Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-23 Thread Thomas Ward
Hi Charles,

All of those are good ideas, but I think you guys forgot something
important. When Nicol made the suggestion I believe he was looking for
a PC game and not one for an iPhone or Android device. Therefore while
I've seen a lot of good ideas for input using a phone I haven't seen
anything to address Nicol's specific request for a PC game.

Cheers!


On 10/22/14, Charles Rivard wee1s...@fidnet.com wrote:
 How about tilting the phone back and forth to increase your swing, then tap

 to release an object to land somewhere specific?.  If the target is off to
 one side, turn the phone until it is centered, then perform the swing to get

 the distance and tap to release.  Or rather than tapping, hold down on the
 screen to hold the object and raise your finger to release it.

 ---
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 you! really! are! finished!

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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-23 Thread dark

Hi tom.

this is true, but to be honest I haven't seen this game show anyway and so 
it probably wouldn't be on my major priority list even if there were! a 
direct game of it.


I was just interested in the question, wich I believe was asked earlier in 
this discussion of how you could replicate the sorts of challenges in that, 
and similar game shows.


Beware the grue!

dark. 



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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-22 Thread Charles Rivard
How about tilting the phone back and forth to increase your swing, then tap 
to release an object to land somewhere specific?.  If the target is off to 
one side, turn the phone until it is centered, then perform the swing to get 
the distance and tap to release.  Or rather than tapping, hold down on the 
screen to hold the object and raise your finger to release it.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 20, 2014 12:22 PM
Subject: Re: [Audyssey] games we'd like to play: a minute to win it



Hi Tom.

I've not heard of this game show before either,either in it's original 
american form (though American game shows are only occasionally shown in 
the Uk), or if there was a Uk version made which sometimes happens with 
popular american shows, such as the very famous play your cards right with 
the legendary bruceForsythe being a Uk version of the American card 
sharks.


However, nicols' question did make me considder how something like a 
physical skill based challenge in a game show could be made in an audio 
game. The Iphone (and possibly Android I don't know), offers some really 
interesting analogue control methods, both in terms of sliding your 
fingers around the phone, and in terms of tilting or rotating the phone.


I could imagine quite a fun game along the lines of a game show or a set 
of small challenges that gave you those sorts of things, for example with 
the dropping the lid on the cup challenge Nicol mentioned, have the cup 
make a sound, and require you to move the Iphone around carefully in the 
air in front of you to determine the cup's location and then tap fingers 
to drop.


We've seen a bit of this. Sixth sense is a sterrio targiting arcade zombie 
fighting game basically not to different from say the Tigers in Tarzan 
Junior or the gun fights in Grizly gulch, however instead of just tapping 
to a different direction and hitting a key, you have to directionally 
slide your finger,  streight up for center, 45 degrees right for middle 
right, streight right for far right etc.



Nebula has you tilting the phone to targit space invaders etc.

It strikes me this would be the perfect way to make quite an interesting 
gameshow type game with those sorts of varied actions and challenges, 
using the aalogue control and movement of the phone to mimic a number of 
games in one program in accessible form.


All the best,

Dark.

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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-22 Thread dark

Hi charlse.

that would certainly work, I was just trying to illustrate the idea of using 
various methods of moving the phone and using the touch screen in a single 
game, sinse thus far we  haven't really see that much interaction in 
analogue controls, as papasangre is just tap and move, indeed the closest 
we've seen is smackme, though even that only had a basic tap and a number of 
phone movements.


Beware the grue!

Dark. 



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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-21 Thread Thomas Ward
Hi Hayden,

Yes, a lot of those challenges would be pretty specialized. One would
have to develop a pretty sophisticated physics engine to perform most
of those challenges, because they require some hand and eye
coordination. I think if written correctly one wouldn't necessarily
have to worry about randomness since the laws of physics should do
that for you, but would take considerable effort to replicate.

Even so I agree it wouldn't necessarily make a good audio game. I
can't imagine having too much fun bouncing a quarter off a table into
a container, dropping a lid on a cup, or similar types of challenges.
Then again, I will admit I am much more of an intellectual and love
games that have some sort of intellectual challenge such as trivia
games like Jeopardy, puzzle games like Wheel of Fortune, etc where I'm
challenged mentally not physically.



On 10/20/14, hayden presley hdpres...@hotmail.com wrote:
 I think the real issue is how specialized each challenge would be, e.g. how
 heavily each would have ot be documented because of the variety of
 challenges present on that show. The other issue is for the more difficult
 ones, you'd almost have to have a degree of randomness to keep people from
 coming up with tricks to do them in one go, for example the one where you
 have to bounce a quarter from a table into a jug. Long story short, I can't
 see how you'd make a reasonably good audio game out of that, either.

 Best Regards,
 Hayden

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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-21 Thread dark

Hi Tom.

I can see that replicating sophisticated physics for say bouncing a coin off 
a table into a jug, let alone replicating the necessary motions to perform 
that action (even with analogue control), would be hell to program, however 
I don't think that would really be a problem.


Back in the 80's, and even today there were games with relativistic physics 
engines that bore no resemblance to the real world in action, but were 
addictive for what the player needed to learn.


For example, the Kirby games (both on the Snes and the Gba), have a number 
of minigames which you can play from the title screen just for fun, or play 
in the game to earn extra lives.


In Bomb run, four different coloured kirbies are kicking a bomb to each 
other like a football. the bomb certainly doesn't move realistically, and 
you can't move kirby's position, just hit the button to kick when the bomb 
reachest you. The first person to miss the bombby kicking too early orlate 
drops it and gets blown up.


In another game from nightmare in Dreamland, Kirby's air grind, your riding 
Kirby on a little racing car attached to a rail. You can hold the button to 
accellerate, but when you get over gaps in the track you need to let go, 
otherwise you'll slow down.


In mega tonne punch, you have to hit the button first to stop a moving 
targit cross hair to set the accuracy of your punch, then to stop a swinging 
watch in the center of the swing to set your momentum, then a power meater 
getting to the top to set your power, after which Kirby will punch. The more 
accurate you are with the various meatres, the more powerful your punch.


What I'm getting at, is that for a game like flipping a coin into a jug, you 
wouldn't necessarily need to replicate physics at all. Say you had to first 
decide how high to flip the coin with an ascending sound test like Jim's 
golf game, then you had to decide on the amount of force to apply by 
swinging your phone or flicking your mouse. Do it right, and the coin goes 
into the jug, indeed you could have a number of jugs at different distances. 
Do it wrong, and the coin doesn't, rather like jumping the busses in Jim's 
homer on a harly game.


The hard part to me wouldn't be making realistic physics, but making 
addictive mechanics that the player had to learn and master and use their 
judgement for, which is not the same thing.


Beware the grue!

Dark. 



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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-20 Thread Thomas Ward
Hi Nicol,

I've seen that game show before, but not for quite a while. Its no
longer in production, and the Game Show Network, GSN, shows reruns of
it on Sunday afternoons as I recall. In any case because the show is
no longer in production and is no longer being shown on NBC that's
probably why you can't find any info about it on nbc.com. You are
basing your information on a show from two or three years ago.

At any rate not sure how well it would be as an audio game. The idea
of the show is to come up with challenges using household items and
giving the contestant a chance to perform the action in 60 seconds or
lose one of their three lives. Not sure how one would imitate some of
those challenges in an audio game although I suppose it is possible.
Just not something that would be of any interest to me personally
since I wasn't really a fan of that game show myself.



On 10/20/14, Nicol nicoljaco...@telkomsa.net wrote:
 Hi all
 Those of you who live in the US, have you watched the tv show a minute to
 win it?
 This show is broadcasted on south african tv on Friday nights 8:00, but the
 show takes place in the US.
 This game  show consists of 10 levels if memory serves.
 With each level completed, the players' money are increased.
 completing all  10 levels the player gets 1 million dollars.
 Usually  each player is actually a  male and female  couple.
 If memory serves, the player starts off with  3 lives.
 The player gets 60 seconds to complete the task.
 If the time is up, the player loses one life.
 One of the challenges I can remember: the player is standing up straight
 and
 is holding a lid in his hand.
 Then straight below him on the floor is a cup.
 The player must, in 60 seconds, try to throw the lid downlwards so that it
 covers the cup.
 The presenter of this show said that info about the game can be found at
 www.nbc.com
 I had a look at the website but I cannot find any info about the show.
 How easy would it be to create an audio game similar to this show?
   Bfn
 NIcol


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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-20 Thread dark

Hi Tom.

I've not heard of this game show before either,either in it's original 
american form (though American game shows are only occasionally shown in the 
Uk), or if there was a Uk version made which sometimes happens with popular 
american shows, such as the very famous play your cards right with the 
legendary bruceForsythe being a Uk version of the American card sharks.


However, nicols' question did make me considder how something like a 
physical skill based challenge in a game show could be made in an audio 
game. The Iphone (and possibly Android I don't know), offers some really 
interesting analogue control methods, both in terms of sliding your fingers 
around the phone, and in terms of tilting or rotating the phone.


I could imagine quite a fun game along the lines of a game show or a set of 
small challenges that gave you those sorts of things, for example with the 
dropping the lid on the cup challenge Nicol mentioned, have the cup make a 
sound, and require you to move the Iphone around carefully in the air in 
front of you to determine the cup's location and then tap fingers to drop.


We've seen a bit of this. Sixth sense is a sterrio targiting arcade zombie 
fighting game basically not to different from say the Tigers in Tarzan 
Junior or the gun fights in Grizly gulch, however instead of just tapping to 
a different direction and hitting a key, you have to directionally slide 
your finger,  streight up for center, 45 degrees right for middle right, 
streight right for far right etc.



Nebula has you tilting the phone to targit space invaders etc.

It strikes me this would be the perfect way to make quite an interesting 
gameshow type game with those sorts of varied actions and challenges, using 
the aalogue control and movement of the phone to mimic a number of games in 
one program in accessible form.


All the best,

Dark. 



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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-20 Thread Thomas Ward
Hi Dark,

Well, I just checked Wikipedia and there was definitely a UK version
produced. However, the game show didn't take off very well which is
probably why you haven't heard of it. It only lasted a couple of years
over here, and now resides on the Game Show Network which plays new
and old game shows around the clock. However, it is no longer on NBC
where it originally aired back in 2010 and 2011, and while GSN tried
to keep the show going it eventually was canceled by GSN as well. So
it is by no means very popular.

In any case I like your ideas about using the iPhone and Android to
handle physical skill based tasks like those in the show. I imagine
the touchscfreens for PC could be used similarly, but its not a
technology many audio gamers are likely to have at this time to make
it worthwhile as an input method. Although, it is certainly intriguing
conceptually.

Cheers!


On 10/20/14, dark d...@xgam.org wrote:
 Hi Tom.

 I've not heard of this game show before either,either in it's original
 american form (though American game shows are only occasionally shown in the

 Uk), or if there was a Uk version made which sometimes happens with popular

 american shows, such as the very famous play your cards right with the
 legendary bruceForsythe being a Uk version of the American card sharks.

 However, nicols' question did make me considder how something like a
 physical skill based challenge in a game show could be made in an audio
 game. The Iphone (and possibly Android I don't know), offers some really
 interesting analogue control methods, both in terms of sliding your fingers

 around the phone, and in terms of tilting or rotating the phone.

 I could imagine quite a fun game along the lines of a game show or a set of

 small challenges that gave you those sorts of things, for example with the
 dropping the lid on the cup challenge Nicol mentioned, have the cup make a
 sound, and require you to move the Iphone around carefully in the air in
 front of you to determine the cup's location and then tap fingers to drop.

 We've seen a bit of this. Sixth sense is a sterrio targiting arcade zombie
 fighting game basically not to different from say the Tigers in Tarzan
 Junior or the gun fights in Grizly gulch, however instead of just tapping to

 a different direction and hitting a key, you have to directionally slide
 your finger,  streight up for center, 45 degrees right for middle right,
 streight right for far right etc.


 Nebula has you tilting the phone to targit space invaders etc.

 It strikes me this would be the perfect way to make quite an interesting
 gameshow type game with those sorts of varied actions and challenges, using

 the aalogue control and movement of the phone to mimic a number of games in

 one program in accessible form.

 All the best,

 Dark.


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Re: [Audyssey] games we'd like to play: a minute to win it

2014-10-20 Thread hayden presley
I think the real issue is how specialized each challenge would be, e.g. how
heavily each would have ot be documented because of the variety of
challenges present on that show. The other issue is for the more difficult
ones, you'd almost have to have a degree of randomness to keep people from
coming up with tricks to do them in one go, for example the one where you
have to bounce a quarter from a table into a jug. Long story short, I can't
see how you'd make a reasonably good audio game out of that, either.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Monday, October 20, 2014 11:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: a minute to win it

Hi Nicol,

I've seen that game show before, but not for quite a while. Its no longer in
production, and the Game Show Network, GSN, shows reruns of it on Sunday
afternoons as I recall. In any case because the show is no longer in
production and is no longer being shown on NBC that's probably why you can't
find any info about it on nbc.com. You are basing your information on a show
from two or three years ago.

At any rate not sure how well it would be as an audio game. The idea of the
show is to come up with challenges using household items and giving the
contestant a chance to perform the action in 60 seconds or lose one of their
three lives. Not sure how one would imitate some of those challenges in an
audio game although I suppose it is possible.
Just not something that would be of any interest to me personally since I
wasn't really a fan of that game show myself.



On 10/20/14, Nicol nicoljaco...@telkomsa.net wrote:
 Hi all
 Those of you who live in the US, have you watched the tv show a minute 
 to win it?
 This show is broadcasted on south african tv on Friday nights 8:00, 
 but the show takes place in the US.
 This game  show consists of 10 levels if memory serves.
 With each level completed, the players' money are increased.
 completing all  10 levels the player gets 1 million dollars.
 Usually  each player is actually a  male and female  couple.
 If memory serves, the player starts off with  3 lives.
 The player gets 60 seconds to complete the task.
 If the time is up, the player loses one life.
 One of the challenges I can remember: the player is standing up 
 straight and is holding a lid in his hand.
 Then straight below him on the floor is a cup.
 The player must, in 60 seconds, try to throw the lid downlwards so 
 that it covers the cup.
 The presenter of this show said that info about the game can be found 
 at www.nbc.com I had a look at the website but I cannot find any info 
 about the show.
 How easy would it be to create an audio game similar to this show?
   Bfn
 NIcol


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread shaun everiss
Hmmm as I understand it, if you were the last one on a chair you were 
out that is if you were last one to sit.
every round the chairs were reduced till only 1 was left, or in some 
cases none, that last person won the entire game.

However I never enjoyed it really that much.
As a computer game, I am really not sure how you would make it really 
that good.

It would be simple and rubbishy to see the best.
some sort off randomised timer maybe, for the music, and then you 
would hit left arrow or right try to get a chair in say 10 seconds or 
something,
every round a chair could go and you would have less time till 
everything stopped.

However beyond that point I don't know what the replay value would be.
It'd be a good oncer but then I would probably delete it.

At 08:39 a.m. 21/09/2014, you wrote:

Hi all
Here is a new game concept for those of you who are studying bgt or another
game  programming  language.
First a bit of background.
When I was a kid, I loved to  play a game with my friends called musical
chairs when we have a party.
Musical chairs is a typical party game.
If memory serves the minimum number of people must be five.
Let's say 8 people is playing.
Then 7 chairs are placed in a room.
Then music is turned on.
When I was a kid, we used fast and lively music like bluegrass music.
Each person must find a chair and sit on it as quickly as possible.
When the music stops, the person that is not seated on a chair is the loser.
I'm not sure what the rule then is: If that person should not play in the
next round.
I played  musical chairs years ago.
I cannot remember  what the rule then is.
this is how I envision musical chairs as  an audio game.
I would place musical chairs in the arcade category.
AS  soon as the music plays, the player runs in the room by holding down an
arrow key.
Hold down left arrow to run left, up arrow to run ahead, down arrow to run
backwards etc.
All the chairs will make the same sound: either a voice saying chair or a
sound that is easily identified with a chair.
The other character's in this game concept are computer characters or bots
also  trying to find a chair as soon as possible.
As soon as the player finds the chair he must center the sound of the chair
in the center of the sound field by walking  with the arrow keys until the
chair's sound is centred.  he must sit on it by pressing a tricky key combo
like windows key plus  alt plus  shift plus control plus  up arrow.
If the music stops the  character's name will be announced  who is not
seated on a chair, either the player or a bot.
If the player is seated, an applause is heard.
If the player is not seated on a chair the moment the music stops  a buzzer
is heard.
If the player is seated on a chair  when the music stops, the player is then
taken to  a bonus game likecandy hunt where the player runs in the room
with the arrow keys and pick up  different kinds of  candy as much as
possible within a given time.
Candy like lickerish, toffees, nickerballs etc.
If the player is not seated on  a chair when the music stops, obviously the
player does not qualify for the bonus game.
What do you think of this concept?
Bfn
NIcol


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Thomas Ward
Hi,

Yeah, I think an audio game based on Musical Chairs would be pretty
lame all things considered. I don't consider Musical Chairs all that
fun to begin with when actually playing it at a party etc, and it
would be even less fun as a computer game because there wouldn't be
much to do besides listen to the music and press a key to sit down as
quick as possible when the music stops. Its just one of those games
better played in person than it would be on a computer.

As it so happens I can think of a number of party games that could be
adapted into audio games that would be a lot more fun and have more
replay value than Musical Chairs. There is always the old classic Pin
the Tail on the Donkey which requires the player to be blind folded
and would be well suited for an audio game. A simple game like darts
could be fun because you would attempt to throw a dart into the center
of the target. There are other party games like horse shoes, ring
toss,  etc which could easily be made into audio games that would be
more fun and interesting.


On 9/20/14, shaun everiss sm.ever...@gmail.com wrote:
 Hmmm as I understand it, if you were the last one on a chair you were
 out that is if you were last one to sit.
 every round the chairs were reduced till only 1 was left, or in some
 cases none, that last person won the entire game.
 However I never enjoyed it really that much.
 As a computer game, I am really not sure how you would make it really
 that good.
 It would be simple and rubbishy to see the best.
 some sort off randomised timer maybe, for the music, and then you
 would hit left arrow or right try to get a chair in say 10 seconds or
 something,
 every round a chair could go and you would have less time till
 everything stopped.
 However beyond that point I don't know what the replay value would be.
 It'd be a good oncer but then I would probably delete it.

---
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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Jacob Kruger

Heavy metal version of musical chairs?

Mosh pit on a small dance floor..?

And, you lose each round if you're on the ground/floor when they switch 
music over to Justin Bieber, since it means you then can't run off dance 
floor fast enough..?


smile

Jacob Kruger
Blind Biker
Skype: BlindZA
...Roger Wilco wants to welcome you, to the space janitor's closet...

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 21, 2014 4:44 PM
Subject: Re: [Audyssey] games we'd like to play: musical chairs



Hi,

Yeah, I think an audio game based on Musical Chairs would be pretty
lame all things considered. I don't consider Musical Chairs all that
fun to begin with when actually playing it at a party etc, and it
would be even less fun as a computer game because there wouldn't be
much to do besides listen to the music and press a key to sit down as
quick as possible when the music stops. Its just one of those games
better played in person than it would be on a computer.

As it so happens I can think of a number of party games that could be
adapted into audio games that would be a lot more fun and have more
replay value than Musical Chairs. There is always the old classic Pin
the Tail on the Donkey which requires the player to be blind folded
and would be well suited for an audio game. A simple game like darts
could be fun because you would attempt to throw a dart into the center
of the target. There are other party games like horse shoes, ring
toss,  etc which could easily be made into audio games that would be
more fun and interesting.


On 9/20/14, shaun everiss sm.ever...@gmail.com wrote:

Hmmm as I understand it, if you were the last one on a chair you were
out that is if you were last one to sit.
every round the chairs were reduced till only 1 was left, or in some
cases none, that last person won the entire game.
However I never enjoyed it really that much.
As a computer game, I am really not sure how you would make it really
that good.
It would be simple and rubbishy to see the best.
some sort off randomised timer maybe, for the music, and then you
would hit left arrow or right try to get a chair in say 10 seconds or
something,
every round a chair could go and you would have less time till
everything stopped.
However beyond that point I don't know what the replay value would be.
It'd be a good oncer but then I would probably delete it.


---
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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Scott Chesworth
When virtual reality gets cheap enough, I'd while away hours playing this! lol

On 9/21/14, Jacob Kruger ja...@blindza.co.za wrote:
 Heavy metal version of musical chairs?

 Mosh pit on a small dance floor..?

 And, you lose each round if you're on the ground/floor when they switch
 music over to Justin Bieber, since it means you then can't run off dance
 floor fast enough..?

 smile

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 ...Roger Wilco wants to welcome you, to the space janitor's closet...

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, September 21, 2014 4:44 PM
 Subject: Re: [Audyssey] games we'd like to play: musical chairs


 Hi,

 Yeah, I think an audio game based on Musical Chairs would be pretty
 lame all things considered. I don't consider Musical Chairs all that
 fun to begin with when actually playing it at a party etc, and it
 would be even less fun as a computer game because there wouldn't be
 much to do besides listen to the music and press a key to sit down as
 quick as possible when the music stops. Its just one of those games
 better played in person than it would be on a computer.

 As it so happens I can think of a number of party games that could be
 adapted into audio games that would be a lot more fun and have more
 replay value than Musical Chairs. There is always the old classic Pin
 the Tail on the Donkey which requires the player to be blind folded
 and would be well suited for an audio game. A simple game like darts
 could be fun because you would attempt to throw a dart into the center
 of the target. There are other party games like horse shoes, ring
 toss,  etc which could easily be made into audio games that would be
 more fun and interesting.


 On 9/20/14, shaun everiss sm.ever...@gmail.com wrote:
 Hmmm as I understand it, if you were the last one on a chair you were
 out that is if you were last one to sit.
 every round the chairs were reduced till only 1 was left, or in some
 cases none, that last person won the entire game.
 However I never enjoyed it really that much.
 As a computer game, I am really not sure how you would make it really
 that good.
 It would be simple and rubbishy to see the best.
 some sort off randomised timer maybe, for the music, and then you
 would hit left arrow or right try to get a chair in say 10 seconds or
 something,
 every round a chair could go and you would have less time till
 everything stopped.
 However beyond that point I don't know what the replay value would be.
 It'd be a good oncer but then I would probably delete it.

 ---
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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Thomas Ward
Hi Jacob,

Lol! That would certainly be different.


On 9/21/14, Jacob Kruger ja...@blindza.co.za wrote:
 Heavy metal version of musical chairs?

 Mosh pit on a small dance floor..?

 And, you lose each round if you're on the ground/floor when they switch
 music over to Justin Bieber, since it means you then can't run off dance
 floor fast enough..?

 smile

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 ...Roger Wilco wants to welcome you, to the space janitor's closet...

---
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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Bryan Peterson

Or Blue by Eiffel65. Shudder...



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Thomas Ward

Sent: Sunday, September 21, 2014 10:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: musical chairs

Hi Jacob,

Lol! That would certainly be different.


On 9/21/14, Jacob Kruger ja...@blindza.co.za wrote:

Heavy metal version of musical chairs?

Mosh pit on a small dance floor..?

And, you lose each round if you're on the ground/floor when they switch
music over to Justin Bieber, since it means you then can't run off dance
floor fast enough..?

smile

Jacob Kruger
Blind Biker
Skype: BlindZA
...Roger Wilco wants to welcome you, to the space janitor's closet...


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Phil Vlasak

Hi Bryan,
Do you remember my old DOS game Snype hunt?
The theme song was, My Console by: 
Eiffel 65.

I still hope to do a Windows version some day.
Phil
 

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 21, 2014 4:47 PM
Subject: Re: [Audyssey] games we'd like to play: musical chairs


Or Blue by Eiffel65. Shudder...


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Bryan Peterson

Never played it.



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Phil Vlasak

Sent: Sunday, September 21, 2014 6:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: musical chairs

Hi Bryan,
Do you remember my old DOS game Snype hunt?
The theme song was, My Console by:
Eiffel 65.
I still hope to do a Windows version some day.
Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 21, 2014 4:47 PM
Subject: Re: [Audyssey] games we'd like to play: musical chairs


Or Blue by Eiffel65. Shudder...


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-21 Thread Josh Kennedy

if snipe hunt is simple maybe you could do it in bgt?

On 9/21/2014 8:24 PM, Phil Vlasak wrote:

Hi Bryan,
Do you remember my old DOS game Snype hunt?
The theme song was, My Console by: Eiffel 65.
I still hope to do a Windows version some day.
Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 21, 2014 4:47 PM
Subject: Re: [Audyssey] games we'd like to play: musical chairs


Or Blue by Eiffel65. Shudder...


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Re: [Audyssey] games we'd like to play: musical chairs

2014-09-20 Thread Thomas Ward
Hi Nicol,

The object of Musical Chairs is to eliminate all but one of the
players. Therefore if you started out with eight players, as in your
example, by the end of the game there should only be one player
seated. The other seven players will be eliminated in successive
rounds until only one is remaining.

For example, let's say you have eight players but seven chairs. When
the music stops seven people will sit down and the eighth will remain
standing. That player will be eliminated from the game.
In the next round there will be seven players but six chairs. Again,
when the music stops six players will sit down and one will remain
standing. The one who is standing will obviously be eliminated. The
game goes on until there is only one, and only one player sitting
down.

As for your game idea it wouldn't work. For one reason in Musical
Chairs everyone lines up in a row and goes around in a circle until
the music stops at which point they sit down on the nearest available
chair. You aren't allowed to get out of line, move left or right, or
back up. So all your commands to move left, right, forward and
backward would be cheating. the only way the game could work is having
a key like space to start and stop your character from moving, and a
key to sit/stand. Beyond that you are adding stuff to the game that
does not belong.


On 9/20/14, Nicol nicoljaco...@telkomsa.net wrote:
 Hi all
 Here is a new game concept for those of you who are studying bgt or another
 game  programming  language.
 First a bit of background.
 When I was a kid, I loved to  play a game with my friends called musical
 chairs when we have a party.
 Musical chairs is a typical party game.
 If memory serves the minimum number of people must be five.
 Let's say 8 people is playing.
 Then 7 chairs are placed in a room.
 Then music is turned on.
 When I was a kid, we used fast and lively music like bluegrass music.
 Each person must find a chair and sit on it as quickly as possible.
 When the music stops, the person that is not seated on a chair is the
 loser.
 I'm not sure what the rule then is: If that person should not play in the
 next round.
 I played  musical chairs years ago.
 I cannot remember  what the rule then is.
 this is how I envision musical chairs as  an audio game.
 I would place musical chairs in the arcade category.
 AS  soon as the music plays, the player runs in the room by holding down an
 arrow key.
 Hold down left arrow to run left, up arrow to run ahead, down arrow to run
 backwards etc.
 All the chairs will make the same sound: either a voice saying chair or a
 sound that is easily identified with a chair.
 The other character's in this game concept are computer characters or bots
 also  trying to find a chair as soon as possible.
 As soon as the player finds the chair he must center the sound of the chair
 in the center of the sound field by walking  with the arrow keys until the
 chair's sound is centred.  he must sit on it by pressing a tricky key combo
 like windows key plus  alt plus  shift plus control plus  up arrow.
 If the music stops the  character's name will be announced  who is not
 seated on a chair, either the player or a bot.
 If the player is seated, an applause is heard.
 If the player is not seated on a chair the moment the music stops  a buzzer
 is heard.
 If the player is seated on a chair  when the music stops, the player is
 then
 taken to  a bonus game likecandy hunt where the player runs in the room
 with the arrow keys and pick up  different kinds of  candy as much as
 possible within a given time.
 Candy like lickerish, toffees, nickerballs etc.
 If the player is not seated on  a chair when the music stops, obviously the
 player does not qualify for the bonus game.
 What do you think of this concept?
 Bfn
 NIcol


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Re: [Audyssey] games we'd like to play: circus charlie

2014-07-11 Thread Charles Rivard
Firstly, as I have never created a game, I'll say that what is below are 
just thoughts.  Here goes:


In the first stage Charlie rides on the back of a lion and must jump
through rings of fire. The difficulty here is to center Charlie so he
could jump through the rings without being burned.

As far as accessibility goes providing realistic sounds would be no
problem. The problem would be in trying to come up with a way to make
sure Charlie is centered in the ring and to guide him through the ring
without being burned. It was not easy to do when someone could see it,
and it would be even trickier to do using only audio.

Thought:  If Charlie is riding straight toward the ring, I would think that 
all you would have to do is to make sure that the sound is centered in your 
speakers or headset for enough time to indicate that you are riding in the 
right direction.  As for when to jump, how about a clicking indicator or a 
rise in pitch, and you either count clicks or jump at the highest pitch. 
With practice, it may be possible.


In stage 2 Charlie has to walk or run along a tightrope with monkeys
constantly trying to knock him off. The idea here was to jump over the
monkeys or avoid them knocking Charlie off the tightrope.

As far as access goes once again coming up with sounds is no problem.
My biggest concern with access is jumping over the monkeys. When you
jump over the monkeys you had to see where the tightrope was to land
on it else poor Charlie went splat on the ground. So knowing where to
land on the tightrope was crucial to that stage.

Thought:  If the tight rope is tight enough, would it stay stable?  Jumping 
over the monkeys would be a matter of timing.  As long as you jump straight 
forward, it might not be a problem.


In stage 4 is the rolling balls you mentioned. They are basically huge
rubber balls, like giant beach balls of different colors, that Charlie
has to jump from ball to ball. The trick here is the balls are
constantly rolling, constantly moving, making them hard to land on and
you can't stand on them long before Charlie gets flattened by the ball
he happens to be standing on.

Accessibility wise I have to do some thinking about this one.
Representing the balls themselves in audio is no problem. The problem
is there is no way to accurately represent the various angles as the
ball turns to let you know when to jump and where you landed on the
ball etc. That particular stage relied heavily on hand and eye
coordination, and isn't suitable for an audio representation that I
can see here.

Thought:  Sounds like a form of log rolling.  Staying on top of a rolling 
ball would be timing.  Maybe the speed of the roll is controled by Charlie? 
Not sure about how to determine the status and direction that other balls 
are in relation to the ball that Charlie is currently on, though.  Maybe 
each ball makes a ticking sound, and you could center that sound in your 
sound field for aiming the jump's direction?


Stage five is not as you described it in your message. Charlie is
doing some bareback riding on a horse not a donkey. Charlie jumps from
the back of the horse onto a trampoline, flips over, and then back
onto the horse. Later in that stage Charlie on horseback jumps walls
and other obstructions.

I suppose from an accessibility standpoint this stage could be done in
audio.  My concern is trying to identify when Charlie bounces into the
air and how to time his bounce so he will land on the horse correctly.
Again another one of those things that required hand and eye
coordination.

Thought:  This might be one of those times when practice makes perfect.  He 
would hit the trampoline and bounce.  To jump forward might be done with a 
combination of keystrokes, for instance, the up arrow and the space bar.  If 
the sound of the horse were directly in front of you, and the space bar were 
held for the right length of time, you would land on the horse's back. 
Maybe, as an audio cue, the horse could rhythmically neigh?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 10, 2014 7:13 PM
Subject: Re: [Audyssey] games we'd like to play: circus charlie



Hi Nicol,

A few thoughts, comments, and corrections here. While you did a fairly
decent job of describing the game I did notice some mistakes, and also
wanted to point out some things you missed. I certainly don't hold it
against you since I know you could not see the game, and probably base
your descriptions on what you have been told rather than firsthand
experience.

To begin with yes Circus Charlie was for the original Nintendo
Entertainment system. While the original Nintendo is no longer
available any more commercially Circus Charlie is available for newer
Nintendo platforms. I do know for sure it is available for the
Nintendo DS as part

Re: [Audyssey] games we'd like to play: circus charlie

2014-07-10 Thread Thomas Ward
Hi Nicol,

A few thoughts, comments, and corrections here. While you did a fairly
decent job of describing the game I did notice some mistakes, and also
wanted to point out some things you missed. I certainly don't hold it
against you since I know you could not see the game, and probably base
your descriptions on what you have been told rather than firsthand
experience.

To begin with yes Circus Charlie was for the original Nintendo
Entertainment system. While the original Nintendo is no longer
available any more commercially Circus Charlie is available for newer
Nintendo platforms. I do know for sure it is available for the
Nintendo DS as part of the Konami Classics series. So if you want to
replace your copy of the game perhaps that is an option for you.

As far as stages and levels goes I believe there were actually six not
five stages to complete in the original Circus Charlie game. Each
stage was broken down into seven levels that Charlie had to complete
before he could move onto the next stage. This style of arcade game is
known as a platformer, but its more or less what we think of as
side-scrollers today.

In the first stage Charlie rides on the back of a lion and must jump
through rings of fire. The difficulty here is to center Charlie so he
could jump through the rings without being burned.

As far as accessibility goes providing realistic sounds would be no
problem. The problem would be in trying to come up with a way to make
sure Charlie is centered in the ring and to guide him through the ring
without being burned. It was not easy to do when someone could see it,
and it would be even trickier to do using only audio.

In stage 2 Charlie has to walk or run along a tightrope with monkeys
constantly trying to knock him off. The idea here was to jump over the
monkeys or avoid them knocking Charlie off the tightrope.

As far as access goes once again coming up with sounds is no problem.
My biggest concern with access is jumping over the monkeys. When you
jump over the monkeys you had to see where the tightrope was to land
on it else poor Charlie went splat on the ground. So knowing where to
land on the tightrope was crucial to that stage.

Stage 3 was even trickier. Charlie had to jump from trampoline to
trampoline while knife throwers tried to hit him with thrown knives
and fire breathers tried to scorch him with fire from their mouths.

From an accessibility standpoint I actually find this one easy enough
to do purely from audio. I recall the mainstream version was pretty
challenging, but since everything here should have an audio equal it
might actually be possible to render a fairly accurate remake of that
level purely in audio alone.

In stage 4 is the rolling balls you mentioned. They are basically huge
rubber balls, like giant beach balls of different colors, that Charlie
has to jump from ball to ball. The trick here is the balls are
constantly rolling, constantly moving, making them hard to land on and
you can't stand on them long before Charlie gets flattened by the ball
he happens to be standing on.

Accessibility wise I have to do some thinking about this one.
Representing the balls themselves in audio is no problem. The problem
is there is no way to accurately represent the various angles as the
ball turns to let you know when to jump and where you landed on the
ball etc. That particular stage relied heavily on hand and eye
coordination, and isn't suitable for an audio representation that I
can see here.

Stage five is not as you described it in your message. Charlie is
doing some bareback riding on a horse not a donkey. Charlie jumps from
the back of the horse onto a trampoline, flips over, and then back
onto the horse. Later in that stage Charlie on horseback jumps walls
and other obstructions.

I suppose from an accessibility standpoint this stage could be done in
audio.  My concern is trying to identify when Charlie bounces into the
air and how to time his bounce so he will land on the horse correctly.
Again another one of those things that required hand and eye
coordination.

In stage 6 Circus Charlie is actually swinging from some trapeze not
swings. Although, the stage is more or less as you described it.

HTH


On 7/10/14, Nicol nicoljaco...@telkomsa.net wrote:
   HI all
 For those of you who are looking for a new game idea, especially now that
 bgt is freeware, there is a game I would very much like to play.
 Its called circus charlie.
 It might be a nintendo game; I'm not sure.
 I played this game as a kid on a small console connected to a television
 set
 with the help of my sighted friends.
 I no longer have this console.
 My mom gave it away accidentally and I can  no longer find such a console
 in
 south african shops.
 I doubt if the original game was a side scroller but I  think for bgt the
 easiest way to code it might be  to make it a side scroller.
 The game had 5 stages.
 In stage1 the player is standing on the back of a lion and  must  jump
 

Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread Ken Downey
I think this would have a much steeper learning curve than TDV, although I 
think that some of these ideas could be used in a good flight sim. A true 
flight sim should have exactly the  number of buttons and sliders that a 
real plane would have, giving you a true, accurate experience of flying.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Nicol nicoljaco...@telkomsa.net

To: gamers@audyssey.org
Sent: Monday, November 11, 2013 10:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a 
massive

dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of 
buttons

the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the 
pannel

in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning 
curve.

I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a 
new

pilot.
So  the gamer navigates this dialogue box , like  all other dialogue 
boxes,

with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and 
then

the brown large button.
Then you need to find and  press the second one  of a group of 5 blac 
radio

buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging 
is

to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times 
to

get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 
30

years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years 
ago.

I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a 
hot

key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons 
and

levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to 
get

to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread shaun everiss

Hi nickel.
I understand where you are coming from.
Your idea as it is is um, well to put it politely rather jumbled and messsy.
Firstly a game like this could be made but people wouldn't like it.
You are thinking of something like flight simulator for ms.
I can see that now.
Unfortunately, have you had any idea how much time it would take to make that.
Ok we could make a room with different buttons to push and levers to 
pull but there has never been enough things or to many.

I am not sure how it would work.







At 04:53 AM 11/12/2013, you wrote:

Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a massive
dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of buttons
the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the pannel
in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning curve.
I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a new
pilot.
So  the gamer navigates this dialogue box , like  all other dialogue boxes,
with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and then
the brown large button.
Then you need to find and  press the second one  of a group of 5 blac radio
buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging is
to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times to
get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 30
years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years ago.
I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a hot
key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons and
levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to get
to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread shaun everiss

also there is a load of computer stuff.
we already have its your plane and ms flight sim if you really want 
to go down that hill.

I agree with the general concept of a flight sim.

At 05:06 AM 11/12/2013, you wrote:
Here are my first thoughts:  Far too much tabbing.  Very 
simplistic.  Also, to a lot of people who have never seen before, a 
color name is just that; a name.  Other than that, they mean nothing 
in the way of feedback.  While a sighted pilot sees all of the 
buttons, levers, and everything at a glance and does not have to 
hunt for controls, this would be very time consuming for a blind 
pilot, and you have to be quick to operate controls at times. Having 
to tab for everything would prevent this from being done in a smooth 
time frame.  This would result in a very tedious and not very 
realistic flight simulator game that, to me, would not be very entertaining.

- Original Message - From: Nicol nicoljaco...@telkomsa.net
To: gamers@audyssey.org
Sent: Monday, November 11, 2013 9:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a massive
dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of buttons
the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the pannel
in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning curve.
I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a new
pilot.
So  the gamer navigates this dialogue box , like  all other dialogue boxes,
with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and then
the brown large button.
Then you need to find and  press the second one  of a group of 5 blac radio
buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging is
to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times to
get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 30
years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years ago.
I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a hot
key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons and
levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to get
to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread Charles Rivard
Here are my first thoughts:  Far too much tabbing.  Very simplistic.  Also, 
to a lot of people who have never seen before, a color name is just that; a 
name.  Other than that, they mean nothing in the way of feedback.  While a 
sighted pilot sees all of the buttons, levers, and everything at a glance 
and does not have to hunt for controls, this would be very time consuming 
for a blind pilot, and you have to be quick to operate controls at times. 
Having to tab for everything would prevent this from being done in a smooth 
time frame.  This would result in a very tedious and not very realistic 
flight simulator game that, to me, would not be very entertaining.
- Original Message - 
From: Nicol nicoljaco...@telkomsa.net

To: gamers@audyssey.org
Sent: Monday, November 11, 2013 9:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a 
massive

dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of 
buttons

the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the 
pannel

in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning 
curve.

I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a 
new

pilot.
So  the gamer navigates this dialogue box , like  all other dialogue 
boxes,

with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and 
then

the brown large button.
Then you need to find and  press the second one  of a group of 5 blac 
radio

buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging 
is

to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times 
to

get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 
30

years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years 
ago.

I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a 
hot

key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons 
and

levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to 
get

to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread Thomas Ward
Hi Nicol,

I appreciate the suggestion, but to be honest it is far too simplistic
to be a true flight simulator.

To begin with while it is true that a standard cockpit has many
buttons and switches to raise/lower the flaps, to start and shut off
the engines, to raise/lower the landing gear, whatever there is still
plenty of manual control required by the flight stick and the peddles
on the floor. Assuming the pilot isn't using the autopilot he or she
will have to move the stick left/right  to bank the plane in that
direction, pull back the stick to gain altitude, and push the stick
forward to dive. So point being if a flight simulation was to be at
all realistic the game by rights should have joystick control and
allow the blind gamer the ability to steer the plane and take off and
land using his/her flight controller.

The next issue is timing. In your suggestion a person has to tab
around the screen looking for buttons. This is very slow and a bit
tedious. A Sighed pilot can merely look at the buttons and press the
one he or she needs. The way your suggestion works a blind gamer would
have to tab around several times to get the right button which is much
slower than just pressing the proper button. Therefore some sort of
hot key would be the only way to give the player the same timing and
control over the planes electronics as a real pilot would have.

Finally, in your suggestion you mentioned using colored buttons like
red, green, white, black, whatever. That might be fine if the game
were designed for sighted gamers, but we aren't talking about sighted
players. Most people on this list have little to no vision so colors
don't mean a lot to them. It would make more sense to simply label the
buttons Start Engines, Landing Gear Up, Landing Gear Down, Flaps Up,
Flaps Down, or something like that. In other words give the buttons
useful names rather than simply give them colors that have to be
looked up in a manual.

Cheers!

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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread dark
Using hotkeys as you describe is actually just what zero sight does. When 
taking off you have to for instance press f for the flaps and once in the 
air g to retract landing gear (it's  a pain if you forget this since it 
pretty much dooms your game, well up until parashoot jumps were introduced 
in the zero sight extention.


All the best,

Dark. 



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Re: [Audyssey] games we'd like to play: definition game

2012-12-23 Thread Jewel
May we have the address for your synonym game?  I don't wish to seem a 
penny-pincher, but I must 
ask:  Is it free?

  Jewel
--
From: Eleanor Robinson elea...@7128.com
Sent: Monday, December 24, 2012 6:16 AM
To: gamers@audyssey.org
Subject: [Audyssey] games we'd like to play: definition game

7-128 Software has the reverse of the game Nicole suggested. It is
called Definitions.  In this game you have to select the correct
definition for the presented word from its definition and three others.

Thomas had a point about the number of synonyms there are for many words
and that it would be hard to pick the correct one unless the definition
were very carefully written.  Our Synonyms and Antonyms game has a
player select the correct synonym or antonym, depending on what is asked
for.  I am currently updating the list of synonyms and antonyms for the
next update of our games and I am scratching my head over how many
different concepts can be included as synonyms or antonyms of a
particular word.  English is a really loosely constructed language.

That being said, I think the idea of guessing the word from the
definition is an interesting one, and since I heard it here, I promise
NOT to include it in any future accessible game.  So, Nicole, if you
want to do it - go for it!  I'll be interested in the results.

Eleanor Robinson
7-128 Software



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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread dark

Hi.
The Freerice website has something very similar, also it is a game that 
actually helps people as you play it sinse for every right answer 10 grains 
of rice are donated to the world food fund.


It also can do other sorts of test as well, including learning language 
vocabulary but it's main purpose is deffinition of English words.


Find out more at http://freerice.com/#/english-vocabulary/1619

Hth.

all the best,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 22, 2012 10:55 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,

Well, it is definitely an interesting concept. It should be pretty
easy to create in any language or toolkit, and yes can be done quite
easily in BGT.

My only concern with this type of game is synonymous words that have
the same meaning or definition. There are a number of words in the
English language that mean the same thing and could become confusing
in this sort of game.

For example, elevation and altitude are synonymous. The question would
have to be worded very careful in order to allow the player to know
which word the game was looking for. A generic definition such as
“above sea level” wouldn't be enough to know which word was expected
in this case.

Cheers!



On 12/22/12, Nicol nicoljaco...@telkomsa.net wrote:

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread Jewel
Kill or be killed games are beyond me, but word games, such as you describe, 
are my cup of tea!
It is very similar to that found on www.freerice.com in which every successful 
answer is worth 
10grains of rice which is paid for by revenue from advertising, and then, is 
distributed to  the 
starving of the world.

However, one drawback is that the base dictionary is not being, regularly, 
refreshed and  augmented, 
so after a while, one gets to know the correct option of the 4 from which the 
player makes his 
choice!.
I would offer the suggestion that, if possible, this drawback should be 
revised,  or otherwise, your 
game will have a short life!

   Jewel
--
From: Nicol nicoljaco...@telkomsa.net
Sent: Sunday, December 23, 2012 10:00 AM
To: gamers@audyssey.org
Subject: [Audyssey] games we'd like to play: definition game

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



---
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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread MamaPeach
This type game sounds similar to the board game Blurt, which is an awesome 
game. I own it and we play it from time to time.


-Original Message- 
From: dark

Sent: Saturday, December 22, 2012 6:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: definition game

Hi.
The Freerice website has something very similar, also it is a game that
actually helps people as you play it sinse for every right answer 10 grains
of rice are donated to the world food fund.

It also can do other sorts of test as well, including learning language
vocabulary but it's main purpose is deffinition of English words.

Find out more at http://freerice.com/#/english-vocabulary/1619

Hth.

all the best,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 22, 2012 10:55 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,

Well, it is definitely an interesting concept. It should be pretty
easy to create in any language or toolkit, and yes can be done quite
easily in BGT.

My only concern with this type of game is synonymous words that have
the same meaning or definition. There are a number of words in the
English language that mean the same thing and could become confusing
in this sort of game.

For example, elevation and altitude are synonymous. The question would
have to be worded very careful in order to allow the player to know
which word the game was looking for. A generic definition such as
“above sea level” wouldn't be enough to know which word was expected
in this case.

Cheers!



On 12/22/12, Nicol nicoljaco...@telkomsa.net wrote:

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread Phil Vlasak

Hi Nicol,
To solve Thomas's problem with the concept you could have the answers in
multiple choice so in answer to the definition,

A toiletry designed to beautify the body

you could list
cosmetology
cosmetics.
cortices
chromatics.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 22, 2012 5:55 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,

Well, it is definitely an interesting concept. It should be pretty
easy to create in any language or toolkit, and yes can be done quite
easily in BGT.

My only concern with this type of game is synonymous words that have
the same meaning or definition. There are a number of words in the
English language that mean the same thing and could become confusing
in this sort of game.

For example, elevation and altitude are synonymous. The question would
have to be worded very careful in order to allow the player to know
which word the game was looking for. A generic definition such as
“above sea level” wouldn't be enough to know which word was expected
in this case.

Cheers!



On 12/22/12, Nicol nicoljaco...@telkomsa.net wrote:

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1430 / Virus Database: 2634/5479 - Release Date: 12/22/12



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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread Charles Rivard
One way around this might be to give the number of letters in the answer 
that the game is looking for, or give the first letter.  In the example 
above sea level, 9 letters, you would know that altitude would be wrong.


---
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: Saturday, December 22, 2012 4:55 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,

Well, it is definitely an interesting concept. It should be pretty
easy to create in any language or toolkit, and yes can be done quite
easily in BGT.

My only concern with this type of game is synonymous words that have
the same meaning or definition. There are a number of words in the
English language that mean the same thing and could become confusing
in this sort of game.

For example, elevation and altitude are synonymous. The question would
have to be worded very careful in order to allow the player to know
which word the game was looking for. A generic definition such as
“above sea level” wouldn't be enough to know which word was expected
in this case.

Cheers!



On 12/22/12, Nicol nicoljaco...@telkomsa.net wrote:

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



---
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Re: [Audyssey] games we'd like to play: definition game

2012-12-22 Thread Charles Rivard
I would think that the game would be more challenging with no multiple 
choices.  It would make you think, which is what I like.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 22, 2012 5:50 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,
To solve Thomas's problem with the concept you could have the answers in
multiple choice so in answer to the definition,

A toiletry designed to beautify the body

you could list
cosmetology
cosmetics.
cortices
chromatics.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 22, 2012 5:55 PM
Subject: Re: [Audyssey] games we'd like to play: definition game


Hi Nicol,

Well, it is definitely an interesting concept. It should be pretty
easy to create in any language or toolkit, and yes can be done quite
easily in BGT.

My only concern with this type of game is synonymous words that have
the same meaning or definition. There are a number of words in the
English language that mean the same thing and could become confusing
in this sort of game.

For example, elevation and altitude are synonymous. The question would
have to be worded very careful in order to allow the player to know
which word the game was looking for. A generic definition such as
“above sea level” wouldn't be enough to know which word was expected
in this case.

Cheers!



On 12/22/12, Nicol nicoljaco...@telkomsa.net wrote:

Hi list
I've been thinking about an idea for a new word  game.
The game gives you a definition and you must type the word for which the
definition is.
To give an example:
The game gives the following definition:
A toiletry designed to beautify the body
The correct word is cosmetics.
Another example:
The game gives the following  definition:
Elevation especially above sea level or above the earth's surface
The correct word is altitude.
Another example:
The game gives this definition:
Difficult to accomplish; demanding considerable mental effort and skill
The correct word for this definition is arduous.
The game gives you a list of difficulty levels to choose from.
On easy you can guess about 5 times  the word for which the definition is
but on hard difficulty you only get one guess. ON easy difficulty the game
gives you definitions for very familiar  words, but on hard difficulty the
game gives you definitions  for  less familiar  words.
What do you all think about this idea?
Is it possible to develop such a game with bgt?



---
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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1430 / Virus Database: 2634/5479 - Release Date: 12/22/12



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Re: [Audyssey] Games we'd like to play, cussed aways

2011-08-09 Thread Jeremy Kaldobsky
ROFL, I love it!

 in this exciting new stratogy game,
 you play a group of survivers thrown out of their local pub
 for searing too much. 
 
 As leader of this group of louts, it's your responsability
 to keep the group going by assigning jobs of unpleasant, the
 person responsable for saying nasty things to passers by and
 forming the bases for all other bad language you may wish to
 build. 
 
 Bunter, the person responsable for backhanding any retors
 that you may come across, letcherman, the person responsable
 for pulling inuendo from the seas of conversation and
 finally futcher, the personr esponable for creating the
 crudest and most offensive insults. 
 
 Some of your group may become mothers at times too. 
 
 Of course, all this must be supported with an endless
 supply of brew, and bags of crisps, so you must remember not
 have all your thugs devoted only to searing, some must steel
 as well. 
 
 get unpleasant enough, and you may be thrown out of town
 and construct your own swearing, fighting, drinking tavern
 out in the woods! 
 
 Though be careful, sinse the armies of civility are always
 encroaching oon your cussedness and only a true dedication
 to cursing will keep them away. 
 
 Beware the grue! 
 
 
 Dark. 
 
 Sorry, but when george mentioned custaways, this was an
 instant idea, pluss I freely admit the game of castaways I
 was playing yesterday had me saying some pretty interesting
 language too.


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Re: [Audyssey] Games we'd like to play, cussed aways

2011-08-09 Thread ryan chou
lol you should code that as a side mission

On 8/9/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 ROFL, I love it!

 in this exciting new stratogy game,
 you play a group of survivers thrown out of their local pub
 for searing too much.

 As leader of this group of louts, it's your responsability
 to keep the group going by assigning jobs of unpleasant, the
 person responsable for saying nasty things to passers by and
 forming the bases for all other bad language you may wish to
 build.

 Bunter, the person responsable for backhanding any retors
 that you may come across, letcherman, the person responsable
 for pulling inuendo from the seas of conversation and
 finally futcher, the personr esponable for creating the
 crudest and most offensive insults.

 Some of your group may become mothers at times too.

 Of course, all this must be supported with an endless
 supply of brew, and bags of crisps, so you must remember not
 have all your thugs devoted only to searing, some must steel
 as well.

 get unpleasant enough, and you may be thrown out of town
 and construct your own swearing, fighting, drinking tavern
 out in the woods!

 Though be careful, sinse the armies of civility are always
 encroaching oon your cussedness and only a true dedication
 to cursing will keep them away.

 Beware the grue!


 Dark.

 Sorry, but when george mentioned custaways, this was an
 instant idea, pluss I freely admit the game of castaways I
 was playing yesterday had me saying some pretty interesting
 language too.


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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-15 Thread Shane Lowe

what a scammer!
- Original Me
lol
ssage - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, June 13, 2011 12:02 PM
Subject: [Audyssey] Games we'd like to play, scammers 4


Play a greedy shyster, an ambiscious con artist or a ruthless programmer 
in this highly addictive game creation simulation game.


Build your scam from the ground up adding parts such as convincing 
description, realistic gameplay and consistant plot then challenge 
customers in exciting sales battles.


Earn lots of cash, plus various awards and medels such as the Shil master 
award, the Bill gates award for ruthlessness, the scumbag medel of 
dishonour and the legion of lies, as you attempt to scam as many people as 
possible with this entirely ficticious game.


Explore new markits and genres and higher partnes to assist you in your 
adventures, but be careful they do not turn on you, also always be aware 
that discovery could lead to loss of proffits, prison, and of course 
everyone knowing just what a lousy wrotten scumbag you are!


All customers have a suspicion level which will rise throughout the game, 
and you'll need to work increasingly hard spending many hours on your fake 
project to keep those suspicions at zero.


Scammers 4 will feature fullly featured audion, support for all known 
screne readers pluss come with a small computerized robot to read the 
screen, will run on every single platform and will be both single and 
multiplayer.


The game will be released sometime iin the near future, or else the 
slightly further off future, or maybe the disant ffuture.


in fact a certain release date is set for July, or august, or september, 
or maybe even october december or next january depending upon many 
factors, however this is subject to change (like when the month changes).


Preorders of the game will be used to both further developement and 
promote accessible games in the mainstream industry by making the 
developer so rich he can hier a bunch of thugs to kidnap ceo's of capcom 
and nintendo and beat them with sticks until they authorize the creation 
of accessible games, however this is obviously a costly process sinse 
thugs do not come cheapk, and thus to support this effort please preorder 
a copy of Scammers 4, and future games in the scammers series.


The game will retail for 500 dollars, however preordering will get you a 
discount of 1 dollar, so please send a check for the amount of 499 dollars 
and when the game is released you will recieve an activation code,   
possibly!


Use paypal it's fast, loose and insicure!

All the best,

Jack m good, cheaf developer of hedsgone soft.

Note, all dealings of this company are represented by cheatum and Dash, 
celicitors.

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-15 Thread Shane Lowe

yes dark. thanks for the laughs

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 1:27 PM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4



Yes! You are funny!
sevgiler saygilar
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 7:41 PM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4



I Love it!
Dark, your posts are always fun to read.  :)

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-15 Thread Shane Lowe
smiles! lol. vary funny Ken. I've been having the same thing happening about 
the original version of scammers! I've been waiting for 4 years! what... 
a... scam!


lol

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 4:55 PM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4


Hey, don't buy this game yall.  I pre-order Scammers 3 two years ago and 
still haven't got my copy, an activation key, nothing but harassing, 
threatening phone calls stating that if I didn't shut up and quit my 
whining and whinging, I would shortly meet my maker--and while I'm anxious 
to see him, I don't want to do it by the ruthless hands of these wanton 
vagabonds, nor the grues they hire to steal souls in the dark.  Ignore 
this message and all further from this scumbag.  Scammers 4 is a big hoax.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, June 13, 2011 12:02 PM
Subject: [Audyssey] Games we'd like to play, scammers 4


Play a greedy shyster, an ambiscious con artist or a ruthless programmer 
in this highly addictive game creation simulation game.


Build your scam from the ground up adding parts such as convincing 
description, realistic gameplay and consistant plot then challenge 
customers in exciting sales battles.


Earn lots of cash, plus various awards and medels such as the Shil master 
award, the Bill gates award for ruthlessness, the scumbag medel of 
dishonour and the legion of lies, as you attempt to scam as many people 
as possible with this entirely ficticious game.


Explore new markits and genres and higher partnes to assist you in your 
adventures, but be careful they do not turn on you, also always be aware 
that discovery could lead to loss of proffits, prison, and of course 
everyone knowing just what a lousy wrotten scumbag you are!


All customers have a suspicion level which will rise throughout the game, 
and you'll need to work increasingly hard spending many hours on your 
fake project to keep those suspicions at zero.


Scammers 4 will feature fullly featured audion, support for all known 
screne readers pluss come with a small computerized robot to read the 
screen, will run on every single platform and will be both single and 
multiplayer.


The game will be released sometime iin the near future, or else the 
slightly further off future, or maybe the disant ffuture.


in fact a certain release date is set for July, or august, or september, 
or maybe even october december or next january depending upon many 
factors, however this is subject to change (like when the month changes).


Preorders of the game will be used to both further developement and 
promote accessible games in the mainstream industry by making the 
developer so rich he can hier a bunch of thugs to kidnap ceo's of capcom 
and nintendo and beat them with sticks until they authorize the creation 
of accessible games, however this is obviously a costly process sinse 
thugs do not come cheapk, and thus to support this effort please preorder 
a copy of Scammers 4, and future games in the scammers series.


The game will retail for 500 dollars, however preordering will get you a 
discount of 1 dollar, so please send a check for the amount of 499 
dollars and when the game is released you will recieve an activation 
code,   possibly!


Use paypal it's fast, loose and insicure!

All the best,

Jack m good, cheaf developer of hedsgone soft.

Note, all dealings of this company are represented by cheatum and Dash, 
celicitors.

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-14 Thread dark

Hello Ken.

We appreciate your thoughts about the scammers' series and the feedback 
you've given, however please be aware that two years ago Scammers 3 was 
produced by a completely different company, that just happened by shear 
coincidence to have the same name as ours.


We would however be very pleased to offer you a completely new copy of 
Scammers 3 for the reduced price of 700 dollars.


Please send us money and your copy will be on the way within the week,   
ro the month, or maybe the century! ;D.


Yours insincerely,

Jack m good, head grifter,  er I mean programmer, of headsgone soft.

Beware the grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-14 Thread burakyuksek

Dark,
You can very good a fake developer. :) :)  ahahahahahaha
saygilar sevgiler.
- Original Message - 
From: dark d...@xgam.org
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 14, 2011 11:05 AM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4



Hello Ken.

We appreciate your thoughts about the scammers' series and the feedback 
you've given, however please be aware that two years ago Scammers 3 was 
produced by a completely different company, that just happened by shear 
coincidence to have the same name as ours.


We would however be very pleased to offer you a completely new copy of 
Scammers 3 for the reduced price of 700 dollars.


Please send us money and your copy will be on the way within the 
week,   ro the month, or maybe the century! ;D.


Yours insincerely,

Jack m good, head grifter,  er I mean programmer, of headsgone soft.

Beware the grue!

Dark.

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread burakyuksek

Very funny!
sevgiler saygilar
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, June 13, 2011 7:02 PM
Subject: [Audyssey] Games we'd like to play, scammers 4


Play a greedy shyster, an ambiscious con artist or a ruthless programmer 
in this highly addictive game creation simulation game.


Build your scam from the ground up adding parts such as convincing 
description, realistic gameplay and consistant plot then challenge 
customers in exciting sales battles.


Earn lots of cash, plus various awards and medels such as the Shil master 
award, the Bill gates award for ruthlessness, the scumbag medel of 
dishonour and the legion of lies, as you attempt to scam as many people as 
possible with this entirely ficticious game.


Explore new markits and genres and higher partnes to assist you in your 
adventures, but be careful they do not turn on you, also always be aware 
that discovery could lead to loss of proffits, prison, and of course 
everyone knowing just what a lousy wrotten scumbag you are!


All customers have a suspicion level which will rise throughout the game, 
and you'll need to work increasingly hard spending many hours on your fake 
project to keep those suspicions at zero.


Scammers 4 will feature fullly featured audion, support for all known 
screne readers pluss come with a small computerized robot to read the 
screen, will run on every single platform and will be both single and 
multiplayer.


The game will be released sometime iin the near future, or else the 
slightly further off future, or maybe the disant ffuture.


in fact a certain release date is set for July, or august, or september, 
or maybe even october december or next january depending upon many 
factors, however this is subject to change (like when the month changes).


Preorders of the game will be used to both further developement and 
promote accessible games in the mainstream industry by making the 
developer so rich he can hier a bunch of thugs to kidnap ceo's of capcom 
and nintendo and beat them with sticks until they authorize the creation 
of accessible games, however this is obviously a costly process sinse 
thugs do not come cheapk, and thus to support this effort please preorder 
a copy of Scammers 4, and future games in the scammers series.


The game will retail for 500 dollars, however preordering will get you a 
discount of 1 dollar, so please send a check for the amount of 499 dollars 
and when the game is released you will recieve an activation code,   
possibly!


Use paypal it's fast, loose and insicure!

All the best,

Jack m good, cheaf developer of hedsgone soft.

Note, all dealings of this company are represented by cheatum and Dash, 
celicitors.

---
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread Jeremy Kaldobsky
I Love it!
Dark, your posts are always fun to read.  :)

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread Ian McNamara
That was brilliant all joking aside i think it would be a good idea for a game 
though.

Ian McNamara
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread burakyuksek

Yes! You are funny!
sevgiler saygilar
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 7:41 PM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4



I Love it!
Dark, your posts are always fun to read.  :)

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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread burakyuksek

Yes!
sevgiler saygilar
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 7:46 PM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4


That was brilliant all joking aside i think it would be a good idea for a 
game though.


Ian McNamara
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread Thomas Ward
Hi Dark,

Lol! I haven't laughed that hard in a long while. Thanks for the
jokes. Keep them coming..

Cheers!


On 6/13/11, dark d...@xgam.org wrote:
 Play a greedy shyster, an ambiscious con artist or a ruthless programmer in
 this highly addictive game creation simulation game.

 Build your scam from the ground up adding parts such as convincing
 description, realistic gameplay and consistant plot then challenge customers
 in exciting sales battles.

 Earn lots of cash, plus various awards and medels such as the Shil master
 award, the Bill gates award for ruthlessness, the scumbag medel of dishonour
 and the legion of lies, as you attempt to scam as many people as possible
 with this entirely ficticious game.

 Explore new markits and genres and higher partnes to assist you in your
 adventures, but be careful they do not turn on you, also always be aware
 that discovery could lead to loss of proffits, prison, and of course
 everyone knowing just what a lousy wrotten scumbag you are!

 All customers have a suspicion level which will rise throughout the game,
 and you'll need to work increasingly hard spending many hours on your fake
 project to keep those suspicions at zero.

 Scammers 4 will feature fullly featured audion, support for all known screne
 readers pluss come with a small computerized robot to read the screen, will
 run on every single platform and will be both single and multiplayer.

 The game will be released sometime iin the near future, or else the slightly
 further off future, or maybe the disant ffuture.

 in fact a certain release date is set for July, or august, or september, or
 maybe even october december or next january depending upon many factors,
 however this is subject to change (like when the month changes).

 Preorders of the game will be used to both further developement and promote
 accessible games in the mainstream industry by making the developer so rich
 he can hier a bunch of thugs to kidnap ceo's of capcom and nintendo and beat
 them with sticks until they authorize the creation of accessible games,
 however this is obviously a costly process sinse thugs do not come cheapk,
 and thus to support this effort please preorder a copy of Scammers 4, and
 future games in the scammers series.

 The game will retail for 500 dollars, however preordering will get you a
 discount of 1 dollar, so please send a check for the amount of 499 dollars
 and when the game is released you will recieve an activation code, 
 possibly!

 Use paypal it's fast, loose and insicure!

 All the best,

 Jack m good, cheaf developer of hedsgone soft.

 Note, all dealings of this company are represented by cheatum and Dash,
 celicitors.
 ---
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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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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread Kevin Weispfennig
Hi,

All things considered, it sounds really neat. Funny, of course. But... I feel 
specially drawn to the idea. I really don't know why. But... But it sounds like 
something to be done when extremely bored and having nothing to do. Lol! :)



Sent from my iPhone

On 13.06.2011, at 18:41, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

 I Love it!
 Dark, your posts are always fun to read.  :)
 
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread The Addictor
Hey, don't buy this game yall.  I pre-order Scammers 3 two years ago and 
still haven't got my copy, an activation key, nothing but harassing, 
threatening phone calls stating that if I didn't shut up and quit my whining 
and whinging, I would shortly meet my maker--and while I'm anxious to see 
him, I don't want to do it by the ruthless hands of these wanton vagabonds, 
nor the grues they hire to steal souls in the dark.  Ignore this message and 
all further from this scumbag.  Scammers 4 is a big hoax.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, June 13, 2011 12:02 PM
Subject: [Audyssey] Games we'd like to play, scammers 4


Play a greedy shyster, an ambiscious con artist or a ruthless programmer 
in this highly addictive game creation simulation game.


Build your scam from the ground up adding parts such as convincing 
description, realistic gameplay and consistant plot then challenge 
customers in exciting sales battles.


Earn lots of cash, plus various awards and medels such as the Shil master 
award, the Bill gates award for ruthlessness, the scumbag medel of 
dishonour and the legion of lies, as you attempt to scam as many people as 
possible with this entirely ficticious game.


Explore new markits and genres and higher partnes to assist you in your 
adventures, but be careful they do not turn on you, also always be aware 
that discovery could lead to loss of proffits, prison, and of course 
everyone knowing just what a lousy wrotten scumbag you are!


All customers have a suspicion level which will rise throughout the game, 
and you'll need to work increasingly hard spending many hours on your fake 
project to keep those suspicions at zero.


Scammers 4 will feature fullly featured audion, support for all known 
screne readers pluss come with a small computerized robot to read the 
screen, will run on every single platform and will be both single and 
multiplayer.


The game will be released sometime iin the near future, or else the 
slightly further off future, or maybe the disant ffuture.


in fact a certain release date is set for July, or august, or september, 
or maybe even october december or next january depending upon many 
factors, however this is subject to change (like when the month changes).


Preorders of the game will be used to both further developement and 
promote accessible games in the mainstream industry by making the 
developer so rich he can hier a bunch of thugs to kidnap ceo's of capcom 
and nintendo and beat them with sticks until they authorize the creation 
of accessible games, however this is obviously a costly process sinse 
thugs do not come cheapk, and thus to support this effort please preorder 
a copy of Scammers 4, and future games in the scammers series.


The game will retail for 500 dollars, however preordering will get you a 
discount of 1 dollar, so please send a check for the amount of 499 dollars 
and when the game is released you will recieve an activation code,   
possibly!


Use paypal it's fast, loose and insicure!

All the best,

Jack m good, cheaf developer of hedsgone soft.

Note, all dealings of this company are represented by cheatum and Dash, 
celicitors.

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Re: [Audyssey] Games We'd like to play

2011-06-10 Thread Charles Rivard

It only lasts for one day?  Whatta bummer!

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Friday, June 10, 2011 5:04 AM
Subject: [Audyssey] Games We'd like to play




June 11 is your birthday.  You all get together at Jim Kitchen's place. 
There is plenty of beer, bourbon, brandy, pizza, chicken wings and dancing 
ladies.  The goal of the game is to have such a good time that you do not 
remember any of the debauchery the next day.


TGIF and BFN
Jim

Born to be spanked.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Games We'd like to play

2011-06-10 Thread Shane Lowe

good idea!
Now if only someone would make it!

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Friday, June 10, 2011 6:04 AM
Subject: [Audyssey] Games We'd like to play




June 11 is your birthday.  You all get together at Jim Kitchen's place. 
There is plenty of beer, bourbon, brandy, pizza, chicken wings and dancing 
ladies.  The goal of the game is to have such a good time that you do not 
remember any of the debauchery the next day.


TGIF and BFN
Jim

Born to be spanked.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Games We'd like to play

2011-06-10 Thread Charles Rivard

How about if Jim hosts it?

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 10, 2011 7:22 AM
Subject: Re: [Audyssey] Games We'd like to play



good idea!
Now if only someone would make it!

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Friday, June 10, 2011 6:04 AM
Subject: [Audyssey] Games We'd like to play




June 11 is your birthday.  You all get together at Jim Kitchen's place. 
There is plenty of beer, bourbon, brandy, pizza, chicken wings and 
dancing ladies.  The goal of the game is to have such a good time that 
you do not remember any of the debauchery the next day.


TGIF and BFN
Jim

Born to be spanked.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Games we'd like to play bank commander was: Re: GMA and bgt?

2011-05-18 Thread Alfredo_The_Music_maker
Wow, what an interesting conversation, but how are you going to drive a 
bank, must you have a bank on a mobile home, or must you manage a chain 
of banks, like the Blind Tamer's financial institution.


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Re: [Audyssey] Games we'd like to play bank commander was: Re: GMA andbgt?

2011-05-17 Thread Shane Lowe
LOL hahahahahahahahahahahahaha. Beutiful! You forgot the counterfit money 
which you can project at the enimie that will scare the crap out of them.


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 7:02 PM
Subject: [Audyssey] Games we'd like to play bank commander was: Re: GMA 
andbgt?




Bank commander?

Where you must drive your ultra modern bank through six missions, 
encountering such threats as enemy banks, accountants, financial agents 
and the dreaded managers!


You do however have an assortment of modern weaponry at your disposal, 
including machine funds, Shel oil bonds, and a limited supply of curse 
missiles where you yell get the hell! out of my office! and blast 
through all opposition before you.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 10:33 PM
Subject: Re: [Audyssey] GMA and bgt?



Hi Shane,
No David Greenwood never put out a demo of the engine.
I guess he figured playing Shads of Doom and Bank Commander were demo 
enough.
A while ago David offered to sell the engine or rent it for a specific 
time.
There were about a dozen people who were using the engine to develop 
games, but so far I'm the only one who has finished them.
I used the engine for Pacman Talks, Super Dog's bone hunt and the Sarah 
game.

He has stopped selling or renting the engine at this time.
Phil

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 4:57 PM
Subject: Re: [Audyssey] GMA and bgt?



Is there a demo availible for this engin?

- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, May 17, 2011 6:34 AM
Subject: Re: [Audyssey] GMA and bgt?



hi Alfredo,
The GMA engine has it's own scripting language that allows you to write 
scripts with a regular word processer, save them as a text file and the 
engine converts that script to a level file that the game can then use.
As it was written in visual basic 6 it contains some of the conventions 
of that language.
But it also requires you to have the visual basic libraries on your 
computer to run correctly, so that either requires a separate download 
of those libraries, or if bundled in the game itself, requires you to 
download something you already have in a download that is larger than 
it needs to be.
As for players changing the levels in Sarah, only the developer myself 
can do that easily as it requires a special developer key to make any 
changes.

Phil

- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 5:48 AM
Subject: Re: [Audyssey] GMA and bgt?



Hi,
I am going to ask this because I want to know if they both use Angel 
script and use the same type of programming, well almost the same 
programming code b Gt Uses. I heard that the GM engine can be changed 
so other games on GM can work better, like Sarah, for instance.


---
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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1321 / Virus Database: 1500/3641 - Release Date: 
05/16/11





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Version: 10.0.1321 / Virus Database: 1509/3643 - Release Date: 05/17/11




---

Re: [Audyssey] Games we'd like to play bank commander was: Re: GMAandbgt?

2011-05-17 Thread Charles Rivard
That was really Lowe.  Notice the purposeful spelling.  I did not say that 
it was low.  (grin)


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 6:44 PM
Subject: Re: [Audyssey] Games we'd like to play bank commander was: Re: 
GMAandbgt?



LOL hahahahahahahahahahahahaha. Beutiful! You forgot the counterfit money 
which you can project at the enimie that will scare the crap out of them.


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 7:02 PM
Subject: [Audyssey] Games we'd like to play bank commander was: Re: GMA 
andbgt?




Bank commander?

Where you must drive your ultra modern bank through six missions, 
encountering such threats as enemy banks, accountants, financial agents 
and the dreaded managers!


You do however have an assortment of modern weaponry at your disposal, 
including machine funds, Shel oil bonds, and a limited supply of curse 
missiles where you yell get the hell! out of my office! and blast 
through all opposition before you.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 10:33 PM
Subject: Re: [Audyssey] GMA and bgt?



Hi Shane,
No David Greenwood never put out a demo of the engine.
I guess he figured playing Shads of Doom and Bank Commander were demo 
enough.
A while ago David offered to sell the engine or rent it for a specific 
time.
There were about a dozen people who were using the engine to develop 
games, but so far I'm the only one who has finished them.
I used the engine for Pacman Talks, Super Dog's bone hunt and the Sarah 
game.

He has stopped selling or renting the engine at this time.
Phil

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 4:57 PM
Subject: Re: [Audyssey] GMA and bgt?



Is there a demo availible for this engin?

- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, May 17, 2011 6:34 AM
Subject: Re: [Audyssey] GMA and bgt?



hi Alfredo,
The GMA engine has it's own scripting language that allows you to 
write scripts with a regular word processer, save them as a text file 
and the engine converts that script to a level file that the game can 
then use.
As it was written in visual basic 6 it contains some of the 
conventions of that language.
But it also requires you to have the visual basic libraries on your 
computer to run correctly, so that either requires a separate download 
of those libraries, or if bundled in the game itself, requires you to 
download something you already have in a download that is larger than 
it needs to be.
As for players changing the levels in Sarah, only the developer myself 
can do that easily as it requires a special developer key to make any 
changes.

Phil

- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 5:48 AM
Subject: Re: [Audyssey] GMA and bgt?



Hi,
I am going to ask this because I want to know if they both use Angel 
script and use the same type of programming, well almost the same 
programming code b Gt Uses. I heard that the GM engine can be changed 
so other games on GM can work better, like Sarah, for instance.


---
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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,

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


-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1321 / Virus Database: 1500/3641 - Release Date: 
05/16/11





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http

Re: [Audyssey] Games we'd like to play bank commander was: Re: GMA andbgt?

2011-05-17 Thread Charles Rivard

And if you succeed, is it all your vault?

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 6:02 PM
Subject: [Audyssey] Games we'd like to play bank commander was: Re: GMA 
andbgt?




Bank commander?

Where you must drive your ultra modern bank through six missions, 
encountering such threats as enemy banks, accountants, financial agents 
and the dreaded managers!


You do however have an assortment of modern weaponry at your disposal, 
including machine funds, Shel oil bonds, and a limited supply of curse 
missiles where you yell get the hell! out of my office! and blast 
through all opposition before you.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 10:33 PM
Subject: Re: [Audyssey] GMA and bgt?



Hi Shane,
No David Greenwood never put out a demo of the engine.
I guess he figured playing Shads of Doom and Bank Commander were demo 
enough.
A while ago David offered to sell the engine or rent it for a specific 
time.
There were about a dozen people who were using the engine to develop 
games, but so far I'm the only one who has finished them.
I used the engine for Pacman Talks, Super Dog's bone hunt and the Sarah 
game.

He has stopped selling or renting the engine at this time.
Phil

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 4:57 PM
Subject: Re: [Audyssey] GMA and bgt?



Is there a demo availible for this engin?

- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, May 17, 2011 6:34 AM
Subject: Re: [Audyssey] GMA and bgt?



hi Alfredo,
The GMA engine has it's own scripting language that allows you to write 
scripts with a regular word processer, save them as a text file and the 
engine converts that script to a level file that the game can then use.
As it was written in visual basic 6 it contains some of the conventions 
of that language.
But it also requires you to have the visual basic libraries on your 
computer to run correctly, so that either requires a separate download 
of those libraries, or if bundled in the game itself, requires you to 
download something you already have in a download that is larger than 
it needs to be.
As for players changing the levels in Sarah, only the developer myself 
can do that easily as it requires a special developer key to make any 
changes.

Phil

- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 5:48 AM
Subject: Re: [Audyssey] GMA and bgt?



Hi,
I am going to ask this because I want to know if they both use Angel 
script and use the same type of programming, well almost the same 
programming code b Gt Uses. I heard that the GM engine can be changed 
so other games on GM can work better, like Sarah, for instance.


---
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Re: [Audyssey] Games we'd like to play bank commander was: Re: GMA and bgt?

2011-05-17 Thread Thomas Ward
Hi Dark,

Lol! Now, that was funny. That's a good one. :D

Cheers!


On 5/17/11, dark d...@xgam.org wrote:
 Bank commander?

 Where you must drive your ultra modern bank through six missions,
 encountering such threats as enemy banks, accountants, financial agents and
 the dreaded managers!

 You do however have an assortment of modern weaponry at your disposal,
 including machine funds, Shel oil bonds, and a limited supply of curse
 missiles where you yell get the hell! out of my office! and blast through
 all opposition before you.

 Beware the grue!

 Dark.

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Re: [Audyssey] Games we'd like to play: Game Snatcher

2011-04-02 Thread Ben
Sounds like a great idea for an actual game man!  Why don't you actually do
it!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: 17 March 2011 08:56
To: Gamers Discussion list
Subject: [Audyssey] Games we'd like to play: Game Snatcher

Do you have to make us want to snatch the game off your
 computer right now?

You're tired of hearing so much about that great new game, so you invent 
technologies that will allow you to enter the person's computer and snatch 
that new game.  Upon entering the computer though, you discover that your 
plans had been found out, and a confusing labyrinth of twisty little 
passages that all look alike is laid out before you, with the game tucked 
away at its center.  Furthermore, the game designer wrote special little 
bugs that, if you get attacked by one, cause all kinds of unpredictable 
occurrences, such as hard drive reboots, or the posting of your ridiculously

low game scores to everyone on your favorite mailing lists, or an infinite 
loop where you get to do nothing else for all eternity except play Beep. 
There are also viruses that simply waste your computer's resources by 
counting to ten over and over, causing your computer to overheat.
Fortunately, you've got weapons, and collect more as you go, starting with 
the virus net and bug swatter.  If you get too close to the center, where 
the game is, the developer, counting on your frustration with the increasing

number of pests, provides you with a flame thrower.  You use it successfully

for a while, but be careful or you'll burn up the game and it's secret 
installer program.  (the dev has the game backed up on a second drive, so he

doesn't care.)
As you approach the center, new dangers await, and you're zapped by a ray 
that turns you into a little creature in the physical computer,  and you 
find yourself face to face with the computer's fans, which can chop you up, 
the high-voltage power supply which can cook you to a crisp, and the hard 
drive--which won't hurt you, but can be damaged by you if you're not 
careful.  Zap!  You're just data again.  Plug your virtual cable into the 
computer's processor and start snatching that game and...
Oh no!  It's the police--the spyware busters!  They've detected unauthorized

activity, and they know how to wipe out punks like you, and you don't have 
any weapons to use on them.  You can hurry up the data transfer by hitting 
enter more rapidly, but you risk burning out the dev's hard drive!  What to 
do...
You shoot the spyware programs with every bit of flame you can muster, but 
they just neutralize it, jeer at you,  and keep coming.
Whew!  Transfer complete--now if I could just get out...


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Re: [Audyssey] Games we'd like to play: Game Snatcher

2011-04-02 Thread Hayden Presley
Hi,
Lol! I love the allusion! Now all we need is a pirates den and a chest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Saturday, April 02, 2011 2:18 PM
To: 'Ken the Crazy'; 'Gamers Discussion list'
Subject: Re: [Audyssey] Games we'd like to play: Game Snatcher

Sounds like a great idea for an actual game man!  Why don't you actually do
it!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: 17 March 2011 08:56
To: Gamers Discussion list
Subject: [Audyssey] Games we'd like to play: Game Snatcher

Do you have to make us want to snatch the game off your
 computer right now?

You're tired of hearing so much about that great new game, so you invent 
technologies that will allow you to enter the person's computer and snatch 
that new game.  Upon entering the computer though, you discover that your 
plans had been found out, and a confusing labyrinth of twisty little 
passages that all look alike is laid out before you, with the game tucked 
away at its center.  Furthermore, the game designer wrote special little 
bugs that, if you get attacked by one, cause all kinds of unpredictable 
occurrences, such as hard drive reboots, or the posting of your ridiculously

low game scores to everyone on your favorite mailing lists, or an infinite 
loop where you get to do nothing else for all eternity except play Beep. 
There are also viruses that simply waste your computer's resources by 
counting to ten over and over, causing your computer to overheat.
Fortunately, you've got weapons, and collect more as you go, starting with 
the virus net and bug swatter.  If you get too close to the center, where 
the game is, the developer, counting on your frustration with the increasing

number of pests, provides you with a flame thrower.  You use it successfully

for a while, but be careful or you'll burn up the game and it's secret 
installer program.  (the dev has the game backed up on a second drive, so he

doesn't care.)
As you approach the center, new dangers await, and you're zapped by a ray 
that turns you into a little creature in the physical computer,  and you 
find yourself face to face with the computer's fans, which can chop you up, 
the high-voltage power supply which can cook you to a crisp, and the hard 
drive--which won't hurt you, but can be damaged by you if you're not 
careful.  Zap!  You're just data again.  Plug your virtual cable into the 
computer's processor and start snatching that game and...
Oh no!  It's the police--the spyware busters!  They've detected unauthorized

activity, and they know how to wipe out punks like you, and you don't have 
any weapons to use on them.  You can hurry up the data transfer by hitting 
enter more rapidly, but you risk burning out the dev's hard drive!  What to 
do...
You shoot the spyware programs with every bit of flame you can muster, but 
they just neutralize it, jeer at you,  and keep coming.
Whew!  Transfer complete--now if I could just get out...


---
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-23 Thread burakyuksek

Uhuhu!
saygilar sevgiler.
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 22, 2011 10:03 PM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Games we'd like to play. Children madness.
In this game, you are a child. You have a gang of eight people. 4 Females 
and 4 males. You guys beat up this bully which is trying to fight you. 
However, the teacher gives you a ditention warning, and threatens to tell 
you to the headmaster. Your gang is really angry. You sneek into a science 
lab, knock out a teacher with a spin kick, and you grab some highly 
dangerous chemicals. You go into the koridor, noticing a few boxers. So, 
you challenge them. Your friends are guarding you, while you beat the 
boxer to death. You have too watch out though, the boxer can beat you up 
also. Once you win j the fight, you proceed to the teacher. You chuck all 
of the chemicals in his face and his face is smashed into pieces.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 22, 2011 12:42 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Sounds like an awesome game!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Ken the Crazy kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 21, 2011 11:45 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Imagine a donkey-Kong style of game in which an enraged psychopath gets 
up
onto the Sears Tower and starts chucking bowling balls at passers by, 
and

you have to stop him.  At first, you're outside the building and so you
don't have much warning as the balls come crashing down--all you hear 
is the

thuds, the screaming of terrified people and so on, not to mention the
cartoonish boioioioioing if one hits a person.  Once you're in the 
building,
climbing the stairs it's a bit easier because the balls come 
crashing--right
to left, fall, left to right, fall, and so on--and they don't always 
fall in
the same places either, because he throws them at different speeds--so 
they
might skip right over that first drop only to fall through the second, 
or
they might make it to the fifth--and don't think of trying the 
elevators,

cuz the psycho disabled them.  There would be weapons you can pick up
too--hammers to smash the balls, (two hits for the eight pounders, four 
hits
for the 16 pounders,) flame throwers to torch them faster, and also 
power
pills that would allow you to jump over more than two balls at a time, 
a
thing you couldn't ordinarily do.  Be careful, cuz if you are hit with 
a
bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was 
my
toe, or wherever it hit.  Being hit in the feet means not jumping as 
high
or running as fast.  Being hit in the arms means not being able to use 
your
weapons as well, and being hit in the head means slower reaction time 
to

simulate confusion.

Also, the psycho has demolished some of the key stairways up to the 
top, so

you'll need to climb through elevator shafts to get to that next level,
which, unfortunately for you, will mean that you have to drop all your
current weapons to do it--unless you can figure out a way to turn those
elevators back on.  You also have to be careful because the psycho has 
a
switch that allows him to do just that, so you might find yourself 
being

flattened by a downrushing elevator.  This calls for precise timing--a
little patience goes a long way.  You can also trick the psycho into
thinking you're climbing the shaft by going in, wait for him to start 
the
elevator, run out, wait for it to stop at the bottom, then climb up and 
ride
to the top.  Again, very tricky as first, you're probably not on the 
bottom
floor and will have to ride it down a ways before it stops, possibly 
causing
damage to your health points, secondly, jumping off before he smashes 
it
against the roof, and thirdly, keeping stability as he turns it on and 
off

rather quickly, trying to throw you from it.
Once you get to the top, the psycho abandons his trunk of balls and 
grabs
two swords.  He hands you one and you start dueling.  Whoever falls off 
the

building first obviously is the loser and goes for a swim in the lake.
Ouch!  That was a terribly painful belly flop...  The game has no 
killing,
so anyone can play it.  The swords don't cause real wounds, so nobody 
would

be offended at it--it would just be a great game for a lot of laughs.
Ken Downey
The Addictor
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-22 Thread Jacob Kruger
Also partly reminds me of elevator action - not quite the same, but 
anyway...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 22, 2011 2:42 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Sounds like an awesome game!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Ken the Crazy kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 21, 2011 11:45 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Imagine a donkey-Kong style of game in which an enraged psychopath gets 
up
onto the Sears Tower and starts chucking bowling balls at passers by, 
and

you have to stop him.  At first, you're outside the building and so you
don't have much warning as the balls come crashing down--all you hear is 
the

thuds, the screaming of terrified people and so on, not to mention the
cartoonish boioioioioing if one hits a person.  Once you're in the 
building,
climbing the stairs it's a bit easier because the balls come 
crashing--right
to left, fall, left to right, fall, and so on--and they don't always 
fall in
the same places either, because he throws them at different speeds--so 
they
might skip right over that first drop only to fall through the second, 
or
they might make it to the fifth--and don't think of trying the 
elevators,

cuz the psycho disabled them.  There would be weapons you can pick up
too--hammers to smash the balls, (two hits for the eight pounders, four 
hits
for the 16 pounders,) flame throwers to torch them faster, and also 
power

pills that would allow you to jump over more than two balls at a time, a
thing you couldn't ordinarily do.  Be careful, cuz if you are hit with a
bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was 
my
toe, or wherever it hit.  Being hit in the feet means not jumping as 
high
or running as fast.  Being hit in the arms means not being able to use 
your

weapons as well, and being hit in the head means slower reaction time to
simulate confusion.

Also, the psycho has demolished some of the key stairways up to the top, 
so

you'll need to climb through elevator shafts to get to that next level,
which, unfortunately for you, will mean that you have to drop all your
current weapons to do it--unless you can figure out a way to turn those
elevators back on.  You also have to be careful because the psycho has a
switch that allows him to do just that, so you might find yourself being
flattened by a downrushing elevator.  This calls for precise timing--a
little patience goes a long way.  You can also trick the psycho into
thinking you're climbing the shaft by going in, wait for him to start 
the
elevator, run out, wait for it to stop at the bottom, then climb up and 
ride
to the top.  Again, very tricky as first, you're probably not on the 
bottom
floor and will have to ride it down a ways before it stops, possibly 
causing

damage to your health points, secondly, jumping off before he smashes it
against the roof, and thirdly, keeping stability as he turns it on and 
off

rather quickly, trying to throw you from it.
Once you get to the top, the psycho abandons his trunk of balls and 
grabs
two swords.  He hands you one and you start dueling.  Whoever falls off 
the

building first obviously is the loser and goes for a swim in the lake.
Ouch!  That was a terribly painful belly flop...  The game has no 
killing,
so anyone can play it.  The swords don't cause real wounds, so nobody 
would

be offended at it--it would just be a great game for a lot of laughs.
Ken Downey
The Addictor
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-22 Thread burakyuksek

This is a really really cool idea! Cool!
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Ken the Crazy kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 21, 2011 5:45 PM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Imagine a donkey-Kong style of game in which an enraged psychopath gets 
up

onto the Sears Tower and starts chucking bowling balls at passers by, and
you have to stop him.  At first, you're outside the building and so you
don't have much warning as the balls come crashing down--all you hear is 
the

thuds, the screaming of terrified people and so on, not to mention the
cartoonish boioioioioing if one hits a person.  Once you're in the 
building,
climbing the stairs it's a bit easier because the balls come 
crashing--right
to left, fall, left to right, fall, and so on--and they don't always fall 
in
the same places either, because he throws them at different speeds--so 
they

might skip right over that first drop only to fall through the second, or
they might make it to the fifth--and don't think of trying the elevators,
cuz the psycho disabled them.  There would be weapons you can pick up
too--hammers to smash the balls, (two hits for the eight pounders, four 
hits

for the 16 pounders,) flame throwers to torch them faster, and also power
pills that would allow you to jump over more than two balls at a time, a
thing you couldn't ordinarily do.  Be careful, cuz if you are hit with a
bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was my
toe, or wherever it hit.  Being hit in the feet means not jumping as 
high
or running as fast.  Being hit in the arms means not being able to use 
your

weapons as well, and being hit in the head means slower reaction time to
simulate confusion.

Also, the psycho has demolished some of the key stairways up to the top, 
so

you'll need to climb through elevator shafts to get to that next level,
which, unfortunately for you, will mean that you have to drop all your
current weapons to do it--unless you can figure out a way to turn those
elevators back on.  You also have to be careful because the psycho has a
switch that allows him to do just that, so you might find yourself being
flattened by a downrushing elevator.  This calls for precise timing--a
little patience goes a long way.  You can also trick the psycho into
thinking you're climbing the shaft by going in, wait for him to start the
elevator, run out, wait for it to stop at the bottom, then climb up and 
ride
to the top.  Again, very tricky as first, you're probably not on the 
bottom
floor and will have to ride it down a ways before it stops, possibly 
causing

damage to your health points, secondly, jumping off before he smashes it
against the roof, and thirdly, keeping stability as he turns it on and 
off

rather quickly, trying to throw you from it.
Once you get to the top, the psycho abandons his trunk of balls and grabs
two swords.  He hands you one and you start dueling.  Whoever falls off 
the

building first obviously is the loser and goes for a swim in the lake.
Ouch!  That was a terribly painful belly flop...  The game has no 
killing,
so anyone can play it.  The swords don't cause real wounds, so nobody 
would

be offended at it--it would just be a great game for a lot of laughs.
Ken Downey
The Addictor
---
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-22 Thread Shiny protector

Games we'd like to play. Children madness.
In this game, you are a child. You have a gang of eight people. 4 Females 
and 4 males. You guys beat up this bully which is trying to fight you. 
However, the teacher gives you a ditention warning, and threatens to tell 
you to the headmaster. Your gang is really angry. You sneek into a science 
lab, knock out a teacher with a spin kick, and you grab some highly 
dangerous chemicals. You go into the koridor, noticing a few boxers. So, you 
challenge them. Your friends are guarding you, while you beat the boxer to 
death. You have too watch out though, the boxer can beat you up also. Once 
you win j the fight, you proceed to the teacher. You chuck all of the 
chemicals in his face and his face is smashed into pieces.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 22, 2011 12:42 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Sounds like an awesome game!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Ken the Crazy kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 21, 2011 11:45 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Imagine a donkey-Kong style of game in which an enraged psychopath gets 
up
onto the Sears Tower and starts chucking bowling balls at passers by, 
and

you have to stop him.  At first, you're outside the building and so you
don't have much warning as the balls come crashing down--all you hear is 
the

thuds, the screaming of terrified people and so on, not to mention the
cartoonish boioioioioing if one hits a person.  Once you're in the 
building,
climbing the stairs it's a bit easier because the balls come 
crashing--right
to left, fall, left to right, fall, and so on--and they don't always 
fall in
the same places either, because he throws them at different speeds--so 
they
might skip right over that first drop only to fall through the second, 
or
they might make it to the fifth--and don't think of trying the 
elevators,

cuz the psycho disabled them.  There would be weapons you can pick up
too--hammers to smash the balls, (two hits for the eight pounders, four 
hits
for the 16 pounders,) flame throwers to torch them faster, and also 
power

pills that would allow you to jump over more than two balls at a time, a
thing you couldn't ordinarily do.  Be careful, cuz if you are hit with a
bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was 
my
toe, or wherever it hit.  Being hit in the feet means not jumping as 
high
or running as fast.  Being hit in the arms means not being able to use 
your

weapons as well, and being hit in the head means slower reaction time to
simulate confusion.

Also, the psycho has demolished some of the key stairways up to the top, 
so

you'll need to climb through elevator shafts to get to that next level,
which, unfortunately for you, will mean that you have to drop all your
current weapons to do it--unless you can figure out a way to turn those
elevators back on.  You also have to be careful because the psycho has a
switch that allows him to do just that, so you might find yourself being
flattened by a downrushing elevator.  This calls for precise timing--a
little patience goes a long way.  You can also trick the psycho into
thinking you're climbing the shaft by going in, wait for him to start 
the
elevator, run out, wait for it to stop at the bottom, then climb up and 
ride
to the top.  Again, very tricky as first, you're probably not on the 
bottom
floor and will have to ride it down a ways before it stops, possibly 
causing

damage to your health points, secondly, jumping off before he smashes it
against the roof, and thirdly, keeping stability as he turns it on and 
off

rather quickly, trying to throw you from it.
Once you get to the top, the psycho abandons his trunk of balls and 
grabs
two swords.  He hands you one and you start dueling.  Whoever falls off 
the

building first obviously is the loser and goes for a swim in the lake.
Ouch!  That was a terribly painful belly flop...  The game has no 
killing,
so anyone can play it.  The swords don't cause real wounds, so nobody 
would

be offended at it--it would just be a great game for a lot of laughs.
Ken Downey
The Addictor
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-21 Thread Thomas Ward
Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
 Imagine a donkey-Kong style of game in which an enraged psychopath gets up
 onto the Sears Tower and starts chucking bowling balls at passers by, and
 you have to stop him.  At first, you're outside the building and so you
 don't have much warning as the balls come crashing down--all you hear is the
 thuds, the screaming of terrified people and so on, not to mention the
 cartoonish boioioioioing if one hits a person.  Once you're in the building,
 climbing the stairs it's a bit easier because the balls come crashing--right
 to left, fall, left to right, fall, and so on--and they don't always fall in
 the same places either, because he throws them at different speeds--so they
 might skip right over that first drop only to fall through the second, or
 they might make it to the fifth--and don't think of trying the elevators,
 cuz the psycho disabled them.  There would be weapons you can pick up
 too--hammers to smash the balls, (two hits for the eight pounders, four hits
 for the 16 pounders,) flame throwers to torch them faster, and also power
 pills that would allow you to jump over more than two balls at a time, a
 thing you couldn't ordinarily do.  Be careful, cuz if you are hit with a
 bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was my
 toe, or wherever it hit.  Being hit in the feet means not jumping as high
 or running as fast.  Being hit in the arms means not being able to use your
 weapons as well, and being hit in the head means slower reaction time to
 simulate confusion.

 Also, the psycho has demolished some of the key stairways up to the top, so
 you'll need to climb through elevator shafts to get to that next level,
 which, unfortunately for you, will mean that you have to drop all your
 current weapons to do it--unless you can figure out a way to turn those
 elevators back on.  You also have to be careful because the psycho has a
 switch that allows him to do just that, so you might find yourself being
 flattened by a downrushing elevator.  This calls for precise timing--a
 little patience goes a long way.  You can also trick the psycho into
 thinking you're climbing the shaft by going in, wait for him to start the
 elevator, run out, wait for it to stop at the bottom, then climb up and ride
 to the top.  Again, very tricky as first, you're probably not on the bottom
 floor and will have to ride it down a ways before it stops, possibly causing
 damage to your health points, secondly, jumping off before he smashes it
 against the roof, and thirdly, keeping stability as he turns it on and off
 rather quickly, trying to throw you from it.
 Once you get to the top, the psycho abandons his trunk of balls and grabs
 two swords.  He hands you one and you start dueling.  Whoever falls off the
 building first obviously is the loser and goes for a swim in the lake.
 Ouch!  That was a terribly painful belly flop...  The game has no killing,
 so anyone can play it.  The swords don't cause real wounds, so nobody would
 be offended at it--it would just be a great game for a lot of laughs.
 Ken Downey
 The Addictor
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Re: [Audyssey] Games we'd like to Play: Psycho Smash

2011-03-21 Thread Shane Lowe

Sounds like an awesome game!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Ken the Crazy kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 21, 2011 11:45 AM
Subject: Re: [Audyssey] Games we'd like to Play: Psycho Smash



Hi Ken,

Lol! I love it. That would be extremely funny. That does kind of
remind me of the original Donkey Kong with some unique twists.

On 3/21/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Imagine a donkey-Kong style of game in which an enraged psychopath gets 
up

onto the Sears Tower and starts chucking bowling balls at passers by, and
you have to stop him.  At first, you're outside the building and so you
don't have much warning as the balls come crashing down--all you hear is 
the

thuds, the screaming of terrified people and so on, not to mention the
cartoonish boioioioioing if one hits a person.  Once you're in the 
building,
climbing the stairs it's a bit easier because the balls come 
crashing--right
to left, fall, left to right, fall, and so on--and they don't always fall 
in
the same places either, because he throws them at different speeds--so 
they

might skip right over that first drop only to fall through the second, or
they might make it to the fifth--and don't think of trying the elevators,
cuz the psycho disabled them.  There would be weapons you can pick up
too--hammers to smash the balls, (two hits for the eight pounders, four 
hits

for the 16 pounders,) flame throwers to torch them faster, and also power
pills that would allow you to jump over more than two balls at a time, a
thing you couldn't ordinarily do.  Be careful, cuz if you are hit with a
bowling ball, you'll lose health points.  Ow!  Gosh darn it, that was my
toe, or wherever it hit.  Being hit in the feet means not jumping as 
high
or running as fast.  Being hit in the arms means not being able to use 
your

weapons as well, and being hit in the head means slower reaction time to
simulate confusion.

Also, the psycho has demolished some of the key stairways up to the top, 
so

you'll need to climb through elevator shafts to get to that next level,
which, unfortunately for you, will mean that you have to drop all your
current weapons to do it--unless you can figure out a way to turn those
elevators back on.  You also have to be careful because the psycho has a
switch that allows him to do just that, so you might find yourself being
flattened by a downrushing elevator.  This calls for precise timing--a
little patience goes a long way.  You can also trick the psycho into
thinking you're climbing the shaft by going in, wait for him to start the
elevator, run out, wait for it to stop at the bottom, then climb up and 
ride
to the top.  Again, very tricky as first, you're probably not on the 
bottom
floor and will have to ride it down a ways before it stops, possibly 
causing

damage to your health points, secondly, jumping off before he smashes it
against the roof, and thirdly, keeping stability as he turns it on and 
off

rather quickly, trying to throw you from it.
Once you get to the top, the psycho abandons his trunk of balls and grabs
two swords.  He hands you one and you start dueling.  Whoever falls off 
the

building first obviously is the loser and goes for a swim in the lake.
Ouch!  That was a terribly painful belly flop...  The game has no 
killing,
so anyone can play it.  The swords don't cause real wounds, so nobody 
would

be offended at it--it would just be a great game for a lot of laughs.
Ken Downey
The Addictor
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Re: [Audyssey] Games we'd like to play: Game Snatcher

2011-03-17 Thread Thomas Ward
Hi Ken,

Lol! Quite an amusing game idea you got there. Fortunately or
unfortunately hacking into someone's computer isn't that hair raising
in real life. Your idea is much more interesting.

Cheers!


On 3/17/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
 Do you have to make us want to snatch the game off your
 computer right now?

 You're tired of hearing so much about that great new game, so you invent
 technologies that will allow you to enter the person's computer and snatch
 that new game.  Upon entering the computer though, you discover that your
 plans had been found out, and a confusing labyrinth of twisty little
 passages that all look alike is laid out before you, with the game tucked
 away at its center.  Furthermore, the game designer wrote special little
 bugs that, if you get attacked by one, cause all kinds of unpredictable
 occurrences, such as hard drive reboots, or the posting of your ridiculously
 low game scores to everyone on your favorite mailing lists, or an infinite
 loop where you get to do nothing else for all eternity except play Beep.
 There are also viruses that simply waste your computer's resources by
 counting to ten over and over, causing your computer to overheat.
 Fortunately, you've got weapons, and collect more as you go, starting with
 the virus net and bug swatter.  If you get too close to the center, where
 the game is, the developer, counting on your frustration with the increasing
 number of pests, provides you with a flame thrower.  You use it successfully
 for a while, but be careful or you'll burn up the game and it's secret
 installer program.  (the dev has the game backed up on a second drive, so he
 doesn't care.)
 As you approach the center, new dangers await, and you're zapped by a ray
 that turns you into a little creature in the physical computer,  and you
 find yourself face to face with the computer's fans, which can chop you up,
 the high-voltage power supply which can cook you to a crisp, and the hard
 drive--which won't hurt you, but can be damaged by you if you're not
 careful.  Zap!  You're just data again.  Plug your virtual cable into the
 computer's processor and start snatching that game and...
 Oh no!  It's the police--the spyware busters!  They've detected unauthorized
 activity, and they know how to wipe out punks like you, and you don't have
 any weapons to use on them.  You can hurry up the data transfer by hitting
 enter more rapidly, but you risk burning out the dev's hard drive!  What to
 do...
 You shoot the spyware programs with every bit of flame you can muster, but
 they just neutralize it, jeer at you,  and keep coming.
 Whew!  Transfer complete--now if I could just get out...


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread Thomas Ward
HI Dark,

Ahem...Yeah, you mention the word faggot in America and you are liable
to get your brains bashed out. That's because over hear the word
faggot is a slang term for a homosexual man or woman. It is very very
offensive to most people in America. So that's why people would get
extremely upset if you use it.

No matter how inocently you fraze it I can certainly imagine some very
disgusting conotations of the word. I love faggots. I love eating
faggots. Please, put the faggot in the fireplace. In their proper
English context there is nothing wrong with it. However, if we take
the American interpretation then everything I just said would have a
totally different meaning than the one I had intended.

Cheers!


On 3/12/11, dark d...@xgam.org wrote:
 A hell of an interesting chat ;d.

 Though actually very similar to what I was reading about a while aog whilst
 reading the percy jaxon novels and deciding to do some extra research on
 griek myths such as Tartarus.

 Also as an amusing point, in nordic languages Hell just means hill, in fact
 there is a very famous station in Sweedan simply called hell station and
 lots of tourists have photos of the sign precisely for the reason you
 mention ;d.

 But I do take the contextual point,  I was most surprised when i found
 Americans getting upset at the word faggot, which in England simply means a
 large bundle of firewood or,  in the midlands where I'm from, an
 extremely tasty spicy meat dish similar to black pudding (the local butcher
 in Nottingham where my parents lives makes the most wonderful faggots).

 Beware the Grue!

 Dark.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread Thomas Ward
Hi Darren,

Lol! I think you just proved my point to Dark a second ago. Even
though I know exactly what you meant taken from the American
interpretation of the word faggot you just said you were a homosexual
even though I know that isn't what you intended to say. Funny how
language can be so easily twisted and misinterpreted from culture to
culture.

Cheers!


On 3/12/11, darren harris darren_g_har...@btinternet.com wrote:
 I love faggots! Though they don't taste like how they used too now do they.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread darren harris
Thomas I can make you laugh even more then, my partner and I were visiting
friends in Utah a couple years ago, we went out for dinner at an olive
garden restaurant. That's 1 of my favourite places over there. Anyway we
were talking about cigarettes. Anyway over here 1 particular slang term for
cigarettes is fags. Anyway my mum asked me to bring some home and I hate
them. So I was telling them and I was saying that I'll never bring fags home
I hate them! I hate fags! They were like shut up! I'm like why I'm just
saying I hate fags and the smell when people smoke faggs! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 13 March 2011 09:35
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi Darren,

Lol! I think you just proved my point to Dark a second ago. Even
though I know exactly what you meant taken from the American
interpretation of the word faggot you just said you were a homosexual
even though I know that isn't what you intended to say. Funny how
language can be so easily twisted and misinterpreted from culture to
culture.

Cheers!


On 3/12/11, darren harris darren_g_har...@btinternet.com wrote:
 I love faggots! Though they don't taste like how they used too now do
they.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread Hayden Presley
Hi,
Wow...I've never heard that expression before.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of darren harris
Sent: Sunday, March 13, 2011 4:44 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Thomas I can make you laugh even more then, my partner and I were visiting
friends in Utah a couple years ago, we went out for dinner at an olive
garden restaurant. That's 1 of my favourite places over there. Anyway we
were talking about cigarettes. Anyway over here 1 particular slang term for
cigarettes is fags. Anyway my mum asked me to bring some home and I hate
them. So I was telling them and I was saying that I'll never bring fags home
I hate them! I hate fags! They were like shut up! I'm like why I'm just
saying I hate fags and the smell when people smoke faggs! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 13 March 2011 09:35
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi Darren,

Lol! I think you just proved my point to Dark a second ago. Even
though I know exactly what you meant taken from the American
interpretation of the word faggot you just said you were a homosexual
even though I know that isn't what you intended to say. Funny how
language can be so easily twisted and misinterpreted from culture to
culture.

Cheers!


On 3/12/11, darren harris darren_g_har...@btinternet.com wrote:
 I love faggots! Though they don't taste like how they used too now do
they.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread darren harris
Yup it's a British slang word.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 13 March 2011 12:57
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi,
Wow...I've never heard that expression before.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of darren harris
Sent: Sunday, March 13, 2011 4:44 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Thomas I can make you laugh even more then, my partner and I were visiting
friends in Utah a couple years ago, we went out for dinner at an olive
garden restaurant. That's 1 of my favourite places over there. Anyway we
were talking about cigarettes. Anyway over here 1 particular slang term for
cigarettes is fags. Anyway my mum asked me to bring some home and I hate
them. So I was telling them and I was saying that I'll never bring fags home
I hate them! I hate fags! They were like shut up! I'm like why I'm just
saying I hate fags and the smell when people smoke faggs! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 13 March 2011 09:35
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi Darren,

Lol! I think you just proved my point to Dark a second ago. Even though I
know exactly what you meant taken from the American interpretation of the
word faggot you just said you were a homosexual even though I know that
isn't what you intended to say. Funny how language can be so easily twisted
and misinterpreted from culture to culture.

Cheers!


On 3/12/11, darren harris darren_g_har...@btinternet.com wrote:
 I love faggots! Though they don't taste like how they used too now do
they.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread Hayden Presley
Hi Dark,
Microwave? Where is that bad language at all? I miss the whole point of that
one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, March 12, 2011 2:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi tom.

I think you may have got the wrong end of the stick here slightly.

Basically, I posted the message, but didn't see any response immediately, 
and didn't catch the return mail to me so I wasn't sure it had posted 
correctly (yes, I should've checked the archives).

The only reason I could think of for this was the p i s games joke.

i have no problem with either your or Raul's moderating, in fact I learnt a 
lot of what I do myself when moderating audiogames.net and the entombed list

from the pair of you, so I wouldn't really be one to level cryticism unless 
there was a really good reason.

I have however seen occasions where automated language filters get in the 
way of things irrispective of moderator's position.

For instance, I only found! the language filters for audiogames.net (which 
were rather hidden in a subsection of the admin pannel), when I wanted to 
allow microwave for talking about towers of war which previously was 
disallowed to discourage spambots (I also allowed quite a bit of other 
language while I was there).

And I have seem some very silly language filters, for instance in core 
exiles, I was having fun naming all my mechs things like scrap iron of 
death, spare parts of doom, and junk heep of terror.

However, the mech I dcalled the wreck from hell was auto deleted by the 
games' filters, sinse for some odd reason Hell was considdered against the 
in game naming system's language filters.

Rather nutty if you ask me, I think they may have been programmed by your 
deviled egg haiting relatives Tom ;D.

Hope this makes things clear.

Btw, a question. If you believe people will go to hell for saying hell, how 
can you warn them where they're going? ;D.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 12, 2011 7:13 PM
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet


 Hi Dark,

 Um...What language filters? The Audyssey list doesn't use language
 filters. We generally incurrage free speach as much as possible. I
 frankly don't know where the list gets these roomers, but over the
 last few months I've heard plenty of these kinds of roomers.

 A couple of weeks ago we  have Michael acting as though Raul and I
 read and approve every one of his messages, like the speech police,
 even though he isn't even being moderated. Now you bring up the topic
 of language filters. Do you mind explaining where these false roomers
 come from?

 It is a little difficult to keep good relationships between the
 moderators and the list with these kinds of false roomers floating
 around on list. Contrary to opinions held by some we aren't a couple
 of dictators. While we have to keep law and order for the common good
 we are also gamers ourselves and like to form good friendly
 relationships with the fellow listers out here as much as possible.
 All I'm saying is that Raul and I would appreciate not being accused
 of moderation/management tactics that are false.

 Thanks.

 On 3/12/11, dark d...@xgam.org wrote:
 glad you liked it Phil.

 Actually I thought the language filter had stopped this message from 
 making
 it to the list, glad it got there.

 I actually like phlippy games, sound like they make good pinball tables 
 ;D.

 Beware the grue!

 Dark.


 ---
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 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread dark

Indeed Tom.

I was quite surprised when I first heard that Us term because of the 
difference in meaning.


Just to be utterly confusing too, the term fag which I understand in the us 
can be a short form in the same context as faggot in the uk is simply a 
slang term ffor cigarettes.


In fact in the web game improbable island where cigarettes are a major 
currency, there's actually a full disclaimer on the subject sinse they got 
British players talking about wanting more fags which obviously didn't sound 
right to americans and caused quite a lot of controversy.


Beware the grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread dark

Indeed Tom.

I noticed that the peter Jaxon lotr film missed the line where Boromir 
advises the company when traveling across the pass of caradhras to each to 
cut a faggot, as large as he can bare so that they have firewood in the 
snow.


I imagine such a line would've caused huge problems in the us, but in a way 
it was sad it was missing sinse it might have shown people that the word is 
just a word and has totally different meanings in other contexts.


Beware the grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-13 Thread dark
nope microwave isn't bad language, but previously it just showed up in the 
forum as spam as until towers of war, the only people talking about 
microwaves were spambots trying to post advertizing.


Sorry for not explaining, I must have been a total microwave to get that 
wrong ;D.


Beware the grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread Phil Vlasak

Hi Dark,
That was very funny.
I just got a letter addressed to
Phlippy Games,
instead of
Phil at PCS games.
smiles,
Phil not Phlippy.


- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, March 07, 2011 10:32 PM
Subject: [Audyssey] Games we'd like to play, Time of deciet


This is an exciting new turn based stratogy game played on a modern 
computer, in which you command such powerful units as text E-mails, html 
E-mails and twitter clients across a square map of millions of 
participants.


The basic principle of the game is to come up with as many convincing game 
ideas as possible. The more people's attention you capture, the greater 
resources of snideness, overconfidence and general smarm you have. You can 
then channel these resources back into generating more vital units which 
can be used to capture more people's imagination with whacky game ideas.


Which stratogy to follow? Will you opt for a costly but wild idea which is 
likely to sound impressive but be totally implausable? or will you go for 
a realistic idea which is more likely to capture more hard core teretory, 
but be less appealing in power of persuasion.


this game can be played online, any time, against hundreds of opponents on 
the audeasy list, and leader boards will be held for those who manage to 
convince most people and gain the largest amount of is this a real game? 
responses.


Best of all you can play on a wide variety of user created idiological 
maps.


the wished for beat em up, the impressive rpg, the whacky arcade game, the 
user in put engine, and the formidable sounding plot monster rpg!


Can you convince the maximum amount of people that many games are really 
in the works? or will you be found out for the fraud you are!


Time of deciet is not in developement, and will absolutely, positively and 
completely never be available from such great accessible game developers 
as u n interactive, n o t games, braingonesoft, projectsinc.net and lackof 
entertainment.


News of time of deciet's release will also be reported via awfulgames.net 
and links will be posted on the list of unavailable games over at p i s 
games.net.


Beware the grue!

Dark.

Ps: sorry phil, no offense meant, but in mangling website names that one 
was just too good to pass up.

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1204 / Virus Database: 1435/3488 - Release Date: 03/07/11




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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread dark

glad you liked it Phil.

Actually I thought the language filter had stopped this message from making 
it to the list, glad it got there.


I actually like phlippy games, sound like they make good pinball tables ;D.

Beware the grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread Thomas Ward
Hi Dark,

Um...What language filters? The Audyssey list doesn't use language
filters. We generally incurrage free speach as much as possible. I
frankly don't know where the list gets these roomers, but over the
last few months I've heard plenty of these kinds of roomers.

A couple of weeks ago we  have Michael acting as though Raul and I
read and approve every one of his messages, like the speech police,
even though he isn't even being moderated. Now you bring up the topic
of language filters. Do you mind explaining where these false roomers
come from?

 It is a little difficult to keep good relationships between the
moderators and the list with these kinds of false roomers floating
around on list. Contrary to opinions held by some we aren't a couple
of dictators. While we have to keep law and order for the common good
we are also gamers ourselves and like to form good friendly
relationships with the fellow listers out here as much as possible.
All I'm saying is that Raul and I would appreciate not being accused
of moderation/management tactics that are false.

Thanks.

On 3/12/11, dark d...@xgam.org wrote:
 glad you liked it Phil.

 Actually I thought the language filter had stopped this message from making
 it to the list, glad it got there.

 I actually like phlippy games, sound like they make good pinball tables ;D.

 Beware the grue!

 Dark.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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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,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread dark

Hi tom.

I think you may have got the wrong end of the stick here slightly.

Basically, I posted the message, but didn't see any response immediately, 
and didn't catch the return mail to me so I wasn't sure it had posted 
correctly (yes, I should've checked the archives).


The only reason I could think of for this was the p i s games joke.

i have no problem with either your or Raul's moderating, in fact I learnt a 
lot of what I do myself when moderating audiogames.net and the entombed list 
from the pair of you, so I wouldn't really be one to level cryticism unless 
there was a really good reason.


I have however seen occasions where automated language filters get in the 
way of things irrispective of moderator's position.


For instance, I only found! the language filters for audiogames.net (which 
were rather hidden in a subsection of the admin pannel), when I wanted to 
allow microwave for talking about towers of war which previously was 
disallowed to discourage spambots (I also allowed quite a bit of other 
language while I was there).


And I have seem some very silly language filters, for instance in core 
exiles, I was having fun naming all my mechs things like scrap iron of 
death, spare parts of doom, and junk heep of terror.


However, the mech I dcalled the wreck from hell was auto deleted by the 
games' filters, sinse for some odd reason Hell was considdered against the 
in game naming system's language filters.


Rather nutty if you ask me, I think they may have been programmed by your 
deviled egg haiting relatives Tom ;D.


Hope this makes things clear.

Btw, a question. If you believe people will go to hell for saying hell, how 
can you warn them where they're going? ;D.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 12, 2011 7:13 PM
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet



Hi Dark,

Um...What language filters? The Audyssey list doesn't use language
filters. We generally incurrage free speach as much as possible. I
frankly don't know where the list gets these roomers, but over the
last few months I've heard plenty of these kinds of roomers.

A couple of weeks ago we  have Michael acting as though Raul and I
read and approve every one of his messages, like the speech police,
even though he isn't even being moderated. Now you bring up the topic
of language filters. Do you mind explaining where these false roomers
come from?

It is a little difficult to keep good relationships between the
moderators and the list with these kinds of false roomers floating
around on list. Contrary to opinions held by some we aren't a couple
of dictators. While we have to keep law and order for the common good
we are also gamers ourselves and like to form good friendly
relationships with the fellow listers out here as much as possible.
All I'm saying is that Raul and I would appreciate not being accused
of moderation/management tactics that are false.

Thanks.

On 3/12/11, dark d...@xgam.org wrote:

glad you liked it Phil.

Actually I thought the language filter had stopped this message from 
making

it to the list, glad it got there.

I actually like phlippy games, sound like they make good pinball tables 
;D.


Beware the grue!

Dark.


---
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If you have any questions or concerns regarding the management of the 
list,

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



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread darren harris
How comes you don't play core exiles anymore dark 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 12 March 2011 20:49
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi tom.

I think you may have got the wrong end of the stick here slightly.

Basically, I posted the message, but didn't see any response immediately, 
and didn't catch the return mail to me so I wasn't sure it had posted 
correctly (yes, I should've checked the archives).

The only reason I could think of for this was the p i s games joke.

i have no problem with either your or Raul's moderating, in fact I learnt a 
lot of what I do myself when moderating audiogames.net and the entombed list

from the pair of you, so I wouldn't really be one to level cryticism unless 
there was a really good reason.

I have however seen occasions where automated language filters get in the 
way of things irrispective of moderator's position.

For instance, I only found! the language filters for audiogames.net (which 
were rather hidden in a subsection of the admin pannel), when I wanted to 
allow microwave for talking about towers of war which previously was 
disallowed to discourage spambots (I also allowed quite a bit of other 
language while I was there).

And I have seem some very silly language filters, for instance in core 
exiles, I was having fun naming all my mechs things like scrap iron of 
death, spare parts of doom, and junk heep of terror.

However, the mech I dcalled the wreck from hell was auto deleted by the 
games' filters, sinse for some odd reason Hell was considdered against the 
in game naming system's language filters.

Rather nutty if you ask me, I think they may have been programmed by your 
deviled egg haiting relatives Tom ;D.

Hope this makes things clear.

Btw, a question. If you believe people will go to hell for saying hell, how 
can you warn them where they're going? ;D.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 12, 2011 7:13 PM
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet


 Hi Dark,

 Um...What language filters? The Audyssey list doesn't use language
 filters. We generally incurrage free speach as much as possible. I
 frankly don't know where the list gets these roomers, but over the
 last few months I've heard plenty of these kinds of roomers.

 A couple of weeks ago we  have Michael acting as though Raul and I
 read and approve every one of his messages, like the speech police,
 even though he isn't even being moderated. Now you bring up the topic
 of language filters. Do you mind explaining where these false roomers
 come from?

 It is a little difficult to keep good relationships between the
 moderators and the list with these kinds of false roomers floating
 around on list. Contrary to opinions held by some we aren't a couple
 of dictators. While we have to keep law and order for the common good
 we are also gamers ourselves and like to form good friendly
 relationships with the fellow listers out here as much as possible.
 All I'm saying is that Raul and I would appreciate not being accused
 of moderation/management tactics that are false.

 Thanks.

 On 3/12/11, dark d...@xgam.org wrote:
 glad you liked it Phil.

 Actually I thought the language filter had stopped this message from 
 making
 it to the list, glad it got there.

 I actually like phlippy games, sound like they make good pinball tables 
 ;D.

 Beware the grue!

 Dark.


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


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


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread dark

No special reason, just got out of the habbit temporarily then was busy.

sinse however I have everything like what npc missions I was looking for 
written up in notes starting up again won't be too hard.


Also I was giving a couple of other games like KoL a try, but I'll admit I 
didn't find them half as absorbing as Ce.


Beware the grue!

Dark.
- Original Message - 
From: darren harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, March 12, 2011 8:52 PM
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet



How comes you don't play core exiles anymore dark

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 12 March 2011 20:49
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

Hi tom.

I think you may have got the wrong end of the stick here slightly.

Basically, I posted the message, but didn't see any response immediately,
and didn't catch the return mail to me so I wasn't sure it had posted
correctly (yes, I should've checked the archives).

The only reason I could think of for this was the p i s games joke.

i have no problem with either your or Raul's moderating, in fact I learnt 
a
lot of what I do myself when moderating audiogames.net and the entombed 
list


from the pair of you, so I wouldn't really be one to level cryticism 
unless

there was a really good reason.

I have however seen occasions where automated language filters get in the
way of things irrispective of moderator's position.

For instance, I only found! the language filters for audiogames.net (which
were rather hidden in a subsection of the admin pannel), when I wanted to
allow microwave for talking about towers of war which previously was
disallowed to discourage spambots (I also allowed quite a bit of other
language while I was there).

And I have seem some very silly language filters, for instance in core
exiles, I was having fun naming all my mechs things like scrap iron of
death, spare parts of doom, and junk heep of terror.

However, the mech I dcalled the wreck from hell was auto deleted by the
games' filters, sinse for some odd reason Hell was considdered against the
in game naming system's language filters.

Rather nutty if you ask me, I think they may have been programmed by your
deviled egg haiting relatives Tom ;D.

Hope this makes things clear.

Btw, a question. If you believe people will go to hell for saying hell, 
how

can you warn them where they're going? ;D.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 12, 2011 7:13 PM
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet



Hi Dark,

Um...What language filters? The Audyssey list doesn't use language
filters. We generally incurrage free speach as much as possible. I
frankly don't know where the list gets these roomers, but over the
last few months I've heard plenty of these kinds of roomers.

A couple of weeks ago we  have Michael acting as though Raul and I
read and approve every one of his messages, like the speech police,
even though he isn't even being moderated. Now you bring up the topic
of language filters. Do you mind explaining where these false roomers
come from?

It is a little difficult to keep good relationships between the
moderators and the list with these kinds of false roomers floating
around on list. Contrary to opinions held by some we aren't a couple
of dictators. While we have to keep law and order for the common good
we are also gamers ourselves and like to form good friendly
relationships with the fellow listers out here as much as possible.
All I'm saying is that Raul and I would appreciate not being accused
of moderation/management tactics that are false.

Thanks.

On 3/12/11, dark d...@xgam.org wrote:

glad you liked it Phil.

Actually I thought the language filter had stopped this message from
making
it to the list, glad it got there.

I actually like phlippy games, sound like they make good pinball tables
;D.

Beware the grue!

Dark.


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread Thomas Ward
Hi Dark,

Oh, I see. I was just wondering why you mentioned language filters.
Raul and I pretty much decided not to use them for the exact reasons
you pointed out. Sometimes they are too restrictive, because as you
pointed out some words people find offensive like hell, bitch, etc are
perfectly fine put in their proper context.

For instance, I've read a number of fantacy books were female
werewolves are called bitches by the characters. In this context it is
perfectly ok, because the word bitch simply means a female dog, wolf,
etc. Calling a person a bitch, calling your  former girl friend a
bitch, etc is likely to result in your face getting slapped. In that
context it isn't very nice or proper. Grin.


Same goes with the word hell. Most people have this idea of a firy
place underground were the devil lives, but that's not were the word
originated. The word hell actually simply means a hole in the ground
or grave which is, interesting enough, in keeping with old testament
passages regarding hell.  In the old testament the hebrew word for
hell would be better translated as grave. Early Jewish concepts of
death did not have a concept of hell as we think of it today. No, that
idea came much later on in history when Jesus began describing the
lake of fire, gahenna, which was a garbage dump outside the towns and
villages were they burned their trash. Finally, there are a number of
passages in the Greek version of the new testament where the word
Hades has been translated as hell by English scholars. So what is the
point of this history lesson?

Well, to begin with the word hell has multiple meanings, and even in
the holy bible the word hell isn't consistent from book to book or
chapter to chapter. Not if you go back to the original Greek and
Hebrew and read the text as it was actually written rather than
translated by scholars.  At its most simplist translation hell is
nothing more and nothing less than a grave. Another translation of
hell is the lake of fire. There is a version of hell which replaces
the word Hades which was the Greek land of the dead. That's three
different translations of the word which are perfectly acceptable in
various contexts. There is another translation, more modern, were hell
simply means that something was rough, terrible, and more than you can
bare. For example, life in the Notzi consentration camps must have
been hell. We aren't litterally talking about hell as in a grave,
place of the dead, or where sinners go but that hell as in miserable,
terrible, and inhuman conditions.

So anyway that's why Raul and I don't use language filters. Words
people find offensive are largely open to personal interpretation. You
yourself have pointed out that in England the word sod is a sware
word. Over here in the U.S. the word sod is grass and dirt used to lay
down on a bare patch of ground to help add grass and soil to that
area. There is just way too much flexability to use language filters.
Instead it is up to the moderator to decide if the word was used
improperly or not. I.E. aimed at someone in a negative way, to insult,
etc.


Personally, I think a big reason why a lot of people get so easily
insulted by a word is they are usually ignorant of its alternative
meanings. If I use the word hell most Christians will jump to the
description taught to them in their Sunday school classes of this
place under ground, burning night and day, were the devil and his
minions live. Strangely enough, this description is not consistent
with the actual biblical descriptions or concepts of hell.  If that is
the only translation or interpretation they are aware of then they
aren't going to be too receptive of other interpretations of the word.
Even if my use of the word might be proper in the context I use it.

Cheers!


On 3/12/11, dark d...@xgam.org wrote:
 Hi tom.

 I think you may have got the wrong end of the stick here slightly.

 Basically, I posted the message, but didn't see any response immediately,
 and didn't catch the return mail to me so I wasn't sure it had posted
 correctly (yes, I should've checked the archives).

 The only reason I could think of for this was the p i s games joke.

 i have no problem with either your or Raul's moderating, in fact I learnt a
 lot of what I do myself when moderating audiogames.net and the entombed list
 from the pair of you, so I wouldn't really be one to level cryticism unless
 there was a really good reason.

 I have however seen occasions where automated language filters get in the
 way of things irrispective of moderator's position.

 For instance, I only found! the language filters for audiogames.net (which
 were rather hidden in a subsection of the admin pannel), when I wanted to
 allow microwave for talking about towers of war which previously was
 disallowed to discourage spambots (I also allowed quite a bit of other
 language while I was there).

 And I have seem some very silly language filters, for instance in core
 exiles, I was having fun naming 

Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread dark

A hell of an interesting chat ;d.

Though actually very similar to what I was reading about a while aog whilst 
reading the percy jaxon novels and deciding to do some extra research on 
griek myths such as Tartarus.


Also as an amusing point, in nordic languages Hell just means hill, in fact 
there is a very famous station in Sweedan simply called hell station and 
lots of tourists have photos of the sign precisely for the reason you 
mention ;d.


But I do take the contextual point,  I was most surprised when i found 
Americans getting upset at the word faggot, which in England simply means a 
large bundle of firewood or,  in the midlands where I'm from, an 
extremely tasty spicy meat dish similar to black pudding (the local butcher 
in Nottingham where my parents lives makes the most wonderful faggots).


Beware the Grue!

Dark. 



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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread darren harris
I love faggots! Though they don't taste like how they used too now do they. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 12 March 2011 22:30
To: Gamers Discussion list
Subject: Re: [Audyssey] Games we'd like to play, Time of deciet

A hell of an interesting chat ;d.

Though actually very similar to what I was reading about a while aog whilst 
reading the percy jaxon novels and deciding to do some extra research on 
griek myths such as Tartarus.

Also as an amusing point, in nordic languages Hell just means hill, in fact 
there is a very famous station in Sweedan simply called hell station and 
lots of tourists have photos of the sign precisely for the reason you 
mention ;d.

But I do take the contextual point,  I was most surprised when i found 
Americans getting upset at the word faggot, which in England simply means a 
large bundle of firewood or,  in the midlands where I'm from, an 
extremely tasty spicy meat dish similar to black pudding (the local butcher 
in Nottingham where my parents lives makes the most wonderful faggots).

Beware the Grue!

Dark. 


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Re: [Audyssey] Games we'd like to play, Time of deciet

2011-03-12 Thread dark
Well Darren, they don't if you buy the bog standard ones, however our local 
butcher in nottingham actually makes his own, their absolutely 
fantastic,  and extremely filling too.


He also does fantastic steak pies and pasties, --- -youch, now I'm making 
myself hungry ;D.


Beware the grue!

Dark. 



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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-11 Thread shaun everiss

that actually sounds good.
on the subject of the games of this type check out www.shengames.com
there is a thread on the forum about it.
its all flash  though but the downloadable burger quest is playable.
the flash onlines are if you can actually get into the games.
some links have no labels right now.
At 11:05 p.m. 8/03/2011, you wrote:

Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot  paint
balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health.
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to make
it fancy .So your character sitss on the longdrop, ready to wee and there he
gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how many
coins you can locate and pick up  in the set time for bonus points  by using
3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-11 Thread shaun everiss

Thats my point it was only put out as an alpha.
Never done at all, it had potential.
At 03:38 a.m. 9/03/2011, you wrote:

Hi Shaun,
Um...Paperboy was never finished? I don't recall anywhere where it says that
is the case.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

well, I myself do like action.
Any games without action of any sort violent or otherwise need to
have some interest.
puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving
a car around for no reason.
totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games
that are away from what people have been playing we will have loads
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which
is stratogy really and only that.
Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster
comes you have to kill.
It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have
replay value.
Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:
come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness


Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such
as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the
hospital
staff.
-Original Message-


__ Information from ESET Smart Security, version of virus
signature database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-09 Thread NIcol
No, this guy in my game idea never ate all-bran crackers.
He only had 3 500 ml draft beers with glasses of water in between.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: 09 March 2011 06:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: toilet madness

That sounds like some serious delirium tremens.  The problem is though, that

just as he's teleported to that final level, the all-bran crackers he ate 
the previous day have kicked in, and his belly is racked with terrible 
cramps, which impede his movement.  If he moves too fast, ... well the odor 
is quite horrific and he loses health points.  If he moves too slow, the 
pressure builds and builds, eventually leading to an all-out cataclysmic 
explosion.  Ugh!  I'm never touching those crackers again.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!


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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread burakyuksek

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness



Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot 
paint

balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health.
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to 
make
it fancy .So your character sitss on the longdrop, ready to wee and there 
he

gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how 
many
coins you can locate and pick up  in the set time for bonus points  by 
using

3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread shaun everiss

well, I myself do like action.
Any games without action of any sort violent or otherwise need to 
have some interest.

puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving 
a car around for no reason.

totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including 
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games 
that are away from what people have been playing we will have loads 
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which 
is stratogy really and only that.

Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc 
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster 
comes you have to kill.

It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them 
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have 
replay value.

Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:

come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the hospital
staff.
-Original Message-



__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread Hayden Presley
Hi Shaun,
Um...Paperboy was never finished? I don't recall anywhere where it says that
is the case.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

well, I myself do like action.
Any games without action of any sort violent or otherwise need to 
have some interest.
puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving 
a car around for no reason.
totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including 
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games 
that are away from what people have been playing we will have loads 
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which 
is stratogy really and only that.
Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc 
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster 
comes you have to kill.
It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them 
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have 
replay value.
Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:
come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness


Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such
as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the
hospital
staff.
-Original Message-


__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Hayden Presley
Hi Nicol,
Hmmm...me thinks that last level was quitea bit like...some game. Oh
wait...Monkey Business! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Tuesday, March 08, 2011 5:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: toilet madness

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness


 Plot and objective:
 The game character is a wealthy citizen residing in Maryland, USA.
 He loves to go out, especially to pubs.
 He especially loves his beer.
 One night things just went out of control.
 Some suggest a person must separate drinks with a lot of water.
 Well, that's exactly what this guy did.
 He had 3  500 ml draft beers  separated with huge glasses of water.
 You can just guess what happens next.
 You're right, this guy needs the toilet urgently!
 So he goes to the toilet of the pub.
 He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
 There our game character is attacked by many little elves, they shoot 
 paint
 balls at him.
 Each time  you are hit by a paint ball, you lose 5 percent health.
 Your character will start breathing once your health gets low.
 Locate honey combs in the forest  and eat the honey to raise your health.
 Your objective here is to run to where an elve is before he can shoot a
 paint ball at you  by using 3d game movement similar to shades of doom.
 Once you are 1 feet away from him, your character will wee on his feet,
 causing ugly warts there.
 The elve sees the warts and scream  and run away, warning his mates to run
 away.  Your character sees a longdrop in the distance.
 Long drops are used in olden days before people invented toilets.
 Your character notices that this particular long drop has a metal border
 around it .Your character just thinks that this border is just there to 
 make
 it fancy .So your character sitss on the longdrop, ready to wee and there 
 he
 gets teleported again, this time you find yourself in a long underground
 passage in the process of caving in.
 Run with 3d game movement under the falling debree  through this passage,
 occasionally ducking with control down arrow to miss big stones falling.
 At the end of the passage is a door leading to a toilet.
 You enter the door and  sit on the toilet and finish weeing.
 Just after you finished  weeing, just  before you intend to look around to
 see where the lever is to flush the toilet, the toilet teleports you to a
 lawn patch. Your character will say:
 ah, what a relief! My bladder is at last empty!
 This  is the final level.
 Here you must see how many monkeys you can catch with your net  and how 
 many
 coins you can locate and pick up  in the set time for bonus points  by 
 using
 3d game movement and spacebar to catch a monkey.



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


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All messages are archived and can be searched and read at
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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Hayden Presley
Hi Nicol,
Hmmm...me thinks that last level was quitea bit like...some game. Oh
wait...Monkey Business! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Tuesday, March 08, 2011 5:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: toilet madness

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness


 Plot and objective:
 The game character is a wealthy citizen residing in Maryland, USA.
 He loves to go out, especially to pubs.
 He especially loves his beer.
 One night things just went out of control.
 Some suggest a person must separate drinks with a lot of water.
 Well, that's exactly what this guy did.
 He had 3  500 ml draft beers  separated with huge glasses of water.
 You can just guess what happens next.
 You're right, this guy needs the toilet urgently!
 So he goes to the toilet of the pub.
 He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
 There our game character is attacked by many little elves, they shoot 
 paint
 balls at him.
 Each time  you are hit by a paint ball, you lose 5 percent health.
 Your character will start breathing once your health gets low.
 Locate honey combs in the forest  and eat the honey to raise your health.
 Your objective here is to run to where an elve is before he can shoot a
 paint ball at you  by using 3d game movement similar to shades of doom.
 Once you are 1 feet away from him, your character will wee on his feet,
 causing ugly warts there.
 The elve sees the warts and scream  and run away, warning his mates to run
 away.  Your character sees a longdrop in the distance.
 Long drops are used in olden days before people invented toilets.
 Your character notices that this particular long drop has a metal border
 around it .Your character just thinks that this border is just there to 
 make
 it fancy .So your character sitss on the longdrop, ready to wee and there 
 he
 gets teleported again, this time you find yourself in a long underground
 passage in the process of caving in.
 Run with 3d game movement under the falling debree  through this passage,
 occasionally ducking with control down arrow to miss big stones falling.
 At the end of the passage is a door leading to a toilet.
 You enter the door and  sit on the toilet and finish weeing.
 Just after you finished  weeing, just  before you intend to look around to
 see where the lever is to flush the toilet, the toilet teleports you to a
 lawn patch. Your character will say:
 ah, what a relief! My bladder is at last empty!
 This  is the final level.
 Here you must see how many monkeys you can catch with your net  and how 
 many
 coins you can locate and pick up  in the set time for bonus points  by 
 using
 3d game movement and spacebar to catch a monkey.



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


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All messages are archived and can be searched and read at
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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread Jacob Kruger
There was definitely at least one version of paper boy game across a couple 
of different platforms - this was for sighted guys, and think played version 
on PC, but pretty sure there were console versions as well.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 4:38 PM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Shaun,
Um...Paperboy was never finished? I don't recall anywhere where it says 
that

is the case.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

well, I myself do like action.
Any games without action of any sort violent or otherwise need to
have some interest.
puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving
a car around for no reason.
totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games
that are away from what people have been playing we will have loads
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which
is stratogy really and only that.
Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster
comes you have to kill.
It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have
replay value.
Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:

come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such

as

blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the

hospital

staff.
-Original Message-



__ Information from ESET Smart Security, version of virus
signature database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to

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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,

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




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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Ken the Crazy
That sounds like some serious delirium tremens.  The problem is though, that 
just as he's teleported to that final level, the all-bran crackers he ate 
the previous day have kicked in, and his belly is racked with terrible 
cramps, which impede his movement.  If he moves too fast, ... well the odor 
is quite horrific and he loses health points.  If he moves too slow, the 
pressure builds and builds, eventually leading to an all-out cataclysmic 
explosion.  Ugh!  I'm never touching those crackers again.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:05 AM
Subject: [Audyssey] games we'd like to play: toilet madness



Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot 
paint

balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health.
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to 
make
it fancy .So your character sitss on the longdrop, ready to wee and there 
he

gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how 
many
coins you can locate and pick up  in the set time for bonus points  by 
using

3d game movement and spacebar to catch a monkey.



---
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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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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,
please send E-mail to gamers-ow...@audyssey.org. 



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


Re: [Audyssey] games we'd like to play: hospital madness

2011-03-07 Thread NIcol
Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the hospital
staff. 
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 07 March 2011 04:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

Hi,

Ok? Interesting idea. What exactly happens if you hang out in the morg?

Perhaps a few dead bodies come to life and takes up the chase. Perhaps
the doctors have been experimenting with the undead?

Cheers!


On 3/6/11, NIcol nicoljaco...@telkomsa.net wrote:
 Plot and objection:
 Your character  is an 11 year old male  patient taken up in a hospital for
 all kinds of strange tests.
 Your parents had to put you on the train as the hospital is 1000 km from
 home and you need to go for all kinds of tests.
 This game's objection is to escape out of the 12 floor hospital before a
 nurse or sister can grab you and put you back in the bed where the tests
 aught to be done.
 The game gives you 3 lives, although you are not actually killed but just
 captured for tests.
 Each time you are captured you will hear some of the tests being done on
you
 and then lose a life or chance in the game.
 this game will immerse you into a world of fast movement and suspense.
 You use 3d game movement to run around the hospital building,  exploring
 branching passages.
 While running up and down staircases, you will sometimes hear your
character
 giving a panic gelp.
 If you do not press the enter key in time, your character will slip and
fall
 on the stairs, giving the hospital personnel time to catch up.
 Hint: on the underground floors they won't get you easily as this is where
 all the admin staff works and they are not aware of your whereabouts.
 You don't need a shaft to get to the underground floors.
 You just  take the stairs from a floor above the ground to an underground
 floor .Occasionally you will find quiet offices to hide in on the floors
 above the ground.
 But you only have  a little amount of time to hide  before the personnel
 decides to visit the office you're hiding in.
 You have  to find an exit, but there's 4 of them!
 They're not on the ground floor.
 The other 3 will just lead you into a small garden where the hospital
 personnel will easily find you.
 Don't think that you can actually use this as a hiding place!
 There is only 1  exit that will let you escape.
 Listen for a very  soft sound clip of somebody reporting news on tv.
  If you reach this exit, an alarm goes off letting the personnel know
 you are about to escape.
 The other  exits also have soft sound clips of people doing tv shows, but
 you have to carefully listen for the exit with the news reporting clip.
 Once you  take the exit, you must run until you encounter a tv.
  The tv will make that static electricity sound like when a tv is turned
off
 or on. Once you are  1  feet away from the tv, you will teleport back to
 home. Now your parents must again  make arrangements to put  you on the
 train to go to the hospital.
They're not happy about you escaping!
 Make life hard for them next time by playing this game again.


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Re: [Audyssey] games we'd like to play: alarm madness

2011-03-07 Thread Damien Pendleton

Hi guys,
You do know don't you, that I'm stowing away all these game ideas for future 
titles? Grin.

Regards,
Damien.



- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 11:22 AM
Subject: [Audyssey] games we'd like to play: alarm madness



Plot and objective:
You are residing in  an apartment building of a boarding institute  in
Connecticut, USA.
You suffer several disabilities, making it necessary to be looked after.
So in this boarding institution's building, you get your meals, your 
laundry

is done and you have a nice big spacious living space inside the big
building. Your favorite pastime is to dance on your own on the beat of
ballroom music.
You've got your favorite ballroom music playing: swing waltzes, vianese
waltzes, quicksteps and foxtrots.
You enjoy dancing for an hour or so after which you head down to the 
public

community room to listen to the tv.
For a while, all goes well, you enjoy listening to the show on tv.
But then some of the people in the community room starts ridiculing you 
for

dancing on your own, because they saw you through the windows of the
community room. At first, you break down in terrible sobbs while you try 
to

listen to the show on tv.
But then, you decide that you have to revenge.
So you head down to the doors of the living spaces of other boarders.
You step onto your portal sci fi transport pad and teleport into each
boarder's living space of those boarders who ridiculed you, who are in the
community room. Armed with your advanced sci fi machine, you tamper with 
the

alarm of the boarder until it makes a much louder sound than usual.
You hear the boarder coming along to find out what's the racket about.
You quickly step onto your transport pad, teleporting into the next guilty
boarder's living space, tampering with his alarm.
You do this with all the boarder's alarms who offended you.
At first when the boarding institute's  staff learned of this, they want 
to

expel you from the boarding institute. But then when they learned of the
whole story, they took away some privileges from the offending boarders 
and

that was the last of them ridiculing you!
You step onto  the transport pad by selecting it from your inventory with
the tab key, which is  among a lot of unnecessary items such as tissues 
and

thumb drive protecting lids presenting a challenge to quickly find the
transport pad
You tamper with the alarms by completing several tasks the game will
randomly give you such as arranging letters or numbers from big to small, 
or

by putting the various day-today sounds you will hear in categories by
pressing enter on a sound to hear it; move to the correct category with 
tab

and then hit enter to drag that sound there.


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Re: [Audyssey] games we'd like to play: alarm madness

2011-03-07 Thread burakyuksek

Hi,
Is this and other subjects like this joke?
saygilar sevgiler.
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 1:49 PM
Subject: Re: [Audyssey] games we'd like to play: alarm madness



Hi guys,
You do know don't you, that I'm stowing away all these game ideas for 
future titles? Grin.

Regards,
Damien.



- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 11:22 AM
Subject: [Audyssey] games we'd like to play: alarm madness



Plot and objective:
You are residing in  an apartment building of a boarding institute  in
Connecticut, USA.
You suffer several disabilities, making it necessary to be looked after.
So in this boarding institution's building, you get your meals, your 
laundry

is done and you have a nice big spacious living space inside the big
building. Your favorite pastime is to dance on your own on the beat of
ballroom music.
You've got your favorite ballroom music playing: swing waltzes, vianese
waltzes, quicksteps and foxtrots.
You enjoy dancing for an hour or so after which you head down to the 
public

community room to listen to the tv.
For a while, all goes well, you enjoy listening to the show on tv.
But then some of the people in the community room starts ridiculing you 
for

dancing on your own, because they saw you through the windows of the
community room. At first, you break down in terrible sobbs while you try 
to

listen to the show on tv.
But then, you decide that you have to revenge.
So you head down to the doors of the living spaces of other boarders.
You step onto your portal sci fi transport pad and teleport into each
boarder's living space of those boarders who ridiculed you, who are in 
the
community room. Armed with your advanced sci fi machine, you tamper with 
the

alarm of the boarder until it makes a much louder sound than usual.
You hear the boarder coming along to find out what's the racket about.
You quickly step onto your transport pad, teleporting into the next 
guilty

boarder's living space, tampering with his alarm.
You do this with all the boarder's alarms who offended you.
At first when the boarding institute's  staff learned of this, they want 
to

expel you from the boarding institute. But then when they learned of the
whole story, they took away some privileges from the offending boarders 
and

that was the last of them ridiculing you!
You step onto  the transport pad by selecting it from your inventory with
the tab key, which is  among a lot of unnecessary items such as tissues 
and

thumb drive protecting lids presenting a challenge to quickly find the
transport pad
You tamper with the alarms by completing several tasks the game will
randomly give you such as arranging letters or numbers from big to small, 
or

by putting the various day-today sounds you will hear in categories by
pressing enter on a sound to hear it; move to the correct category with 
tab

and then hit enter to drag that sound there.


---
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http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] games we'd like to play: alarm madness

2011-03-07 Thread NIcol
No, its game ideas for those who purchased bgt and want some new ideas.
The more variety of new ideas bgt devs get, the  farther away they will move
from the hot water of copyright. hth

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: 07 March 2011 02:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: alarm madness

Hi,
Is this and other subjects like this joke?
saygilar sevgiler.
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 1:49 PM
Subject: Re: [Audyssey] games we'd like to play: alarm madness


 Hi guys,
 You do know don't you, that I'm stowing away all these game ideas for 
 future titles? Grin.
 Regards,
 Damien.



 - Original Message - 
 From: NIcol nicoljaco...@telkomsa.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 07, 2011 11:22 AM
 Subject: [Audyssey] games we'd like to play: alarm madness


 Plot and objective:
 You are residing in  an apartment building of a boarding institute  in
 Connecticut, USA.
 You suffer several disabilities, making it necessary to be looked after.
 So in this boarding institution's building, you get your meals, your 
 laundry
 is done and you have a nice big spacious living space inside the big
 building. Your favorite pastime is to dance on your own on the beat of
 ballroom music.
 You've got your favorite ballroom music playing: swing waltzes, vianese
 waltzes, quicksteps and foxtrots.
 You enjoy dancing for an hour or so after which you head down to the 
 public
 community room to listen to the tv.
 For a while, all goes well, you enjoy listening to the show on tv.
 But then some of the people in the community room starts ridiculing you 
 for
 dancing on your own, because they saw you through the windows of the
 community room. At first, you break down in terrible sobbs while you try 
 to
 listen to the show on tv.
 But then, you decide that you have to revenge.
 So you head down to the doors of the living spaces of other boarders.
 You step onto your portal sci fi transport pad and teleport into each
 boarder's living space of those boarders who ridiculed you, who are in 
 the
 community room. Armed with your advanced sci fi machine, you tamper with 
 the
 alarm of the boarder until it makes a much louder sound than usual.
 You hear the boarder coming along to find out what's the racket about.
 You quickly step onto your transport pad, teleporting into the next 
 guilty
 boarder's living space, tampering with his alarm.
 You do this with all the boarder's alarms who offended you.
 At first when the boarding institute's  staff learned of this, they want 
 to
 expel you from the boarding institute. But then when they learned of the
 whole story, they took away some privileges from the offending boarders 
 and
 that was the last of them ridiculing you!
 You step onto  the transport pad by selecting it from your inventory with
 the tab key, which is  among a lot of unnecessary items such as tissues 
 and
 thumb drive protecting lids presenting a challenge to quickly find the
 transport pad
 You tamper with the alarms by completing several tasks the game will
 randomly give you such as arranging letters or numbers from big to small,

 or
 by putting the various day-today sounds you will hear in categories by
 pressing enter on a sound to hear it; move to the correct category with 
 tab
 and then hit enter to drag that sound there.


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


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


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