[Audyssey] Python and game programming.

2007-01-15 Thread Thomas Ward
Hi Josh and all,
I decided to answer this question publically as to fill in any and all 
interested parties so I don't have to repete myself in the future.
To begin with python you  first have to visit
http://www.python.org
to download the Python 2.5 runtime libraries, shell, and development 
environment for your operating system.
The graphical IDL environment stinks with Jaws and Window Eyes so I code 
my python apps in notepad, notetab, or similar generic text editor.
Next, you will want to visit
http://www.pygame.org
and grab the pygame extention which will give you specific functionality 
for games. I have never used it so can't comment on how good or bad it 
is. I do know it is documented on the sight.
If you wish to build MS Windows executable files rather than running 
your game as a script you will need the py2exe program from
http://www.py2exe.org
and install it.
However, I'd like to caution you newbies to a point about python. In 
it's normal state python is a runtime language and is not usually 
compiled to an exe file, but it can be done with the proper tools. When 
compiled to an exe in order to redistribute that exe file you will need 
to ship a compiled copy of the Python runtime libs with your game 
product. You would do this by copying the pyd files from
c:\python25\DLLs
to your
c:\my_game
directory.
Some other thoughts, and suggestions. There are other extentions like 
the pymidi extention which will allow you to play streaming midi files 
in your games. There is the py OpenAL extention which will allow you to 
use the powerful OpenAL audio system. There is also a pyhooks extention 
which will log standard keyboard and mouse events allowing you to get a 
better hold on Windows keyboard and mouse control generically.


Josh wrote:
> Hi,
>
> I've come to the conclusion that for me, python would be a good 
> starting language. Where can I get the required files from if I want 
> to make games such as pygame if that still exists? Also, can python 
> make complex games such as dungeon siege or a good quality lord of the 
> rings game?
> Also, could you point me in the direction of a .exe compiler for python?
>
> Josh


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[Audyssey] simon

2007-01-15 Thread Nicol Oosthuizen

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HI jim
The charles voice you have in your simon game, is it charles rivard's
voice?
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Re: [Audyssey] sarah manual

2007-01-15 Thread Thomas Ward
Hi Nicol,
I guess you can think of it that way. In Science fiction teleporting is 
using a device to transport someone or something to another point.
In fantacey and magic stories

aparating is the same thing only using magical spells. 


 Nicol Oosthuizen wrote:
> 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
>
> 
> Hay all
> I'm busy reading the sarah manual.  Sounds interesting! So if I
> understand it correctly aparate is the same as teleporting?
> Telepoert is a term that is used in science fiction movies and aparating
> is the same but it is a term used in wizardry.
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>   


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[Audyssey] sarah manual

2007-01-15 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


Hay all
I'm busy reading the sarah manual.  Sounds interesting! So if I
understand it correctly aparate is the same as teleporting?
Telepoert is a term that is used in science fiction movies and aparating
is the same but it is a term used in wizardry.
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Re: [Audyssey] Reading audio game maker manule

2007-01-15 Thread Dark
Hello.

I must admit I had the same problem with the manual. I suggest you start by 
reading about the main menue, and all the things that are on there. then, 
read about the game builder, and it's uses, then finally read about the 
building blocks.

I will admit, there are stil a few things about specific building block uses 
that slightly puzle me with audio game maker, but I think when the example 
games are out and we can have a look at how they're put together, it'll 
become clear.

Hopefully when the thing is released, the documentation will also get an 
update with more examples, and maybe even a reading order as well.

Like everyone else, I'm sooo loooking forward to this thing. I have 
several game ideas, going from symple to full complex Rpg type games, but 
I'll wait and see how easy things are to put together, perhaps start with 
something symple and work on from there.

Beware the grue!

Dark.
- Original Message - 
From: "Yvonne Alaniz" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, January 16, 2007 1:21 AM
Subject: [Audyssey] Reading audio game maker manule


> Hi Everyone,
>I have downloaded the instructions for the game maker but the files are 
> just in alphabetical order.  I don't really know anything about 
> programming and have no idea where to start reading to get the feel for 
> the system. Could someone point me in the right direction?
>
> Thanks,
> Yvonne
> Stressed out?  Need to relax?  Call Yvonne and schedule your massage 
> today!
>
> (361) 249-8739
> [EMAIL PROTECTED]
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Re: [Audyssey] USA Games product ordering and registration.

2007-01-15 Thread Dark
Having a Cd would certainly increase the amount of memory available to play 
with, but I would stil want to play a demo of the game if possible.

I will also admit that living in England, it does take ages for Cd's to 
arrive, and there is then possibley postal duties and such. I'm not saying I 
wouldn't buy a game on Cd (I bought Chillingham and Grizly), only that I'd 
have to think about it more carefully than with a game I could just download 
and play, especially if there wasn't a demo available anywhere.

Beware the Grue!

Dark.


- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, January 16, 2007 12:30 AM
Subject: [Audyssey] USA Games product ordering and registration.


> Hi Aaron,
> To be honest at this point we haven't decided what to do about product
> registration at this point.
> There is allot of pros and cons to both ways. With a cd you can include
> all the dependancies to install them which gives me 700 MB to play with.
> However, many people do like downloading a game, punching in there key,
> and they are ready to go. Allot of thought needs to be taken before
> deciding on which way to go with this.
>
>
> aaron danvers-jukes wrote:
>> ok, this is off topic of the asteroids, but, how will buying games work 
>> at
>> usa games? do yu buy a cd, or will it be one of those this is the full
>> version. things? with a "register montezuma's revenge" utility, for 
>> example?
>> regards
>> aaron
>>
>>
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Re: [Audyssey] audio game maker

2007-01-15 Thread Bryan Peterson
>From what I've heard, this will indeed be possible. You just need the 
program if you want to edit the games. But apparently the games will be 
standalone applications.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 11:47 AM
Subject: [Audyssey] audio game maker


> Hi,
>
> Will audio game maker be able to make .exe files so you can play the games
> you make without the audio game maker installed?
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337
>
>
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Re: [Audyssey] sryth again

2007-01-15 Thread Bryan Peterson
Nope, he's not holding the last item. There's ne other creature you need to 
find. The spider just gets in your way and can't be killed.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "Steve Cullen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 4:33 PM
Subject: [Audyssey] sryth again


> Hi Everyone,
> I am currently on the adventure called sleepless night. does anyone know 
> how to kill the spider? every time I try and kill him he runs away. I am 
> afraid that he is holding the last item I need to put in the boiling pot. 
> Any help would be appreciated thank you all very much.
> Please feel free to email me at
> [EMAIL PROTECTED]
> Sincerely,
> Steve Cullen
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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Josh
Hi,

I use jaws. The ide is 26mb.

- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 10:09 PM
Subject: Re: [Audyssey] game programming, a new idea


>   Ah Josh, actually I wasn't planning on using it myself, I was simply
> curious about it, as I'd seen it before but hadn't given it a
> look...  Which screen reader do you use?  If the IDE isn't too large, 
> maybe
> I'll dl it and give it a go to see if I can access it and let ya know, 
> K?...
>
> Smiles,
>
> Cara
>
> At 09:38 PM 1/15/2007 -0500, you wrote:
>
>>if you can get its development environment to work with your screen reader
>>let me know.
>>
>>Josh
>>
>>- Original Message -
>>From: "Cara Quinn" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Monday, January 15, 2007 9:32 PM
>>Subject: Re: [Audyssey] game programming, a new idea
>>
>>
>> >   Tom, are you familiar with KPL at all?  From what I know of it, one 
>> > of
>> > it's creators is an MS alum and the language is heavily tied in with 
>> > the
>> > .net framework, VB.net / C#
>> >
>> >   It's billed as being a good way to get introduced to the above and 
>> > can
>> > apparently be easily ported to VB / C#.
>> >
>> >   That's about all I know about it at the moment, but will be looking 
>> > it
>> > up a bit more this week, as I'm curious how it works...
>> >
>> >   anyway, have a great night!...
>> >
>> > Smiles,
>> >
>> > Cara
>> > At 08:38 PM 1/15/2007 -0500, you wrote:
>> >
>> >>Hi Josh,
>> >>Just because a programming language exists doesn't necessarily make it
>> >>an optimum choice to do what you want.Nor does it mean that it will 
>> >>give
>> >>you the skills to effectively program.
>> >>I sincerely believe you should pick a popular, well documented
>> >>programming language, that is very object oriented, teaches you the
>> >>basics of programming, and find documentation that teaches good
>> >>practices and skills.
>> >>I have a little bit of advice. There is a way that may seam right to a
>> >>new programmer, but the end there of is disaster.
>> >>The problem here i say you try this kids programming language and 
>> >>decide
>> >>to go to C#.NET. You will find yourself starting all over from scratch
>> >>with little learned and little gained for your efforts.
>> >>
>> >>Josh wrote:
>> >> > Hi,
>> >> >
>> >> > I was using google just surfing looking at different programming
>> >> > languages
>> >> > and I think I may have come across one that is or may be even better 
>> >> > or
>> >> > maybe simpler than pithon or ruby! It's called the kids programming
>> >> > language. the newest version can be found at www.phrogram.com .
>> >> >
>> >> > I'm going to download it and check it out then.
>> >> >
>> >> > Josh
>> >> >
>> >>
>> >>
>> >>___
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>> >>any subscription changes via the web.
>> >>
>> >>
>> >>
>> >>
>> >>--
>> >>No virus found in this incoming message.
>> >>Checked by AVG Free Edition.
>> >>Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 
>> >>1/13/2007
>> >
>> > ---
>> >   View my on-line portfolio at:
>> >
>> > http://www.onemodelplace.com/CaraQuinn
>> >
>> >   "The only things I really think are important, are love, and each
>> > other.  -Then, anything is possible..."
>> >
>> > http://home.earthlink.net/~cara-quinn
>> >
>> >
>> > --
>> > No virus found in this outgoing message.
>> > Checked by AVG Free Edition.
>> > Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 
>> > 1/13/2007
>> >
>> >
>> >
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>
> ---
>   View my on-line portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
>   "The only things I really think are important, are love, and each
> other.  -Then, anything is possible..."
>
> http://home.earthlink.net/~cara-quinn
>
>
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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Cara Quinn
   Ah Josh, actually I wasn't planning on using it myself, I was simply 
curious about it, as I'd seen it before but hadn't given it a 
look...  Which screen reader do you use?  If the IDE isn't too large, maybe 
I'll dl it and give it a go to see if I can access it and let ya know, K?...

Smiles,

Cara

At 09:38 PM 1/15/2007 -0500, you wrote:

>if you can get its development environment to work with your screen reader
>let me know.
>
>Josh
>
>- Original Message -
>From: "Cara Quinn" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Monday, January 15, 2007 9:32 PM
>Subject: Re: [Audyssey] game programming, a new idea
>
>
> >   Tom, are you familiar with KPL at all?  From what I know of it, one of
> > it's creators is an MS alum and the language is heavily tied in with the
> > .net framework, VB.net / C#
> >
> >   It's billed as being a good way to get introduced to the above and can
> > apparently be easily ported to VB / C#.
> >
> >   That's about all I know about it at the moment, but will be looking it
> > up a bit more this week, as I'm curious how it works...
> >
> >   anyway, have a great night!...
> >
> > Smiles,
> >
> > Cara
> > At 08:38 PM 1/15/2007 -0500, you wrote:
> >
> >>Hi Josh,
> >>Just because a programming language exists doesn't necessarily make it
> >>an optimum choice to do what you want.Nor does it mean that it will give
> >>you the skills to effectively program.
> >>I sincerely believe you should pick a popular, well documented
> >>programming language, that is very object oriented, teaches you the
> >>basics of programming, and find documentation that teaches good
> >>practices and skills.
> >>I have a little bit of advice. There is a way that may seam right to a
> >>new programmer, but the end there of is disaster.
> >>The problem here i say you try this kids programming language and decide
> >>to go to C#.NET. You will find yourself starting all over from scratch
> >>with little learned and little gained for your efforts.
> >>
> >>Josh wrote:
> >> > Hi,
> >> >
> >> > I was using google just surfing looking at different programming
> >> > languages
> >> > and I think I may have come across one that is or may be even better or
> >> > maybe simpler than pithon or ruby! It's called the kids programming
> >> > language. the newest version can be found at www.phrogram.com .
> >> >
> >> > I'm going to download it and check it out then.
> >> >
> >> > Josh
> >> >
> >>
> >>
> >>___
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> >>visit
> >>http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> >>any subscription changes via the web.
> >>
> >>
> >>
> >>
> >>--
> >>No virus found in this incoming message.
> >>Checked by AVG Free Edition.
> >>Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007
> >
> > ---
> >   View my on-line portfolio at:
> >
> > http://www.onemodelplace.com/CaraQuinn
> >
> >   "The only things I really think are important, are love, and each
> > other.  -Then, anything is possible..."
> >
> > http://home.earthlink.net/~cara-quinn
> >
> >
> > --
> > No virus found in this outgoing message.
> > Checked by AVG Free Edition.
> > Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007
> >
> >
> >
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>
>
>
>--
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---
   View my on-line portfolio at:

http://www.onemodelplace.com/CaraQuinn

   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

http://home.earthlink.net/~cara-quinn


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Josh
can pithon interface with directX then?

Josh

- Original Message - 
From: "Nolan Darilek" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 9:52 PM
Subject: Re: [Audyssey] Another perspective on programming games


> Replying to both of these messages because I seem to have missed one.
>
> On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:
>
>> I have the vb stuff but another language would be cool.
>> What restrictions is ruby over say c#?
>>
> A bit slower, but audio games are generally not as demanding as their
> graphical counterparts. You're also restricted to distributing the
> source with your applications as both are interpreted, though there
> are utilities for both to convert the scripts to windows executables.
>
>
>> At 08:52 p.m. 15/01/2007, you wrote:
>>> that sounds a whole lot easier. if i remember that looks like ruby
>>> code, as
>>> i've seen the midi scripter that emanuel borsboom wrote in ruby,
>>> and to
>>> script midi uses lines like that.
>>>
> Yeah, that's one of the more advanced features that I like--you can
> design what are called "domain-specific languages," mini-programming
> languages for doing very specific tasks. See, for instance, how I'm
> defining game menus in the game I'm planning to release after Torrent:
>
> menu do
> menu("Start game") do
> item("Easy") do
> WaveManager.difficulty = WaveManager.Easy
> Game.start
> end
> item("Hard") do
> WaveManager.difficulty = WaveManager.hard
> Game.start
> end
> end
> item("Configure") do
> end
> item("Exit") do
> Game.shutdown
> end
> end
>
> What I've done here is define a game menu with three items--"Start
> game", "Configure" and "Exit." The "Start game" menu item brings up a
> submenu with two items, "Easy" and "Hard." Each of these sets
> WaveManager.difficulty appropriately and starts the game. The
> "Configure" item does nothing for now. "Exit" shuts down the game.
>
> Now, none of that is standard Ruby. I'm basically developing my own
> mini-language for defining menus from within Ruby itself, and it's
> super easy. This is also very easy to extend to something like, say,
> game entity scripting, so you can easily develop mini-languages for
> creating missions, levels, etc.:
>
> ship do
> name = "CNV Titan"
> position = [100, 200, 0]
> speed = 0
> mode = :peaceful
> end
>
> or something similar. The possibilities are quite exhaustive for what
> can be accomplished with domain-specific languages.
>
> Anyhow, as I stated, that's a rather advanced feature of Ruby, but it
> gives you some sense of what is possible. It's an easy language, but
> no toy or Kids Programming Language. :P
>
>
>>> however, i didn't realise ruby could actually be coded in windows.
>>> i tried
>>> to download ruby but all i got was the interpreter. it didn't
>>> include any
>>> docs on how to script it or anything.
>>>
> Yeah, that's all there is to it. For a good introductory book, see:
>
> http://rubycentral.com/book
>
>
>>> and you say it can interface to dx? wow!
>>>
> No, I didn't say that. As far as I know, it can't. It does, however,
> work nicely with SDL which is a DirectX alternative.
>
>
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[Audyssey] creating a sample playable space /audio game maker?

2007-01-15 Thread Yvonne Alaniz
I was thinking after listening to the sample of the audio game maker if it 
would be possible to give those of us who are completely ignorant of 
programming a little sample creation.
I mean like they used to do in computer class, here's what you write or click 
on and here's what is supposed to happen.  Like a little recipe for a tester.  
I want to make sure I understand the creation process.  I seem to do that best 
when I have a sample to do and understand until I get it right.

Yvonne
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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Nolan Darilek
Replying to both of these messages because I seem to have missed one.

On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:

> I have the vb stuff but another language would be cool.
> What restrictions is ruby over say c#?
>
A bit slower, but audio games are generally not as demanding as their  
graphical counterparts. You're also restricted to distributing the  
source with your applications as both are interpreted, though there  
are utilities for both to convert the scripts to windows executables.


> At 08:52 p.m. 15/01/2007, you wrote:
>> that sounds a whole lot easier. if i remember that looks like ruby  
>> code, as
>> i've seen the midi scripter that emanuel borsboom wrote in ruby,  
>> and to
>> script midi uses lines like that.
>>
Yeah, that's one of the more advanced features that I like--you can  
design what are called "domain-specific languages," mini-programming  
languages for doing very specific tasks. See, for instance, how I'm  
defining game menus in the game I'm planning to release after Torrent:

menu do
menu("Start game") do
item("Easy") do
WaveManager.difficulty = WaveManager.Easy
Game.start
end
item("Hard") do
WaveManager.difficulty = WaveManager.hard
Game.start
end
end
item("Configure") do
end
item("Exit") do
Game.shutdown
end
end

What I've done here is define a game menu with three items--"Start  
game", "Configure" and "Exit." The "Start game" menu item brings up a  
submenu with two items, "Easy" and "Hard." Each of these sets  
WaveManager.difficulty appropriately and starts the game. The  
"Configure" item does nothing for now. "Exit" shuts down the game.

Now, none of that is standard Ruby. I'm basically developing my own  
mini-language for defining menus from within Ruby itself, and it's  
super easy. This is also very easy to extend to something like, say,  
game entity scripting, so you can easily develop mini-languages for  
creating missions, levels, etc.:

ship do
name = "CNV Titan"
position = [100, 200, 0]
speed = 0
mode = :peaceful
end

or something similar. The possibilities are quite exhaustive for what  
can be accomplished with domain-specific languages.

Anyhow, as I stated, that's a rather advanced feature of Ruby, but it  
gives you some sense of what is possible. It's an easy language, but  
no toy or Kids Programming Language. :P


>> however, i didn't realise ruby could actually be coded in windows.  
>> i tried
>> to download ruby but all i got was the interpreter. it didn't  
>> include any
>> docs on how to script it or anything.
>>
Yeah, that's all there is to it. For a good introductory book, see:

http://rubycentral.com/book


>> and you say it can interface to dx? wow!
>>
No, I didn't say that. As far as I know, it can't. It does, however,  
work nicely with SDL which is a DirectX alternative.


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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Josh
it really doesn't matter anyway because that development environment isn't 
accessible with any screen reader.

Josh

- Original Message - 
From: "Nolan Darilek" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 9:32 PM
Subject: Re: [Audyssey] game programming, a new idea


> On Jan 15, 2007, at 7:38 PM, Thomas Ward wrote:
>
>> I have a little bit of advice. There is a way that may seam right to a
>> new programmer, but the end there of is disaster.
>> The problem here i say you try this kids programming language and
>> decide
>> to go to C#.NET. You will find yourself starting all over from scratch
>> with little learned and little gained for your efforts.
>
> Whole-heartedly agreed. I looked at the wikipedia article, and ugh.
> No objects? Two types of blocks, functions and methods, and only
> functions are allowed to return anything? Looks like a trainwreck of
> a language to me. :) I don't really understand why he didn't just
> teach his kids Ruby or Python, other than for the Microsoft-ish
> reason of "if we didn't do it ourselves then it's worthless." :P
>
>
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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Josh
if you can get its development environment to work with your screen reader 
let me know.

Josh

- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 9:32 PM
Subject: Re: [Audyssey] game programming, a new idea


>   Tom, are you familiar with KPL at all?  From what I know of it, one of
> it's creators is an MS alum and the language is heavily tied in with the
> .net framework, VB.net / C#
>
>   It's billed as being a good way to get introduced to the above and can
> apparently be easily ported to VB / C#.
>
>   That's about all I know about it at the moment, but will be looking it
> up a bit more this week, as I'm curious how it works...
>
>   anyway, have a great night!...
>
> Smiles,
>
> Cara
> At 08:38 PM 1/15/2007 -0500, you wrote:
>
>>Hi Josh,
>>Just because a programming language exists doesn't necessarily make it
>>an optimum choice to do what you want.Nor does it mean that it will give
>>you the skills to effectively program.
>>I sincerely believe you should pick a popular, well documented
>>programming language, that is very object oriented, teaches you the
>>basics of programming, and find documentation that teaches good
>>practices and skills.
>>I have a little bit of advice. There is a way that may seam right to a
>>new programmer, but the end there of is disaster.
>>The problem here i say you try this kids programming language and decide
>>to go to C#.NET. You will find yourself starting all over from scratch
>>with little learned and little gained for your efforts.
>>
>>Josh wrote:
>> > Hi,
>> >
>> > I was using google just surfing looking at different programming 
>> > languages
>> > and I think I may have come across one that is or may be even better or
>> > maybe simpler than pithon or ruby! It's called the kids programming
>> > language. the newest version can be found at www.phrogram.com .
>> >
>> > I'm going to download it and check it out then.
>> >
>> > Josh
>> >
>>
>>
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>>
>>
>>
>>
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>
> ---
>   View my on-line portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
>   "The only things I really think are important, are love, and each
> other.  -Then, anything is possible..."
>
> http://home.earthlink.net/~cara-quinn
>
>
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[Audyssey] Audio game maker sound file

2007-01-15 Thread Yvonne Alaniz
I just heard the sample sound file for the game maker and it sounds easy 
enough.  the voice is clear but some of the distinctions of different sounds 
types are a little hard to differenciate.  I figure it will sound better when I 
have it installed on my system.

Yvonne
Stressed out?  Need to relax?  Call Yvonne and schedule your massage today!

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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Cara Quinn
   Tom, are you familiar with KPL at all?  From what I know of it, one of 
it's creators is an MS alum and the language is heavily tied in with the 
.net framework, VB.net / C#

   It's billed as being a good way to get introduced to the above and can 
apparently be easily ported to VB / C#.

   That's about all I know about it at the moment, but will be looking it 
up a bit more this week, as I'm curious how it works...

   anyway, have a great night!...

Smiles,

Cara
At 08:38 PM 1/15/2007 -0500, you wrote:

>Hi Josh,
>Just because a programming language exists doesn't necessarily make it
>an optimum choice to do what you want.Nor does it mean that it will give
>you the skills to effectively program.
>I sincerely believe you should pick a popular, well documented
>programming language, that is very object oriented, teaches you the
>basics of programming, and find documentation that teaches good
>practices and skills.
>I have a little bit of advice. There is a way that may seam right to a
>new programmer, but the end there of is disaster.
>The problem here i say you try this kids programming language and decide
>to go to C#.NET. You will find yourself starting all over from scratch
>with little learned and little gained for your efforts.
>
>Josh wrote:
> > Hi,
> >
> > I was using google just surfing looking at different programming languages
> > and I think I may have come across one that is or may be even better or
> > maybe simpler than pithon or ruby! It's called the kids programming
> > language. the newest version can be found at www.phrogram.com .
> >
> > I'm going to download it and check it out then.
> >
> > Josh
> >
>
>
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>
>
>
>
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>Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007

---
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   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

http://home.earthlink.net/~cara-quinn


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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Nolan Darilek
On Jan 15, 2007, at 7:38 PM, Thomas Ward wrote:

> I have a little bit of advice. There is a way that may seam right to a
> new programmer, but the end there of is disaster.
> The problem here i say you try this kids programming language and  
> decide
> to go to C#.NET. You will find yourself starting all over from scratch
> with little learned and little gained for your efforts.

Whole-heartedly agreed. I looked at the wikipedia article, and ugh.  
No objects? Two types of blocks, functions and methods, and only  
functions are allowed to return anything? Looks like a trainwreck of  
a language to me. :) I don't really understand why he didn't just  
teach his kids Ruby or Python, other than for the Microsoft-ish  
reason of "if we didn't do it ourselves then it's worthless." :P


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[Audyssey] encrypting sound files

2007-01-15 Thread Allen
What is the easiest way to encrypt files or is there one?
I have purchased a sound pack from Sound Ideas and if I use them I don't 
want them stolen by someone.
If enough people would steal Sound Ideas sounds then they'd go out of 
business and all programmers would lose a valuable source of high quality 
royalty-free sounds.

Allen
Email:  [EMAIL PROTECTED]
Web Site:  www.fantasystorm.net 



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[Audyssey] kids programming language

2007-01-15 Thread Josh
Hi,

Don't bother downloading the kids programming language development 
environment. It is very much largely not accessible.

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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[Audyssey] Star trek games was Illegal activity

2007-01-15 Thread Thomas Ward
Hi Josh,
Actually, I have a pretty good engine framework I wrote from witch to 
begin working on more complex games that I didn't have back with STFC.
The Montezuma's Revenge Engine has taught me allot about creating 2d 
worlds, and I can always upgrade the engine to support a 3D world.
Now, with the engine framework I have written I can write a Star Trek 
game with away missions, cut seens, and make it far more realistic than 
STFC ever was.
I have several possabilities on the drawing board so to speak, and after 
Monty is out the door and Raceway is further along perhaps I will take 
up one of those other Trek products.


Josh wrote:
> maybe when audio game maker comes out you can take advantage of it and make 
> such detailed trek games then?
>
> Josh
>   


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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
maybe when audio game maker comes out you can take advantage of it and make 
such detailed trek games then?

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:24 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Michael,
> That was an excelant post.
> I do agree that when a game imitates another game the dev should take
> care as to make it as well as they can to do many of the things the
> sighted games do. There are differences though like in Montezuma's
> Revenge I can not totally clearly remember the exact layouts of all the
> temples. That doesn't mean though that the game play will be much
> different in and that in other regards it is the same game.
> As for Star Trek games I played Final Unity, Borg, and others and those
> were really cool Star Trek games. I'd love to create one of that quality
> someday. STFC was just a trial run, an experimental game, nothing more,
> nothing less.
>
>
> michael feir wrote:
>> That would depend on whether the game you're playing is anything like the
>> ones they are. If a game is merely a Star Wars game due to using sounds 
>> from
>> that franchise but is totally different from anything sighted people are
>> playing, then you don't really have anything substantial to work with. If
>> serious effort is made to make storm troopers behave like those in the
>> movies, or to take into account the physics of ships as described by
>> whatever central technical information exists to determine all that, then
>> you have more to talk about meaningfully. Sighted people could play
>> something like Pong or Topspeed2 or Sonic Invaders and compare it
>> meaningfully to the games they've played. I don't get a sense of playing 
>> an
>> actual Star Trek game when I play Tom's Final Conflict game. The sounds 
>> and
>> such just aren't enough for me to set aside what I regard as true Star 
>> Trek
>> gamedom. The combat is just too capricious with ships being destroyed
>> instantaneously. Listening to the shows, combat seems a lot more serebral
>> than that. There's at least time to take evasive action, try to reinforce
>> threatened assets, etc. I can wipe out a starbase with one ship's fire 
>> power
>> and that just doesn't strike me as very correct. If you play something 
>> like
>> Star Trek, A Final Unity as I was able to with my father's help way back 
>> in
>> my high school days, that game could honestly be called a Star Trek game.
>> They had the actual actors from TNG doing the voices. The story and 
>> dialogue
>> were excellent and so were the sound effects. The game play truly put you 
>> in
>> mind of the shows and did honour to the concept of Star Trek. Even the
>> strictly combat games like Star Fleet Command were done in such a way 
>> that
>> you felt that the gameplay better reflected the kind of thoughts captains
>> had to make while fighting battles. That kind of consideration is one 
>> reason
>> why people can be so protective of their franchises. They honestly don't
>> want their vision to be degraded by people who don't have a proper sense 
>> of
>> what it is and a proper respect for it. Nintendo did a masterful job of
>> quality control using such protective measures and did a lot to revive 
>> the
>> video game industry after the crash in the mid eighties. One of the 
>> problems
>> back then were that everybody was trying to get money from video games 
>> and
>> were making poor immitations of original games. The market was flooded 
>> with
>> inferrior quality games and people were turned off. We're certainly in no
>> danger of a crash now. If anything, we face the reverse problem where 
>> there
>> aren't enough different titles and genres covered well to pull in more
>> gamers. I think time and effort from developers will eventually fix that 
>> and
>> is doing that already slowly.
>> Michael Feir
>> Creator and former Editor of Audyssey Magazine
>> 1996-2004
>>
>
>
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Re: [Audyssey] Lord of the Rings was star wars sounds

2007-01-15 Thread Charles Rivard
Taking into account all 5 books, that would sure be an undertaking!  It sure 
would be cool, though.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 6:17 PM
Subject: [Audyssey] Lord of the Rings was star wars sounds


> Hi Josh,
> Count me in as a LOTR fan. I'd love to see an accessible LOTR game.
>
>
> Josh wrote:
>> I guess the only other option then is just to quietly work on it and hope 
>> we
>> won't get caught.
>> By the way, how many lord of the rings fans are there on this list, or
>> dungeon siege? Since we already have two people working on some star wars
>> games, maybe I should give them the sounds, and hold off on makeing one 
>> so I
>> don't accidentally rip off someone else's ideas.
>>
>>
>
>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Yohandy
Not sure if I suggested this before, but if you cannot remember the layout 
of a level, you can always look at
www.gamefaqs.com
They have full walkthroughs for most games. Also you could listen to 
speedruns of the game and ask a sighted person to describe something in the 
level.



-

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

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


- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:24 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Michael,
> That was an excelant post.
> I do agree that when a game imitates another game the dev should take
> care as to make it as well as they can to do many of the things the
> sighted games do. There are differences though like in Montezuma's
> Revenge I can not totally clearly remember the exact layouts of all the
> temples. That doesn't mean though that the game play will be much
> different in and that in other regards it is the same game.
> As for Star Trek games I played Final Unity, Borg, and others and those
> were really cool Star Trek games. I'd love to create one of that quality
> someday. STFC was just a trial run, an experimental game, nothing more,
> nothing less.
>
>
> michael feir wrote:
>> That would depend on whether the game you're playing is anything like the
>> ones they are. If a game is merely a Star Wars game due to using sounds 
>> from
>> that franchise but is totally different from anything sighted people are
>> playing, then you don't really have anything substantial to work with. If
>> serious effort is made to make storm troopers behave like those in the
>> movies, or to take into account the physics of ships as described by
>> whatever central technical information exists to determine all that, then
>> you have more to talk about meaningfully. Sighted people could play
>> something like Pong or Topspeed2 or Sonic Invaders and compare it
>> meaningfully to the games they've played. I don't get a sense of playing 
>> an
>> actual Star Trek game when I play Tom's Final Conflict game. The sounds 
>> and
>> such just aren't enough for me to set aside what I regard as true Star 
>> Trek
>> gamedom. The combat is just too capricious with ships being destroyed
>> instantaneously. Listening to the shows, combat seems a lot more serebral
>> than that. There's at least time to take evasive action, try to reinforce
>> threatened assets, etc. I can wipe out a starbase with one ship's fire 
>> power
>> and that just doesn't strike me as very correct. If you play something 
>> like
>> Star Trek, A Final Unity as I was able to with my father's help way back 
>> in
>> my high school days, that game could honestly be called a Star Trek game.
>> They had the actual actors from TNG doing the voices. The story and 
>> dialogue
>> were excellent and so were the sound effects. The game play truly put you 
>> in
>> mind of the shows and did honour to the concept of Star Trek. Even the
>> strictly combat games like Star Fleet Command were done in such a way 
>> that
>> you felt that the gameplay better reflected the kind of thoughts captains
>> had to make while fighting battles. That kind of consideration is one 
>> reason
>> why people can be so protective of their franchises. They honestly don't
>> want their vision to be degraded by people who don't have a proper sense 
>> of
>> what it is and a proper respect for it. Nintendo did a masterful job of
>> quality control using such protective measures and did a lot to revive 
>> the
>> video game industry after the crash in the mid eighties. One of the 
>> problems
>> back then were that everybody was trying to get money from video games 
>> and
>> were making poor immitations of original games. The market was flooded 
>> with
>> inferrior quality games and people were turned off. We're certainly in no
>> danger of a crash now. If anything, we face the reverse problem where 
>> there
>> aren't enough different titles and genres covered well to pull in more
>> gamers. I think time and effort from developers will eventually fix that 
>> and
>> is doing that already slowly.
>> Michael Feir
>> Creator and former Editor of Audyssey Magazine
>> 1996-2004
>>
>
>
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Re: [Audyssey] phrogram development question : kids programming language .

2007-01-15 Thread Thomas Ward
Hi Josh,
I am not up on the kids programming language, but I know noone in the 
Pro development community uses it. I also seriously doubt it is as 
powerful as C#, C++, or Python.
See my previous message, but I really don't recommend taking this route 
of using one of these unconventional languages for starting out. Use a 
fully qualified and well documented language.


Josh wrote:
> Hi,
>
> I was doing a google search for programming languages when I came across 
> your site. I am blind, and use a screen reader called jaws version 7.0 from 
> www.freedomscientific.com . I'd like to know the following.
>
> 1. Does the free version of phrogram compile .exe files?
> 2. will it work with jaws? if not, could jaws scripts be written to make it 
> work with jaws?
> 3. Are there keyboard shortcuts for the development environment? which would 
> make it easier for me to use since I don't use the physical mouse. the 
> screen reader can simulate mouse clicks using keys on the numeric keypad.
> 4. Can audio games be created using the free versions of phrogram? Here's an 
> example of what I want to do.
>
> The games I will make have no graphics in them or pictures of any kind. 
> instead they use sound at different points in the stereo field panning from 
> left to right or right to left. Suppose I make a space invaders type game. I 
> want to be able to say.
> press the control key or f2 to activate a menu, choose machine gun from that 
> menu. the menu uses .wav or .mp3 files to guide the player through it. I 
> press down arrow in the menu and it tells me what choice I'm on by playing a 
> .wav or .mp3 file. so then I choose my weapon from the menu press enter. I 
> hear the sound of a plane panning from left to right from the left side of 
> the stereo to right side. When the sound reaches the middle or a certain 
> point in the stereo field, I can successfully shoot it down. If not, I 
> cannot and enemy lands and I loose some points. Also, can phrogram control 
> the frequency at which a sound is played, stereo, frequency, volume, pitch, 
> panning, optional surround sound, etcetera? So basically all of the audio 
> features of DirectX and phrogram, I am interested in. Is this language as 
> easy to use or harder to learn or use than ruby or pithon?
>
> Josh
>
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337 
>
>
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Re: [Audyssey] tecno shock

2007-01-15 Thread Charles Rivard
Maybe they should, but I think they should wait for at least 6 months if 
they're going to be giving spoilers.

- Original Message - 
From: "Sky Taylor" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 6:16 PM
Subject: Re: [Audyssey] tecno shock


> BTW Karl, I just got to level 2, with good health(I think). Now, what do I
> do in the alarm room, and where is the blue key to open the door in the 
> room
> where the other robot is in? Maybe somebody should do a podcast of this 
> game
> for BlindCoolTech.
> - Original Message - 
> From: "Karl" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Saturday, January 13, 2007 6:46 AM
> Subject: Re: [Audyssey] tecno shock
>
>
>> Hi,
>> You pick it up near the end of the first level.
>> Karl
>> - Original Message - 
>> From: "nicol" <[EMAIL PROTECTED]>
>> To: "Audyssey Blind gaming Gamers discussion list" 
>> Sent: Saturday, January 13, 2007 9:29 AM
>> Subject: [Audyssey] tecno shock
>>
>>
>>> It's a pitty that the s key doesn't work to switch on the acoustic site.
>>> Have you guyhs tried e-mailing the developer? In the  readme file an
>>> e-mail
>>> address is given.
>>> As this is a  beta  version, they  won't know that the acoustic site is
>>> not
>>> working if nobody brings it under their attention.
>>> Isn't the acoustic site lying perhaps in a room to pick up?
>>>
>>>
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>>>
>>> This message was checked by NOD32 antivirus system.
>>> http://www.eset.com
>>>
>>>
>>
>>
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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Thomas Ward
Hi Josh,
Just because a programming language exists doesn't necessarily make it 
an optimum choice to do what you want.Nor does it mean that it will give 
you the skills to effectively program.
I sincerely believe you should pick a popular, well documented 
programming language, that is very object oriented, teaches you the 
basics of programming, and find documentation that teaches good 
practices and skills.
I have a little bit of advice. There is a way that may seam right to a 
new programmer, but the end there of is disaster.
The problem here i say you try this kids programming language and decide 
to go to C#.NET. You will find yourself starting all over from scratch 
with little learned and little gained for your efforts.

Josh wrote:
> Hi,
>
> I was using google just surfing looking at different programming languages 
> and I think I may have come across one that is or may be even better or 
> maybe simpler than pithon or ruby! It's called the kids programming 
> language. the newest version can be found at www.phrogram.com .
>
> I'm going to download it and check it out then.
>
> Josh
>   


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Re: [Audyssey] ruby or pithon

2007-01-15 Thread Thomas Ward
Hi Josh,
I don't know about that, but I know python can do quite a bit of 
programming, and the pygame libs are ptty good. I've seen games written 
in pure python, and they aren't bad. Personally, I'd choose .NET or 
something else, but python would be good for early training.
 

Josh wrote:
> Hi,
>
> Didn't Jamal Mazury use ruby or pithon to make his text pal and other 
> software?
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337 
>
>
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Re: [Audyssey] Lord of the Rings was star wars sounds

2007-01-15 Thread Josh
me too. maybe I'll see how this kids programming language works, and see 
what it can do. or I'll wait until audio game maker comes out and then try 
my hand at makeing an accessible LOTR game.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 7:17 PM
Subject: [Audyssey] Lord of the Rings was star wars sounds


> Hi Josh,
> Count me in as a LOTR fan. I'd love to see an accessible LOTR game.
>
>
> Josh wrote:
>> I guess the only other option then is just to quietly work on it and hope 
>> we
>> won't get caught.
>> By the way, how many lord of the rings fans are there on this list, or
>> dungeon siege? Since we already have two people working on some star wars
>> games, maybe I should give them the sounds, and hold off on makeing one 
>> so I
>> don't accidentally rip off someone else's ideas.
>>
>>
>
>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
I could give you dragon unpack if you want it.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 7:24 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Josh,
> I have thought about it, but I don't have dragon unpack to wrip the
> sounds, and I'd have to locate my Star Wars disks.
> I know where Mysteries of the Sith is as I found it in a stack of stuff
> while looking for something else. Jedi Knight, Dark Forces, etc I
> haven't a clue where the disks are.
> The other major reason is it is allot of pay for little return. I'd
> really have to think it over before outright cloning someone elses work.
>
>
> Josh wrote:
>> then why not get software, rip the sounds out, and make the games? you'll
>> probably have to make them freeware though.
>>
>> Josh
>>
>
>
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[Audyssey] Reading audio game maker manule

2007-01-15 Thread Yvonne Alaniz
Hi Everyone,
I have downloaded the instructions for the game maker but the files are 
just in alphabetical order.  I don't really know anything about programming and 
have no idea where to start reading to get the feel for the system. Could 
someone point me in the right direction?

Thanks,
Yvonne
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Thomas Ward
Hi Michael,
That was an excelant post.
I do agree that when a game imitates another game the dev should take 
care as to make it as well as they can to do many of the things the 
sighted games do. There are differences though like in Montezuma's 
Revenge I can not totally clearly remember the exact layouts of all the 
temples. That doesn't mean though that the game play will be much 
different in and that in other regards it is the same game.
As for Star Trek games I played Final Unity, Borg, and others and those 
were really cool Star Trek games. I'd love to create one of that quality 
someday. STFC was just a trial run, an experimental game, nothing more, 
nothing less.


michael feir wrote:
> That would depend on whether the game you're playing is anything like the 
> ones they are. If a game is merely a Star Wars game due to using sounds from 
> that franchise but is totally different from anything sighted people are 
> playing, then you don't really have anything substantial to work with. If 
> serious effort is made to make storm troopers behave like those in the 
> movies, or to take into account the physics of ships as described by 
> whatever central technical information exists to determine all that, then 
> you have more to talk about meaningfully. Sighted people could play 
> something like Pong or Topspeed2 or Sonic Invaders and compare it 
> meaningfully to the games they've played. I don't get a sense of playing an 
> actual Star Trek game when I play Tom's Final Conflict game. The sounds and 
> such just aren't enough for me to set aside what I regard as true Star Trek 
> gamedom. The combat is just too capricious with ships being destroyed 
> instantaneously. Listening to the shows, combat seems a lot more serebral 
> than that. There's at least time to take evasive action, try to reinforce 
> threatened assets, etc. I can wipe out a starbase with one ship's fire power 
> and that just doesn't strike me as very correct. If you play something like 
> Star Trek, A Final Unity as I was able to with my father's help way back in 
> my high school days, that game could honestly be called a Star Trek game. 
> They had the actual actors from TNG doing the voices. The story and dialogue 
> were excellent and so were the sound effects. The game play truly put you in 
> mind of the shows and did honour to the concept of Star Trek. Even the 
> strictly combat games like Star Fleet Command were done in such a way that 
> you felt that the gameplay better reflected the kind of thoughts captains 
> had to make while fighting battles. That kind of consideration is one reason 
> why people can be so protective of their franchises. They honestly don't 
> want their vision to be degraded by people who don't have a proper sense of 
> what it is and a proper respect for it. Nintendo did a masterful job of 
> quality control using such protective measures and did a lot to revive the 
> video game industry after the crash in the mid eighties. One of the problems 
> back then were that everybody was trying to get money from video games and 
> were making poor immitations of original games. The market was flooded with 
> inferrior quality games and people were turned off. We're certainly in no 
> danger of a crash now. If anything, we face the reverse problem where there 
> aren't enough different titles and genres covered well to pull in more 
> gamers. I think time and effort from developers will eventually fix that and 
> is doing that already slowly.
> Michael Feir
> Creator and former Editor of Audyssey Magazine
> 1996-2004
>   


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Re: [Audyssey] Sryth and Mapping

2007-01-15 Thread Yvonne Alaniz
Grace,
Okay, thanks for the suggestion.  I use excel on occasion but I don't 
know how to map with it.  Do you think you could give me an example of how I 
might go about that?

Thanks,
Yvonne
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- Original Message - 
From: "Grace" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 1:09 PM
Subject: Re: [Audyssey] Sryth and Mapping


> Hello,
> A really great way to map is to use excel.
> That's what I do and it works great!
> Have a nice day,
> Grace
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Re: [Audyssey] Copyright issues was star wars sounds

2007-01-15 Thread Thomas Ward
Hi all,
Steve Is right about this. The problem we face here is we are a very 
small community. When a dev expects to sell 100 to 500 copies of a game 
total we do not have enough sales income for the copyright holders to be 
interested. These guys think in terms of units of hundreds of thousands 
of units sold, and with Star Trek and Star Wars the amounte expected is 
probably more like in the millions world-wide.
Hazbro, Activision, and other major game and toy manufacturers can give 
that income. We can not.

> Steve Crawford wrote:
> Tom has had dealings with Lucas and Paramount and I've had dealings with
> Celador (Who Wants To Be A Millionaire). If they just asked for royalties,
> as in a small percentage of the revenue, Tom and I would be happy to write
> them a cheque every 3 or 6 months. However, they ask for upfront royalties.
> In the case of Celador, they would normally take a couple of pounds per disk
> so they ask for a projected sales figure for 12 months and want you to pay
> all of that up front. And when you tell them you're going to sell a couple
> of hundred disks they tell you that you're far too small and they would only
> be interested if you were generating at least tens, if not hundreds, of
> thousands of sales.
>
> Cheers,
> Steve
>   


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Re: [Audyssey] Copyright issues was star wars sounds

2007-01-15 Thread Thomas Ward
Hi Gerry,
We can always ask, but the copyright holders  won't necessarily grant 
permission. Either that or they will charge  large royalties for it.

Gerry Leary wrote:
> is there a way to ask the people who copy writed the material to let you use 
> it?
>   


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Thomas Ward
Hi Ken,
Well, both are pretty easy scripting languages, but I really enjoy the 
power and flexability of python 2.5.
I know of complete screen readers, such as Orca for Linux, which is 
written almost completely in python, and is scriptable using external py 
scripts.
I also like the fact python is very object oriented in design.
There are quite a few modules you can get for creating games, accessing 
sapi, for python for Windows, and you might want to scope them out.


Ken the Crazy wrote:
> Which of these languages is easiest to learn, python or ruby, which is less 
> verbose, and which is more powerful?
> Ken Downey
> President
> DreamTechInteractive!
>   


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Re: [Audyssey] monty engine? RE: Monty penalties.

2007-01-15 Thread Thomas Ward
Hi Nicol,
No, the Monty engine is quite a bit different than the GMA engine. It is 
unlikely I will be producing it for resell to other developers.
For one thing a person would have to know a fair amount of C#.NET to use 
the Monty engine, and it isn't yet streamline enough to design other 
games. Most of the stuff in the engine right now is specific to Monty. 
I'll like expand the abilities of the engine as I work with it and make 
new games.


Nicol Oosthuizen wrote:
> 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
>
> 
> Quote
> I suspect USA Games will 
> produce more side scrollers based on the Monty engine
> end quote
> So Thomas, am I understanding you correctly? You created a monty
> engine?
> Is it like david's GMA engine? Is it also an engine other developers can
> use as is the case with phil using  the GMA ENGINE? 
>   


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Re: [Audyssey] USA Games product ordering and registration.

2007-01-15 Thread x-sight interactive
and the fact that if you do a cd that's probably the most simplistic way of
ensuring a pirate cd being made, just like with gg and chillingham pirate
copies could quite easily be done for them. i am looking at basing my
product ids with the mac code of the system, something that the user cannot
change, and base the code off the product id.

regards,

damien




- Original Message -
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, January 16, 2007 12:30 AM
Subject: [Audyssey] USA Games product ordering and registration.


> Hi Aaron,
> To be honest at this point we haven't decided what to do about product
> registration at this point.
> There is allot of pros and cons to both ways. With a cd you can include
> all the dependancies to install them which gives me 700 MB to play with.
> However, many people do like downloading a game, punching in there key,
> and they are ready to go. Allot of thought needs to be taken before
> deciding on which way to go with this.
>
>
> aaron danvers-jukes wrote:
> > ok, this is off topic of the asteroids, but, how will buying games work
at
> > usa games? do yu buy a cd, or will it be one of those this is the full
> > version. things? with a "register montezuma's revenge" utility, for
example?
> > regards
> > aaron
> >
> >
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Thomas Ward
Hi Ken,
I think the problem we face is that companies don't look at people, and 
only seak the dollar signs before their eyes. We aren't much of a market 
to make them think twice about us.
I mean even now most of the sighted games I have played for PC, PS2, 
Xbox, aare far above and beyond what the accessible games market is use 
to. They have the financial backing to really go all the way.
In the Star Trek games for the PC such as Final Unity and elite Force 
they paid the actual actors to do the voice overs for the game. None of 
us can come close.
In some of the Lucas Arts games they hired people to stand in for the 
parts like Mara Jade, and so on, but most of us don't have pro actors 
and actresses at our disposal to do that sort of thing.
I do see Josh's desire to use the sounds etc as that is really the only 
way we can make our games have the same quality of sound as the pro games.
If we are talking brands like Star Trek, Star Wars, Lord of the Rings, 
if you don't have the actual voices and effects any clone is pretty much 
junk, and just isn't the same.

Ken the Crazy wrote:
> What will these companies do anyway, sue?  Let 'em!  You can't get blood 
> from turnips, and whenever ethical concerns arise I invariably choose the 
> people over the company.  If a beggar is starving, is it wrong for him to 
> steal a loaf of bread or two from a rich man?  No--it's wrong for the rich 
> man not to help the beggar, and he pays for his apathy.  I wouldn't worry 
> about getting sued though--how many ST games have been made for the blind? 
> Well, PCS made one, then GMA, and finally USA.  That's three games, two of 
> which were sold--and they are absolutely loaded with sound effects.  The big 
> companies know that it would be more of a waste of time to sue these very 
> small-time game companies than it would be to produce accessible games 
> themselves (not that it would be all that difficult.)  That's why I say if 
> there's a game you want, talk to the companies that produce similar sighted 
> games.  If they won't give you the time of day, make the game and relax.
> Ken Downey
> President
> DreamTechInteractive!
>   


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Thomas Ward
Hi Nolan,
Well, for Windows design the Microsoft Express compilers are wonderful 
things, but you do have a good point about languages such as Python. I 
often use Python to design concept games, or to work out a piece of 
language before converting it to something else like C#.NET.
Another nice thing about Python is there are programs that will convert 
your py scripts to a Windows executable.
Just for everyone elses information the thing about becomming a 
programmer is before you can write anything in any language you must 
learn the basic concepts like what is a variable, what is a function, 
class, while loop, object, you name it. Once you understand these things 
you will be able to learn languages easier.


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Re: [Audyssey] visual basic express

2007-01-15 Thread Thomas Ward
Hi Cara,
I primarily use Window eyes as my day to day screen reader. I am not a 
Jaws fan although I am skilled enough at using it and scripting Jaws if 
I have to.


Cara Quinn wrote:
>Tom, are you using wineyes or Jaws?  -or both?
>
> Smiles,
>   


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[Audyssey] USA Games product ordering and registration.

2007-01-15 Thread Thomas Ward
Hi Aaron,
To be honest at this point we haven't decided what to do about product 
registration at this point.
There is allot of pros and cons to both ways. With a cd you can include 
all the dependancies to install them which gives me 700 MB to play with.
However, many people do like downloading a game, punching in there key, 
and they are ready to go. Allot of thought needs to be taken before 
deciding on which way to go with this.


aaron danvers-jukes wrote:
> ok, this is off topic of the asteroids, but, how will buying games work at 
> usa games? do yu buy a cd, or will it be one of those this is the full 
> version. things? with a "register montezuma's revenge" utility, for example?
> regards
> aaron
>
>
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[Audyssey] Lord of the Rings was star wars sounds

2007-01-15 Thread Thomas Ward
Hi Josh,
Count me in as a LOTR fan. I'd love to see an accessible LOTR game.


Josh wrote:
> I guess the only other option then is just to quietly work on it and hope we 
> won't get caught.
> By the way, how many lord of the rings fans are there on this list, or 
> dungeon siege? Since we already have two people working on some star wars 
> games, maybe I should give them the sounds, and hold off on makeing one so I 
> don't accidentally rip off someone else's ideas.
>
>   


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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Thomas Ward
Hi Josh,
I have thought about it, but I don't have dragon unpack to wrip the 
sounds, and I'd have to locate my Star Wars disks.
I know where Mysteries of the Sith is as I found it in a stack of stuff 
while looking for something else. Jedi Knight, Dark Forces, etc I 
haven't a clue where the disks are.
The other major reason is it is allot of pay for little return. I'd 
really have to think it over before outright cloning someone elses work.


Josh wrote:
> then why not get software, rip the sounds out, and make the games? you'll 
> probably have to make them freeware though.
>
> Josh
>   


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Re: [Audyssey] tecno shock

2007-01-15 Thread Sky Taylor
BTW Karl, I just got to level 2, with good health(I think). Now, what do I 
do in the alarm room, and where is the blue key to open the door in the room 
where the other robot is in? Maybe somebody should do a podcast of this game 
for BlindCoolTech.
- Original Message - 
From: "Karl" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, January 13, 2007 6:46 AM
Subject: Re: [Audyssey] tecno shock


> Hi,
> You pick it up near the end of the first level.
> Karl
> - Original Message - 
> From: "nicol" <[EMAIL PROTECTED]>
> To: "Audyssey Blind gaming Gamers discussion list" 
> Sent: Saturday, January 13, 2007 9:29 AM
> Subject: [Audyssey] tecno shock
>
>
>> It's a pitty that the s key doesn't work to switch on the acoustic site.
>> Have you guyhs tried e-mailing the developer? In the  readme file an
>> e-mail
>> address is given.
>> As this is a  beta  version, they  won't know that the acoustic site is
>> not
>> working if nobody brings it under their attention.
>> Isn't the acoustic site lying perhaps in a room to pick up?
>>
>>
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>> __ NOD32 1976 (20070113) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>
>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Thomas Ward
Hi Josh,
Well, perhaps, but you would have to be very careful about it. Once a 
person is served with a sease and desist letter continuing to distribute 
a product could result in further legal action.
 However, I don't they can really stop it circulating as say 100 people 
download it those 100 have it and can share amung others.


Josh wrote:
> but then if you take it down, or if they tell you to take it down, couldn't 
> you distribute it privately on cd through email requests?
>
> Josh
>   


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Re: [Audyssey] visual basic express

2007-01-15 Thread Thomas Ward
Hi Josh,
None of the Express versions come with documentation out of the box. 
They are very light ore barebones compilers and IDES. As I suggested in 
a prier post install the .NET Framework SDK 2.0, the full sdk, prier to 
installing the Express versions and you will get the complete .NET 
Framework documentation which is some great documentation for 
understanding how the frameworks and is to be incorperated in to your 
applications.


Josh wrote:
> if someone can confirm that it comes with some sort of offline help system 
> and it works good with jaws7.0 then I'll get rid of my vb6 since it's not 
> mine anyway since I got it from file-shareing and use vb-express 2005.
>
> Josh
>   


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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Thomas Ward
Hi Josh,
It might. Most sighties would probably think it was cool even if they 
couldn't play it themselves.


Josh wrote:
> also, wouldn't being able to tell your sighted friends if you had any that 
> you have a star wars game similar to theirs and you beat this level or that 
> level give you something more in common with them?
>
> Josh
>   


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[Audyssey] Star Wars games was star wars sounds

2007-01-15 Thread Thomas Ward
Hi Josh,
Well, I don't believe either Sthe USa Games or Light Tech games will be 
like the commercial Star Wars games out there, and the story lines are 
probably allot different. As I understand it you were planning to clone 
an existing commercial SW game and make it accessible.


Josh wrote:
> no I won't forget about that. you know, with at least two or more star wars 
> games in production right now, maybe it would be best not to make my own 
> just in case I would accidentally rip off someone else's ideas?
>
> Josh
>   


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Re: [Audyssey] to proove my point about game developers - Re: sarah

2007-01-15 Thread Thomas Ward
Hi Josh,
No. Hense the word Express. A small compact version of Visual Basic, 
Visual C#, Visual C++ without all the trimmings of the Pro or enterprise 
edditions.
Rather than getting the msdn I suggest getting the full .NET Framework 
2.0 sdk and installing it before putting on any of the Express compilers 
as you will get the .NET Framework documentations and samples. The 
Express cds and web installs don't include this documentation either.
The Express versions are basically a barebones version of the compiler 
and IDE.


Josh wrote:
> yes, but I also want to consider the fact that what if someday I am 
> restricted to dial-up or something like that. Does the express edition come 
> with the msdn libraries so I don't have to be connected to the internet to 
> get help or look up code?
>
> Josh
>   


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Re: [Audyssey] Teckno Shock and Jaws

2007-01-15 Thread shaun everiss
try space bar
At 04:13 a.m. 16/01/2007, you wrote:
>Hi Simon,
>I would like to have a look at techno shock but when I went to the website I 
>could not press enter on the download button can you help?
>(ps I don't know if you remember but we wnet to school together, my last 
>name was Barnett).
>- Original Message - 
>From: "simon.dowling" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Monday, January 15, 2007 6:31 AM
>Subject: Re: [Audyssey] Teckno Shock and Jaws
>
>
>> hi mich, when I launch the game, hal automatically shuts up, I don't have 
>> to
>> turn it off, and when I quit the game, hal comes back automatically.
>> I no it doesn't help you, but there you go.
>> - Original Message - 
>> From: "Mich" <[EMAIL PROTECTED]>
>> To: "gamers discussion list" 
>> Cc: "blind gamers" 
>> Sent: Monday, January 15, 2007 1:51 PM
>> Subject: [Audyssey] Teckno Shock and Jaws
>>
>>
>>> hello all. I have downloaded the game tecknoshock. I have a problum
>>> though. the problum i have is let's say i finnish playing the game and
>>> want to exitwell after i do this i can't seem to re load jaws. The only
>>> way i have found around this problum is to re start my computer. I sent
>>> the develiper a message about this problum and hear's what he said  Hi
>>> Mich,
>>>
>>> You wrote:
>>>
 I have good news. I managed to download the game and it seems to work.
>>>
>>> I'm glad to hear it!
>>>
 the only problem I have is when I am exiting after exiting I can't seem
 to re load jaws using alt control j.
>>>
>>> Not recommended run JAWS during the game. You must quit the game, after
>>> quit the game press Alt + Control + J to load JAWS.
>>>
>>> JAWS isn't necessary for play the game. When the game was started and you
>>> run JAWS, JAWS don't take control of your computer.
>>>
>>> If you want to load JAWS during the game playing, you must open any
>>> application (such as Windows Explorer) before start the game.
>>> Then start game, then unload JAWS, then move a focus to other application
>>> (such as Windows Explorer) by pressing ALT+TAB. Now you
>>> able to load JAWS. When you move the focus to other application, the game
>>> sounds will quiet. When you return the focus on the game
>>> window, you shall hear sounds again. However JAWS will be embarrass you,
>>> because it intercept many keystrokes.
>>>
>>> Best regards,
>>>
>>> Anatol. Any help that any one can give me with this problumwould be 
>>> grait.
>>> many thanks. from Mich Verrier.
>>> ___
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>>>
>>>
>>
>>
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>
>
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[Audyssey] audiogamemaker audio

2007-01-15 Thread x-sight interactive
hi. can someone please explain the audiogamemaker recording to me? it's a 
little confusing. i hear sounds being selected, i hear some of the speech 
muffled, i hear some sort of door sounds, water dripping, i don't hear any 
change in the acoustics when it's been set to cathedral, i'm confused.

regards,

damien

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[Audyssey] sryth again

2007-01-15 Thread Steve Cullen
Hi Everyone,
I am currently on the adventure called sleepless night. does anyone know how to 
kill the spider? every time I try and kill him he runs away. I am afraid that 
he is holding the last item I need to put in the boiling pot. Any help would be 
appreciated thank you all very much.
Please feel free to email me at
[EMAIL PROTECTED]
Sincerely,
Steve Cullen
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Re: [Audyssey] Audio Game Maker Update (includesfirstaudioimpression)

2007-01-15 Thread Josh
yeah, I can't wait until it comes out. I bet once its out of beta we'll see 
tons of games being produced for blind people to play and maybe we can even 
increase our numbers on this list as well.

Josh

- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 5:50 PM
Subject: Re: [Audyssey] Audio Game Maker Update 
(includesfirstaudioimpression)


> That is the absolute coolest program and easiest game ingine I've ever 
> seen
> or heard of. Cay you put dialog in the game aas well?
>
> Tim
>
>
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Re: [Audyssey] Audio Game Maker Update (includesfirstaudioimpression)

2007-01-15 Thread Josh
I'd like to make an accessible version of soul calibur. Oh and I want to 
make an accessible version of the rpg game, dungeon siege.

Josh

- Original Message - 
From: "Yohandy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 5:59 PM
Subject: Re: [Audyssey] Audio Game Maker Update 
(includesfirstaudioimpression)


This is absolutely awesome! Now I'm all excited for it. Just imagine the
possibilities! Anyone planning on making a fighting game?




-

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

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


- Original Message - 
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 4:39 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes
firstaudioimpression)


Thanks for the compliment!

- Original Message - 
From: "rob" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:02 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first
audioimpression)


> Well i guess the real bugs will appear when the "hundreds" of people will
> download it and will make games with it, so i think a beta release is
> extremely ok.
> I've just listened to the short preview, it sounds awesome.
>
> - Original Message -
> From: "AudioGames.net" <[EMAIL PROTECTED]>
> To: "Discussion list for blind gamers" 
> Date: Mon, 15 Jan 2007 19:24:49 +0100
> Subject: [Audyssey] Audio Game Maker Update (includes first audio
> impression)
>
>> Hi Folks!
>>
>> Development on Audio Game Maker is still going on. Due to time
>> constraints
>> we fear that we will have very little to no time available for extensive
>> testing. We would therefore like to call the release on February 1st 2007
>> a béta-release. This means that Audio Game Maker is still released
>> Februari 1st but it may still contain some bugs and may not feature some
>> specific functionalities. We will keep you updated!
>>
>> On a slightly more positive note, click the following link to download an
>> mp3 preview of what Audio Game Maker will approximately sound like:
>>
>> http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
>>
>> In this preview you will first hear how a new world is selected and how a
>> new player object is added to this world. After that you will hear how a
>> property (in this case the y-property of the player) is set to 1. You
>> will then hear a Portal Object being built at some distance from the
>> Player Object (the Builder moves away from the Player Object). The Audio
>> Environment is then temporarily exited to create a new World. In the
>> World Settings Menu the acoustics of this second world is then set to
>> "cathedral". Then you will hear how the Worldsound and the Moodsound for
>> this world is set. After that a new player and another portal are added
>> to the second world (you will then hear the builder turn 360 degrees in
>> front of the player object). Then we return to the first world and set
>> the properties of Portal 1 so that it links to the portal in world 2.
>>
>> Please note that this is only a preview to give you a first impression of
>> Audio Game Maker. Many sounds are still missing and this is *not* the
>> final soundmix.
>>
>> Greets,
>>
>> Richard
>>
>> http://www.audiogamemaker.com
>> http://www.audiogames.net
>> ___
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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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[Audyssey] kids programming language for games

2007-01-15 Thread Josh
Hi,

In case you're interested about kids programming language for games, here is 
a wikipedia article on it. the link is:

http://en.wikipedia.org/wiki/Kids_Programming_Language

and you can get the development environment for free at www.phrogram.com

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] Audio Game Maker Update (includes firstaudioimpression)

2007-01-15 Thread Yohandy
This is absolutely awesome! Now I'm all excited for it. Just imagine the 
possibilities! Anyone planning on making a fighting game?




-

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

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


- Original Message - 
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 4:39 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes 
firstaudioimpression)


Thanks for the compliment!

- Original Message - 
From: "rob" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:02 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first
audioimpression)


> Well i guess the real bugs will appear when the "hundreds" of people will
> download it and will make games with it, so i think a beta release is
> extremely ok.
> I've just listened to the short preview, it sounds awesome.
>
> - Original Message -
> From: "AudioGames.net" <[EMAIL PROTECTED]>
> To: "Discussion list for blind gamers" 
> Date: Mon, 15 Jan 2007 19:24:49 +0100
> Subject: [Audyssey] Audio Game Maker Update (includes first audio
> impression)
>
>> Hi Folks!
>>
>> Development on Audio Game Maker is still going on. Due to time
>> constraints
>> we fear that we will have very little to no time available for extensive
>> testing. We would therefore like to call the release on February 1st 2007
>> a béta-release. This means that Audio Game Maker is still released
>> Februari 1st but it may still contain some bugs and may not feature some
>> specific functionalities. We will keep you updated!
>>
>> On a slightly more positive note, click the following link to download an
>> mp3 preview of what Audio Game Maker will approximately sound like:
>>
>> http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
>>
>> In this preview you will first hear how a new world is selected and how a
>> new player object is added to this world. After that you will hear how a
>> property (in this case the y-property of the player) is set to 1. You
>> will then hear a Portal Object being built at some distance from the
>> Player Object (the Builder moves away from the Player Object). The Audio
>> Environment is then temporarily exited to create a new World. In the
>> World Settings Menu the acoustics of this second world is then set to
>> "cathedral". Then you will hear how the Worldsound and the Moodsound for
>> this world is set. After that a new player and another portal are added
>> to the second world (you will then hear the builder turn 360 degrees in
>> front of the player object). Then we return to the first world and set
>> the properties of Portal 1 so that it links to the portal in world 2.
>>
>> Please note that this is only a preview to give you a first impression of
>> Audio Game Maker. Many sounds are still missing and this is *not* the
>> final soundmix.
>>
>> Greets,
>>
>> Richard
>>
>> http://www.audiogamemaker.com
>> http://www.audiogames.net
>> ___
>> 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] Audio Game Maker Update (includes firstaudioimpression)

2007-01-15 Thread tim8275
That is the absolute coolest program and easiest game ingine I've ever seen 
or heard of. Cay you put dialog in the game aas well?

Tim 


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Re: [Audyssey] Audio Game Maker Update (includes first audioimpression)

2007-01-15 Thread AudioGames.net
Thanks for the compliment!

- Original Message - 
From: "rob" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:02 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first 
audioimpression)


> Well i guess the real bugs will appear when the "hundreds" of people will
> download it and will make games with it, so i think a beta release is
> extremely ok.
> I've just listened to the short preview, it sounds awesome.
>
> - Original Message -
> From: "AudioGames.net" <[EMAIL PROTECTED]>
> To: "Discussion list for blind gamers" 
> Date: Mon, 15 Jan 2007 19:24:49 +0100
> Subject: [Audyssey] Audio Game Maker Update (includes first audio 
> impression)
>
>> Hi Folks!
>>
>> Development on Audio Game Maker is still going on. Due to time 
>> constraints
>> we fear that we will have very little to no time available for extensive
>> testing. We would therefore like to call the release on February 1st 2007
>> a béta-release. This means that Audio Game Maker is still released
>> Februari 1st but it may still contain some bugs and may not feature some
>> specific functionalities. We will keep you updated!
>>
>> On a slightly more positive note, click the following link to download an
>> mp3 preview of what Audio Game Maker will approximately sound like:
>>
>> http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
>>
>> In this preview you will first hear how a new world is selected and how a
>> new player object is added to this world. After that you will hear how a
>> property (in this case the y-property of the player) is set to 1. You
>> will then hear a Portal Object being built at some distance from the
>> Player Object (the Builder moves away from the Player Object). The Audio
>> Environment is then temporarily exited to create a new World. In the
>> World Settings Menu the acoustics of this second world is then set to
>> "cathedral". Then you will hear how the Worldsound and the Moodsound for
>> this world is set. After that a new player and another portal are added
>> to the second world (you will then hear the builder turn 360 degrees in
>> front of the player object). Then we return to the first world and set
>> the properties of Portal 1 so that it links to the portal in world 2.
>>
>> Please note that this is only a preview to give you a first impression of
>> Audio Game Maker. Many sounds are still missing and this is *not* the
>> final soundmix.
>>
>> Greets,
>>
>> Richard
>>
>> http://www.audiogamemaker.com
>> http://www.audiogames.net
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
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>> visit
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Re: [Audyssey] Teckno Shock and Jaws

2007-01-15 Thread mark bishop
Hi Simon
Thanks for that.
Maybe you'll email me off list at [EMAIL PROTECTED] and let me know 
what you have been up to
- Original Message - 
From: "simon.dowling" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 7:22 AM
Subject: Re: [Audyssey] Teckno Shock and Jaws


>I have sent it you direct.
> yes I do remember you.
> hth
> - Original Message - 
> From: "mark bishop" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 3:13 PM
> Subject: Re: [Audyssey] Teckno Shock and Jaws
>
>
>> Hi Simon,
>> I would like to have a look at techno shock but when I went to the 
>> website
>> I
>> could not press enter on the download button can you help?
>> (ps I don't know if you remember but we wnet to school together, my last
>> name was Barnett).
>> - Original Message - 
>> From: "simon.dowling" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Monday, January 15, 2007 6:31 AM
>> Subject: Re: [Audyssey] Teckno Shock and Jaws
>>
>>
>>> hi mich, when I launch the game, hal automatically shuts up, I don't 
>>> have
>>> to
>>> turn it off, and when I quit the game, hal comes back automatically.
>>> I no it doesn't help you, but there you go.
>>> - Original Message - 
>>> From: "Mich" <[EMAIL PROTECTED]>
>>> To: "gamers discussion list" 
>>> Cc: "blind gamers" 
>>> Sent: Monday, January 15, 2007 1:51 PM
>>> Subject: [Audyssey] Teckno Shock and Jaws
>>>
>>>
 hello all. I have downloaded the game tecknoshock. I have a problum
 though. the problum i have is let's say i finnish playing the game and
 want to exitwell after i do this i can't seem to re load jaws. The only
 way i have found around this problum is to re start my computer. I sent
 the develiper a message about this problum and hear's what he said  Hi
 Mich,

 You wrote:

> I have good news. I managed to download the game and it seems to work.

 I'm glad to hear it!

> the only problem I have is when I am exiting after exiting I can't 
> seem
> to re load jaws using alt control j.

 Not recommended run JAWS during the game. You must quit the game, after
 quit the game press Alt + Control + J to load JAWS.

 JAWS isn't necessary for play the game. When the game was started and
 you
 run JAWS, JAWS don't take control of your computer.

 If you want to load JAWS during the game playing, you must open any
 application (such as Windows Explorer) before start the game.
 Then start game, then unload JAWS, then move a focus to other
 application
 (such as Windows Explorer) by pressing ALT+TAB. Now you
 able to load JAWS. When you move the focus to other application, the
 game
 sounds will quiet. When you return the focus on the game
 window, you shall hear sounds again. However JAWS will be embarrass 
 you,
 because it intercept many keystrokes.

 Best regards,

 Anatol. Any help that any one can give me with this problumwould be
 grait.
 many thanks. from Mich Verrier.
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>>>
>>>
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>>>
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>>
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>>
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Re: [Audyssey] phrogram development question : kidsprogramminglanguage .

2007-01-15 Thread Josh
oops. sorry about that.

Josh

- Original Message - 
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 3:02 PM
Subject: Re: [Audyssey] phrogram development question : 
kidsprogramminglanguage .


> lol you've just emailed the audyssey list ...
>
>
> regards,
>
> damien
>
>
>
>
> - Original Message -
> From: "Josh" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Cc: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 5:17 PM
> Subject: [Audyssey] phrogram development question : kids 
> programminglanguage
> .
>
>
>> Hi,
>>
>> I was doing a google search for programming languages when I came across
>> your site. I am blind, and use a screen reader called jaws version 7.0
> from
>> www.freedomscientific.com . I'd like to know the following.
>>
>> 1. Does the free version of phrogram compile .exe files?
>> 2. will it work with jaws? if not, could jaws scripts be written to make
> it
>> work with jaws?
>> 3. Are there keyboard shortcuts for the development environment? which
> would
>> make it easier for me to use since I don't use the physical mouse. the
>> screen reader can simulate mouse clicks using keys on the numeric keypad.
>> 4. Can audio games be created using the free versions of phrogram? Here's
> an
>> example of what I want to do.
>>
>> The games I will make have no graphics in them or pictures of any kind.
>> instead they use sound at different points in the stereo field panning
> from
>> left to right or right to left. Suppose I make a space invaders type 
>> game.
> I
>> want to be able to say.
>> press the control key or f2 to activate a menu, choose machine gun from
> that
>> menu. the menu uses .wav or .mp3 files to guide the player through it. I
>> press down arrow in the menu and it tells me what choice I'm on by 
>> playing
> a
>> .wav or .mp3 file. so then I choose my weapon from the menu press enter. 
>> I
>> hear the sound of a plane panning from left to right from the left side 
>> of
>> the stereo to right side. When the sound reaches the middle or a certain
>> point in the stereo field, I can successfully shoot it down. If not, I
>> cannot and enemy lands and I loose some points. Also, can phrogram 
>> control
>> the frequency at which a sound is played, stereo, frequency, volume,
> pitch,
>> panning, optional surround sound, etcetera? So basically all of the audio
>> features of DirectX and phrogram, I am interested in. Is this language as
>> easy to use or harder to learn or use than ruby or pithon?
>>
>> Josh
>>
>>
>> email: [EMAIL PROTECTED]
>> AOL: kutztownstudent
>> msn: [EMAIL PROTECTED]
>> skype: jkenn337
>>
>>
>> ___
>> 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] phrogram development question :kids programminglanguage .

2007-01-15 Thread x-sight interactive
oh ok lol

regards,

damien




- Original Message -
From: "rob" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:10 PM
Subject: Re: [Audyssey] phrogram development question :kids
programminglanguage .


>
> Not true, he only sent a Carbon Copy (cc) to the list.
>
> - Original Message -
> From: "x-sight interactive" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Date: Mon, 15 Jan 2007 20:02:21 -
> Subject: Re: [Audyssey] phrogram development question : kids
> programminglanguage .
>
> > lol you've just emailed the audyssey list ...
> >
> >
> > regards,
> >
> > damien
> >
> >
> >
> >
>
>
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visit
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> any subscription changes via the web.
>
>



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Re: [Audyssey] Audio Game Maker Update (includes first audio impression)

2007-01-15 Thread Cara Quinn
   Hi Richard, thanks for the demo.  You're voice over talent is 
excellent!!!  Who is she?...

   Smiles,

Cara

At 07:24 PM 1/15/2007 +0100, you wrote:

>Hi Folks!
>
>Development on Audio Game Maker is still going on. Due to time constraints 
>we fear that we will have very little to no time available for extensive 
>testing. We would therefore like to call the release on February 1st 2007 
>a béta-release. This means that Audio Game Maker is still released 
>Februari 1st but it may still contain some bugs and may not feature some 
>specific functionalities. We will keep you updated!
>
>On a slightly more positive note, click the following link to download an 
>mp3 preview of what Audio Game Maker will approximately sound like:
>
>http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
>
>In this preview you will first hear how a new world is selected and how a 
>new player object is added to this world. After that you will hear how a 
>property (in this case the y-property of the player) is set to 1. You will 
>then hear a Portal Object being built at some distance from the Player 
>Object (the Builder moves away from the Player Object). The Audio 
>Environment is then temporarily exited to create a new World. In the World 
>Settings Menu the acoustics of this second world is then set to 
>"cathedral". Then you will hear how the Worldsound and the Moodsound for 
>this world is set. After that a new player and another portal are added to 
>the second world (you will then hear the builder turn 360 degrees in front 
>of the player object). Then we return to the first world and set the 
>properties of Portal 1 so that it links to the portal in world 2.
>
>Please note that this is only a preview to give you a first impression of 
>Audio Game Maker. Many sounds are still missing and this is *not* the 
>final soundmix.
>
>Greets,
>
>Richard
>
>http://www.audiogamemaker.com
>http://www.audiogames.net
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>any subscription changes via the web.
>
>
>
>
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>Checked by AVG Free Edition.
>Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007

---
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   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

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Re: [Audyssey] audio game maker

2007-01-15 Thread AudioGames.net
Yes ;)

- Original Message - 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 7:47 PM
Subject: [Audyssey] audio game maker


> Hi,
>
> Will audio game maker be able to make .exe files so you can play the games
> you make without the audio game maker installed?
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337
>
>
> ___
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> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web. 


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Re: [Audyssey] phrogram development question : kids programminglanguage .

2007-01-15 Thread rob

Not true, he only sent a Carbon Copy (cc) to the list.

- Original Message -
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Date: Mon, 15 Jan 2007 20:02:21 -
Subject: Re: [Audyssey] phrogram development question : kids
programminglanguage .

> lol you've just emailed the audyssey list ...
> 
> 
> regards,
> 
> damien
> 
> 
> 
> 


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Re: [Audyssey] Audio Game Maker Update (includes first audioimpression)

2007-01-15 Thread Josh
yeah I can't wait to see what it's like!

Josh

- Original Message - 
From: "rob" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 2:02 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first 
audioimpression)


> Well i guess the real bugs will appear when the "hundreds" of people will
> download it and will make games with it, so i think a beta release is
> extremely ok.
> I've just listened to the short preview, it sounds awesome.
>
> - Original Message -
> From: "AudioGames.net" <[EMAIL PROTECTED]>
> To: "Discussion list for blind gamers" 
> Date: Mon, 15 Jan 2007 19:24:49 +0100
> Subject: [Audyssey] Audio Game Maker Update (includes first audio 
> impression)
>
>> Hi Folks!
>>
>> Development on Audio Game Maker is still going on. Due to time 
>> constraints
>> we fear that we will have very little to no time available for extensive
>> testing. We would therefore like to call the release on February 1st 2007
>> a béta-release. This means that Audio Game Maker is still released
>> Februari 1st but it may still contain some bugs and may not feature some
>> specific functionalities. We will keep you updated!
>>
>> On a slightly more positive note, click the following link to download an
>> mp3 preview of what Audio Game Maker will approximately sound like:
>>
>> http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
>>
>> In this preview you will first hear how a new world is selected and how a
>> new player object is added to this world. After that you will hear how a
>> property (in this case the y-property of the player) is set to 1. You
>> will then hear a Portal Object being built at some distance from the
>> Player Object (the Builder moves away from the Player Object). The Audio
>> Environment is then temporarily exited to create a new World. In the
>> World Settings Menu the acoustics of this second world is then set to
>> "cathedral". Then you will hear how the Worldsound and the Moodsound for
>> this world is set. After that a new player and another portal are added
>> to the second world (you will then hear the builder turn 360 degrees in
>> front of the player object). Then we return to the first world and set
>> the properties of Portal 1 so that it links to the portal in world 2.
>>
>> Please note that this is only a preview to give you a first impression of
>> Audio Game Maker. Many sounds are still missing and this is *not* the
>> final soundmix.
>>
>> Greets,
>>
>> Richard
>>
>> http://www.audiogamemaker.com
>> http://www.audiogames.net
>> ___
>> 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] phrogram development question : kids programminglanguage .

2007-01-15 Thread x-sight interactive
lol you've just emailed the audyssey list ...


regards,

damien




- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 5:17 PM
Subject: [Audyssey] phrogram development question : kids programminglanguage
.


> Hi,
>
> I was doing a google search for programming languages when I came across
> your site. I am blind, and use a screen reader called jaws version 7.0
from
> www.freedomscientific.com . I'd like to know the following.
>
> 1. Does the free version of phrogram compile .exe files?
> 2. will it work with jaws? if not, could jaws scripts be written to make
it
> work with jaws?
> 3. Are there keyboard shortcuts for the development environment? which
would
> make it easier for me to use since I don't use the physical mouse. the
> screen reader can simulate mouse clicks using keys on the numeric keypad.
> 4. Can audio games be created using the free versions of phrogram? Here's
an
> example of what I want to do.
>
> The games I will make have no graphics in them or pictures of any kind.
> instead they use sound at different points in the stereo field panning
from
> left to right or right to left. Suppose I make a space invaders type game.
I
> want to be able to say.
> press the control key or f2 to activate a menu, choose machine gun from
that
> menu. the menu uses .wav or .mp3 files to guide the player through it. I
> press down arrow in the menu and it tells me what choice I'm on by playing
a
> .wav or .mp3 file. so then I choose my weapon from the menu press enter. I
> hear the sound of a plane panning from left to right from the left side of
> the stereo to right side. When the sound reaches the middle or a certain
> point in the stereo field, I can successfully shoot it down. If not, I
> cannot and enemy lands and I loose some points. Also, can phrogram control
> the frequency at which a sound is played, stereo, frequency, volume,
pitch,
> panning, optional surround sound, etcetera? So basically all of the audio
> features of DirectX and phrogram, I am interested in. Is this language as
> easy to use or harder to learn or use than ruby or pithon?
>
> Josh
>
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337
>
>
> ___
> 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] Sryth and Mapping

2007-01-15 Thread Grace
Hello,
A really great way to map is to use excel.
That's what I do and it works great!
Have a nice day,
Grace
- Original Message - 
From: "ShadowDragon" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, January 14, 2007 1:45 PM
Subject: Re: [Audyssey] Sryth and Mapping


> Being a dungeon master of Sryth I have to say Daggerspire is one of the
> easier dungeons in the game, not even worth manual mapping. You could get 
> by
> just fine using the text map overview most likely. I'm not sure how easy
> dungeon navigation is for you, but I personally have been through 
> Stoneback
> hill even without using a map, I just go on instinct. Daggerspire is
> basically straight passages, with a few side branches. As long as you keep
> track of where you are and where you've been and are good at retracing 
> your
> steps, you should be able to explore each level no problem. Its been a 
> while
> since I played the dungeon, but I'd be willing to wager each level is
> between 15 and 30 rooms, nothing to get stressed over. Have fun, and good
> luck. If you're still having problems I might be able to think of 
> something
> more. But for now that's about all the advice I can offer.
> - Original Message - 
> From: "Yvonne Alaniz" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, January 14, 2007 12:53 PM
> Subject: [Audyssey] Sryth and Mapping
>
>
>> Okay, I am in Daggerspire and I am trying tacks and cardboard as a map 
>> but
>> the problem is that my map always gets bunched up and looks like squares.
>> I had someone look at the graphical map and he said that the map was 
>> drawn
>> on a 10x10 grid and that walls were represented on the grid but not on my
>> map.  He said that if I continued mapping I would just get a big grid of
>> tacks.  Please help.  I am now lost in the second level of daggerspire.
>>
>> Yvonne
>> Stressed out?  Need to relax?  Call Yvonne and schedule your massage
>> today!
>>
>> (361) 249-8739
>> [EMAIL PROTECTED]
>> ___
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>> visit
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>> any subscription changes via the web.
>>
>
>
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>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.432 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007 
> 5:40 PM
>
> 


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Re: [Audyssey] Sryth

2007-01-15 Thread Brandon Cole
No, you need to have random encounters in Trithic until you see that Dusk 
Dragon.
- Original Message - 
From: "simon.dowling" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 6:06 AM
Subject: Re: [Audyssey] Sryth


> hi you need to carry it with you, and explore the realms at random.
> when you see the dusk dragon in the sky, she will collect it off of you, 
> and
> reward you.
> - Original Message - 
> From: "Steve Cullen" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 11:40 AM
> Subject: [Audyssey] Sryth
>
>
>> Hi Everyone,
>> I have received a dragon egg. Does anyone know what I'm supposed to do
>> with this dragon egg? Any help would be appreciated thank you all very
>> much.
>> Please feel free to email me at
>> [EMAIL PROTECTED]
>> Sincerely,,
>> Steve Cullen
>> ___
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>> any subscription changes via the web.
>>
>>
>
>
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> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.432 / Virus Database: 268.16.12/628 - Release Date: 1/15/2007 
> 11:04 AM
> 


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Re: [Audyssey] Audio Game Maker Update (includes first audio impression)

2007-01-15 Thread rob
Well i guess the real bugs will appear when the "hundreds" of people will 
download it and will make games with it, so i think a beta release is 
extremely ok.
I've just listened to the short preview, it sounds awesome.

- Original Message -
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Discussion list for blind gamers" 
Date: Mon, 15 Jan 2007 19:24:49 +0100
Subject: [Audyssey] Audio Game Maker Update (includes first audio impression)

> Hi Folks!
> 
> Development on Audio Game Maker is still going on. Due to time constraints 
> we fear that we will have very little to no time available for extensive 
> testing. We would therefore like to call the release on February 1st 2007 
> a béta-release. This means that Audio Game Maker is still released 
> Februari 1st but it may still contain some bugs and may not feature some 
> specific functionalities. We will keep you updated!
> 
> On a slightly more positive note, click the following link to download an 
> mp3 preview of what Audio Game Maker will approximately sound like: 
> 
> http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
> 
> In this preview you will first hear how a new world is selected and how a 
> new player object is added to this world. After that you will hear how a 
> property (in this case the y-property of the player) is set to 1. You 
> will then hear a Portal Object being built at some distance from the 
> Player Object (the Builder moves away from the Player Object). The Audio 
> Environment is then temporarily exited to create a new World. In the 
> World Settings Menu the acoustics of this second world is then set to 
> "cathedral". Then you will hear how the Worldsound and the Moodsound for 
> this world is set. After that a new player and another portal are added 
> to the second world (you will then hear the builder turn 360 degrees in 
> front of the player object). Then we return to the first world and set 
> the properties of Portal 1 so that it links to the portal in world 2. 
> 
> Please note that this is only a preview to give you a first impression of 
> Audio Game Maker. Many sounds are still missing and this is *not* the 
> final soundmix. 
> 
> Greets,
> 
> Richard
> 
> http://www.audiogamemaker.com
> http://www.audiogames.net
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[Audyssey] audio game maker

2007-01-15 Thread Josh
Hi,

Will audio game maker be able to make .exe files so you can play the games 
you make without the audio game maker installed?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] Cricket

2007-01-15 Thread john snowling
what is battrick.
- Original Message - 
From: "Willem" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 10:28 AM
Subject: Re: [Audyssey] Cricket


>I endorse!
> Btw Who of you plays battrick on here?
> - Original Message - 
> From: "mark bishop" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 12:05 AM
> Subject: Re: [Audyssey] Cricket
>
>
>> Just wanted to add my voice to the call for an accessible cricket game.
>> - Original Message - 
>> From: "simon.dowling" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Saturday, January 13, 2007 7:40 AM
>> Subject: Re: [Audyssey] Cricket
>>
>>
>>> hi mark, I did send the aski code to a couple of members to develope the
>>> game from the old eureka days, but haven't heard anything for ages.
>>> I no Quinton pendal from south Africa was planning a project for further
>>> developing the game, but I think he's busy with other stuff at the mo.
>>> - Original Message - 
>>> From: "Mark Pemberton" <[EMAIL PROTECTED]>
>>> To: "gamers discussion list" 
>>> Sent: Saturday, January 13, 2007 3:20 PM
>>> Subject: [Audyssey] Cricket
>>>
>>>
 Does anyone know if there's an accessible PC Cricket game out there? 
 Is
 there an English version of Jim Kitchen who could developed one?  I've
 played a couple of board games  such as "Wickitz" for example, with a
 great deal of sighted assistance, of course and hope one might be in 
 the
 works.
 Ps.  When I say English I mean non American as they have no knowledge 
 of
 the beautiful game at all!  Grin.
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>>>
>>>
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>>
>>
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>
>
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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Cara Quinn
Nolan, thanks for posting the comparison!  I also have Python, but as my 
background is more in the C languages, I haven't investigated it yet...

For those interested, here is similar code in C#...
You'll notice that the code for the Greet method is defined within the 
braces, rather than the indentation idea, as in Python...

public string Greet(string person)
{
if(person == "Cara")
Console.WriteLine("Hey you!");
else
Console.WriteLine("Hello " + person + "!");
}

Smiles,

Cara

At 02:38 AM 1/15/2007 -0600, you wrote:

>On Jan 15, 2007, at 2:09 AM, Ken the Crazy wrote:
>
> > Which of these languages is easiest to learn, python or ruby, which
> > is less
> > verbose, and which is more powerful?
>
>Those are difficult questions to answer and, for the most part, there
>aren't any. Neither is more powerful, I'd say. Python's Pygame is
>probably one of the more actively-developed game libraries, but
>Rubygame/RUDL are certainly worthy contenders.
>
>My personal preference is Ruby. Python is more concise in that it
>uses indentation for determining whether code is in any given method/
>block (I.e. code indented by X spaces is in the same block) but not
>all screen readers speak indentation (VoiceOver doesn't.) Ruby uses
>"end" to end blocks, and I find:
>
>def greet(person)
> if person == "Nolan"
> puts "Hey, you!"
> else
> puts "Hello, #{person.capitalize}."
> end
>end
>
>a bit easier to parse than:
>
>def greet(person):
> if person == "Nolan":
> print "Hey you!"
> else:
> print "Hello, "+person+"."
>
>It isn't as big of an issue in this instance, but it wouldn't be
>immediately obvious where blocks ended without speaking of
>indentation levels, and the "end" tokens make that a bit more easy to
>spot, as it were.
>
>Ruby has a number of advanced features that I really like, but those
>wouldn't be of interest to someone just starting out. In summary, you
>won't go wrong either way, but I myself prefer Ruby. Check them both
>out. They're free, available on just about every platform and each
>have great tutorials. Ruby even has the first version of the pickaxe,
>the book long held to be its definitive reference, available online.
>It takes you through lots of the basics rather quickly but doesn't
>skimp on the advanced topics, either. Check out:
>
>http://rubycentral.com/book/
>
>
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>
>
>
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---
   View my on-line portfolio at:

http://www.onemodelplace.com/CaraQuinn

   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

http://home.earthlink.net/~cara-quinn


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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread Josh
I didn't come up with the name, I only found out that it exists, that's all.

Josh

- Original Message - 
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 12:19 PM
Subject: Re: [Audyssey] game programming, a new idea


> kid's programming language? that sounds weird.
>
> regards,
>
> damien
>
>
>
>
>
> - Original Message -
> From: "Josh" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 5:02 PM
> Subject: [Audyssey] game programming, a new idea
>
>
>> Hi,
>>
>> I was using google just surfing looking at different programming 
>> languages
>> and I think I may have come across one that is or may be even better or
>> maybe simpler than pithon or ruby! It's called the kids programming
>> language. the newest version can be found at www.phrogram.com .
>>
>> I'm going to download it and check it out then.
>>
>> Josh
>>
>> email: [EMAIL PROTECTED]
>> AOL: kutztownstudent
>> msn: [EMAIL PROTECTED]
>> skype: jkenn337
>>
>>
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
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> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>>
>>
>
>
>
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[Audyssey] Audio Game Maker Update (includes first audio impression)

2007-01-15 Thread AudioGames.net
Hi Folks!

Development on Audio Game Maker is still going on. Due to time constraints we 
fear that we will have very little to no time available for extensive testing. 
We would therefore like to call the release on February 1st 2007 a 
béta-release. This means that Audio Game Maker is still released Februari 1st 
but it may still contain some bugs and may not feature some specific 
functionalities. We will keep you updated!

On a slightly more positive note, click the following link to download an mp3 
preview of what Audio Game Maker will approximately sound like: 

http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3

In this preview you will first hear how a new world is selected and how a new 
player object is added to this world. After that you will hear how a property 
(in this case the y-property of the player) is set to 1. You will then hear a 
Portal Object being built at some distance from the Player Object (the Builder 
moves away from the Player Object). The Audio Environment is then temporarily 
exited to create a new World. In the World Settings Menu the acoustics of this 
second world is then set to "cathedral". Then you will hear how the Worldsound 
and the Moodsound for this world is set. After that a new player and another 
portal are added to the second world (you will then hear the builder turn 360 
degrees in front of the player object). Then we return to the first world and 
set the properties of Portal 1 so that it links to the portal in world 2. 

Please note that this is only a preview to give you a first impression of Audio 
Game Maker. Many sounds are still missing and this is *not* the final soundmix. 

Greets,

Richard

http://www.audiogamemaker.com
http://www.audiogames.net
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[Audyssey] danger city

2007-01-15 Thread nicol
HI all
I think danger city should rather be called self destruct because of those
mines in act3. it's a pitty that there isn't a look feature telling you how
many feet you are from a mine like in treasure hunt you can see how many
feet you are from a mine.  and don't you agree that those mines makes such a
humming sound that its impossible to distinguish a mine to the right of you
from a mine to the left of you?
I tell you guys, that intro to act3 was really horrifying. I wondered what
the guy was typing. He was certainly  entering something into a computer
which caused the whole place to be filled with mines.
It's a pitty that xl  studios has  closed down. I  agree also that danger
city is unfinished; it needs a lot of improvement.


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Re: [Audyssey] Sryth

2007-01-15 Thread Søren Jensen
Where do you find this dragon egg?

Best regards Søren.

Mail & MSN:
[EMAIL PROTECTED]
Webside:
http://www.coolfortheblind.dk
- Original Message - 
From: "Steve Cullen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 12:40 PM
Subject: [Audyssey] Sryth


> Hi Everyone,
> I have received a dragon egg. Does anyone know what I'm supposed to do 
> with this dragon egg? Any help would be appreciated thank you all very 
> much.
> Please feel free to email me at
> [EMAIL PROTECTED]
> Sincerely,,
> Steve Cullen
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[Audyssey] phrogram development question : kids programming language .

2007-01-15 Thread Josh
Hi,

I was doing a google search for programming languages when I came across 
your site. I am blind, and use a screen reader called jaws version 7.0 from 
www.freedomscientific.com . I'd like to know the following.

1. Does the free version of phrogram compile .exe files?
2. will it work with jaws? if not, could jaws scripts be written to make it 
work with jaws?
3. Are there keyboard shortcuts for the development environment? which would 
make it easier for me to use since I don't use the physical mouse. the 
screen reader can simulate mouse clicks using keys on the numeric keypad.
4. Can audio games be created using the free versions of phrogram? Here's an 
example of what I want to do.

The games I will make have no graphics in them or pictures of any kind. 
instead they use sound at different points in the stereo field panning from 
left to right or right to left. Suppose I make a space invaders type game. I 
want to be able to say.
press the control key or f2 to activate a menu, choose machine gun from that 
menu. the menu uses .wav or .mp3 files to guide the player through it. I 
press down arrow in the menu and it tells me what choice I'm on by playing a 
.wav or .mp3 file. so then I choose my weapon from the menu press enter. I 
hear the sound of a plane panning from left to right from the left side of 
the stereo to right side. When the sound reaches the middle or a certain 
point in the stereo field, I can successfully shoot it down. If not, I 
cannot and enemy lands and I loose some points. Also, can phrogram control 
the frequency at which a sound is played, stereo, frequency, volume, pitch, 
panning, optional surround sound, etcetera? So basically all of the audio 
features of DirectX and phrogram, I am interested in. Is this language as 
easy to use or harder to learn or use than ruby or pithon?

Josh


email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] Technoshock: New concepts, new innovations in the audiogames market, possibly better than SOD

2007-01-15 Thread Søren Jensen
Hi Simon.

Just leave the room before the mosquito robot comes. You'll find the insect 
spray in level 2.

Best regards Søren.
Mail & MSN:
[EMAIL PROTECTED]
Webside:
http://www.coolfortheblind.dk
- Original Message - 
From: "simon.dowling" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 1:52 PM
Subject: Re: [Audyssey] Technoshock: New concepts,new innovations in the 
audiogames market, possibly better than SOD


> the trouble I have, is I can't find the med kits and the breathing is so
> loud I can't hear anything else.
> also, is there any mosquito spray about because I can't kill that mozzy 
> bot
> at all.
> - Original Message - 
> From: "shaun everiss" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 6:29 AM
> Subject: Re: [Audyssey] Technoshock: New concepts, new innovations in the
> audiogames market, possibly better than SOD
>
>
>>I think the gam is real hard.
>> karl when you finnish it, or if anyone that finnishes it could they maybe
>> do a recording or something.
>> At 06:50 p.m. 15/01/2007, you wrote:
>>>Hi all,
>>>I am now on level 5 of Technoshock. I have noticed several concepts which
>>>haven't been used before in any audiogame.
>>>Please note that these next lines may contain minor spoilers.
>>>1. on higher levels, there are what amount to cliffs, which you can not
>>>jump across, but must find an alternate way around.
>>>2. You sometimes need to act in a nonstandard way to accomplish your
>>>objective.
>>>3. the concept of timing doors, so that you are not crushed.
>>>4. weapons which can change the geographic features of the area.
>>>5. using an automatic system, such as a conveyer belt, to transport the
>>>player and requiring him to jump off of it.
>>>The reason I say that this game is better than SOD is that it contains 
>>>the
>>>concepts mentioned above, and that each level is more extensive than the
>>>ones in SOD. Also, there are more uses for weapons, I.E. the ability to
>>>set grenades as traps, or throw them. Also, Technoshock has several
>>>elements not included in Sod, like jumping pits, ducking fireballs, etc.
>>>What do you guys think?
>>>Karl
>>>___
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>>>visit
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>>>any subscription changes via the web.
>>
>>
>>
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>> any subscription changes via the web.
>>
>>
>
>
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Re: [Audyssey] Topic closed was Dragon Warriors

2007-01-15 Thread Charles Rivard
Keep us posted?  Thanks.

- Original Message - 
From: "Liam Erven" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 4:15 AM
Subject: Re: [Audyssey] Topic closed was Dragon Warriors


> not to step on Tom's toes, but just wanted to thank you guys for the
> responses.  It has really meant a lot.  The issue will be delbt with and
> hopefully Ivan will not cause any more problems like this.  Now.  Back to
> gaming!
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Ken the Crazy" <[EMAIL PROTECTED]>; "Gamers Discussion list"
> 
> Sent: Monday, January 15, 2007 1:51 AM
> Subject: [Audyssey] Topic closed was Dragon Warriors
>
>
>>
>> Hi all,
>> I know some of you are catching up on email, but the Dragon Warriors
>> thread is now officially closed by the moderators.
>> Thanks.
>>
>>
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>
>
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Re: [Audyssey] game programming, a new idea

2007-01-15 Thread x-sight interactive
kid's programming language? that sounds weird.

regards,

damien





- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 5:02 PM
Subject: [Audyssey] game programming, a new idea


> Hi,
>
> I was using google just surfing looking at different programming languages
> and I think I may have come across one that is or may be even better or
> maybe simpler than pithon or ruby! It's called the kids programming
> language. the newest version can be found at www.phrogram.com .
>
> I'm going to download it and check it out then.
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337
>
>
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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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[Audyssey] giving out contact info - Re: Ivan the kid

2007-01-15 Thread Charles Rivard
As a reminder, it is not a good idea to put someone's Email address out to 
an Email list without the user's permission.  I tell everyone that they are 
not to give mine out unless they get permission from me to give it to that 
particular person.  Once I give them permission to give it to someone, they 
should know that it is not OK to give it to anyone else without my 
permission to give it to that particular person as well.  If someone asks me 
for someone's Email address, phone number, street address, or whatever, I 
get the user's permission to give the info to the person who is asking.  I 
do this out of respect for the person being looked for.
- Original Message - 
From: "Nicol Oosthuizen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 1:35 AM
Subject: Re: [Audyssey] Ivan the kid


>
> 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 already sent that mail to him at
> [EMAIL PROTECTED]
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of x-sight interactive
> Sent: 15 January 2007 09:23 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Ivan the kid
>
> please can someone give me this guy's email address so i can send him
> the
> email sent out yesterday? i'd like to confirm to him that under no
> circumstances and on no grounds will i allow him to be a beta tester for
> a
> program that will also contain sound files for him to mess with.
>
> regards,
>
> damien
>
>
>
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Re: [Audyssey] programming classes

2007-01-15 Thread Søren Jensen
Hi.

I'm also very interested to lern a program language. I'll only use it to 
make games. I have downloaded a lot of compilers, manuals and guides from
www.blindprogramming.com
but I couldn't find the buttuns or windows in the compiler as they talk 
about in these guides. I have also tryed C++, but the first test in the 
book, where I should create my first little program doesn't work.

If someone can give me a teach guide and a compiler their works together 
I'll be very, very happy! It's very frustrated to read 30 or 40 pages and it 
doesn't work when you try to compile your project! I hope someone can help 
me.

Best regards Søren.
Mail & MSN:
[EMAIL PROTECTED]
Webside:
http://www.coolfortheblind.dk
- Original Message - 
From: "Rachel D Keyte" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 5:51 AM
Subject: [Audyssey] programming classes


> hey if Justin is taking on students, I'll be up for that! Lol nah but
> seriously, good point you raise there Thomas.  I'd love to be taught
> a programming language, especially to be able to develop a game.
> Anyone want to take me on as a guineapig student? :) Again, I'm
> serious. course we'd need to go back to basics but I'm sure any good
> teacher would know that.
> seriously, anyone know of any such online classes?
> Cheers!
> At 01:4 8 PM 15/01/2007, you wrote:
>
>>Hi all,
>>Honestly unless Justin confirms that he taught Ivan VB I wouldn't take
>>much stock in it being true. I have had frequent talks with Justin over
>>the past year over on agdev and I know Justin has been putting in long
>>hours at his day time job. He has little time to devote to BSC Games,
>>the agdev comunity, let alone take on a student at this point.
>
>
> -- 
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.432 / Virus Database: 268.16.10/626 - Release Date: 
> 14/01/2007 8:29 PM
>
>
>
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Re: [Audyssey] Technoshock: New concepts, new innovations in the audiogames market, possibly better than SOD

2007-01-15 Thread Søren Jensen
Hi.

I really love this game. It's a hard game and I like it. It's just frustated 
why people like to get walkthroughs just because they are stock in games. 
I'll give you one hint in level 2:
In the room with the 3 alarms, walk close to the warl.

Best regards Søren.
Mail & MSN:
[EMAIL PROTECTED]
Webside:
http://www.coolfortheblind.dk
- Original Message - 
From: "Karl" <[EMAIL PROTECTED]>
To: "gamers discussion list" 
Sent: Monday, January 15, 2007 6:50 AM
Subject: [Audyssey] Technoshock: New concepts, new innovations in the 
audiogames market, possibly better than SOD


> Hi all,
> I am now on level 5 of Technoshock. I have noticed several concepts which 
> haven't been used before in any audiogame.
> Please note that these next lines may contain minor spoilers.
> 1. on higher levels, there are what amount to cliffs, which you can not 
> jump across, but must find an alternate way around.
> 2. You sometimes need to act in a nonstandard way to accomplish your 
> objective.
> 3. the concept of timing doors, so that you are not crushed.
> 4. weapons which can change the geographic features of the area.
> 5. using an automatic system, such as a conveyer belt, to transport the 
> player and requiring him to jump off of it.
> The reason I say that this game is better than SOD is that it contains the 
> concepts mentioned above, and that each level is more extensive than the 
> ones in SOD. Also, there are more uses for weapons, I.E. the ability to 
> set grenades as traps, or throw them. Also, Technoshock has several 
> elements not included in Sod, like jumping pits, ducking fireballs, etc.
> What do you guys think?
> Karl
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Re: [Audyssey] Dragon Warrior

2007-01-15 Thread david
Exactly. I would clearly state that is an add on, and Liam would get the 
full credit for the game. - Original Message - 
From: "aaron danvers-jukes" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 9:39 AM
Subject: Re: [Audyssey] Dragon Warrior


> if i ever do a mod, i will say:
> "this is a mod of super liam. check out the original game at 
> www.l-works.net
> if you like this mod." that's an example.
> i don't know if it will make much difference though.
>
>
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[Audyssey] game programming, a new idea

2007-01-15 Thread Josh
Hi,

I was using google just surfing looking at different programming languages 
and I think I may have come across one that is or may be even better or 
maybe simpler than pithon or ruby! It's called the kids programming 
language. the newest version can be found at www.phrogram.com .

I'm going to download it and check it out then.

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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[Audyssey] ruby or pithon

2007-01-15 Thread Josh
Hi,

Didn't Jamal Mazury use ruby or pithon to make his text pal and other 
software?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] Teckno Shock and Jaws

2007-01-15 Thread Mich
hi many thanks for your suggestions. I have tried starting the game with out 
exiting jfw. it does work. when I go to exit the game though jfw doesn't 
come back right away maybe I don't have something configured right? if some 
one hear can tell me how to configure jaws to come right back after exiting 
a game that would be grate. many thanks. from Mich Verrier. Sorry if this 
topic is off topic if so then feel free to e male me off list at 
[EMAIL PROTECTED] I am using jfw 7.0 hth.
- Original Message - 
From: "Karl" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 10:31 AM
Subject: Re: [Audyssey] Teckno Shock and Jaws


> Hi,
> The game should put JFW to sleep for you. Try starting the game without
> unloading JFW. When you exit the game, Jaws should come back.
> Karl
> - Original Message - 
> From: "simon.dowling" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 9:31 AM
> Subject: Re: [Audyssey] Teckno Shock and Jaws
>
>
>> hi mich, when I launch the game, hal automatically shuts up, I don't have
>> to
>> turn it off, and when I quit the game, hal comes back automatically.
>> I no it doesn't help you, but there you go.
>> - Original Message - 
>> From: "Mich" <[EMAIL PROTECTED]>
>> To: "gamers discussion list" 
>> Cc: "blind gamers" 
>> Sent: Monday, January 15, 2007 1:51 PM
>> Subject: [Audyssey] Teckno Shock and Jaws
>>
>>
>>> hello all. I have downloaded the game tecknoshock. I have a problum
>>> though. the problum i have is let's say i finnish playing the game and
>>> want to exitwell after i do this i can't seem to re load jaws. The only
>>> way i have found around this problum is to re start my computer. I sent
>>> the develiper a message about this problum and hear's what he said  Hi
>>> Mich,
>>>
>>> You wrote:
>>>
>>>> I have good news. I managed to download the game and it seems to work.
>>>
>>> I'm glad to hear it!
>>>
>>>> the only problem I have is when I am exiting after exiting I can't seem
>>>> to re load jaws using alt control j.
>>>
>>> Not recommended run JAWS during the game. You must quit the game, after
>>> quit the game press Alt + Control + J to load JAWS.
>>>
>>> JAWS isn't necessary for play the game. When the game was started and 
>>> you
>>> run JAWS, JAWS don't take control of your computer.
>>>
>>> If you want to load JAWS during the game playing, you must open any
>>> application (such as Windows Explorer) before start the game.
>>> Then start game, then unload JAWS, then move a focus to other 
>>> application
>>> (such as Windows Explorer) by pressing ALT+TAB. Now you
>>> able to load JAWS. When you move the focus to other application, the 
>>> game
>>> sounds will quiet. When you return the focus on the game
>>> window, you shall hear sounds again. However JAWS will be embarrass you,
>>> because it intercept many keystrokes.
>>>
>>> Best regards,
>>>
>>> Anatol. Any help that any one can give me with this problumwould be
>>> grait.
>>> many thanks. from Mich Verrier.
>>> ___
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>>> any subscription changes via the web.
>>>
>>>
>>
>>
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>>
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>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
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>>
>
>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
and there is freedom wheel of fortune. Now what I'd also like to see is 
accessible jeopardy and accessible price is right games.

Josh

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 2:53 AM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> well there is freedom millionaire guys.
> At 08:37 p.m. 15/01/2007, you wrote:
>>what i'm currently doing is making an accessible version of millionaire, 
>>but
>>me and steve both had a discussion offlist and we both decided that it 
>>might
>>be better to do one just for our own personal use, as celadore or eidos
>>aren't going to allow such measures as the format is so big nowadays.
>>
>>so maybe if someone who could develop wanted a complete accessible remake 
>>of
>>a game they could do it for themselves, but then there lies the question
>>that, ok, it's out there, why aren't we getting a go at it. it's a really
>>sticky situation for all of us.
>>
>>regards,
>>
>>damien
>>
>>
>>
>>
>>- Original Message -
>>From: "Thomas Ward" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Monday, January 15, 2007 4:30 AM
>>Subject: Re: [Audyssey] Illegal activity was: star wars sounds
>>
>>
>>> Hi Che,
>>>
>>> Quote
>>> I respect the work and artistry that folks like Thomas have put into 
>>> games
>>> like the Star Trek stuff, but I just don't see the need for it, as for 
>>> one
>>> thing, this type of game has been done with Star Trek sounds, and why 
>>> risk
>>> getting your development company in trouble with copyright lawyers?
>>> End quote
>>>
>>> I think it is not so much a need, but a desire to see such games. A
>>> persons personal interests has allot to do with this decision. You are
>>> interested in breaking new ground. I on the other hand am really
>>> frustrated I could play Dark Forces years ago, and now I am blind, I
>>> have no opertunities to play what was important to me, what I enjoyed,
>>> and there lies the discussion we are having now.
>>> Do I go "oh well, Lucas Arts won't make it accessible so I'll move on,"
>>> or do I say, "hey I can program this game, and maybe it won't be the
>>> original but I can recapture some of the fun of the past."
>>> The other issue is I could break new ground, but how many blind users on
>>> this list can honestly say they played Dark Forces, Mysteries of the
>>> Sith, etc to the completion. They frankly never had a first chanse, and
>>> breaking new ground rather than trying to recreate an oldy means they
>>> never get a first or a second chanse.
>>> 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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>
>
>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
Hi,

I emailed the people who make playstation asking for accessible and to keep 
it short, they said flat out no!

Josh


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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread michael feir
That would depend on whether the game you're playing is anything like the 
ones they are. If a game is merely a Star Wars game due to using sounds from 
that franchise but is totally different from anything sighted people are 
playing, then you don't really have anything substantial to work with. If 
serious effort is made to make storm troopers behave like those in the 
movies, or to take into account the physics of ships as described by 
whatever central technical information exists to determine all that, then 
you have more to talk about meaningfully. Sighted people could play 
something like Pong or Topspeed2 or Sonic Invaders and compare it 
meaningfully to the games they've played. I don't get a sense of playing an 
actual Star Trek game when I play Tom's Final Conflict game. The sounds and 
such just aren't enough for me to set aside what I regard as true Star Trek 
gamedom. The combat is just too capricious with ships being destroyed 
instantaneously. Listening to the shows, combat seems a lot more serebral 
than that. There's at least time to take evasive action, try to reinforce 
threatened assets, etc. I can wipe out a starbase with one ship's fire power 
and that just doesn't strike me as very correct. If you play something like 
Star Trek, A Final Unity as I was able to with my father's help way back in 
my high school days, that game could honestly be called a Star Trek game. 
They had the actual actors from TNG doing the voices. The story and dialogue 
were excellent and so were the sound effects. The game play truly put you in 
mind of the shows and did honour to the concept of Star Trek. Even the 
strictly combat games like Star Fleet Command were done in such a way that 
you felt that the gameplay better reflected the kind of thoughts captains 
had to make while fighting battles. That kind of consideration is one reason 
why people can be so protective of their franchises. They honestly don't 
want their vision to be degraded by people who don't have a proper sense of 
what it is and a proper respect for it. Nintendo did a masterful job of 
quality control using such protective measures and did a lot to revive the 
video game industry after the crash in the mid eighties. One of the problems 
back then were that everybody was trying to get money from video games and 
were making poor immitations of original games. The market was flooded with 
inferrior quality games and people were turned off. We're certainly in no 
danger of a crash now. If anything, we face the reverse problem where there 
aren't enough different titles and genres covered well to pull in more 
gamers. I think time and effort from developers will eventually fix that and 
is doing that already slowly.
Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]

- Original Message - 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 10:23 AM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> also, wouldn't being able to tell your sighted friends if you had any that
> you have a star wars game similar to theirs and you beat this level or 
> that
> level give you something more in common with them?
>
> Josh
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, January 14, 2007 10:41 PM
> Subject: Re: [Audyssey] Illegal activity was: star wars sounds
>
>
>> Hi Che, Liam, and all,
>> What we are discussing here has some deep ethical concerns I don't think
>> we can solve. On One hand you have the die-hard SW fans on here that
>> would do anything for an accessible SW game. On the other hand you have
>> the major companies with the licenses saying no way buddy show us the
>> big cash. You then end up with a no win situation.
>> Che is correct there are plenty of original ideas that can be used. From
>> what I know of Che he likes new and original things as rather to others
>> ideas. That is great, and originality is a wonderful thing.
>> However, not everyone shares that, and wishes to enter some of the
>> fantacies, stories, and tv shows others have created before. Just
>> walking through aspce station killing aliens might be enough for some
>> people. Add a light saber, force powers, and a bunch of storm troopers
>> and the SW fans will go mad for it. That is just how a really good story
>> works.
>> Look at Harry Potter as an example. When the last book came out there
>> were people waiting in the parking lot for hours waiting for the stores
>> to open there doors so they could buy the new Harry Potter book. That is
>> the hold it has on people.
>> Yes, using sounds trade marks, etc is probably steeling. Steeling is
>> wrong, but that leaves us with the ethical situation of walking away
>> from the thing we want most in life.
>>
>>
>>
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
oh, and also an accessible deal or no deal game.

Josh

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 2:53 AM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> well there is freedom millionaire guys.
> At 08:37 p.m. 15/01/2007, you wrote:
>>what i'm currently doing is making an accessible version of millionaire, 
>>but
>>me and steve both had a discussion offlist and we both decided that it 
>>might
>>be better to do one just for our own personal use, as celadore or eidos
>>aren't going to allow such measures as the format is so big nowadays.
>>
>>so maybe if someone who could develop wanted a complete accessible remake 
>>of
>>a game they could do it for themselves, but then there lies the question
>>that, ok, it's out there, why aren't we getting a go at it. it's a really
>>sticky situation for all of us.
>>
>>regards,
>>
>>damien
>>
>>
>>
>>
>>- Original Message -
>>From: "Thomas Ward" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Monday, January 15, 2007 4:30 AM
>>Subject: Re: [Audyssey] Illegal activity was: star wars sounds
>>
>>
>>> Hi Che,
>>>
>>> Quote
>>> I respect the work and artistry that folks like Thomas have put into 
>>> games
>>> like the Star Trek stuff, but I just don't see the need for it, as for 
>>> one
>>> thing, this type of game has been done with Star Trek sounds, and why 
>>> risk
>>> getting your development company in trouble with copyright lawyers?
>>> End quote
>>>
>>> I think it is not so much a need, but a desire to see such games. A
>>> persons personal interests has allot to do with this decision. You are
>>> interested in breaking new ground. I on the other hand am really
>>> frustrated I could play Dark Forces years ago, and now I am blind, I
>>> have no opertunities to play what was important to me, what I enjoyed,
>>> and there lies the discussion we are having now.
>>> Do I go "oh well, Lucas Arts won't make it accessible so I'll move on,"
>>> or do I say, "hey I can program this game, and maybe it won't be the
>>> original but I can recapture some of the fun of the past."
>>> The other issue is I could break new ground, but how many blind users on
>>> this list can honestly say they played Dark Forces, Mysteries of the
>>> Sith, etc to the completion. They frankly never had a first chanse, and
>>> breaking new ground rather than trying to recreate an oldy means they
>>> never get a first or a second chanse.
>>> 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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>
>
>
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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Josh
yeah. maybe I should start out with these languages myself.

Josh

- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 3:09 AM
Subject: Re: [Audyssey] Another perspective on programming games


> Which of these languages is easiest to learn, python or ruby, which is 
> less
> verbose, and which is more powerful?
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message - 
> From: "Nolan Darilek" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 1:11 AM
> Subject: [Audyssey] Another perspective on programming games
>
>
>> Hi, folks.
>>
>> Lots of you seem interested in learning how to program games. This is
>> great. Lots of you are also scurrying off and downloading the various
>> microsoft express IDES. If this is your chosen path then by all
>> means, knock yourselves out, but I wanted to toss out another path
>> that you may not have considered.
>>
>> C#, VB, Java, etc. are popular, powerful languages. They're also very
>> verbose when compared to languages like Ruby and Python that can,
>> say, write a simple "Hello, world" program in a single line rather
>> than half a dozen.
>>
>> If you're wanting to learn programming, consider a language like Ruby
>> or Python first. The syntax is much easier to grasp and, in my mind,
>> much closer to how we think than are languages like C#/VB. Try to
>> guess what this does:
>>
>> 3.times do
>> print "Hip hip, hooray!"
>> end
>>
>> vs.:
>>
>> for(int i = 0; i < 2; i++) {
>> Console.Out.Writeline("Hip hip, hooray!");
>> }
>>
>> You can develop games easily in either of these using libraries like
>> RUDL, Rubygame, Pygame, etc. Not only do these have the advantage of
>> being cross-platform, but you can type a bit of code, run the game
>> instantly, add more, etc. in an evolutionary process so much faster
>> than would otherwise be possible with compilation.
>>
>> There are disadvantages to this path. These languages may spoil you.
>> I've coded for years, and after working with Ruby, coding in Java
>> feels like running under water. This may be circumventable, however.
>> I've written Torrent in Java and have just recently separated the
>> engine components into a separate project for other game development.
>> I'm finding that I can use my engine with JRuby, a Java-native
>> implementation of Ruby, and enjoy the ease and speed of Ruby plus the
>> power of the underlying Java engine. If you're a .net person, there's
>> a .net implementation of Ruby on the horizon and, if you find that
>> you prefer Python to Ruby, you can already use languages like
>> IronPython or Boo (http://boo.codehaus.org) with DirectX or whatever
>> your .net engine of choice might be. Actually, if Python is your pick
>> then you can already use either of these with existing DirectX
>> resources/tutorials to get up to speed that much quicker with skills
>> that you can keep.
>>
>> Also, if you pick the pure Ruby/Python route, your games' source will
>> almost always be visible, meaning others can copy what you've done
>> (albeit with the same restrictions.) This shouldn't be an issue at
>> first--my first three attempts at game programming weren't commercial-
>> grade, and I'd probably have been much more successful at learning if
>> I'd treated at least two of those as learning experiences instead of
>> trying to write the next GMA engine right out the gate. :)
>>
>> And, again, if you're still interested in the C#/VB.net route then
>> right on, and I wish you the best of luck. :) Just wanted to let
>> folks know that a) those aren't the only games in town, even if you
>> do want to stick with .net from start to finish (see notes about
>> IronPython/Boo above) and b) it may be best to focus on learning the
>> craft of game design during your first few efforts rather than on
>> producing something to sell. Language shapes how we think, and while
>> picking a non-conventional language might seem like a bad idea at
>> first glance, it just might help some of you who may find C#/VB
>> frightening. Hell, I'm a decent enough coder and *I* find them
>> frightening for various reasons. :) If given a choice, I'll almost
>> always pick an alternate language like JRuby/Nemerle/Boo for whatever
>> platform I'm constrained to rather than simply using C#, Java, etc.
>>
>>
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>> Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 
>> 1/13/2007
>>
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>
>
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Re: [Audyssey] USA Asteroids was centipede

2007-01-15 Thread aaron danvers-jukes
ok, this is off topic of the asteroids, but, how will buying games work at 
usa games? do yu buy a cd, or will it be one of those this is the full 
version. things? with a "register montezuma's revenge" utility, for example?
regards
aaron


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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
you don't have to make an accessible version of millionaire. There already 
is one. It was made by flint freedom.
of freedom games.

Josh

- Original Message - 
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 2:37 AM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> what i'm currently doing is making an accessible version of millionaire, 
> but
> me and steve both had a discussion offlist and we both decided that it 
> might
> be better to do one just for our own personal use, as celadore or eidos
> aren't going to allow such measures as the format is so big nowadays.
>
> so maybe if someone who could develop wanted a complete accessible remake 
> of
> a game they could do it for themselves, but then there lies the question
> that, ok, it's out there, why aren't we getting a go at it. it's a really
> sticky situation for all of us.
>
> regards,
>
> damien
>
>
>
>
> - Original Message -
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 4:30 AM
> Subject: Re: [Audyssey] Illegal activity was: star wars sounds
>
>
>> Hi Che,
>>
>> Quote
>> I respect the work and artistry that folks like Thomas have put into 
>> games
>> like the Star Trek stuff, but I just don't see the need for it, as for 
>> one
>> thing, this type of game has been done with Star Trek sounds, and why 
>> risk
>> getting your development company in trouble with copyright lawyers?
>> End quote
>>
>> I think it is not so much a need, but a desire to see such games. A
>> persons personal interests has allot to do with this decision. You are
>> interested in breaking new ground. I on the other hand am really
>> frustrated I could play Dark Forces years ago, and now I am blind, I
>> have no opertunities to play what was important to me, what I enjoyed,
>> and there lies the discussion we are having now.
>> Do I go "oh well, Lucas Arts won't make it accessible so I'll move on,"
>> or do I say, "hey I can program this game, and maybe it won't be the
>> original but I can recapture some of the fun of the past."
>> The other issue is I could break new ground, but how many blind users on
>> this list can honestly say they played Dark Forces, Mysteries of the
>> Sith, etc to the completion. They frankly never had a first chanse, and
>> breaking new ground rather than trying to recreate an oldy means they
>> never get a first or a second chanse.
>> Cheers.
>>
>>
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>
>
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Re: [Audyssey] star wars sounds

2007-01-15 Thread rob

If it is rpg, scifi or fantasy, i'm up for it.

- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Date: Mon, 15 Jan 2007 10:25:14 -0500
Subject: Re: [Audyssey] star wars sounds

> I guess the only other option then is just to quietly work on it and hope 
> we 
> won't get caught.
> By the way, how many lord of the rings fans are there on this list, or 
> dungeon siege? Since we already have two people working on some star wars 
> games, maybe I should give them the sounds, and hold off on makeing one so 
> I 
> don't accidentally rip off someone else's ideas.
> 
> 
> Josh
> 
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, January 14, 2007 10:11 PM
> Subject: Re: [Audyssey] star wars sounds
> 
> 
> > Hi David,
> > The sad thing here is that both Paramount and Lucasfilm have extremely
> > inflated concepts of what there sounds, stories, etc should cost.
> > In my inquest with Lucasfilm for SW Jedi Strike the price quoted was so
> > horrably out ragious I could have baught a new house and a car for what
> > it would cost me to legally write Jedi Strike.
> > Why? Well, Lucasfilm obviously deals with million dollar contracts, and
> > if you are a small time developer they basically tell you to buzz off
> > and light somewhere else.
> > The Lucasfilm games devision Lucas Arts also doesn't seam to be that
> > interested in making accessible PC Ggames are focussing in PS2 and Xbox
> > titles now which are not all that accessible.
> > I don't have answer for this one, but something has to give. Either we
> > give up with our tails between our legs, we fight it in court, or we
> > quietly work on it and hope we don't get caught. That is the only
> > choices available.
> > As you pointed out the sound effects are very specific to that show or
> > movie. Lacking them you might as well not even work on the game. The
> > sound effects are what for us makes the movie and or game so real.
> >
> > david wrote:
> >> I can agree with you, but in order to make Star Wars and Star Trek games,
> >> you must use the sound effects relating to those trademarks. You can't 
> >> just
> >> design them yourself. Otherwise, it won't be star wars or star trek.
> >> Unfortunately, Lucas Film and Paramount don't sell there sounds, making
> >> getting sounds from games one of the only options. If Lucas and Paramount
> >> would sell there sounds for reasonable prices like Sound Ideas do, then 
> >> we
> >> could use them instead of sounds from games.
> >>
> >
> >
> >
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> 
> 

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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
but then if you take it down, or if they tell you to take it down, couldn't 
you distribute it privately on cd through email requests?

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, January 14, 2007 11:58 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Shaun,
> Yeah, it started off I got the run around trying to find the right
> department head to talk to. I emailed several with no responce, and when
> I did finally get any responce I was quoted what seamed like acanned
> message about Lucas Arts holding all legal rights to Star Wars games,
> and that to produce a game I'd have to pay upfront royalty fees, and so 
> on.
> Basically, they wanted more than I can afford, and as soon as they
> figured I am a one man show with little money to be earned off of my
> ideas, I basically was blown off as a fly on a giants butt.
> In short if you are going to approach Paramount or Lucas you need to
> have a multimillion dollar idea like producing toys, games, etc that
> they can suck up a huge percentage of the proffets. Otherwise get lost.
> Everyone in the accessible games business knows there is no gold mine,
> and what little money you made off of your Star wars or Trek idea would
> be gobbled up by the copyright holders leaving you with zip.
> If you want to release it give it away for free. Worst they can do is
> say take it down.
>
>
> shaun everiss wrote:
>> I forgot what happened when tom asked for the things.
>> Tom do you remember what happened with that, I know there was and still 
>> is licencing issues around the games.
>>
>
>
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Re: [Audyssey] Teckno Shock and Jaws

2007-01-15 Thread Karl
Hi,
The game should put JFW to sleep for you. Try starting the game without 
unloading JFW. When you exit the game, Jaws should come back.
Karl
- Original Message - 
From: "simon.dowling" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 9:31 AM
Subject: Re: [Audyssey] Teckno Shock and Jaws


> hi mich, when I launch the game, hal automatically shuts up, I don't have 
> to
> turn it off, and when I quit the game, hal comes back automatically.
> I no it doesn't help you, but there you go.
> - Original Message - 
> From: "Mich" <[EMAIL PROTECTED]>
> To: "gamers discussion list" 
> Cc: "blind gamers" 
> Sent: Monday, January 15, 2007 1:51 PM
> Subject: [Audyssey] Teckno Shock and Jaws
>
>
>> hello all. I have downloaded the game tecknoshock. I have a problum
>> though. the problum i have is let's say i finnish playing the game and
>> want to exitwell after i do this i can't seem to re load jaws. The only
>> way i have found around this problum is to re start my computer. I sent
>> the develiper a message about this problum and hear's what he said  Hi
>> Mich,
>>
>> You wrote:
>>
>>> I have good news. I managed to download the game and it seems to work.
>>
>> I'm glad to hear it!
>>
>>> the only problem I have is when I am exiting after exiting I can't seem
>>> to re load jaws using alt control j.
>>
>> Not recommended run JAWS during the game. You must quit the game, after
>> quit the game press Alt + Control + J to load JAWS.
>>
>> JAWS isn't necessary for play the game. When the game was started and you
>> run JAWS, JAWS don't take control of your computer.
>>
>> If you want to load JAWS during the game playing, you must open any
>> application (such as Windows Explorer) before start the game.
>> Then start game, then unload JAWS, then move a focus to other application
>> (such as Windows Explorer) by pressing ALT+TAB. Now you
>> able to load JAWS. When you move the focus to other application, the game
>> sounds will quiet. When you return the focus on the game
>> window, you shall hear sounds again. However JAWS will be embarrass you,
>> because it intercept many keystrokes.
>>
>> Best regards,
>>
>> Anatol. Any help that any one can give me with this problumwould be 
>> grait.
>> many thanks. from Mich Verrier.
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Josh
then why not get software, rip the sounds out, and make the games? you'll 
probably have to make them freeware though.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 1:11 AM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Michael,
> I to am a classic arcade nut. I was a very happy child blasting away in
> asteroids, centipede, packman, Pitfall, Montezuma's Revenge, etc however
> I had enough sight to get in to some of the later PC games as well.
> Back in 1982 or so one of my favorite arcade games was Star Wars Empire
> Strikes Back, ESB, and I spent countless hours flying my speader around
> shooting AT walkers, and so on. You can count on me wanting to redo that
> game in accessible format. However, according to this thread using SW
> logos and sounds is wrong. That puts me in between a rock and a hard
> place A game I enjoyed can't be braught to bare do to copyrights. I
> think the same copyrights that governs ESB apply to packman, Montezuma's
> Revenge, and in the end if we always play by the rule books the
> accesible game community will have to totally rethink our strategy.
> I was fortunate to live with sight long enough to get in to the PC games
> and being a SW fan many of them I purchased were of the Star Wars
> titles. I really hate owning copies of games I can no longer play. I'd
> love to wrip the sounds out and recreate the game with an accessible 
> design.
>
>
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Re: [Audyssey] Dragon Warrior

2007-01-15 Thread aaron danvers-jukes
if i ever do a mod, i will say:
"this is a mod of super liam. check out the original game at www.l-works.net 
if you like this mod." that's an example.
i don't know if it will make much difference though.


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