available in one or both products (e.g. Vocalizer in Loquendo TTS, or all
> Loquendo voices in Vocalizer).
> And the second thing is that no one knows if the RealSpeak Direct voices
> will be maintained indeffinitely or the nextup.com variants.
> You as a person might have RealSpeak Direct voices for your own use, but
> what would happen if the next JAWS version removed them and the download
> capability from their site?
> We (and I mean developer and end user alike) are totally uninformed in
> regards to the no merged company.
> We know less than Microsoft discloses about their upcoming software or their
> sdks...
>
>
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>

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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

You are totally right.
I just wanted to show that new things are in development.
And maybe today it is "only" a Russian voice. But there are two things you 
should remember.
First one is that no one guarantees that a new British voice might not be 
developed in the future. And there is this supposed merger between Loquendo 
TTS and Nuance. So no one knows if this means all voices of both become 
available in one or both products (e.g. Vocalizer in Loquendo TTS, or all 
Loquendo voices in Vocalizer).
And the second thing is that no one knows if the RealSpeak Direct voices 
will be maintained indeffinitely or the nextup.com variants.
You as a person might have RealSpeak Direct voices for your own use, but 
what would happen if the next JAWS version removed them and the download 
capability from their site?
We (and I mean developer and end user alike) are totally uninformed in 
regards to the no merged company.
We know less than Microsoft discloses about their upcoming software or their 
sdks... 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

Thanks for the info.
I'll have to look into them soon.
And I'll probably contact them. They do sell German voices and French 
besides several different English ones.
Unfortunately they have a totally inaccessible demo on their site. Yes, you 
can listen to pre-recorded samples, but their interactive demo doesn't show 
up on any screen reader I know and thus it is inaccessible and I would like 
to get a bit more than some thirty seconds of speech as a sample before 
deciding to buy a voice.
But I am aware of them and maybe I'll get one of them later, same goes for 
Ivona, because their newer voices sound good. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

That's a very good point. I remember when I began using NVDA I didn't
like ESpeak very well so I tried using various SAPI voices. The screen
reader was slow, sluggish, and lagged a lot, or so I would have
assumed if I hadn't known this is typical behavior for SAPI voices. If
I used ESpeak, or the Eloquence update that has been floating around
the screen reader works fine. However, my point being it would be all
too easy to blame the screen reader for any lag, slowness, etc if I
wasn't aware some SAPI voices just are not very responsive to begin
with. However, I think we are beginning to drift off topic. :D

Cheers!

On 11/3/11, dark  wrote:
> Hi Tom.
>
> This is very true, and in fact the reason I use orphius alan for Hal but
> realspeak daniel for sapi, even though Hal does have the daniel voice as
> under voacalizer, it is just too laggy.
>
> The only problem is that as far as screen readers go, someone trying a
> screen reading program for the first time whether that is Hal, Jaws or
> whatever, will not know that problems with lag or lack of speed are due to
> the voice and not the program.
>
> This came up quite recently. The lady who is training her guide dog at the
> same time I am worked very seriously in It before losing her site four years
> ago, so has a pretty major typing speed.
>
> she said she'd tried Hal and jaws, but used jaws because she found Hal
> laggy, yet when I explained this was because Hal runs with the vocalizer
> daniel voice by default and showed her the speed of Orphius, she was most
> surprised, - I have in fact informed dolphin of this as well, but they
> just see the higher voice quality making the difference and ignore the lag
> issues.
>
> I might actually suggest they put a warning somewhere in the setup wizard,
> just to let people know that the voice reaction speed of Vocalizer isn't the
> fault of the supernova program but of the voice.
>
> I must confess, I stil! don't see why they didn't stick with the orphius
> natural voices. The orphius synthetic ones are pretty dire, but the natural
> ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene
> quality and speed.
>
> You can stil download them from Dolphin, but now they don't even ship with
> supernova by default for some reason.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread shaun everiss

hmmm ivona is quite good.
I plan to buy the uk and us packages at some point which cost 99 bucks each.
They however donate to nvda at the same time, and this can be only good.
There is a promo code on nvda site, also those with klango can get a 
code, so if you know where to go, you can actually get things a bit cheaper.
You can buy all voices in each language pack, 100 us is not really 
that bad when there are 3-5 voices in each pack and this may be what 
I get when I go 64 bit.

At 11:37 a.m. 2/11/2011 +0100, you wrote:

I have another question.
I have used demo versions of Ivona voices and thus I know what they 
sound like and how they work.
But what can you tell me about Cereproc voices in general, even if 
they are only 32 bit products?
Are there updates to the products and do you get such information or 
are your voices years old by now?

And what do you have to do when you bought one or more voices?

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Quentin,

I have no idea what Dolphin is up to. Like you say the fact they are
so proprietary and secretive about the API makes one wonder how much
of the core functionality it exposes. With Jaws its API only exposes
the functions you absolutely need like JFWSayString(),
JFWStopSpeech(), etc.

About the other stuff lets take that off list. I think what we should
do is share information back and forth on what we've discovered and
exchange source code. I've pretty much decided to write my own
library/interface given the fact this is part of a commercial product
and I want the function names etc to all match the rest of the engine.
Plus to have the ability to recompile for 32-bit and 64-bit platforms
as needed. However, I don't see why we can't share source code,
ideas, etc to have two fully functional libraries available for use.

Cheers!

On 11/2/11, QuentinC  wrote:
> Hello Thomas,
>
> Do they want to have applications working with their screen reader or not ?
> Such an API is normally made for being publicly available. Look at
> twitter and google, they are commercial companies but their respective
> API are publicly available. Having to pay to use some of the services
> provided by the API is another problem. The API itself can always be
> downloaded freely.
> Dolphin  must understand that such an API is made to work with their
> screen reader and improve existing applications, not to break,
> decompile, crack it or whatever. Being so protective is suspect, it may
> proof that their API is bad made and that it allows to do too many
> things and/or enter too deeply in their proprietary code. That would be
> a valuable reason to protect it so much, otherwise I don't see what's
> the problem.
>
> To be honnest, I haven't considered potential legality issues. I already
> use JFW API for ages, and I'm sure FS completely don't care if I use it.
> Anyway, their API is so made that you are totally unable to break or
> crack something. You can just be collaborative and tell the API to say
> something, or run a script.
>
>
> Where I got my information: nothing is really secret there
> * JFW: it was a long time ago, in a french blind programming
> mailing-list. The creator of SoundRTS sent me a zip containing
> jfwapi.dll and corresponding header. Nowadays however, we shouldn't use
> jfwapi.dll anymore but use the COM interface directly. I got the
> information about the COM interface by using OLE explorer and my though
> was confirmed when I read say tools source later.
> * NVDA: I have nothing else that what is publicly available, and it's
> sufficient. Something is to mention, the return values of the functions
> are pretty unclear. I tested myself with my copy of NVDA to exactly
> clarify how it works exactly.
> * System access: I don't remember who sent me a zip containing the DLL
> and the headers, but it was by mail. Only recently I was able to ask
> somebody to test.
> * Window eye: I just allmost copied and translated from VB to C the code
> in say tools package by jamal. I asked somebody else to test it. I was
> unable to install window eye demo in a XP VM, the install systematically
> crashes. I'm not a window eye customer and don't want to be unless I'm
> obliged, so I never contacted them, I think this is rather impolite.
> I'm sure we can improve that part of the code.
>
> One interesting thing about my API is the following: if you quit jaws
> and start NVDA, then my code notice that jaws was exited and
> automatically connect to NVDA, without quitting the application using
> the API. It works also if you do the reverse, quitting NVDA and start
> jaws. For window eye and sytem access that thing doesn't work because I
> don't have any info on return values from the say functions.
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread dark

Hi Tom.

This is very true, and in fact the reason I use orphius alan for Hal but 
realspeak daniel for sapi, even though Hal does have the daniel voice as 
under voacalizer, it is just too laggy.


The only problem is that as far as screen readers go, someone trying a 
screen reading program for the first time whether that is Hal, Jaws or 
whatever, will not know that problems with lag or lack of speed are due to 
the voice and not the program.


This came up quite recently. The lady who is training her guide dog at the 
same time I am worked very seriously in It before losing her site four years 
ago, so has a pretty major typing speed.


she said she'd tried Hal and jaws, but used jaws because she found Hal 
laggy, yet when I explained this was because Hal runs with the vocalizer 
daniel voice by default and showed her the speed of Orphius, she was most 
surprised, - I have in fact informed dolphin of this as well, but they 
just see the higher voice quality making the difference and ignore the lag 
issues.


I might actually suggest they put a warning somewhere in the setup wizard, 
just to let people know that the voice reaction speed of Vocalizer isn't the 
fault of the supernova program but of the voice.


I must confess, I stil! don't see why they didn't stick with the orphius 
natural voices. The orphius synthetic ones are pretty dire, but the natural 
ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene 
quality and speed.


You can stil download them from Dolphin, but now they don't even ship with 
supernova by default for some reason.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Yeah, so true. In fact, as I have said before Ivona's Bryan and Amy
U.K. voices are actually superior to the RealSpeak Daniel and Emily
U.K. voices in terms of voice quality. The only complaint I have with
Ivona's voices---which is quite common with any high quality voice--is
they tend to lag if you are typing really fast. They just simply can't
keep up with the input/output. As a result they are good for playing
SAPI games like Jim Kitchens games, reading e-books, but suck if it
comes to day to day computer opperation.

So what I do with NVDA is use ESpeak as my default voice for composing
e-mails, writing documents, programming, etc and flip over to one of
the Ivona voices to read a document, e-mail, or play a game. That
works out well enough. ESpeak isn't my favorite voice, but it keeps up
with my high speed of typing where the Ivona voices can't.

Cheers!


On 11/2/11, dark  wrote:
> Hi Tom.
>
> It's good to know that if I ever end up with 64 byt windows which would make
> the freely useable version of scansoft daniel I use for sapi obviously
> problematic, I won't have to pay the earth to get a decent voice to replace
> it, sinse I certainly won't! be paying hundreds of dollars to scansoft.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

Yikes! That's crazy. Testing someone if they have the required C/C++
education just to download a SDK is very insulting. Its not that a
person couldn't pass the test, I'm sure I could, but for crying out
loud most people take a developer at their word. Nobody I know of is
quite that anal about their SDKs. For instance, if a person goes to
Microsoft's developer network, MSDN, anyone with a desire to can
freely download most of their SDKs. There are no tests, forms to fill
out, etc. The only annoying requirement is Microsoft's website wants
you to use there jenuine advantage tool to make sure you are running a
legal copy of windows. That's a bit obsessive security in my opinion,
but nowhere as rediculous as testing a developer on the spot if he or
she has the skills to use that particular SDK.

Cheers!


On 11/2/11, pitermach  wrote:
> This reminds me when I read about Hins releasing an sdk for the sense
> note takers. To get it though, you first have to send them  a message
> that you want it. Then they'll ask you some questions to check that you
> have the required C knowledge to program for the device, and if they
> deem you do, they'll finally send you the sdk and the documentations.
> Call me crazy, but isn't that a little overkill. Just because they built
> an overlay on Windows Mobile for their interface and programs doesn't
> mean you should go through that kind of testing.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

HWell, thanks for the info, but I really don't have any desire
to install and demo the voices from Koba. As I've said if I really
want to access those voices, at least the ones available from Freedom
Scientific, I'll start Jaws and use my new JFW screen reader support
to access the RealSpeak voices in my games. It is not a big deal to
me. I've got plenty of SAPI voices to fall back on for Jim Kitchens
games etc that strictly use SAPI support.

>From what information you've given me purchasing Vocalizer is not
worth my time. As I am primarily an American English speaking person
another German or Russian voice really wouldn't apply to me. Plus if
the voices sound worse than RealSpeak Direct voices then I'm
definitely not trying and buying. The Ivona voices like Kendra, Joey,
etc are more important to me than the RealSpeak voices such as Tom,
Jill, Samantha, Jennifer, etc  because they sound better in my
opinion. Why would I buy Vocalizer when I could have all the U.S. and
UK. Ivona voices for the price of two Vocalizer voices?

Cheers!


On 11/2/11, Michael Gauler  wrote:
> Hi Thomas,
> unfortunately that's not the end of the story.
> I can give the next piece of information only for German voices, so if you
> can't understand my language it is of no use to give you any voice samples.
> There is a site which does extensive voice comparison by recording three
> sentences with each voice ever created in German.
> This site offers the MP3 samples for listening and downloading.
> I am sure that you know that RealSpeak voices cover the German language. Up
> to now there have been two German voices. One male and one feemale. Both can
> be bought via nextup.com with a TextAloud license for $45 each. Every
> RealSpeak voice from nextup.com is a SAPI voice. The only requirement is
> the TextAloud license.
> But you might also know that the RealSpeak voices are also available for
> mobile devices and for Talks and maybe also Mobile Speak.
> I don't have a smartphone, but what I know is that the male German voice
> does sound differently in its smartphone version compared to the PC version,
> and it is not due to a bitrate or other quality setting difference.
> Furthermore RealSpeak and Vocalizer seem to be two different products.
> Thus the reason why JAWS doesn't offer the third German voice, or the second
> Russian one, which also applies to nextup.com.
> The worst about Vocalizer is not the high price, but the fact that the
> quality of the voices seems to be worse than the JAWS versions of the same
> voices.
> And voices like the Australian English ones and the Indian English voice
> can't be bought via the Koba online shop, but you have to request them, if
> you wanted them, while the RealSpeak variant of them is either available for
> JAWS without SAPI or from nextup.com with SAPI probably in better quality.
> If you have a computer with a virtual machine running, I'd suggest that you
> download the demo versions of Koba Speech 2 and listen for yourself, so you
> can compare one voice at a time without damaging your primary SAPI core when
> trial time of thirty days runs out or when the base Koba Engine is still
> unstable (might be still the case).
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

Not sure what you are getting at here, but the Cereproc voices are
rather new, and I think their latest version of the Cereproc engine is
2.1.1. So obviously they have done some updating since they started
developing voices. How often or frequently they'll continue to update
is anyone's guess.

In general Cereproc is a Scottish company and they tend to focus on
U.K. voices. That is Scottish, Brittish English,Irish, etc. In fact,
they are the only ones who has a decent Irish voice, Kaitlin,  which
is a fairly decent voice which I own a copy of. They also have
American English, French, Spanish, Italian, and I believe German
voices available as well. The best way to see what is in their catalog
is to go to
http://www.cereproc.com
and see for yourself what they have available.

They offer two methods for using their voices. A developer can access
their Windows voices via the SAPI API or a developer can support them
directly through the Cereproc SDK. They also have Mac OS X voices
available for Mac users so it looks like Cereproc is now going
cross-platform with their voice engine as well.

As far as pricing goes they are a little on the expensive side. Last I
checked they want $41.99, $42 USD, per voice. That's a little more
expensive than the Cepstral voices, but not so expensive a person on a
fixed income like SSI couldn't afford them. Since they are a little
higher than I really want to pay that's why I don't own very many
Cereproc voices, but I don't have any complaints with them other than
they haven't yet upgraded to support 64-bit versions of Windows. For
me that would be a consideration in buying one of their voices now.

HTH


On 11/2/11, Michael Gauler  wrote:
> I have another question.
> I have used demo versions of Ivona voices and thus I know what they sound
> like and how they work.
> But what can you tell me about Cereproc voices in general, even if they are
> only 32 bit products?
> Are there updates to the products and do you get such information or are
> your voices years old by now?
> And what do you have to do when you bought one or more voices?
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Brandon,

To be honest I forgot to contact Serotek. System Access isn't a screen
reader I'm familiar with, and from what I can tell not exactly a
really popular one. However, I'll try and contact them today and see
if I can get a hold of their API documentation.

By the way, I had no problems with GW Micro. So please don't say that
I did when they were actually quite friendly and helpful about the API
documentation. They have an entire section of their website dedicated
to development, scripting, and creating stand alone apps that are
Window-eyes enabled. So I just wanted to point that out.

Cheers!


On 11/2/11, Brandon Misch  wrote:
> Hey thomas. i know that you had a hard time getting screen reading apis from
> gwMicro and dolphin but what about serotek? Did they give you a hard time
> too or were they open to giving you there api documentation? thought i would
> ask.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Well, before anyone jumps to conclusions and begins calling them lets
see what their developers say. The person I talked to was one of their
support representatives and she wasn't clear on all of the details.
Just that she thought that I had to sign a NDA agreement, and she
wasn't authorized to discuss it. My request has been passed along to
someone else, and they'd get back with me. So far nothing, but I
realize that perhaps they don't even know how they are going to handle
it yet. Its possible the API isn't ready, but she thought it was. So
I'm just waiting to see. In the meantime if SuperNova support isn't
there you can always fall back on SAPI support until we get that
support worked out.

As far as access to the material I of course agree with you 100%.
Dolphin isn't making it easy to gather competent information regarding
the SuperNova API, and if their screen reader isn't directly supported
by games and other products its their own fault. All the other screen
reader developers including Freedom Scientific have come forward and
offered what help they could to add screen reader support to my
products. So I'm not exactly sure where Dolphin's head is at, but they
are being too secretive and proprietary for my liking.

Cheers!


On 11/2/11, dark  wrote:
> Hi Tom.
>
> i'm glad the documentation is actually out, but certainly when i spoke to
> Dolphin there was none of this business about hiding the api, afterall it's
> not as if having it would let someone Hack supernova at some point.
>
> I'll have to talk to them again, sinse if a developer for a free products
> such as Aprone can't get easy access to it that would not be a good thing.
>
> At least the documentation is actually donewhich is further on than I
> thought things were.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-02 Thread Brandon Misch
Hey thomas. i know that you had a hard time getting screen reading apis from 
gwMicro and dolphin but what about serotek? Did they give you a hard time too 
or were they open to giving you there api documentation? thought i would ask. 

On Nov 2, 2011, at 6:37 AM, Michael Gauler wrote:

> I have another question.
> I have used demo versions of Ivona voices and thus I know what they sound 
> like and how they work.
> But what can you tell me about Cereproc voices in general, even if they are 
> only 32 bit products?
> Are there updates to the products and do you get such information or are your 
> voices years old by now?
> And what do you have to do when you bought one or more voices? 
> 
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Re: [Audyssey] USA Games News

2011-11-02 Thread Michael Gauler

I have another question.
I have used demo versions of Ivona voices and thus I know what they sound 
like and how they work.
But what can you tell me about Cereproc voices in general, even if they are 
only 32 bit products?
Are there updates to the products and do you get such information or are 
your voices years old by now?
And what do you have to do when you bought one or more voices? 



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Re: [Audyssey] USA Games News

2011-11-02 Thread Michael Gauler

Hi Thomas,
unfortunately that's not the end of the story.
I can give the next piece of information only for German voices, so if you 
can't understand my language it is of no use to give you any voice samples.
There is a site which does extensive voice comparison by recording three 
sentences with each voice ever created in German.

This site offers the MP3 samples for listening and downloading.
I am sure that you know that RealSpeak voices cover the German language. Up 
to now there have been two German voices. One male and one feemale. Both can 
be bought via nextup.com with a TextAloud license for $45 each. Every 
RealSpeak voice from nextup.com is a SAPI voice. The only requirement is 
the TextAloud license.
But you might also know that the RealSpeak voices are also available for 
mobile devices and for Talks and maybe also Mobile Speak.
I don't have a smartphone, but what I know is that the male German voice 
does sound differently in its smartphone version compared to the PC version, 
and it is not due to a bitrate or other quality setting difference.

Furthermore RealSpeak and Vocalizer seem to be two different products.
Thus the reason why JAWS doesn't offer the third German voice, or the second 
Russian one, which also applies to nextup.com.
The worst about Vocalizer is not the high price, but the fact that the 
quality of the voices seems to be worse than the JAWS versions of the same 
voices.
And voices like the Australian English ones and the Indian English voice 
can't be bought via the Koba online shop, but you have to request them, if 
you wanted them, while the RealSpeak variant of them is either available for 
JAWS without SAPI or from nextup.com with SAPI probably in better quality.
If you have a computer with a virtual machine running, I'd suggest that you 
download the demo versions of Koba Speech 2 and listen for yourself, so you 
can compare one voice at a time without damaging your primary SAPI core when 
trial time of thirty days runs out or when the base Koba Engine is still 
unstable (might be still the case). 



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Re: [Audyssey] USA Games News

2011-11-02 Thread pitermach
This reminds me when I read about Hins releasing an sdk for the sense 
note takers. To get it though, you first have to send them  a message 
that you want it. Then they'll ask you some questions to check that you 
have the required C knowledge to program for the device, and if they 
deem you do, they'll finally send you the sdk and the documentations. 
Call me crazy, but isn't that a little overkill. Just because they built 
an overlay on Windows Mobile for their interface and programs doesn't 
mean you should go through that kind of testing.


On 2011-11-02 04:21, Thomas Ward wrote:

Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.


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Re: [Audyssey] USA Games News

2011-11-02 Thread dark

Hi Tom.

It's good to know that if I ever end up with 64 byt windows which would make 
the freely useable version of scansoft daniel I use for sapi obviously 
problematic, I won't have to pay the earth to get a decent voice to replace 
it, sinse I certainly won't! be paying hundreds of dollars to scansoft.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-11-02 Thread QuentinC

Hello Thomas,

Do they want to have applications working with their screen reader or not ?
Such an API is normally made for being publicly available. Look at 
twitter and google, they are commercial companies but their respective 
API are publicly available. Having to pay to use some of the services 
provided by the API is another problem. The API itself can always be 
downloaded freely.
Dolphin  must understand that such an API is made to work with their 
screen reader and improve existing applications, not to break, 
decompile, crack it or whatever. Being so protective is suspect, it may 
proof that their API is bad made and that it allows to do too many 
things and/or enter too deeply in their proprietary code. That would be 
a valuable reason to protect it so much, otherwise I don't see what's 
the problem.


To be honnest, I haven't considered potential legality issues. I already 
use JFW API for ages, and I'm sure FS completely don't care if I use it. 
Anyway, their API is so made that you are totally unable to break or 
crack something. You can just be collaborative and tell the API to say 
something, or run a script.



Where I got my information: nothing is really secret there
* JFW: it was a long time ago, in a french blind programming 
mailing-list. The creator of SoundRTS sent me a zip containing 
jfwapi.dll and corresponding header. Nowadays however, we shouldn't use 
jfwapi.dll anymore but use the COM interface directly. I got the 
information about the COM interface by using OLE explorer and my though 
was confirmed when I read say tools source later.
* NVDA: I have nothing else that what is publicly available, and it's 
sufficient. Something is to mention, the return values of the functions 
are pretty unclear. I tested myself with my copy of NVDA to exactly 
clarify how it works exactly.
* System access: I don't remember who sent me a zip containing the DLL 
and the headers, but it was by mail. Only recently I was able to ask 
somebody to test.
* Window eye: I just allmost copied and translated from VB to C the code 
in say tools package by jamal. I asked somebody else to test it. I was 
unable to install window eye demo in a XP VM, the install systematically 
crashes. I'm not a window eye customer and don't want to be unless I'm 
obliged, so I never contacted them, I think this is rather impolite.

I'm sure we can improve that part of the code.

One interesting thing about my API is the following: if you quit jaws 
and start NVDA, then my code notice that jaws was exited and 
automatically connect to NVDA, without quitting the application using 
the API. It works also if you do the reverse, quitting NVDA and start 
jaws. For window eye and sytem access that thing doesn't work because I 
don't have any info on return values from the say functions.



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Re: [Audyssey] USA Games News

2011-11-02 Thread dark

Hi Tom.

i'm glad the documentation is actually out, but certainly when i spoke to 
Dolphin there was none of this business about hiding the api, afterall it's 
not as if having it would let someone Hack supernova at some point.


I'll have to talk to them again, sinse if a developer for a free products 
such as Aprone can't get easy access to it that would not be a good thing.


At least the documentation is actually donewhich is further on than I 
thought things were.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 02, 2011 3:21 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark  wrote:

Hi Tom.

Well I'm hoping that the supernova api won't be that! secret, sinse I 
have

pointed out to dolphin that it is necessary to get this support going in
Supernova as well.

Hopefully they'll release it soon, but we'll see.

Beware the gRue!

Dark.


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Shaun,

I suppose. However, I think it is more to do with commercial verses
open source development procedures. commercial software companies
generally are very private and tight lipped about their products and
hate to give any information away that could be potentially used by
their competition. For them money is the bottom line and everything
tends to be put on a need to know basis. Open source developers are
not as worried about financial concerns, not too concerned about their
competition, and can afford to be more open and freely helpful when it
comes to how their software works. Simply put, open source developers
are more concerned about the needs of those who they are writing the
software for rather than how much money is going into their individual
pockets.

For example, the developer of NVDA says he started the project because
he was tired of paying hundreds of dollars on screen readers and other
adaptive technology. He believes that access to a computer should cost
us no more than the average sighted user. I agree, and am glad NVDA
exists for those who can't afford Jaws, Window-Eyes, SuperNova, etc.
In any case the developer realizes that there are people who can not
afford a high priced screen reader, and that equal access to a
computer shouldn't cost us hundreds perhaps thousands we don't
necessarily have to give. His bottomline is universl accessibility for
everyone not thousands of dollars a year on income from the project.
Therefore in the long run NVDA has a lot going for it, and may become
the screen reader of choice for the majority of blind users who don't
get Jaws from their state agency or employer.

Plus NVDA is based on an off the shelf language like Python. Adding
Python modules to extend specific application support isn't that hard
given all the Python 2.7 manuals are online and freely available. Jaws
on the other hand uses a proprietary scripting language, and unless
you can figure it out by reading the existing source Freedom
Scientific expects Jaws scripters to fly to Florida, pay the big
bucks, and take their scripting classes. They can go jump in a lake as
far as I'm concerned. Nobody should have to take special classes to
learn to get the most out of their screen reader. However, it is and
always has been just another way to make money off the product as you
know.

Cheers!

On 11/2/11, shaun everiss  wrote:
> hmmm all the older companies are more warried about their backsides
> than actually moving foreward.
> nvda is a opensource modern script based system.
> It is not owned as such in fact its prity open what you can do, I
> think its gpl based, so you can hack and slash at it all you want
> with in reason.

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Re: [Audyssey] USA Games News

2011-11-01 Thread dan cook
Hi Thomas,
That sounds fantastic and was definitely interesting to read.  If
anyone deserves a decent break and a great time with family, you do.
I'm loving the ideas for g3d as it should hopefully bring audiogames
up to the next level.  also, i'm a huge wrestling fan, so superslam
sounds fantastic, especially if you can create wrestlers such as tna
or ring of honour guys if they arn't in the game.  have a brilliant
halloween and I hope you continue to enjoy what you're doing, as it
sounds like you are.

On 10/31/11, Thomas Ward  wrote:
> USA Games News
>
> October 31, 2011
>
> Introduction
>
> Hello everyone, and welcome to another edition of the USA Games News.
> As we haven't put out a press release in quite some time and today is
> Halloween we thought now would be a good time to bring the community
> up to date with the latest changes and news.
>
> First, an apology is in order. Late in September we mentioned we were
> considering putting out a game for Halloween. At the time it was
> something we could do fairly quickly, and because we weren't going to
> market the game we were not going to add all the features we could.
> Which means the game probably would have not been up to our usual
> standards to begin with.
>
> However, early on in production we realized that we did not
> necessarily have all the music and sound effects necessary to create a
> game of the type we had in mind. We were looking at investing a few
> hundred in music and sounds, and since we had just purchased new
> 64-bit laptops there was no money to speak of for sounds and music for
> this production. The end result would have been cheaply done without
> it, and to do the game right we would have to end up charging for it.
> So that didn't square well with us.
>
> The other issue was time. Once October got started my wife and I were
> constantly busy with one thing or another. Halloween parties, a fall
> cookout, antique festivals, or just sitting back and watching
> Halloween movies on TV. Basically, it came down to a choice of working
> on a game for little to no money, or spending that time with our
> family and friends. In the end the family/friends won out, and before
> we had time to really get a serious start on it there was no time left
> to work on the project before Halloween was upon us.
>
> So at this point the Halloween game  is not completely abandoned but
> has been postponed. Since there is only about two months until
> Christmas we need to get things back on track in terms of our
> commercial projects. Mysteries of the Ancients is nearing
> completion---as will be discussed at further length in this news
> letter---and Raceway still needs a lot of work to be completed before
> we can have any kind of public beta or demo. So our development
> schedule is pretty full until the end of the year on our main titles.
>
> We would like to apologize for not delivering this game as intended,
> and we hope next year we will be able to have more time to spend on it
> for next Halloween. Until then though we have our hands full with
> other projects.
>
> Genesis 3D
>
> One of the projects that has been getting a lot of work over the last
> month or so is our Genesis Engine, G3D, which we think will help
> improve all of our projects. It will speed up development time in the
> future as well as add some more flexibility in the kinds of games we
> can create.
>
> For instance, we've been looking at creating an RPG style game for
> quite some time, but unfortunately with that type of game prerecorded
> speech is totally impractical.  There is no way to add custom names,
> classes, or weapons to a game without recording the files and having
> the game load and playback the wav file. Not to mention with that kind
> of game its easy to have hundreds of weapons, special items, and
> several characters and places all that would have to be prerecorded.
> It goes without saying that recording and editing hundreds perhaps
> thousands of speech clips take a very very long time to do.  Finally,
> the worst part is because all of the speech clips are prerecorded
> there is no way to change the pitch, rate, volume, or voice on the
> fly. If that needs to be changed it requires rerecording, editing, and
> testing  everything from scratch. Its such a time consuming process
> that it is not really ideal for any kind of game let alone a large RPG
> type game.
>
> One thing we briefly looked at was some kind of text-based user
> interface. We wrote a simple blackjack game, drew a standard window,
> added a textbox, and printed text to the screen. It worked, but wasn't
> a good solution to the problem mainly because in order to read the
> text on the screen the player constantly had to review the screen with
> the Jaws, Window-Eyes, or NVDA review cursor. If a gamer wanted the
> text to be spoken automatically they'd have to use frames, user
> windows, or write scripts to capture the new text and speak it aloud.
> Needless to say it really wasn'

Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
the problem tom is that organisations still think jaws or win eyes or 
whatever is what people should use.

What are a few million users when mostly its pushed at us through a straw.
I had no choice what I got, I still use sn 12, but yeah as long as 
blind organisations fund them users don't matter, well maybe gw and 
dolphin they may matter a little more than fs but still.

At 11:46 p.m. 1/11/2011 -0400, you wrote:

Hi Dark,

Couldn't agree with you more. When I switched to NVDA last year and
decided not to upgrade Jaws or window-Eyes I began looking for decent
Sapi voices to use with NVDA. As far as I am concerned its hard to go
wrong investing in the Cereproc or Cepstral voices.

For one thing the prices are pretty low. I've got a few Cepstral
voices which only cost me $30 USD which is a good price considering
Ivona charges $45 per voice, and they are not proprietary. Cepstral
seems to be interested in making money honestly and intentionally keep
their prices low so just about anyone can afford their products who
wants them.

Another reason I like Cepstral is they were one of the first to get
their act together and upgraded their Swift 5 engine to 64-bit where
AT&T, Cereproc, etc are still based on 32-bit engines. Since I owned a
couple of Swift 5 voices they didn't even charge me to upgrade from
32-bit to 64-bit, and they work with my games. So I'm not complaining
about their customer service and support at all.

So the way I see it is if RealSpeak,Eloquence, and the other
proprietary TTS engines continue to be high priced and continue with
this proprietarial non-sense let them blow their foot off. As you say
its not like they are the only game in town, and sooner or later
they'll get the message we don't need their products. There are
equally decent products around for a lot less money and the companies
who make them are much more honest in my opinion.

Cheers!


On 11/1/11, dark  wrote:
> Hi Michael.
>
> Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12,
> and I can't say i've noticed any appreciable difference betwene 
that version

> of scansoft daniel and the realspeak one, though I am not sure about other
> voices.
>
> i actually stil use the Dolphin orphius voice alan with hal, because I find
> any encarnation of the realspeak voices not to respond quickly enough to my
> typing speed. Only eloquence and orphius can catch up, and the natural
> sounding English voice alan available from dolphin's site I find far more
> preferable to eloquence or orphius synths, thus being the perfect 
compromise

> betwene understandability and responsiveness.
>
> Back to realspeak though, those prices are horrible! considdering seerprock
> and other freely available voices that run with sapi are only about 30
> dollars each, I have to wonder what the company is playing at. Ever sinse
> they started this proprietorial nonsense I've very rapidly lost any respect
> I had for them in the first place.
>
> All I can see this doing is absolutely insuring that people will 
go to other

> companies like seerprock or kepstral for sapi voices, though sinse that's
> pretty much been happening ever sinse scansoft stopped selling freely
> useable voices it actually doesn't make as much difference.
>
> If they want to shoot their business in the foot,  well let them, it's
> not as if we don't have other options afterall.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
hmmm all the older companies are more warried about their backsides 
than actually moving foreward.

nvda is a opensource modern script based system.
It is not owned as such in fact its prity open what you can do, I 
think its gpl based, so you can hack and slash at it all you want 
with in reason.

At 11:21 p.m. 1/11/2011 -0400, you wrote:

Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark  wrote:
> Hi Tom.
>
> Well I'm hoping that the supernova api won't be that! secret, sinse I have
> pointed out to dolphin that it is necessary to get this support going in
> Supernova as well.
>
> Hopefully they'll release it soon, but we'll see.
>
> Beware the gRue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks. I'll take a look at your API, and let you know what I think.

As far as an open source project I think that would be a good idea,
but I see one potential problem with that and it deals with
proprietary licenses.

For instance, I am currently in communication with Dolphin--the makers
of SuperNova---and they seem to be overly protective of their screen
reader API and documentation. The first thing they said when I asked
about it is that I'd have to sign a non-disclosure agreement and fill
out some legal forms before they would even discuss it with me. That
kind of proprietary and  secretive license, prevents anyone of adding
support for SuperNova in any kind of open source project.

As for Window-Eyes I just got the developer information today and it
looks fairly straight forward. Beginning with Window-Eyes 7 GW Micro
has deprecated the GWSpeak.dll API in favor of connecting with
Window-Eyes through its script interface. It doesn't seem all that
complicated, but it does feel like an odd way to send messages to and
from a screen reader.

In any case I'm sure I can help you with Window-Eyes. I've used
Window-Eyes for at least twelve years---ever since Window-Eyes 3.1
came out--so I have the experience to help with it. The last version I
got before switching to NVDA was 7.5, and therefore have a fairly
current release to do testing with. I hope to have Window-Eyes support
added to my engine sometime before the week is out now that I have the
end user documentation and Window-Eyes SDK in hand.

Cheers!


On 11/1/11, QuentinC  wrote:
> Hello,
>
> I don't know much about licensing issues and I'm not sure of what to do
> in that area. I also dont' really know what to do about giving an access
> to the source code or not. One thing is sure, the project is very young,
> nothing for future is really decided, and the source code isn't made to
> facilitate reading (I don't want to waste time for that).
>
> A binary only version is online here:
> http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look
>
>
> Since gatehering information about screen readers API is quite hard, it
> might be nice to be able to collect all we know at the same central
> point and to start an open source project. I don't know. Maybe we could
> talk in private to discuss what would the best thing to do.
> The benefit of associating could be good: for example you are a
> specialist of window eye, and myself I don't know that scrren reader at
> all (I was even unable to install a demo version on a XP VM), so you
> could probably improve the code concerning window eye.
>
>
> ---
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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Michael,

Thanks for the info. Yeah, I was aware of the Vocalizer 5 name change,
but many of the people on this list are Jaws users. Therefore they
would think of those voices as RealSpeak Direct rather than Vocalizer.
So that's why I used the older more well known name in my article.

I wasn't aware a person could buy the Vocalizer 5 voices, and I'm glad
to know there is still a way to get them if a person is willing to buy
them. As for myself $300 is way too much money for two voices
considering I could have 10 Cepstral voices or 6 Ivona voices for that
price.  Once again, their shooting themselves in the foot if they
think the average person is going to pay that kind of money for TTS
output when something like the Ivona voices are just as good--maybe
even better---and a lot cheaper. its stupidity on their part.

Cheers!


On 11/1/11, Michael Gauler  wrote:
> Hi Thomas,
> I don't know if you are aware of this, but there might be several problems
> coming the way of all JAWS and RealSpeak Direct users.
> Unfortunately no one in that the Speech Market except Ivona seems to be
> willing to give apropriate information about their products.
> I'll post this here in public, so that all people know of this, since the
> talk on games and speech engines has already started.
> First of all Nuance/Scansoft has developed several new voices. Some of them
> being in new languages and other ones give more choices for existing
> languages.
> First of all, the new voices are not named RealSpeak, but Vocalizer 5.
> The only company who does sell the new voices to end users is Koba Vision.
> There you have to pay more than $300 for two voices of your liking.
> However there are two problems with the new product. First of all, It seems
> that the new engine might not be totally stable, but this might have been
> fixed by now.
> But the more important issue is that the new distribution of voices seems to
> be of lesser quality than the RealSpeak Direct voices.
> The next thing you should know is that the new Scansoft voices haven't been
> made available to JAWS users up to now (the reason is unknown).
> Furthermore, the new voices can't be purchased from nextup.com for
> TextAloud, either.
> And the last piece of news is that Nuance and Loquendo are effectively
> becoming one company now and that again no one knows what this means for the
> individual products of both companies and for general availability of said
> products...
> That's it, more information seems to be unavailable.
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Couldn't agree with you more. When I switched to NVDA last year and
decided not to upgrade Jaws or window-Eyes I began looking for decent
Sapi voices to use with NVDA. As far as I am concerned its hard to go
wrong investing in the Cereproc or Cepstral voices.

For one thing the prices are pretty low. I've got a few Cepstral
voices which only cost me $30 USD which is a good price considering
Ivona charges $45 per voice, and they are not proprietary. Cepstral
seems to be interested in making money honestly and intentionally keep
their prices low so just about anyone can afford their products who
wants them.

Another reason I like Cepstral is they were one of the first to get
their act together and upgraded their Swift 5 engine to 64-bit where
AT&T, Cereproc, etc are still based on 32-bit engines. Since I owned a
couple of Swift 5 voices they didn't even charge me to upgrade from
32-bit to 64-bit, and they work with my games. So I'm not complaining
about their customer service and support at all.

So the way I see it is if RealSpeak,Eloquence, and the other
proprietary TTS engines continue to be high priced and continue with
this proprietarial non-sense let them blow their foot off. As you say
its not like they are the only game in town, and sooner or later
they'll get the message we don't need their products. There are
equally decent products around for a lot less money and the companies
who make them are much more honest in my opinion.

Cheers!


On 11/1/11, dark  wrote:
> Hi Michael.
>
> Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12,
> and I can't say i've noticed any appreciable difference betwene that version
> of scansoft daniel and the realspeak one, though I am not sure about other
> voices.
>
> i actually stil use the Dolphin orphius voice alan with hal, because I find
> any encarnation of the realspeak voices not to respond quickly enough to my
> typing speed. Only eloquence and orphius can catch up, and the natural
> sounding English voice alan available from dolphin's site I find far more
> preferable to eloquence or orphius synths, thus being the perfect compromise
> betwene understandability and responsiveness.
>
> Back to realspeak though, those prices are horrible! considdering seerprock
> and other freely available voices that run with sapi are only about 30
> dollars each, I have to wonder what the company is playing at. Ever sinse
> they started this proprietorial nonsense I've very rapidly lost any respect
> I had for them in the first place.
>
> All I can see this doing is absolutely insuring that people will go to other
> companies like seerprock or kepstral for sapi voices, though sinse that's
> pretty much been happening ever sinse scansoft stopped selling freely
> useable voices it actually doesn't make as much difference.
>
> If they want to shoot their business in the foot,  well let them, it's
> not as if we don't have other options afterall.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark  wrote:
> Hi Tom.
>
> Well I'm hoping that the supernova api won't be that! secret, sinse I have
> pointed out to dolphin that it is necessary to get this support going in
> Supernova as well.
>
> Hopefully they'll release it soon, but we'll see.
>
> Beware the gRue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well I have plans when I upgrade to buy the us and uk versions as one 
200 buck package.

Eventually.
At 03:10 p.m. 1/11/2011 +, you wrote:

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse 
version 12, and I can't say i've noticed any appreciable difference 
betwene that version of scansoft daniel and the realspeak one, 
though I am not sure about other voices.


i actually stil use the Dolphin orphius voice alan with hal, because 
I find any encarnation of the realspeak voices not to respond 
quickly enough to my typing speed. Only eloquence and orphius can 
catch up, and the natural sounding English voice alan available from 
dolphin's site I find far more preferable to eloquence or orphius 
synths, thus being the perfect compromise betwene understandability 
and responsiveness.


Back to realspeak though, those prices are horrible! considdering 
seerprock and other freely available voices that run with sapi are 
only about 30 dollars each, I have to wonder what the company is 
playing at. Ever sinse they started this proprietorial nonsense I've 
very rapidly lost any respect I had for them in the first place.


All I can see this doing is absolutely insuring that people will go 
to other companies like seerprock or kepstral for sapi voices, 
though sinse that's pretty much been happening ever sinse scansoft 
stopped selling freely useable voices it actually doesn't make as 
much difference.


If they want to shoot their business in the foot,  well let 
them, it's not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - From: "Michael Gauler" 
To: "Gamers Discussion list" 
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems 
to be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

---
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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss

well supernova 12 has been using vocaliser automitive 5.52 for a while.
The quality is good but there are things like stutters and in some 
places american charicters and such are announced.

will pass this on.
At 02:14 p.m. 1/11/2011 +0100, you wrote:

Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to 
be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

---
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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12, 
and I can't say i've noticed any appreciable difference betwene that version 
of scansoft daniel and the realspeak one, though I am not sure about other 
voices.


i actually stil use the Dolphin orphius voice alan with hal, because I find 
any encarnation of the realspeak voices not to respond quickly enough to my 
typing speed. Only eloquence and orphius can catch up, and the natural 
sounding English voice alan available from dolphin's site I find far more 
preferable to eloquence or orphius synths, thus being the perfect compromise 
betwene understandability and responsiveness.


Back to realspeak though, those prices are horrible! considdering seerprock 
and other freely available voices that run with sapi are only about 30 
dollars each, I have to wonder what the company is playing at. Ever sinse 
they started this proprietorial nonsense I've very rapidly lost any respect 
I had for them in the first place.


All I can see this doing is absolutely insuring that people will go to other 
companies like seerprock or kepstral for sapi voices, though sinse that's 
pretty much been happening ever sinse scansoft stopped selling freely 
useable voices it actually doesn't make as much difference.


If they want to shoot their business in the foot,  well let them, it's 
not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - 
From: "Michael Gauler" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of 
them being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It 
seems that the new engine might not be totally stable, but this might have 
been fixed by now.
But the more important issue is that the new distribution of voices seems 
to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't 
been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for 
the individual products of both companies and for general availability of 
said products...

That's it, more information seems to be unavailable.

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

You can make changes or update your subscription via the web, at
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list,
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Re: [Audyssey] USA Games News

2011-11-01 Thread Michael Gauler

Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of them 
being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It seems 
that the new engine might not be totally stable, but this might have been 
fixed by now.
But the more important issue is that the new distribution of voices seems to 
be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't been 
made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for the 
individual products of both companies and for general availability of said 
products...
That's it, more information seems to be unavailable. 



---
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Re: [Audyssey] USA Games News

2011-11-01 Thread QuentinC

Hello,

I don't know much about licensing issues and I'm not sure of what to do 
in that area. I also dont' really know what to do about giving an access 
to the source code or not. One thing is sure, the project is very young, 
nothing for future is really decided, and the source code isn't made to 
facilitate reading (I don't want to waste time for that).


A binary only version is online here: 
http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look



Since gatehering information about screen readers API is quite hard, it 
might be nice to be able to collect all we know at the same central 
point and to start an open source project. I don't know. Maybe we could 
talk in private to discuss what would the best thing to do.
The benefit of associating could be good: for example you are a 
specialist of window eye, and myself I don't know that scrren reader at 
all (I was even unable to install a demo version on a XP VM), so you 
could probably improve the code concerning window eye.



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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Tom.

Well I'm hoping that the supernova api won't be that! secret, sinse I have 
pointed out to dolphin that it is necessary to get this support going in 
Supernova as well.


Hopefully they'll release it soon, but we'll see.

Beware the gRue!

dArk.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 01, 2011 2:30 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Well, when you find out something about Super Nova's API let me know.
This issue of not documenting the API is a common problem with screen
readers in general. Its driving me slightly nuts.

For instance, if a developer wants to know how to access NVDA via its
Controller Client its no biggy. There is a decent amount of free API
documentation not to mention source code too look at. Jaws on the
other hand is a totally different story. A developer wants to know how
to access and use the JFW API the developer has to contact them
directly, talk to their technical support, and then they'll e-mail the
developer documentation as well as the headers and libs for the API.
Why they don't put it up on the website I'll never know. The guys over
at Freedom Scientific created the API so applications would support
their screen reader, but when a developer asks about it they treat it
like top secret information or something. Like go figure. They want
third-party developers to support Jaws or not?

Cheers!


On 10/31/11, dark  wrote:

Hi Tom.

I'm sorry the halloween game didn't work out, but hopefully we'll have
something good to play from usa games before the end of the year.

Just as to the situation with the Supernova Api used for access (Hal has
been renamed supernova screen reader for some reason).

dolphin actually have it (it's been used in Quitter and supported 
libraries
which is why blockparty outputs to Supernova), however they haven't made 
a
general public release. Why?  because they haven't had time to 
document

the api!

I did explain to them that this is absolutely ridiculous! I've had people
say quite legitimately that they don't choose to use supernova becuase of
the lack of support from certain programs, and it is true that when a 
game
or other application is reliant on sending text directly to a screen 
reader

rather than printing it on the screen, it's not really useable with
Supernova currently.

Dolphin stated they were! going to fix this when they'd finished 
supernova
12.5, with it's rewrite of internet support, and sinse that's now done, 
I'm
hopeful the Api should be showing up soon,  indeed were I not busy 
guide

dog training currently I'd phone them and see where it currently is.

Hopefully when it is actually fixed supporting Supernova with directly 
sent

text will be no more difficult than with Window eyes, Jaws or any other
program.

As regards the review curser though, that really is one of the strengths 
of
Supernova. It for instance automatically reviews columns logically which 
is

why games liek Smugglers are easier, and also has great ways of moving
around the screen, my favourite of which is the find feature which can go 
to

any text.

This is why I generally myself don't find games that require it such as 
if

titles or old dos games like piledriver or fallthru difficult to play,
indeed while the direct output method is fine too (I can always use sapi 
as
I usually do), I wasn't unhappy with usa blackjack for this reason 
myself.


Beware the grue!

dark.


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi,

Yeah, I know what you mean. I use NVDA so much ESpeak has sort of
grown on me. Although, I'd prefer playing games using a better TTS
engine/voice I've actually found myself playing USA Blackjack 2.0
using NVDA and ESpeak. I could switch over to Ivona Bryan or Amy but I
figure if I can live with ESpeak 12 hours a day for internet, e-mail,
word processing, etc I can live with it in games too. :D

On 11/1/11, shaun everiss  wrote:
> well since I am a heavy user of nvda on the espeak synth i am quite
> happy with that.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks for the offer. What would the license be for using this dll of
yours in a commercial engine, and is it possible to get the source
code? I'm using Visual C++ so I'd prefer a Visual C++ *.lib rather
than a *.a file for MinGW.

Also I'd be interested to know where you got your documentation and
information. Right now I've got e-mails into Freedom Scientific, GW
Micro, Dolphin, etc on more information regarding their APIs. So I'd
like to know where you are getting the API headers, libs, and
documentation for this stuff. There doesn't seem to be anything on the
internet on the Jaws API, System Access API, or the GW Micro
Window-Eyes API.

On 11/1/11, QuentinC  wrote:
> Hello Thomas,
>
> You may be interested in a small thing I began these last months.
>
> I'm making a plain C DLL that automatically select the active screen
> reader to speak text, or optionally fallback to SAPI if no screen reader
> is available. It currently supports jaws, NVDA, system access and window
> eye. I'm also of course open to add other screen readers if someone can
> give me enough documentation.
> Tell me if you want a download link with the DLL, the .a linking file,
> and a commented .h file.
>
>
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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well since I am a heavy user of nvda on the espeak synth i am quite 
happy with that.

At 05:40 p.m. 31/10/2011 +0100, you wrote:

This news article made me curious about something.
Have you been able to work around the jaws keyboard trap issue? I 
guess you understand what I mean. Even then I'm not sure how well 
you could play a game like MOTA with it running, since it does make 
the keyboard sort of sluggish in some parts (scraping in a sound 
editor for instance)
Over all though i'm glad things are progressing. Being a NVDA user 
myself I really like using it as speech output in games. You could 
argue how Espeak/eloquence fits into a mood of a game, but hey. What 
ever works for someone just works.



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Re: [Audyssey] USA Games News

2011-11-01 Thread QuentinC

Hello Thomas,

You may be interested in a small thing I began these last months.

I'm making a plain C DLL that automatically select the active screen 
reader to speak text, or optionally fallback to SAPI if no screen reader 
is available. It currently supports jaws, NVDA, system access and window 
eye. I'm also of course open to add other screen readers if someone can 
give me enough documentation.
Tell me if you want a download link with the DLL, the .a linking file, 
and a commented .h file.



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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Ah, that's still one of the issues I'm working on. When using Jaws for
speech output there is a keyboard trapping issue I've not found a good
way around yet. I did put the JFW demo to sleep and that seemed to
work, but even though it frees up the keyboard its not as responsive
as using say NVDA, because I think Jaws still tries to capture or trap
the keyboard in the background. It is pretty problematic right now. I
may have to switch over to standard keyboard events rather than using
DirectX to fix that issue.

However, as for ESpeak and Eloquence I don't think they fit well into
a game environment, but its whatever works. With newer versions of
Jaws like Jaws 12 there is plenty of RealSpeak Direct voices like Tom,
Karen, Jennifer, Daniel, etc so all the user has to do is download and
install a RealSpeak direct voice, set Jaws up to use that, and the
game will use the RealSpeak voices instead of Eloquence. So hopefully
it is things like that which will provide a better solution than just
ESpeak or Eloquence.

Cheers!




On 10/31/11, pitermach  wrote:
> This news article made me curious about something.
> Have you been able to work around the jaws keyboard trap issue? I guess
> you understand what I mean. Even then I'm not sure how well you could
> play a game like MOTA with it running, since it does make the keyboard
> sort of sluggish in some parts (scraping in a sound editor for instance)
> Over all though i'm glad things are progressing. Being a NVDA user
> myself I really like using it as speech output in games. You could argue
> how Espeak/eloquence fits into a mood of a game, but hey. What ever
> works for someone just works.
>
>
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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi Dark,

Well, when you find out something about Super Nova's API let me know.
This issue of not documenting the API is a common problem with screen
readers in general. Its driving me slightly nuts.

For instance, if a developer wants to know how to access NVDA via its
Controller Client its no biggy. There is a decent amount of free API
documentation not to mention source code too look at. Jaws on the
other hand is a totally different story. A developer wants to know how
to access and use the JFW API the developer has to contact them
directly, talk to their technical support, and then they'll e-mail the
developer documentation as well as the headers and libs for the API.
Why they don't put it up on the website I'll never know. The guys over
at Freedom Scientific created the API so applications would support
their screen reader, but when a developer asks about it they treat it
like top secret information or something. Like go figure. They want
third-party developers to support Jaws or not?

Cheers!


On 10/31/11, dark  wrote:
> Hi Tom.
>
> I'm sorry the halloween game didn't work out, but hopefully we'll have
> something good to play from usa games before the end of the year.
>
> Just as to the situation with the Supernova Api used for access (Hal has
> been renamed supernova screen reader for some reason).
>
> dolphin actually have it (it's been used in Quitter and supported libraries
> which is why blockparty outputs to Supernova), however they haven't made a
> general public release. Why?  because they haven't had time to document
> the api!
>
> I did explain to them that this is absolutely ridiculous! I've had people
> say quite legitimately that they don't choose to use supernova becuase of
> the lack of support from certain programs, and it is true that when a game
> or other application is reliant on sending text directly to a screen reader
> rather than printing it on the screen, it's not really useable with
> Supernova currently.
>
> Dolphin stated they were! going to fix this when they'd finished supernova
> 12.5, with it's rewrite of internet support, and sinse that's now done, I'm
> hopeful the Api should be showing up soon,  indeed were I not busy guide
> dog training currently I'd phone them and see where it currently is.
>
> Hopefully when it is actually fixed supporting Supernova with directly sent
> text will be no more difficult than with Window eyes, Jaws or any other
> program.
>
> As regards the review curser though, that really is one of the strengths of
> Supernova. It for instance automatically reviews columns logically which is
> why games liek Smugglers are easier, and also has great ways of moving
> around the screen, my favourite of which is the find feature which can go to
> any text.
>
> This is why I generally myself don't find games that require it such as if
> titles or old dos games like piledriver or fallthru difficult to play,
> indeed while the direct output method is fine too (I can always use sapi as
> I usually do), I wasn't unhappy with usa blackjack for this reason myself.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Glad to be of some assistance. A lot of what I talked about is
personal experience testing, experimenting, and tracking down
stability issues with games on my 64-bit copy of Windows 7.

For instance, I've got a lot of Jim Kitchens games installed on this
box. As you know they use SAPI for speech output. I wanted to know if
it was the games themselves or SAPI that were crashing. Turns out
through trial and error if I use a true 64-bit voice like Microsoft
Anna or Ivona Bryan the games run fine. If I use an older  32-bit
voice the games have a tendancy to crash more often than not. That
made me a little hesitant to rely on SAPI alone for speech output in
my own games because if the user is using the wrong voice there could
be stability issues.

So what I'm doing to resolve that problem is adding multiple speech
services to the engine Jaws, NVDA, SAPI, and probably other screen
readers as well. That way if one doesn't work or suit someone they can
simply go into the program settings and change the speech service to
something more to their needs. So far its working out pretty well.

For the past year or so I've become a big NVDA user, and prefer using
it over Jaws and Window-Eyes. Its pretty cool to go into one of my
games, change the default speech service to NVDA, and have everything
spoken using NVDA. Its a lot more seamless and responsive than what
we've been doing with STFC,  MOTA, etc using prerecorded speech clips.

So I'm glad I have helped by sharing my experiences. I've done a lot
of testing trying to find a stable way to get spoken feedback to the
end user, and there is no one size fits all solution. A combination of
solutions is better than sticking to any single solution from what
I've seen so far. If you can contact the screen reader through its API
like the JFW API, NVDA Controller Client, etc its even better yet. Its
pretty likely that there will be a high degree of accessibility out of
the box.

Cheers!


On 10/31/11, Eleanor Robinson  wrote:
> Thomas,
>
> John and I feel your pain.
> We've been sitting here reading your latest USA Games News; informative
> as usual.
>
> We use SAPI and JAWS in our games. Both are a pain.
>
> SAPI crashes sometimes, not always, on our 64-bit machines; though it
> works fine on our 32-bit machines. Our examination of the Windows error
> logs confirms that the crash is in their SAPI DLL.
>
> Your information about the 64-32 bit-ness of the voices is helpful to us
> there. Now we don't have to spend a whole lot of time looking for
> non-existent bugs in our code. (John says Yea!)
>
> Suspect that all of us will just have to endure the occasional crash on
> a 64-bit machine until our gamers replace their voices. At least our
> stuff automatically saves at each step, so people don't lose their games.
>
> And JAWS won't work at all on a 64-bit machine; but you know all about that.
>
> Oddly enough, we're seriously looking into using recorded voices (MP3)
> for the second release of our "Sounds Like" game. The first release is
> in QA right now. Ryan, our chief Beta tester says some of the words are
> hard to understand. And Kelly commented on sound quality in his recent
> review of our stuff.  So we take this seriously.
>
> Since a word game is not nearly as complex as the RPG's you're doing, we
> think that using sound files might not be too resource intensive. Just
> gotta get Cyndi in front of the mike. (But she's off doing paying acting
> gigs right now.)
>
> Thanks for your timely information. (John says yea again!)
>
> Eleanor and John
> 7-128 Software
>
>
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[Audyssey] USA Games News

2011-10-31 Thread Eleanor Robinson

Thomas,

John and I feel your pain.
We've been sitting here reading your latest USA Games News; informative 
as usual.


We use SAPI and JAWS in our games. Both are a pain.

SAPI crashes sometimes, not always, on our 64-bit machines; though it 
works fine on our 32-bit machines. Our examination of the Windows error 
logs confirms that the crash is in their SAPI DLL.


Your information about the 64-32 bit-ness of the voices is helpful to us 
there. Now we don't have to spend a whole lot of time looking for 
non-existent bugs in our code. (John says Yea!)


Suspect that all of us will just have to endure the occasional crash on 
a 64-bit machine until our gamers replace their voices. At least our 
stuff automatically saves at each step, so people don't lose their games.


And JAWS won't work at all on a 64-bit machine; but you know all about that.

Oddly enough, we're seriously looking into using recorded voices (MP3) 
for the second release of our "Sounds Like" game. The first release is 
in QA right now. Ryan, our chief Beta tester says some of the words are 
hard to understand. And Kelly commented on sound quality in his recent 
review of our stuff.  So we take this seriously.


Since a word game is not nearly as complex as the RPG's you're doing, we 
think that using sound files might not be too resource intensive. Just 
gotta get Cyndi in front of the mike. (But she's off doing paying acting 
gigs right now.)


Thanks for your timely information. (John says yea again!)

Eleanor and John
7-128 Software


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