Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-18 Thread Charles Rivard
Firstly, I don't think there was going to be an update to that game. 
Secondly, it was produced and marketed by a different developer, and that 
developer is who I would contact, if they still even exist.  I would not 
want Draconis to run into any possible legal issues by updating someone 
else's game.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Sky Mundell s...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 16, 2012 1:44 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


Hello, I was just asking if the guys at draconess were going to be 
developing a wild west game simular to the Grizzly Gulch game. yes, that's 
true that the silver dollar salloon is in the pinball and monkey business 
games. the problem with these old west in the games unlike grizzly gulch 
is that they're limmitted in what you can do. in grizlly gulch, you could 
enter the bank, General Store, Marshals office, saloon, etc. You could 
also catch robbers and go on bounty missions. in the ESP pinball tables 
and in the monkey wildWest. You can only enter the saloon,  blacksnith 
shop, horse stable. no bank, no opertunities to to go on bounty missions. 
as far as I am concerned, their has not been an update to grizzly gulch in 
a long long time.


-Original Message- 
From: Ibrahim Gucukoglu

Sent: Saturday, December 15, 2012 10:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi.

The only silver dollar I've heard of is the Silver Dollar Saloon featured 
in

the pinball classic, party pack and Monkey Business games.  Its the saloon
featured in the western scenarios, oh and of course the intro seen for 
Alien

Outback and the sound scheme in the Ultimate Soundoku LOLOL.

All the best, Ibrahim.

-Original Message- 
From: Sky Mundell

Sent: Sunday, December 16, 2012 4:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hello, you menshened a couple of years ago that you would be developing a
game called silver dollar. is that game still coming? looking forward to
that one for sure!

-Original Message- 
From: Draconis Entertainment

Sent: Wednesday, December 12, 2012 5:06 AM
To: gamers@audyssey.org
Subject: [Audyssey] Announcement from Draconis Entertainment


The following is an expanded version of the announcement we have posted to
our website with additional details. We will try to answer questions 
posted
here to the best of our ability, but please keep in mind that we will not 
be

going into great depth about unannounced future titles, as has always been
our policy.

It has been a long time coming, but the dragon has awakened at last. Pull 
up

a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals in
mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily be
maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and
only supporting Windows was no longer satisfactory. Our new game engine 
will

work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on 
top

of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development 
once

the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine 
will
be continually enhanced and expanded as we release more and more titles. 
You
will see our games grow in size and complexity with each release as we 
push

the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any 
game

specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of 
beta
testers for the last two years, to whom we are enormously grateful. We 
could

not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground up
for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions of
some of our classic games with tons of new features, new audio, new modes 
of

play, and so on. All-new titles will be coming very soon thereafter, with
more classic titles staggered between new releases.

In general, we

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-16 Thread Ibrahim Gucukoglu

Hi Sky.

Yes, I see what you mean, your obviously as devoted a player of these games 
as I was at one time, however I've never heard of such a plan from Draconis 
or anyone else for that matter about developing a wild west game, however 
the Monkey Business game engine could definatly power such a beast even 
though its 10 or so years old, so there is always the possibility.  I love 
westerns myself and play sometimes with my sighted friend games like Red 
Dead Redemption which is a wild west scenario that is so absorbing its 
creepy sometimes.


all the best, Ibrahim.

-Original Message- 
From: Sky Mundell

Sent: Sunday, December 16, 2012 7:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hello, I was just asking if the guys at draconess were going to be
developing a wild west game simular to the Grizzly Gulch game. yes, that's
true that the silver dollar salloon is in the pinball and monkey business
games. the problem with these old west in the games unlike grizzly gulch is
that they're limmitted in what you can do. in grizlly gulch, you could enter
the bank, General Store, Marshals office, saloon, etc. You could also catch
robbers and go on bounty missions. in the ESP pinball tables and in the
monkey wildWest. You can only enter the saloon,  blacksnith shop, horse
stable. no bank, no opertunities to to go on bounty missions. as far as I am
concerned, their has not been an update to grizzly gulch in a long long
time.

-Original Message- 
From: Ibrahim Gucukoglu

Sent: Saturday, December 15, 2012 10:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi.

The only silver dollar I've heard of is the Silver Dollar Saloon featured in
the pinball classic, party pack and Monkey Business games.  Its the saloon
featured in the western scenarios, oh and of course the intro seen for Alien
Outback and the sound scheme in the Ultimate Soundoku LOLOL.

All the best, Ibrahim.

-Original Message- 
From: Sky Mundell

Sent: Sunday, December 16, 2012 4:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hello, you menshened a couple of years ago that you would be developing a
game called silver dollar. is that game still coming? looking forward to
that one for sure!

-Original Message- 
From: Draconis Entertainment

Sent: Wednesday, December 12, 2012 5:06 AM
To: gamers@audyssey.org
Subject: [Audyssey] Announcement from Draconis Entertainment


The following is an expanded version of the announcement we have posted to
our website with additional details. We will try to answer questions posted
here to the best of our ability, but please keep in mind that we will not be
going into great depth about unannounced future titles, as has always been
our policy.

It has been a long time coming, but the dragon has awakened at last. Pull up
a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals in
mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily be
maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and
only supporting Windows was no longer satisfactory. Our new game engine will
work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on top
of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development once
the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine will
be continually enhanced and expanded as we release more and more titles. You
will see our games grow in size and complexity with each release as we push
the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any game
specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of beta
testers for the last two years, to whom we are enormously grateful. We could
not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground up
for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions of
some of our classic games with tons of new features, new audio, new modes of
play, and so on. All-new titles

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-16 Thread dark

Hi.

Silver dollar as I remember was a game announced by draconis, essentially a 
full virtual town in first person 3D to walk around where you could get into 
barfights and play various other minigames.


it'd be nice to see I agree.

Beware the grue!

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-16 Thread dark

Hi.
To be honest that's what I always expected, a small, just for fun title set 
in the  same wild west town of silver dollar seen in other draconis titles, 
just a bit of fun, but good fun as punching out varments teeth usually is 
:D.


As to leaked well if I remember rightly there was an announcement about 
the game on the drconis site way back when.


Beware the grue!

Dark.
- Original Message - 
From: Draconis Entertainment gene...@draconisentertainment.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 16, 2012 2:54 PM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment




Not sure how the info on SilverDollar has leaked, but I want to put some 
of these rumors to bed right now.


SilverDollar *never* was planned to be a 3d 1st person game.

It will be coming out soon, and is a very simple, extremely cheap title, 
that is not intended as a significant release. It is, and was always 
planned, as a small, fun, and addictive title.


We will release more details on it when it becomes available.

On Dec 16, 2012, at 3:44 AM, dark d...@xgam.org wrote:


Hi.

Silver dollar as I remember was a game announced by draconis, essentially 
a full virtual town in first person 3D to walk around where you could get 
into barfights and play various other minigames.


it'd be nice to see I agree.

Beware the grue!

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-16 Thread Phil Vlasak

Hi Josh,
Here is where the info came from:
On 27 May 2009, at 04:28, Draconis Entertainment wrote:

Greetings gamers,

This note is a quick sneak peek at a few items that will be  announced
officially on the Draconis web site soon.

4. We have two developers working on the new titles. Silver Dollar  is 
nearing completion and will be a free offering for both Mac and

Windows users.

Thanks for your continued support. The best years are still ahead  of
us. In the end, it'll be worth the wait. Thanks for sticking  with us.


- Original Message - 
From: Draconis Entertainment gene...@draconisentertainment.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 16, 2012 9:54 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment




Not sure how the info on SilverDollar has leaked, but I want to put some 
of these rumors to bed right now.


SilverDollar *never* was planned to be a 3d 1st person game.

It will be coming out soon, and is a very simple, extremely cheap title, 
that is not intended as a significant release. It is, and was always 
planned, as a small, fun, and addictive title.


We will release more details on it when it becomes available.




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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread dark
I'm afraid not tom, you are absolutely dead wrong about that,  because while 
the experience of  lack of experience of light entering the eye is similar, 
a blind  person is not likely to be eaten by a grue, where as someone locked 
in a closet where it is pitch dark certainly is!


Beware the grue!

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Ben
Its not just the colour association with real life you have to factor in,
sean.  It's the matter of colours are also words - so technically in another
way you could think of it as word matching.  Since I've never seen colour, a
lot of people think I don't know what colours are, but everyone is taught
from an early age to map colours in their head (through primary/elementary
school and prior to).  So blind peoples minds work differently but apply
similar mental processing.  If you wish to discuss this with me in a more
convenient manner then that would be fine.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: 15 December 2012 03:31
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Raul,

Very true. As someone who lost his sight later in life I obviously
know what red, blue, green, yellow, etc look like. A game involving
colors wouldn't be meaningless to me personally.

On 12/14/12, Raul A. Gallegos r...@raulgallegos.com wrote:
 Hi, colors are not meaningless to all blind people. Just saying.

 --
 Raul A. Gallegos

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Ibrahim Gucukoglu

Hi Guys.

What does the blindness ability to see and interpret colour have to do with 
accessible gaming?  I joined a list to discuss accessibility in different 
games and audio games etc., not to see reams and reams of messages about 
whether a blind person can understand different colours in context.  For 
someone who has never seen, colours are just words to me.  They have no 
meaning, they might as well be numbers or letters.  If we could bring this 
discussion to a close then I for one would be grateful.


All the best, Ibrahim.

-Original Message- 
From: Ben

Sent: Saturday, December 15, 2012 8:17 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Its not just the colour association with real life you have to factor in,
sean.  It's the matter of colours are also words - so technically in another
way you could think of it as word matching.  Since I've never seen colour, a
lot of people think I don't know what colours are, but everyone is taught
from an early age to map colours in their head (through primary/elementary
school and prior to).  So blind peoples minds work differently but apply
similar mental processing.  If you wish to discuss this with me in a more
convenient manner then that would be fine.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: 15 December 2012 03:31
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Raul,

Very true. As someone who lost his sight later in life I obviously
know what red, blue, green, yellow, etc look like. A game involving
colors wouldn't be meaningless to me personally.

On 12/14/12, Raul A. Gallegos r...@raulgallegos.com wrote:

Hi, colors are not meaningless to all blind people. Just saying.

--
Raul A. Gallegos


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Sky Mundell
Hello, you menshened a couple of years ago that you would be developing a 
game called silver dollar. is that game still coming? looking forward to 
that one for sure!


-Original Message- 
From: Draconis Entertainment

Sent: Wednesday, December 12, 2012 5:06 AM
To: gamers@audyssey.org
Subject: [Audyssey] Announcement from Draconis Entertainment


The following is an expanded version of the announcement we have posted to 
our website with additional details. We will try to answer questions posted 
here to the best of our ability, but please keep in mind that we will not be 
going into great depth about unannounced future titles, as has always been 
our policy.


It has been a long time coming, but the dragon has awakened at last. Pull up 
a chair, and we'll fill you in on what we've been doing.


Draconis Entertainment has spent the last few years working on a 
next-generation game engine for audio gaming. We had several key goals in 
mind as we began working on this project.


* We wanted to future-proof our games. A game engine that could easily be 
maintained and kept current in-line with modern operating systems, 
eliminating the problems of incompatible or out-of-date dependencies was 
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and 
only supporting Windows was no longer satisfactory. Our new game engine will 
work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of 
game-style we chose to throw at it, and to build all future releases on top 
of the same core.
* We wanted to bring our prices down. If the game engine really was as 
capable as we designed it to be, this would mean more rapid development once 
the core of the engine was complete.


The enormity of this undertaking cannot be understated. The game engine will 
be continually enhanced and expanded as we release more and more titles. You 
will see our games grow in size and complexity with each release as we push 
the limits of what the engine is capable of.


To put this into perspective, the game engine itself, not counting any game 
specific code, currently spans over 130,000 lines of code.


The game engine has been under active testing by an incredible group of beta 
testers for the last two years, to whom we are enormously grateful. We could 
not have done this without them. Thank you all!


Looking ahead..

Our plan going forward is to begin releasing both new titles as well as 
expanded versions of old ones that have been rewritten from the ground up 
for the next-generation Draconis game engine.. As our focus has been on 
perfecting the engine, the first couple of titles will be new versions of 
some of our classic games with tons of new features, new audio, new modes of 
play, and so on. All-new titles will be coming very soon thereafter, with 
more classic titles staggered between new releases.


In general, we expect desktop titles to be released first for Mac OS X, 
followed soon after by Windows versions. Mobile games for iOS are also in 
development, as well as special mobile versions of games that have been 
traditionally meant for desktops.


Our desktop game development has been broken into two distinct fazes. 
Initial game design and development is now being done on Mac OS X with the 
primary coders and a team of beta testers, while a separate coder and set of 
Windows testers will work on the Windows release as the game's initial 
design and development wraps up.


It is with great excitement, that we are pleased to announce the immediate 
availability of our first Mac OS X title, which is expected to be available 
for Windows in the first quarter of 2013 as well.


ChangeReaction, Draconis Entertainment's classic audio puzzle game for the 
blind and visually impaired comes to OS X with new audio, three entirely 
different modes of game play, a host of new features, and a cheaper price 
tag!


Primarily intended for blind and visually impaired gamers, ChangeReaction is 
played via the keyboard and your ears. Navigate the game board with the 
arrow keys, dropping coins on the stacks to create chains of explosions and 
rack up higher and higher scores! Match three coins of the same denomination 
vertically or horizontally to trigger a chain reaction that blows up all 
adjacent coins of the same value! This game has no visual element. Use your 
fingers, ears, and wits to rack up the highest scores possible!


* Choose from three distinctly different variations of game play.
* All modes support three difficulty levels.
* In ChangeReaction Classic, clear the board of all coins before time runs 
out!
* In LooseChange, clearing the board just got a whole lot more difficult! 
Bombs explode on coin stacks and scatter their contents across the board for 
added challenge!
* In PayDay, try to keep the board from being cleared against all odds, and 
rack up overtime by clearing positions on the board which represent the 
hours of 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Desiree Oudinot
Silver Dollar? That's the first I've heard of it. What was it supposed
to be about?

On 12/15/12, Sky Mundell s...@shaw.ca wrote:
 Hello, you menshened a couple of years ago that you would be developing a
 game called silver dollar. is that game still coming? looking forward to
 that one for sure!

 -Original Message-
 From: Draconis Entertainment
 Sent: Wednesday, December 12, 2012 5:06 AM
 To: gamers@audyssey.org
 Subject: [Audyssey] Announcement from Draconis Entertainment


 The following is an expanded version of the announcement we have posted to
 our website with additional details. We will try to answer questions posted

 here to the best of our ability, but please keep in mind that we will not be

 going into great depth about unannounced future titles, as has always been
 our policy.

 It has been a long time coming, but the dragon has awakened at last. Pull up

 a chair, and we'll fill you in on what we've been doing.

 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals in
 mind as we began working on this project.

 * We wanted to future-proof our games. A game engine that could easily be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves, and
 only supporting Windows was no longer satisfactory. Our new game engine will

 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on top

 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development once

 the core of the engine was complete.

 The enormity of this undertaking cannot be understated. The game engine will

 be continually enhanced and expanded as we release more and more titles. You

 will see our games grow in size and complexity with each release as we push

 the limits of what the engine is capable of.

 To put this into perspective, the game engine itself, not counting any game

 specific code, currently spans over 130,000 lines of code.

 The game engine has been under active testing by an incredible group of beta

 testers for the last two years, to whom we are enormously grateful. We could

 not have done this without them. Thank you all!

 Looking ahead..

 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions of
 some of our classic games with tons of new features, new audio, new modes of

 play, and so on. All-new titles will be coming very soon thereafter, with
 more classic titles staggered between new releases.

 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.

 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with the
 primary coders and a team of beta testers, while a separate coder and set of

 Windows testers will work on the Windows release as the game's initial
 design and development wraps up.

 It is with great excitement, that we are pleased to announce the immediate
 availability of our first Mac OS X title, which is expected to be available

 for Windows in the first quarter of 2013 as well.

 ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
 blind and visually impaired comes to OS X with new audio, three entirely
 different modes of game play, a host of new features, and a cheaper price
 tag!

 Primarily intended for blind and visually impaired gamers, ChangeReaction is

 played via the keyboard and your ears. Navigate the game board with the
 arrow keys, dropping coins on the stacks to create chains of explosions and

 rack up higher and higher scores! Match three coins of the same denomination

 vertically or horizontally to trigger a chain reaction that blows up all
 adjacent coins of the same value! This game has no visual element. Use your

 fingers, ears, and wits to rack up the highest scores possible!

 * Choose from three distinctly different variations of game play.
 * All modes support three difficulty levels.
 * In ChangeReaction Classic, clear the board of all coins before time runs
 out!
 * In LooseChange, clearing the board just got a whole lot more difficult!
 Bombs explode on coin stacks and scatter their contents across the board for

 added challenge!

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Ibrahim Gucukoglu

Hi.

The only silver dollar I've heard of is the Silver Dollar Saloon featured in 
the pinball classic, party pack and Monkey Business games.  Its the saloon 
featured in the western scenarios, oh and of course the intro seen for Alien 
Outback and the sound scheme in the Ultimate Soundoku LOLOL.


All the best, Ibrahim.

-Original Message- 
From: Sky Mundell

Sent: Sunday, December 16, 2012 4:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hello, you menshened a couple of years ago that you would be developing a
game called silver dollar. is that game still coming? looking forward to
that one for sure!

-Original Message- 
From: Draconis Entertainment

Sent: Wednesday, December 12, 2012 5:06 AM
To: gamers@audyssey.org
Subject: [Audyssey] Announcement from Draconis Entertainment


The following is an expanded version of the announcement we have posted to
our website with additional details. We will try to answer questions posted
here to the best of our ability, but please keep in mind that we will not be
going into great depth about unannounced future titles, as has always been
our policy.

It has been a long time coming, but the dragon has awakened at last. Pull up
a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals in
mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily be
maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and
only supporting Windows was no longer satisfactory. Our new game engine will
work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on top
of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development once
the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine will
be continually enhanced and expanded as we release more and more titles. You
will see our games grow in size and complexity with each release as we push
the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any game
specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of beta
testers for the last two years, to whom we are enormously grateful. We could
not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground up
for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions of
some of our classic games with tons of new features, new audio, new modes of
play, and so on. All-new titles will be coming very soon thereafter, with
more classic titles staggered between new releases.

In general, we expect desktop titles to be released first for Mac OS X,
followed soon after by Windows versions. Mobile games for iOS are also in
development, as well as special mobile versions of games that have been
traditionally meant for desktops.

Our desktop game development has been broken into two distinct fazes.
Initial game design and development is now being done on Mac OS X with the
primary coders and a team of beta testers, while a separate coder and set of
Windows testers will work on the Windows release as the game's initial
design and development wraps up.

It is with great excitement, that we are pleased to announce the immediate
availability of our first Mac OS X title, which is expected to be available
for Windows in the first quarter of 2013 as well.

ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
blind and visually impaired comes to OS X with new audio, three entirely
different modes of game play, a host of new features, and a cheaper price
tag!

Primarily intended for blind and visually impaired gamers, ChangeReaction is
played via the keyboard and your ears. Navigate the game board with the
arrow keys, dropping coins on the stacks to create chains of explosions and
rack up higher and higher scores! Match three coins of the same denomination
vertically or horizontally to trigger a chain reaction that blows up all
adjacent coins of the same value! This game has no visual element. Use your
fingers, ears, and wits to rack up the highest scores possible!

* Choose from three distinctly different variations of game play.
* All modes

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Dallas O'Brien
an interesting question to pose here, is with this new engine, are we
going to be heading towards online play, as the rest of the mainstream
gaming world has been for many years now? i mean, sure, playing  a
game on my own is fun sometimes, but online playability just brings
something a computer player can't.
dallas


On 13/12/2012, Michael Taboada mich...@speedofsoundgaming.com wrote:
 Hi,
 Sure you can have demos. Just look at all the games that are called xxx free

 with a version called xxx pro. What would you consider the free version but

 a demo.
 Hth,
 -Michael.


 -Original Message-
 From: Bryan Peterson
 Sent: Wednesday, December 12, 2012 1:16 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Announcement from Draconis Entertainment

 I think in order for that to work in the App store there would have to
 be two separate versions the way there are with Super Liam. The one
 would be the demo ad then the full version. But from what I've seen the
 App Store doesn't really allow for demos. Someone feel free to correct
 me though if I'm wrong.
 On 12/12/2012 12:09 PM, Brandon Misch wrote:
 any plans on providing users with a playable demo so users can try before

 they buy like in the windows versions?

 On Dec 12, 2012, at 1:43 PM, Desiree Oudinot turtlepowe...@gmail.com
 wrote:

 This is great news. Change Reaction was always one of my favorite
 Draconus titles, so it's as good a place as any to start with. I'm
 slightly disappointed that the Mac version was the first to come out,
 since I'm a Windows user, but I'll definitely be looking forward to
 the Windows version, and I'm sure it will be worth the wait.
 I, too, am hoping that the pinball games are the next to be updated,
 because they are awesome, and I can't play them anymore. they crash
 with Windows 7.

 On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com
 wrote:
 The following is an expanded version of the announcement we have posted

 to
 our website with additional details. We will try to answer questions
 posted
 here to the best of our ability, but please keep in mind that we will
 not be
 going into great depth about unannounced future titles, as has always
 been
 our policy.

 It has been a long time coming, but the dragon has awakened at last.
 Pull up
 a chair, and we'll fill you in on what we've been doing.

 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals
 in
 mind as we began working on this project.

 * We wanted to future-proof our games. A game engine that could easily
 be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies
 was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves,
 and
 only supporting Windows was no longer satisfactory. Our new game engine

 will
 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on

 top
 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development

 once
 the core of the engine was complete.

 The enormity of this undertaking cannot be understated. The game engine

 will
 be continually enhanced and expanded as we release more and more titles.

 You
 will see our games grow in size and complexity with each release as we
 push
 the limits of what the engine is capable of.

 To put this into perspective, the game engine itself, not counting any
 game
 specific code, currently spans over 130,000 lines of code.

 The game engine has been under active testing by an incredible group of

 beta
 testers for the last two years, to whom we are enormously grateful. We
 could
 not have done this without them. Thank you all!

 Looking ahead..

 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground
 up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions
 of
 some of our classic games with tons of new features, new audio, new
 modes of
 play, and so on. All-new titles will be coming very soon thereafter,
 with
 more classic titles staggered between new releases.

 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also
 in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.

 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with
 the
 primary coders and a team of beta testers, while a separate coder and
 set of
 Windows testers

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Liam Erven
The app store does not allow for demos, but may allow for a free or lite
version.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Michael
Taboada
Sent: Wednesday, December 12, 2012 1:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi,
Sure you can have demos. Just look at all the games that are called xxx free

with a version called xxx pro. What would you consider the free version but 
a demo.
Hth,
-Michael.


-Original Message- 
From: Bryan Peterson
Sent: Wednesday, December 12, 2012 1:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

I think in order for that to work in the App store there would have to
be two separate versions the way there are with Super Liam. The one
would be the demo ad then the full version. But from what I've seen the
App Store doesn't really allow for demos. Someone feel free to correct
me though if I'm wrong.
On 12/12/2012 12:09 PM, Brandon Misch wrote:
 any plans on providing users with a playable demo so users can try before 
 they buy like in the windows versions?

 On Dec 12, 2012, at 1:43 PM, Desiree Oudinot turtlepowe...@gmail.com 
 wrote:

 This is great news. Change Reaction was always one of my favorite
 Draconus titles, so it's as good a place as any to start with. I'm
 slightly disappointed that the Mac version was the first to come out,
 since I'm a Windows user, but I'll definitely be looking forward to
 the Windows version, and I'm sure it will be worth the wait.
 I, too, am hoping that the pinball games are the next to be updated,
 because they are awesome, and I can't play them anymore. they crash
 with Windows 7.

 On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com 
 wrote:
 The following is an expanded version of the announcement we have posted 
 to
 our website with additional details. We will try to answer questions 
 posted
 here to the best of our ability, but please keep in mind that we will 
 not be
 going into great depth about unannounced future titles, as has always 
 been
 our policy.

 It has been a long time coming, but the dragon has awakened at last. 
 Pull up
 a chair, and we'll fill you in on what we've been doing.

 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals 
 in
 mind as we began working on this project.

 * We wanted to future-proof our games. A game engine that could easily 
 be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves, 
 and
 only supporting Windows was no longer satisfactory. Our new game engine 
 will
 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on 
 top
 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development 
 once
 the core of the engine was complete.

 The enormity of this undertaking cannot be understated. The game engine 
 will
 be continually enhanced and expanded as we release more and more titles.

 You
 will see our games grow in size and complexity with each release as we 
 push
 the limits of what the engine is capable of.

 To put this into perspective, the game engine itself, not counting any 
 game
 specific code, currently spans over 130,000 lines of code.

 The game engine has been under active testing by an incredible group of 
 beta
 testers for the last two years, to whom we are enormously grateful. We 
 could
 not have done this without them. Thank you all!

 Looking ahead..

 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground 
 up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions 
 of
 some of our classic games with tons of new features, new audio, new 
 modes of
 play, and so on. All-new titles will be coming very soon thereafter, 
 with
 more classic titles staggered between new releases.

 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also 
 in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.

 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with 
 the
 primary coders and a team of beta testers, while a separate coder and 
 set of
 Windows testers will work on the Windows release as the game's initial

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-15 Thread Sky Mundell
Hello, I was just asking if the guys at draconess were going to be 
developing a wild west game simular to the Grizzly Gulch game. yes, that's 
true that the silver dollar salloon is in the pinball and monkey business 
games. the problem with these old west in the games unlike grizzly gulch is 
that they're limmitted in what you can do. in grizlly gulch, you could enter 
the bank, General Store, Marshals office, saloon, etc. You could also catch 
robbers and go on bounty missions. in the ESP pinball tables and in the 
monkey wildWest. You can only enter the saloon,  blacksnith shop, horse 
stable. no bank, no opertunities to to go on bounty missions. as far as I am 
concerned, their has not been an update to grizzly gulch in a long long 
time.


-Original Message- 
From: Ibrahim Gucukoglu

Sent: Saturday, December 15, 2012 10:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi.

The only silver dollar I've heard of is the Silver Dollar Saloon featured in
the pinball classic, party pack and Monkey Business games.  Its the saloon
featured in the western scenarios, oh and of course the intro seen for Alien
Outback and the sound scheme in the Ultimate Soundoku LOLOL.

All the best, Ibrahim.

-Original Message- 
From: Sky Mundell

Sent: Sunday, December 16, 2012 4:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hello, you menshened a couple of years ago that you would be developing a
game called silver dollar. is that game still coming? looking forward to
that one for sure!

-Original Message- 
From: Draconis Entertainment

Sent: Wednesday, December 12, 2012 5:06 AM
To: gamers@audyssey.org
Subject: [Audyssey] Announcement from Draconis Entertainment


The following is an expanded version of the announcement we have posted to
our website with additional details. We will try to answer questions posted
here to the best of our ability, but please keep in mind that we will not be
going into great depth about unannounced future titles, as has always been
our policy.

It has been a long time coming, but the dragon has awakened at last. Pull up
a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals in
mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily be
maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and
only supporting Windows was no longer satisfactory. Our new game engine will
work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on top
of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development once
the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine will
be continually enhanced and expanded as we release more and more titles. You
will see our games grow in size and complexity with each release as we push
the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any game
specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of beta
testers for the last two years, to whom we are enormously grateful. We could
not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground up
for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions of
some of our classic games with tons of new features, new audio, new modes of
play, and so on. All-new titles will be coming very soon thereafter, with
more classic titles staggered between new releases.

In general, we expect desktop titles to be released first for Mac OS X,
followed soon after by Windows versions. Mobile games for iOS are also in
development, as well as special mobile versions of games that have been
traditionally meant for desktops.

Our desktop game development has been broken into two distinct fazes.
Initial game design and development is now being done on Mac OS X with the
primary coders and a team of beta testers, while a separate coder and set of
Windows testers will work on the Windows release as the game's initial
design and development wraps up.

It is with great excitement, that we are pleased to announce the immediate

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-14 Thread Raul A. Gallegos

Hi, colors are not meaningless to all blind people. Just saying.

--
Raul A. Gallegos
A hospital bed is a parked taxi with the meter running. - Groucho Marx
Home Page: http://raulgallegos.com
Twitter: https://twitter.com/rau47
Facebook: http://facebook.com/rau47

On 12/13/2012 9:38 AM, Charles Rivard wrote:

On the other hand, colors are meaningless to a blind person.  I can
associate much better with a dollar, a quarter, and so on than I can
with something that is red, blue, or green.  And with a name like
change reaction coin names are more appropriate.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 1:14 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



ah, thanks bryan, I've never heard of that at all.

As I said I'd actually appreciate some alternative coin names, perhaps
just numbered tocans rather than the american ones which obviously I'm
less familiar with, indeed to me, playing a tetris type game would be
much more logical with  coloured tocans such as blue red green and
white all with unique values than with coins.

Beware the grue!

Dark.
- Original Message - From: Bryan Peterson
bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:47 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



It probably also didn't help that the half-dollar was called a fitty
in game. Not everyone knows that fitty is slang for fifty.
On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to
windows and

Ios versions that I can try.

I will admit I never really got change reaction, so I'll be
interested to
see if the audio hints help with the game when the windows version
comes
out, sinse it always seemed that you were just hearing a matching
coin and
just chucking away. The fact that the game also used american
coinage which

obviously me being in the Uk I'm not really familiar with in terms
of it's
value (I have heard of quarters, knickles and dimes before but have
no idea

what they're worth), didn't help, indeed you might considder an
alternative

for the names of coins, perhaps just giving their numerical value
instead of

the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they
be in
their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen
qualities of
voice over and  other features of mobile devices like jyroscope to
change
the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you
punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games
available.

all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-14 Thread dark

Hi Raul.

That wouldn't surprise me, sinse synaesthesia and coloured hearing are well 
known anyway. My only problem with tying colours to sounds in game indeed is 
quite often the colours used for the sounds are not the same as the colours 
the sounds have in my brain, for example in alien outback those red ships 
aren't red, they're light blue to me, and those yellow ships are a darker, 
purple blue :D.


Myself, while I appreciate people find colours to have less meaning, I would 
suggest that in a tetris type of game like change reaction colours might 
actually be workable as they would be closer to the many mainstream tetris 
style games that used matching of coloured blocks such as columns, Dr. 
Marrio, Wario's woods, mean bean machine, tetris attack, kirby's ghost trap 
and doubtless about a hundred others :D.


Beware the grue!

dark. 



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-14 Thread Trouble
True it all depends on when you lost the sight and even some totals 
can pick up on the basic colors.


At 06:11 AM 12/14/2012, you wrote:

Hi, colors are not meaningless to all blind people. Just saying.

--
Raul A. Gallegos
A hospital bed is a parked taxi with the meter running. - Groucho Marx
Home Page: http://raulgallegos.com
Twitter: https://twitter.com/rau47
Facebook: http://facebook.com/rau47

On 12/13/2012 9:38 AM, Charles Rivard wrote:

On the other hand, colors are meaningless to a blind person.  I can
associate much better with a dollar, a quarter, and so on than I can
with something that is red, blue, or green.  And with a name like
change reaction coin names are more appropriate.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 1:14 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



ah, thanks bryan, I've never heard of that at all.

As I said I'd actually appreciate some alternative coin names, perhaps
just numbered tocans rather than the american ones which obviously I'm
less familiar with, indeed to me, playing a tetris type game would be
much more logical with  coloured tocans such as blue red green and
white all with unique values than with coins.

Beware the grue!

Dark.
- Original Message - From: Bryan Peterson
bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:47 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



It probably also didn't help that the half-dollar was called a fitty
in game. Not everyone knows that fitty is slang for fifty.
On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to
windows and

Ios versions that I can try.

I will admit I never really got change reaction, so I'll be
interested to
see if the audio hints help with the game when the windows version
comes
out, sinse it always seemed that you were just hearing a matching
coin and
just chucking away. The fact that the game also used american
coinage which

obviously me being in the Uk I'm not really familiar with in terms
of it's
value (I have heard of quarters, knickles and dimes before but have
no idea

what they're worth), didn't help, indeed you might considder an
alternative

for the names of coins, perhaps just giving their numerical value
instead of

the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they
be in
their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen
qualities of
voice over and  other features of mobile devices like jyroscope to
change
the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you
punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games
available.

all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-14 Thread Trouble
Also any money that is deformed in any way is not allowed to be 
excepted by any business.


At 11:43 PM 12/13/2012, you wrote:

Hi Dark,

Lol! No, squashed coins are definitely not legal tender in the U.S.
Once you put that penny on the railroad tracks and have a train run
over it the coin is pretty much ruined. You might start out with a
coin the size of the penny but after it gets smashed by the train
wheels it is about the diameter of a half-dollar and it is paper thin,
and the face of Abe Lincoln is messed up beyond recognition. Besides
that the coin is bent and warped so it would never fit in a coin slot
or in a cash drawer again. :D

On 12/13/12, dark d...@xgam.org wrote:
 Hi tom.

 I believe what I was hearing as thinny was what brian said was called a
 fitty, which would explain the mistake, sinse I don't imagine 
squashed coins


 are legal tender anymore :D.

 Beware the grue!

 dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-14 Thread shaun everiss

True, but I can't see colour.
People assume that we can just see black because I would imagine that 
this is what they associate with darkness.

I know a lot of people don't even see light.
I see light and shaddows of objects, ie cars, walls, etc depending on 
reflection of light and how bright it is.
True colour via word associations do work but to see those well I 
don't or rather assume I don't.

I probably do see black or at least white but can't recognise it.
In an interesting note during some research  I was doing for local 
uni I could see uv light but that was that.
So whatever uv is I can assume I am able to see it even if I don't 
what I know what this is.
same for darkness, I assume I can see black but don't associate 
darkness with anything.


At 06:11 a.m. 14/12/2012 -0500, you wrote:

Hi, colors are not meaningless to all blind people. Just saying.

--
Raul A. Gallegos
A hospital bed is a parked taxi with the meter running. - Groucho Marx
Home Page: http://raulgallegos.com
Twitter: https://twitter.com/rau47
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On 12/13/2012 9:38 AM, Charles Rivard wrote:

On the other hand, colors are meaningless to a blind person.  I can
associate much better with a dollar, a quarter, and so on than I can
with something that is red, blue, or green.  And with a name like
change reaction coin names are more appropriate.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 1:14 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



ah, thanks bryan, I've never heard of that at all.

As I said I'd actually appreciate some alternative coin names, perhaps
just numbered tocans rather than the american ones which obviously I'm
less familiar with, indeed to me, playing a tetris type game would be
much more logical with  coloured tocans such as blue red green and
white all with unique values than with coins.

Beware the grue!

Dark.
- Original Message - From: Bryan Peterson
bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:47 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



It probably also didn't help that the half-dollar was called a fitty
in game. Not everyone knows that fitty is slang for fifty.
On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to
windows and

Ios versions that I can try.

I will admit I never really got change reaction, so I'll be
interested to
see if the audio hints help with the game when the windows version
comes
out, sinse it always seemed that you were just hearing a matching
coin and
just chucking away. The fact that the game also used american
coinage which

obviously me being in the Uk I'm not really familiar with in terms
of it's
value (I have heard of quarters, knickles and dimes before but have
no idea

what they're worth), didn't help, indeed you might considder an
alternative

for the names of coins, perhaps just giving their numerical value
instead of

the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they
be in
their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen
qualities of
voice over and  other features of mobile devices like jyroscope to
change
the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you
punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games
available.

all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Ben
I think it's a good idea, but as some have said, I will wait for windows, as
I don't have a mac.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: 13 December 2012 00:49
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Liam,

Let's just say consider the source. I remember a certain someone who
accused Draconis Entertainment of goofing off, accused them of lying
about working on games for the Mac, etc and when Draconis finally
releases something of substance this same individual has the audacity
to complain about it. In short, there are some people you can't please
no matter what you do. You are darned if you do and darned if you
don't and there are certain people who aren't worth cow dung.

On 12/12/12, Liam Erven liamer...@gmail.com wrote:
 Seriously. Why are people never happy when a company says they are going
to
 release something and do something nice for the general public?  I think
 it's great Draconis is going cross-platform and I applaud them for that.
 Some people are just never pleased no matter how much you give them.  OK.
 I'm done now.



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Checked by AVG - www.avg.com
Version: 2013.0.2805 / Virus Database: 2634/5954 - Release Date: 12/12/12

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Checked by AVG - www.avg.com
Version: 2013.0.2805 / Virus Database: 2634/5954 - Release Date: 12/12/12


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread dark

Hi tom.

I believe what I was hearing as thinny was what brian said was called a 
fitty, which would explain the mistake, sinse I don't imagine squashed coins 
are legal tender anymore :D.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 8:43 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



Hi Dark,

To be honest I'm not sure. A Thinny could be referring to pennies that
have been flattened. A lot of kids in the U.S. will lay pennies on a
railroad track and collect them after they have been smashed by a
train. After being smashed by a train they are extremely thin and
perhaps twice the diameter it was before it got squished. Lol!

On 12/13/12, dark d...@xgam.org wrote:

Thanks tom.

what however is a thinny? I remember those appearing in change reaction 
but


I've never heard of them at all.

Btw, of course in britain giving coins specific names went out with 
imperial


coinage in 1978, these days apart from the penny, everything is just 
referd


to as two pence, five pence, ten pence, twenty pence, fifty pence or a
pound. The highest denomination of coin is the two pound coin.

Beware the grue!

dark.


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Draconis Entertainment

Just to add to what Tom has said…

Technically, Linux versions might be possible, but the level of work that would 
need to be put in, on a platform that we have no interest in, would not be 
offset by the rewards. The number of users of Linux is dwarfed by Mac and 
Windows users. It is the same sort of situation as Android. We would be looking 
at a lot of overhead, for very little, if any, gain.

On Dec 12, 2012, at 7:17 PM, Hunter Jozwiak potbelliedj...@aol.com wrote:

 Tom, thanks for the enlightenment.  I've not had a fiddle with the Linux 
 operating system, so could you like private message me some tips and virtual 
 machines?
 
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Charles Rivard
On the other hand, colors are meaningless to a blind person.  I can 
associate much better with a dollar, a quarter, and so on than I can with 
something that is red, blue, or green.  And with a name like change 
reaction coin names are more appropriate.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 1:14 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



ah, thanks bryan, I've never heard of that at all.

As I said I'd actually appreciate some alternative coin names, perhaps 
just numbered tocans rather than the american ones which obviously I'm 
less familiar with, indeed to me, playing a tetris type game would be much 
more logical with  coloured tocans such as blue red green and white all 
with unique values than with coins.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:47 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


It probably also didn't help that the half-dollar was called a fitty in 
game. Not everyone knows that fitty is slang for fifty.

On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to 
windows and


Ios versions that I can try.

I will admit I never really got change reaction, so I'll be interested 
to
see if the audio hints help with the game when the windows version 
comes
out, sinse it always seemed that you were just hearing a matching coin 
and
just chucking away. The fact that the game also used american coinage 
which


obviously me being in the Uk I'm not really familiar with in terms of 
it's
value (I have heard of quarters, knickles and dimes before but have no 
idea


what they're worth), didn't help, indeed you might considder an 
alternative


for the names of coins, perhaps just giving their numerical value 
instead of


the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they be 
in

their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen qualities of
voice over and  other features of mobile devices like jyroscope to 
change

the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games 
available.


all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Bryan Peterson
Yep. Fitty from what I heard was a spelling mistake somewhere that sort 
of evolved into a slang term. If you're familiar with the US cartoon 
King of the Hill, Cotton Hill, the fater of the main character Hank, 
often uses the term whentalking about his service in the US army. I 
killed fitty men! So I'm not entirely surprised they'd use Fitty to 
denote the fifty-cent piece.

On 12/13/2012 2:44 AM, dark wrote:

Hi tom.

I believe what I was hearing as thinny was what brian said was called 
a fitty, which would explain the mistake, sinse I don't imagine 
squashed coins are legal tender anymore :D.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 8:43 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



Hi Dark,

To be honest I'm not sure. A Thinny could be referring to pennies that
have been flattened. A lot of kids in the U.S. will lay pennies on a
railroad track and collect them after they have been smashed by a
train. After being smashed by a train they are extremely thin and
perhaps twice the diameter it was before it got squished. Lol!

On 12/13/12, dark d...@xgam.org wrote:

Thanks tom.

what however is a thinny? I remember those appearing in change 
reaction but


I've never heard of them at all.

Btw, of course in britain giving coins specific names went out with 
imperial


coinage in 1978, these days apart from the penny, everything is just 
referd


to as two pence, five pence, ten pence, twenty pence, fifty pence or a
pound. The highest denomination of coin is the two pound coin.

Beware the grue!

dark.


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread dark
Fair enough charles, but personally for me it is the other way around, i'd 
be much happier with colours, numbers, place names or something abstract 
than with some coins that have little meaning to me, (I have no idea what 
any of those coins even look like and apart from the quarter don't remember 
their denominations in the game).


If colours wouldn't work, then perhaps some other medium, for instance 
numbering the coin values, or better still having copper, iron, bronze, 
silver and gold coins, which also preserves the monetary side of the game 
but is universally available to everyone whatever your nation's coinage and 
is a little more interesting than just playing by numbers.


Beware the grue!

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Trouble

I like it more in the South Park ep with the succubus wanting 3Fitty.

At 10:33 AM 12/13/2012, you wrote:
Yep. Fitty from what I heard was a spelling mistake somewhere that 
sort of evolved into a slang term. If you're familiar with the US 
cartoon King of the Hill, Cotton Hill, the fater of the main 
character Hank, often uses the term whentalking about his service in 
the US army. I killed fitty men! So I'm not entirely surprised 
they'd use Fitty to denote the fifty-cent piece.

On 12/13/2012 2:44 AM, dark wrote:

Hi tom.

I believe what I was hearing as thinny was what brian said was 
called a fitty, which would explain the mistake, sinse I don't 
imagine squashed coins are legal tender anymore :D.


Beware the grue!

dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 8:43 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



Hi Dark,

To be honest I'm not sure. A Thinny could be referring to pennies that
have been flattened. A lot of kids in the U.S. will lay pennies on a
railroad track and collect them after they have been smashed by a
train. After being smashed by a train they are extremely thin and
perhaps twice the diameter it was before it got squished. Lol!

On 12/13/12, dark d...@xgam.org wrote:

Thanks tom.

what however is a thinny? I remember those appearing in change reaction but

I've never heard of them at all.

Btw, of course in britain giving coins specific names went out 
with imperial


coinage in 1978, these days apart from the penny, everything is just referd

to as two pence, five pence, ten pence, twenty pence, fifty pence or a
pound. The highest denomination of coin is the two pound coin.

Beware the grue!

dark.


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Charles Rivard
Just for fun, it would be cool to replace the coin name with people.  Liam, 
Tom, Phil, Dark, and so on.  The object would be to explode as many people 
as possible.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 10:06 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


Fair enough charles, but personally for me it is the other way around, i'd 
be much happier with colours, numbers, place names or something abstract 
than with some coins that have little meaning to me, (I have no idea what 
any of those coins even look like and apart from the quarter don't 
remember their denominations in the game).


If colours wouldn't work, then perhaps some other medium, for instance 
numbering the coin values, or better still having copper, iron, bronze, 
silver and gold coins, which also preserves the monetary side of the game 
but is universally available to everyone whatever your nation's coinage 
and is a little more interesting than just playing by numbers.


Beware the grue!

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread dark
Lol charles, that would be amusing, especially if we could all reccord voice 
samples going argh! for the explosion.


the only problem is, then it wouldn't be chain reaction, it'd be pain 
reaction! :D.


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 9:53 PM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


Just for fun, it would be cool to replace the coin name with people. 
Liam, Tom, Phil, Dark, and so on.  The object would be to explode as many 
people as possible.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 10:06 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


Fair enough charles, but personally for me it is the other way around, 
i'd be much happier with colours, numbers, place names or something 
abstract than with some coins that have little meaning to me, (I have no 
idea what any of those coins even look like and apart from the quarter 
don't remember their denominations in the game).


If colours wouldn't work, then perhaps some other medium, for instance 
numbering the coin values, or better still having copper, iron, bronze, 
silver and gold coins, which also preserves the monetary side of the game 
but is universally available to everyone whatever your nation's coinage 
and is a little more interesting than just playing by numbers.


Beware the grue!

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-13 Thread Charles Rivard
If you do that with a $1 coin, I'll bet it would look really cool, provided 
you could find it after the train ran over it.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 10:43 PM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



Hi Dark,

Lol! No, squashed coins are definitely not legal tender in the U.S.
Once you put that penny on the railroad tracks and have a train run
over it the coin is pretty much ruined. You might start out with a
coin the size of the penny but after it gets smashed by the train
wheels it is about the diameter of a half-dollar and it is paper thin,
and the face of Abe Lincoln is messed up beyond recognition. Besides
that the coin is bent and warped so it would never fit in a coin slot
or in a cash drawer again. :D

On 12/13/12, dark d...@xgam.org wrote:

Hi tom.

I believe what I was hearing as thinny was what brian said was called a
fitty, which would explain the mistake, sinse I don't imagine squashed 
coins


are legal tender anymore :D.

Beware the grue!

dark.


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Zachary Kline
Hi,
Having just tried the new version of Change Reaction, I must say I'm delighted. 
I can't wait for additional cross platform games from you. My only slight 
frustration is the need to turn off VoiceOver beforehand, which is potentially 
disorienting. Nevertheless, great work, guys.
Thanks,
Zack.
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Draconis Entertainment

Thanks for the kind words.

Technically, you don't *have* to turn off VoiceOver. We found, however, that 
the keyboard responsiveness tends to become sluggish from time-to-time during 
game play if VoiceOver is running, which is not a positive experience in the 
mad dash to clear the board. Nothing we can do about that, as it is a VoiceOver 
thing. This is why we recommend turning VO off during play.

On Dec 12, 2012, at 8:38 AM, Zachary Kline zkl...@speedpost.net wrote:

 Hi,
 Having just tried the new version of Change Reaction, I must say I'm 
 delighted. I can't wait for additional cross platform games from you. My only 
 slight frustration is the need to turn off VoiceOver beforehand, which is 
 potentially disorienting. Nevertheless, great work, guys.
 Thanks,
 Zack.
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark

Hi.

good news, I'm glad the engine is finished, I'll look forward to windows and 
Ios versions that I can try.


I will admit I never really got change reaction, so I'll be interested to 
see if the audio hints help with the game when the windows version comes 
out, sinse it always seemed that you were just hearing a matching coin and 
just chucking away. The fact that the game also used american coinage which 
obviously me being in the Uk I'm not really familiar with in terms of it's 
value (I have heard of quarters, knickles and dimes before but have no idea 
what they're worth), didn't help, indeed you might considder an alternative 
for the names of coins, perhaps just giving their numerical value instead of 
the name for people who aren't used to Us money.


You mention versions of the games for Ios. how different would they be in 
their control method? what I mean is, do you have any particular 
enhancements planned to take advantage of the touch screen qualities of 
voice over and  other features of mobile devices like jyroscope to change 
the gameplay of the games significantly?


i'd love for instance to see a version of whoopass where you punched by 
moving the device rapidly forward and blocked by turning it sideways.


I'm especially looking forward to remakes or expantions of the pinball 
games, which to my mind are still some of the best arcade games available.


all the best,

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Clement Chou
Great news indeed! I've missed games from Draconis... they've always been 
some of the most high-quality and enjoyable games. I look forward to more 
titles from you! 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Brandon Misch
any plans on adding android compatibility for those of use who have android 
devices? 

On Dec 12, 2012, at 10:27 AM, Clement Chou chou.clem...@gmail.com wrote:

 Great news indeed! I've missed games from Draconis... they've always been 
 some of the most high-quality and enjoyable games. I look forward to more 
 titles from you! 
 
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark

Hi.

fair enough. alternate coins for change reaction would be appreciated, even 
if they were just reduced to number values, sinse that was always something 
I found a little odd about the game.


Sinse I very recently got an Iphone, I'll be interested to see how the 
Iphone versions of some of the older draconis titles work, as well as what 
gameplay addtions your making over all.


all the best,

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Clement Chou
While that is true, they're basing their market off the mac and IOS... and 
far more people use iphones than Android phones.
- Original Message - 
From: lenron brown lenro...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2012 8:38 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



a lot of the blind use androd now. I think you could make a lot of
moneyy from this.

On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com 
wrote:


We do not have plans for Android at this time, but it isn't entirely 
ruled

out for the future. We don't believe that there is a big enough market at
present, though, to justify the amount of work involved in something like
that.

On Dec 12, 2012, at 10:48 AM, Brandon Misch bmisch2...@gmail.com wrote:


any plans on adding android compatibility for those of use who have
android devices?

On Dec 12, 2012, at 10:27 AM, Clement Chou chou.clem...@gmail.com
wrote:

Great news indeed! I've missed games from Draconis... they've always 
been
some of the most high-quality and enjoyable games. I look forward to 
more

titles from you!

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread shaun everiss

I read this on audiogames.net
I hope there will be spaces for testers for windows, I wouldn't mind 
to do some.


At 08:06 a.m. 12/12/2012 -0500, you wrote:

The following is an expanded version of the announcement we have 
posted to our website with additional details. We will try to answer 
questions posted here to the best of our ability, but please keep in 
mind that we will not be going into great depth about unannounced 
future titles, as has always been our policy.


It has been a long time coming, but the dragon has awakened at last. 
Pull up a chair, and we'll fill you in on what we've been doing.


Draconis Entertainment has spent the last few years working on a 
next-generation game engine for audio gaming. We had several key 
goals in mind as we began working on this project.


* We wanted to future-proof our games. A game engine that could 
easily be maintained and kept current in-line with modern operating 
systems, eliminating the problems of incompatible or out-of-date 
dependencies was essential.
* We wanted cross-platform compatibility. We are Mac users 
ourselves, and only supporting Windows was no longer satisfactory. 
Our new game engine will work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind 
of game-style we chose to throw at it, and to build all future 
releases on top of the same core.
* We wanted to bring our prices down. If the game engine really was 
as capable as we designed it to be, this would mean more rapid 
development once the core of the engine was complete.


The enormity of this undertaking cannot be understated. The game 
engine will be continually enhanced and expanded as we release more 
and more titles. You will see our games grow in size and complexity 
with each release as we push the limits of what the engine is capable of.


To put this into perspective, the game engine itself, not counting 
any game specific code, currently spans over 130,000 lines of code.


The game engine has been under active testing by an incredible group 
of beta testers for the last two years, to whom we are enormously 
grateful. We could not have done this without them. Thank you all!


Looking ahead..

Our plan going forward is to begin releasing both new titles as well 
as expanded versions of old ones that have been rewritten from the 
ground up for the next-generation Draconis game engine.. As our 
focus has been on perfecting the engine, the first couple of titles 
will be new versions of some of our classic games with tons of new 
features, new audio, new modes of play, and so on. All-new titles 
will be coming very soon thereafter, with more classic titles 
staggered between new releases.


In general, we expect desktop titles to be released first for Mac OS 
X, followed soon after by Windows versions. Mobile games for iOS are 
also in development, as well as special mobile versions of games 
that have been traditionally meant for desktops.


Our desktop game development has been broken into two distinct 
fazes. Initial game design and development is now being done on Mac 
OS X with the primary coders and a team of beta testers, while a 
separate coder and set of Windows testers will work on the Windows 
release as the game's initial design and development wraps up.


It is with great excitement, that we are pleased to announce the 
immediate availability of our first Mac OS X title, which is 
expected to be available for Windows in the first quarter of 2013 as well.


ChangeReaction, Draconis Entertainment's classic audio puzzle game 
for the blind and visually impaired comes to OS X with new audio, 
three entirely different modes of game play, a host of new features, 
and a cheaper price tag!


Primarily intended for blind and visually impaired gamers, 
ChangeReaction is played via the keyboard and your ears. Navigate 
the game board with the arrow keys, dropping coins on the stacks to 
create chains of explosions and rack up higher and higher scores! 
Match three coins of the same denomination vertically or 
horizontally to trigger a chain reaction that blows up all adjacent 
coins of the same value! This game has no visual element. Use your 
fingers, ears, and wits to rack up the highest scores possible!


* Choose from three distinctly different variations of game play.
* All modes support three difficulty levels.
* In ChangeReaction Classic, clear the board of all coins before 
time runs out!
* In LooseChange, clearing the board just got a whole lot more 
difficult! Bombs explode on coin stacks and scatter their contents 
across the board for added challenge!
* In PayDay, try to keep the board from being cleared against all 
odds, and rack up overtime by clearing positions on the board which 
represent the hours of the work week.

* Bonus rounds provide a chance to rack up even higher scores!
* ChangeReaction 2.0 has been rewritten from the ground up using the 
next-generation Draconis game engine.

* Exciting 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread shaun everiss
hmmm I wander if this engine will be released as another dev tool to 
compete against dfe bgt or others.


At 05:38 a.m. 12/12/2012 -0800, you wrote:

Hi,
Having just tried the new version of Change Reaction, I must say I'm 
delighted. I can't wait for additional cross platform games from 
you. My only slight frustration is the need to turn off VoiceOver 
beforehand, which is potentially disorienting. Nevertheless, great work, guys.

Thanks,
Zack.
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Will
Are we going to get more games next year? Or just change reaction? Haven't 
played this game for windows, was hoping for more potentially substantial title 
to begin with. However, I guess we all have to start somewhere

Sent from my iPhone

On Dec 12, 2012, at 5:40 PM, shaun everiss sm.ever...@gmail.com wrote:

 hmmm I wander if this engine will be released as another dev tool to compete 
 against dfe bgt or others.
 
 At 05:38 a.m. 12/12/2012 -0800, you wrote:
 Hi,
 Having just tried the new version of Change Reaction, I must say I'm 
 delighted. I can't wait for additional cross platform games from you. My 
 only slight frustration is the need to turn off VoiceOver beforehand, which 
 is potentially disorienting. Nevertheless, great work, guys.
 Thanks,
 Zack.
 ---
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Charles Rivard

In time, I'm sure we'll get just what you're looking for.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Will will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2012 12:15 PM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


Are we going to get more games next year? Or just change reaction? Haven't 
played this game for windows, was hoping for more potentially substantial 
title to begin with. However, I guess we all have to start somewhere


Sent from my iPhone

On Dec 12, 2012, at 5:40 PM, shaun everiss sm.ever...@gmail.com wrote:

hmmm I wander if this engine will be released as another dev tool to 
compete against dfe bgt or others.


At 05:38 a.m. 12/12/2012 -0800, you wrote:

Hi,
Having just tried the new version of Change Reaction, I must say I'm 
delighted. I can't wait for additional cross platform games from you. My 
only slight frustration is the need to turn off VoiceOver beforehand, 
which is potentially disorienting. Nevertheless, great work, guys.

Thanks,
Zack.
---
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Charles Rivard
Due to the accessibility issue, I think the iPhone is better for blind 
people, and they have a larger share of the market among the blind. 
Androids are less accessible than the iPhone.  I think Draconis is heading 
in the right direction.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: lenron brown lenro...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2012 10:38 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



a lot of the blind use androd now. I think you could make a lot of
moneyy from this.

On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com 
wrote:


We do not have plans for Android at this time, but it isn't entirely 
ruled

out for the future. We don't believe that there is a big enough market at
present, though, to justify the amount of work involved in something like
that.

On Dec 12, 2012, at 10:48 AM, Brandon Misch bmisch2...@gmail.com wrote:


any plans on adding android compatibility for those of use who have
android devices?

On Dec 12, 2012, at 10:27 AM, Clement Chou chou.clem...@gmail.com
wrote:

Great news indeed! I've missed games from Draconis... they've always 
been
some of the most high-quality and enjoyable games. I look forward to 
more

titles from you!

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Draconis Entertainment

Yes, more titles will be released next year.

As for the substance of ChangeReaction…this new version is a massive upgrade 
from the previous version, and essentially includes three separate games, so 
thinking that it is just a clone of the Windows version is not a good 
assumption. :)

My personal favorite is LooseChange.

On Dec 12, 2012, at 1:15 PM, Will will.d.lo...@gmail.com wrote:

 Are we going to get more games next year? Or just change reaction? Haven't 
 played this game for windows, was hoping for more potentially substantial 
 title to begin with. However, I guess we all have to start somewhere
 
 Sent from my iPhone
 
 On Dec 12, 2012, at 5:40 PM, shaun everiss sm.ever...@gmail.com wrote:
 
 hmmm I wander if this engine will be released as another dev tool to compete 
 against dfe bgt or others.
 
 At 05:38 a.m. 12/12/2012 -0800, you wrote:
 Hi,
 Having just tried the new version of Change Reaction, I must say I'm 
 delighted. I can't wait for additional cross platform games from you. My 
 only slight frustration is the need to turn off VoiceOver beforehand, which 
 is potentially disorienting. Nevertheless, great work, guys.
 Thanks,
 Zack.
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Desiree Oudinot
This is great news. Change Reaction was always one of my favorite
Draconus titles, so it's as good a place as any to start with. I'm
slightly disappointed that the Mac version was the first to come out,
since I'm a Windows user, but I'll definitely be looking forward to
the Windows version, and I'm sure it will be worth the wait.
I, too, am hoping that the pinball games are the next to be updated,
because they are awesome, and I can't play them anymore. they crash
with Windows 7.

On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com wrote:

 The following is an expanded version of the announcement we have posted to
 our website with additional details. We will try to answer questions posted
 here to the best of our ability, but please keep in mind that we will not be
 going into great depth about unannounced future titles, as has always been
 our policy.

 It has been a long time coming, but the dragon has awakened at last. Pull up
 a chair, and we'll fill you in on what we've been doing.

 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals in
 mind as we began working on this project.

 * We wanted to future-proof our games. A game engine that could easily be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves, and
 only supporting Windows was no longer satisfactory. Our new game engine will
 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on top
 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development once
 the core of the engine was complete.

 The enormity of this undertaking cannot be understated. The game engine will
 be continually enhanced and expanded as we release more and more titles. You
 will see our games grow in size and complexity with each release as we push
 the limits of what the engine is capable of.

 To put this into perspective, the game engine itself, not counting any game
 specific code, currently spans over 130,000 lines of code.

 The game engine has been under active testing by an incredible group of beta
 testers for the last two years, to whom we are enormously grateful. We could
 not have done this without them. Thank you all!

 Looking ahead..

 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions of
 some of our classic games with tons of new features, new audio, new modes of
 play, and so on. All-new titles will be coming very soon thereafter, with
 more classic titles staggered between new releases.

 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.

 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with the
 primary coders and a team of beta testers, while a separate coder and set of
 Windows testers will work on the Windows release as the game's initial
 design and development wraps up.

 It is with great excitement, that we are pleased to announce the immediate
 availability of our first Mac OS X title, which is expected to be available
 for Windows in the first quarter of 2013 as well.

 ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
 blind and visually impaired comes to OS X with new audio, three entirely
 different modes of game play, a host of new features, and a cheaper price
 tag!

 Primarily intended for blind and visually impaired gamers, ChangeReaction is
 played via the keyboard and your ears. Navigate the game board with the
 arrow keys, dropping coins on the stacks to create chains of explosions and
 rack up higher and higher scores! Match three coins of the same denomination
 vertically or horizontally to trigger a chain reaction that blows up all
 adjacent coins of the same value! This game has no visual element. Use your
 fingers, ears, and wits to rack up the highest scores possible!

 * Choose from three distinctly different variations of game play.
 * All modes support three difficulty levels.
 * In ChangeReaction Classic, clear the board of all coins before time runs
 out!
 * In LooseChange, clearing the board just got a whole lot more difficult!
 Bombs explode on coin stacks and scatter 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Brandon Misch
any plans on providing users with a playable demo so users can try before they 
buy like in the windows versions? 

On Dec 12, 2012, at 1:43 PM, Desiree Oudinot turtlepowe...@gmail.com wrote:

 This is great news. Change Reaction was always one of my favorite
 Draconus titles, so it's as good a place as any to start with. I'm
 slightly disappointed that the Mac version was the first to come out,
 since I'm a Windows user, but I'll definitely be looking forward to
 the Windows version, and I'm sure it will be worth the wait.
 I, too, am hoping that the pinball games are the next to be updated,
 because they are awesome, and I can't play them anymore. they crash
 with Windows 7.
 
 On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com wrote:
 
 The following is an expanded version of the announcement we have posted to
 our website with additional details. We will try to answer questions posted
 here to the best of our ability, but please keep in mind that we will not be
 going into great depth about unannounced future titles, as has always been
 our policy.
 
 It has been a long time coming, but the dragon has awakened at last. Pull up
 a chair, and we'll fill you in on what we've been doing.
 
 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals in
 mind as we began working on this project.
 
 * We wanted to future-proof our games. A game engine that could easily be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves, and
 only supporting Windows was no longer satisfactory. Our new game engine will
 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on top
 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development once
 the core of the engine was complete.
 
 The enormity of this undertaking cannot be understated. The game engine will
 be continually enhanced and expanded as we release more and more titles. You
 will see our games grow in size and complexity with each release as we push
 the limits of what the engine is capable of.
 
 To put this into perspective, the game engine itself, not counting any game
 specific code, currently spans over 130,000 lines of code.
 
 The game engine has been under active testing by an incredible group of beta
 testers for the last two years, to whom we are enormously grateful. We could
 not have done this without them. Thank you all!
 
 Looking ahead..
 
 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions of
 some of our classic games with tons of new features, new audio, new modes of
 play, and so on. All-new titles will be coming very soon thereafter, with
 more classic titles staggered between new releases.
 
 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.
 
 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with the
 primary coders and a team of beta testers, while a separate coder and set of
 Windows testers will work on the Windows release as the game's initial
 design and development wraps up.
 
 It is with great excitement, that we are pleased to announce the immediate
 availability of our first Mac OS X title, which is expected to be available
 for Windows in the first quarter of 2013 as well.
 
 ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
 blind and visually impaired comes to OS X with new audio, three entirely
 different modes of game play, a host of new features, and a cheaper price
 tag!
 
 Primarily intended for blind and visually impaired gamers, ChangeReaction is
 played via the keyboard and your ears. Navigate the game board with the
 arrow keys, dropping coins on the stacks to create chains of explosions and
 rack up higher and higher scores! Match three coins of the same denomination
 vertically or horizontally to trigger a chain reaction that blows up all
 adjacent coins of the same value! This game has no visual element. Use your
 fingers, ears, and wits to rack up the highest scores possible!
 
 * Choose from three distinctly different variations of game play.
 * All modes support three 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Bryan Peterson
I think in order for that to work in the App store there would have to 
be two separate versions the way there are with Super Liam. The one 
would be the demo ad then the full version. But from what I've seen the 
App Store doesn't really allow for demos. Someone feel free to correct 
me though if I'm wrong.

On 12/12/2012 12:09 PM, Brandon Misch wrote:

any plans on providing users with a playable demo so users can try before they 
buy like in the windows versions?

On Dec 12, 2012, at 1:43 PM, Desiree Oudinot turtlepowe...@gmail.com wrote:


This is great news. Change Reaction was always one of my favorite
Draconus titles, so it's as good a place as any to start with. I'm
slightly disappointed that the Mac version was the first to come out,
since I'm a Windows user, but I'll definitely be looking forward to
the Windows version, and I'm sure it will be worth the wait.
I, too, am hoping that the pinball games are the next to be updated,
because they are awesome, and I can't play them anymore. they crash
with Windows 7.

On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com wrote:

The following is an expanded version of the announcement we have posted to
our website with additional details. We will try to answer questions posted
here to the best of our ability, but please keep in mind that we will not be
going into great depth about unannounced future titles, as has always been
our policy.

It has been a long time coming, but the dragon has awakened at last. Pull up
a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals in
mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily be
maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, and
only supporting Windows was no longer satisfactory. Our new game engine will
work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on top
of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development once
the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine will
be continually enhanced and expanded as we release more and more titles. You
will see our games grow in size and complexity with each release as we push
the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any game
specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of beta
testers for the last two years, to whom we are enormously grateful. We could
not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground up
for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions of
some of our classic games with tons of new features, new audio, new modes of
play, and so on. All-new titles will be coming very soon thereafter, with
more classic titles staggered between new releases.

In general, we expect desktop titles to be released first for Mac OS X,
followed soon after by Windows versions. Mobile games for iOS are also in
development, as well as special mobile versions of games that have been
traditionally meant for desktops.

Our desktop game development has been broken into two distinct fazes.
Initial game design and development is now being done on Mac OS X with the
primary coders and a team of beta testers, while a separate coder and set of
Windows testers will work on the Windows release as the game's initial
design and development wraps up.

It is with great excitement, that we are pleased to announce the immediate
availability of our first Mac OS X title, which is expected to be available
for Windows in the first quarter of 2013 as well.

ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
blind and visually impaired comes to OS X with new audio, three entirely
different modes of game play, a host of new features, and a cheaper price
tag!

Primarily intended for blind and visually impaired gamers, ChangeReaction is
played via the keyboard and your ears. Navigate the game board with the
arrow keys, dropping coins on the stacks to create chains of explosions and
rack up higher and higher scores! Match three coins of the same denomination
vertically or horizontally to trigger a 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Michael Taboada

Hi,
Sure you can have demos. Just look at all the games that are called xxx free 
with a version called xxx pro. What would you consider the free version but 
a demo.

Hth,
-Michael.


-Original Message- 
From: Bryan Peterson

Sent: Wednesday, December 12, 2012 1:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

I think in order for that to work in the App store there would have to
be two separate versions the way there are with Super Liam. The one
would be the demo ad then the full version. But from what I've seen the
App Store doesn't really allow for demos. Someone feel free to correct
me though if I'm wrong.
On 12/12/2012 12:09 PM, Brandon Misch wrote:
any plans on providing users with a playable demo so users can try before 
they buy like in the windows versions?


On Dec 12, 2012, at 1:43 PM, Desiree Oudinot turtlepowe...@gmail.com 
wrote:



This is great news. Change Reaction was always one of my favorite
Draconus titles, so it's as good a place as any to start with. I'm
slightly disappointed that the Mac version was the first to come out,
since I'm a Windows user, but I'll definitely be looking forward to
the Windows version, and I'm sure it will be worth the wait.
I, too, am hoping that the pinball games are the next to be updated,
because they are awesome, and I can't play them anymore. they crash
with Windows 7.

On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com 
wrote:
The following is an expanded version of the announcement we have posted 
to
our website with additional details. We will try to answer questions 
posted
here to the best of our ability, but please keep in mind that we will 
not be
going into great depth about unannounced future titles, as has always 
been

our policy.

It has been a long time coming, but the dragon has awakened at last. 
Pull up

a chair, and we'll fill you in on what we've been doing.

Draconis Entertainment has spent the last few years working on a
next-generation game engine for audio gaming. We had several key goals 
in

mind as we began working on this project.

* We wanted to future-proof our games. A game engine that could easily 
be

maintained and kept current in-line with modern operating systems,
eliminating the problems of incompatible or out-of-date dependencies was
essential.
* We wanted cross-platform compatibility. We are Mac users ourselves, 
and
only supporting Windows was no longer satisfactory. Our new game engine 
will

work on Mac OS X, Windows, and iOS devices.
* We wanted a game engine so flexible that it would support any kind of
game-style we chose to throw at it, and to build all future releases on 
top

of the same core.
* We wanted to bring our prices down. If the game engine really was as
capable as we designed it to be, this would mean more rapid development 
once

the core of the engine was complete.

The enormity of this undertaking cannot be understated. The game engine 
will
be continually enhanced and expanded as we release more and more titles. 
You
will see our games grow in size and complexity with each release as we 
push

the limits of what the engine is capable of.

To put this into perspective, the game engine itself, not counting any 
game

specific code, currently spans over 130,000 lines of code.

The game engine has been under active testing by an incredible group of 
beta
testers for the last two years, to whom we are enormously grateful. We 
could

not have done this without them. Thank you all!

Looking ahead..

Our plan going forward is to begin releasing both new titles as well as
expanded versions of old ones that have been rewritten from the ground 
up

for the next-generation Draconis game engine.. As our focus has been on
perfecting the engine, the first couple of titles will be new versions 
of
some of our classic games with tons of new features, new audio, new 
modes of
play, and so on. All-new titles will be coming very soon thereafter, 
with

more classic titles staggered between new releases.

In general, we expect desktop titles to be released first for Mac OS X,
followed soon after by Windows versions. Mobile games for iOS are also 
in

development, as well as special mobile versions of games that have been
traditionally meant for desktops.

Our desktop game development has been broken into two distinct fazes.
Initial game design and development is now being done on Mac OS X with 
the
primary coders and a team of beta testers, while a separate coder and 
set of

Windows testers will work on the Windows release as the game's initial
design and development wraps up.

It is with great excitement, that we are pleased to announce the 
immediate
availability of our first Mac OS X title, which is expected to be 
available

for Windows in the first quarter of 2013 as well.

ChangeReaction, Draconis Entertainment's classic audio puzzle game for 
the

blind and visually impaired comes to OS X with new audio, three entirely
different

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Hunter Jozwiak
Hi Draconis.  After seeing what you bring to the table, I would 
presume that since Mac is a variant flavor of Linux, Linux 
support is possible?


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Thomas Ward
Hi,

All I can say is sweet!This is really, really, really awesome news. :D


On 12/12/12, Draconis Entertainment gene...@draconisentertainment.com wrote:

 The following is an expanded version of the announcement we have posted to
 our website with additional details. We will try to answer questions posted
 here to the best of our ability, but please keep in mind that we will not be
 going into great depth about unannounced future titles, as has always been
 our policy.

 It has been a long time coming, but the dragon has awakened at last. Pull up
 a chair, and we'll fill you in on what we've been doing.

 Draconis Entertainment has spent the last few years working on a
 next-generation game engine for audio gaming. We had several key goals in
 mind as we began working on this project.

 * We wanted to future-proof our games. A game engine that could easily be
 maintained and kept current in-line with modern operating systems,
 eliminating the problems of incompatible or out-of-date dependencies was
 essential.
 * We wanted cross-platform compatibility. We are Mac users ourselves, and
 only supporting Windows was no longer satisfactory. Our new game engine will
 work on Mac OS X, Windows, and iOS devices.
 * We wanted a game engine so flexible that it would support any kind of
 game-style we chose to throw at it, and to build all future releases on top
 of the same core.
 * We wanted to bring our prices down. If the game engine really was as
 capable as we designed it to be, this would mean more rapid development once
 the core of the engine was complete.

 The enormity of this undertaking cannot be understated. The game engine will
 be continually enhanced and expanded as we release more and more titles. You
 will see our games grow in size and complexity with each release as we push
 the limits of what the engine is capable of.

 To put this into perspective, the game engine itself, not counting any game
 specific code, currently spans over 130,000 lines of code.

 The game engine has been under active testing by an incredible group of beta
 testers for the last two years, to whom we are enormously grateful. We could
 not have done this without them. Thank you all!

 Looking ahead..

 Our plan going forward is to begin releasing both new titles as well as
 expanded versions of old ones that have been rewritten from the ground up
 for the next-generation Draconis game engine.. As our focus has been on
 perfecting the engine, the first couple of titles will be new versions of
 some of our classic games with tons of new features, new audio, new modes of
 play, and so on. All-new titles will be coming very soon thereafter, with
 more classic titles staggered between new releases.

 In general, we expect desktop titles to be released first for Mac OS X,
 followed soon after by Windows versions. Mobile games for iOS are also in
 development, as well as special mobile versions of games that have been
 traditionally meant for desktops.

 Our desktop game development has been broken into two distinct fazes.
 Initial game design and development is now being done on Mac OS X with the
 primary coders and a team of beta testers, while a separate coder and set of
 Windows testers will work on the Windows release as the game's initial
 design and development wraps up.

 It is with great excitement, that we are pleased to announce the immediate
 availability of our first Mac OS X title, which is expected to be available
 for Windows in the first quarter of 2013 as well.

 ChangeReaction, Draconis Entertainment's classic audio puzzle game for the
 blind and visually impaired comes to OS X with new audio, three entirely
 different modes of game play, a host of new features, and a cheaper price
 tag!

 Primarily intended for blind and visually impaired gamers, ChangeReaction is
 played via the keyboard and your ears. Navigate the game board with the
 arrow keys, dropping coins on the stacks to create chains of explosions and
 rack up higher and higher scores! Match three coins of the same denomination
 vertically or horizontally to trigger a chain reaction that blows up all
 adjacent coins of the same value! This game has no visual element. Use your
 fingers, ears, and wits to rack up the highest scores possible!

 * Choose from three distinctly different variations of game play.
 * All modes support three difficulty levels.
 * In ChangeReaction Classic, clear the board of all coins before time runs
 out!
 * In LooseChange, clearing the board just got a whole lot more difficult!
 Bombs explode on coin stacks and scatter their contents across the board for
 added challenge!
 * In PayDay, try to keep the board from being cleared against all odds, and
 rack up overtime by clearing positions on the board which represent the
 hours of the work week.
 * Bonus rounds provide a chance to rack up even higher scores!
 * ChangeReaction 2.0 has been rewritten from the ground up using the
 next-generation Draconis game engine.
 * 

Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Hunter Jozwiak
Tom, thanks for the enlightenment.  I've not had a fiddle with 
the Linux operating system, so could you like private message me 
some tips and virtual machines?


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Thomas Ward
Hi Will,

Yes, I'm pretty sure Draconis will release something more substantial
next year. As far as I am concerned Change Reaction is a proof of
concept so to speak, and do remember we are dealing with a brand new
engine, brand new way of doing things, and it is better that Draconis
tests this stuff out with something relatively simple than rewriting
something more complex like Monkey Business to start with.

On 12/12/12, Will will.d.lo...@gmail.com wrote:
 Are we going to get more games next year? Or just change reaction? Haven't
 played this game for windows, was hoping for more potentially substantial
 title to begin with. However, I guess we all have to start somewhere

 Sent from my iPhone

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Liam Erven
Seriously. Why are people never happy when a company says they are going to
release something and do something nice for the general public?  I think
it's great Draconis is going cross-platform and I applaud them for that.
Some people are just never pleased no matter how much you give them.  OK.
I'm done now.



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, December 12, 2012 6:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Will,

Yes, I'm pretty sure Draconis will release something more substantial
next year. As far as I am concerned Change Reaction is a proof of
concept so to speak, and do remember we are dealing with a brand new
engine, brand new way of doing things, and it is better that Draconis
tests this stuff out with something relatively simple than rewriting
something more complex like Monkey Business to start with.

On 12/12/12, Will will.d.lo...@gmail.com wrote:
 Are we going to get more games next year? Or just change reaction? Haven't
 played this game for windows, was hoping for more potentially substantial
 title to begin with. However, I guess we all have to start somewhere

 Sent from my iPhone

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Bryan Peterson
I noticed that. I mean Draconis has to start somewhere. And I'd 
personally rather they experimented with an existing title the way 
Thomas probably wishes he had than try it with a new one. Smile.

On 12/12/2012 5:38 PM, Liam Erven wrote:

Seriously. Why are people never happy when a company says they are going to
release something and do something nice for the general public?  I think
it's great Draconis is going cross-platform and I applaud them for that.
Some people are just never pleased no matter how much you give them.  OK.
I'm done now.



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, December 12, 2012 6:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Will,

Yes, I'm pretty sure Draconis will release something more substantial
next year. As far as I am concerned Change Reaction is a proof of
concept so to speak, and do remember we are dealing with a brand new
engine, brand new way of doing things, and it is better that Draconis
tests this stuff out with something relatively simple than rewriting
something more complex like Monkey Business to start with.

On 12/12/12, Will will.d.lo...@gmail.com wrote:

Are we going to get more games next year? Or just change reaction? Haven't
played this game for windows, was hoping for more potentially substantial
title to begin with. However, I guess we all have to start somewhere

Sent from my iPhone

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Hunter Jozwiak
Liam, you are correct.  People complain too much.  They're doing 
the community a favor, by making crossplatform titles.


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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Bryan Peterson
It probably also didn't help that the half-dollar was called a fitty in 
game. Not everyone knows that fitty is slang for fifty.

On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to windows and

Ios versions that I can try.

I will admit I never really got change reaction, so I'll be interested to
see if the audio hints help with the game when the windows version comes
out, sinse it always seemed that you were just hearing a matching coin and
just chucking away. The fact that the game also used american coinage which

obviously me being in the Uk I'm not really familiar with in terms of it's
value (I have heard of quarters, knickles and dimes before but have no idea

what they're worth), didn't help, indeed you might considder an alternative

for the names of coins, perhaps just giving their numerical value instead of

the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they be in
their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen qualities of
voice over and  other features of mobile devices like jyroscope to change
the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games available.

all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Liam Erven
For truth Thomas. For truth.  Oh and then they complain about a certain game
where you hunt eggs and say how it's overpriced, yet they buy it anyways.
Shakes head.



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, December 12, 2012 6:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Announcement from Draconis Entertainment

Hi Liam,

Let's just say consider the source. I remember a certain someone who
accused Draconis Entertainment of goofing off, accused them of lying
about working on games for the Mac, etc and when Draconis finally
releases something of substance this same individual has the audacity
to complain about it. In short, there are some people you can't please
no matter what you do. You are darned if you do and darned if you
don't and there are certain people who aren't worth cow dung.

On 12/12/12, Liam Erven liamer...@gmail.com wrote:
 Seriously. Why are people never happy when a company says they are going
to
 release something and do something nice for the general public?  I think
 it's great Draconis is going cross-platform and I applaud them for that.
 Some people are just never pleased no matter how much you give them.  OK.
 I'm done now.



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Trouble

Well your wrong also,
http://rivermiles.com/gritty-fitty/
It was probably a spelling mistake that was caught or over looked 
because of it sounding alike.


At 07:47 PM 12/12/2012, you wrote:
It probably also didn't help that the half-dollar was called a fitty 
in game. Not everyone knows that fitty is slang for fifty.

On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to windows and

Ios versions that I can try.

I will admit I never really got change reaction, so I'll be interested to
see if the audio hints help with the game when the windows version comes
out, sinse it always seemed that you were just hearing a matching coin and
just chucking away. The fact that the game also used american coinage which

obviously me being in the Uk I'm not really familiar with in terms of it's
value (I have heard of quarters, knickles and dimes before but have no idea

what they're worth), didn't help, indeed you might considder an alternative

for the names of coins, perhaps just giving their numerical value instead of

the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they be in
their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen qualities of
voice over and  other features of mobile devices like jyroscope to change
the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games available.

all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Trouble
Well its more inline with freeBSD then linix. But its still pretty 
stable of op.


At 07:14 PM 12/12/2012, you wrote:

Hi Hunter,

I'd say yes and no. While Mac OS is a Unix type operating system it is
not a variant of Linux as you state. Mac OS was actually built using a
commercial variant of BSD, Berkley Software Distribution, not Linux.
While the two share similarities in APIs etc I've discovered there are
some differences between the two which makes compatibility difficult.
That said, if Josh would be willing to port his games to Linux I'd buy
them hands down.

On 12/12/12, Hunter Jozwiak potbelliedj...@aol.com wrote:
 Hi Draconis.  After seeing what you bring to the table, I would
 presume that since Mac is a variant flavor of Linux, Linux
 support is possible?

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread Bryan Peterson

Maybe so, but over the years it sort of evolved into a slang term.
On 12/12/2012 6:29 PM, Trouble wrote:

Well your wrong also,
http://rivermiles.com/gritty-fitty/
It was probably a spelling mistake that was caught or over looked 
because of it sounding alike.


At 07:47 PM 12/12/2012, you wrote:
It probably also didn't help that the half-dollar was called a fitty 
in game. Not everyone knows that fitty is slang for fifty.

On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to 
windows and


Ios versions that I can try.

I will admit I never really got change reaction, so I'll be 
interested to
see if the audio hints help with the game when the windows version 
comes
out, sinse it always seemed that you were just hearing a matching 
coin and
just chucking away. The fact that the game also used american 
coinage which


obviously me being in the Uk I'm not really familiar with in terms 
of it's
value (I have heard of quarters, knickles and dimes before but have 
no idea


what they're worth), didn't help, indeed you might considder an 
alternative


for the names of coins, perhaps just giving their numerical value 
instead of


the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they 
be in

their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen 
qualities of
voice over and  other features of mobile devices like jyroscope to 
change

the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you 
punched by

moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games 
available.


all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark
I will confess that change reaction was never my favourite draconis title, 
and that as a windows user a mac version isn't quite helpfull, but I'm 
content to wait if indeed a windows version of change reaction will be 
appearing relatively soon, which I will be interested to try and see if it 
results in an improved gaming experience.


Likewise, if we get to this time next year and still haven't seen any 
further changes from draconis, well then! I might be a little narked, but 
sinse they have set out their future plans it'd be stupid to start becoming 
annoyed now.


As regards the os question, well same agin there. as long as there is! a 
windows version, I don't mind another os version coming out first, and I'm 
in fact looking forward to iphone versions, though I think if draconis said 
they were developing for the mac only I'd be less pleased :D.

all the best,

Dark. 



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark

Thanks tom.

what however is a thinny? I remember those appearing in change reaction but 
I've never heard of them at all.


Btw, of course in britain giving coins specific names went out with imperial 
coinage in 1978, these days apart from the penny, everything is just referd 
to as two pence, five pence, ten pence, twenty pence, fifty pence or a 
pound. The highest denomination of coin is the two pound coin.


Beware the grue!

dark.
-  



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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark

ah, thanks bryan, I've never heard of that at all.

As I said I'd actually appreciate some alternative coin names, perhaps just 
numbered tocans rather than the american ones which obviously I'm less 
familiar with, indeed to me, playing a tetris type game would be much more 
logical with  coloured tocans such as blue red green and white all with 
unique values than with coins.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:47 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment


It probably also didn't help that the half-dollar was called a fitty in 
game. Not everyone knows that fitty is slang for fifty.

On 12/12/2012 5:43 PM, Thomas Ward wrote:

Hi Dark,

Just for your information here is a quick rundown on American coins
and there values.

Penny: 1 cent
Nickle: 5 cents
Dime: 10 cents
Quarter: 25 cents
Half Dollar: 50 cents
Silver Dollar: 1 Dollar

Cheers!

On 12/12/12, dark d...@xgam.org wrote:

Hi.

good news, I'm glad the engine is finished, I'll look forward to windows 
and


Ios versions that I can try.

I will admit I never really got change reaction, so I'll be interested 
to

see if the audio hints help with the game when the windows version comes
out, sinse it always seemed that you were just hearing a matching coin 
and
just chucking away. The fact that the game also used american coinage 
which


obviously me being in the Uk I'm not really familiar with in terms of 
it's
value (I have heard of quarters, knickles and dimes before but have no 
idea


what they're worth), didn't help, indeed you might considder an 
alternative


for the names of coins, perhaps just giving their numerical value 
instead of


the name for people who aren't used to Us money.

You mention versions of the games for Ios. how different would they be 
in

their control method? what I mean is, do you have any particular
enhancements planned to take advantage of the touch screen qualities of
voice over and  other features of mobile devices like jyroscope to 
change

the gameplay of the games significantly?

i'd love for instance to see a version of whoopass where you punched by
moving the device rapidly forward and blocked by turning it sideways.

I'm especially looking forward to remakes or expantions of the pinball
games, which to my mind are still some of the best arcade games 
available.


all the best,

Dark.

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Re: [Audyssey] Announcement from Draconis Entertainment

2012-12-12 Thread dark
Well as a certain american president almost said, you can please some of the 
people none of the time :d.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 13, 2012 12:49 AM
Subject: Re: [Audyssey] Announcement from Draconis Entertainment



Hi Liam,

Let's just say consider the source. I remember a certain someone who
accused Draconis Entertainment of goofing off, accused them of lying
about working on games for the Mac, etc and when Draconis finally
releases something of substance this same individual has the audacity
to complain about it. In short, there are some people you can't please
no matter what you do. You are darned if you do and darned if you
don't and there are certain people who aren't worth cow dung.

On 12/12/12, Liam Erven liamer...@gmail.com wrote:
Seriously. Why are people never happy when a company says they are going 
to

release something and do something nice for the general public?  I think
it's great Draconis is going cross-platform and I applaud them for that.
Some people are just never pleased no matter how much you give them.  OK.
I'm done now.




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