Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark

Hi Michael.

I must confess I disagree about sapi.

for reading stats and menues I don't see the problem myself. while cutscenes 
with full acting are always welcome, remember that if you use full acting 
that limits the game to what can be recorded.


for instance, suppose you had a scene at the beginning of the game in which 
the king says "welcome Gawane, we have not had a knight of your renown in 
this kingdom for many years"


There would be no way to change your characters' name, he must be called 
gawane and must be a he, sinse that's already recorded, also he must be a 
knight.


You could (if you had lots of time, and money to employ actors), create 
several alternatives, eg, merlin the wizard, Rath the ranger etc, but there 
would be a limit, pluss of course you'd then there would be the problem of 
rejiggering everything for characters of different genda.


You couldn't add another class to the game without having to rerecord 
anything.


In sapi though you can enter your own name, genda, include as many classes 
as you want etc, thus it is highly flexible.


while I love cutscenes, and human voices for dialogue, and perhaps some 
generic ones (written so as not to refer to characters), would be great in 
the game, I do think if we want the game to be flexible sapi is really the 
best alternative.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark
mmm michael, remember that developing for different devices is a different 
practice.


I freely admit I'd love to play papasanga myself, but I'm quite aware that 
to make it for pc the developers would probably have to completely gut and 
rewrite the game from scratch which they might not be able to do.


while it's certainly true there are greedy companies who will make unique 
content for the same game on two different systems just in the hopes that 
people will buy both, don't confuse this type of practice with the practical 
difficulty of producing the same game on two platforms.


Capcom, namco, square etc could! easily make the same game for different 
platforms because they have the mega millions to hier lots of prgrammers to 
do it.


A small group of people like the team that make pappasanga don't have that 
kind of money or those sorts of resources behind them.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Sunday, August 14, 2011 6:29 PM
Subject: Re: [Audyssey] getting a emulator for the blind.



Hi Thomas,
I am going backwards trough recent messages, so don't be confused of my 
message order.
And I also have to say something about this practice of mainstream money 
hungry persons, since I am now at it.
Why is the game Papa Sangre an Iphone exclusive regardless of it does also 
contain graphics, which I don't know about?
The story is not bad, but why now do the same for audio games like in 
mainstream market where titles are either totally different for each 
platform or only for a single platform, either a console or damnable 
mobile exclusive.
I don't have anything against smart phones allthough I don't own one 
myself, but to make a program or game just for them, when it could also be 
useful for your Netbook or Desktop PC, I don't get.
Moreover all people run around with their Ipod or smartphone or similar 
things to show off, but what fun is it (if I had sight) to watch a high 
resolution H.264 video on a small display with an excuse for something 
vaguely resembling speakers?

OK, I could use headphones, but still...

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Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark

Hi Michael.

Because any 3D game tom makes will be publically beta tested, there will be 
the oportunity to ask for feature x or request that navigation feature y be 
included.


I must confess as someone with a pretty lousy mental mapping ability, I'm 
interested to see how the game works myself, and will deffinately make any 
suggestions I think may be needed for the game at the time that testing 
rolls around.


As to training, again a good idea, though also bare in mind that an audio 
walkthu and explanation is probably produceable as well.


Bewre the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark

Hi Tom.

i admit I've made the 3D mistake with shades myself, sinse it is technically 
a 2D first person shooter rather in the style of the first doom game or 
Wulfenstein 3D (which wasn't technically 3D either ;D).


Terminology is rather problematic here, this is why the explanation of 
genres on audiogames.net exists, and any changes will be explained there so 
that everyone can be certain what a game is when a game is, and also make 
certain that we are talking about the same thing.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark

Hi Tom.

I didn't know that about montizumas revenge, though I'm not overly 
surprised. Turrican, Mega man 2, actually produced in the developers' spare 
time sinse capcom wanted him to work on other projects, puzle games like 
boulderdash and supaplex, even I believe the original mario brothers.


All were pretty much just the work of an individual or a small group, rather 
than the masses of people that work on them now under the thumb of 
corporations.


it's quite sad really, though at least the internet has made it possible for 
someone to be able to program a game and distribute it themselves for at 
least some of the available platforms like pc, even if others like mac and 
wii are making things difficult.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-15 Thread dark

Hi Tom.

As I said, I didn't completely agree with the point that 3D was 
automatically easier than 2D, not after seeing games like metroid prime or 
maximo (not to mention resident evil), but I do think there is an arguement 
that 3D does create the necessity to make obstacles challenging, where as 
standard 2D is challenging anyway.


to take your acid pits example, suppose there were no falling rocks at the 
side of the pits, they would be too easy. However even in a bog standard and 
comparatively uninteresting 2D game, any pit must be jumped directly.


The same is true of monsters. A generic 3D monster walking back and forth is 
harder to get around than a generic 2D monster like the mario goomber which 
you must confront even though it only walks mindlessly along, so it's up to 
the developer of a 3d game to make monsters harder by including say an Ai 
that causes monsters to home in on you.


Interestingly enough, my favourite 2D games have always been those that 
imploy far more movement and options for the player.


in the mega man x series for instance, you can wall kick your way up any 
vertical surface. Thus, in the final fight with Sigma in Mega man X1, he's 
too tall to jump on the ground, and will block your shots with his 
beamsabre. You must climb the wall, at which point he'll start jumping up 
towards you, and require you to slide down at the correct wrate to avoid his 
jumps while getting some shots on him yourself.


Metroid with the morph ball and spacejump (where you can virtually fly), 
Turrican with it's invinsible wheel mode, Gunstar heroes where you can jump 
up and hang upside down from the underside of any ledge even the cieling.


Yet, in all these games, the enemies bosses and obstacles are quite up to 
the increased movement of your characters, covering more of the screen, 
having better ai or even requiring more complexity to defeat.


this is also interestingly enough precisely why I am so bothered about the 
lack of 2D in audio, sinse all my favourite games make very! extensive use 
of the second dimention.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Michael Gauler

Hi Thomas,
I know that professional voice acting is expensive.
But there might be an alternative.
I take it you know what amateur audio plays and fan films are?
If so, ask yourself if any amateur (voice) actor is that bad.
Do you know that in  a short while the longest Star Trek fan film is going 
to be released and that the ones who "play" actor in the film don't have bad 
voices and that the same production team already has made over fifty 
episodes as a continued fan Trek series?
And besides, I wouldn't know how you could ask for professional voice acting 
in your country of origin.
I am German and I know who does voice acting for free in my audio drama 
community only, but I doubt theese people would be of any help for you.
However I can you tell this most TNG era mainstream Star Trek games have the 
German voice Actors who also made the German versions of Star Trek.
And if thoose are not available, there are lots of "undiscovered" talents, 
who make some free audio books and dramas, but haven't been sought out by 
professional audio production teams yet.
I do not know your own voice, or that of your family or friends, but if they 
were not bad you always could use them (if they were willing) instead of 
having actors who cost you too much.
Hey, even some professional and commercial games have bad voice actors in my 
country... 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Michael Gauler

I know what the navigator can do.
But the problem I have is of another kind.
It is a big place and if this was a mainstream game, there would probably a 
feature in it where I could look at a full map at any time and could use 
this to figure out that I have to go left instead of right, to go into a 
room where I need to take an item or drop one there. You can figure out 
where you can turn left or right, but without really not much of ingame info 
about where you ought to go first, you can wander aimlessly around, even if 
the navigator tells you where you can go and where you should not turn 
around.

That's what I meant.
And in some cases I would be told ingame that I had to go to room x to do 
something there.
I have listened to an audio walkthrough of the game and played myself a 
while ago, but such kind of "navigation with premarked targets" or a 
location map is not directly available ingame as far as I personally know. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
Hi Michael,

Ummm...What level is your audio navigator set to. If you need more
help maybe you should set your audio navigator in Shades of Doom to
full. It will tell you exactly where passages are, what direction they
go, etc. This sounds to me like lack of experience rather than
difficulty. I've never had a hard time playing Shades of Doom or Sarah
using the built in navigation features.

On 8/14/11, Michael Gauler  wrote:
> Hi Thomas,
> about Shades of Doom or any game like it.
> What you said is asomething ingame training should be there.
> I know that I would need a while to learn all necessary things to use Mota
> 3D, but if I only had a manual with just a bit of "learn game sounds", I
> would be lost or it would take me a while to learn things.
> For such things most mainstream games I know or have myself contain some
> form of detailed training missions outside of the main mission or campaign
> where you do things step by step and that guided and where it is not your
> characters immediate end when you miss or screw a jump or something.
> That's one reason why I only have demos of the Sarah game or Shades of Doom.
> OK, I know to walk around, but within SOD, I don't have an audio
> representation of a visual map of a mainstream game and thus no idea where I
> should go first and more important where my first objective is located and
> how to get to it.
> It might be appropriate to hide the way to something as a riddle in some
> parts of a game, but not the entire time and basic navigation bejond "there
> is a passage to your left or right" is what I am really missing in the
> titles with the GMA engine.
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
Hi Michael,

Its simple. I don't have hundreds of dollars in cash laying around to
put twards professional acting and high quality voice overs and
naration. Something like Sapi is the most affordable and simple
solution to that problem. Otherwise I'd have to stick to a text only
format which I personally think is an even worse solution, or at least
isn't any better.

So here is the deal. Its one thing to sit back and complain about not
having human actors, but are you willing to finance the project? Are
you willing to put your money where your mouth is and put up however
much money it costs to higher human actors to do dialogs, cutscenes,
and make the game mainstream quality?

That is in my opinion where the rubber meets the road so to speak. If
I don't have the money to higher actors and no one is personally
willing to put up a few hundred to do the game justice then my only
recourse is to make it the most cost effective as I can. If it means
using Sapi for narations that is the best I can do on my limited
budget. Its a case of put up the money or shut up about the quality.

HTH


On 8/14/11, Michael Gauler  wrote:
> Hi again,
> another Thing I forgot about audio RPGs:
> If someone was to make one, then it would be not the best idea to use SAPI
> output for all things.
> I mean, what fun is dialogue of any kind or cut scenes or some
> intermissions, when only one voice reads your stats, narates something and
> also would do all ingame dialogue without or within cut scenes...
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Michael Gauler

Hi again,
another Thing I forgot about audio RPGs:
If someone was to make one, then it would be not the best idea to use SAPI 
output for all things.
I mean, what fun is dialogue of any kind or cut scenes or some 
intermissions, when only one voice reads your stats, narates something and 
also would do all ingame dialogue without or within cut scenes... 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Michael Gauler

Hi Thomas,
about Shades of Doom or any game like it.
What you said is asomething ingame training should be there.
I know that I would need a while to learn all necessary things to use Mota 
3D, but if I only had a manual with just a bit of "learn game sounds", I 
would be lost or it would take me a while to learn things.
For such things most mainstream games I know or have myself contain some 
form of detailed training missions outside of the main mission or campaign 
where you do things step by step and that guided and where it is not your 
characters immediate end when you miss or screw a jump or something.

That's one reason why I only have demos of the Sarah game or Shades of Doom.
OK, I know to walk around, but within SOD, I don't have an audio 
representation of a visual map of a mainstream game and thus no idea where I 
should go first and more important where my first objective is located and 
how to get to it.
It might be appropriate to hide the way to something as a riddle in some 
parts of a game, but not the entire time and basic navigation bejond "there 
is a passage to your left or right" is what I am really missing in the 
titles with the GMA engine. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Michael Gauler

Hi Thomas,
I am going backwards trough recent messages, so don't be confused of my 
message order.
And I also have to say something about this practice of mainstream money 
hungry persons, since I am now at it.
Why is the game Papa Sangre an Iphone exclusive regardless of it does also 
contain graphics, which I don't know about?
The story is not bad, but why now do the same for audio games like in 
mainstream market where titles are either totally different for each 
platform or only for a single platform, either a console or damnable mobile 
exclusive.
I don't have anything against smart phones allthough I don't own one myself, 
but to make a program or game just for them, when it could also be useful 
for your Netbook or Desktop PC, I don't get.
Moreover all people run around with their Ipod or smartphone or similar 
things to show off, but what fun is it (if I had sight) to watch a high 
resolution H.264 video on a small display with an excuse for something 
vaguely resembling speakers?
OK, I could use headphones, but still... 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
Hi Dark,

Yeah, I've seen that kind of confusion several times on list as well.
A lot of VI gamers toss out terms not really aware of what the
mainstream gamers mean by them because it sounds catchy or they simply
aren't aware of what that style of game is like.

For example, I've heard a lot of people refer to Shades of Doom as a
3d game. That's not really true. You can go forward, backward, left,
and right, but there is absolutely no up/down axis movement so by
definition it is not in fact 3d. It is a 2d game with 3d audio which
is a different issue completely.

Now, when I say Mysteries of the Ancients 3D will be a full blown 3d
FPS game that's precisely what I mean. Angela will be able to move
forward, backward, left, right, up, or down throughout the levels.
Plus she'll be able to aim her gun up or down plus face the target
which means targeting enemies will be slightly more complicated as you
have to setup the proper virtical and hhorizontal angle of the shot.
This is all pretty par for mainstream games, but a totally new concept
for VI gamers who will be entering a true 3d virtual environment for
the first time.

So getting back to the point there is certainly room for this
community to grow. Especially, in demonstrating what the difference
between termonology actually means. Someone who has never experienced
virtual 3d might be confused by a game like Shades of Doom claming 3d
audio, but does not in fact have 3d movement and game play. Someone
who has no concept of what roll playing game means might just think it
means playing a character regardless if it is an arcade game whatever.
The only way to fix that perception is to show them the difference
firsthand.

Cheers!



On 8/14/11, dark  wrote:
> Hi Tom.
>
> as regards your point concerning lack of exposure to mainstream games, this
> seems true to an extent.
> for instance, when justin of bsc described hunter as "an adventure role
> playing game" it's pretty clear that in writing that description, he had
> litle idea of what an actual role playing game of any type such as Dragon
> warrior, legend of zelda or final fantasy actually involved, in fact I am
> pretty certain he thought, as I've seen expressed on list previously, that a
> role playing game simply meant a game with a defined main character who's
> role you take on, even if playing that role involves arcade style action.
>
> sinse I am pretty certain Justin was not familiar with the mechanics or full
> focus of rpgs, on plot and exploration, it's clear how he made the mistake
> (and hunter is a good arcade game afterall).
>
> So this clearly does happen.
>
> However, there are also cases where two people simply have similar ideas.
>
> Castaways for instance bares quite a resemblance to a very popular recent
> internet ascii graphics simulation game called dwarf fortress, in which you
> as the player manage a group of dwarves building a fort, and must assign
> them work, identify different areas to work on, manage resources and built
> items such as metal and stone for weapons, even pets like cats and dogs to
> get rid of vermin.
>
> though the game is pretty inaccessible, a friend of mine is a huge fan. I
> showed him castaways, and his first comment was "a lot like dwarf fortress"
>
> Yet, jeremy has never come across dwarf fortress before, despite it being a
> recent, and very popular indi game regularly discussed around the net.
>
> Thus, castaways is an entirely original idea.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
Hi Dark,

Definitely. i think people, especially big companies, have forgotten
the early days of video gaming. Blockbusters like Montezuma's Revenge
wasn't created by a big cgame company. As i recall it was written by
some teenager and was sold to Parker Brothers. I can think of several
other games from that era that were similarly produced by an
indipendant developer and sold to a big game company for publication.

Now days though it is all proffet and market driven.  In other words
pure greed. If a company can produce a version for more than one
platform and offer different content for each platform they do so in
the hopes that the different versions will sell making you, the
consumer, buy all of the different versions to have access to all of
the content. its totally unfair, but a good market strategy to get the
most money out of a single product. That's pretty par for a capitalist
econemy.

Cheers!

On 8/14/11, dark  wrote:
> in some cases, it's based on hardware, for instance any mega drive prot of a
> game plays faster than it's snes counterparts sinse the mega drive had a
> basically faster processer, yet the mega drive had only an 8 bit sound card
> meaning that the sounds and music are not a patch on other versions.
>
> in some cases as tom said, releases on different consoles In the majority of
> cases though i'm afraid tom is right.
>
> By releasing content x for the playstation 3 and content y for the xbox, a
> company can make a person who likes the game pick up both versions. indeed,
> companies like capcom have taken this a step further by producing different
> versions of the same game for the same platform, hoping to get you to buy
> both when actually both are the same game just perhaps with one or two
> differences.
>
> then of course there are game regions when a certain game is not release
> somewhere because the comapny don't think it would sell.
>
> All of this is motivated by capitalism, aka greed!
>
> I am always amused when players talk about Mega man, metroid, sonic the
> hedgehog or another well beloved game series as a unique world with it's own
> story, and it's own games and style, where as execs from nintendo will talk
> about "the mario franchize"
>
> Sinse that's really all it is to most of them, just a way of making money.
>
> yes, there are stil tallented people who do the actual programming, of
> games, but even they are ruled by deadlines and prophit margins.
>
> This is another reason behind the indi games movement, to get back to the
> days of the 80's and early 90's where Jo blogs could program a game, take it
> to a company and have it distributed themselves, indeed most of the landmark
> games, mario, turrican, mega man 2, metroid zelda etc were actually the
> result of a small team of very dedicated people rather than another
> corporate prophit creating block buster idea.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
HI Dark,

True enough. In a 2d side-scroller you were limited in what you could
do wich was go foward, backward, up, or down. Sometimes not even that
much depending on the game and situation. That made traps and
obsticals difficult because there was no way around it except to fight
that boss, successfully jump the trap, or whatever was required to get
passed that barrier. With full blown 3d there is a lot more
maneuverability available to the player such as foward, backward,
left, right, up, or down. This usually gives you more options in
getting around a certain obstical.

For instance, take Monkey Business. At the beginning of the Aztec
temple level Smith must get around a series of acid pits. Smith can
jump them, but its also possible to move carefully along the left and
right edges of the pits while avoiding the falling rocks to get passed
that particular barrier. While it gives you more than one way to get
passed that trap it also offers additional challenges too. The falling
rocks are a pain to avoid if you choose to walk around the acid pits
rather than jump them directly. I don't necessarily think that going
3d makes things easier for the player, but it can add more options and
choices into the mix here.

Cheers!



On 8/14/11, dark  wrote:
> Hi Tom.
>
> on the matter of difficulty, this is actually a more general trend as well.
> Back in the 80's and 90's, games had to be hard, sinse there couldn't be
> much too them.
>
> For instance, my favourite game on the amstrad computer was one called
> rowland on the ropes, a maze adventure game in which you explored an
> underground toom,  actually a litle like Montizumas revenge, accept that
> rather than traps it  had hundreds of enemies! ghousts, mummies, bats,
> scorpions falling from the cieling, rats, skeletons, even vapires though i
> never got far enough through the game to get to those.
>
> that game was wreckend as comapratively average difficulty for the time, yet
> the furthest I ever got was to level 4, and that after many hours of
> playing.
>
> I did once talk to someone in connection with turrican who actually said
> that 3d makes games easier, sinse you can run around obstacles rather than
> having to face them as in 2D. While I don't completely agree, ot after
> seeing the difficulty some of my friends have with games like maximo ghosts
> to glory (which has a similar difficulty and theme to ghouls n ghosts), i do
> slightly see his point.
>
> Games seem on the hole easier now, and people's expectations the same, which
> I suppose is just a consequence of there being more games produced, and
> there bering the ability to make games longer and have things like
> savepoints.
>
> beware the grue!
>
> dark.

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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread Thomas Ward
Hi Dark,

Exactly. That's one of the core problems with developing games.
Creating an arcade shooter like Space Invaders, Judgment Day,
Troopenum, etc is fairly simple to do and that's why there are so many
of that type available in the audio games community.  It doesn't
require much skill or eexperience to pull that type of game off.
Something like Elite Force and Elite Force II are full blown 3d FPS
games with a complex storyline, acting, and a degree of complexity
much harder to match. therefore someone only skilled in arcade
shoot-m-ups is going to find it more difficult to take on something
like Elite Force as its way out of his/her league.

You are also right about RPG games.  One way to simplify something
like an RPG game is to use Sapi like Entombed does, or to output
directly to text. I'm looking at creating an RPG engine that does
exactly that as I'd like to see more roll playing games and outputting
messages via Sapi is preferable to me than reading a web page to
locate text. Especially, considering the real time RPG games like Star
Wars: Old Republic is very hard to do in audio alone anyway.

Cheers!





On 8/11/11, dark  wrote:
> Hi Michael.
>
> just a correction, we do have one real time zelda style rpg, at least in
> developement, the game Airik the clerric. I've not yet been able to play it
> sinse it's not compatibile with windows xp, but it does work on windows 7.
> The sounds are slightly temporary, but the gameplay is deffinately of the
> real time rpg style.
>
> On a more general point, while you are right, it is also worth remembering
> that the more complex the game, the more trouble it is to make.
>
> As Philip Bennifall shows in the example games for bgt, making a basic
> sterrio targiting type arcade game is comparatively easy, but making
> something like startrek ilete force or kings quest is another matter
> entirely.
>
> one way to reduce the complexity is to make them as textual rpgs, or at
> least use sapi the way entombed does.
>
> i'm fairly certain that sinse there are many fans of these sorts of games
> (including myself),k some of the more experienced devs will take up the
> challenge of building them, but sinse such a game requires a very compitant
> programmer we may have to wait.
>
> I am however confident given the way audio games have been going recently
> that we'll see more rpgs soon.
>
> Afterall, there was a time only a few years ago when stratogy games were
> extremely rare. now it seems we have several, and some like sound rts and
> castaways are extremely complex (in fact I am hoping that the sound mud
> project which jeanluc began before sound rts may be finished soon.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread dark

Hi Tom.

on the matter of difficulty, this is actually a more general trend as well. 
Back in the 80's and 90's, games had to be hard, sinse there couldn't be 
much too them.


For instance, my favourite game on the amstrad computer was one called 
rowland on the ropes, a maze adventure game in which you explored an 
underground toom,  actually a litle like Montizumas revenge, accept that 
rather than traps it  had hundreds of enemies! ghousts, mummies, bats, 
scorpions falling from the cieling, rats, skeletons, even vapires though i 
never got far enough through the game to get to those.


that game was wreckend as comapratively average difficulty for the time, yet 
the furthest I ever got was to level 4, and that after many hours of 
playing.


I did once talk to someone in connection with turrican who actually said 
that 3d makes games easier, sinse you can run around obstacles rather than 
having to face them as in 2D. While I don't completely agree, ot after 
seeing the difficulty some of my friends have with games like maximo ghosts 
to glory (which has a similar difficulty and theme to ghouls n ghosts), i do 
slightly see his point.


Games seem on the hole easier now, and people's expectations the same, which 
I suppose is just a consequence of there being more games produced, and 
there bering the ability to make games longer and have things like 
savepoints.


beware the grue!

dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread dark

Youch bryan!

I've never played the nes version, but have the Snes version and that's bad 
enough, I've only ever completed the 2nd stage twice, and as soon as I get 
to the 3rd I die within two seconds as my bike smashes into a pillar, and 
that after a long time of trying at the game!


We'll also forget about the first level where only memorization of where the 
ground crumbles away can save you from falling to your doom!


And how about Ghouls n ghosts? now there! is pure torture, it even makes 
mega man feel like a relief ;D.


Beware the grue!

dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Thursday, August 11, 2011 4:18 PM
Subject: Re: [Audyssey] getting a emulator for the blind.


Exactly. I discuss a lot of the games I would want to create or see 
created in audio form. I just had a rather wicked thought about that not 
too long ago, brought on by aving heard some blind gamers complain anytime 
some new developer tries to introduce a little real challenge to the 
market. I got to thinking that if some people think MOTA on Easy or even 
Q9 is too hard (I've heard more actual complaints about the former), then 
there really ought to be an audio game in the same style as the NES 
version of Battletoads. Anybody who really had the chance to play that 
game will know that it was famous, or perhaps infamous would be more 
accurate, for its difficulty which I need hardly point out was not 
customizable. I'm quite sure that a few minutes alone with Battletoads 
would shut up those who think MOTA or Q9 is too hard.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, August 11, 2011 8:47 AM
Subject: Re: [Audyssey] getting a emulator for the blind.



Hi Michael,

Well, sorry but I certainly didn't intend to send the same message
twice. It was an accident.

Anyway, I think one reason David Greenwood doesn't publish much about
his engine is he took it off the market while he upgrades it. I'm not
even sure David Greenwood is still offering licenses for it currently.
In either case I can tell you straight up that BGT is a superior
engine in more ways than one so the sorts of prices David Greenwood
charges for the GMA engine won't cut it considering BGT is much much
cheaper.

The only way to get information about the GMA Engine has always been
to talk to David Greenwood privately. The engine was never offered on
the website, and sales or licenses were done on a person by person
basis. Not sure why he was so secretive about the whole thing, but the
GMA Engine was never exactly publically for sale the way BGT is.

HTH

On 8/11/11, Michael Gauler  wrote:

Hi Thomas,
why did you post the E-Mail about your thoughts on the GMA engine twice?
I really did get it twice...
Butlet's think for a moment I was interested in the GMA engine.
How was I supposed to get such info like you told me here when David 
doesn't

say anything about his site.
I mean, to whoom he'll give the engine (and how much it is) is his 
decision
after all, but how are you supposed to get such info. According to his 
site
itself, the engine doesn't exist. I know that it exists and I could 
write

him directly asking about it of course, but regardless of price BGT is
easier to get at least basic info about it without downloading the trial
version...


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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread dark
in some cases, it's based on hardware, for instance any mega drive prot of a 
game plays faster than it's snes counterparts sinse the mega drive had a 
basically faster processer, yet the mega drive had only an 8 bit sound card 
meaning that the sounds and music are not a patch on other versions.


in some cases as tom said, releases on different consoles In the majority of 
cases though i'm afraid tom is right.


By releasing content x for the playstation 3 and content y for the xbox, a 
company can make a person who likes the game pick up both versions. indeed, 
companies like capcom have taken this a step further by producing different 
versions of the same game for the same platform, hoping to get you to buy 
both when actually both are the same game just perhaps with one or two 
differences.


then of course there are game regions when a certain game is not release 
somewhere because the comapny don't think it would sell.


All of this is motivated by capitalism, aka greed!

I am always amused when players talk about Mega man, metroid, sonic the 
hedgehog or another well beloved game series as a unique world with it's own 
story, and it's own games and style, where as execs from nintendo will talk 
about "the mario franchize"


Sinse that's really all it is to most of them, just a way of making money.

yes, there are stil tallented people who do the actual programming, of 
games, but even they are ruled by deadlines and prophit margins.


This is another reason behind the indi games movement, to get back to the 
days of the 80's and early 90's where Jo blogs could program a game, take it 
to a company and have it distributed themselves, indeed most of the landmark 
games, mario, turrican, mega man 2, metroid zelda etc were actually the 
result of a small team of very dedicated people rather than another 
corporate prophit creating block buster idea.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread dark

Hi Tom.

as regards your point concerning lack of exposure to mainstream games, this 
seems true to an extent.
for instance, when justin of bsc described hunter as "an adventure role 
playing game" it's pretty clear that in writing that description, he had 
litle idea of what an actual role playing game of any type such as Dragon 
warrior, legend of zelda or final fantasy actually involved, in fact I am 
pretty certain he thought, as I've seen expressed on list previously, that a 
role playing game simply meant a game with a defined main character who's 
role you take on, even if playing that role involves arcade style action.


sinse I am pretty certain Justin was not familiar with the mechanics or full 
focus of rpgs, on plot and exploration, it's clear how he made the mistake 
(and hunter is a good arcade game afterall).


So this clearly does happen.

However, there are also cases where two people simply have similar ideas.

Castaways for instance bares quite a resemblance to a very popular recent 
internet ascii graphics simulation game called dwarf fortress, in which you 
as the player manage a group of dwarves building a fort, and must assign 
them work, identify different areas to work on, manage resources and built 
items such as metal and stone for weapons, even pets like cats and dogs to 
get rid of vermin.


though the game is pretty inaccessible, a friend of mine is a huge fan. I 
showed him castaways, and his first comment was "a lot like dwarf fortress"


Yet, jeremy has never come across dwarf fortress before, despite it being a 
recent, and very popular indi game regularly discussed around the net.


Thus, castaways is an entirely original idea.

Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-14 Thread dark

Hi Michael.

just a correction, we do have one real time zelda style rpg, at least in 
developement, the game Airik the clerric. I've not yet been able to play it 
sinse it's not compatibile with windows xp, but it does work on windows 7. 
The sounds are slightly temporary, but the gameplay is deffinately of the 
real time rpg style.


On a more general point, while you are right, it is also worth remembering 
that the more complex the game, the more trouble it is to make.


As Philip Bennifall shows in the example games for bgt, making a basic 
sterrio targiting type arcade game is comparatively easy, but making 
something like startrek ilete force or kings quest is another matter 
entirely.


one way to reduce the complexity is to make them as textual rpgs, or at 
least use sapi the way entombed does.


i'm fairly certain that sinse there are many fans of these sorts of games 
(including myself),k some of the more experienced devs will take up the 
challenge of building them, but sinse such a game requires a very compitant 
programmer we may have to wait.


I am however confident given the way audio games have been going recently 
that we'll see more rpgs soon.


Afterall, there was a time only a few years ago when stratogy games were 
extremely rare. now it seems we have several, and some like sound rts and 
castaways are extremely complex (in fact I am hoping that the sound mud 
project which jeanluc began before sound rts may be finished soon.


Beware the Grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Bryan Peterson
Yeah, but it'd probably make MOTA, Shades and Q9 seem simple by comparison 
LOL.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, August 11, 2011 12:15 PM
Subject: Re: [Audyssey] getting a emulator for the blind.



Hi Bryan,

Yikes! Battle Toads was one very very hard game. I never got the hang
of playing that game when I could see let alone play it blind.
However, you are right.

The standards in difficulty for mainstream games are often far higher
than any accessible game. The people who make an issue about Shades of
Doom, Mysteries of the Ancients, Q9, etc being too hard is from people
who have no experience with gaming. At least so little that they don't
really have anything to compare it too. The sad thing is that if a
developer such as myself created an accessible version of Battle Toads
with the same game play and challenge it probably wouldn't sell.
People would not like the difficulty involved in playing it, because
it is too far beyond their experience level.

Cheers!




On 8/11/11, Bryan Peterson  wrote:
Exactly. I discuss a lot of the games I would want to create or see 
created

in audio form. I just had a rather wicked thought about that not too long
ago, brought on by aving heard some blind gamers complain anytime some 
new
developer tries to introduce a little real challenge to the market. I got 
to
thinking that if some people think MOTA on Easy or even Q9 is too hard 
(I've
heard more actual complaints about the former), then there really ought 
to

be an audio game in the same style as the NES version of Battletoads.
Anybody who really had the chance to play that game will know that it was
famous, or perhaps infamous would be more accurate, for its difficulty 
which

I need hardly point out was not customizable. I'm quite sure that a few
minutes alone with Battletoads would shut up those who think MOTA or Q9 
is

too hard.
We are the Knights who say...Ni!


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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Thomas Ward
Hi Bryan,

Yikes! Battle Toads was one very very hard game. I never got the hang
of playing that game when I could see let alone play it blind.
However, you are right.

The standards in difficulty for mainstream games are often far higher
than any accessible game. The people who make an issue about Shades of
Doom, Mysteries of the Ancients, Q9, etc being too hard is from people
who have no experience with gaming. At least so little that they don't
really have anything to compare it too. The sad thing is that if a
developer such as myself created an accessible version of Battle Toads
with the same game play and challenge it probably wouldn't sell.
People would not like the difficulty involved in playing it, because
it is too far beyond their experience level.

Cheers!




On 8/11/11, Bryan Peterson  wrote:
> Exactly. I discuss a lot of the games I would want to create or see created
> in audio form. I just had a rather wicked thought about that not too long
> ago, brought on by aving heard some blind gamers complain anytime some new
> developer tries to introduce a little real challenge to the market. I got to
> thinking that if some people think MOTA on Easy or even Q9 is too hard (I've
> heard more actual complaints about the former), then there really ought to
> be an audio game in the same style as the NES version of Battletoads.
> Anybody who really had the chance to play that game will know that it was
> famous, or perhaps infamous would be more accurate, for its difficulty which
> I need hardly point out was not customizable. I'm quite sure that a few
> minutes alone with Battletoads would shut up those who think MOTA or Q9 is
> too hard.
> We are the Knights who say...Ni!

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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Michael Gauler

Hi Thomas,
since we are talking about engines, what about your Genesis engine?
Will it be your own closed thing, or will you someday offer it as a 
commercial product and if so, will it be a pure scripting solution like BGT 
or will it contain tools like the failed audio game maker or any similar 
mainstream tools?
I wanted to know that as well about the GMA engine, so to know which 
features each offers or will offer.
If I wanted to do something myself (make a game), I could know which tool is 
best for which task, so I could choose appropriately. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Bryan Peterson
Exactly. I discuss a lot of the games I would want to create or see created 
in audio form. I just had a rather wicked thought about that not too long 
ago, brought on by aving heard some blind gamers complain anytime some new 
developer tries to introduce a little real challenge to the market. I got to 
thinking that if some people think MOTA on Easy or even Q9 is too hard (I've 
heard more actual complaints about the former), then there really ought to 
be an audio game in the same style as the NES version of Battletoads. 
Anybody who really had the chance to play that game will know that it was 
famous, or perhaps infamous would be more accurate, for its difficulty which 
I need hardly point out was not customizable. I'm quite sure that a few 
minutes alone with Battletoads would shut up those who think MOTA or Q9 is 
too hard.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, August 11, 2011 8:47 AM
Subject: Re: [Audyssey] getting a emulator for the blind.



Hi Michael,

Well, sorry but I certainly didn't intend to send the same message
twice. It was an accident.

Anyway, I think one reason David Greenwood doesn't publish much about
his engine is he took it off the market while he upgrades it. I'm not
even sure David Greenwood is still offering licenses for it currently.
In either case I can tell you straight up that BGT is a superior
engine in more ways than one so the sorts of prices David Greenwood
charges for the GMA engine won't cut it considering BGT is much much
cheaper.

The only way to get information about the GMA Engine has always been
to talk to David Greenwood privately. The engine was never offered on
the website, and sales or licenses were done on a person by person
basis. Not sure why he was so secretive about the whole thing, but the
GMA Engine was never exactly publically for sale the way BGT is.

HTH

On 8/11/11, Michael Gauler  wrote:

Hi Thomas,
why did you post the E-Mail about your thoughts on the GMA engine twice?
I really did get it twice...
Butlet's think for a moment I was interested in the GMA engine.
How was I supposed to get such info like you told me here when David 
doesn't

say anything about his site.
I mean, to whoom he'll give the engine (and how much it is) is his 
decision
after all, but how are you supposed to get such info. According to his 
site

itself, the engine doesn't exist. I know that it exists and I could write
him directly asking about it of course, but regardless of price BGT is
easier to get at least basic info about it without downloading the trial
version...


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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Thomas Ward
Hi Michael,

Well, sorry but I certainly didn't intend to send the same message
twice. It was an accident.

Anyway, I think one reason David Greenwood doesn't publish much about
his engine is he took it off the market while he upgrades it. I'm not
even sure David Greenwood is still offering licenses for it currently.
In either case I can tell you straight up that BGT is a superior
engine in more ways than one so the sorts of prices David Greenwood
charges for the GMA engine won't cut it considering BGT is much much
cheaper.

The only way to get information about the GMA Engine has always been
to talk to David Greenwood privately. The engine was never offered on
the website, and sales or licenses were done on a person by person
basis. Not sure why he was so secretive about the whole thing, but the
GMA Engine was never exactly publically for sale the way BGT is.

HTH

On 8/11/11, Michael Gauler  wrote:
> Hi Thomas,
> why did you post the E-Mail about your thoughts on the GMA engine twice?
> I really did get it twice...
> Butlet's think for a moment I was interested in the GMA engine.
> How was I supposed to get such info like you told me here when David doesn't
> say anything about his site.
> I mean, to whoom he'll give the engine (and how much it is) is his decision
> after all, but how are you supposed to get such info. According to his site
> itself, the engine doesn't exist. I know that it exists and I could write
> him directly asking about it of course, but regardless of price BGT is
> easier to get at least basic info about it without downloading the trial
> version...
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Michael Gauler

Hi Thomas,
why did you post the E-Mail about your thoughts on the GMA engine twice?
I really did get it twice...
Butlet's think for a moment I was interested in the GMA engine.
How was I supposed to get such info like you told me here when David doesn't 
say anything about his site.
I mean, to whoom he'll give the engine (and how much it is) is his decision 
after all, but how are you supposed to get such info. According to his site 
itself, the engine doesn't exist. I know that it exists and I could write 
him directly asking about it of course, but regardless of price BGT is 
easier to get at least basic info about it without downloading the trial 
version... 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Thomas Ward
Hi Michael,

Oh, I see. Well, I really haven't any idea why developers do that
other than perhaps some marketing strategy. They probably feel by
offering different content for one version and not making it available
to the other will interest you in buying both versions to get the
extra features or content available for that version. Either that or
they feel console x has the most customers so they target that group
specifically while ignoring the other target groups. Its all market
driven for the most part, and while it doesn't make sense to us it
must make sense to them.

Cheers!

On 8/10/11, Michael Gauler  wrote:
> Hi Thomas,
> What I meant about game features and different ports was not the fact that
> every system has other development tools or features.
> What I meant was that some console versions of games do get aditional
> downloadable content, like new levels which are in some cases not added to a
> PC version.
> If I remember my reading correctly the mentioned latest Lara Croft game
> features a two player mode for one console (not internet, but two players
> with two input devices at the same console).
> One player can play Lara, but the second human player can play another male
> character with different capabilities and his own backstory.
> There might also be aditional episodes/levels for this one alone.
> But nothing of the story elements of this are present in the PC version and
> that's more like I meant when I talked about different features and content
> expansions of already released games.
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-11 Thread Thomas Ward
Hi Michael,

Sure. There isn't anything on the GMA website about the GMA engine,
because David Greenwood won't share any information about it unless
you purchase a demo/evaluation version of the software. Which as I
recall was something like $50 just for the evaluation version or
something like that. I decided not to use that engine myself for a
number of technical reasons, and the main one was I knew I had the
skills to create something equal in one of the .Net languages or C++.
So didn't have to pay the kind of licensing fees David wanted for the
engine.

Anyway, I understand your point. Something like Shades of Doom or
Sarah isn't that far behind the mainstream in some areas. That's
precisely the types of games I will be producing with my own game
engine, G3D, and of course anyone who licenses Philip Bennefall's BGT
can create a game exactly on par with what you are discussing. So we
are getting there. Its a matter of getting the right tools in the
hands of developers and giving them the proper training to use them
that is holding us back at this point as far as I am concerned.

As far as talking about mainstream games on list it is perfectly fine
to talk about them on list. This is a gaming list after all. So if you
want to talk about them its totally on topic for the list. I'm sure
other gamers and developers would like to hear about them as well.

Cheers!



On 8/10/11, Michael Gauler  wrote:
> Hi Thomas,
> I don't know absolutely nothing about the GMA engine.
> I have played games made with it and I had basic training in software
> development, allthough much things were not covered.
> Thus I would like to know how the engine worked, but all people say tthat
> the engine is there and can be used, but on the GMA site is absolutely no
> information, not even a "for info about it, contact me".
> Because I don't know the engine, I can't know how maps of his engine are
> really created.
> I just wanted to use the Shades of Doom game as an example to show that the
> game was not that far behind mainstream and that (in theory) the adition of
> map and modding capabilities or a multiplayer feature, if desired, would
> bring us up to speed in this area at least so, that audio Quake wouldn't be
> the only atempt at this kind of work, which is older than SOD (original
> Quake itself) and probably hard to get today (full version).
> I don't know if talking about purely mainstream games of different styles
> belongs here, but in case not, you could write me off list, so that I could
> tell you about the games I know or give you links to read about them.
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Michael Gauler

Hi Thomas,
I don't know absolutely nothing about the GMA engine.
I have played games made with it and I had basic training in software 
development, allthough much things were not covered.
Thus I would like to know how the engine worked, but all people say tthat 
the engine is there and can be used, but on the GMA site is absolutely no 
information, not even a "for info about it, contact me".
Because I don't know the engine, I can't know how maps of his engine are 
really created.
I just wanted to use the Shades of Doom game as an example to show that the 
game was not that far behind mainstream and that (in theory) the adition of 
map and modding capabilities or a multiplayer feature, if desired, would 
bring us up to speed in this area at least so, that audio Quake wouldn't be 
the only atempt at this kind of work, which is older than SOD (original 
Quake itself) and probably hard to get today (full version).
I don't know if talking about purely mainstream games of different styles 
belongs here, but in case not, you could write me off list, so that I could 
tell you about the games I know or give you links to read about them. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Michael Gauler

Hi Thomas,
What I meant about game features and different ports was not the fact that 
every system has other development tools or features.
What I meant was that some console versions of games do get aditional 
downloadable content, like new levels which are in some cases not added to a 
PC version.
If I remember my reading correctly the mentioned latest Lara Croft game 
features a two player mode for one console (not internet, but two players 
with two input devices at the same console).
One player can play Lara, but the second human player can play another male 
character with different capabilities and his own backstory.

There might also be aditional episodes/levels for this one alone.
But nothing of the story elements of this are present in the PC version and 
that's more like I meant when I talked about different features and content 
expansions of already released games. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Thomas Ward
Hi Michael,

I do take your point, but there are limitations here. You are right
that Shades of Doom might be updated by adding some third-party map
designing tools and perhaps some sort of multiplayer mode.

Unfortunately, the way the GMA Engine is designed you absolutely have
to have the engine to add levels, edit levels, or expand any existing
game. I've had very little experience with it myself, but when setting
up a level you can not just draw a map and forget it. You have to
initialize every enemy and item on the map, IE script that level from
scratch, and there isn't really any quick fix for this problem.

As for multiplayer I think this might have to do with the developer's
own interests rather than a lack of desire in pushing audio gaming
forward. I can't really speak for David Greenwood, but i can speak for
myself here.  In terms of why I haven't added multiplayer support to
something like STFC that certainly could be played over the internet I
don't like playing games over the internet. IE I have no desire to get
involved in multiplayer games, and prefer to play games alone. That
would obviously make me less likely to put that feature at the top of
my list to add in any game I tend to create. If I do add it it would
be totally a commercial venture, and not anything I personally would
need or want to use myself. At heart most VI game developers do it for
fun rather than for money, and as a result certain features you like
might not get added because it isn't something the developer likes or
wants.

Finally, as for the Overlord games I haven't heard of them. I don't
keep tabs on what is current in the mainstream world these days. Sure
if there is something that catches my attention I might rent or buy it
if I think I'd like to play it, but for the most part I don't keep up
with mainstream gaming much any more. Talk to me about something that
was released 15 to 20 years ago and I probably heard of it.

HTH

On 8/10/11, Michael Gauler  wrote:
> Hi Thomas,
> I know that developing anything is a process where you get experience by
> doing it and thus you will become better.
> But let's take one example.
> The Sarah game and Shades of Doom were made with the GMA engine.
> Both games already have a 3d audio environment. To get up to par with
> mainstream games like the current Doom or quake titles would "just" need to
> add multiplayer support into SOD and release some map design tools to the
> public (in theory, cause I don't know how the engine works).
> This is just a thought, but we have developers who have come this far and
> could advance to the next step easily without probably not much more to get
> experience in (in the case of you, or David Greenwood as examples), where
> other developers probably would need more training in this field.
> This might be a bit of topic, but do you know the two Overlord games
> (mainstream, pc versions)? Just for a game idea, something like it surely
> has potential for an interesting audio game...
> Back to mainstream Stargate for a moment. I have seen, what Stargate
> Ressistance (the only official licensed SG game) is made of. I had gotten my
> hands on it trough a friend and I was not interested in playing it myself,
> but rather to find out what it contains.
> And when I was able to extract all sounds it became clear that the client of
> the game was rather poor meaning not much game content and the minimum of
> canon sounds. Yes, some staff weapons, a stargate which is being dialed inn
> and the gate opening and closing.
> But that's it.
> Sadly mainstream Stargate gaming is forgive me the swearing, crap.
> The only thing we have are some fan made dialing simulators as only partly
> accessible Flash applications.
> The only other thing we have is a really big fan mega mod to Bridge
> Commander with an optional SG pack, but with poor sound quality.
> But it was more important for mainstream developers to make Star Trek
> online, which might end soon, if rumors are true, than to do a ST Elite
> Force or Bridge Commander like Stargate game with Atlantis and the Destiny
> included, not as announced future expensive expansions never to come...
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Thomas Ward
Hi Michael,

Well, that's a difficult question to answer. However, the biggest
reason why not all game play elements or features are not supported by
every single port of a game comes down to differences in the console
or target environment itself. There is no universal software
development kits, APIs, that work identically on every single target
environment out there. Those that try to implament a one-size fits all
solution like SDL, SFML, whatever tend to be nothing more or less than
extremely generic support for input, graphics, and audio. Meaning if
an OS or game console has some advanced features they most likely
won't be supported by your cross-platform API.

For example, let's compare USA Raceway. If I write the game for
Windows using Direct Input and XAudio2 I can support a number of input
devices like keyboards, mice, and joysticks as well as something like
force feedback racing wheels. XAudio2 has the potential of producing
true 7.1 surround sound support. All of this is just fantastic, and
features that might be selling points for Windows customers. However,
suppose I port the game to Linux?

Well, first you need to know that SDL's support for keyboards, mice,
and joysticks is very generic, and actually uses a different way of
handling input than DirectInput so the input might not be as
responsive as the Windows port using DirectX. Plus SDL currently does
not support force feedback so there goes all of the force feedback
game controllers out there. For audio if we want something like
XAudio2 we have to use something like OpenAL, because SDL Mixer is ok
for stereo panning, but doesn't have 7.1 surround sound support. So as
you can see the APIs for Linux themselves don't have the same features
available than something like DirectX making it impossible for a
developer such as myself to create an exact port of the game to that
platform with features x, y, and z.

This problem is a common one when porting a game between gaming
consoles. Every game console has its own unique API, software
developer kits, and they are not completely identical in features or
ability. So the best any game developer can do in that situation is
make the games as similar as they can and remove or change whatever
doesn't apply to that console.

As for Lara Croft Gardian of Light I can't really tell you the
diference between ports. The only version I have purchased and have
played is the PC version. I have not tried the PS III or XBox ports
myself.

HTH


On 8/10/11, Michael Gauler  wrote:
> I have another Question I forgot to add in my last message.
> What about console games like the Darkstalkers series or games like the
> Naruto games? I personally don't like it when such games are released for
> consoles exclusively, or if there is a content difference.
> Do you know the differences between the PC and console versions of Lara
> Crofd and the Guardian of light?
> If a developer releases a game on multiple platforms which are alike (Play
> station instead for example Game Boy), why can't there be all story and
> gameplay features be in all ports of the game?
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Michael Gauler

I have another Question I forgot to add in my last message.
What about console games like the Darkstalkers series or games like the 
Naruto games? I personally don't like it when such games are released for 
consoles exclusively, or if there is a content difference.
Do you know the differences between the PC and console versions of Lara 
Crofd and the Guardian of light?
If a developer releases a game on multiple platforms which are alike (Play 
station instead for example Game Boy), why can't there be all story and 
gameplay features be in all ports of the game? 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-10 Thread Michael Gauler

Hi Thomas,
I know that developing anything is a process where you get experience by 
doing it and thus you will become better.

But let's take one example.
The Sarah game and Shades of Doom were made with the GMA engine.
Both games already have a 3d audio environment. To get up to par with 
mainstream games like the current Doom or quake titles would "just" need to 
add multiplayer support into SOD and release some map design tools to the 
public (in theory, cause I don't know how the engine works).
This is just a thought, but we have developers who have come this far and 
could advance to the next step easily without probably not much more to get 
experience in (in the case of you, or David Greenwood as examples), where 
other developers probably would need more training in this field.
This might be a bit of topic, but do you know the two Overlord games 
(mainstream, pc versions)? Just for a game idea, something like it surely 
has potential for an interesting audio game...
Back to mainstream Stargate for a moment. I have seen, what Stargate 
Ressistance (the only official licensed SG game) is made of. I had gotten my 
hands on it trough a friend and I was not interested in playing it myself, 
but rather to find out what it contains.
And when I was able to extract all sounds it became clear that the client of 
the game was rather poor meaning not much game content and the minimum of 
canon sounds. Yes, some staff weapons, a stargate which is being dialed inn 
and the gate opening and closing.

But that's it.
Sadly mainstream Stargate gaming is forgive me the swearing, crap.
The only thing we have are some fan made dialing simulators as only partly 
accessible Flash applications.
The only other thing we have is a really big fan mega mod to Bridge 
Commander with an optional SG pack, but with poor sound quality.
But it was more important for mainstream developers to make Star Trek 
online, which might end soon, if rumors are true, than to do a ST Elite 
Force or Bridge Commander like Stargate game with Atlantis and the Destiny 
included, not as announced future expensive expansions never to come... 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Thomas Ward
Hi Michael,

Sure I completely agree with you. The VI gaming community could use a
much broader spectrum of games, and its definitely a good subject to
talk about.

As to your question why developers aren't creating games like those
you mentioned I can only guess. I suppose it boils down to a couple of
issues.

First, the general exposure of the community to mainstream games. By
their own admition many VI developers have very little to no
eexperience with mainstream games. Its very difficult for them to
create games  on par or equal to a certain type of game available to
the mainstream public if they themselves haven't had that experience.
That holds true for any developer including me.

Second, is training/programming skill. Many VI game developers are
self-taught. Some self-taught programmers are very good, and others
are so-so. However, the bottom line when asking a question why this or
that game hasn't been developed is the skill level of the developers
doing the work. There is a progression every developer goes through
such as writing simple Guess the Number type games, maybe moves on to
card games, and slowly works his or her way up to more and more
complex games. As a result its very quite possible we have a very
small handful of developers capable of creating a particular type of
game, and the others are still developers in training. Still trying to
learn this or that.

As for Star Trek Final Conflict. To be honest that was just a practice
game for me. Yeah, I know about Star Trek Elite Force, Bridge
Commander, etc myself as I have played them. In fact, I still own the
installation discs for Elite Force I, Elite Force II, Bridge
Commander, etc. I understand what you are saying, but I think you are
being just a bit too critical here.

I can't speak for David Greenwood's Trek 2000, but I can tell you STFC
was done as a turn based game. At the time I began writing it in 2004
I was just learning C# .Net, and I was just beginning to study Managed
DirectX. As I was new to the technologies at hand I thought I'd work
on something fairly simple. I took Trek 2000 and updated the concept
using the TNG/DS9 era, and created STFC. It wasn't really intended to
measure up with something like Bridge Commander or an FPS game like
Elite Force.

That said, now that I've developed a game engine in written in pure
C++ I could quite easily put together something like Elite Force, or a
real time sstarship engagement such as you described. In fact, have
plans to do so once I clear my desk of MOTA, Raceway, etc. I was
planning on doing that a long time ago but got side tracked with other
projects.

Finally, as for switching to say Star Gate it is the same problem is
using any official sci-fi universe. Copyrights, copyrights,
copyrights. To be honest I no longer feel completely comfortable using
copyrighted works like Star Trek, Star Gate, or even Star Wars as I
can be sued for using a copyright without permission.  Even if I use
one that pretty much means I have to release the game as freeware or
open source to avoid the copyright suits. As I am trying to run a
business, make money off my work, that doesn't really work out so
well.

Cheers!




On 8/9/11, Michael Gauler  wrote:
> Hi Thomas,
> while I haven't played the original Montezuma's Revenge, I had no problems
> with your version in that field.
> But there is something I still am wondering about audio games in general,
> and it is here meanth as a question of game ideas and/or genre, not the
> programming side.
> Even I know some things about mainstream games.
> But I personally think that the community in general could need a broader
> spectrum of games.
> Text  adventures and such were probably not meant for the blind in their
> first hours (infocom).
> But let me look at what types of games we have now.
> We have some 3d audio games like Shades of doom. Then we have some
> sidescrollers, some arcade games and puzzle games and classical (e.g. card
> games).
> But I wonder why we don't have more rpg like games. I mean, we have
> entombed, but we have nothing similar to let's say the Elder Scrolls series.
> Or we also don't have adventures like the Kings Quest series.
> I don't mean to say that we should do perfect clones of them, but nothing
> similar to the above mentioned examples does exist and apparently (correct
> me, if I am wrong) no current developer seems inclined to do something in
> thoose genres.
> Monti and Mysteries of the Ancients might be a bit like Tomb raider, but
> that's not the only style of games we don't have.
> I know what the mainstream Star Trek games are like. When I foun out about
> Final Conflict and Trek 2000, I was rather disapointed, that both games did
> not allow real time space battles, but are turn based.
> This does not mean, that I hate the two games, but why we don't have any
> science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge
> commander with missions (a continuing story) and the option to battle with

Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Thomas Ward
Hi Dark,

Yeah, I'm glad you see my point. its one thing to borrow an existing
game universe Star Wars, Star Trek, Megaman, Castlevania, etc and
quite another matter to create your own universe from scratch. You can
design it completely the way you want to, create characters you enjoy,
and spend time bringing them to life. Its probably the closest to
godhood any single person can get.

Plus as we have discussed before one reason I play games is for the
game story. A game like Sryth, for example, apeals to me because its
an interactive story rather than just a game. Sure the adventures and
so on are scripted by the game developer, but I get to pick and choose
my adventurer, creat him/her from scratch, decide if he/she is
good/evil, decide where he/she lives, what they look like, whatever.
Its this ability to create my character and play adventures out in the
game world why I like Sryth and other roll playing games so much.

Well, writing or creating games from scratch isn't much different. Its
kind of the same thing only on a bigger scale. Instead of creating one
character or single aspect of a game I, the game developer, get to
create it all. Once written I get to fulfill my dreams through that
imaginary game world.

As you also pointed out most people enjoy a game that stands out from
the crowd. Something that is unique usually does and can be a big hit
with gamers where clones are kind of the "been there done that" kind
of feeling. Castaways is a great example of that in progress. Sure
there was SoundRTS and of course Time of Conflict, but nothing quite
like Castaways has ever been created in accessible form, and it is
making huge waves in the audio games community precisely because it is
unique, different, and not just another Space Invaders knock-off.
Entombed is another unique game that made a massive hit because it
really stands out.

Cheers!




On 8/9/11, dark  wrote:
> Hi Tom.
>
> I agree completely as far as games and cloning go, indeed if you look at the
> games that changed history, it is the fact that they are not ! clones of
> otthers and involved original ideas that makes them special.
>
> for instance, on the surface the original Mega man is pretty similar to
> various run, jump and shoot games of the 80's nes era such as mighty bomb
> jack, and indeedd the obstacles in the levels are often pure mario, moving
> ledges, springs to jump you high etc.
>
> however, mega man has a very note worthy hero and the ability to play the
> game in any order and take the boss's weapons when you defeat them. That was
> what made the original unique and stand out.
>
> My favourite game ever Turrican has actually been said to be heavily
> influenced by Metroid. you play a hero in a robotic sute, running around a
> large freley explorable maze, and can even turn into a ball and plant bombs.
>
> turrican however features far faster gameplay, and weapons that covery a
> much wider area that you find in power blocks rather than having to
> discover. Even whe wheel is an invincible crusher of enemies, not a ball to
> sneak under narrow gaps.
>
> so I personally would completely agree with your creative thought here. I
> only mentioned Dracula as an option, though a unique character would be good
> too, (and as I said, I was always a litle confused about how the whip fitted
> in with vampires anyway).
>
> Myself my writing experience is actually very similar, sinse I began by
> writing stories based on rpgs like xenogears, final fantasy etc. now
> however, i'm more interested in doing my own thing, so i do appreciate the
> difference.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Michael Gauler

Hi Thomas,
while I haven't played the original Montezuma's Revenge, I had no problems 
with your version in that field.
But there is something I still am wondering about audio games in general, 
and it is here meanth as a question of game ideas and/or genre, not the 
programming side.

Even I know some things about mainstream games.
But I personally think that the community in general could need a broader 
spectrum of games.
Text  adventures and such were probably not meant for the blind in their 
first hours (infocom).

But let me look at what types of games we have now.
We have some 3d audio games like Shades of doom. Then we have some 
sidescrollers, some arcade games and puzzle games and classical (e.g. card 
games).
But I wonder why we don't have more rpg like games. I mean, we have 
entombed, but we have nothing similar to let's say the Elder Scrolls series.

Or we also don't have adventures like the Kings Quest series.
I don't mean to say that we should do perfect clones of them, but nothing 
similar to the above mentioned examples does exist and apparently (correct 
me, if I am wrong) no current developer seems inclined to do something in 
thoose genres.
Monti and Mysteries of the Ancients might be a bit like Tomb raider, but 
that's not the only style of games we don't have.
I know what the mainstream Star Trek games are like. When I foun out about 
Final Conflict and Trek 2000, I was rather disapointed, that both games did 
not allow real time space battles, but are turn based.
This does not mean, that I hate the two games, but why we don't have any 
science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge 
commander with missions (a continuing story) and the option to battle with 
choosen ships outside of mission and campaign is totally bejond me...
Also, as Star Trek and such were mentioned, because other creators have set 
up the basics already, it is simpler to use it to create a game for, why do 
we not do it for Stargate instead?
I mean, of three announced mainstream Stargate games, one was never 
published, the second was an online game like an MMORPG (with less RPG but 
Team vs Team) was released and closed some months later and the third, being 
an "real" MMORPG, is yet of unknown status.
Or one last idea for possible future audio games, when you started talking 
about Super Nintendo games, what about something like the game Secret of 
Mana? 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread dark

Hi Tom.

I agree completely as far as games and cloning go, indeed if you look at the 
games that changed history, it is the fact that they are not ! clones of 
otthers and involved original ideas that makes them special.


for instance, on the surface the original Mega man is pretty similar to 
various run, jump and shoot games of the 80's nes era such as mighty bomb 
jack, and indeedd the obstacles in the levels are often pure mario, moving 
ledges, springs to jump you high etc.


however, mega man has a very note worthy hero and the ability to play the 
game in any order and take the boss's weapons when you defeat them. That was 
what made the original unique and stand out.


My favourite game ever Turrican has actually been said to be heavily 
influenced by Metroid. you play a hero in a robotic sute, running around a 
large freley explorable maze, and can even turn into a ball and plant bombs.


turrican however features far faster gameplay, and weapons that covery a 
much wider area that you find in power blocks rather than having to 
discover. Even whe wheel is an invincible crusher of enemies, not a ball to 
sneak under narrow gaps.


so I personally would completely agree with your creative thought here. I 
only mentioned Dracula as an option, though a unique character would be good 
too, (and as I said, I was always a litle confused about how the whip fitted 
in with vampires anyway).


Myself my writing experience is actually very similar, sinse I began by 
writing stories based on rpgs like xenogears, final fantasy etc. now 
however, i'm more interested in doing my own thing, so i do appreciate the 
difference.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-08 Thread Thomas Ward
Hi Dark,

Yes, Count Dracula is public domain, but a character like Simon
Belmont is not. The Belmont family is strictly tied to the Castlevania
storyline and is copyrighted. So assuming I did a Castlevania clone
there would still be elements I'd have to change. Although, that's not
really the issue here.

It has more to do with trying to branch out and create something
equally enjoyable, but that is my own creation. I'm beginning to
realise that although cloning a favorite game can be rewarding and fun
its also something of a pain too for a number of reasons.

First, there is the almighty copyright problem. As I intend to sell my
games to cover the expense of buying sounds, purchasing music,
licensing voices, etc needed I have to be careful about how much
copyrighted content I can legally use without it coming back to haunt
me. Since that is the case I can't just pick a game I like such as
Castlevania and clone it down to the smallest detail. So whatever I
make won't be the same game as the original anyway.

Second, is the purest vs casual player view. I remember when I was
trying to make a fairly close clone of Montezuma's Revenge there were
plenty of people who didn't like this, didn't like that, wanted this
or that changed, and I was constantly put in the position of deciding
to be a purest or not. I didn't like being put in that position
because there are strong pros and cons from both sides of the
argument.

A purest like myself wants a game to be as close to the original as
possible. Anything else isn't the same game, and perhaps loses some
special quality the original had. That's why I was considering making
Montezuma's Revenge as close to the original as possible.

A contemperary player has no issues with changing elements in said
game because perhaps they never played the original. Therefore they
may compare the game to newer games they played, feel it lacks some
feature game x has, and will ask for different features than the
original game had. There's certainly nothing wrong with updating a
game to a certain point, but the question is, "where should we draw
the line between necessary updates and maintaining origionality?"

Finally, there is the matter of creativity. A lot of writers fall back
on existing universes Star Trek, Star Wars, Harry Potter, etc because
it saves them a lot of work creating a unique storyline, characters,
etc on their own. I call this the sandbox approach to creative
writing, because they are basing their work on someone else's ideas
and building up from their. The fan fiction websites are filled with
writers, some good and some bad, who like to play in someone else's
back yard so to speak. That's not necessarily bad, but its not
engaging their own ability to create something new and original.

Well, that's the difference here. Sure I could make a career of
cloning and copying game ideas like Tomb Raider, Castlevania, Megaman,
etc all my life, but that's still like playing in theirback yard. I'm
beginning to think more in terms of perhaps trying something new, and
put my mind to work to creating something that's totally my own
creation for a change from start to finish. I can certainly do it as
I'm capable of doing some original creative writing on my own.

What a lot of people probably don't know about me is that from roughly
age 14 on I use to spend many many hours writing short stories. Some
were certainly based on existing universes like Star Trek, Star Wars,
etc, but I also did a fair amount of my own creative writing. I'm not
saying it was very good at that age, but I did get some creative
writing awards in high school so I guess you could say I have some
creative writing skill. So now instead of writing 50 to 100 page short
stories I can apply that creative monster to games. Which is kind of
better as its more interactive than reading something I wrote.
Although, I've certainly thought about getting back into the creative
writing thing as well.

Cheers!





On 8/8/11, dark  wrote:
> Hi Tom.
>
> I could be wrong, but I thought Dracula is pretty much public domain now so
> if you wanted him as an enemy you could have him, though i freely admit I
> may be wrong here.
>
> Then again, no need to redo things and you could have lots of fun with an
> evil wizard instead, especially in terms of story sequences and maybe your
> hero gaining some magic powers, maybe even with extra characters thrown into
> the mix, eg, maybe the wizard has a right hand man who's out for power, or
> has disolutioned someone else into helping him.
>
> There is also the possibility of using a real world historical figure as a
> basis, rather the way that Dracula was based on Vlad dracule the hungarian
> prince.
>
> For instance, have paraselsus, or elifus levi, and say that they really did!
> discover the elexia of life, but that it involved undeath instead.
>
> Beware the grue!
>
> dark.
>
>
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> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> g

Re: [Audyssey] getting a emulator for the blind.

2011-08-08 Thread dark

Hi Tom.

I could be wrong, but I thought Dracula is pretty much public domain now so 
if you wanted him as an enemy you could have him, though i freely admit I 
may be wrong here.


Then again, no need to redo things and you could have lots of fun with an 
evil wizard instead, especially in terms of story sequences and maybe your 
hero gaining some magic powers, maybe even with extra characters thrown into 
the mix, eg, maybe the wizard has a right hand man who's out for power, or 
has disolutioned someone else into helping him.


There is also the possibility of using a real world historical figure as a 
basis, rather the way that Dracula was based on Vlad dracule the hungarian 
prince.


For instance, have paraselsus, or elifus levi, and say that they really did! 
discover the elexia of life, but that it involved undeath instead.


Beware the grue!

dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-06 Thread Thomas Ward
Hi Dark,

Oh, yes. Super Castle vania is definitely a good model or template for
an audio game for all the reasons you mentioned. As it happens i've
been working on a game concept loosely based on Super Castlevania for
that reason, and I think with the analog jumping, game controller
support, etc in the G3D Engine I might be able to pull it off.

Obviously, since this will be a commercial project and Nintendo is
insanely protective of their copyrights the final product isn't going
to be Super Castlevania exactly. I was sort of thinking of swopping
out say Dracula for an evil wizard or sorcerer who is the leader of a
vast army of evil monsters like beastmen, various skeletons, zombies,
dragons, and whatever else I can think up. However, the game play and
traps would be very similar to that in SCV with a different storyline
and characters.

And its not just Super Castlevania I have in mind. I've got an
Ideas.txt file on my computer that I've been working on for quite some
time which basically has a list of games I use to like playing in the
80's/90's and I've been slowly but surely coming up with alternative
game ideas that are in some way loosely based on a classic game but do
not violate any existing copyrights. I think that once I get MOTA out
the door and can focus on some of these games ideas I'm going to open
up a wider variety of classic gaming for a lot of VI users.

Cheers!


On 8/5/11, dark  wrote:
> Hi Tom.
>
> well I must admit I saw the green slime first, but the blood did look better
> when i found a utube clip of world 8.
>
> I think next to the final level going up the tower world 8 was the one I was
> stuck on for the longest time when i started the game. Crushing spikes,
> instant kill axes, those falling spears and that evil randomly appearing
> bridge as well as lots of very well placed enemies like those bone pillars
> and evil eyes, it's a beast!
>
> Low vision wise, not everything in castlevania is perfect, those bats and
> small flying enemies were usually very dark, which was decidedly annoying.
>
> Super castlevania is actually a good model for an audio game, sinse like
> Mega man x and Turrican 3, it is based on having a few larger, well placed
> enemies rather than filling up the screen the way nes megaman and original
> turrican did, I don't think there are too many bits where you have more than
> four enemeies attacking at once, but it  was where they were positioned that
> made the difference like sticking those bone pillars just where you had to
> jump and they could shoot you out of the air.
>
> Given some sounds for enemies and fireballs to dodge, and an indicator for
> ledges above or below that you could jump or drop to, I think something in
> the style of castlevania would work very well.
>
> The other advantage of doing a remake of course, is also arming your hero
> with something more appropriate for killing vampires than a whip,  I
> could never! get that one.
>
> A sharpened holy lance would be my first choice, though a sword or axe
> wouldn't be better, but who ever heard of smacking dracular to death with a
> big heavy ball and chain?
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread dark

Hi Tom.

well I must admit I saw the green slime first, but the blood did look better 
when i found a utube clip of world 8.


I think next to the final level going up the tower world 8 was the one I was 
stuck on for the longest time when i started the game. Crushing spikes, 
instant kill axes, those falling spears and that evil randomly appearing 
bridge as well as lots of very well placed enemies like those bone pillars 
and evil eyes, it's a beast!


Low vision wise, not everything in castlevania is perfect, those bats and 
small flying enemies were usually very dark, which was decidedly annoying.


Super castlevania is actually a good model for an audio game, sinse like 
Mega man x and Turrican 3, it is based on having a few larger, well placed 
enemies rather than filling up the screen the way nes megaman and original 
turrican did, I don't think there are too many bits where you have more than 
four enemeies attacking at once, but it  was where they were positioned that 
made the difference like sticking those bone pillars just where you had to 
jump and they could shoot you out of the air.


Given some sounds for enemies and fireballs to dodge, and an indicator for 
ledges above or below that you could jump or drop to, I think something in 
the style of castlevania would work very well.


The other advantage of doing a remake of course, is also arming your hero 
with something more appropriate for killing vampires than a whip,  I 
could never! get that one.


A sharpened holy lance would be my first choice, though a sword or axe 
wouldn't be better, but who ever heard of smacking dracular to death with a 
big heavy ball and chain?


Beware the grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread brice mellen
Lol I love my emulators, have one for each system up to ps1 and n64, still 
waiting for the ps2 emulator to get a little better. I'm totally blind 
though so playing castlevania and that is out of the question for me. got me 
a ps2 to pc converter so I can hook my ps2 controllers up to my comp, really 
makes it fun.


-Original Message- 
From: Thomas Ward

Sent: Friday, August 05, 2011 2:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] getting a emulator for the blind.

Hi Dark,

Yeah, no kidding. Even when I could see, before I lost my sight, world
8 was possitively evil to play. It was pretty difficult even with
vision, and I've tried it a few times without sight and its pretty
much impossible.

However, for the low vision aspect I'd agree with you on that. The
game did have good contrast, everything was easy enough to see, but
the greencolored blood always threw me for a loop. The dripping blood
and pools of blood looked like something Slimer from Ghost Busters
left behind. Lol!

I mean I understand to a point why they replaced the naked statues
with statues in robes to sensor the game for younger American
audiences and stuff, but changing the color of the blood to look like
green slime was absolutely rediculous. I realise they were trying to
tame down the gory graphics and atmosphere, but it just looked silly
instead of gory. "Ug...Let's have enough of this religious/political
sensorship crap."

Anyway, you are right on about developing the Genesis Engine so I can
create more analog platformers that are like Megaman, Castlevania, and
so on. To date there just isn't anything like it for the audio games
market. I can't wait until I get MOTA out and can work on games like
Castlevania etc myself.

Cheers!

On 8/5/11, dark  wrote:

Hi Tom.

this is true! world 8 is imho one of the hardest in the game, and in fact 
I

found 9 and 10 much easier (though the final level is stil evil).

Though as I said in my low vision review castlevania is a game that has 
some

good stuff low vision wise, lots of sfx, dark backgrounds that contrast
well, (as well as bad stuff like bats that are similar coloured to the
background), I can't see it being too accessible if you can't physically 
see

the screen.

Remember, supercastlevania like Mega man, metroid and most snes games, is
entirely analogue based (heck, in castlevania even your whip is analogue),
therefore there is no sequence of moves you can for certain memorize to 
get
through the game, eg, walk five steps right jump, listen for power up 
sound

then whip etc.

Everything is moving relative to everything else and what you do and
requires considderab judgement.

Myself, I'm waiting until Tom has time to play with the genesis 3D engine
and make some analogue audio platformers in a similar style.

Beware the Grue!

Dark.


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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread Thomas Ward
Hi Dark,

Yeah, no kidding. Even when I could see, before I lost my sight, world
8 was possitively evil to play. It was pretty difficult even with
vision, and I've tried it a few times without sight and its pretty
much impossible.

However, for the low vision aspect I'd agree with you on that. The
game did have good contrast, everything was easy enough to see, but
the greencolored blood always threw me for a loop. The dripping blood
and pools of blood looked like something Slimer from Ghost Busters
left behind. Lol!

I mean I understand to a point why they replaced the naked statues
with statues in robes to sensor the game for younger American
audiences and stuff, but changing the color of the blood to look like
green slime was absolutely rediculous. I realise they were trying to
tame down the gory graphics and atmosphere, but it just looked silly
instead of gory. "Ug...Let's have enough of this religious/political
sensorship crap."

Anyway, you are right on about developing the Genesis Engine so I can
create more analog platformers that are like Megaman, Castlevania, and
so on. To date there just isn't anything like it for the audio games
market. I can't wait until I get MOTA out and can work on games like
Castlevania etc myself.

Cheers!

On 8/5/11, dark  wrote:
> Hi Tom.
>
> this is true! world 8 is imho one of the hardest in the game, and in fact I
> found 9 and 10 much easier (though the final level is stil evil).
>
> Though as I said in my low vision review castlevania is a game that has some
> good stuff low vision wise, lots of sfx, dark backgrounds that contrast
> well, (as well as bad stuff like bats that are similar coloured to the
> background), I can't see it being too accessible if you can't physically see
> the screen.
>
> Remember, supercastlevania like Mega man, metroid and most snes games, is
> entirely analogue based (heck, in castlevania even your whip is analogue),
> therefore there is no sequence of moves you can for certain memorize to get
> through the game, eg, walk five steps right jump, listen for power up sound
> then whip etc.
>
> Everything is moving relative to everything else and what you do and
> requires considderab judgement.
>
> Myself, I'm waiting until Tom has time to play with the genesis 3D engine
> and make some analogue audio platformers in a similar style.
>
> Beware the Grue!
>
> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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>

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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread dark

Hi Tom.

this is true! world 8 is imho one of the hardest in the game, and in fact I 
found 9 and 10 much easier (though the final level is stil evil).


Though as I said in my low vision review castlevania is a game that has some 
good stuff low vision wise, lots of sfx, dark backgrounds that contrast 
well, (as well as bad stuff like bats that are similar coloured to the 
background), I can't see it being too accessible if you can't physically see 
the screen.


Remember, supercastlevania like Mega man, metroid and most snes games, is 
entirely analogue based (heck, in castlevania even your whip is analogue), 
therefore there is no sequence of moves you can for certain memorize to get 
through the game, eg, walk five steps right jump, listen for power up sound 
then whip etc.


Everything is moving relative to everything else and what you do and 
requires considderab judgement.


Myself, I'm waiting until Tom has time to play with the genesis 3D engine 
and make some analogue audio platformers in a similar style.


Beware the Grue!

Dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread Clement Chou
I guess there's a point there. But I thought it wouldn't hurt to ask. 
Castlevania: Dracula x chronicles on the psp is actually quite 
good... and I've made it through the first couple stages. I haven't 
gotten through much more because I haven't played in a long time, but 
there's a lot of audio and checkpoints are regular enough that if you 
do happen to die somewhere you can respawn somewhere reasonably 
close. I'm a big fan of Castlevania, just never got to play it 
much... being totally blind will put a damper on that. lol.


At 04:48 AM 05/08/2011, you wrote:

Hi Clement,

That would depend on a number of factors like if you have any vision,
if you have sighted assistance, if you played the game before, etc.
Its playable if you have a bit of sighted assistance and you've
memorized where all the spike traps are, pools of blood, and so forth
but if you can't see them and don't know where they are then it will
be a very short game indeed. :D

For instance, let's take the Frankenstine's Monster level. I want to
say its level 8 or so. After killing the knight at the end of level 7
the floor opens up and Simon Belmont falls into a torture chamber,
area. There are all kinds of traps from crushing spikes, swinging
Pendulums, to pools of blood. Not to mention various monsters like
giant spiders, flying evil eyes, and undead knights swinging axes.
Basically, its a pretty difficult level even for someone with sight,
and for us its more so as we have to count steps and try and time our
jumps as best as we can. Some sighted assist is almost necessary for
this level because its too difficult to react to the traps and
monsters in time. A lot of Super NES games have this problem.



On 8/4/11, Clement Chou  wrote:
> Hey Tom. I'm curious... how playable is Super Castlevania playability wise?

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Re: [Audyssey] getting a emulator for the blind.

2011-08-05 Thread Thomas Ward
Hi Clement,

That would depend on a number of factors like if you have any vision,
if you have sighted assistance, if you played the game before, etc.
Its playable if you have a bit of sighted assistance and you've
memorized where all the spike traps are, pools of blood, and so forth
but if you can't see them and don't know where they are then it will
be a very short game indeed. :D

For instance, let's take the Frankenstine's Monster level. I want to
say its level 8 or so. After killing the knight at the end of level 7
the floor opens up and Simon Belmont falls into a torture chamber,
area. There are all kinds of traps from crushing spikes, swinging
Pendulums, to pools of blood. Not to mention various monsters like
giant spiders, flying evil eyes, and undead knights swinging axes.
Basically, its a pretty difficult level even for someone with sight,
and for us its more so as we have to count steps and try and time our
jumps as best as we can. Some sighted assist is almost necessary for
this level because its too difficult to react to the traps and
monsters in time. A lot of Super NES games have this problem.



On 8/4/11, Clement Chou  wrote:
> Hey Tom. I'm curious... how playable is Super Castlevania playability wise?

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Re: [Audyssey] getting a emulator for the blind.

2011-08-04 Thread Clement Chou

Hey Tom. I'm curious... how playable is Super Castlevania playability wise?

At 03:38 AM 04/08/2011, you wrote:

Hi Michael,

Well, I would recommend trying SNES9x. The GUI interface is fairly
accessible as far as rom emulators goes, and I've been using it both
on Windows and Linux for quite a long time. It also seems to do a
fairly decent job with mmost Super NES roms, and I've spent plenty of
time playing Super Castlevania, Super Double Dragon, etc with it. So
give it a try.

Cheers!

On 8/4/11, michael barnes  wrote:
> Hey, I am looking for the best accessible super nintendo emulator that
> will work with a screen reader.
> So if someone could please help me find a super nintendo emulator that
> would be great.
> Thanks.
>
> --
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> www.serotek.com to learn more about accessibility anywhere.
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>
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Re: [Audyssey] getting a emulator for the blind.

2011-08-04 Thread Thomas Ward
Hi Michael,

Well, I would recommend trying SNES9x. The GUI interface is fairly
accessible as far as rom emulators goes, and I've been using it both
on Windows and Linux for quite a long time. It also seems to do a
fairly decent job with mmost Super NES roms, and I've spent plenty of
time playing Super Castlevania, Super Double Dragon, etc with it. So
give it a try.

Cheers!

On 8/4/11, michael barnes  wrote:
> Hey, I am looking for the best accessible super nintendo emulator that
> will work with a screen reader.
> So if someone could please help me find a super nintendo emulator that
> would be great.
> Thanks.
>
> --
> Email services provided by the System Access Mobile Network.  Visit
> www.serotek.com to learn more about accessibility anywhere.
>
>
> ---
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[Audyssey] getting a emulator for the blind.

2011-08-03 Thread michael barnes
Hey, I am looking for the best accessible super nintendo emulator that 
will work with a screen reader.
So if someone could please help me find a super nintendo emulator that 
would be great.

Thanks.

--
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www.serotek.com to learn more about accessibility anywhere.



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