Re: [Audyssey] to all the game developers

2006-09-03 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


I just presssed enter on the mudsplat icon on my  desktop.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Maria visiting her folks
Sent: 02 September 2006 01:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] to all the game developers

Hi.

how did you get mud splat to work?  I couldn't get it to even start.

Maria
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Re: [Audyssey] Game development was intro

2006-09-03 Thread Rachel D Keyte
Hi Thomas,
   thank you so much for your very detailed reply.  sounds like your 
more favourable of C#.net.  will have to do some investigating. :)
Cheers! :)


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Re: [Audyssey] Star Wars was Game development

2006-09-03 Thread jamie coady
cool sounds good thanks for the update

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 04, 2006 2:11 AM
Subject: [Audyssey] Star Wars was Game development


> Hi Jamie,
> At the current moment the Star Wars project has been put on the back
> burner. I've been making some killer updates to STFC, and am working
> towards upgrading Montezuma's Revenge.
>
> jamie coady wrote:
>> how is the starwars games going
>>
>
>
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> 


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[Audyssey] Project of games translation in Brazil

2006-09-03 Thread Wagner Maia
Hi gamers!

I and some brazilian friends, all blinds, are make a translation of the
some games freeware available in internet, with approbe of the
developpers and this mail is to inform our new homepage of this project
that we has named of "Blind Games Brazil", and we make this service to
make accessibility of these games, to a brazilian blinds, that most
blinds not know the english language and because it can not play these
games. 

The games of has translated are the
Top Speed 2, Dark Destroyer, Showdown and The Last Crusade, and are
available in our homepage www.audiogames.rg.com.br

Please, we want suggestions of other good games, that are freeware, to
make a translation to brazilian portuguese language.

Our homepage is writed in a brazilian portuguese language and is
constructing, because is the first version, is simple, but in some time,
we want available many games to a brazilian blinds that if not exists
this service, is impossible they have access of these games.

Thanks for your attenction and want suggestions of other good games to
translat.

Wagner Maia

www.audiogames.rg.com.br

msn: [EMAIL PROTECTED]
Homepage: http://intervox.nce.ufrj.br/~wagner
ORKUT:
http://www.orkut.com/Home.aspx?xid=6702076379381092035
skype: wagnermaia0
Rio de Janeiro, Brazil


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Re: [Audyssey] light cars

2006-09-03 Thread Thomas Ward
Hi Nicol,
Actually, one word. Practice, practice, practice... Practice makes perfect.
Actually, I like light cars as is. It really is a good game and yes I 
agree from level 21 onwards it really gets challenging, but I am certain 
that was the developers intentions.


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Re: [Audyssey] Game development was intro

2006-09-03 Thread Thomas Ward
Hi Rachel,
O.K. I'll try and answer all your questions as best I can.
First, Autoit is, well, a tool kit which you can script and design 
simple type games. I suppose it would be alright for amature game 
design, and if your goals are not very advanced. However, it is 
extremely limited in what it can do, and so I don't recommend it on the 
grounds it isn't a programming language and it is very limiting.
Second, the only major difference between a audio game written by a 
blind developer and a vidio game written by sighted game companies is 
the lack of graphics. A Audio game developer such as myself writes games 
more-or-less exactly like Pro game developers  do however I don't 
include any graphics in my games, and don't have to worry about any 
programming that is involved  in rendering graphics to the screen, and 
making them look realistic. All I care about is rendering the audio instead.
Third, Professional game companies such as Activision, Microsoft Game 
Studios, etc largely write games in C++. It is a great language, but 
most blind developers stay away from it do to the learning curve 
involved with it. So allot of blind developers use VB, C#.NET, and VB.NET.
If we were interested in getting every ounce of hardware performence out 
of our computer to render 3D generated graphics C++ is by and large the 
language to use as it is good about not having breakup etc. With the 
.NET languages like C#.NET and VB.NET they run just a bit slower, and 
are not good for heavy vidio rendering
However, since we are mainly using audio performence is less an issue 
for use, and in my own use of C#.NET and VB.NET they perform quite well 
for games that use only audio and no vidio.
Forth, you asked about the differences between languages. Here is a 
quick run down of the common ones with pros and cons.

1. C++. It is a professional and industrial programming language used by 
every major game developer in the world.Good points:  is portable across 
several different operating systems, good system performence, well 
documented, can be object oriented, well supported, etc. Negative 
points:  is harder to learn, and takes allot of skill to use effectively.
2. VB, (Visual Basic 6.) Is widely used by blind developers. Good 
points: many find it easy to learn, the language is easy to understand, 
and many accessible games such as Jim Kichen's games were written in 
Visual Basic 6. Bad points: Microsoft is dropping support for Visual 
Basic 6 for VB.NET, the language is 8 years old, VB 6 compilers are 
harder to find, and is not fully object oriented.
3. C#.NET, (C-Sharp.) Is a brand new language from Microsoft. Good 
points: the language is much simplar than C++ to learn at the same time 
sharing many of the good qualities of C++, it is 100% object oriented 
which teaches you to think and code in that style of programming, it 
uses the .NET framework which is a great resource for doing many complex 
tasks, and do to it's object oriented design many tasks have been 
simplified by using the .NET framework. In fact, unlike many older 
languages C#.NET actually only has about 80 or 90 reserved key words to 
remember which makes the language quite small, and in fact it is really 
a higher language for interacting soully with the framework. Cause, 
C#.NET looks like C++ or Java once learned the skills from learning it 
will help you in learning other C-style languages like C++ or Java if 
you wished to go in to them. Finally, C#.NET apps in many cases can be 
compiled and run using the Linux and Mac OS .NET framework called mono. 
Leaving open a possability of making your program work on other 
operating systems besides Windows.
Bad points: there are a few things bad about the language. The first is 
it is totally dependant on the version of the  framework you are using 
to program with. If you want to redistribute your games, programs, you 
also must redistribute the framework as well in case they do not have it 
installed. If they have installed it via Windows update that end-user is 
probably alright, but most of the questions sent to U.S.A. Games have 
delt with people who didn't have the .NET framework or correct versions 
of the framework to properly install and play the games.
Also if you plan to sell games you will need to purchase an obfuscation 
tool which encrypts your game binary files to keep hackers from cracking 
your games.
4. VB.NET, (Visual Basic .NET.) I don't know how many game developers 
are using it, but it certainly can be used to write games. It in some 
ways is a bit easier to learn and understand than C#.NET, and has a bit 
of a VB look and feel to it. However, most of it's features are allot 
like C#.NET. It is largely based on the use of the .NET framework, is 
100% object oriented, and really has most of the same features listed 
for C#.NET.
Bad points: there isn't allot of game documentation associated for 
VB.NET and Microsoft DirectX 9 while DirectX 9 will work with VB.NET 
offers no sample c

[Audyssey] Star Wars was Game development

2006-09-03 Thread Thomas Ward
Hi Jamie,
At the current moment the Star Wars project has been put on the back 
burner. I've been making some killer updates to STFC, and am working 
towards upgrading Montezuma's Revenge.

jamie coady wrote:
> how is the starwars games going
>   


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Re: [Audyssey] light cars

2006-09-03 Thread Maria visiting her folks
Hi.  an option to pause the game or go in to a kind of pit to use an engine
repari sounds good to me.  I'm afraid I've never gone past level 21 so can't
comment on the speed of the cars.  All in all I enjoy the game lots though.

Maria


- Original Message - 
From: "Nicol Oosthuizen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, August 29, 2006 3:57 PM
Subject: [Audyssey] light cars


>
> NB: This email and its contents are subject to our email legal notice
> which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
>
> 
> Hi all
>
> I would just like to get your opinion on light cars.  I think it's a
> real pity that Lighttechinteractive don't want to bring out a light cars
> which have a winning point. I wrote them a real kind mail; giving them
> all the credit and honour they deserve for making free games. I assured
> them that there is features in light cars that really gives me heavenly
> excitement, but that it is a pitty that the game goes already on level
> 21 extremely fast. If only they can bring out a light cars that either
> have a winning   destination or they can keep the levels unlimited but
> they should keep the pace of the cars at least for the first 100 levels
> medium. Because from level I think level 9 onwards the cars is coming a
> bit faster than on levels 1 to 8. That speed I can still handle, but the
> speed the cars is coming from level 21 onwards is really too fast for
> me. If Lighttechinteractive can either make the game so that I can
> finish it, so that it have a winning destination or they can keep the
> levels unlimited but then they should at least kept the speed of cars
> from level 1 to 100 medium and then from level 100 upwards they can make
> the cars  go faster.  I would like your opinion on light cars. The stats
> I read that was posted to the list were only played in tetras mode.  I
> only play it in arcade mode. I really like to pick up the item cars and
> I enjoy the skit offs and the holes in the road.  But I can't actually
> enjoy the game if I only have 20 levels of fun. If the cars are coming
> at the tremendous speed from levels 21 onwards, it doesn't give me
> enough time to use an engine repair.  If they only can  enable  me  to
> pause the game and use an engine repair before I continue avoiding cars,
> because its really impossible to use an engine repair if the cars is
> coming at such a tremendous speed. If you guys feel ok with light cars
> and you don't think they should make the game more lenient for more
> levels, in   other words keep the cars' speed medium until at least
> level 100, then I'll abide, but I just think that if you feel the same
> way as I do, more than one person can approach Lighttechinteractive to
> modify light cars. If there's a popular demand to modify light cars they
> will certainly do it. But they definitely will not do it only for one
> person. They replied on my mail advising me that light cars is a
> non-ending game and that each person should play it until he can't
> manage the cars anymore.  They said they're not going to change the
> game, they are willing to fix one bug in the game: When the sound plays
> that indicate the start of the next level, they will make the sound a
> bit softer so that I can hear the cars coming, also when I use my lazar
> cannon.  They   released a new version of the horse racing game with bug
> fixes and new features, which I still have to download. I would
> appreciate your opinion on light cars, if you agree with me. If you
> disagree, I won't mind.
>
> Take care
>
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Re: [Audyssey] Game development was intro

2006-09-03 Thread Rachel D Keyte
Hi Thomas, as I said in my intro, i'm a total no-nothing when it 
comes to all this, at the moment anyway. Lol
What are the differences in each of those program languages?  And 
what exactly is audoit?
and also, when exactly does it change from writing a visual game (for 
sighties) to the blindy games (audio)?  In other words, Do both types 
of games use the same program languages to a point, or are they 
completely different from the start?
Hope that makes sense.
Cheers! :)
At 10:29 AM 4/09/2006, you wrote:

>Hi Damien,
>This list has been over this somewhat before but seriously I don't feel
>starting with autoit is the best suggestion. You may wonder why. Here is
>why I feel strongly against using autoit.
>First, off any seriously interested game developer worth a grain of
>sault must know and understand object oriented programming and design.
>All major programming languages weather we are talking C++, C#.NET,
>VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
>new developer is going to have to learn it, and it might as be earlier
>than later.
>Second, autoit isn't a programming language per say so largely what you
>learn using it is basicly linked to autoit, and useless if you want to
>branch out and learn how to write a pro programming language, learn
>DirectX, and you wind up learning all over again from scratch. The time
>spent learning and working with autoit in my personal opinion is waisted.
>Third, learning a real full blown programming language for games has
>more flexable mainstream uses. You might be writing a couple of games,
>and decide you want to write your own mp3 player or wav recorder. You
>can do that, because you have a powerful language and compiler under
>your fingertips.
>Fourth, is similar to three, but this is to drive the point home. With
>autoit you are locked in to specific styles of games. With a full blown
>programming language you can do everything from text-based up to 3D audo
>FPS action games with online game play, etc...
>Fifth, while most PC owners still are largely MS Windows-based there is
>a slowly growing movement of sighted and blind folks who are now using
>alternative solutions such as Linux as well as FreeBSD, and some using
>Mac OS. With such a growing movement portability is likely going to
>become more important in the future.
>In fact, portability is one of the reasons I picked C#.NET as my
>development language for U.S.A. Games. At some point in the future I
>should be able to update my Sound.cs file with open source solutions
>like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
>at porting STFC 2.0 to Linux right now, but have been busy with working
>on the core features of the game core to look in to portability.
>Anyway, why I am writing all this is I strongly feel a new developer
>needs to learn good coding and practices and skills right off rather
>than taking shortcuts like Autoit only to find  out in the end it wasn't
>really valuable or worth the time. Granted we all have different
>interests, tastes, and aspirations, but what I would like to see is the
>accessible game comunity to stop lingering in Autoit, VB 6, etc and
>begin to really get in to more complex concepts and put out some cutting
>edge stuff.
>I'm not saying this is going to happen at once, but the existing
>developers have sadly stopped pushing the edge of cutting edge gaming.
>We've got so many Space Invader type clones, but only a couple of FPS
>games like Shades of Doom, and SOD is still really a one of a kind. GMA
>Tank Commander was really the first awesome simulation combat game, but
>again nothing else has really come close to comparison. Why is this?
>Well, as I said a game developer has to start somewhere, and starting
>with something truly useful such as C#.NET or VB.NET right off will
>break the new developer in to a real programming language.  After that
>they'll have to practice with some simple games. Even a Space Invader
>Clone or two. However, after that he or she should be able to cut his or
>her teeth in to something more complex. Maybe a FPS game. After that
>work up to an online game.
>There is a progressiont to programming and a good developer is always
>learning, updating his or her skills, and is building more and more
>complex projects. Eventually, in 3 to 5 years he or she is ready to make
>games that are pretty advanced. All depending of course on the persons
>aptitude to learn. Not everyone can be a master, but many once they have
>a programming language well learned has the potential to go far. That
>potential is lost with substitutes like Autoit.
>Smile.
>
>
>
>
>
>
>
>x-sight interactive wrote:
> > oh rachel i never knew you wanted to develop. if you want any help i can
> > help you. i provide a starter pack for developers who wish to start off
> > simple using autoit - most people don't like that though - but i would
> > recommend that before starting something like vb or something more
> > complicated.
> >
> > 

Re: [Audyssey] Game development was intro

2006-09-03 Thread jamie coady
how is the starwars games going
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 04, 2006 1:29 AM
Subject: [Audyssey] Game development was intro


> Hi Damien,
> This list has been over this somewhat before but seriously I don't feel
> starting with autoit is the best suggestion. You may wonder why. Here is
> why I feel strongly against using autoit.
> First, off any seriously interested game developer worth a grain of
> sault must know and understand object oriented programming and design.
> All major programming languages weather we are talking C++, C#.NET,
> VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
> new developer is going to have to learn it, and it might as be earlier
> than later.
> Second, autoit isn't a programming language per say so largely what you
> learn using it is basicly linked to autoit, and useless if you want to
> branch out and learn how to write a pro programming language, learn
> DirectX, and you wind up learning all over again from scratch. The time
> spent learning and working with autoit in my personal opinion is waisted.
> Third, learning a real full blown programming language for games has
> more flexable mainstream uses. You might be writing a couple of games,
> and decide you want to write your own mp3 player or wav recorder. You
> can do that, because you have a powerful language and compiler under
> your fingertips.
> Fourth, is similar to three, but this is to drive the point home. With
> autoit you are locked in to specific styles of games. With a full blown
> programming language you can do everything from text-based up to 3D audo
> FPS action games with online game play, etc...
> Fifth, while most PC owners still are largely MS Windows-based there is
> a slowly growing movement of sighted and blind folks who are now using
> alternative solutions such as Linux as well as FreeBSD, and some using
> Mac OS. With such a growing movement portability is likely going to
> become more important in the future.
> In fact, portability is one of the reasons I picked C#.NET as my
> development language for U.S.A. Games. At some point in the future I
> should be able to update my Sound.cs file with open source solutions
> like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
> at porting STFC 2.0 to Linux right now, but have been busy with working
> on the core features of the game core to look in to portability.
> Anyway, why I am writing all this is I strongly feel a new developer
> needs to learn good coding and practices and skills right off rather
> than taking shortcuts like Autoit only to find  out in the end it wasn't
> really valuable or worth the time. Granted we all have different
> interests, tastes, and aspirations, but what I would like to see is the
> accessible game comunity to stop lingering in Autoit, VB 6, etc and
> begin to really get in to more complex concepts and put out some cutting
> edge stuff.
> I'm not saying this is going to happen at once, but the existing
> developers have sadly stopped pushing the edge of cutting edge gaming.
> We've got so many Space Invader type clones, but only a couple of FPS
> games like Shades of Doom, and SOD is still really a one of a kind. GMA
> Tank Commander was really the first awesome simulation combat game, but
> again nothing else has really come close to comparison. Why is this?
> Well, as I said a game developer has to start somewhere, and starting
> with something truly useful such as C#.NET or VB.NET right off will
> break the new developer in to a real programming language.  After that
> they'll have to practice with some simple games. Even a Space Invader
> Clone or two. However, after that he or she should be able to cut his or
> her teeth in to something more complex. Maybe a FPS game. After that
> work up to an online game.
> There is a progressiont to programming and a good developer is always
> learning, updating his or her skills, and is building more and more
> complex projects. Eventually, in 3 to 5 years he or she is ready to make
> games that are pretty advanced. All depending of course on the persons
> aptitude to learn. Not everyone can be a master, but many once they have
> a programming language well learned has the potential to go far. That
> potential is lost with substitutes like Autoit.
> Smile.
>
>
>
>
>
>
>
> x-sight interactive wrote:
>> oh rachel i never knew you wanted to develop. if you want any help i can
>> help you. i provide a starter pack for developers who wish to start off
>> simple using autoit - most people don't like that though - but i would
>> recommend that before starting something like vb or something more
>> complicated.
>>
>> you can visit my dev section at:
>>
>> http://x-sight.brandoncole.net/dev
>>
>> hth.
>>
>> regards,
>>
>> damien
>>
>
>
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Re: [Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread Thomas Ward
Hi Rachel,
Hmmm... It only seams that way at first. Once you figure out his major 
M.O. or strategy he is pretty easy to beat and trick.
That is why Don suggests not buying properties. If you let things play 
out by not buying properties he is a bit tougher to take on. However, if 
you do trades or buyouts you can kill his Monopoly empire in a hurry.
Also I don't know how good you are at playing Monopoly inn general the 
computer player will often times make fatal mistakes which you can take 
advantage of if you choose to do so, or recognise his mistakes.


Rachel D Keyte wrote:
> Hi Don, thanks!
> Lol that computer/robot thing is pretty clever for a computer!  I 
> only mannaged to win once the other day. the other times, it has bled 
> me dry of all money and assets! :)
> Cheers! :)
>   


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[Audyssey] Monopoly was intro

2006-09-03 Thread Thomas Ward
Hi Rachel,
Yeah, the Go, Jail, Income  Tax, Comunity Chest, and Chance squares, can 
not be changed and are not put in your board file. However, all the 
property names  can be renamed to your liking.

Rachel D Keyte wrote:
> Hi Thomas,
> Thanks heaps for all your help and the list welcome.  Yes, I gathered 
> from the archives you are one of the mods.
> I will check out your games as well.  Incidently, I since found the 
> board txt monopoly boards in the directory so figured it may be how 
> you made them but was wondering where the jail, and chances were, *grin*
> I'll get cracking then and will try and make a board. :)
> Cheers!
>
>
>   


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[Audyssey] Game development was intro

2006-09-03 Thread Thomas Ward
Hi Damien,
This list has been over this somewhat before but seriously I don't feel 
starting with autoit is the best suggestion. You may wonder why. Here is 
why I feel strongly against using autoit.
First, off any seriously interested game developer worth a grain of 
sault must know and understand object oriented programming and design. 
All major programming languages weather we are talking C++, C#.NET, 
VB.NET, Java, etc work with objects, classes, etc... Sooner or later a 
new developer is going to have to learn it, and it might as be earlier 
than later.
Second, autoit isn't a programming language per say so largely what you 
learn using it is basicly linked to autoit, and useless if you want to 
branch out and learn how to write a pro programming language, learn 
DirectX, and you wind up learning all over again from scratch. The time 
spent learning and working with autoit in my personal opinion is waisted.
Third, learning a real full blown programming language for games has 
more flexable mainstream uses. You might be writing a couple of games, 
and decide you want to write your own mp3 player or wav recorder. You 
can do that, because you have a powerful language and compiler under 
your fingertips.
Fourth, is similar to three, but this is to drive the point home. With 
autoit you are locked in to specific styles of games. With a full blown 
programming language you can do everything from text-based up to 3D audo 
FPS action games with online game play, etc...
Fifth, while most PC owners still are largely MS Windows-based there is 
a slowly growing movement of sighted and blind folks who are now using  
alternative solutions such as Linux as well as FreeBSD, and some using 
Mac OS. With such a growing movement portability is likely going to 
become more important in the future.
In fact, portability is one of the reasons I picked C#.NET as my 
development language for U.S.A. Games. At some point in the future I 
should be able to update my Sound.cs file with open source solutions 
like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking 
at porting STFC 2.0 to Linux right now, but have been busy with working 
on the core features of the game core to look in to portability.
Anyway, why I am writing all this is I strongly feel a new developer 
needs to learn good coding and practices and skills right off rather 
than taking shortcuts like Autoit only to find  out in the end it wasn't 
really valuable or worth the time. Granted we all have different 
interests, tastes, and aspirations, but what I would like to see is the 
accessible game comunity to stop lingering in Autoit, VB 6, etc and 
begin to really get in to more complex concepts and put out some cutting 
edge stuff.
I'm not saying this is going to happen at once, but the existing 
developers have sadly stopped pushing the edge of cutting edge gaming. 
We've got so many Space Invader type clones, but only a couple of FPS 
games like Shades of Doom, and SOD is still really a one of a kind. GMA 
Tank Commander was really the first awesome simulation combat game, but 
again nothing else has really come close to comparison. Why is this?
Well, as I said a game developer has to start somewhere, and starting 
with something truly useful such as C#.NET or VB.NET right off will 
break the new developer in to a real programming language.  After that 
they'll have to practice with some simple games. Even a Space Invader 
Clone or two. However, after that he or she should be able to cut his or 
her teeth in to something more complex. Maybe a FPS game. After that 
work up to an online game.
There is a progressiont to programming and a good developer is always 
learning, updating his or her skills, and is building more and more 
complex projects. Eventually, in 3 to 5 years he or she is ready to make 
games that are pretty advanced. All depending of course on the persons 
aptitude to learn. Not everyone can be a master, but many once they have 
a programming language well learned has the potential to go far. That 
potential is lost with substitutes like Autoit.
Smile.





 

x-sight interactive wrote:
> oh rachel i never knew you wanted to develop. if you want any help i can
> help you. i provide a starter pack for developers who wish to start off
> simple using autoit - most people don't like that though - but i would
> recommend that before starting something like vb or something more
> complicated.
>
> you can visit my dev section at:
>
> http://x-sight.brandoncole.net/dev
>
> hth.
>
> regards,
>
> damien
>   


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Re: [Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread Rachel D Keyte
Hi Don, thanks!
Lol that computer/robot thing is pretty clever for a computer!  I 
only mannaged to win once the other day. the other times, it has bled 
me dry of all money and assets! :)
Cheers! :)
At 09:46 AM 4/09/2006, you wrote:

>Hi Rachel!
>
> I am a Jim Kitchen's  fan also, especially of his monopoly game.  But,
>you have to avoid certain temptations with his game, like don't buy the
>computers properties.  It is to easy to beath that way.
>
>Regards!
>
>
>
>- Original Message -
>From: "Rachel D Keyte" <[EMAIL PROTECTED]>
>To: 
>Sent: Saturday, September 02, 2006 2:21 AM
>Subject: [Audyssey] Jim Kitchen's Monopoly
>
>
> > Hi again gang,
> >   I was just reading the list archives and had forgotten to mention I
> > downloaded a lot of Jim Kitchen's sappy5 games the other day and seem
> > pretty addicted to monopoly at the moment.  The description says you
> > can create your own board, but how does one go about this?  I want to
> > try and make an Australian board.  (note I wrote to Jim privately but
> > the email address was old I think).
> > Thanks,
> > Cheers!
> >
> >
> > --
> > No virus found in this outgoing message.
> > Checked by AVG Free Edition.
> > Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006
> >
> >
> >
> > ___
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>visit
> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> > any subscription changes via the web.
>
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>
>
>
>
>
>--
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>Checked by AVG Free Edition.
>Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006


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Re: [Audyssey] intro

2006-09-03 Thread Rachel D Keyte
Hi Thomas,
Thanks heaps for all your help and the list welcome.  Yes, I gathered 
from the archives you are one of the mods.
I will check out your games as well.  Incidently, I since found the 
board txt monopoly boards in the directory so figured it may be how 
you made them but was wondering where the jail, and chances were, *grin*
I'll get cracking then and will try and make a board. :)
Cheers!


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Re: [Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread Don Voyles
Hi Rachel!

I am a Jim Kitchen's  fan also, especially of his monopoly game.  But,
you have to avoid certain temptations with his game, like don't buy the
computers properties.  It is to easy to beath that way.

Regards!



- Original Message - 
From: "Rachel D Keyte" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 02, 2006 2:21 AM
Subject: [Audyssey] Jim Kitchen's Monopoly


> Hi again gang,
>   I was just reading the list archives and had forgotten to mention I
> downloaded a lot of Jim Kitchen's sappy5 games the other day and seem
> pretty addicted to monopoly at the moment.  The description says you
> can create your own board, but how does one go about this?  I want to
> try and make an Australian board.  (note I wrote to Jim privately but
> the email address was old I think).
> Thanks,
> Cheers!
>
>
> -- 
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.


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Re: [Audyssey] intro

2006-09-03 Thread Don Voyles
Hi Rachel!

Just wanted to say welcome aboard and I hope you enjoy the list.

Blessings and Regards!




- Original Message - 
From: "Rachel D Keyte" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 02, 2006 2:07 AM
Subject: [Audyssey] intro


> Hi gamers,
>   Just subscribed to this list.  I actually attempted through email
> the other day but got nothing so am not really sure what happened
> there. so this time I went to the web page so it's all cool now!
> I'm from Melbourne australia, and a bit of an audio game addict
> (though I only own about six or seven titles to date). I have both
> the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and
> 2), Monkey business, Super Liam and the other day purchased
> superDeekout (from Dan Z games).
> I also would love to one day see if I could develop my own audio game
> though I don't know the first thing about it at the moment.
>   anyway there's me! Lol Nice to meet you all! :)
> Cheers! :)
>
>
> -- 
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.


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Re: [Audyssey] intro

2006-09-03 Thread x-sight interactive
oh rachel i never knew you wanted to develop. if you want any help i can
help you. i provide a starter pack for developers who wish to start off
simple using autoit - most people don't like that though - but i would
recommend that before starting something like vb or something more
complicated.

you can visit my dev section at:

http://x-sight.brandoncole.net/dev

hth.

regards,

damien




- Original Message -
From: "Rachel D Keyte" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 02, 2006 10:07 AM
Subject: [Audyssey] intro


> Hi gamers,
>   Just subscribed to this list.  I actually attempted through email
> the other day but got nothing so am not really sure what happened
> there. so this time I went to the web page so it's all cool now!
> I'm from Melbourne australia, and a bit of an audio game addict
> (though I only own about six or seven titles to date). I have both
> the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and
> 2), Monkey business, Super Liam and the other day purchased
> superDeekout (from Dan Z games).
> I also would love to one day see if I could develop my own audio game
> though I don't know the first thing about it at the moment.
>   anyway there's me! Lol Nice to meet you all! :)
> Cheers! :)
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
>



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Re: [Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread x-sight interactive
the monopoly boards, you just write a text file with all the properties on
each separate line how the board will go. and if i remember correctly you
have to add monopolyboard to the start of your board name.

hth.

regards,

damien




- Original Message -
From: "Rachel D Keyte" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 02, 2006 10:21 AM
Subject: [Audyssey] Jim Kitchen's Monopoly


> Hi again gang,
>   I was just reading the list archives and had forgotten to mention I
> downloaded a lot of Jim Kitchen's sappy5 games the other day and seem
> pretty addicted to monopoly at the moment.  The description says you
> can create your own board, but how does one go about this?  I want to
> try and make an Australian board.  (note I wrote to Jim privately but
> the email address was old I think).
> Thanks,
> Cheers!
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
>



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Re: [Audyssey] intro

2006-09-03 Thread Thomas Ward
Hi Rachel,

PS

If you are interested in accessible game development you will need to 
learn a programming language such as C#.NET or VB.NET. Which you can 
download the free Express compilers for those languages at Microsoft.com.
In addition you will need to learn about Microsoft DirectX which is a 
software development kit for game and multimedia developers which 
handles game graphics, audio, input devices, and more.
You can order and read textbooks on programming languages and game 
development at
http://safari.oreilly.com
Hth.

> Rachel D Keyte wrote:
>   
>>  Hi gamers,
>>   Just subscribed to this list.  I actually attempted through email 
>> the other day but got nothing so am not really sure what happened 
>> there. so this time I went to the web page so it's all cool now!
>> I'm from Melbourne australia, and a bit of an audio game addict 
>> (though I only own about six or seven titles to date). I have both 
>> the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and 
>> 2), Monkey business, Super Liam and the other day purchased 
>> superDeekout (from Dan Z games).
>> I also would love to one day see if I could develop my own audio game 
>> though I don't know the first thing about it at the moment.
>>   anyway there's me! Lol Nice to meet you all! :)
>> Cheers! :)
>>
>>
>>   
>> 
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
>   


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Re: [Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread Thomas Ward
Hi Rachel,
Well, making your own Monopoly board is real simple. I happen to be the 
author of the Lord of the Rings board which ships with Monopoly versions 
5 and 6.
What you do is create a text file in Windows notepad, and list the 
properties in the proper order, and then save the file with a name like 
monopolyboardaustralia.txt.  You don't however add the Go, chanse, and 
other fixed squares. When you are done copy it to your monopoly folder 
where the game is. Here is a copy of my Lord of the Rings bord so you 
can see how one is written.

 Bag End
Farmer Maggots Farm
Bill the pony
Buckle Berry Ferry
Winter Top
Bree
Ford of Bruinen
Staff of Gandalf
Rivendell
Caradhras
Asfaloth the horse
Mines of Moria
Lothlorien
Falls of Rauros
Gap of Rohan
Helms Deep
Edoras
Brego the horse
Fangorn Forest
West Fold
Staff of Saruman
Isengard
Osgiliath
Pelennor Fields
Minestirith
Shadowfax the horse
Barad Dur
Mount doom



Rachel D Keyte wrote:
>   Hi again gang,
>   I was just reading the list archives and had forgotten to mention I 
> downloaded a lot of Jim Kitchen's sappy5 games the other day and seem 
> pretty addicted to monopoly at the moment.  The description says you 
> can create your own board, but how does one go about this?  I want to 
> try and make an Australian board.  (note I wrote to Jim privately but 
> the email address was old I think).
> Thanks,
> Cheers!
>
>
>   


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Re: [Audyssey] intro

2006-09-03 Thread Thomas Ward
Hi Rachel,
Welcome to the llist. I am one of the moderators of the list as well as 
a game developer myself. Currently I have about four games currently 
under development: Montezuma's Revenge, Star Trek Final Conflict, U.S.A. 
Raceway, and a possible Star Wars title. You can find my game demos and 
projects at:
http://www.usagames.us
Also if you don't already know it
http://www.audiogames.net
is a great resource to find out what is hot, new, upcoming, etc in the 
audio games comunity.
Smile.



Rachel D Keyte wrote:
>   Hi gamers,
>   Just subscribed to this list.  I actually attempted through email 
> the other day but got nothing so am not really sure what happened 
> there. so this time I went to the web page so it's all cool now!
> I'm from Melbourne australia, and a bit of an audio game addict 
> (though I only own about six or seven titles to date). I have both 
> the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and 
> 2), Monkey business, Super Liam and the other day purchased 
> superDeekout (from Dan Z games).
> I also would love to one day see if I could develop my own audio game 
> though I don't know the first thing about it at the moment.
>   anyway there's me! Lol Nice to meet you all! :)
> Cheers! :)
>
>
>   


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[Audyssey] Jim Kitchen's Monopoly

2006-09-03 Thread Rachel D Keyte
Hi again gang,
  I was just reading the list archives and had forgotten to mention I 
downloaded a lot of Jim Kitchen's sappy5 games the other day and seem 
pretty addicted to monopoly at the moment.  The description says you 
can create your own board, but how does one go about this?  I want to 
try and make an Australian board.  (note I wrote to Jim privately but 
the email address was old I think).
Thanks,
Cheers!


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006



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[Audyssey] intro

2006-09-03 Thread Rachel D Keyte
Hi gamers,
  Just subscribed to this list.  I actually attempted through email 
the other day but got nothing so am not really sure what happened 
there. so this time I went to the web page so it's all cool now!
I'm from Melbourne australia, and a bit of an audio game addict 
(though I only own about six or seven titles to date). I have both 
the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and 
2), Monkey business, Super Liam and the other day purchased 
superDeekout (from Dan Z games).
I also would love to one day see if I could develop my own audio game 
though I don't know the first thing about it at the moment.
  anyway there's me! Lol Nice to meet you all! :)
Cheers! :)


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006



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