Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Thomas Ward
Hi Shaun,
Yes, .NET 1.1 and 2.0 is technically supported on Win 98.
However, I am not sure as to how long I will be able to continue support 
for 98 and 9x since Microsoft is rapidly phasing that stuff out.
I think I am beginning to agree with everyone else to stick with .NET, 
and whoever doesn't have the specifications they'll have to upgrade or 
find a different machine to play on.


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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Thomas Ward
Hi,
I don't know much about Ruby, but IDEs are ok once you figure them out. 
I am pretty good at getting around the .NET IDES for VB, C#, and C++. SO 
over all I am quite happy with them.
Just for your information there are free command line compilers for all 
the major .NET languages from Microsoft if you don't mind tinkering 
around in a dos Windo, and setting a few variables in your Windows 
environment settings.




shaun everiss wrote:
 after what I have heard about ides and such, I'm seriously thinking about 
 ruby, as long as I can either access dotnet, directx or the win32 apis and 
 directx with it.
   



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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Josh
I got rid of most of my stuff too. I'm waiting for audio game maker. Maybe 
once I master it then I'll try again to learn some programming language.
I'm also gunna save up and try and get myself a new computer in the middle 
of 2008 sometime.

Josh

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 20, 2007 2:53 PM
Subject: Re: [Audyssey] Future USA Games product designs.


 well for the record I decided to not bother about dotnet stuff mainly 
 because of issues kara raised on here with the ide.
 I have deleted all my sdks and most programming stuff.
 At a moment I'm at a lost what sdks I should download and what I should 
 use as a programming language.
 I have done crash courses in java and pascal, but only javascript and even 
 then I hardly learned much.
 There is audio game maker coming and for reasons unknown I have kept the 
 adrift language on my system.
 However I am not sure where to go from here.
 At 02:22 a.m. 21/01/2007, you wrote:
Hi Shaun,
Yes, .NET 1.1 and 2.0 is technically supported on Win 98.
However, I am not sure as to how long I will be able to continue support
for 98 and 9x since Microsoft is rapidly phasing that stuff out.
I think I am beginning to agree with everyone else to stick with .NET,
and whoever doesn't have the specifications they'll have to upgrade or
find a different machine to play on.


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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Thomas Ward
Hi Shaun,
Ouch... I wouldn't have done that. If you want to program easily for the 
Windows platform .NET is hands down the easiest way to do it. Combine 
that with DirectX, and you have, games like, well,  STFC, Railracer, 
Montezuma's Revenge, and so on. The .NET Framework has proven itself 
quite effective for audio games.
I wouldn't worry so much about the IDE. There are sometimes annoyences 
like error Windows popping up blowing the focus on the screen reader, 
but it doesn't happen all the time. It's just something you get use to 
after a while. If you hate the IDE notepad makes a quick and easy 
alternative. I use notepad often and paste my code in to the IDE.
However, not everyone is a programmer, and for this Audio Games Maker 
will be the go between. No complex programming, and a ready to create 
game tool.



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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread shaun everiss
Myself once I have fixed this here laptop I plan to spend the necessary cash to 
upgrade my screenreaders to support  vista.
At 11:45 a.m. 21/01/2007, you wrote:
I got rid of most of my stuff too. I'm waiting for audio game maker. Maybe 
once I master it then I'll try again to learn some programming language.
I'm also gunna save up and try and get myself a new computer in the middle 
of 2008 sometime.

Josh

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 20, 2007 2:53 PM
Subject: Re: [Audyssey] Future USA Games product designs.


 well for the record I decided to not bother about dotnet stuff mainly 
 because of issues kara raised on here with the ide.
 I have deleted all my sdks and most programming stuff.
 At a moment I'm at a lost what sdks I should download and what I should 
 use as a programming language.
 I have done crash courses in java and pascal, but only javascript and even 
 then I hardly learned much.
 There is audio game maker coming and for reasons unknown I have kept the 
 adrift language on my system.
 However I am not sure where to go from here.
 At 02:22 a.m. 21/01/2007, you wrote:
Hi Shaun,
Yes, .NET 1.1 and 2.0 is technically supported on Win 98.
However, I am not sure as to how long I will be able to continue support
for 98 and 9x since Microsoft is rapidly phasing that stuff out.
I think I am beginning to agree with everyone else to stick with .NET,
and whoever doesn't have the specifications they'll have to upgrade or
find a different machine to play on.


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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread shaun everiss
I'm probably not a programmer for now.
NOt to say I'm leaving for good.
once I am ready I'll get everything back.
I probably will not get the entire visual studio express like I decided to do 
before since its to much space.
maybe vc#, dotnet 2 sdk and directx sdk not sure about the platform sdk maybe 
that to.
I'm going with audiogame maker for now and adrift.
At 02:17 p.m. 21/01/2007, you wrote:
Hi Shaun,
Ouch... I wouldn't have done that. If you want to program easily for the 
Windows platform .NET is hands down the easiest way to do it. Combine 
that with DirectX, and you have, games like, well,  STFC, Railracer, 
Montezuma's Revenge, and so on. The .NET Framework has proven itself 
quite effective for audio games.
I wouldn't worry so much about the IDE. There are sometimes annoyences 
like error Windows popping up blowing the focus on the screen reader, 
but it doesn't happen all the time. It's just something you get use to 
after a while. If you hate the IDE notepad makes a quick and easy 
alternative. I use notepad often and paste my code in to the IDE.
However, not everyone is a programmer, and for this Audio Games Maker 
will be the go between. No complex programming, and a ready to create 
game tool.



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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Josh
yes me too. I'm gunna stick with audio game maker for now. Is adrift only 
for text adventures or can there be audio in it? Can you make rpg games with 
it?

Josh


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Re: [Audyssey] Future USA Games product designs.

2007-01-20 Thread Raul A. Gallegos
Hi. Adrift is a text adventure program specifically for text adventures. 
You can however, add audio and pictures to the games. But in the end, 
they are text games.

* Josh [EMAIL PROTECTED] [2007-01-20 21:58]:
 yes me too. I'm gunna stick with audio game maker for now. Is adrift only 
 for text adventures or can there be audio in it? Can you make rpg games with 
 it?


-- 
And they have not cried unto me with their heart, when they howled
upon their beds: they assemble themselves for corn and wine, and
they rebel against me.
-- Hosea 7:14
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Phil Vlasak
Hi Tom,
If people had not pre-ordered the Monty and Raceway games I would suggest 
switching to the more powerful language, but I think since this would delay 
release that you should stay with the dot net language for a while.
Once the games are selling, that would be the time to brush up your C and 
convert the games to it.
I would love force feedback in Raceway but I would rather be playing without 
it than waiting a long time just to get it.
smiles,
Phil

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


 Hi everyone,
 As all of you know back in December 2006 USA Games made STFC 1.0
 available for public distribution. What we did not anticipate prier to
 that release is how difficult it would be to get all users up to date
 running the .NET Framework and the current version of DirectX. For most
 users we were able to quickly resolve the issues and make STFC operate
 properly. However, there were a few cases which were without any hope of
 solving easily, and at this moment still remain open as unsolved cases
 of unknown error.
 Recently, on the Audyssey list I had made a suggestion that as a
 developer I should design a 3D engine similar to the Quake engine, but
 with all the access features built in. I'm thinking of starting over
 with the USA Games engine and instead of basing it on the .NET Framework
 and switching to C++ with the standard Windows win32 API and MFC which
 comes installed on every Windows system. Even better I can package MFC
 updates with my installer to update them were they needed.
 I see many advantages of this switch such as greater security, better
 performance of games, a wider availability of security tools to protect
 USA Games commercial games,and no dependence on the .NET Framework for
 any games designed under the new engine.
 The final reason I might consider this route is simply that C++ support
 for game devices, graphics, and sound is first rate. Since it is widely
 used by pro game developers there are often more features for DirectX
 available to a C++ dev than say for VB such as  force feedback support
 for game controllers. The VB support for game controllers doesn't seam
 to work well with feedback devices as both Che and I found out the hard
 way. James north had created the initial Raceway engine in VB, and I
 won't be able to get ff device support using VB or VB.NET. However, in a
 language like C++ it wouldn't even be an issue.
 However, using C++ isn't going to be all roses. I've gotten a bit rusty
 with C++, and would probably take some time brushing up my skills,
 finding out what changes were made in the SDKs I'd need, and so on. Game
 production could potentially be slower since C++ isn't the easiest
 language to work with, and I'll admit can be complex at times. Certainly
 not a cinch like C#.NET is. Not only that it would take me quite a while
 to read through my engine code, and begin converting it from C#.NET to 
 C++.
 On the other hand, I do have a good thing going with C#.NET. Other than
 the bumps in the road with end users not always having the correct
 versions of the framework etc games like STFC and Montezuma's Revenge
 are doing well. On a fairly modern system with all the latest service
 packs and patches those games should play reasonably well for the audio
 gamers community. I'd kind to hate to switch just when USA Games is
 beginning to get this show on the road you might say.
 There are some reasons about the .NET languages I am beginning to
 dislike such as having to encrypt my binaries every time I compile them
 for distribution, end users having mismatched versions of programs which
 causes conflicts, and a few other miner limitations. Otherwise, like I
 said, I am ok with what I am doing.
 What do you all think. Are you happy with the way USA Games is doing
 things, having to install the .NET Framework, etc, or would rather us
 move to something more generic like the C++ Win32 API which is pretty
 standardized across MS Windows platforms.
 Thanks.


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 visit
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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Mich
hi tom and all. i for one would like you to move to the C++ Win32 API many 
thanks.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


 Hi everyone,
 As all of you know back in December 2006 USA Games made STFC 1.0
 available for public distribution. What we did not anticipate prier to
 that release is how difficult it would be to get all users up to date
 running the .NET Framework and the current version of DirectX. For most
 users we were able to quickly resolve the issues and make STFC operate
 properly. However, there were a few cases which were without any hope of
 solving easily, and at this moment still remain open as unsolved cases
 of unknown error.
 Recently, on the Audyssey list I had made a suggestion that as a
 developer I should design a 3D engine similar to the Quake engine, but
 with all the access features built in. I'm thinking of starting over
 with the USA Games engine and instead of basing it on the .NET Framework
 and switching to C++ with the standard Windows win32 API and MFC which
 comes installed on every Windows system. Even better I can package MFC
 updates with my installer to update them were they needed.
 I see many advantages of this switch such as greater security, better
 performance of games, a wider availability of security tools to protect
 USA Games commercial games,and no dependence on the .NET Framework for
 any games designed under the new engine.
 The final reason I might consider this route is simply that C++ support
 for game devices, graphics, and sound is first rate. Since it is widely
 used by pro game developers there are often more features for DirectX
 available to a C++ dev than say for VB such as  force feedback support
 for game controllers. The VB support for game controllers doesn't seam
 to work well with feedback devices as both Che and I found out the hard
 way. James north had created the initial Raceway engine in VB, and I
 won't be able to get ff device support using VB or VB.NET. However, in a
 language like C++ it wouldn't even be an issue.
 However, using C++ isn't going to be all roses. I've gotten a bit rusty
 with C++, and would probably take some time brushing up my skills,
 finding out what changes were made in the SDKs I'd need, and so on. Game
 production could potentially be slower since C++ isn't the easiest
 language to work with, and I'll admit can be complex at times. Certainly
 not a cinch like C#.NET is. Not only that it would take me quite a while
 to read through my engine code, and begin converting it from C#.NET to 
 C++.
 On the other hand, I do have a good thing going with C#.NET. Other than
 the bumps in the road with end users not always having the correct
 versions of the framework etc games like STFC and Montezuma's Revenge
 are doing well. On a fairly modern system with all the latest service
 packs and patches those games should play reasonably well for the audio
 gamers community. I'd kind to hate to switch just when USA Games is
 beginning to get this show on the road you might say.
 There are some reasons about the .NET languages I am beginning to
 dislike such as having to encrypt my binaries every time I compile them
 for distribution, end users having mismatched versions of programs which
 causes conflicts, and a few other miner limitations. Otherwise, like I
 said, I am ok with what I am doing.
 What do you all think. Are you happy with the way USA Games is doing
 things, having to install the .NET Framework, etc, or would rather us
 move to something more generic like the C++ Win32 API which is pretty
 standardized across MS Windows platforms.
 Thanks.


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 visit
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 any subscription changes via the web.
 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Casey
I for one would like to keep things the way they are now. I make a 
point to keep my computer updated regularly, and when a new version of 
.net makes itself available I usually get it. It is the same for 
directX. Like you said I don't want to see things slow down either. It 
seams that currently most users of the USAGames  had little or no 
problems running the games. There are always exceptions to the general 
rule, but I bleieve that developers should consentrate on creating the 
games, and provides the tools that enable the games to work, rather 
than make all of the pcs happy.
Take care

-- 
Casey

Email services by FreedomBox.  Surf the Net at the sound of your voice. 
www.freedombox.info

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread K4NKZ SICK and derange Jim
tom do what ever you think is best!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


Hi everyone,
As all of you know back in December 2006 USA Games made STFC 1.0
available for public distribution. What we did not anticipate prier to
that release is how difficult it would be to get all users up to date
running the .NET Framework and the current version of DirectX. For most
users we were able to quickly resolve the issues and make STFC operate
properly. However, there were a few cases which were without any hope of
solving easily, and at this moment still remain open as unsolved cases
of unknown error.
Recently, on the Audyssey list I had made a suggestion that as a
developer I should design a 3D engine similar to the Quake engine, but
with all the access features built in. I'm thinking of starting over
with the USA Games engine and instead of basing it on the .NET Framework
and switching to C++ with the standard Windows win32 API and MFC which
comes installed on every Windows system. Even better I can package MFC
updates with my installer to update them were they needed.
I see many advantages of this switch such as greater security, better
performance of games, a wider availability of security tools to protect
USA Games commercial games,and no dependence on the .NET Framework for
any games designed under the new engine.
The final reason I might consider this route is simply that C++ support
for game devices, graphics, and sound is first rate. Since it is widely
used by pro game developers there are often more features for DirectX
available to a C++ dev than say for VB such as  force feedback support
for game controllers. The VB support for game controllers doesn't seam
to work well with feedback devices as both Che and I found out the hard
way. James north had created the initial Raceway engine in VB, and I
won't be able to get ff device support using VB or VB.NET. However, in a
language like C++ it wouldn't even be an issue.
However, using C++ isn't going to be all roses. I've gotten a bit rusty
with C++, and would probably take some time brushing up my skills,
finding out what changes were made in the SDKs I'd need, and so on. Game
production could potentially be slower since C++ isn't the easiest
language to work with, and I'll admit can be complex at times. Certainly
not a cinch like C#.NET is. Not only that it would take me quite a while
to read through my engine code, and begin converting it from C#.NET to C++.
On the other hand, I do have a good thing going with C#.NET. Other than
the bumps in the road with end users not always having the correct
versions of the framework etc games like STFC and Montezuma's Revenge
are doing well. On a fairly modern system with all the latest service
packs and patches those games should play reasonably well for the audio
gamers community. I'd kind to hate to switch just when USA Games is
beginning to get this show on the road you might say.
There are some reasons about the .NET languages I am beginning to
dislike such as having to encrypt my binaries every time I compile them
for distribution, end users having mismatched versions of programs which
causes conflicts, and a few other miner limitations. Otherwise, like I
said, I am ok with what I am doing.
What do you all think. Are you happy with the way USA Games is doing
things, having to install the .NET Framework, etc, or would rather us
move to something more generic like the C++ Win32 API which is pretty
standardized across MS Windows platforms.
Thanks.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Dark
Hi thom.

Having had the trouble with net framework 1, (admittedly a solvable problem, 
but I spent almost a year not knowing that), I'm certainly synpathetic to 
people's inability to run games.

However, as there are so few people devoting time and resources to creating 
audio games, and given the time it usually takes for dev's  despite 
their best efforts, to bring out new titles, i think speed of developement 
is a real concern.

As you said, in theory update patches should take care of the 
incompatibility problems with direct X and net framework on most modern 
pc's. do the problems only occur with older machines or versions of windows? 
If the games are only incompatible with a few systems over about 6 years 
old, then maybe just pushing forward would be a good idea, after all, as far 
as computers go six years is a long time.

If on the other hand you can have a comparatively new machine and stil have 
trouble running net framework etc, then perhaps it's worth considdering the 
changes.
Phil's suggestion seems like a nice balance. On the one hand you don't want 
to alienate people who just happen not to have the most modern ultra 
uptodate equipment, but on the other it'd be a waste of time making audio 
games compatible with every kind of computing device from abacus onwards, 
simply because there's someone who thinks everything that happened to 
computing after the death of Pythagoras was generally bad.

I might be exadgerating just a litle tiny bit here Grin.

Beware the Grue!

Dark.

From: Thomas Ward tw 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread x-sight interactive
the problem is not everyone has all the funding to get all the topshot 
equipment. see there's where the conflict begins. there's advantages and 
disadvantages to them both. the advantage of switching is that people with 
older systems who may not have funding to go and buy a computer, such as me, 
who has a desktop at home still running windows 95 and a laptop provided by 
the college, still get a go. it's all about accessibility, and that doesn't 
just mean blindness related issues. but then you got the speed of 
development to consider. if you have already specified a release date then 
the best way if you're going to switch is to make this clear on the website 
that people are having problems and you have decided to switch to another 
development system for your and your customer's convenience. if you are 
doing this to solve your customer's problems the customers shouldn't be 
complaining.

hth.

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 19, 2007 1:22 PM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hi thom.

 Having had the trouble with net framework 1, (admittedly a solvable 
 problem,
 but I spent almost a year not knowing that), I'm certainly synpathetic to
 people's inability to run games.

 However, as there are so few people devoting time and resources to 
 creating
 audio games, and given the time it usually takes for dev's  despite
 their best efforts, to bring out new titles, i think speed of developement
 is a real concern.

 As you said, in theory update patches should take care of the
 incompatibility problems with direct X and net framework on most modern
 pc's. do the problems only occur with older machines or versions of 
 windows?
 If the games are only incompatible with a few systems over about 6 years
 old, then maybe just pushing forward would be a good idea, after all, as 
 far
 as computers go six years is a long time.

 If on the other hand you can have a comparatively new machine and stil 
 have
 trouble running net framework etc, then perhaps it's worth considdering 
 the
 changes.
 Phil's suggestion seems like a nice balance. On the one hand you don't 
 want
 to alienate people who just happen not to have the most modern ultra
 uptodate equipment, but on the other it'd be a waste of time making audio
 games compatible with every kind of computing device from abacus onwards,
 simply because there's someone who thinks everything that happened to
 computing after the death of Pythagoras was generally bad.

 I might be exadgerating just a litle tiny bit here Grin.

 Beware the Grue!

 Dark.

 From: Thomas Ward tw


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Phil Vlasak
Hi Tom,
I thought it over again and I think you should stay with the dot NET 
Framework for some additional reasons.
`. Since it is a new and evolving language, the features you miss may be 
created by someone else and could be used by you.
 I thought DirectX controls the force feedback to some extent so a search 
for DirectX FF code could be helpful.

One example for not finishing a game is my work with the GMA game engine 
which I have been using for the past five years.
Every few months, David adds new features and capabilities to it.
And I have learned to do things better.
A few times I have stopped developing Sarah to add these capabilities but 
although the game is better, this delayed the release of the game by months.
I think it is better to stop making changes and say the project is over and 
go on to a new one.
Of course I have been working on Sarah for three years so I should have 
taken my own advice.
An important lesson is to know when a project is finished for you can always 
tweak it a bit to improve it but at the cost of people not being able to 
enjoy the game.
For example I could wait until book seven comes out and make changes in the 
castle to match things in that book, but then it would be Christmas 2007 
before my Sarah game is finished!

Smiles,
Phil 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread michael feir
I have to agree with Phil on this one. People have simply waited too long
already for Monty and Raceway in particular. It can be a very tempting thing
when you see alternative approaches once you've gone a ways down a road as
you've done. However, sometimes, it's just better to press on and get the
task done. If people have to wait too long for Monty and Raceway, you might
very well find yourself in the same situation James North was in. You'll
have made the changes and be approaching completion of an absolute
masterpiece but people's patience will just fizzle out on you. It was
painful enough seeing that happen to James. I wouldn't wish what he went
through on my worst enemy. Unless people have walked the walk of a game
developer and gotten a visceral grasp on just how much effort it takes to
produce a game, their patience is limited. Being somebody who has tried to
do this as well as started many other projects, I can truly sympathise with
you in your quest to get things absolutely right the first time. Since you
took over those two games, you've tried to modify Monty beyond the point
where it could still fairly be called that, started work on a free Asteroids
game, done who knows how much work on a screenreader, released Final
Conflict after losing who knows how much work on a better version, and God
know's what else? I can only presume you've found a smidgeon of time for
eating, sleeping, breathing, friends and family somewhere along the way. You
have to draw the line somewhere and finish what you've started. Otherwise,
you'll lose trust in the community and look back on a life of unfinished and
therefore unappreciated projects.

I can sympathise well with Tom because my own creative road has been a long
and tortured one over the past while. I thought I'd be well into actually
programming Fearless Flin by now. However, I can't work up the motivation to
take the plunge. Dave's engine handles a lot of the physics and such but
it's still pretty complicated to explain your game design to. As a result of
this as well as a nasty and prolonged creative slump, I started work on a
computer guide for novice blind users. I have an ever-present need to feel
that I'm doing something to earn my keep and to actually have a meaningful
impact on people. Last Summer, I was able to help quite a few of them up at
Lake Joseph and received quite a strong mandate from staff and guests there
to work on a guide to truly using a computer for personal life. There are
entirely too many people out there with expensive machines which due to
their ignorance are nothing more than glorified typewriters and book-readers
for no good reason at all. If I can write something which can then be freely
distributed to new users that explains what rewards are out there and takes
them to the point where they can go online, I'll have lessened the colossal
waste of good equipment. I'll have a large section on accessible computer
games which I hope will stimulate some growth in the blind gaming community
and games market. I hope to have this guide finished by this Summer before I
go up to Lake Joseph for a week's vacation. There's another project I've
been working on with a developer but I'm not ready to divulge any details on
that. I've seen what happens when expectations are raised too early. After
my vacation, I intend to make one more final attempt to start making real
progress on Fearless Flin. Perhaps, things will have changed in my thinking
by then. If I still find it impossible to truly motivate myself to work on
it, then I'll turn away from full game creation and find other ways of
contributing. I have plenty of game ideas for developers who would want to
program them. Also, I have a sound effects library and editor which I still
hope to become more proficient at using. I've always been willing to
betatest for developers and feel that I have a good grasp on what makes a
fun game. Also, as always, I'll be an ambassador for accessible games any
chance I get.

Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 19, 2007 6:58 AM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hi Tom,
 If people had not pre-ordered the Monty and Raceway games I would suggest
 switching to the more powerful language, but I think since this would 
 delay
 release that you should stay with the dot net language for a while.
 Once the games are selling, that would be the time to brush up your C and
 convert the games to it.
 I would love force feedback in Raceway but I would rather be playing 
 without
 it than waiting a long time just to get it.
 smiles,
 Phil


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Raul A. Gallegos
Hello Tom. I would vote for the faster game release. Meaning, I would 
suggest you stick to what you have already rather than restarting the 
code. The reason I say this is not to leave out those users who have 
problems, but rather thinking of those users who have been waiting a 
while for the games to come out.

Perhaps in a later version you could rewrite the games, but I would 
guess that most users who have been waiting already as it is would 
rather see the games sooner than later.

I realize of course that if you finish the games now that a rewrite for 
a future version would be a lot more work so of course that is something 
to consider. Thing is, people who run old computers like win 95/98/me 
are behind the times. When other companies, and I don't mean accessible 
ones, make new games, they will be making them for the current operating 
systems. This is nothing personal, but rather, life.

I tell anyone who still uses win 9x that although it might cost some 
money to upgrade, it's just a fact that their system is old and if 
he/she wants to play the latest games or run the latest applications, 
one needs a newer computer and a newer operating system.

What I would suggest is to perhaps pick a release date of DirectX and 
.net and stick with that for the game release. Let's say for example, if 
a DirectX version comes out February 1 2007 this year, use that and even 
if the game is not ready until November this year, make it so the game 
will work with that version and above. This gives people a long time to 
make sure they have the files they need to run the games.

Again, let me be clear to anyone reading this. I'm not saying if you are 
running an old computer and operating system, that it's just too bad. 
I'm simply saying that reality here is that Windows 9x is out and 
windows 2k/xp/vista is in. I would bet that most everyone is running at 
least 2k or xp. And really, being honest here, an XP operating system 
has dropped in price over the last year or so, and will continue to drop 
with Vista coming out.

All the best.

-- 
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Josh
I had no problem installing the dotNet framework. But if the large majority 
are having trouble than I say change it.

Josh

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


 Hi everyone,
 As all of you know back in December 2006 USA Games made STFC 1.0
 available for public distribution. What we did not anticipate prier to
 that release is how difficult it would be to get all users up to date
 running the .NET Framework and the current version of DirectX. For most
 users we were able to quickly resolve the issues and make STFC operate
 properly. However, there were a few cases which were without any hope of
 solving easily, and at this moment still remain open as unsolved cases
 of unknown error.
 Recently, on the Audyssey list I had made a suggestion that as a
 developer I should design a 3D engine similar to the Quake engine, but
 with all the access features built in. I'm thinking of starting over
 with the USA Games engine and instead of basing it on the .NET Framework
 and switching to C++ with the standard Windows win32 API and MFC which
 comes installed on every Windows system. Even better I can package MFC
 updates with my installer to update them were they needed.
 I see many advantages of this switch such as greater security, better
 performance of games, a wider availability of security tools to protect
 USA Games commercial games,and no dependence on the .NET Framework for
 any games designed under the new engine.
 The final reason I might consider this route is simply that C++ support
 for game devices, graphics, and sound is first rate. Since it is widely
 used by pro game developers there are often more features for DirectX
 available to a C++ dev than say for VB such as  force feedback support
 for game controllers. The VB support for game controllers doesn't seam
 to work well with feedback devices as both Che and I found out the hard
 way. James north had created the initial Raceway engine in VB, and I
 won't be able to get ff device support using VB or VB.NET. However, in a
 language like C++ it wouldn't even be an issue.
 However, using C++ isn't going to be all roses. I've gotten a bit rusty
 with C++, and would probably take some time brushing up my skills,
 finding out what changes were made in the SDKs I'd need, and so on. Game
 production could potentially be slower since C++ isn't the easiest
 language to work with, and I'll admit can be complex at times. Certainly
 not a cinch like C#.NET is. Not only that it would take me quite a while
 to read through my engine code, and begin converting it from C#.NET to 
 C++.
 On the other hand, I do have a good thing going with C#.NET. Other than
 the bumps in the road with end users not always having the correct
 versions of the framework etc games like STFC and Montezuma's Revenge
 are doing well. On a fairly modern system with all the latest service
 packs and patches those games should play reasonably well for the audio
 gamers community. I'd kind to hate to switch just when USA Games is
 beginning to get this show on the road you might say.
 There are some reasons about the .NET languages I am beginning to
 dislike such as having to encrypt my binaries every time I compile them
 for distribution, end users having mismatched versions of programs which
 causes conflicts, and a few other miner limitations. Otherwise, like I
 said, I am ok with what I am doing.
 What do you all think. Are you happy with the way USA Games is doing
 things, having to install the .NET Framework, etc, or would rather us
 move to something more generic like the C++ Win32 API which is pretty
 standardized across MS Windows platforms.
 Thanks.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Yohandy
Well man, it's up to you, but I say leave things as they are. Starting over 
from scratch sounds painful. You can always make changes for your upcoming 
games.




-

For an amazing video gaming site containing original soundtracks, game art, 
etc, go here.

http://gh.ffshrine.org?r=16426


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, January 19, 2007 6:29 AM
Subject: [Audyssey] Future USA Games product designs.


 Hi everyone,
 As all of you know back in December 2006 USA Games made STFC 1.0
 available for public distribution. What we did not anticipate prier to
 that release is how difficult it would be to get all users up to date
 running the .NET Framework and the current version of DirectX. For most
 users we were able to quickly resolve the issues and make STFC operate
 properly. However, there were a few cases which were without any hope of
 solving easily, and at this moment still remain open as unsolved cases
 of unknown error.
 Recently, on the Audyssey list I had made a suggestion that as a
 developer I should design a 3D engine similar to the Quake engine, but
 with all the access features built in. I'm thinking of starting over
 with the USA Games engine and instead of basing it on the .NET Framework
 and switching to C++ with the standard Windows win32 API and MFC which
 comes installed on every Windows system. Even better I can package MFC
 updates with my installer to update them were they needed.
 I see many advantages of this switch such as greater security, better
 performance of games, a wider availability of security tools to protect
 USA Games commercial games,and no dependence on the .NET Framework for
 any games designed under the new engine.
 The final reason I might consider this route is simply that C++ support
 for game devices, graphics, and sound is first rate. Since it is widely
 used by pro game developers there are often more features for DirectX
 available to a C++ dev than say for VB such as  force feedback support
 for game controllers. The VB support for game controllers doesn't seam
 to work well with feedback devices as both Che and I found out the hard
 way. James north had created the initial Raceway engine in VB, and I
 won't be able to get ff device support using VB or VB.NET. However, in a
 language like C++ it wouldn't even be an issue.
 However, using C++ isn't going to be all roses. I've gotten a bit rusty
 with C++, and would probably take some time brushing up my skills,
 finding out what changes were made in the SDKs I'd need, and so on. Game
 production could potentially be slower since C++ isn't the easiest
 language to work with, and I'll admit can be complex at times. Certainly
 not a cinch like C#.NET is. Not only that it would take me quite a while
 to read through my engine code, and begin converting it from C#.NET to 
 C++.
 On the other hand, I do have a good thing going with C#.NET. Other than
 the bumps in the road with end users not always having the correct
 versions of the framework etc games like STFC and Montezuma's Revenge
 are doing well. On a fairly modern system with all the latest service
 packs and patches those games should play reasonably well for the audio
 gamers community. I'd kind to hate to switch just when USA Games is
 beginning to get this show on the road you might say.
 There are some reasons about the .NET languages I am beginning to
 dislike such as having to encrypt my binaries every time I compile them
 for distribution, end users having mismatched versions of programs which
 causes conflicts, and a few other miner limitations. Otherwise, like I
 said, I am ok with what I am doing.
 What do you all think. Are you happy with the way USA Games is doing
 things, having to install the .NET Framework, etc, or would rather us
 move to something more generic like the C++ Win32 API which is pretty
 standardized across MS Windows platforms.
 Thanks.


 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web. 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
hmm tom.
I think you have your answer to your question.
Looks like I lose the vote again.
At 02:51 a.m. 20/01/2007, you wrote:
Tom,

The point of making programmes accessible is so they can be inclusive and
used by as wide a range of people as possible. My advice, for what it's
worth, is to dump the .NET stuff and you'll be able to reach more people.
You'll also have fewer support issues and be more productive.

Steve

---
Azabat Software: accessible games for visually impaired beginners
Web: www.azabat.co.uk
Email: mailto:[EMAIL PROTECTED]
Tel (UK): 07740 777 364
International: +44 7740 777 364

--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.5.432 / Virus Database: 268.17.0/639 - Release Date: 18/01/2007
18:47


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
Also tom I don't mind waiting.
However once things are settled changing them just to have more waits just for 
using the programming language is well not really a good thing.
You must admit that there is a tonnage of wait time as it is on game projects.
True it took a while to get used to dotnet but look now! a load of devs use it 
and we have learned to take the good with the the ugly.
I think things like vb6, and mfc is going to die though.
And If I may I think we as a community should make stuff that will last, ie 
survive to the next version or later of windows.
Even though people say vista is probably the last windows ms will create for 
desktops, who knows.
At 03:11 a.m. 20/01/2007, you wrote:
I have to agree with Phil on this one. People have simply waited too long
already for Monty and Raceway in particular. It can be a very tempting thing
when you see alternative approaches once you've gone a ways down a road as
you've done. However, sometimes, it's just better to press on and get the
task done. If people have to wait too long for Monty and Raceway, you might
very well find yourself in the same situation James North was in. You'll
have made the changes and be approaching completion of an absolute
masterpiece but people's patience will just fizzle out on you. It was
painful enough seeing that happen to James. I wouldn't wish what he went
through on my worst enemy. Unless people have walked the walk of a game
developer and gotten a visceral grasp on just how much effort it takes to
produce a game, their patience is limited. Being somebody who has tried to
do this as well as started many other projects, I can truly sympathise with
you in your quest to get things absolutely right the first time. Since you
took over those two games, you've tried to modify Monty beyond the point
where it could still fairly be called that, started work on a free Asteroids
game, done who knows how much work on a screenreader, released Final
Conflict after losing who knows how much work on a better version, and God
know's what else? I can only presume you've found a smidgeon of time for
eating, sleeping, breathing, friends and family somewhere along the way. You
have to draw the line somewhere and finish what you've started. Otherwise,
you'll lose trust in the community and look back on a life of unfinished and
therefore unappreciated projects.

I can sympathise well with Tom because my own creative road has been a long
and tortured one over the past while. I thought I'd be well into actually
programming Fearless Flin by now. However, I can't work up the motivation to
take the plunge. Dave's engine handles a lot of the physics and such but
it's still pretty complicated to explain your game design to. As a result of
this as well as a nasty and prolonged creative slump, I started work on a
computer guide for novice blind users. I have an ever-present need to feel
that I'm doing something to earn my keep and to actually have a meaningful
impact on people. Last Summer, I was able to help quite a few of them up at
Lake Joseph and received quite a strong mandate from staff and guests there
to work on a guide to truly using a computer for personal life. There are
entirely too many people out there with expensive machines which due to
their ignorance are nothing more than glorified typewriters and book-readers
for no good reason at all. If I can write something which can then be freely
distributed to new users that explains what rewards are out there and takes
them to the point where they can go online, I'll have lessened the colossal
waste of good equipment. I'll have a large section on accessible computer
games which I hope will stimulate some growth in the blind gaming community
and games market. I hope to have this guide finished by this Summer before I
go up to Lake Joseph for a week's vacation. There's another project I've
been working on with a developer but I'm not ready to divulge any details on
that. I've seen what happens when expectations are raised too early. After
my vacation, I intend to make one more final attempt to start making real
progress on Fearless Flin. Perhaps, things will have changed in my thinking
by then. If I still find it impossible to truly motivate myself to work on
it, then I'll turn away from full game creation and find other ways of
contributing. I have plenty of game ideas for developers who would want to
program them. Also, I have a sound effects library and editor which I still
hope to become more proficient at using. I've always been willing to
betatest for developers and feel that I have a good grasp on what makes a
fun game. Also, as always, I'll be an ambassador for accessible games any
chance I get.

Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 19, 2007 6:58 AM
Subject: Re: [Audyssey] Future USA Games

Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
good point raul.
Its been 2 years since we dumped all our old legacy software and systems.
However 3 years ago we except for me were still using 1998 windows.
last year we were still using office97.
And last year through various means I was able to shift us out of that cycle.
I also don't want to have what happened to alchemy to you since you really rock.
However if switching to another language just to be nice and compatible means 
more wait time, I would be strongly against it as we have wait time loads of it 
as it is.
I would prefur that the time not be increased.
At 03:22 a.m. 20/01/2007, you wrote:
Hello Tom. I would vote for the faster game release. Meaning, I would 
suggest you stick to what you have already rather than restarting the 
code. The reason I say this is not to leave out those users who have 
problems, but rather thinking of those users who have been waiting a 
while for the games to come out.

Perhaps in a later version you could rewrite the games, but I would 
guess that most users who have been waiting already as it is would 
rather see the games sooner than later.

I realize of course that if you finish the games now that a rewrite for 
a future version would be a lot more work so of course that is something 
to consider. Thing is, people who run old computers like win 95/98/me 
are behind the times. When other companies, and I don't mean accessible 
ones, make new games, they will be making them for the current operating 
systems. This is nothing personal, but rather, life.

I tell anyone who still uses win 9x that although it might cost some 
money to upgrade, it's just a fact that their system is old and if 
he/she wants to play the latest games or run the latest applications, 
one needs a newer computer and a newer operating system.

What I would suggest is to perhaps pick a release date of DirectX and 
.net and stick with that for the game release. Let's say for example, if 
a DirectX version comes out February 1 2007 this year, use that and even 
if the game is not ready until November this year, make it so the game 
will work with that version and above. This gives people a long time to 
make sure they have the files they need to run the games.

Again, let me be clear to anyone reading this. I'm not saying if you are 
running an old computer and operating system, that it's just too bad. 
I'm simply saying that reality here is that Windows 9x is out and 
windows 2k/xp/vista is in. I would bet that most everyone is running at 
least 2k or xp. And really, being honest here, an XP operating system 
has dropped in price over the last year or so, and will continue to drop 
with Vista coming out.

All the best.

-- 
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread x-sight interactive
xp may have dropped down in price, but the computer itself, plus legal 
copies of screenreaders, blah blah blah, you know the trick, you'd be 
spending more than £2500 over here, which, as an 18-year-old college student 
in the uk, i don't even get in a year.

regards,

damien




- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: gamers@audyssey.org; USA Games List [EMAIL PROTECTED]
Sent: Friday, January 19, 2007 2:22 PM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hello Tom. I would vote for the faster game release. Meaning, I would
 suggest you stick to what you have already rather than restarting the
 code. The reason I say this is not to leave out those users who have
 problems, but rather thinking of those users who have been waiting a
 while for the games to come out.

 Perhaps in a later version you could rewrite the games, but I would
 guess that most users who have been waiting already as it is would
 rather see the games sooner than later.

 I realize of course that if you finish the games now that a rewrite for
 a future version would be a lot more work so of course that is something
 to consider. Thing is, people who run old computers like win 95/98/me
 are behind the times. When other companies, and I don't mean accessible
 ones, make new games, they will be making them for the current operating
 systems. This is nothing personal, but rather, life.

 I tell anyone who still uses win 9x that although it might cost some
 money to upgrade, it's just a fact that their system is old and if
 he/she wants to play the latest games or run the latest applications,
 one needs a newer computer and a newer operating system.

 What I would suggest is to perhaps pick a release date of DirectX and
 .net and stick with that for the game release. Let's say for example, if
 a DirectX version comes out February 1 2007 this year, use that and even
 if the game is not ready until November this year, make it so the game
 will work with that version and above. This gives people a long time to
 make sure they have the files they need to run the games.

 Again, let me be clear to anyone reading this. I'm not saying if you are
 running an old computer and operating system, that it's just too bad.
 I'm simply saying that reality here is that Windows 9x is out and
 windows 2k/xp/vista is in. I would bet that most everyone is running at
 least 2k or xp. And really, being honest here, an XP operating system
 has dropped in price over the last year or so, and will continue to drop
 with Vista coming out.

 All the best.

 -- 
 Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
you don't necessarily need to update the system.
windows xp will run on a p733 with 384mb ram fine.
A little slower but fine.
At 05:26 a.m. 20/01/2007, you wrote:
xp may have dropped down in price, but the computer itself, plus legal 
copies of screenreaders, blah blah blah, you know the trick, you'd be 
spending more than £2500 over here, which, as an 18-year-old college student 
in the uk, i don't even get in a year.

regards,

damien




- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: gamers@audyssey.org; USA Games List [EMAIL PROTECTED]
Sent: Friday, January 19, 2007 2:22 PM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hello Tom. I would vote for the faster game release. Meaning, I would
 suggest you stick to what you have already rather than restarting the
 code. The reason I say this is not to leave out those users who have
 problems, but rather thinking of those users who have been waiting a
 while for the games to come out.

 Perhaps in a later version you could rewrite the games, but I would
 guess that most users who have been waiting already as it is would
 rather see the games sooner than later.

 I realize of course that if you finish the games now that a rewrite for
 a future version would be a lot more work so of course that is something
 to consider. Thing is, people who run old computers like win 95/98/me
 are behind the times. When other companies, and I don't mean accessible
 ones, make new games, they will be making them for the current operating
 systems. This is nothing personal, but rather, life.

 I tell anyone who still uses win 9x that although it might cost some
 money to upgrade, it's just a fact that their system is old and if
 he/she wants to play the latest games or run the latest applications,
 one needs a newer computer and a newer operating system.

 What I would suggest is to perhaps pick a release date of DirectX and
 .net and stick with that for the game release. Let's say for example, if
 a DirectX version comes out February 1 2007 this year, use that and even
 if the game is not ready until November this year, make it so the game
 will work with that version and above. This gives people a long time to
 make sure they have the files they need to run the games.

 Again, let me be clear to anyone reading this. I'm not saying if you are
 running an old computer and operating system, that it's just too bad.
 I'm simply saying that reality here is that Windows 9x is out and
 windows 2k/xp/vista is in. I would bet that most everyone is running at
 least 2k or xp. And really, being honest here, an XP operating system
 has dropped in price over the last year or so, and will continue to drop
 with Vista coming out.

 All the best.

 -- 
 Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
Xp should have 2 more service packs.
Unlike other windows, you don't need to update to vista.
In fact xp is all good as long as you have the support for vista.
At 06:08 a.m. 20/01/2007, you wrote:
I hesitate to start a debate on upgrading vs staying still. I realize 
that this option is not for everyone and I clearly stated that in my 
original message. I'm just being realistic about technology. This is 
true for anything really, not just computers.

I do not discount what you are saying and in some cases find myself in 
similar situations. For example, I cannot use a certain type of DVD+r on 
my Sony DVD player. In order for me to be able to play that certain type 
I would have to purchase a $200 DVD player which I do not want to do. 
This means of course that until I do or they come down in price, I am 
stuck using the single layer DVD+r disks.

Upgrading computers and operating systems is the same thing. If people 
want to use Vista they are recommended to have 1 GB or more of ram. Not 
everyone has this or cannot afford it. Because Windows 98/2k/xp runs 
with 256 mb and 512 mb just fine, people may not want to upgrade.

Again, this is not about economy or about blind people being able to 
afford or about the right or wrong of it. This is just about the reality 
of technology and how it moves.

Forgive me for being blunt, but anyone who uses a windows 95 or 98 
operating system is sadly behind the times.

No more will I say on this.

* x-sight interactive [EMAIL PROTECTED] [2007-01-19 09:35]:
 xp may have dropped down in price, but the computer itself, plus legal 
 copies of screenreaders, blah blah blah, you know the trick, you'd be 
 spending more than £2500 over here, which, as an 18-year-old college student 
 in the uk, i don't even get in a year.



-- 
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Charles Rivard
Is the potential for making patches or new editions of the game that will 
keep up with changing technology an option?  In that way, those who want to 
make the change and have a game that can do more, or is up-to-date can do 
so, and those who don't have current technology on their computers can have 
a game that will work with what they have.  After book 7 comes out, an 
addition to the game could be produced that would include stuff from book 7. 
Freedom Scientific does this with JAWS.  If you currently use JAWS 5.0, and 
it works fine, you don't have to upgrade to JAWS 8.  If you want to, you can 
do so.  As far as the cost to the consumer, that's up to the developer.
- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 19, 2007 7:41 AM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hi Tom,
 I thought it over again and I think you should stay with the dot NET
 Framework for some additional reasons.
 `. Since it is a new and evolving language, the features you miss may be
 created by someone else and could be used by you.
 I thought DirectX controls the force feedback to some extent so a search
 for DirectX FF code could be helpful.

 One example for not finishing a game is my work with the GMA game engine
 which I have been using for the past five years.
 Every few months, David adds new features and capabilities to it.
 And I have learned to do things better.
 A few times I have stopped developing Sarah to add these capabilities but
 although the game is better, this delayed the release of the game by 
 months.
 I think it is better to stop making changes and say the project is over 
 and
 go on to a new one.
 Of course I have been working on Sarah for three years so I should have
 taken my own advice.
 An important lesson is to know when a project is finished for you can 
 always
 tweak it a bit to improve it but at the cost of people not being able to
 enjoy the game.
 For example I could wait until book seven comes out and make changes in 
 the
 castle to match things in that book, but then it would be Christmas 2007
 before my Sarah game is finished!

 Smiles,
 Phil


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi Dark,
Yes, speed of development is a major issue for all involved here. It is 
a problem for me as I just want the games done in a timely manner. Once 
a game engine is written, no matter the language, the speed will come.
However, I already have some core game classes for Montezuma's Revenge 
for handling say audio, math calculations, etc that are time tested and 
can be dropped in to the next game to jump start it.
If I pick the C++ engine I am basically back to square 1 redesigning the 
game core features and back to testing those for reliability and stability.
Not only that .NET is meant to be a rapid development system. You are 
suppose to be able to quickly and rapidly build and deploy applications 
since it is all object oriented and it makes integrating components from 
other games in to new ones a snap.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi,
Quote
 the problem is not everyone has all the funding to get all the topshot 
 equipment. see there's where the conflict begins. 
End quote

That isn't the half of it. In order to really go forward with .NET I am 
likely better off dropping 9x operating systems altogether and 
supporting 2000, XP, and Vista.
However, the problem is that many of the people who are now on pre-order 
status for Montezuma's Revenge and Raceway had no idea of what the final 
system requirements would be. Those using 9x would be getting cheated, 
and I am not in a financial position to offer product refunds.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi Phil,
Actually, for the moment I wouldn't be converting Montezuma's Revenge to 
C++. Just new titles. Once Montezuma's Revenge was selling and I had the 
new engine in place I could port Montezuma's Revenge to C++.
As for Raceway I am still on the fense on changing it's code base anyway 
just as I am not real happy with coding in VB. The ff support is one 
reason, but I'm just not plane cut out for VB type languages. I've never 
liked them all to well.



Phil Vlasak wrote:
 Hi Tom,
 If people had not pre-ordered the Monty and Raceway games I would suggest 
 switching to the more powerful language, but I think since this would delay 
 release that you should stay with the dot net language for a while.
 Once the games are selling, that would be the time to brush up your C and 
 convert the games to it.
 I would love force feedback in Raceway but I would rather be playing without 
 it than waiting a long time just to get it.
 smiles,
 Phil
   



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Raul A. Gallegos
Hi Tom. With this getting clear, let me respond with a short and clear 
answer.

1. I have no problems running your games.

2. I vote to keep the development the way it is, thus yielding a quicker 
release.

If later on in the future you wish to change the programming language, 
go right ahead.

Is that clear and to the point? smile.

* Thomas Ward [EMAIL PROTECTED] [2007-01-19 21:37]:
 Hi Raul and all,
 I also don't want to start a debate on weather people should or should 
 not upgrade. That was not at all my intent. In fact my actual intent has 
 gotten completely lost here so perhaps I should redirect to the intent 
 behind this question.
 My actual intention was to first determine how many people are actually 
 having issues with the .NET Framework to justify a switch in programming 
 language. Second, if they felt the features offers more for them by 
 switching to C++ rather than sticking to C#.NET.
 Cheers.



-- 
Then I lifted up mine eyes, and saw, and, behold, there stood before
the river a ram which had two horns: and the two horns were high;
but one was higher than the other, and the higher came up last.
-- Daniel 8:3
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
well tom dotnet 1.1 is supported on win98 I think 2.0 is to.
At 03:57 p.m. 20/01/2007, you wrote:
Hi,
Quote
 the problem is not everyone has all the funding to get all the topshot 
 equipment. see there's where the conflict begins. 
End quote

That isn't the half of it. In order to really go forward with .NET I am 
likely better off dropping 9x operating systems altogether and 
supporting 2000, XP, and Vista.
However, the problem is that many of the people who are now on pre-order 
status for Montezuma's Revenge and Raceway had no idea of what the final 
system requirements would be. Those using 9x would be getting cheated, 
and I am not in a financial position to offer product refunds.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
after what I have heard about ides and such, I'm seriously thinking about ruby, 
as long as I can either access dotnet, directx or the win32 apis and directx 
with it.
At 03:11 p.m. 20/01/2007, you wrote:
Hi Phil,
Actually, for the moment I wouldn't be converting Montezuma's Revenge to 
C++. Just new titles. Once Montezuma's Revenge was selling and I had the 
new engine in place I could port Montezuma's Revenge to C++.
As for Raceway I am still on the fense on changing it's code base anyway 
just as I am not real happy with coding in VB. The ff support is one 
reason, but I'm just not plane cut out for VB type languages. I've never 
liked them all to well.



Phil Vlasak wrote:
 Hi Tom,
 If people had not pre-ordered the Monty and Raceway games I would suggest 
 switching to the more powerful language, but I think since this would delay 
 release that you should stay with the dot net language for a while.
 Once the games are selling, that would be the time to brush up your C and 
 convert the games to it.
 I would love force feedback in Raceway but I would rather be playing without 
 it than waiting a long time just to get it.
 smiles,
 Phil
   



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi Raul,
Loud and clear.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi Che,
Chuckle... I am glad I won't be changing the Montezuma's Revenge code to 
C++ as people might just begin tar and feathering me if I don't produce 
alpha 2.
Anyay, I Anyway, I am very thankful you reported your experience with 
the .NET Framework, and glad your experience is mostly posative. I'm 
likely going to stick what I have as mostof the people who have repplied 
were very posative about plunging ahead with the .NET framework design 
USA Games has been using.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread damien c. sadler - head of x-sight interactive
i wasn't saying only make it for windows 9x etc, but make it available for 
those people as well as the ones using 2000, nt, me, xp, and vista. besides, 
who's going to start using vista with no accessibility involved, especially 
when you have to keep the windows cd in the drive all the time? that'll be a 
bit out of the ordinary ...

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 20, 2007 2:57 AM
Subject: Re: [Audyssey] Future USA Games product designs.


 Hi,
 Quote
 the problem is not everyone has all the funding to get all the topshot
 equipment. see there's where the conflict begins.
 End quote

 That isn't the half of it. In order to really go forward with .NET I am
 likely better off dropping 9x operating systems altogether and
 supporting 2000, XP, and Vista.
 However, the problem is that many of the people who are now on pre-order
 status for Montezuma's Revenge and Raceway had no idea of what the final
 system requirements would be. Those using 9x would be getting cheated,
 and I am not in a financial position to offer product refunds.



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