Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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... > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-arc
Re: [Audyssey] getting a emulator for the blind.
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? > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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... --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > 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.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > -- > Email services provided by the System Access Mobile Network. Visit > www.serotek.com to learn more about accessibility anywhere. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] getting a emulator for the blind.
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. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] getting a emulator for the blind.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.