Xbox looking for input on gamerpics

2016-08-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Xbox looking for input on gamerpics

I know some of you arent bothered about what image is used to represent you, but for those who are, Bryce Johnson of Xbox has put out a call asking for advice from disabled gamers on how to best go about designing gamerpics that a wider range of people can use to represent themselves.Important to note that this is the icon that sits on your profile etc, not your avatar!Please drop him a line and share too, it's a nice opportunityhttps://twitter.com/ianhamilton_/status … 9758303232

URL: http://forum.audiogames.net/viewtopic.php?pid=273244#p273244





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Re: Minecraft

2016-08-13 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Minecraft

magurp244 hmm, it was on there, it must have been removed!

URL: http://forum.audiogames.net/viewtopic.php?pid=274093#p274093





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VR demo - no headset required

2016-08-22 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


VR demo - no headset required

So, what you need a headset for is for two things, firstly to give you some lenses to be able to focus on a screen right in front of your eyes, and secondly to house the gyroscopes etc. to be able to track where your head is pointing. For mobile VR, the head tracking is taken care of by the phone's gyrosccope, so the headset is only there to give you some lenses.So if you don't care about the visuals, you can still get a sense of what VR is about - i.e. 3d positional audio combined with head tracking - just from a smartphone and a pair of headphones.The easiest way to see what the fuss is about is to watch a 360 + spatial audio video on youtube. Unfortuately the iOS youtube app doesn't support it, but if you can get hold of an Android phone, the following video in the youtube app (important - must be the app, not the youtube website):https://www.youtube.com/watch?v=uayp7VRoL3Y<
 p>The once it is playing, hold the phone close to your face, screen facing you. If you're wearing stereo headphones you should now be hearing binaural audio, you are standing in the middle of a room surrounded by band members all around you in a circle, and you should be able to tell where in 3D space the different instruments are. Listen for where an instrument is, for example if the piano is off to your right, and turn your body to face that direction. That instrument should now be in front of you.That should be able to give you the gist of what 3D audio + head tracking is about. And VR devs are big on audio, lots of investment is being poured into binaural audio as a result of VR. It's needed for immersion for all players, but also has nice potential for more immersive experiences for blind gamers too.

URL: http://forum.audiogames.net/viewtopic.php?pid=275699#p275699





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VR demo - no headset required

2016-08-22 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


VR demo - no headset required

So, what you need a headset for is for two things, firstly to give you some lenses to be able to focus on a screen right in front of your eyes, and secondly to house the gyroscopes etc. to be able to track where your head is pointing. For mobile VR, the head tracking is taken care of by the phone's gyrosccope, so the headset is only there to give you some lenses.So if you don't care about the visuals, you can still get a sense of what VR is about - i.e. 3d positional audio combined with head tracking - just from a smartphone and a pair of headphones.The easiest way to see what the fuss is about is to watch a 360 + spatial audio video on youtube. Unfortuately the iOS youtube app doesn't support it, but if you can get hold of an Android phone, the following video in the youtube app (important - must be the app, not the youtube website):https://www.youtube.com/watch?v=uayp7VRoL3YThe once it is playing, hold the phone close to your face, screen facing you. If you're wearing stereo headphones you should now be hearing binaural audio, you are standing in the middle of a room surrounded by band members all around you in a circle, and you should be able to tell where in 3D space the different instruments are. Listen for where an instrument is, for example if the piano is off to your right, and turn your body to face that direction. That instrument should now be in front of you.That should be able to give you the gist of what 3D audio + head tracking is about. And VR devs are big on audio, lots of investment is being poured into binaural audio as a result of VR. It's needed for immersion for all players, but also has nice potential for more immersive experiences for blind gamers too.If you're on iOS you could give this a try, it's a collection of 360 head tracked videos that have spatial audio, but you'll need sighted assistance to get one of them playing: https://itunes.apple.com/us/app/jaunt-v … 52748?mt=8

URL: http://forum.audiogames.net/viewtopic.php?pid=275699#p275699





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VR demo - no headset required

2016-08-22 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


VR demo - no headset required

So, what you need a headset for is for two things, firstly to give you some lenses to be able to focus on a screen right in front of your eyes, and secondly to house the gyroscopes etc. to be able to track where your head is pointing. For mobile VR, the head tracking is taken care of by the phone's gyrosccope, so the headset is only there to give you some lenses.So if you don't care about the visuals, you can still get a sense of what VR is about - i.e. 3d positional audio combined with head tracking - just from a smartphone and a pair of headphones.The easiest way to see what the fuss is about is to watch a 360 + spatial audio video on youtube. Unfortuately the iOS youtube app doesn't support it, but if you can get hold of an Android phone, open the following video in the youtube app (important - must be the app, not the youtube website, and the app must be up to date):https://www.youtube.com/watch?v=uayp7VRoL3YThe once it is playing, hold the phone close to your face, screen facing you. If you're wearing stereo headphones you should now be hearing binaural audio, you are standing in the middle of a room surrounded by band members all around you in a circle, and you should be able to tell where in 3D space the different instruments are. Listen for where an instrument is, for example if the piano is off to your right, and turn your body to face that direction. That instrument should now be in front of you.That should be able to give you the gist of what 3D audio + head tracking is about. And VR devs are big on audio, lots of investment is being poured into binaural audio as a result of VR. It's needed for immersion for all players, but also has nice potential for more immersive experiences for blind gamers too.If you're on iOS you could give this a try, it's a collection of 360 head tracked videos that have spatial audio, but you'll need sighted assistance to get one of them playing: https://itunes.apple.com/us/app/jaunt-v … 52748?mt=8

URL: http://forum.audiogames.net/viewtopic.php?pid=275699#p275699





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Re: VR demo - no headset required

2016-08-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Did it work well for you then? What do you think about the potential of the tech for blind accessible gaming?Here's a VR audio game for Android, just a little standard blind swordsman game that was made in a game jam, but having the people around you makes it a bit different from the usual: https://www.reddit.com/r/oculus/comment … h=3e5e23e2The developer recommends using a headset so it can pick up on subtle head tilting etc. You can get very cheap Android headsets for less than $10 that are just a cardboard phone cradle with headstrap and lenses, e.g. https://www.amazon.com/Cardboard-Virtua … with+strap

URL: http://forum.audiogames.net/viewtopic.php?pid=275838#p275838





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Re: VR demo - no headset required

2016-08-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Did it work well for you then? What do you think about the potential of the tech for blind accessible gaming?Here's a VR audio game for Android, just a little standard blind swordsman game that was made in a game jam, but having the people around you makes it a bit different from the usual: https://www.reddit.com/r/oculus/comment … h=3e5e23e2The developer recommends using a headset so it can pick up on subtle head tilting etc. You can get very cheap headsets for less than $10 that are just a cardboard phone cradle with headstrap and lenses, e.g. https://www.amazon.com/Cardboard-Virtua … with+strap

URL: http://forum.audiogames.net/viewtopic.php?pid=275838#p275838





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Re: VR demo - no headset required

2016-08-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

For PC you would need to spend a very large amount of money on an Oculus Rift or an HTC Vive. They have very high system requirements.At the moment I don't think many blind gamers really get how VR works and how it could be relevant to blind accessible gaming, but if you can just have a play around with your phone you can start to get an idea of that without having to shell out a load of money on fancy kit.

URL: http://forum.audiogames.net/viewtopic.php?pid=275849#p275849





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Re: VR demo - no headset required

2016-08-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

For PC you would need to spend a very large amount of money on an Oculus Rift or an HTC Vive. They have very high system requirements.At the moment I don't think many blind gamers really get how VR works and how it could be relevant to blind accessible gaming, assuming instead that it's just about visuals but if you can just have a play around with your phone you can start to get an idea of that without having to shell out a load of money on fancy kit.

URL: http://forum.audiogames.net/viewtopic.php?pid=275849#p275849





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Re: VR demo - no headset required

2016-08-24 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Have you tried it SLJ?Microsoft are working on augmented reality, whereas sony/oculus/htc/samsung/google etc are working on virtual reality.What the two approaches share is being able to track where your head is pointing, and update the output to reflect that, so sounds, visuals etc are located where they would actually be relative to your head.  Where they vary is that virtual reality shows the visuals through screens strapped to your face, so you just see what's on the screens and nothing else. So you might for example be in a fantasy world looking at a monster sat on a rock.In augmented reality the display also shows what is in the room in front of you, the visuals are layered on top of the real world. So you might for example be in your living room looking at a monster sat on your coffee table.Pokemon Go is another example of augmented reality, as you move your phone around you are shown the view from the phone's camera, with t
 he graphics of the pokemon layered on top, appearing to actually sit somewhere in the real world.

URL: http://forum.audiogames.net/viewtopic.php?pid=275891#p275891





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Re: How would you prefer game controls?

2016-08-24 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: How would you prefer game controls?

It is also a good idea to let people configure the controls themselves, give them the option to remap buttons etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=275892#p275892





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Re: VR demo - no headset required

2016-08-25 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Yes, Audio defence is the closest comparison. However Audio Defence is a niche example, most iPhone games do not work like that. Every VR game works like that. So if a game happens to be accessible without visuals, in a similar way to GTA or Resident Evil for example, the game will already have Audio Defence style audio panning in it.The more expensive VR headsets also have tracked controllers, something you hold in each hand that allows the system to know exactly where your hands are, as well as where your head is. For example one of the launch demos is firing a longbow at a target, you point one hand towards the target as Iif you were holding a bow, and use the other hand to pull back the string as you would do in real life, and press a button on it to release the string.

URL: http://forum.audiogames.net/viewtopic.php?pid=276012#p276012





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Accessibility feedback on EA games

2016-08-25 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Accessibility feedback on EA games

The Madden team includes a great accessibility advocate, Karen Stevens, she's behind a bunch of nice low vision accessibility features making in to Madden 17. She has set up a twitter account asking for accessibility feedback. Not just for Madden but for any EA game at all, just send it over she'll forward it all on to the right people.So if you have any specific suggestion for an easy way to improve accessibility in an EA game, let her know here:https://mobile.twitter.com/ea_accessible

URL: http://forum.audiogames.net/viewtopic.php?pid=276094#p276094





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Re: Accessibility feedback on EA games

2016-08-26 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessibility feedback on EA games

Don't forget that EA don't just make big budget multiplayer console games, they also make sports games (including a fighting game - UFC), and mobile games such as Bejewelled and Star Wars: Galaxy of Heroes.But yes absolutely, there's not much point in just saying 'I'd like game X to be accessible to people who are blind', they'll need concrete suggestions to work with. Even if there's nothing that you have in mind now, it's something that's worth remembering for in future. Also pretty great in general to see a company like EA taking an interest in public dialogue on accessibility 

URL: http://forum.audiogames.net/viewtopic.php?pid=276162#p276162





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Re: Accessibility feedback on EA games

2016-08-26 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessibility feedback on EA games

And bradp, if you have ideas of tweaks that could make madden more accessible, definitely fire them over, she works directly on the madden team.

URL: http://forum.audiogames.net/viewtopic.php?pid=276163#p276163





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Re: Accessibility feedback on EA games

2016-08-26 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessibility feedback on EA games

Don't forget that EA don't just publish big budget multiplayer console games, they also do sports games (including a fighting game - UFC)... mobile games such as Bejewelled, Scrabble, Boggle, Risk, Star Wars: Galaxy of Heroes... PC games like The Sims, Star Wars: The Old Republic, Plants Vs Zombies... a pretty wide range of stuff.They also published Shank, which as far as I'm aware is pretty good for blind accessibility.But yes absolutely, there's not much point in just saying 'I'd like game X to be accessible to people who are blind', they'll need concrete suggestions to work with. Even if there's nothing that you have in mind now, it's something that's worth remembering for in future. Also pretty great in general to see a company like EA taking an interest in public dialogue on accessibility 

URL: http://forum.audiogames.net/viewtopic.php?pid=276162#p276162





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Re: Accessibility feedback on EA games

2016-08-26 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessibility feedback on EA games

Don't forget that EA don't just publish big budget multiplayer console games, they also do sports games (including a fighting game - UFC)... mobile games such as Bejewelled, Scrabble, Boggle, Risk, Star Wars: Galaxy of Heroes... PC games like The Sims, Star Wars: The Old Republic, Plants Vs Zombies... a pretty wide range of stuff.They also published Shank, which as far as I'm aware is pretty good for blind accessibility.But yes absolutely, there's not much point in just saying 'I'd like game X to be accessible to people who are blind', they'll need concrete suggestions to work with, e.g. 'add an audio cue for when this thing happens' Even if there's nothing that you have in mind now, it's something that's worth remembering for in future. Also pretty great in general to see a company like EA taking an interest in public dialogue on accessibility 

URL: http://forum.audiogames.net/viewtopic.php?pid=276162#p276162





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Re: Accessibility feedback on EA games

2016-08-26 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessibility feedback on EA games

Fight Night is EA sports

URL: http://forum.audiogames.net/viewtopic.php?pid=276266#p276266





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Re: Uncharted 4 accessibility: There is hope

2016-08-29 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

SLJ can you send the full version of the email to me please? i...@hotmail.com

URL: http://forum.audiogames.net/viewtopic.php?pid=276886#p276886





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Re: Uncharted 4 accessibility: There is hope

2016-08-30 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

I could read the forum fine, but you said the forum post was an edited version, it would be useful to have the original, and in email format too

URL: http://forum.audiogames.net/viewtopic.php?pid=276915#p276915





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Re: Uncharted 4 accessibility: There is hope

2016-08-30 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

Also has your low vision friend played with thief vision mode turned on? Would love her thoughts on it, I've heard good things about the mode from people who are legally blind but only based on seeing short clips, not someone who has actually played a decent chunk of the game with it turned on.

URL: http://forum.audiogames.net/viewtopic.php?pid=276932#p276932





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Re: Uncharted 4 accessibility: There is hope

2016-08-31 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

it is a bonus unlockable mode that makes your friends bright blue, all enemies bright red, and the rest of the game dark grey, with all of the objects and environment outlined in white. It was intended just as a novelty, but actually what it does is drastically ups the contrast.https://www.youtube.com/watch?v=SFXdVMS_a7gI'd still love to have the original email version if possible 

URL: http://forum.audiogames.net/viewtopic.php?pid=277177#p277177





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Re: Uncharted 4 accessibility: There is hope

2016-09-04 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

quick reminder SLJ, I could really do with that email!

URL: http://forum.audiogames.net/viewtopic.php?pid=277737#p277737





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Re: Plea to all developers

2016-09-06 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Plea to all developers

The problem is that the tools developers use to make them aren't compatible with screenreaders. For example Football Manager is made using Unity.So if Unity was to change how they output visuals so that screenreaders could access them, games like football manager would pretty much become accessible overnight. But until then,  it's too big of an ask.

URL: http://forum.audiogames.net/viewtopic.php?pid=277892#p277892





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Re: Plea to all developers

2016-09-06 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Plea to all developers

The problem is that the tools developers use to make them aren't compatible with screenreaders. For example Football Manager is made using Unity.So if Unity was to change how they output visuals so that screenreaders could access them, games like football manager would pretty much become accessible overnight. But until then,  it's too big of an ask. Unless they could be persuaded to do something like a tolk/clipboard hack.

URL: http://forum.audiogames.net/viewtopic.php?pid=277892#p277892





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Re: IOS games and SpriteKit

2016-09-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: IOS games and SpriteKit

Dalen it specifically lists inaccessible games, so you can find out that they are inaccessible before downloading them. If you do an advanced search it gives you options to only list games that are fully accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=278472#p278472





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Re: IOS games and SpriteKit

2016-09-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: IOS games and SpriteKit

Here are a couple of links that might be useful - http://stackoverflow.com/questions/3019 … sprite-kithttp://eyesoffeyeson.tumblr.com/post/10 … -spritekit

URL: http://forum.audiogames.net/viewtopic.php?pid=278473#p278473





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Re: VR demo - no headset required

2016-09-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Has anyone given it a try?

URL: http://forum.audiogames.net/viewtopic.php?pid=278474#p278474





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Re: VR demo - no headset required

2016-09-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Frustrating! For context, this is for a post about VR accessibility, covering all kinds of impairment but including the huge potential it has for blind gaming, with encouragement for developers to explore it. However I can't really mention that without some quotes from blind gamers, and I can't find even a single person from either here or twitter who is interested in having a play around. No takers?

URL: http://forum.audiogames.net/viewtopic.php?pid=278975#p278975





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-17 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Ive seen reports of significant improvements to the large text option in 4.00, so theyre still working on some aspects of acccessibility.xbox have a huge advantage in that narrator already existed as a full product, whereas sony were starting from scratch.what do you think about suggesting to them that they licence an existing third party product instead, such as NVDA?

URL: http://forum.audiogames.net/viewtopic.php?pid=279351#p279351





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-17 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Ive seen reports of significant improvements to the large text option in 4.00, so theyre still working on some aspects of acccessibility.xbox have a huge advantage in that narrator already existed as a full product, whereas sony were starting from scratch.what do you think about suggesting to them that they licence an existing third party product instead, such as NVDA? It should be much easier to get it system-wide then.

URL: http://forum.audiogames.net/viewtopic.php?pid=279351#p279351





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Re: VR demo - no headset required

2016-09-17 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: VR demo - no headset required

Thankyou!

URL: http://forum.audiogames.net/viewtopic.php?pid=279352#p279352





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-18 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

How about theoretically if that wasnt an issue, would PS4 NVDA be preferable to PS4 TTS? If so any reasons why?

URL: http://forum.audiogames.net/viewtopic.php?pid=279434#p279434





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-18 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Chris, here's another video of killer instinct, with step by step explanation of how it is playable of you're blind - https://youtu.be/THbVXGulDUESimba - it isn't open to the public, third party apps don't have system access in the same way as other platforms.Assault_freak you said it yourself, you know what they say about assuming. A couple of years ago no-one would have dreamed that any console would have any kind of blind accessibility. I was actually asking something slightly different though - why would you prefer NVDA? As much detail as possible

URL: http://forum.audiogames.net/viewtopic.php?pid=279546#p279546





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Assault_freak ADA actually doesn't cover it at all, it's another law called CVAA, which requires all communications technology (or communications elements of general purpose tech) to be accessible. Even PS4's limited text to speech covers much more than just navigating to and using communications (party chat etc), so they obviously can't only be interested in compliance. So is amount of the OS that's covered the only thing what would be better about licensing an existing screen reader? There isn't anything else like quality of voices, configuration options etc that would be better too? Porting things across platforms doesn't mean a full rewrite, it's less time and money to do that than to write something from scratch. SLJ Being able to write apps doesn't help, those apps need to have low level access to the rest of the system. For example both Android and iOS have apps, but while you can write your own screen reader
  app for Android, you cannot for iOS. Same deal with consoles, they're locked down, same deal as with what you said about firmware.

URL: http://forum.audiogames.net/viewtopic.php?pid=279593#p279593





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Assault_freak ADA actually doesn't cover it at all, it's another law called CVAA, which requires all communications technology (or communications elements of general purpose tech) to be accessible. Even PS4's limited text to speech covers much more than just navigating to and using communications (party chat etc), so they obviously can't only be interested in compliance. So is amount of the OS that's covered the only thing that would be better about licensing an existing screen reader? There isn't anything else, like quality of voices, configuration options etc. that would be better too? Porting things across platforms doesn't mean a full rewrite, it's less time and money to do that than to write something from scratch. SLJ Being able to write apps doesn't help, those apps need to have low level access to the rest of the system. For example both Android and iOS have apps, but while you can write your own screen read
 er app for Android, you cannot for iOS. Same deal with consoles, they're locked down, same deal as with what you said about firmware.

URL: http://forum.audiogames.net/viewtopic.php?pid=279593#p279593





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Assault_freak ADA actually doesn't cover it at all, it's another law called CVAA, which requires all communications technology (or communications elements of general purpose tech) to be accessible. Even PS4's limited text to speech covers much more than just navigating to and using communications (party chat etc), so they obviously can't only be interested in compliance. So is amount of the OS that's covered the only thing that would be better about licensing an existing screen reader? There isn't anything else, like quality of voices, configuration options etc. that would be better too? I have to ask because I'm not a day to day screen reader user myself. I have screen reader training and use a screen reader for work for doing accessibility audits etc, but my understanding is at that kind of level, enough to understand the big issues, barriers etc, but not more subtle differences between screen readers that make life a bit easier o
 r more frustrating when encountered all the time.Porting things across platforms doesn't mean a full rewrite, it's less time and money to do that than to write something from scratch. SLJ Being able to write apps doesn't help, those apps need to have low level access to the rest of the system. For example both Android and iOS have apps, but while you can write your own screen reader app for Android, you cannot for iOS. Same deal with consoles, they're locked down, same deal as with what you said about firmware.

URL: http://forum.audiogames.net/viewtopic.php?pid=279593#p279593





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-20 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Yep both PS4 and XB1 have gone quite far beyond basic compliance, so what I'd really hope for is that CVAA will have just given some extra impetus, helped get conversations going around accessibility. As far as I'm aware every PS4 update has had some kind of accessibility improvement... in the case of 4.00, it's improved large text option.

URL: http://forum.audiogames.net/viewtopic.php?pid=279671#p279671





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Re: Well, PS4 accessibility has ground to a halt, it seems

2016-09-20 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Well, PS4 accessibility has ground to a halt, it seems

Yep you never know, a couple of years ago the idea of any kind of TTS on console would have seemed like a ludicrously unrealistic idea 

URL: http://forum.audiogames.net/viewtopic.php?pid=279727#p279727





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Re: Identifying possible console audible indicators

2017-03-28 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Identifying possible console audible indicators

"Tones for face buttons is all well and good, but we're dancing around a topic that Karen brought up in her original post, stick motions."A range of different button actions as well as stick motions, for example:- tap a button immediately when prompted- tap a button a precise time after being prompted, not too early or too late- tap a button repeatedly and quickly until prompted again- hold a button until prompted again- rotate a stick in a single circle- rotate a stick from one specific direction to another specific direction- rotate both sticks simultaneously at the same speed with the same start positions but in opposite directions, until prompted again- push both sticks apart- push a stick in a specific direction- push both sticks in the specific direction- waggle a stick from side to side- use a stick to move a reticle to a specific coordinateAnd  'buttons' can
  mean all the face buttons, shoulders, triggers, l3/r3So for example Asura's Wrath, Tales From The Borderlands, Shadows of Mordor, MKX and Madden (the above list of actions comes from this small selection of games) might all need quite different approaches to each other, what works for one won't necessarily work for another.

URL: http://forum.audiogames.net/viewtopic.php?pid=304354#p304354





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Re: Identifying possible console audible indicators

2017-03-28 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Identifying possible console audible indicators

"Tones for face buttons is all well and good, but we're dancing around a topic that Karen brought up in her original post, stick motions."A range of different button actions as well as stick motions, for example:- tap a button immediately when prompted- tap a button a precise time after being prompted, not too early or too late- tap a button repeatedly and quickly until prompted again- hold a button until prompted again- rotate a stick in a single circle- rotate a stick from one specific direction to another specific direction- rotate both sticks simultaneously at the same speed with the same start positions but in opposite directions, until prompted again- push both sticks apart- push a stick in a specific direction- push both sticks in the specific direction- waggle a stick from side to side- use a stick to move a reticle to a specific coordinateAnd  'buttons' can
  mean all the face buttons, shoulders, triggers, l3/r3So for example Asura's Wrath, Tales From The Borderlands, Shadows of Mordor, MKX and Madden (the above list of actions comes from this small selection of games) might all need quite different approaches to each other, the best approach for one won't necessarily be the best approach for another.

URL: http://forum.audiogames.net/viewtopic.php?pid=304354#p304354





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Latest Xbox update

2017-03-29 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Latest Xbox update

Anyone had a chance to play around with it yet?

URL: http://forum.audiogames.net/viewtopic.php?pid=304559#p304559





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Re: Latest Xbox update

2017-03-29 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Latest Xbox update

flame_elchemist that isn't something that Xbox can patch in themselves, as games don't have anything in a former that narrator can read. However this update does add the ability for game developers to send menu text out to narrator. So individual game developers now have the ability to choose to make their game menus spoken by narrator if they want to and can justify the cost of doing so. So, so long as blind gamers keep asking for it, over the next year or two we should start to see some mainstream games with narrator-voiced menus.It would be great to see game engines - Unity, Unreal, Frostbite etc - do that automatically. That way the choice/cost barrier would be reduced significantly.

URL: http://forum.audiogames.net/viewtopic.php?pid=304598#p304598





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Must read for all twitter users

2017-03-30 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Must read for all twitter users

Twitter now includes functionality to automatically block tweets from people who don't have profile pictures set. This is because many of these accounts are bots, spammers and trolls. So unless you want to be lumped in with that lot and have people missing your tweets to them, set a profile pic! Lots of blind folk don't currently have profile pics set.More info:https://twitter.com/ianhamilton_/status … 4766922752

URL: http://forum.audiogames.net/viewtopic.php?pid=304698#p304698





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Re: Must read for all twitter users

2017-03-30 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Must read for all twitter users

It doesn't have to be a photo of you, can be anything at all, so long as it isn't the default unhatched egg image.

URL: http://forum.audiogames.net/viewtopic.php?pid=304703#p304703





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Re: Must read for all twitter users

2017-03-30 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Must read for all twitter users

It doesn't have to be a photo of you, can be anything at all, so long as it isn't the default unhatched egg image.That's worth saying again... there isn't a single person on twitter who doesn't have a profile pic. By default you are given a picture of an unhatched egg. It's just a case of whether you replace that egg with your own image.

URL: http://forum.audiogames.net/viewtopic.php?pid=304703#p304703





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Re: Microsoft Narrator coming to Minecraft PC Edition

2017-04-01 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Microsoft Narrator coming to Minecraft PC Edition

This is not April Fools, it was already added to Minecraft Education Edition back in January:https://thejournal.com/articles/2017/01 … s.aspx?m=1Don't get too excited though, narrator is not actually being added to Minecraft. It's just text to speech for chat, nothing more.

URL: http://forum.audiogames.net/viewtopic.php?pid=304954#p304954





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Re: Microsoft Narrator coming to Minecraft PC Edition

2017-04-01 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Microsoft Narrator coming to Minecraft PC Edition

This is not April Fools, it was already added to Minecraft Education Edition back in January:https://thejournal.com/articles/2017/01 … s.aspx?m=1Don't get too excited though, narrator is not actually being added to Minecraft. It's just text to speech for chat, nothing more. Having that added does not mean a first step is being made on a general narrator roadmap.

URL: http://forum.audiogames.net/viewtopic.php?pid=304954#p304954





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Xbox accessibility APIs

2017-04-04 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Xbox accessibility APIs

The announcement talk from GDC is available online here:https://channel9.msdn.com/Events/GDC/GD … DC2017-009It is fairly technical, but must-watch for all blind gamers. Pretty nice to listen to someone from xbox telling a room full of game developers that they should be considering blind gamers and giving them advice on how to do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=305510#p305510





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Re: Fantastic news regarding Sony PS4 Text to Speech

2017-04-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Fantastic news regarding Sony PS4 Text to Speech

I know Karen from EA personally, the scepticism  here is all misplaced. These are her initiatives that she is following due to her passion for accessibility, and has managed to get wider backing for. She is not a pawn in some cynical plot by marketers More info:https://www.easports.com/madden-nfl/new … 5650752615

URL: http://forum.audiogames.net/viewtopic.php?pid=306249#p306249





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Re: Fantastic news regarding Sony PS4 Text to Speech

2017-04-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Fantastic news regarding Sony PS4 Text to Speech

I know Karen from EA personally, the scepticism  here is all misplaced. These are her initiatives that she is following due to her passion for accessibility, and has managed to get wider backing for. She is not a pawn in some cynical plot by marketers From my own experience, internal advocacy can be a tough gig. So I'm sure your support and appreciation would be helpful.More info:https://www.easports.com/madden-nfl/new … 5650752615

URL: http://forum.audiogames.net/viewtopic.php?pid=306249#p306249





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Re: Fantastic news regarding Sony PS4 Text to Speech

2017-04-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Fantastic news regarding Sony PS4 Text to Speech

I know Karen from EA personally, the scepticism  here is all misplaced. These are her initiatives that she is following due to her passion for accessibility, and has managed to get wider backing for. She is not a pawn in some cynical plot by marketers I know from my own experience that internal advocacy within a publisher can be a tough gig. So I'm sure your support and appreciation would be helpful.More info:https://www.easports.com/madden-nfl/new … 5650752615

URL: http://forum.audiogames.net/viewtopic.php?pid=306249#p306249





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Re: Fantastic news regarding Sony PS4 Text to Speech

2017-04-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Fantastic news regarding Sony PS4 Text to Speech

I know Karen from EA personally, the scepticism  here is all misplaced. These are her initiatives that she is following due to her passion for accessibility, and has managed to get wider backing for. She is not a pawn in some cynical plot by marketers.I know from my own experience that internal advocacy within a publisher can be a tough gig. So I'm sure your support and appreciation would be helpful.More info:https://www.easports.com/madden-nfl/new … 5650752615

URL: http://forum.audiogames.net/viewtopic.php?pid=306249#p306249





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Re: Game of thrones: Fully playable but not fully accessible

2017-05-07 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Game of thrones: Fully playable but not fully accessible

Here's how the walking and looking works. Your character doesn't sidestep, he walks in the direction that you move the left stick in. The camera doesn't rotate when he walks, it always looks from the same direction. So if you press right, you see him from the side walking right.The right hand stick controls a cursor, which you move around the screen. When the cursor is over an interactive element, you can press a button to interact with it. When the cursor gets close to the edge of the screen, the camera pans to the side a bit to allow more of the scene to be visible.It's probably helpful to compare it to the PC controls. On the PC you use WASD to walk left/right/into/out of the screen, and use the mouse to interact with hotspots around the screen. The console version is a close copy of that.It is definitely a case of brutal trial and error rather than accessibility.

URL: http://forum.audiogames.net/viewtopic.php?pid=309992#p309992





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Re: Game of thrones: Fully playable but not fully accessible

2017-05-07 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Game of thrones: Fully playable but not fully accessible

Here's how the walking and looking works. Your character doesn't sidestep, he walks in the direction that you move the left stick in. The camera doesn't rotate when he walks, it always looks from the same direction. So if you press right, you see him from the side walking right. press left, you see him from the side, walking towards the right of the screen. Press down, and you see him from the front, walking out of the screen towards you. Press up, and you see his back as he walks away from you into the screen.The right hand stick controls a cursor, which you move around the screen. When the cursor is over an interactive element, you can press a button to interact with it. When the cursor gets close to the edge of the screen, the camera pans to the side a bit to allow more of the scene to be visible.It's probably helpful to compare it to the PC controls. On the PC you use WASD to walk left/right/into/out of the screen, and use the mo
 use to interact with hotspots around the screen. The console version is a close copy of that.It is definitely a case of brutal trial and error rather than accessibility.A large part of the game is making conversation choices, which is done on a strict time limit of just a few seconds, with no way to know what the conversation options are. If you don't choose in time, it chooses for you.Not choosing an option doesn't make you did or anything, but they are how you make choices about how characters will react to you in future, which in turn affects how the story branches.

URL: http://forum.audiogames.net/viewtopic.php?pid=309992#p309992





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Re: Game of thrones: Fully playable but not fully accessible

2017-05-07 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Game of thrones: Fully playable but not fully accessible

Here's how the walking and looking works. You view your character as if through the eyes of another character stood near him, you don't see him from the top.Your character doesn't sidestep, he walks in the direction that you move the left stick in. The camera doesn't rotate when he walks, it always looks from the same direction. So if you press right, you see him from the side walking towards the right of the screen. press left, you see him from the side, walking towards the left of the screen. Press down, and you see him from the front, walking out of the screen towards you. Press up, and you see his back as he walks away from you into the screen.The right hand stick controls a cursor, which you move around the screen. When the cursor is over an interactive element, you can press a button to interact with it. When the cursor gets close to the edge of the screen, the camera pans to the side a bit to allow more of the scene to be visi
 ble.It's probably helpful to compare it to the PC controls. On the PC you use WASD to walk left/right/into/out of the screen, and use the mouse to interact with hotspots around the screen. The console version is a close copy of that.It is definitely a case of brutal trial and error rather than accessibility.A large part of the game is making conversation choices, which is done on a strict time limit of just a few seconds, with no way to know what the conversation options are. If you don't choose in time, it chooses for you.Not choosing an option doesn't make you did or anything, but they are how you make choices about how characters will react to you in future, which in turn affects how the story branches.

URL: http://forum.audiogames.net/viewtopic.php?pid=309992#p309992





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Ad Liberum

2017-05-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Ad Liberum

HTML & canvas based multi-player text adventure engine, hasn't taken accessibility into account yet but the developer is interested -http://press.adliberum.com

URL: http://forum.audiogames.net/viewtopic.php?pid=310312#p310312





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Ad Liberum engine

2017-05-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Ad Liberum engine

Ad Liberum is an upcoming multiplayer text game engine:http://press.adliberum.com/It is built using HTML5 canvas with its own focus handling system which makes screenreader support pretty difficult, the developer is keen though and is looking into ren'py style self voicing as a mroe straightforward way of getting the output blind accessible. He has just posted a work in progress example:https://twitter.com/liamtwose/status/862278322604187648

URL: http://forum.audiogames.net/viewtopic.php?pid=310323#p310323





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Ad Liberum engine

2017-05-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Ad Liberum engine

Ad Liberum is an upcoming multiplayer text game engine:http://press.adliberum.com/It is built using HTML5 canvas with its own focus handling system which makes screenreader support pretty difficult, Liam the developer is keen though and is looking into ren'py style self voicing as a more straightforward way of getting the output to be blind accessible. He has just posted a work in progress example:https://twitter.com/liamtwose/status/862278322604187648

URL: http://forum.audiogames.net/viewtopic.php?pid=310323#p310323





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The rapidly changing landscape of accessibility for blind gamers

2017-05-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


The rapidly changing landscape of accessibility for blind gamers

It published a little early unfortunately, wasn't supposed to go up until global accessibility awareness day on Thursday, but that aside wrote a quick post on some of the recent developments:http://www.gamasutra.com/blogs/IanHamil … gamers.php

URL: http://forum.audiogames.net/viewtopic.php?pid=311095#p311095





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

9th Duke, it was written in a bit of a hurry but isn't being publicised until Thursday, would love to hear your thoughts on making it more polished!

URL: http://forum.audiogames.net/viewtopic.php?pid=311103#p311103





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

9th Duke, it was written in a bit of a hurry but isn't being publicised until Thursday, so would love to hear your thoughts on making it more polished!

URL: http://forum.audiogames.net/viewtopic.php?pid=311103#p311103





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

arqmeister yes, absolutely. But having said that, gamasutra is an industry website, the goal of the article is to help raise awareness amongst developers there have been plenty of developers over recent years in particular who have wanted to implement accessibility for blind gamers but haven't been able to as there haven't been any tools available, I'm personally confident that we'll now start to see a few at least.

URL: http://forum.audiogames.net/viewtopic.php?pid=32#p32





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

DracoSelene89 - yes, of course. But they have to know about what is available to use before they can decide whether to use it

URL: http://forum.audiogames.net/viewtopic.php?pid=311152#p311152





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-16 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

Dragomier you can use the xbox app to stream gameplay through a PC, just plug in your xbox pad via USB

URL: http://forum.audiogames.net/viewtopic.php?pid=311250#p311250





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Re: The rapidly changing landscape of accessibility for blind gamers

2017-05-16 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: The rapidly changing landscape of accessibility for blind gamers

Indeed, how bizarre!

URL: http://forum.audiogames.net/viewtopic.php?pid=311281#p311281





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Re: Injustice 2: Official Topic

2017-05-16 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Injustice 2: Official Topic

Dragomier, as assault_freak says you can use the xbox app to stream gameplay through a PC, just plug in your xbox pad via USB

URL: http://forum.audiogames.net/viewtopic.php?pid=311282#p311282





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Interview with outofsightgames

2017-05-18 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Interview with outofsightgames

https://channel9.msdn.com/Shows/Level-U … ime=05m27s

URL: http://forum.audiogames.net/viewtopic.php?pid=311549#p311549





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GAConf videos now online

2017-05-18 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


GAConf videos now online

They've all been put up freely available as part of global accessibility awareness day, here's the full playlist:https://www.youtube.com/playlist?list=P … 9Z1P8Qjf19And Brandon Cole's talk, given to a room full of people from all areas of the industry; indies, triple-As, publishers, platforms, educators, academics:https://www.youtube.com/watch?v=EvwN6c_ … 9Z1P8Qjf19

URL: http://forum.audiogames.net/viewtopic.php?pid=311550#p311550





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Legally blind Vs fully blind

2017-05-18 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Legally blind Vs fully blind

For purposes of testing high contrast modes in games, are there many people here who have some degree of residual vision?

URL: http://forum.audiogames.net/viewtopic.php?pid=311681#p311681





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Re: Legally blind Vs fully blind

2017-05-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Legally blind Vs fully blind

How about this?http://gameaccessibilityguidelines.com/ … sf4-bg.png

URL: http://forum.audiogames.net/viewtopic.php?pid=311807#p311807





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Re: I want to do a little GTA V demo, would anyone listen to that?

2017-05-31 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: I want to do a little GTA V demo, would anyone listen to that?

I would share that as widely as possible if it was video recording the visuals of gameplay rather than just audio on its own, it would be of great interest to a fair few sighted gamers and game developers.For example SightlessKombat's youtube videos usually get between 50 and 300 views, this one had 16000https://www.youtube.com/watch?v=THbVXGulDUEAlso another difference between IV and V, as far as I remember IV does not have first person mode while V does, is that correct?

URL: http://forum.audiogames.net/viewtopic.php?pid=313323#p313323





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Audio description

2017-06-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Audio description

Has there ever been a game that includes audio description for visuals (cut scenes in particular), in the same way as audio described video in TV / cinema?I know of games that have narrators, such as a blind legends, but that's a bit different obviously.

URL: http://forum.audiogames.net/viewtopic.php?pid=314435#p314435





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Re: Audio description

2017-06-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Audio description

@assault_freak Yep I'm thinking more in audiogame land than in mainstream gaming There are often gaps in cutscenes that could lend themselves to an optional audio description track.. long scene-setting panoramas etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=314455#p314455





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Re: Audio description

2017-06-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Audio description

@assault_freak Yep I'm more wondering if there has ever been an example from audiogame land, rather than from mainstream gaming In mainstream though there are often gaps in cutscenes that could lend themselves to an optional audio description track.. long scene-setting panoramas etc.Take the intro cinematic for Halo 5 for example, if all you have is the audio then most of this is just meaningless random bits of gunfire:https://www.youtube.com/watch?v=gvn1k6__yTcHere's the full transcript of the video, some of this could well be suited to an audio description track:Fade in to Jameson Locke's helmet, lying on a seat inside a Pelican's troop bay.Cut to the Microsoft Studios logo.A rotating cylindrical holotank lowers from the ceiling. It activates, displaying several holographic photos of destruction on several human colonies.Cut to the 343 Industries logo.Lasky briefs Fireteam Osiris.Cut to the Pelican bay. Members of Fireteam Osiris are looking at the holotank. An additional screen appears on it as Thomas Lasky begins his transmission.Thomas Lasky (Video COM): "Fireteam Osiris. Over the last 72 hours, five colonies have experienced identical events. Massive destruction, Forerunner in origin."Olympia Vale stands up. A 3D portrait of Catherine Halsey appears on the holotank.Lasky (Video COM): "Dr. Catherine Elizabeth Halsey has managed to contact us."Edward Buck scratches his chin.Lasky (Video COM): "She claims to have information on these attacks."Holly Tanaka passes an M6H magnum to Vale as they look at the holotank. Another screen appears on it as Sarah Palmer joins in.Sarah Palmer (Video COM): "Halsey is currently in Covenant custody on the surface of Kamchatka."Locke stands up as the holotank shows battle plans for Kamchatka.Palmer (Video COM): "Your mission is to insert behind enemy lines, retrieve Halsey and bring her back to Infinity."The hologram of the Kamchatkan mountain ranges disappears, and a Sangheili hologram replaces it.Palmer (Video COM): "Be advised. Dr. Halsey is accompanied by Covenant supreme leader Jul 'Mdama. If you have the opportunity…"Locke: "Understood, Commander."Lasky (Video COM): "Good luck, Spartan Locke. Infinity out."The holotank shuts down.Locke: "Tracking gear online?"Vale activates her Artemis Tracking System.Olympia Vale: "Affirmative."Tanaka grabs her helmet from the overhead compartment and approaches the center of the Pelican.Holly Tanaka: "Say, before we make this jump, anybody want to say a few words?"Buck stands and picks up his M45 shotgun, cocking it and holstering it on his back.Edward Buck: "I figure if God can hear how scared I am, so can everyone else. Locke, you buying the first drink when we're done?"Locke: "You ask, you buy."Buck chuckles. Locke turns to the others.Locke: "Fireteam Osiris, the light is green."Locke turns around and opens the troop bay door. Vale and Tanaka put on their helmets and jump. Buck smiles and passes Locke his helmet before putting on his own helmet and jumping off the Pelican. Locke puts on his helmet, turns around, and jumps. He joins the others in the sky. Cut to black:Halo5 Logo onLight CMYK Final.jpgFireteam Osiris descends into battle.Open to the four Spartans in free fall. Covenant starships are massed beneath, engaged in battle. The Spartans zoom through the fleet, passing enormous corvettes, carriers and other warships, aiming for the mountain range below.Locke (COM): "Comms check."Tanaka crashes into a Banshee, which explodes near Buck. He narrowly dodges the explosion while Tanaka's energy shields flicker and recharge.Tanaka (COM): "Comms working fine, Locke."Locke (COM): "Copy that, Tanaka."A Forerunner mountain platform is shot down and shatters.Buck (COM): "Spartan Buck online and ready."Vale (COM): "Spartan Vale online!"The Spartans pass the crashed ship, "flying" close along the mountain slope. Thrusters on their suits control their fall.Locke: "Weapons free!"The Spartans orient themselves feet first to land.Buck: "Contact!"The Spartans tuck and roll upon hitting the ground, propelling their freefall momentum forward. They rush down a mountain slope into a snowy valley filled with Covenant infantry and vehicles.Buck and Vale fire into a Sangheili Zealot and Unggoy Storm with their shotgun and assault rifle, while Locke leaps ahead and ground pounds a Wraith and two more Zealots, overturning it and stunning the Sangheili. Buck and Vale finish them off while Locke lands and takes out an Unggoy with a Needler.Buck and Tanaka leap into the air and perform two ground pounds, blasting away more Covenant. Tanaka shoulder-bashes, a Sangheili and Kig-Yar, smashing them both through a boulder which shatters on impact.Locke shoots away a Kig-Yar while Tanaka fires her SMG, jumping onto and over a Wraith. Her teammates join her in picking off Covenant, some chasing them in floating vehicles. A Phantom floats ahead of them and fires at the Spartans with its chin mounted turret. Flying low to the gro

Re: Audio description

2017-06-08 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Audio description

@assault_freak Yep I'm more wondering if there has ever been an example from audiogame land, rather than from mainstream gaming In mainstream though there are often gaps in cutscenes that could lend themselves to an optional audio description track.. long scene-setting panoramas etc.Take the intro cinematic for Halo 5 for example, if all you have is the audio then most of this is just meaningless random bits of gunfire:https://www.youtube.com/watch?v=gvn1k6__yTcHere's the full transcript of the video, obviously a full transcript is too much detail to be able to fit in, but some trimmed down bits out of this could well be suited to an optional audio description track:Fade in to Jameson Locke's helmet, lying on a seat inside a Pelican's troop bay.Cut to the Microsoft Studios logo.A rotating cylindrical holotank lowers from the ceiling. It activates, displaying several holographic photos of destruction on several human colonies.Cut to the 343 Industries logo.Lasky briefs Fireteam Osiris.Cut to the Pelican bay. Members of Fireteam Osiris are looking at the holotank. An additional screen appears on it as Thomas Lasky begins his transmission.Thomas Lasky (Video COM): "Fireteam Osiris. Over the last 72 hours, five colonies have experienced identical events. Massive destruction, Forerunner in origin."Olympia Vale stands up. A 3D portrait of Catherine Halsey appears on the holotank.Lasky (Video COM): "Dr. Catherine Elizabeth Halsey has managed to contact us."Edward Buck scratches his chin.Lasky (Video COM): "She claims to have information on these attacks."Holly Tanaka passes an M6H magnum to Vale as they look at the holotank. Another screen appears on it as Sarah Palmer joins in.Sarah Palmer (Video COM): "Halsey is currently in Covenant custody on the surface of Kamchatka."Locke stands up as the holotank shows battle plans for Kamchatka.Palmer (Video COM): "Your mission is to insert behind enemy lines, retrieve Halsey and bring her back to Infinity."The hologram of the Kamchatkan mountain ranges disappears, and a Sangheili hologram replaces it.Palmer (Video COM): "Be advised. Dr. Halsey is accompanied by Covenant supreme leader Jul 'Mdama. If you have the opportunity…"Locke: "Understood, Commander."Lasky (Video COM): "Good luck, Spartan Locke. Infinity out."The holotank shuts down.Locke: "Tracking gear online?"Vale activates her Artemis Tracking System.Olympia Vale: "Affirmative."Tanaka grabs her helmet from the overhead compartment and approaches the center of the Pelican.Holly Tanaka: "Say, before we make this jump, anybody want to say a few words?"Buck stands and picks up his M45 shotgun, cocking it and holstering it on his back.Edward Buck: "I figure if God can hear how scared I am, so can everyone else. Locke, you buying the first drink when we're done?"Locke: "You ask, you buy."Buck chuckles. Locke turns to the others.Locke: "Fireteam Osiris, the light is green."Locke turns around and opens the troop bay door. Vale and Tanaka put on their helmets and jump. Buck smiles and passes Locke his helmet before putting on his own helmet and jumping off the Pelican. Locke puts on his helmet, turns around, and jumps. He joins the others in the sky. Cut to black:Halo5 Logo onLight CMYK Final.jpgFireteam Osiris descends into battle.Open to the four Spartans in free fall. Covenant starships are massed beneath, engaged in battle. The Spartans zoom through the fleet, passing enormous corvettes, carriers and other warships, aiming for the mountain range below.Locke (COM): "Comms check."Tanaka crashes into a Banshee, which explodes near Buck. He narrowly dodges the explosion while Tanaka's energy shields flicker and recharge.Tanaka (COM): "Comms working fine, Locke."Locke (COM): "Copy that, Tanaka."A Forerunner mountain platform is shot down and shatters.Buck (COM): "Spartan Buck online and ready."Vale (COM): "Spartan Vale online!"The Spartans pass the crashed ship, "flying" close along the mountain slope. Thrusters on their suits control their fall.Locke: "Weapons free!"The Spartans orient themselves feet first to land.Buck: "Contact!"The Spartans tuck and roll upon hitting the ground, propelling their freefall momentum forward. They rush down a mountain slope into a snowy valley filled with Covenant infantry and vehicles.Buck and Vale fire into a Sangheili Zealot and Unggoy Storm with their shotgun and assault rifle, while Locke leaps ahead and ground pounds a Wraith and two more Zealots, overturning it and stunning the Sangheili. Buck and Vale finish them off while Locke lands and takes out an Unggoy with a Needler.Buck and Tanaka leap into the air and perform two ground pounds, blasting away more Covenant. Tanaka shoulder-bashes, a Sangheili and Kig-Yar, smashing them both through a boulder which shatters on impact.Locke shoots away a Kig-Yar while Tanaka fires her SMG, jumping onto and over a Wraith. Her teammates join her in picking off Covenant, some chasing them in floating vehicles. A Ph

Re: Audio description

2017-06-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Audio description

It's a fan-made transcription from a wiki, there are a ton of them around.I guess my working wasn't the best, when I said audio game land I actually wasn't referring to straight up audio games, obviously there would be no need for audio description there. I was thinking more games that were intentionally aimed at blind gamers but also other gamers too.Sounds like the answer is no though either way!As far as resourcing goes, there is a way to cut costs that isn't available in TV/movies - just store the AD content as timecoded text, and send that text out to a screenreader as it comes.

URL: http://forum.audiogames.net/viewtopic.php?pid=314834#p314834





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Title attributes

2017-06-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Title attributes

I'm trying to find some examples of games that correctly use title attributes but I'm having a hard time. I've been trawling HTML games, even games that are collections of separate HTML pages seem to usually just have a single title attribute with the name of the game, rather than separate title attribs that describe each screen.Anyone know of any?

URL: http://forum.audiogames.net/viewtopic.php?pid=314838#p314838





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Re: Title attributes

2017-06-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Title attributes

It's HTML, every web page is supposed to have a attribute that describes the page.  It's the first thing that is read out by a screen reader before any of the content of the page itself. For people with vision, it is displayed across the top of the browser window. It is also shown in search engine results.

URL: http://forum.audiogames.net/viewtopic.php?pid=314876#p314876





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Re: Title attributes

2017-06-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Title attributes

It's HTML, every web page is supposed to have a attribute that describes what the page is about.  It's the first thing that is read out by a screen reader before any of the content of the page itself. For people with vision, it is displayed across the top of the browser window. It is also shown in search engine results. So for all of those things it's supposed to give people an idea of what the page is without them having to explore the content of the page. For example the HTML of this page contains this line of code:Title attributes (Page 1) — General Game Discussion — AudioGames.net Forum

URL: http://forum.audiogames.net/viewtopic.php?pid=314876#p314876





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Re: Title attributes

2017-06-11 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Title attributes

It's HTML, every web page is supposed to have a attribute that describes what the page is about.  It's the first thing that is read out by a screen reader before any of the content of the page itself. For people with vision, it is displayed across the top of the browser window. It is also shown in search engine results. So for all of those things it's supposed to give people an idea of what the page is without them having to explore the content of the page. For example the HTML of this page contains this line of code:Title attributes (Page 1) — General Game Discussion — AudioGames.net ForumHere's an example of a game that has unique title attributes for each page, I'd prefer a different example though if possible!http://www.furry-paws.com

URL: http://forum.audiogames.net/viewtopic.php?pid=314876#p314876





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sightlesskombat & phil spencer (head of xbox) on BBC

2017-06-15 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


sightlesskombat & phil spencer (head of xbox) on BBC

A nice little bit of blind accessibility coverage on the BBC:http://www.bbc.co.uk/news/av/technology … ble-to-all

URL: http://forum.audiogames.net/viewtopic.php?pid=315507#p315507





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Give input on Xbox accessibility

2017-07-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Give input on Xbox accessibility

Reminder that they have an

URL: http://forum.audiogames.net/viewtopic.php?pid=318725#p318725





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Give input on Xbox accessibility

2017-07-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Give input on Xbox accessibility

Reminder that they have an "ease of access" uservoice forum, and they read everything that is posted to it.You can post new ideas here, make sure to choose the "ease of access" category in the drop-down -https://xbox.uservoice.com/forums/363186--new-ideasAnd view existing ideas here -https://xbox.uservoice.com/forums/33516 … of-access/

URL: http://forum.audiogames.net/viewtopic.php?pid=318725#p318725





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Re: Give input on Xbox accessibility

2017-07-10 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Give input on Xbox accessibility

for feedback on existing features as well as ideas for new ones

URL: http://forum.audiogames.net/viewtopic.php?pid=318829#p318829





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Re: Give input on Xbox accessibility

2017-07-12 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Give input on Xbox accessibility

They only just announced (in March) the ability for game developers to make use of the text to speech functionality, so there aren't any games that use it yet, it'll take a little while. But there are games that have good enough audio for the gameplay to be playable, and there are menu guides available on these forums. Other than that it's the system menus and I think some apps too (e.g. amazon video?) that are accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=318983#p318983





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Xbox accessibility commitments from E3

2016-06-14 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Xbox accessibility commitments from E3

http://blogs.microsoft.com/blog/2016/06 … 2no1qn96yphttp://www.bloomberg.com/news/articles/ … -white-menhttps://news.microsoft.com/features/des … r6mkpjgixm

URL: http://forum.audiogames.net/viewtopic.php?pid=264360#p264360





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Re: Xbox accessibility commitments from E3

2016-06-14 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Xbox accessibility commitments from E3

There is, just not right at the start of the articles:"To truly have a lasting impact requires a culture shift, one that won’t happen overnight. However, our team is committed to get better each day, to teach one another to pause in our decision making process and think about the amazing diversity of needs, abilities and interests amongst gamers around the world. It has forced our team to think differently across the entire gaming experience – from hardware, to games and service.""How do we help our engineers better understand the needs of those with varying levels of physical ability?""we are committed as a team that if our mission was to put gamers at the center of everything we do, we need to better understand – and better represent – the needs of ALL gamers.""We can and we will do better as an industry moving forward.""Some games will be tailored to people with disabilities. Xbox team members have been trained in the art of “inclusive design" and have met with deaf gamers and a parent of an autistic child, among others. An accessibility lab collects and studies controllers designed for disabled hackers; one has a switch that’s triggered by biting down.Microsoft knows its efforts to attract more women, minorities, LGBT, and disabled gamers could spark a backlash from the usual suspects. “There is going to be a portion of our audience that responds in the most immature and inappropriate way to what we are doing,” McCarthy said. “But I guarantee you the wave of the masses will be with us.”"""Xbox is embracing inclusive design as part of our Gaming for Everyone effort,” said Phil Spencer, head of Xbox. “In this ongoing initiative, every single person on Team Xbox is working together to try to make gaming accessible, equitable and sustainable for all."""“What is a gamer? Who is a gamer? A big part of Gaming for Everyone is enabling all types of gamers to play as they want, in the way they want. We need to challenge all of our perceptions.”""“An inclusive design approach encourages us to understand the needs of a lot of people and think about them intentionally,” said Johnson. “We want everything in Xbox to be as fluid and accessible as possible. It’s not about simplifying the games but improving and tailoring to specific needs.”"

URL: http://forum.audiogames.net/viewtopic.php?pid=264370#p264370





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Re: Uncharted 4 accessibility: There is hope

2016-06-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

If you still have some residual vision, they have an accidentally accessible bonus mode that makes everything high contrast with edge detection filters and friends/enemies coloured blue/red - https://youtu.be/SFXdVMS_a7g

URL: http://forum.audiogames.net/viewtopic.php?pid=265087#p265087





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Re: Uncharted 4 accessibility: There is hope

2016-06-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

nuno69 wrote:Is uchrated only for the consoles?About contacting them:https://www.naughtydog.com/contactNuno69 - it is PS4 only. General contact emails very rarely work for big studios like that, you need to find the right individuals and drop them a line on twitter or something like that. Also it's generally not worth getting in touch until you have a really concrete proposal of how it could easily be made accessible. If you just say 'can you make it blind accessible' the answer will generally be no, as people find it hard to imagine how it might be possible without huge amounts of effort and money.

URL: http://forum.audiogames.net/viewtopic.php?pid=265088#p265088





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Re: Uncharted 4 accessibility: There is hope

2016-06-19 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

I don't no, don't have a PS4 

URL: http://forum.audiogames.net/viewtopic.php?pid=265139#p265139





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Re: Uncharted 4 accessibility: There is hope

2016-06-21 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Uncharted 4 accessibility: There is hope

Adding in an audio prompt for when you're near ammo would be really trivial for them to do . It's more the navigation of the environments that'll be the issue

URL: http://forum.audiogames.net/viewtopic.php?pid=265392#p265392





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Virtual reality

2016-06-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Virtual reality

Anyone had any experience, or have any thoughts?

URL: http://forum.audiogames.net/viewtopic.php?pid=265536#p265536





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Re: Virtual reality

2016-06-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Virtual reality

It's no more inherently about sight  than any other platform is. There's also full head tracking combined with accurate 3D audio, I.e you hear a sound to your right, turn your head to face it and it is then in front of you, if that sounds any good? Also due to simulation sickness games often have modes that turn off complex movement, just teleporting between points.

URL: http://forum.audiogames.net/viewtopic.php?pid=265545#p265545





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Re: Virtual reality

2016-06-23 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Virtual reality

Mohamed -  yes, exactly, that plus head tracking, so it knows which way you're facing and adjusts sound accordingly.

URL: http://forum.audiogames.net/viewtopic.php?pid=265593#p265593





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Re: accessible madden nfl games by EA-Sports, are their any?

2016-09-24 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: accessible madden nfl games by EA-Sports, are their any?

simba wrote:Hi.So, after finally getting my hands on an MLB the show title outside the US, I thought the next thing I wanted to quite literally tackle is one of the EA-Sports madden NFL games.I am wondering, are these even accessible or are their accessible ones in the series or are their other football games that are accessible to blind people?Thanks in advance.Greetings MoritzIf you want to see it happen, ask. Tell @ea_accessible on twitter, they want your feedback

URL: http://forum.audiogames.net/viewtopic.php?pid=280223#p280223





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Bosskey accessibility questionnaire

2016-09-28 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Bosskey accessibility questionnaire

Survey from Cliff Beszinski's studio, who are currently working on a PC first person shooter, presumably with other games in the pipeline too  -https://docs.google.com/forms/d/e/1FAIp … =0&w=1

URL: http://forum.audiogames.net/viewtopic.php?pid=280676#p280676





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Re: Bosskey accessibility questionnaire

2016-09-29 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Bosskey accessibility questionnaire

Crashmaster - the reason for that is because it is a general accessibility survey, they want to know about all kinds of disability. So examples of specialised software would be speech to text software, a screenreader, or an on-screen keyboard that you operate using a mouse. Examples of specialised hardware would be an eye tracker, a one handed controller, or a vibration vest.

URL: http://forum.audiogames.net/viewtopic.php?pid=280773#p280773





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Re: star traders 2, unfortunate news

2016-10-07 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: star traders 2, unfortunate news

The engine is cocos2DX.It's not a case of choosing the wrong engine, or only looking at a subset of engines, or anything like that. There isn't any decent engine that is compatible with screenreaders, unless you count HTML wrappers. Unity, Unreal, Cocos, Corona, GameMaker, Unreal, take your pick, they're all a black hole for screenreaders.If it was fixed, if engines output their UI in a way that screenreaders could actually see, the implications would be pretty staggering. For many games the bulk of accessibility is making sure that elements are sensibly labelled, which developers do anyway, so you would see many many many more games that are accidentally mostly accessible, with just optimisation needed rather than throwing everything in the bin and starting from scratch.Lots of people have been asking over a very long period of time for engine developers to fix their screenreader incompatibility, but to put it bluntly, they aren't interest
 ed. Or more accurately, don't see it as enough of a priority. 'sounds great, but, you know, we are very busy, we do have lots of important things that we need to work on' 'we'd love to but we have a big new releaes coming up and there's no way we can think about other things' 'you're more than welcome to do the work yourself then we'll see what we can do about integrating it'That last one is the approach that the trese brothers have been taking, trying to do the engine developers' job for them. But it's low level stuff, not really what game developers do normally, and they don't have the time or money. They shouldn't need to spend time and money on doing it either.The reason you see any accessible games at all is due to people developing natively, i.e. without using any engine. Unless you're doing that, all of the Apple guidelines in the world are of no use to you. So natively means 
 coding from scratch for each platform you want to develop on, and also having to spent a great deal of time building things from scratch that engines already do for you. That's just not a reasonable ask for any developer who wants to launch on more than one platform or has anything vaguely complex in their game.So please please be patient with developers. The Trese brothers have done nothing wrong here, they've gone over and above to try to rewrite the engine to support screenreaders, but it's beyond their capacity and not something they should have to do anyway.It's engines that you need to direct your frustrations towards. If a developer says they can't make a game due to technical/financial constraints, ask them if it's due to engine incompatibility. Then ask them to make a feature request from the engine developers. Then contact the engine developers yourself too, let them know that it is important and why.I work across all diff
 erent areas of accessibility for all kinds of impairment, and in my humble opinion engine screenreader incompatibility is easily the biggest issue in game accessibility, it's pretty scandalous. It is so frustrating to see game developers who want to make their games screenreader accessible being blocked from doing so, and so frustrating to see relationships between gamers and developers mistakenly harmed as a result.

URL: http://forum.audiogames.net/viewtopic.php?pid=281704#p281704





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Re: star traders 2, unfortunate news

2016-10-07 Thread AudioGames . net ForumGeneral Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: star traders 2, unfortunate news

The engine is cocos2DX.It's not a case of choosing the wrong engine, or only looking at a subset of engines, or anything like that. There isn't any decent engine that is compatible with screenreaders, unless you count HTML wrappers. Unity, Unreal, Cocos, Corona, GameMaker, Unreal, take your pick, they're all a black hole for screenreaders.If it was fixed, if engines output their UI in a way that screenreaders could actually see, the implications would be pretty staggering. For many games the bulk of accessibility is making sure that elements are sensibly labelled, which developers do anyway, so you would see many many many more games that are accidentally mostly accessible, with just optimisation needed rather than throwing everything in the bin and starting from scratch.Lots of people have been asking over a very long period of time for engine developers to fix their screenreader incompatibility, but to put it bluntly, they aren't interest
 ed. Or more accurately, don't see it as enough of a priority. 'sounds great, but, you know, we are very busy, we do have lots of important things that we need to work on' 'we'd love to but we have a big new releaes coming up and there's no way we can think about other things' 'you're more than welcome to do the work yourself then we'll see what we can do about integrating it'That last one is the approach that the trese brothers have been taking, trying to do the engine developers' job for them. But it's low level stuff, not really what game developers do normally, and they don't have the time or money. They shouldn't need to spend time and money on doing it either.The reason you see any accessible games at all is due to people developing natively, i.e. without using any engine. Unless you're doing that, all of the Apple guidelines in the world are of no use to you. So natively means 
 coding from scratch for each platform you want to develop on (e.g. build the game for android then build it again separately for iOS, instead of just building once, as you can do with engines), and also having to spent a great deal of time building things from scratch that engines already do for you. That's just not a reasonable ask for any developer who wants to launch on more than one platform or has anything vaguely complex in their game.So please please be patient with developers. The Trese brothers have done nothing wrong here, they've gone over and above to try to rewrite the engine to support screenreaders, but it's beyond their capacity and not something they should have to do anyway.It's engines that you need to direct your frustrations towards. If a developer says they can't make a game due to technical/financial constraints, ask them if it's due to engine incompatibility. Then ask them to make a feature request from the engine d
 evelopers. Then contact the engine developers yourself too, let them know that it is important and why.I work across all different areas of accessibility for all kinds of impairment, and in my humble opinion engine screenreader incompatibility is easily the biggest issue in game accessibility, it's pretty scandalous. It is so frustrating to see game developers who want to make their games screenreader accessible being blocked from doing so, and so frustrating to see relationships between gamers and developers mistakenly harmed as a result.

URL: http://forum.audiogames.net/viewtopic.php?pid=281704#p281704





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