Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Hayden Presley
Hi Thomas,
Yes, I do suppose so. Unfortunately I do not have any kind of 5.1 or 7.1
setup here.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, February 05, 2011 12:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley  wrote:
> Hi Ken,
> I'm still confused; I haven't yet figured out why 3D audio is preferable
to
> plain 2D, even in a 3D environment. It seems to not pan correctly as you
> turn so you have to kind of guess.
>
> Best Regards,
> Hayden

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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Thomas Ward
Hi Damien,

Right. Generally they aren't the kind of thing you can just go in and
buy from any electronics store etc. I think I got my set from
Amazon.com, but other online retailers should cary them as well. The
last time I looked at them they started at around $99 USD and went up
from there. Price  depended on if you wanted wireless, a boom
microphone, and some other features like that.

Unlike a normal set of headphones these plug into your USB port and
act as a seperate audio playback device on your computer. They are
also pretty  big with three speakers in each ear. I suppose that is so
they can properly do the 5.1 surround sound. Beyond that I can't
really tell you about the current headphones as I haven't looked at
them in a long while.

Cheers!



On 2/5/11, Damien Pendleton  wrote:
> Hi Thomas,
> Where can you get these "high-end" headphones from and how much roughly do
> they cost? The highest spec headphones I can find are only large hi-fi
> stereo headphones, bearing in mind these don't even sound very good. For
> example, the bass doesn't show well on it, neither do the high freqs. Is
> that to do with my sound card? Can you get headphones that act like an audio
> playback device in their own right? I'm assuming you won't be able to get
> anything like this at any local retailer electronic store or anything.
> Regards,
> Damien.
>

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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread shaun everiss

true but who has that cash.
I spent some cash  on some  hd205s and hd201 senheiser headsets 
but  and with my cheapy realtech the games sound quite good.
I don't have room for the speakers or the cash for those the card and 
really good phones.

As it was I was lucky I got those headphones.
At 07:26 a.m. 6/02/2011, you wrote:

Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley  wrote:
> Hi Ken,
> I'm still confused; I haven't yet figured out why 3D audio is preferable to
> plain 2D, even in a 3D environment. It seems to not pan correctly as you
> turn so you have to kind of guess.
>
> Best Regards,
> Hayden

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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Damien Pendleton

Hi Thomas,
Where can you get these "high-end" headphones from and how much roughly do 
they cost? The highest spec headphones I can find are only large hi-fi 
stereo headphones, bearing in mind these don't even sound very good. For 
example, the bass doesn't show well on it, neither do the high freqs. Is 
that to do with my sound card? Can you get headphones that act like an audio 
playback device in their own right? I'm assuming you won't be able to get 
anything like this at any local retailer electronic store or anything.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 05, 2011 6:26 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley  wrote:

Hi Ken,
I'm still confused; I haven't yet figured out why 3D audio is preferable 
to

plain 2D, even in a 3D environment. It seems to not pan correctly as you
turn so you have to kind of guess.

Best Regards,
Hayden


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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Thomas Ward
Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley  wrote:
> Hi Ken,
> I'm still confused; I haven't yet figured out why 3D audio is preferable to
> plain 2D, even in a 3D environment. It seems to not pan correctly as you
> turn so you have to kind of guess.
>
> Best Regards,
> Hayden

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Frost
On Sat, Feb 05, 2011 at 05:29:29PM +1300, shaun everiss wrote:
> I have had a drive fall over.
> I almost lost everything I owned.
> And that would really suck.

[My Reply:]
Ever think of checking the MTBF (Mean Time Between Failures) 
rating on the drive to see how many hours it's expected to last, then 
check the date of the first file created and the last and compare the 
two?  I know mine are rated for five years of continuous operation, and 
I expect to have saved up enough by then to replace them.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti

to around 22 cents a day needed to be set aside.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread shaun everiss

well, I have the data on my external and run that.
I also have a backup.
I have had a drive fall over.
I almost lost everything I owned.
And that would really suck.
I managed to get it back partly by fluke from another broken drive 
and partly from some other backups.

I still lost a few things but not everything.
Now if you ran your win7 user from the external drive, pluss all your 
critical programs and things failed.

Well you would have an issue.
If you really want to do that.
then at least run your critical programs off your drive, or if win7 
is running the user account of the drive have a backup account with 
everything running over the other drive so if it dies you are not out of luck.

I have had  someone have that same thing.
I don't recomend it.
Firstly reformatting makes it work again, then well a roasted drive 
you can't even recover stuff via non expensive means, hmmm don't go there man.

At 04:51 a.m. 5/02/2011, you wrote:

HI Damien,

I see. Well, I guess I understand your logic to a point, but it
definitely isn't very portable that way. I guess I was assuming you
were like most laptop users that install all of your apps to the hhard
drive, and store books, movies, setup files, whatever on the external.
That's what I do and it works out fine for me. That leaves me the
option to unplug any external device and connect another one in its
place.

Cheers!


On 2/4/11, Damien Pendleton  wrote:
> Hi Thomas,
> Everything I do is on my external hard drive. I have mapped most of the
> applications on my system to use my external hard drive, since 
that is where
> my data is. If a program needs to update itself, it downloads 
temporarily to

> my external drive. This is especially the case with my antivirus. All my
> scheduled downloads, for example podcasts, radio dramas etc, all 
download to
> my drive. Servers use data off there. Unplugging that is asking 
for trouble.

> It could cause quite a few applications to have hissy fits and I may find
> error dialogs left right and centre.
> Anyway, that's slightly off topic. I'm just saying my system is set up to
> use everything that is connected to it on a more or less permanent basis.
> Regards,
> Damien.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Hayden Presley
Hi Ken,
I'm still confused; I haven't yet figured out why 3D audio is preferable to
plain 2D, even in a 3D environment. It seems to not pan correctly as you
turn so you have to kind of guess.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Thursday, February 03, 2011 11:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Also, you could reserve 3d audio for pro.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Thomas Ward" 
To: "Philip Bennefall" ; "Gamers Discussion list" 

Sent: Thursday, February 03, 2011 4:23 PM
Subject: Re: [Audyssey] pro was: Re: programming question


> Hi Philip,
>
> While I do understand your problem I do feel it would be wrong to
> restrict someone from using mouse and joystick support, and force them
> to purchase a more expensive license to have access to those devices.
> One thing we are seriously lacking in accessible games is decent
> quality support for joysticks, racing wheels, gamepads, mice, etc. I
> just feel these features should be included along side keyboard
> support.
>
> As for pathfinding perhaps make that a pro feature. After all, it is a
> more advanced feature of the engine and could reasonably considered a
> Pro option. That's how I'd view it if I were in your position.
>
> Cheers!
>
>
> On 2/3/11, Philip Bennefall  wrote:
>> Hi there,
>>
>> I am not sure. The decision about what should be in pro only is always a
>> tough one. With the same reasoning you could argue that pathfinding 
>> should
>> also be available to everyone, since not everyone will want to spend $100

>> to
>> get this or that feature. What makes mouse support different from
>> pathfinding in this context? On the one hand I understand exactly what 
>> you
>> are saying, but on the other I have to try and make pro as appealing as
>> possible aside from being allowed to make paid games and if I don't 
>> restrict
>> some useful features, there is no point in doing so at all. Any thoughts?
>>
>> Kind regards,
>>
>> Philip Bennefall
>
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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Hayden Presley
Hi,
I think he was referring to the number of ports that would be filled with
the mouse, joystick, midi keyboard, and everything else. But I have to
agree; what does all that stuff have to be connected for?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 7:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect any
more
external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton  wrote:
> Hi Philip,
> I agree. If a keyboard can be used I think it should be. Especially as I
am
> using a laptop, which is meant to be portable, I am already connecting an
> external hard drive, keyboard, printer, router and MIDI keyboard. If I had
> to connect any more external devices I wouldn't be surprised if it
exploded
> with the amount of required power to run everything. Lol.
> A game controller and external mouse would fill up three USB ports on the
> machine itself and six ports on my external hub, if that gives you an
idea.
> Regards,
> Damien.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
HI Damien,

I see. Well, I guess I understand your logic to a point, but it
definitely isn't very portable that way. I guess I was assuming you
were like most laptop users that install all of your apps to the hhard
drive, and store books, movies, setup files, whatever on the external.
That's what I do and it works out fine for me. That leaves me the
option to unplug any external device and connect another one in its
place.

Cheers!


On 2/4/11, Damien Pendleton  wrote:
> Hi Thomas,
> Everything I do is on my external hard drive. I have mapped most of the
> applications on my system to use my external hard drive, since that is where
> my data is. If a program needs to update itself, it downloads temporarily to
> my external drive. This is especially the case with my antivirus. All my
> scheduled downloads, for example podcasts, radio dramas etc, all download to
> my drive. Servers use data off there. Unplugging that is asking for trouble.
> It could cause quite a few applications to have hissy fits and I may find
> error dialogs left right and centre.
> Anyway, that's slightly off topic. I'm just saying my system is set up to
> use everything that is connected to it on a more or less permanent basis.
> Regards,
> Damien.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Damien Pendleton

Hi Thomas,
Everything I do is on my external hard drive. I have mapped most of the 
applications on my system to use my external hard drive, since that is where 
my data is. If a program needs to update itself, it downloads temporarily to 
my external drive. This is especially the case with my antivirus. All my 
scheduled downloads, for example podcasts, radio dramas etc, all download to 
my drive. Servers use data off there. Unplugging that is asking for trouble. 
It could cause quite a few applications to have hissy fits and I may find 
error dialogs left right and centre.
Anyway, that's slightly off topic. I'm just saying my system is set up to 
use everything that is connected to it on a more or less permanent basis.

Regards,
Damien.

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 04, 2011 1:04 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect 
any more

external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton  wrote:

Hi Philip,
I agree. If a keyboard can be used I think it should be. Especially as I 
am

using a laptop, which is meant to be portable, I am already connecting an
external hard drive, keyboard, printer, router and MIDI keyboard. If I 
had
to connect any more external devices I wouldn't be surprised if it 
exploded

with the amount of required power to run everything. Lol.
A game controller and external mouse would fill up three USB ports on the
machine itself and six ports on my external hub, if that gives you an 
idea.

Regards,
Damien.


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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Philip,

That's understandable. Right now with Mysteries of the ancients I am
recommending at least a 10 button joystick, but it really is better to
have a 12 button joystick or gamepad. Most can be purchased for under
$50 in the USA which isn't really that expensive. Unfortunately, as
you say not everyone owns a joystick or gamepad like that. Some don't
have the money to invest, or simply don't see any need to try an
alternative input method.

Anyway, I'm satisfied with your descision. Including mouse and
joystick support in light means you will still make some money off of
it. Later once you add force feedback you can make that an advanced
feature, which it is, and sell that version for a higher price.

Cheers!


On 2/4/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> I believe I will put mouse and joystick in lite, and then when I add force
> feedback I will reserve that for pro. That way I can have something for both
> worlds, as it were.
>
> As for joysticks being better, I'm sure they are in a lot of situations but
> I can also see many cases where the keyboard might be preferable. In the
> game I am currently developing and in those I have planned for the future,
> the keyboard offers a lot more options than a joystick does. Unless, of
> course, the gamers have a proper game pad with 8 or more buttons. Most audio
> game players don't, however, and so it would be foolish for me to make games
> that absolutel required these as I would be losing a lot of business. I have
> a very basic joystick with 4 buttons, and that's it. I enjoy using it but
> it's not my favorite source of input even for the games that do support it.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect any more
external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton  wrote:
> Hi Philip,
> I agree. If a keyboard can be used I think it should be. Especially as I am
> using a laptop, which is meant to be portable, I am already connecting an
> external hard drive, keyboard, printer, router and MIDI keyboard. If I had
> to connect any more external devices I wouldn't be surprised if it exploded
> with the amount of required power to run everything. Lol.
> A game controller and external mouse would fill up three USB ports on the
> machine itself and six ports on my external hub, if that gives you an idea.
> Regards,
> Damien.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Damien Pendleton

Hi Philip,
I agree. If a keyboard can be used I think it should be. Especially as I am 
using a laptop, which is meant to be portable, I am already connecting an 
external hard drive, keyboard, printer, router and MIDI keyboard. If I had 
to connect any more external devices I wouldn't be surprised if it exploded 
with the amount of required power to run everything. Lol.
A game controller and external mouse would fill up three USB ports on the 
machine itself and six ports on my external hub, if that gives you an idea.

Regards,
Damien.



- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Friday, February 04, 2011 12:19 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Thomas,

I believe I will put mouse and joystick in lite, and then when I add force 
feedback I will reserve that for pro. That way I can have something for 
both worlds, as it were.


As for joysticks being better, I'm sure they are in a lot of situations 
but I can also see many cases where the keyboard might be preferable. In 
the game I am currently developing and in those I have planned for the 
future, the keyboard offers a lot more options than a joystick does. 
Unless, of course, the gamers have a proper game pad with 8 or more 
buttons. Most audio game players don't, however, and so it would be 
foolish for me to make games that absolutel required these as I would be 
losing a lot of business. I have a very basic joystick with 4 buttons, and 
that's it. I enjoy using it but it's not my favorite source of input even 
for the games that do support it.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Friday, February 04, 2011 10:15 AM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall  wrote:

Hi Thomas,

I can see where you are coming from, and must agree after some thought. 
For

me personally, as one who has never played mainstream games, the joystick
and mouse are just extras. The keyboard is the primary input source for 
me,
and always has been. But I have no problem making mouse and joystick 
support
a lite feature. ThenI feel as though I'm still getting something back for 
my

work, which I do not when people just use the demo. This is of course
perfectly okay, I intended the demo to be free, but I'm starting to think
that I'm giving too much away in the demo version.

Kind regards,

Philip Bennefall



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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Philip Bennefall

Hi Thomas,

I believe I will put mouse and joystick in lite, and then when I add force 
feedback I will reserve that for pro. That way I can have something for both 
worlds, as it were.


As for joysticks being better, I'm sure they are in a lot of situations but 
I can also see many cases where the keyboard might be preferable. In the 
game I am currently developing and in those I have planned for the future, 
the keyboard offers a lot more options than a joystick does. Unless, of 
course, the gamers have a proper game pad with 8 or more buttons. Most audio 
game players don't, however, and so it would be foolish for me to make games 
that absolutel required these as I would be losing a lot of business. I have 
a very basic joystick with 4 buttons, and that's it. I enjoy using it but 
it's not my favorite source of input even for the games that do support it.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Friday, February 04, 2011 10:15 AM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall  wrote:

Hi Thomas,

I can see where you are coming from, and must agree after some thought. 
For

me personally, as one who has never played mainstream games, the joystick
and mouse are just extras. The keyboard is the primary input source for 
me,
and always has been. But I have no problem making mouse and joystick 
support
a lite feature. ThenI feel as though I'm still getting something back for 
my

work, which I do not when people just use the demo. This is of course
perfectly okay, I intended the demo to be free, but I'm starting to think
that I'm giving too much away in the demo version.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread shaun everiss

well I got a joystick.
I tried a force feadback stick for a bit but it never worked out.
Its to big for my desk as it is.
I have a mouse but I still prefur the keyboard.
I may eventually get a propper gamepad or gaming mouse.
THe one with 10 or more buttons something compact.
At 10:15 p.m. 4/02/2011, you wrote:

Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> I can see where you are coming from, and must agree after some thought. For
> me personally, as one who has never played mainstream games, the joystick
> and mouse are just extras. The keyboard is the primary input source for me,
> and always has been. But I have no problem making mouse and 
joystick support
> a lite feature. ThenI feel as though I'm still getting something 
back for my

> work, which I do not when people just use the demo. This is of course
> perfectly okay, I intended the demo to be free, but I'm starting to think
> that I'm giving too much away in the demo version.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> I can see where you are coming from, and must agree after some thought. For
> me personally, as one who has never played mainstream games, the joystick
> and mouse are just extras. The keyboard is the primary input source for me,
> and always has been. But I have no problem making mouse and joystick support
> a lite feature. ThenI feel as though I'm still getting something back for my
> work, which I do not when people just use the demo. This is of course
> perfectly okay, I intended the demo to be free, but I'm starting to think
> that I'm giving too much away in the demo version.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Ken the Crazy

Also, you could reserve 3d audio for pro.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Thomas Ward" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Thursday, February 03, 2011 4:23 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Philip,

While I do understand your problem I do feel it would be wrong to
restrict someone from using mouse and joystick support, and force them
to purchase a more expensive license to have access to those devices.
One thing we are seriously lacking in accessible games is decent
quality support for joysticks, racing wheels, gamepads, mice, etc. I
just feel these features should be included along side keyboard
support.

As for pathfinding perhaps make that a pro feature. After all, it is a
more advanced feature of the engine and could reasonably considered a
Pro option. That's how I'd view it if I were in your position.

Cheers!


On 2/3/11, Philip Bennefall  wrote:

Hi there,

I am not sure. The decision about what should be in pro only is always a
tough one. With the same reasoning you could argue that pathfinding 
should
also be available to everyone, since not everyone will want to spend $100 
to

get this or that feature. What makes mouse support different from
pathfinding in this context? On the one hand I understand exactly what 
you

are saying, but on the other I have to try and make pro as appealing as
possible aside from being allowed to make paid games and if I don't 
restrict

some useful features, there is no point in doing so at all. Any thoughts?

Kind regards,

Philip Bennefall


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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Ken the Crazy
I would say that only advanced games are going to need path finding, whereas 
even a simple game, like Shock shot, could benefit from mouse support.  I 
agree completely with Pitermach.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 2:28 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi there,

I am not sure. The decision about what should be in pro only is always a 
tough one. With the same reasoning you could argue that pathfinding should 
also be available to everyone, since not everyone will want to spend $100 
to get this or that feature. What makes mouse support different from 
pathfinding in this context? On the one hand I understand exactly what you 
are saying, but on the other I have to try and make pro as appealing as 
possible aside from being allowed to make paid games and if I don't 
restrict some useful features, there is no point in doing so at all. Any 
thoughts?


Kind regards,

Philip Bennefall
- Original Message - 
From: "Pitermach" 

To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 7:32 PM
Subject: pro was: Re: [Audyssey] programming question


Hi, Ok the path finding can be reserved for pro, but I really think that 
the

mouse support should always be available. Not everyone will want to make a
paid game with mouse support, so paying $100 just for that is a little.
hmmm.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 4:49 PM
Subject: Re: [Audyssey] programming question



Hi Ken,

Mouse support is coming in the new BGT release that I plan to put out
within the next week or two, if all goes according to plan. Pathfinding 
is
also available there. However, both of these features are reserved for 
pro

users (e.g. those who use either pro single or pro unlimited).

Kind regards,

Philip Bennefall
- 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] pro was: Re: programming question

2011-02-03 Thread Willem
I like the idea. Not having the mouse available as an input option is in 
many cases not an issue because of the way most games still use only 
keyboard input. This will just make that trend continue. In the interest of 
advancing alternative input options having the mouse in the light version 
would be a good compromise.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Friday, February 04, 2011 12:02 AM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi again,

I am really not sure. Isn't it fair to demand that if people want to use 
the more advanced input features that they pay a little extra? I really 
feel as though I am giving away too much, since people can use the engine 
completely free of charge for open source games. One compromize might be 
to allow mouse and joystick support in lite and pro, but not in the demo. 
Any thoughts?


Kind regards,

Philip Bennefall



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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Liam Erven
I have to agree.  Honestly.  I can understand why people would want this.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, February 03, 2011 4:40 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi Philip,

Well, I guess this all depends upon your view of what is
important/essential. You are considering joysticks and mice advanced input
features. I don't see it that way. It is my firm believe that all input
devices weather it is a keyboard, joystick, and mouse is equally important.
Weather it is a free or commercial game all should offer mouse and joystick
support just as they would a keyboard. There is a good reason why I feel so
strongly about this.

As you know for many years I was sighted. I grew up on mainstream games for
the Atari and NES. Before I lost my sight I was beginning to get into PC
games. For the better part of 20 years the input device I used most was a
joystick, and during the PC game years I started to get use to the mouse.
Bottom line, I'm most at home with those devices, and find the keyboard
downright clunky and infurior to other game devices. So from my personal
perspective joystick and mouse support is essential to have in any game
regardless of cost.


I can't speak for everyone else, but I'm pretty sure any customers who are
into mainstream games as I am, those who use consoles like the XBox, will be
extremely disappointed if joysticks and mice are not a standard BGT feature.
It is a case of once exposed to using those devices for game play you don't
want to go back to using keyboards.

The best thing I can suggest, if you are determined to make this a paid
feature, is to remove it from the demo but include it for Light, Single Pro,
and the Unlimited Pro versions. That's the best thing I can come up with.
That way even free games using the Light version has that option.


Let's give a quick example. Let's suppose that someone purchases the light
bersion intending to create free games. Unfortunately, joysticks and mice
are a pro only feature. Now, you are expecting him/her to pay
$99 for that additional feature only to give away free games. I find it a
bit unfair, but that's just my opinion.


Cheers!


On 2/3/11, Philip Bennefall  wrote:
> Hi again,
>
> I am really not sure. Isn't it fair to demand that if people want to 
> use the more advanced input features that they pay a little extra? I 
> really feel as though I am giving away too much, since people can use 
> the engine completely free of charge for open source games. One 
> compromize might be to allow mouse and joystick support in lite and pro,
but not in the demo. Any thoughts?
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Philip Bennefall

Hi Thomas,

I can see where you are coming from, and must agree after some thought. For 
me personally, as one who has never played mainstream games, the joystick 
and mouse are just extras. The keyboard is the primary input source for me, 
and always has been. But I have no problem making mouse and joystick support 
a lite feature. ThenI feel as though I'm still getting something back for my 
work, which I do not when people just use the demo. This is of course 
perfectly okay, I intended the demo to be free, but I'm starting to think 
that I'm giving too much away in the demo version.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 11:39 PM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

Well, I guess this all depends upon your view of what is
important/essential. You are considering joysticks and mice advanced
input features. I don't see it that way. It is my firm believe that
all input devices weather it is a keyboard, joystick, and mouse is
equally important. Weather it is a free or commercial game all should
offer mouse and joystick support just as they would a keyboard. There
is a good reason why I feel so strongly about this.

As you know for many years I was sighted. I grew up on mainstream
games for the Atari and NES. Before I lost my sight I was beginning to
get into PC games. For the better part of 20 years the input device I
used most was a joystick, and during the PC game years I started to
get use to the mouse. Bottom line, I'm most at home with those
devices, and find the keyboard downright clunky and infurior to other
game devices. So from my personal perspective joystick and mouse
support is essential to have in any game regardless of cost.


I can't speak for everyone else, but I'm pretty sure any customers who
are into mainstream games as I am, those who use consoles like the
XBox, will be extremely disappointed if joysticks and mice are not a
standard BGT feature. It is a case of once exposed to using those
devices for game play you don't want to go back to using keyboards.

The best thing I can suggest, if you are determined to make this a
paid feature, is to remove it from the demo but include it for Light,
Single Pro, and the Unlimited Pro versions. That's the best thing I
can come up with.  That way even free games using the Light version
has that option.


Let's give a quick example. Let's suppose that someone purchases the
light bersion intending to create free games. Unfortunately, joysticks
and mice are a pro only feature. Now, you are expecting him/her to pay
$99 for that additional feature only to give away free games. I find
it a bit unfair, but that's just my opinion.


Cheers!


On 2/3/11, Philip Bennefall  wrote:

Hi again,

I am really not sure. Isn't it fair to demand that if people want to use 
the
more advanced input features that they pay a little extra? I really feel 
as
though I am giving away too much, since people can use the engine 
completely
free of charge for open source games. One compromize might be to allow 
mouse

and joystick support in lite and pro, but not in the demo. Any thoughts?

Kind regards,

Philip Bennefall 



---
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All messages are archived and can be searched and read at
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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Thomas Ward
Hi Philip,

Well, I guess this all depends upon your view of what is
important/essential. You are considering joysticks and mice advanced
input features. I don't see it that way. It is my firm believe that
all input devices weather it is a keyboard, joystick, and mouse is
equally important. Weather it is a free or commercial game all should
offer mouse and joystick support just as they would a keyboard. There
is a good reason why I feel so strongly about this.

As you know for many years I was sighted. I grew up on mainstream
games for the Atari and NES. Before I lost my sight I was beginning to
get into PC games. For the better part of 20 years the input device I
used most was a joystick, and during the PC game years I started to
get use to the mouse. Bottom line, I'm most at home with those
devices, and find the keyboard downright clunky and infurior to other
game devices. So from my personal perspective joystick and mouse
support is essential to have in any game regardless of cost.


I can't speak for everyone else, but I'm pretty sure any customers who
are into mainstream games as I am, those who use consoles like the
XBox, will be extremely disappointed if joysticks and mice are not a
standard BGT feature. It is a case of once exposed to using those
devices for game play you don't want to go back to using keyboards.

The best thing I can suggest, if you are determined to make this a
paid feature, is to remove it from the demo but include it for Light,
Single Pro, and the Unlimited Pro versions. That's the best thing I
can come up with.  That way even free games using the Light version
has that option.


Let's give a quick example. Let's suppose that someone purchases the
light bersion intending to create free games. Unfortunately, joysticks
and mice are a pro only feature. Now, you are expecting him/her to pay
$99 for that additional feature only to give away free games. I find
it a bit unfair, but that's just my opinion.


Cheers!


On 2/3/11, Philip Bennefall  wrote:
> Hi again,
>
> I am really not sure. Isn't it fair to demand that if people want to use the
> more advanced input features that they pay a little extra? I really feel as
> though I am giving away too much, since people can use the engine completely
> free of charge for open source games. One compromize might be to allow mouse
> and joystick support in lite and pro, but not in the demo. Any thoughts?
>
> Kind regards,
>
> Philip Bennefall

---
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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Pitermach
I have to agree. I bet pathfinding was more complicated to write then mouse 
and joystick support. I know someone, mainly keyisfull who's working on this 
cane power game where you go around and swing your cane at people to kill 
them. I can see mouse support being a nice addition, but he can't buy bgt so 
he made it open-source.


- Original Message - 
From: "Hayden Presley" 
To: "'Philip Bennefall'" ; "'Gamers Discussion list'" 


Sent: Thursday, February 03, 2011 10:20 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi,
I would still say make Mouse light. Leave pathfinding, file packing,
registration etc etc in pro.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, February 03, 2011 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi there,

I am not sure. The decision about what should be in pro only is always a
tough one. With the same reasoning you could argue that pathfinding should
also be available to everyone, since not everyone will want to spend $100 
to


get this or that feature. What makes mouse support different from
pathfinding in this context? On the one hand I understand exactly what you
are saying, but on the other I have to try and make pro as appealing as
possible aside from being allowed to make paid games and if I don't 
restrict


some useful features, there is no point in doing so at all. Any thoughts?

Kind regards,

Philip Bennefall
- Original Message - 
From: "Pitermach" 

To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 7:32 PM
Subject: pro was: Re: [Audyssey] programming question


Hi, Ok the path finding can be reserved for pro, but I really think that 
the

mouse support should always be available. Not everyone will want to make a
paid game with mouse support, so paying $100 just for that is a little.
hmmm.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 4:49 PM
Subject: Re: [Audyssey] programming question



Hi Ken,

Mouse support is coming in the new BGT release that I plan to put out
within the next week or two, if all goes according to plan. Pathfinding 
is
also available there. However, both of these features are reserved for 
pro

users (e.g. those who use either pro single or pro unlimited).

Kind regards,

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


The message was checked by ESET Smart Security.

http://www.eset.com






__ 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] pro was: Re: programming question

2011-02-03 Thread Thomas Ward
Hi Philip,

While I do understand your problem I do feel it would be wrong to
restrict someone from using mouse and joystick support, and force them
to purchase a more expensive license to have access to those devices.
One thing we are seriously lacking in accessible games is decent
quality support for joysticks, racing wheels, gamepads, mice, etc. I
just feel these features should be included along side keyboard
support.

As for pathfinding perhaps make that a pro feature. After all, it is a
more advanced feature of the engine and could reasonably considered a
Pro option. That's how I'd view it if I were in your position.

Cheers!


On 2/3/11, Philip Bennefall  wrote:
> Hi there,
>
> I am not sure. The decision about what should be in pro only is always a
> tough one. With the same reasoning you could argue that pathfinding should
> also be available to everyone, since not everyone will want to spend $100 to
> get this or that feature. What makes mouse support different from
> pathfinding in this context? On the one hand I understand exactly what you
> are saying, but on the other I have to try and make pro as appealing as
> possible aside from being allowed to make paid games and if I don't restrict
> some useful features, there is no point in doing so at all. Any thoughts?
>
> Kind regards,
>
> Philip Bennefall

---
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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Hayden Presley
Hi Phillip,
Probably a good idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, February 03, 2011 4:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi again,

I am really not sure. Isn't it fair to demand that if people want to use the

more advanced input features that they pay a little extra? I really feel as 
though I am giving away too much, since people can use the engine completely

free of charge for open source games. One compromize might be to allow mouse

and joystick support in lite and pro, but not in the demo. Any thoughts?

Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 
To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 10:23 PM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

While I do understand your problem I do feel it would be wrong to
restrict someone from using mouse and joystick support, and force them
to purchase a more expensive license to have access to those devices.
One thing we are seriously lacking in accessible games is decent
quality support for joysticks, racing wheels, gamepads, mice, etc. I
just feel these features should be included along side keyboard
support.

As for pathfinding perhaps make that a pro feature. After all, it is a
more advanced feature of the engine and could reasonably considered a
Pro option. That's how I'd view it if I were in your position.

Cheers!


On 2/3/11, Philip Bennefall  wrote:
> Hi there,
>
> I am not sure. The decision about what should be in pro only is always a
> tough one. With the same reasoning you could argue that pathfinding should
> also be available to everyone, since not everyone will want to spend $100 
> to
> get this or that feature. What makes mouse support different from
> pathfinding in this context? On the one hand I understand exactly what you
> are saying, but on the other I have to try and make pro as appealing as
> possible aside from being allowed to make paid games and if I don't 
> restrict
> some useful features, there is no point in doing so at all. Any thoughts?
>
> Kind regards,
>
> Philip Bennefall 


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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Hayden Presley
Hi,
I would still say make Mouse light. Leave pathfinding, file packing,
registration etc etc in pro.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, February 03, 2011 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi there,

I am not sure. The decision about what should be in pro only is always a 
tough one. With the same reasoning you could argue that pathfinding should 
also be available to everyone, since not everyone will want to spend $100 to

get this or that feature. What makes mouse support different from 
pathfinding in this context? On the one hand I understand exactly what you 
are saying, but on the other I have to try and make pro as appealing as 
possible aside from being allowed to make paid games and if I don't restrict

some useful features, there is no point in doing so at all. Any thoughts?

Kind regards,

Philip Bennefall
- Original Message - 
From: "Pitermach" 
To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 7:32 PM
Subject: pro was: Re: [Audyssey] programming question


Hi, Ok the path finding can be reserved for pro, but I really think that the
mouse support should always be available. Not everyone will want to make a
paid game with mouse support, so paying $100 just for that is a little.
hmmm.
- Original Message - 
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 4:49 PM
Subject: Re: [Audyssey] programming question


> Hi Ken,
>
> Mouse support is coming in the new BGT release that I plan to put out
> within the next week or two, if all goes according to plan. Pathfinding is
> also available there. However, both of these features are reserved for pro
> users (e.g. those who use either pro single or pro unlimited).
>
> Kind regards,
>
> Philip Bennefall
> - 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] pro was: Re: programming question

2011-02-03 Thread Philip Bennefall

Hi again,

I am really not sure. Isn't it fair to demand that if people want to use the 
more advanced input features that they pay a little extra? I really feel as 
though I am giving away too much, since people can use the engine completely 
free of charge for open source games. One compromize might be to allow mouse 
and joystick support in lite and pro, but not in the demo. Any thoughts?


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 10:23 PM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

While I do understand your problem I do feel it would be wrong to
restrict someone from using mouse and joystick support, and force them
to purchase a more expensive license to have access to those devices.
One thing we are seriously lacking in accessible games is decent
quality support for joysticks, racing wheels, gamepads, mice, etc. I
just feel these features should be included along side keyboard
support.

As for pathfinding perhaps make that a pro feature. After all, it is a
more advanced feature of the engine and could reasonably considered a
Pro option. That's how I'd view it if I were in your position.

Cheers!


On 2/3/11, Philip Bennefall  wrote:

Hi there,

I am not sure. The decision about what should be in pro only is always a
tough one. With the same reasoning you could argue that pathfinding should
also be available to everyone, since not everyone will want to spend $100 
to

get this or that feature. What makes mouse support different from
pathfinding in this context? On the one hand I understand exactly what you
are saying, but on the other I have to try and make pro as appealing as
possible aside from being allowed to make paid games and if I don't 
restrict

some useful features, there is no point in doing so at all. Any thoughts?

Kind regards,

Philip Bennefall 



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Re: [Audyssey] pro was: Re: programming question

2011-02-03 Thread Philip Bennefall

Hi there,

I am not sure. The decision about what should be in pro only is always a 
tough one. With the same reasoning you could argue that pathfinding should 
also be available to everyone, since not everyone will want to spend $100 to 
get this or that feature. What makes mouse support different from 
pathfinding in this context? On the one hand I understand exactly what you 
are saying, but on the other I have to try and make pro as appealing as 
possible aside from being allowed to make paid games and if I don't restrict 
some useful features, there is no point in doing so at all. Any thoughts?


Kind regards,

Philip Bennefall
- Original Message - 
From: "Pitermach" 

To: ; "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 7:32 PM
Subject: pro was: Re: [Audyssey] programming question


Hi, Ok the path finding can be reserved for pro, but I really think that the
mouse support should always be available. Not everyone will want to make a
paid game with mouse support, so paying $100 just for that is a little.
hmmm.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, February 03, 2011 4:49 PM
Subject: Re: [Audyssey] programming question



Hi Ken,

Mouse support is coming in the new BGT release that I plan to put out
within the next week or two, if all goes according to plan. Pathfinding is
also available there. However, both of these features are reserved for pro
users (e.g. those who use either pro single or pro unlimited).

Kind regards,

Philip Bennefall
- Original Message -



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