Re: [Audyssey] topspeed 2 - I'm confused

2007-01-17 Thread Neo
Hi Rachel,
I gues you naturally know that Top Speed's basic characteristics suite 
driving a real car quite well. So you have to keep your foot on the gas 
(hold down the up arrow) to maintain continuous progress, as well as keep on 
breaking or steering in the turns, not just tapping the arrow a single time 
and hoping for the car to maneuver itself intelligently.
It might seem abit funny to emphasize this, but I've really met a blindie 
whose mind worked like that. Obviously he had no clue at all as to how a 
real car behaves. :-)
That's all about it - you have to listen carefully and sensitively for signs 
of your car's behaviour - the sound of your engine, the position in the 
stereo field, potentially sounds of the other cars and environmental 
ambience, and if you have the track memorized, think a few turns in advance 
and in accordance with your speed, etc, etc.
But most importantly, the co pilot announces the direction in which you 
shall turn your car, not the one in which physical force will start pulling 
you. It means that the sound of your car shall always move in the opposite 
direction than was announced in turns. If it doesn't, you shall probably 
check whether your speakers are correctly placed. So, if the co pilot says a 
right turn is incoming, you shall just steer left until your car reaches the 
center of the stereo field again. Also, it might help to set fixed distance 
before the curve announcement in game options, at least at the beginning, 
until the learning curve doesn't seem too sharp to you any more... :-)))
Hope this helps, and feel free to ask all day and night if needed. :-D
Take care,
Lukas
- Original Message - 
From: Rachel D Keyte [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 2:47 AM
Subject: [Audyssey] topspeed 2 - I'm confused


 Hi all,
  New attempting to play topspeed 2, but it just seems
 confusing.  first of all, is my car meant to remain in the stereo
 feild at all times? I'm trying to play time trial to start with, and
 it seems that sometimes when the thing tells me left it will go left
 itself so my turning just results in my crashing. I just don't get it at 
 all.
  I have listened to sean's review. Just wondering how much I'm
 missing here, and if anyone wants to explain.
Cheers!


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Re: [Audyssey] topspeed 2 - I'm confused

2007-01-17 Thread Jim Kitchen
Hi Rachel,

I don't know if this will help, but the perspective of Top Speed is that of 
being above and behind your car rather than inside your car as is the 
perspective in Mach 1.  So the sound panning does end up being backward to that 
of Mach 1.

HTH

BFN

 Jim

So what if I'm a bit behind.  I like the view from here.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Voyager Elite Force.

2007-01-17 Thread Thomas Ward
Hi All,
I don't normally discuss games on here that aren't very accessible, but 
for you Trek fans with some sighted help and a walk through Voyager 
Elite Force is one cool game.
This weekend for my birthday my Dad bought me Star Trek Voyager Elite 
Force. At first I was rather skeptical about the game, but once I 
installed it fell in love with the game. To bad much of it needs someone 
sighted to help with it.
However, I can give Raven Software one bit of accessibility credit for 
VEF though. So many times the menu systems are not very navigable, but 
the VEF manual comes on the cd in ht ml format, and they have an entire 
chapter called menus. Once reading that chapter I discovered they list 
all the menus in order, and tell you what each option does. Just by 
reading this users manual I managed to figure out the menu system, and 
can usually move around in them unaided by sighted help.
 Anyway, Elite Force takes place during probably the fifth, sixth, or 
seventh season of Star Trek Voyager. Definitely, after the episode 
Scorpion in which Seven of Nine joined the crew heading back home.
Lieutenant Tuvock is training a special elite force of Voyager crewman 
called the Hazard Team to head up extremely dangerous away team missions 
to dangerous for the senior staff, and standard crewman. You play the 
part of Ensign Munro who is second in command of this team, and the game 
allows you to make Munro a female or male depending on your gender of 
choice.
In mission 1 Seven of Nine designs a new super weapon to fight the Borg 
called the infinity modulator. The first away team was sent to a Borg 
ship, was captured, and the infinity modulator fell in to enemy hands. 
Ensign Munro's first major mission is to beam aboard the Borg Cube 
recover the I-Mod, and rescue any crewman left alive and assimilated.
I've noticed from this mission the 3D audio is great. Sadly though there 
is no way to know exactly when one corridor ends, and where to turn down 
one. As it happens in level one you need to make a hard left, and shoot 
the distribution node powering a force field to gain access to the 
corridor that leads to your comrades. You are armed with a type 3 phaser 
rifle and a standard hand phaser. I have found the type 3 phaser rifle 
is more effective in blasting the Borg. The hand phaser they adapt to 
far to quickly for my tastes.
As far as combat goes you don't have the targeting indicators like in 
SOD, but if you are able to listen closely and center the sound of the 
Borgs steps and the wine of its machinery you can line them up in your 
phaser sights and take them down. Though headphones with good 3D audio 
is kind of a must to be good at targeting in this game.
Assuming you take the corridor that was blocked by the  forcefield you 
walk a ways don this corridor, and make a hard right. This corridor is 
also shielded, but one of your buddies is behind it. You can rescue him, 
but of course the Borg will get kind of upset at you taking one of there 
prisoners awaiting assimilation, and then the real combat begins.
Personally, I have found  fleet the the Borg troops as much as you can, 
save phaser ammo, as well as frequencies until you locate the Infinity 
Modulator. Thanks Seven for a kick butt weapon. Once you find it blast 
away at the Borg. They will swarm you in huge numbers, but with that 
weapon in hand you can cut them down.
Ok, assuming you complete levels 1 through 3 you discover it was all 
apart of your training simulation, but just as you are finding this out 
Voyager is ambushed by an unknown alien ship. The Warp core goes off 
line, and Torres reports a massive warp core breach. Since you are still 
garbed in your hazard gear, and happened to be reporting for duty on the 
bridge Captain Janeway orders you down to main engineering where Torres 
gives you your mission orders. Basically, get in there and save the warp 
core before you get fried, the ship blows, or Voyager is forced to eject 
the warp core leaving them stuck in the Delta Quadrant forever.
That's about as far as I have gotten, but I have been reading up on the 
other away missions, etc and they sound really awesome. Especially, the 
battles with Species 8472.
Anyone played this game, and have tips, tricks, or advice for making 
this a tad more accessible, or have tricks on I can get around some of 
the sighted requirements?


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

2007-01-17 Thread Thomas Ward
Hi Will,
That is something that is yet to be decided upon. I have already 
Expressed my misgivings with the way that GMA currently registers games 
like every time you format your hard drive and reinstall XP from scratch 
I have to get a new product key, or I have to order a key for every 
computer I own. GMA is nice about key replacements, but it is still a 
hastle.
Even making it computer specific is proving to not be as secure as many 
devs would like. I know of a commercial licensing tool which is suppose 
to lock a product to a specific computer but there are supposed to be  
cracks out there for it.
In the end what a dev does it makes it harder, but not impossible to 
crack a game.


will wrote:
 hi

 unless you make it computer specific as in GMAgames?
 regards, will
   


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Re: [Audyssey] blind bastard

2007-01-17 Thread will
hi

i think it available from
www.malinche.net
as a free game, not sure?
regards, will

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 4:14 PM
Subject: Re: [Audyssey] blind bastard


 I'm afraid I've never even heard of this bofh thing, but now I'm 
 intreagued.
 Could you please give me some more information?

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Sean Mealin [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 11:46 PM
 Subject: Re: [Audyssey] blind bastard


 God I love the BOFH it is so fun to read.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of shaun everiss
 Sent: Tuesday, January 16, 2007 6:40 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] blind bastard

 Hi all.
 Subject says it all almost.
 I know  that there is a bofh game out there in  zcode.
 I was thinking about a blind bastard.
 Something like you are working in some sort of company doing tech support
 and other such things.
 The company bosses decide that you are to slow or that they can't be
 bothered  with adapting visual custom systems for your use.
 Instead of firing you outright they decide to make life hell for you.
 There is a few differences with the blind bofh to the normal one.
 I just havn't figured it all out.
 With the new audiomaker coming out I'm planning on making such a title.
 Also there is no bofh game for the windows os in audio.
 So any ideas about what I can make my char do.
 Oh, this game is probably not going to be suitable for children I 
 probably
 should say that.
 simply because of a few thingsthis guy will do.
 The guy will swear loads for starters.
 Drop things especially if they will break, smash computers, crash
 computers,
 drop things out windows.
 mangle things, put joke programs on others systems then tell them they
 have
 some major virus and to reformat and other such things.
 To say my char is going to be probably insane well maybe.
 Not sure  what exactly I will actually do fully but hay here is this new
 game engine coming out, and well I'm going to make something with it.


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[Audyssey] Moderator programming topics.

2007-01-17 Thread Thomas Ward
Hi all,
I fear the programming topics are beginning to slip away from gaming and 
get more into more general programming discussions. Audysey is primarily 
for existing games. I suggest that we all take the programming topics to 
the
agdev-newbies list hosted
over on the agdev.org sight. Shean already gave the address for this 
sight so if you look it up, and sign up we can get talking about game 
programming.
Cheers.



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Re: [Audyssey] audio game maker/save feature

2007-01-17 Thread Dark
No trouble.

I do very much hope that coppying stuff is possible in audio game maker, 
sinse then it'll be possible to spend time creating lots of unique game 
content, rather than having to repeat things many times. If this feature 
isn't available in the initial release, I certainly hope it's added later.

Combining the copppy feature with use of passwords for game files was indeed 
my thought, sinse as you say, alsorts of things would be possible, from 
having different game difficulties, to creating a hole bunch of different 
save states for the game depending upon what items you have etc.

Beware the Grue!

Dark.


- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 2:33 AM
Subject: Re: [Audyssey] audio game maker/save feature


 Dark,
Thanks, I feel better now.  By the way I liked those questions about 
 the
 game maker you asked.  It would make sense and be a time saver if you 
 could
 just plug in a room you already created.  As far as the passworded thing
 goes I could see other applications as far as bonus levels and extra bag
 guys to fight and magic items and all sorts of things.

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

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 6:17 PM
 Subject: Re: [Audyssey] audio game maker/save feature


 Please don't feel bad, it's an easy mistake to make.

 I believe the manual has something to say on the subject of saiving, but
 as
 you said yourself, the manual can be a trifle confusing without anything
 to
 apply it to or any examples to look at.

 Beware the grue!

 Dark.
 - Original Message - 
 From: Yvonne Alaniz [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 17, 2007 12:07 AM
 Subject: Re: [Audyssey] audio game maker/save feature


 Oops! Sorry, I feel really, really stupid... I don't know anything about
 programming.  So when I read the messages about not being able to save I
 thought everyone meant the program and not the game.  Sorry.

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

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 5:48 PM
 Subject: Re: [Audyssey] audio game maker/save feature


 Yes (obviously... grin)... we're talking about the functionality of
 being able to save your progress during gameplay (and *not* saving a
 game
 under development)


 - Original Message - 
 From: michael feir [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 17, 2007 12:35 AM
 Subject: Re: [Audyssey] audio game maker/save feature


I believe people are talking about saving a game being played so you 
can
 continue playing it later. You must be able to save actual created
 games
 or
 the whole system would be useless.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]

 - Original Message - 
 From: Yvonne Alaniz [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 5:36 PM
 Subject: [Audyssey] audio game maker/save feature


I understand the beta viersion won't have a save feature.  So does 
that
mean we won't be able to save any game we start even if it is
completed?
If we can't save anything we create what is the point of having the
creator
without being able to retain our work?

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

 (361) 249-8739
 [EMAIL PROTECTED]
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 Checked by AVG Free Edition.
 Version: 7.5.432 / Virus Database: 268.16.12/631 - Release Date:
 16/01/2007 8:25 AM




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Re: [Audyssey] Passwords for Audio game maker

2007-01-17 Thread Dark
Well as I said, it's hardly an original thought sinse it's been used lots of 
times in main stream games and interactive fiction as well (and in the If, 
it's even used with separate game files).

Beware the Grue!

Dark.
- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 12:40 AM
Subject: Re: [Audyssey] Passwords for Audio game maker


 hey, good idea. I never thought of that.

 Josh

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 7:03 PM
 Subject: [Audyssey] Passwords for Audio game maker


 Hello.

 Please excuse me if this is a stupid question, but I was wondering if it
 might be possible to create password locked game files to replace a save
 feature.

 Before the days of save features in main stream games or even in cerial
 interactive fiction, this method was opften used to save a game's status.

 Obviously the amount of different exe files you could create would be
 limited, but at the very least you could split a long game into smaller
 chunks by creating in effect separate smaller games (say one for each
 level), each file locked with a password that you'd get when you 
 completed
 the previous one in the series.

 I was also wondering, is there any facility iether in the audio game 
 maker
 itself or in the coded files you create, to coppy certain things once
 you've created them, either building block constructions like enemies, or
 entire worlds, say you wanted the same room several times in a dungeon.

 This is also related to the previous question, sinse if you can coppy 
 game
 elements or even entire chunks of game, it might make creating a large
 game in various smaller bits a good deal easier than having to repeat
 everything from scratch.

 sorry about the annoying questions.

 Beware the Grue.

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

2007-01-17 Thread shaun everiss
Tom this is not the case.
Each computer gets fingerprinted.
You reformat and the computer id is the same.
Or at least it is for me.
When I first got gtc1.0, the losing ids happened as you described.
This was squashed.
At 09:37 p.m. 17/01/2007, you wrote:
Hi Will,
That is something that is yet to be decided upon. I have already 
Expressed my misgivings with the way that GMA currently registers games 
like every time you format your hard drive and reinstall XP from scratch 
I have to get a new product key, or I have to order a key for every 
computer I own. GMA is nice about key replacements, but it is still a 
hastle.
Even making it computer specific is proving to not be as secure as many 
devs would like. I know of a commercial licensing tool which is suppose 
to lock a product to a specific computer but there are supposed to be  
cracks out there for it.
In the end what a dev does it makes it harder, but not impossible to 
crack a game.


will wrote:
 hi

 unless you make it computer specific as in GMAgames?
 regards, will
   


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread shaun everiss
I have had friends who played elet force 1 and 2.
I can't remember how it all went, but you meet the etherians, good guys, and 
this living thing called the forge and the warsoth or is it vorsoth.
Its a misprogrammed computer or something electronic.
It basically wants to concer you need to kill it.
In ef2, you come home, firstly having to get out of a borg cube, this time 
having your imod jammed for a time.
Then you are in starfleet acadomy where you are told that the hazard team is no 
more.
The team is saved by picard and you go to the enterprise.
Where you get the idril who are not good, some are some are not and atrexians I 
think, and exomorphs which are massive monsters, weapons really.
Basically its the end of a genetic war.
There are many sides in this war, but in the end the sides sort it all out 
amongst themselves and end of that.
IN ef1 there is an expantion pack, where you go round voyager, into the 
holodeck, and trying things like hair pasta from the replicater.
The going around voyager pack is boring to.
The only thing my friends and I found funny but not really productive was 
shooting the crew including janeway.
Ofcause its game over but you get the idea.
In ef2 in starfleet acadomy its possible to shoot people and the game won't bat 
an eye.
However if you shoot sertain people the game will crash.
My best game that has non stop action would bridge commander.
The cardiations are up to their tricks again, we have the kesoc, a new cylicon 
bassed alien with advanced weapons working with the cardations.
Ofcause cardations just want the tech and to invade.
So you have the dontless and then soverign.
You can also play simulated battles and do play sim battles with klingons and 
other things.
Bridge commander is more like stfc, and stng than the elete force storys, with 
bc its like you are watching the tv except you are causing the shots.
The game unfortunately is mouse controled.
Otherwise a blind person would be able to some what play it as there is a load 
of audio prompts.
also warnings when you do the wrong thing.
Sometimes there are 2 sometimes none.
At 09:24 p.m. 17/01/2007, you wrote:
Hi All,
I don't normally discuss games on here that aren't very accessible, but 
for you Trek fans with some sighted help and a walk through Voyager 
Elite Force is one cool game.
This weekend for my birthday my Dad bought me Star Trek Voyager Elite 
Force. At first I was rather skeptical about the game, but once I 
installed it fell in love with the game. To bad much of it needs someone 
sighted to help with it.
However, I can give Raven Software one bit of accessibility credit for 
VEF though. So many times the menu systems are not very navigable, but 
the VEF manual comes on the cd in ht ml format, and they have an entire 
chapter called menus. Once reading that chapter I discovered they list 
all the menus in order, and tell you what each option does. Just by 
reading this users manual I managed to figure out the menu system, and 
can usually move around in them unaided by sighted help.
 Anyway, Elite Force takes place during probably the fifth, sixth, or 
seventh season of Star Trek Voyager. Definitely, after the episode 
Scorpion in which Seven of Nine joined the crew heading back home.
Lieutenant Tuvock is training a special elite force of Voyager crewman 
called the Hazard Team to head up extremely dangerous away team missions 
to dangerous for the senior staff, and standard crewman. You play the 
part of Ensign Munro who is second in command of this team, and the game 
allows you to make Munro a female or male depending on your gender of 
choice.
In mission 1 Seven of Nine designs a new super weapon to fight the Borg 
called the infinity modulator. The first away team was sent to a Borg 
ship, was captured, and the infinity modulator fell in to enemy hands. 
Ensign Munro's first major mission is to beam aboard the Borg Cube 
recover the I-Mod, and rescue any crewman left alive and assimilated.
I've noticed from this mission the 3D audio is great. Sadly though there 
is no way to know exactly when one corridor ends, and where to turn down 
one. As it happens in level one you need to make a hard left, and shoot 
the distribution node powering a force field to gain access to the 
corridor that leads to your comrades. You are armed with a type 3 phaser 
rifle and a standard hand phaser. I have found the type 3 phaser rifle 
is more effective in blasting the Borg. The hand phaser they adapt to 
far to quickly for my tastes.
As far as combat goes you don't have the targeting indicators like in 
SOD, but if you are able to listen closely and center the sound of the 
Borgs steps and the wine of its machinery you can line them up in your 
phaser sights and take them down. Though headphones with good 3D audio 
is kind of a must to be good at targeting in this game.
Assuming you take the corridor that was blocked by the  forcefield you 
walk a ways don this corridor, and make a hard right. This corridor 

[Audyssey] live chat rpg

2007-01-17 Thread Yvonne Alaniz
Hi Everyone,
I was wondering if anyone would like to run a live chat rpg.  I would 
certainly love to play.  I lost my regular gaming group a few weeks ago and 
would like to keep playing.  So if there is already a group going on I would 
like to enter it or create a new one.

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

(361) 249-8739
[EMAIL PROTECTED]
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[Audyssey] Sryth blade square

2007-01-17 Thread Yvonne Alaniz
There is a news posting on the sryth web site about finding someone in blade 
square.  Is this person the new adventure in blade square?  

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

(361) 249-8739
[EMAIL PROTECTED]
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[Audyssey] PCS games news, was sarah

2007-01-17 Thread Phil Vlasak
Hi Folks,
It must be something in the air, but both GMA and Draconis Entertainment 
will be on vacation for the next two weeks.
David Greenwood and myself have managed to remove two major bugs in the 
Sarah game but there are still two others to remove before I will be happy 
selling the game.
I will continue to work on getting the bugs out and possibly adding 
additional features but I do not want to post the game before major people 
at the two companies get back during the first week in February.
 I am sorry for the Sarah game release delay, and my contest for a free 
magic wand will have to be extended.
Thanks to Tom Ward, I have a new slithering snake sound to add to a certain 
chamber.
sincerely,
Phil
[EMAIL PROTECTED] 


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Re: [Audyssey] live chat rpg

2007-01-17 Thread Phil Vlasak
Hi Yvonne,
There has been a live chat RPG game going on for at least five years at 
Audio-tips.com
It is a Dungeons and Dragons Role Playing Game and takes place Sunday nights 
at 9:00 to midnight Eastern US time.
It includes myself and David as players and I have a page about it at,
http://www.pcsgames.net/dungeons.htm
Phil



- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 8:00 AM
Subject: [Audyssey] live chat rpg


 Hi Everyone,
I was wondering if anyone would like to run a live chat rpg.  I would 
 certainly love to play.  I lost my regular gaming group a few weeks ago 
 and would like to keep playing.  So if there is already a group going on I 
 would like to enter it or create a new one.

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

 (361) 249-8739
 [EMAIL PROTECTED]
 ___
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[Audyssey] What ever happened to BSC?

2007-01-17 Thread The Kolesar Brothers
I've tried logging into the BSC web page and I keep getting can't find. Now 
the correct address is
www.bscgames.com
Is it not?
Can anyone answer this question for me?
Thanks for the help.
Ron who would love to show off the blast chamber game to a few friends.
Matt and his sweet little bit of honey.
Ron and Boz and Terry who is retired but still scrappy in her old age.
[EMAIL PROTECTED]


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Re: [Audyssey] What ever happened to BSC?

2007-01-17 Thread Raul A. Gallegos
The site is currently not reachable. I can assure you that the company 
still exists though. I played a few BSC games last week and submitted 
scores.

I've copied this reply to support to let them know, but I'm sure someone 
else has already done this.


* The Kolesar Brothers [EMAIL PROTECTED] [2007-01-17 06:57]:
 I've tried logging into the BSC web page and I keep getting can't find. Now 
 the correct address is
 www.bscgames.com
 Is it not?
 Can anyone answer this question for me?
 Thanks for the help.
 Ron who would love to show off the blast chamber game to a few friends.



-- 
If there be dearth in the land, if there be pestilence, if there
be blasting, or mildew, locusts, or caterpillers; if their enemies
besiege them in the cities of their land; whatsoever sore or
whatsoever sickness there be:
-- 2 Chronicles 6:28
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread aaron danvers-jukes
i'm stuck, i press enter on that switch, yes, i can avoid those fireballs. 
but where to go? all the doors have other doors with requiring keys, and one 
is over a pit. but, i can't find any keys what so ever.
regards
aaron


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[Audyssey] star trek voyager elite force

2007-01-17 Thread Josh
Hi,

If anyone wants the sounds, music, and voices or dialog from star trek 
voyager elite force, I got it. I'll put it up and give it to who wants it. 
Maybe when audio game maker comes out I can make an accessible elite force 
game. I read that in the game there is more than one .exe file, so in 
essence there is two games in one. Maybe when audio game maker comes out and 
if I can make such a game using the tools it gives me I can make several 
games and package it as one and you can choose which game and how hard you 
want it by chooseing the appropriate .exe file or shortcut to that file.

Josh

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


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread shaun everiss
I was once able to find a key but can't remember where.
Then there are the fireballs, I would call them more likely turrets that fire 
rockets.
I can't get passed these.
Oh if only I had cheats.
At 04:34 a.m. 18/01/2007, you wrote:
i'm stuck, i press enter on that switch, yes, i can avoid those fireballs. 
but where to go? all the doors have other doors with requiring keys, and one 
is over a pit. but, i can't find any keys what so ever.
regards
aaron


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread will
hi all

how do i get passed level one on this game
i find the axe kill the robot find a switch, then what?
regards, will

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 8:12 AM
Subject: Re: [Audyssey] Technoshock Finally Complete!


I was once able to find a key but can't remember where.
 Then there are the fireballs, I would call them more likely turrets that 
 fire rockets.
 I can't get passed these.
 Oh if only I had cheats.
 At 04:34 a.m. 18/01/2007, you wrote:
i'm stuck, i press enter on that switch, yes, i can avoid those fireballs.
but where to go? all the doors have other doors with requiring keys, and 
one
is over a pit. but, i can't find any keys what so ever.
regards
aaron


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread Karl
Hi,
To get passed the fireballs, duck with control+down.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 11:12 AM
Subject: Re: [Audyssey] Technoshock Finally Complete!


I was once able to find a key but can't remember where.
 Then there are the fireballs, I would call them more likely turrets that 
 fire rockets.
 I can't get passed these.
 Oh if only I had cheats.
 At 04:34 a.m. 18/01/2007, you wrote:
i'm stuck, i press enter on that switch, yes, i can avoid those fireballs.
but where to go? all the doors have other doors with requiring keys, and 
one
is over a pit. but, i can't find any keys what so ever.
regards
aaron


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread Karl
Hi all,
Here's a hint:
H
I
N
T
You all are missing something. Remember the sound of a door opening when you 
flipped the switch? That's right, once the fireballs start coming, there's 
more to explore than there was before. Move toward where they are coming 
from, and there is another door.
- Original Message - 
From: aaron danvers-jukes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 10:34 AM
Subject: Re: [Audyssey] Technoshock Finally Complete!


 i'm stuck, i press enter on that switch, yes, i can avoid those fireballs.
 but where to go? all the doors have other doors with requiring keys, and 
 one
 is over a pit. but, i can't find any keys what so ever.
 regards
 aaron


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 __ NOD32 1984 (20070117) Information __

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 http://www.eset.com

 


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Re: [Audyssey] What ever happened to BSC?

2007-01-17 Thread will
hi

maybe the site is just down I wonder what the next game from them will be?
regards, will

- Original Message - 
From: The Kolesar Brothers [EMAIL PROTECTED]
To: Blind Gamers Gamers@audyssey.org
Sent: Wednesday, January 17, 2007 5:43 AM
Subject: [Audyssey] What ever happened to BSC?


 I've tried logging into the BSC web page and I keep getting can't find. 
 Now
 the correct address is
 www.bscgames.com
 Is it not?
 Can anyone answer this question for me?
 Thanks for the help.
 Ron who would love to show off the blast chamber game to a few friends.
 Matt and his sweet little bit of honey.
 Ron and Boz and Terry who is retired but still scrappy in her old age.
 [EMAIL PROTECTED]


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Re: [Audyssey] C# game code / IDE stuff

2007-01-17 Thread Cara Quinn
   thanks Tom, sorry for the extraneous bandwidth.  I misunderstood you 
that it was okay to discuss dev / language issues here if it was game 
related.  smile  My bad!  And will close this topic out here now...

Have an awesome day and thanks for the tips...

Smiles,

Cara

At 01:46 AM 1/17/2007 -0500, you wrote:

Hi Cara,
I think we should probably be taking these discussions over to the
agdev-newbies list which is designed for specific issues like this.
However, since I am already answering this post I'll answer your
questions here.
As for your first issue I have not as yet found a way around the error
list that pops up in C# 2005, and it drives me crazy.
As for your second question that one is real easy. Simply, go to your
project menu with alt+p and then the letter g for add existing class.
Then browse for the files you wish to add.


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Re: [Audyssey] live chat rpg

2007-01-17 Thread Yvonne Alaniz
Phil,
Thanks for the info.  I went to your site and read up on your group some 
but there is no where to e mail you for instructions to join.  Is your group 
currently full?

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

(361) 249-8739
[EMAIL PROTECTED]
- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 7:29 AM
Subject: Re: [Audyssey] live chat rpg


 Hi Yvonne,
 There has been a live chat RPG game going on for at least five years at
 Audio-tips.com
 It is a Dungeons and Dragons Role Playing Game and takes place Sunday 
 nights
 at 9:00 to midnight Eastern US time.
 It includes myself and David as players and I have a page about it at,
 http://www.pcsgames.net/dungeons.htm
 Phil



 - Original Message - 
 From: Yvonne Alaniz [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 17, 2007 8:00 AM
 Subject: [Audyssey] live chat rpg


 Hi Everyone,
I was wondering if anyone would like to run a live chat rpg.  I would
 certainly love to play.  I lost my regular gaming group a few weeks ago
 and would like to keep playing.  So if there is already a group going on 
 I
 would like to enter it or create a new one.

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

2007-01-17 Thread Cara Quinn
   Actually, I'm a model rather than a sound designer, smile but have 
done  commercial music production as well...

So as not to clutter this list, I'll close now, and say   thanks so much 
for your note and will see if I can locate the list guidelines...

If you'd like, please feel free to write me off list, if you would be so 
kind and point me to any other list info?  Meanwhile, I'll locate the yahoo 
page and see what I can find...

Thanks so much and have a great day!...

Smiles,

Cara

At 08:28 AM 1/17/2007 +0100, you wrote:

By the way, Cara, are you also on the [EMAIL PROTECTED] list?
Many professional sound designers for Hollywood-productions and the
international game industry are quite active here. So if you want to chat
with the sound designers of, let's say Children of Men, or you want to know
how to record palm trees (this was an hilarious thread!) you can do so
here... you need to be an industry professional to join I think...




- Original Message -
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 10:36 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
impression)


Thanks Richard, did you guys go through a talent agent to locate pro VO
talent or did you locate her just by word of mouth or such?...  Being in
the entertainment biz myself, I'm always interested to know how people
connect.  smile

Anyway, good show!  Your talent is top notch and I'm impressed!


Kudos  to you all!...

Have an awesome day!...

Smiles,

Cara

At 08:46 PM 1/16/2007 +0100, you wrote:

 Hi Cara,
 
 (sorry for late reply and thanks for your other email)...
 
 Her name is Eveline and she *is* a real person. She is not the same Eveline
 who did the voice-over for Drive (http://www.audiogames.net/drive/ - this
 was a girl named Evelien - notice the detail in spelling ;). I think
 Eveline
 did an amazing job too and we've already discussed doing a Chinese
 translation of Audio Game Maker because she actually can and we really want
 to do one too (not a joke, folks - there are seriously a couple of million
 visually impaired chinese people out there craving chinese-languaged audio
 games). So maybe more Eveline in the future... :)
 
 Greets,
 
 Richard
 
 http://www.audiogames.net
 http://www.audiogamemaker.com
 
 
 
 
 
 
 
 - Original Message -
 From: Cara Quinn [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 15, 2007 9:21 PM
 Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
 impression)
 
 
 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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[Audyssey] Fw: phrogram development question : kids programming language .

2007-01-17 Thread Josh
Hi,

I received the following message from the people who make the phrogram kids 
programming language. I think from the message, if you read it, they are 
willing to do what is necessary to make phrogram accessible.

Josh

- Original Message - 
From: Jon Schwartz [EMAIL PROTECTED]
To: 'Josh' [EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 11:44 AM
Subject: RE: phrogram development question : kids programming language .


 Hello Josh,

 Glad you found Phrogram! To answer your questions:

 1. The free version of Phrogram does not compile EXE files or produce
 Windows installer programs.  You are the first blind programmer who has
 asked us about Phrogram, and we would greatly appreciate your feedback 
 about
 Phrogram, as well as about using JAWS with Phrogram, so here is an 
 academic
 license key which you can use to register Phrogram:

 ACAP2K7I-TNM1Z-Y2A1Y-EHMZ1

 The Help menu, Enter a Registration key is where this key is entered into
 Phrogram.  Phrogram does require .NET Framework 2.0 - you probably already
 have that installed, but I'd be glad to send a download link if you do 
 not.


 Phrogram is a 27 megabyte download, and can be downloaded from
 http://phrogram.com/files/folders/86/download.aspx

 That downloaded EXE launches a standard installation wizard.  Phrogram 
 adds
 a My Phrogram Files folder underneath My Documents, and all included
 Phrogram content is under that folder.

 2. We do not know about JAWS, but I am hopeful that Phrogram will work 
 well
 with it.  Phrogram is a .NET windows application, which JAWS should 
 support
 well.  Phrogram is effectively a simple subset of the Visual Studio.NET
 environment.  It's menus and buttons are fairly standard.  On feature that
 might require some scripting is the Explorer pane, which is basically a 
 tree
 control that organizes the many example programs that are included in
 Phrogram.  I would recommend starting a review of Phrogram program by
 opening the 16 example programs in the folder 1) Step-by-Step Tutorial.
 Those are each simple code examples which will give you a very quick
 introduction to the language.  Another feature which might require some
 scripting is that the code editor using collapsible regions, just like
 Visual Studio does.  The leftmost columns in the code editor include a 
 line
 number which is informational only.  The column after the line number is
 either a + indicating the region can be opened, a - indicating the region
 can be closed, or a | indicating that line is within a region which is 
 open.

 At the moment, regions are closed by default.  We already have in mind a
 feature that allows all code regions to be opened by default - this would
 surely be a better default for a blind programmer.

 3. There are fairly standard keyboard shortcuts for all menu items, and 
 they
 are listed on the menu item.  If it would help to have a specific list of
 keystrokes and menu functions I'd be glad to send you that.

 4. Audio games can be created, but at the moment Phrogram's sound support 
 is
 limited to playing, stopping and looping of WAV files.  We plan much 
 richer
 sound support in the future, and your feedback about that would be very
 welcome.  Your request for DirectX-style audio control is one we are
 planning, just as we have also implemented a simplifying wrapper around 
 the
 3D model functionality in DirectX.  Besides the dozens of WAV files 
 included
 with Phrogram, we offer nearly 200 others for download from our website. 
 I
 am a bit worried about the usability of the site for a blind person, so if
 you find that http://phrogram.com/files/folders/soundfiles/default.aspx is
 not usable for you, I can provide a list of direct urls to download ZIP
 files of our sound archives.

 Thank you, and I hope you have fun exploring Phrogram!

 Jon Schwartz
 The Phrogram Company
 www.phrogram.com

 -Original Message-
 From: Josh [mailto:[EMAIL PROTECTED]
 Sent: Monday, January 15, 2007 09:18 AM
 To: [EMAIL PROTECTED]
 Cc: Gamers Discussion list
 Subject: phrogram development question : kids programming language .

 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 

Re: [Audyssey] star trek voyager elite force

2007-01-17 Thread shaun everiss
there is this copyright issue again josh.At 04:55 a.m. 18/01/2007, you wrote:
Hi,

If anyone wants the sounds, music, and voices or dialog from star trek 
voyager elite force, I got it. I'll put it up and give it to who wants it. 
Maybe when audio game maker comes out I can make an accessible elite force 
game. I read that in the game there is more than one .exe file, so in 
essence there is two games in one. Maybe when audio game maker comes out and 
if I can make such a game using the tools it gives me I can make several 
games and package it as one and you can choose which game and how hard you 
want it by chooseing the appropriate .exe file or shortcut to that file.

Josh

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


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread shaun everiss
thanks karl.
At 05:27 a.m. 18/01/2007, you wrote:
Hi,
To get passed the fireballs, duck with control+down.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 11:12 AM
Subject: Re: [Audyssey] Technoshock Finally Complete!


I was once able to find a key but can't remember where.
 Then there are the fireballs, I would call them more likely turrets that 
 fire rockets.
 I can't get passed these.
 Oh if only I had cheats.
 At 04:34 a.m. 18/01/2007, you wrote:
i'm stuck, i press enter on that switch, yes, i can avoid those fireballs.
but where to go? all the doors have other doors with requiring keys, and 
one
is over a pit. but, i can't find any keys what so ever.
regards
aaron


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Cara Quinn
   Nice, sounds like one I might want to get!  Thanks much for the review!!!

Smiles,

Cara

At 03:24 AM 1/17/2007 -0500, you wrote:

Hi All,
I don't normally discuss games on here that aren't very accessible, but
for you Trek fans with some sighted help and a walk through Voyager
Elite Force is one cool game.


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Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread nicol
Try pressing control+down arrow. This key is used to dodge fireballs. Its
called drop a curtzey.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of shaun everiss
Sent: Wednesday, January 17, 2007 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Technoshock Finally Complete!

I was once able to find a key but can't remember where.
Then there are the fireballs, I would call them more likely turrets that
fire rockets.
I can't get passed these.
Oh if only I had cheats.



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Re: [Audyssey] Fw: phrogram development question : kids programming language .

2007-01-17 Thread shaun everiss
did you mean to give your code to the list?
If you did then I may try to help.
I have jaws but I don't know how to script.
I have also hal.
let me know privately if you would like help.
I have loads of free time and it looks like this could be a nice project to run 
with.
On another note, the icsharp dev ide is not accessible, there is no file menu 
and I had to use my vertual cursors to get anything to speak or do anything.
Lets see if this will work.
If not I will probably kill vstudio and the sdks that come with it and forget 
programming for now, its all taking space on both my drives.
Its not like I have started anyway.
At 06:17 a.m. 18/01/2007, you wrote:
Hi,

I received the following message from the people who make the phrogram kids 
programming language. I think from the message, if you read it, they are 
willing to do what is necessary to make phrogram accessible.

Josh

- Original Message - 
From: Jon Schwartz [EMAIL PROTECTED]
To: 'Josh' [EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 11:44 AM
Subject: RE: phrogram development question : kids programming language .


 Hello Josh,

 Glad you found Phrogram! To answer your questions:

 1. The free version of Phrogram does not compile EXE files or produce
 Windows installer programs.  You are the first blind programmer who has
 asked us about Phrogram, and we would greatly appreciate your feedback 
 about
 Phrogram, as well as about using JAWS with Phrogram, so here is an 
 academic
 license key which you can use to register Phrogram:

 ACAP2K7I-TNM1Z-Y2A1Y-EHMZ1

 The Help menu, Enter a Registration key is where this key is entered into
 Phrogram.  Phrogram does require .NET Framework 2.0 - you probably already
 have that installed, but I'd be glad to send a download link if you do 
 not.


 Phrogram is a 27 megabyte download, and can be downloaded from
 http://phrogram.com/files/folders/86/download.aspx

 That downloaded EXE launches a standard installation wizard.  Phrogram 
 adds
 a My Phrogram Files folder underneath My Documents, and all included
 Phrogram content is under that folder.

 2. We do not know about JAWS, but I am hopeful that Phrogram will work 
 well
 with it.  Phrogram is a .NET windows application, which JAWS should 
 support
 well.  Phrogram is effectively a simple subset of the Visual Studio.NET
 environment.  It's menus and buttons are fairly standard.  On feature that
 might require some scripting is the Explorer pane, which is basically a 
 tree
 control that organizes the many example programs that are included in
 Phrogram.  I would recommend starting a review of Phrogram program by
 opening the 16 example programs in the folder 1) Step-by-Step Tutorial.
 Those are each simple code examples which will give you a very quick
 introduction to the language.  Another feature which might require some
 scripting is that the code editor using collapsible regions, just like
 Visual Studio does.  The leftmost columns in the code editor include a 
 line
 number which is informational only.  The column after the line number is
 either a + indicating the region can be opened, a - indicating the region
 can be closed, or a | indicating that line is within a region which is 
 open.

 At the moment, regions are closed by default.  We already have in mind a
 feature that allows all code regions to be opened by default - this would
 surely be a better default for a blind programmer.

 3. There are fairly standard keyboard shortcuts for all menu items, and 
 they
 are listed on the menu item.  If it would help to have a specific list of
 keystrokes and menu functions I'd be glad to send you that.

 4. Audio games can be created, but at the moment Phrogram's sound support 
 is
 limited to playing, stopping and looping of WAV files.  We plan much 
 richer
 sound support in the future, and your feedback about that would be very
 welcome.  Your request for DirectX-style audio control is one we are
 planning, just as we have also implemented a simplifying wrapper around 
 the
 3D model functionality in DirectX.  Besides the dozens of WAV files 
 included
 with Phrogram, we offer nearly 200 others for download from our website. 
 I
 am a bit worried about the usability of the site for a blind person, so if
 you find that http://phrogram.com/files/folders/soundfiles/default.aspx is
 not usable for you, I can provide a list of direct urls to download ZIP
 files of our sound archives.

 Thank you, and I hope you have fun exploring Phrogram!

 Jon Schwartz
 The Phrogram Company
 www.phrogram.com

 -Original Message-
 From: Josh [mailto:[EMAIL PROTECTED]
 Sent: Monday, January 15, 2007 09:18 AM
 To: [EMAIL PROTECTED]
 Cc: Gamers Discussion list
 Subject: phrogram development question : kids programming language .

 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 

Re: [Audyssey] Technoshock Finally Complete!

2007-01-17 Thread nicol
After you pressed enter on the switch You must just walk in the room until
you hear a low beeping sound. Once you are close to it, you will hear a
sound indicating that there is a door.  You  cannot kill the mosquito robot,
dodge it and find the elevator. hth

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of will
Sent: Thursday, January 18, 2007 2:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Technoshock Finally Complete!

hi all

how do i get passed level one on this game
i find the axe kill the robot find a switch, then what?
regards, will



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Re: [Audyssey] sarah

2007-01-17 Thread Charles Rivard
Just a wild guess, but . . . when it comes out?

- Original Message - 
From: jamie coady [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 11:23 PM
Subject: Re: [Audyssey] sarah


 hi phil when can we start ordering the key to unlock the game for the full
 thing
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 10:37 PM
 Subject: Re: [Audyssey] sarah


 Hi Josh,
 That was the link to the demo from 2005.
 I was planning to put up a new demo two weeks ago but the bug forced me 
 to
 not do this.
 I did not want to waste 3 hours putting up the old demo.
 As soon as the bug is fixed a new game will be up.
 It will be both a demo level and the full game so its going to be very
 large, over 170 MB.
 Phil

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 4:52 PM
 Subject: Re: [Audyssey] sarah


I already did, but when I click the link it says cannot find server.
 when I click the link to download the game demo that is.

 Josh

 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 3:41 PM
 Subject: Re: [Audyssey] sarah


 Check at

 www.pcsgames.net

 for a demo and for the latest news on the game.
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 11:41 AM
 Subject: Re: [Audyssey] sarah


 Does this mean the demo may be available for download soon?

 Josh

 - Original Message - 
 From: aaron danvers-jukes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 10:42 AM
 Subject: Re: [Audyssey] sarah


 lol phill! i am gonna buy the game i think, i will check out the new
 demo.
 yay for sarah. but not yay for the castle since it has many many
 monsters.
 and after this, i'm not too sure how this could be done but could you
 please, please, try to make some sort of audio rpg? i've been waiting
 for
 one for god knows how long. last crusade is nothing compared to 
 modern
 rpg's.
 regards,


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[Audyssey] dragon unpack

2007-01-17 Thread johnny tai
I must have missed it, but can someone briefly explain how this program
work, and where to obtain a copy?
JST

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Josh
Sent: Monday, January 15, 2007 5:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


I could give you dragon unpack if you want it.

Josh

- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
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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Re: [Audyssey] Audio Game Maker Update (includes first audio impression)

2007-01-17 Thread Cara Quinn
Well it comes down to good acting.  Most VO talent I know are also 
actors / performers, so to me, at least, it's definitely a plus.  And I'll 
go further to say that nine out of ten times, even a mediocre actor or 
performer can usually blow away the whole neighbor approach!  lol!

As far as games go, I feel that while it's terribly important to have good 
ideas / skill or resources to pull them off, attention to details such as 
sound / acting or good VO can really make or break a game.  It really turns 
me off while playing a game when I can tell that someone is reading a part 
or is self conscious about the part they're playing.  It screams out and 
really destroys the game's cred in my mind...

conversely, If a game has great talent, but the play is mediocre, I'm not 
so put off on it...  I feel like the creators put the time and attention 
into it but it'll just need to be improved.  code can be changed.  It 
doesn't need to feel a motivation!  lol!...

Of course, either situation can be improved; it's just accomplished 
differently.  smile

Anyway, just my thoughts...

Have an awesome day and thanks for the glimpse into your philosophies and 
work with the Game developer!...

Smiles,

Cara

At 08:25 AM 1/17/2007 +0100, you wrote:

Hi,

She's a personal friend who I've known for over twelve years. She's
semi-professional, not doing it for a living but she has got quite some
experience doing English (and Chinese) voice-over work. It's pretty hard to
find a descent and non-expensive English-language voice-over here in
Holland. There aren't that many native speakers who do voice-over work here
and those who do often aren't cheap. But we took Eveline in well
consideration (she isn't a native speaker, which is audible, but for a menu
voice-over her tone of voice and pronunciation were more than descent
enough). Next time I might choose to make it a bit more monotone though, but
I *really really really* love the level of expression. Mind that we didn't
use the non-professional
oh-let's-have-the-neigbour-do-the-evil-villain-type of approach - we know
better than that (I teach my students this as one of the main rules of good
game audio design in my game audio design classes).

Greets,

Richard


-- 
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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[Audyssey] quake

2007-01-17 Thread nicol
Hi all
I read so many posts about the quake games, but somewhere I have lost the
thread. You know? In our country there is a sayhing: I heard the  bell but I
don't know where the gong is hanging. Just a humerous expression to denote:
I don't know exactly what's going on.
Anywayh, first of all, do I need to purchase a program in order to play
these quake games like all these different mods?
Is all the quake mods like sod? The  star  wars mod of quake: is it also a
3d   navigation?
I can remember reading something about  playing the mods on a shareware
version. Does that mean that I have to purchase quake to fully playh these
mods?
At first my impression was that all starwar games works like trek2000, but
if I understand you correctly cara: the star wars mod of quake is also 3d?
so if I'm correct: you walk in a 3d environment and you fight star wars
characters like you would fight monsters in sod?
thanks


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

2007-01-17 Thread Bryan Peterson
Exactly. Just take a listen to Professor Smegal in Monkey Business. Gawd he 
was annoying. It almost ruined the entire game, which is a pity because the 
rest of the voice acting was great.
Bryan and his Girl Jenny
- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 11:08 AM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio 
impression)


Well it comes down to good acting.  Most VO talent I know are also
 actors / performers, so to me, at least, it's definitely a plus.  And I'll
 go further to say that nine out of ten times, even a mediocre actor or
 performer can usually blow away the whole neighbor approach!  lol!

 As far as games go, I feel that while it's terribly important to have good
 ideas / skill or resources to pull them off, attention to details such as
 sound / acting or good VO can really make or break a game.  It really 
 turns
 me off while playing a game when I can tell that someone is reading a part
 or is self conscious about the part they're playing.  It screams out and
 really destroys the game's cred in my mind...

 conversely, If a game has great talent, but the play is mediocre, I'm not
 so put off on it...  I feel like the creators put the time and attention
 into it but it'll just need to be improved.  code can be changed.  It
 doesn't need to feel a motivation!  lol!...

 Of course, either situation can be improved; it's just accomplished
 differently.  smile

 Anyway, just my thoughts...

 Have an awesome day and thanks for the glimpse into your philosophies and
 work with the Game developer!...

 Smiles,

 Cara

 At 08:25 AM 1/17/2007 +0100, you wrote:

Hi,

She's a personal friend who I've known for over twelve years. She's
semi-professional, not doing it for a living but she has got quite some
experience doing English (and Chinese) voice-over work. It's pretty hard 
to
find a descent and non-expensive English-language voice-over here in
Holland. There aren't that many native speakers who do voice-over work 
here
and those who do often aren't cheap. But we took Eveline in well
consideration (she isn't a native speaker, which is audible, but for a 
menu
voice-over her tone of voice and pronunciation were more than descent
enough). Next time I might choose to make it a bit more monotone though, 
but
I *really really really* love the level of expression. Mind that we didn't
use the non-professional
oh-let's-have-the-neigbour-do-the-evil-villain-type of approach - we 
know
better than that (I teach my students this as one of the main rules of 
good
game audio design in my game audio design classes).

Greets,

Richard


 -- 
 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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Re: [Audyssey] Sryth blade square

2007-01-17 Thread Bryan Peterson
In the market, yes. Haven't been there yet though.
Bryan and his Girl Jenny
- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 6:06 AM
Subject: [Audyssey] Sryth blade square


 There is a news posting on the sryth web site about finding someone in 
 blade square.  Is this person the new adventure in blade square?

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

 (361) 249-8739
 [EMAIL PROTECTED]
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Re: [Audyssey] quake

2007-01-17 Thread Raul A. Gallegos
Hello Nicol. My recommendation is to read the archives of the list. I am 
doing this since I was away this past weekend and there were many 
messages on this subject. I did not have time to read them all while I 
was gone. So, I am like you, interested in this. Rather than having 
people post the same thing over and over since it is only a few days 
old, just go read the list archives. You will get a lot by typing quake 
in the search box.

The archives can be found from www.audyssey.org

Hope this helps.

* nicol [EMAIL PROTECTED] [2007-01-17 11:38]:
 I read so many posts about the quake games, but somewhere I have lost the
 thread. You know? In our country there is a sayhing: I heard the  bell but I
 don't know where the gong is hanging. Just a humerous expression to denote:
 I don't know exactly what's going on.
 Anywayh, first of all, do I need to purchase a program in order to play
 these quake games like all these different mods?
 Is all the quake mods like sod? The  star  wars mod of quake: is it also a
 3d   navigation?
 I can remember reading something about  playing the mods on a shareware
 version. Does that mean that I have to purchase quake to fully playh these
 mods?



-- 
And it shall come to pass, that instead of sweet smell there shall
be stink; and instead of a girdle a rent; and instead of well set
hair baldness; and instead of a stomacher a girding of sackcloth;
and burning instead of beauty.
-- Isaiah 3:24
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] encrypting sound files

2007-01-17 Thread x-sight interactive
you have to buy it or is it free?

thanks.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 6:12 AM
Subject: Re: [Audyssey] encrypting sound files


 Hi Allen,
 There are various methods for encrypting a sound file, but the end
 problem is there are so few actual methods used that any seasoned
 cracker or another programmer can easily crack them, and have access to
 those files.
 One program that works with VB 6 and C++ applications is molebox. It is
 a nice tool for packing your executable and sound files, and then
 encrypting the file.


 Allen wrote:
 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] spoonbill games.

2007-01-17 Thread Terry Olandese
Hello. Would someone please give me the address to spoon bill games? Thanks.
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[Audyssey] do you have a Rubeck's cube?

2007-01-17 Thread Charles Rivard
Can you solve it?  If not, I found a tutorial on how to solve one, written by a 
guy who is one of the fastest to do so in competition.  Not sure how blind 
friendly it is, but I saw a segment on our National news broadcast.  Just for 
kicks, I downloaded the file.  If you have a cube you can use, and you want a 
copy of the file, send me a request off list.  Requests through the list will 
be ignored so as to not clutter the list with requests.  Thanks.
--
If guns cause crime, then pencils cause misspelled words.
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Re: [Audyssey] spoonbill games.

2007-01-17 Thread Richard Sherman
Hi Terry,
The url for spoonbill games I have is

http://www.omninet.net.au/~irhumph/products.htm

Rich
  - Original Message - 
  From: Terry Olandese
  Subject: [Audyssey] spoonbill games.


  Hello. Would someone please give me the address to spoon bill games? 
Thanks.
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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Thomas Ward
Hi Shaun,
There are quite a number of enemies in VEF 1. The aliens you were 
thinking of are the Vorhsoth (v o r h s o t h.)
I haven't yet reached the Forge mission, but the Scavenger invasion 
mission isn't to bad. If you can find your way to cargo bay 1 you can 
basically listen for the sounds of the Scavengers and blast at will. 
Although stray shots will hit cargo containers, causing them to explode, 
and I am certain Captain Janeway would be less than pleased to know one 
of her Hazard Team officers is randomly blowing up the ship's stores. 
Thankfully, you aren't being graded on hitting cargo that just happens 
to be in your line of fire. Get to close to some of those containers and 
it is lights out.
As for the expantion pack Activision and Raven Software offers for VEF I 
also think it sounds pretty stupid. Although, I had before you could 
shoot and kill the bridge crew. Kind of a dumb idea, but I suppose for 
the sick-minded a bit funny.
I don't have Elite Force 2, but based on your description I doubt I'll 
be getting it. I like being on the Enterprise and all, but just isn't as 
fun as being on Voyager and fighting the enemies in VEF.


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

2007-01-17 Thread Thomas Ward
HiShaun,
Sorry to say on my system that doesn't happen. If I nuke Windows XP my 
product keys fail to work when registering any of the GMA games when XP 
is finally reinstalled.


shaun everiss wrote:
 Tom this is not the case.
 Each computer gets fingerprinted.
 You reformat and the computer id is the same.
 Or at least it is for me.
   


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Josh
so tom, do I just have a demo or do I have all the sounds? Do I need to buy 
the full version to get all the sounds? Also, wonder if audio game maker 
would be up to the task of makeing a few voyager games packaged as one 
voyager game that people could choose which game to play?
Since I didn't get a chance to take calculus or trig in either high school 
or college, and since I am living on SSI and can't afford to attend college 
with my wife who is also blind, our first child on the way, I can't take 
calculus or trig so audio game maker is gunna have to due.

Josh

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 8:15 PM
Subject: Re: [Audyssey] Voyager Elite Force.


 Hi Shaun,
 There are quite a number of enemies in VEF 1. The aliens you were
 thinking of are the Vorhsoth (v o r h s o t h.)
 I haven't yet reached the Forge mission, but the Scavenger invasion
 mission isn't to bad. If you can find your way to cargo bay 1 you can
 basically listen for the sounds of the Scavengers and blast at will.
 Although stray shots will hit cargo containers, causing them to explode,
 and I am certain Captain Janeway would be less than pleased to know one
 of her Hazard Team officers is randomly blowing up the ship's stores.
 Thankfully, you aren't being graded on hitting cargo that just happens
 to be in your line of fire. Get to close to some of those containers and
 it is lights out.
 As for the expantion pack Activision and Raven Software offers for VEF I
 also think it sounds pretty stupid. Although, I had before you could
 shoot and kill the bridge crew. Kind of a dumb idea, but I suppose for
 the sick-minded a bit funny.
 I don't have Elite Force 2, but based on your description I doubt I'll
 be getting it. I like being on the Enterprise and all, but just isn't as
 fun as being on Voyager and fighting the enemies in VEF.


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Re: [Audyssey] star trek voyager elite force

2007-01-17 Thread Thomas Ward
Hi Josh,
Actually, I have unpacked all the sounds, graphics, and music for 
Voyager Elite Force directly off my cd. Once my two major concerns, 
Montezuma's Revenge and Raceway are completed, I will likely begin 
writing an accessible version of Voyager Elite Force myself.
I'd rather do that game myself as I don't see Audio Games Maker coming 
close to doing Elite Force any justice at all.
For example in Elite Force you can save several games at several points 
in the games. We all know Audio games Maker doesn't have that feature at 
all yet.
Also many of the worlds or missions are a 3D environment with Ensign 
Munro jumping up on to platforms, elivators, to reach other levels of 
the ship.
A good example of this is In the second Mission Janeway orders you to 
head to engineering to help B'elanna fix the warp core. Well the 
turbolift failes half way there, and you can exit on deck 9.
If you use a ladder to your left down that main corridor you can climb 
down to main engineering. This multilevel level environment is probably 
above and beyond Audio Games Makers abilities. Since VEF is a true 3D 
environment I'd expect the audio games clone to be the same in that respect.
Cheers.


Josh wrote:
 Hi,

 If anyone wants the sounds, music, and voices or dialog from star trek 
 voyager elite force, I got it. I'll put it up and give it to who wants it. 
 Maybe when audio game maker comes out I can make an accessible elite force 
 game. I read that in the game there is more than one .exe file, so in 
 essence there is two games in one. Maybe when audio game maker comes out and 
 if I can make such a game using the tools it gives me I can make several 
 games and package it as one and you can choose which game and how hard you 
 want it by chooseing the appropriate .exe file or shortcut to that file.

 Josh
   


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Re: [Audyssey] star trek voyager elite force

2007-01-17 Thread Thomas Ward
Hi Shaun,
Yes, there are copyrights in place, but I have read the Raven Software 
and Activision license agreement for Voyager Elite Force, and there 
might be some room to actually do this game in accessible format as long 
as the accessible version was free. The only catch 22 is the license 
agreement states it has to work with the original product which simply 
isn't possible, and this would have to be discussed with Activision. I 
am thinking about contacting Activision about this, but here is a 
section talking about adding expantions and mods for VEF.

• You agree that, as a condition to your using the Program Utilities, 
you will not
use or allow third parties to use the Program Utilities and the New Game 
Materials
created by you for any commercial purposes, including but not limited to 
selling,
renting, leasing, licensing, distributing, or otherwise transferring the 
ownership
of such New Game Materials, whether on a stand alone basis or packaged 
in combination
with the New Game Materials created by others, through any and all 
distribution channels,
including, without limitation, retail sales and on-line electronic 
distribution.
You agree not to solicit, initiate or encourage any proposal or offer 
from any person
or entity to create any New Game Materials for commercial distribution. 
You agree
to promptly inform Activision in writing of any instances of your 
receipt of any
such proposal or offer.
• If you decide to make available the use of the New Game Materials 
created by you
to other gamers, you agree to do so solely without charge.
• New Game Materials shall not contain modifications to any COM, EXE or 
DLL files
or to any other executable Product files.
• New Game Materials may be created only if such New Game Materials can 
be used
exclusively in combination with the retail version of the Program. New 
Game Materials
may not be designed to be used as a stand-alone product.

\
shaun everiss wrote:
 there is this copyright issue again josh.At 04:55 a.m. 


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

2007-01-17 Thread shaun everiss
weird.
At 02:17 p.m. 18/01/2007, you wrote:
HiShaun,
Sorry to say on my system that doesn't happen. If I nuke Windows XP my 
product keys fail to work when registering any of the GMA games when XP 
is finally reinstalled.


shaun everiss wrote:
 Tom this is not the case.
 Each computer gets fingerprinted.
 You reformat and the computer id is the same.
 Or at least it is for me.
   


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Re: [Audyssey] C# game code / IDE stuff

2007-01-17 Thread Thomas Ward
Hi Cara,
Game programming is one of those gray areas. While not completely off 
topic it isn't completely on topic. I  felt it was better to direct the 
listers wishing to talk about this stuff to a more appropriate forum 
where all aspects of game programming can be freely discussed.


Cara Quinn wrote:
thanks Tom, sorry for the extraneous bandwidth.  I misunderstood you 
 that it was okay to discuss dev / language issues here if it was game 
 related.  smile  My bad!  And will close this topic out here now...

 Have an awesome day and thanks for the tips...

 Smiles,

 Cara
   


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Thomas Ward
Hi Cara,
Interesting enough I noticed while playing Elite Force it seams to be 
based on a modified version of the Quake Engine. Some of the stuff 
reminded me allot like Quake, but was all Star Trek.
The sounds were packed in the Quake 3 pak file format which was a sinch 
to lockpick, and that leads me to believe they used the Quake 3 engine 
as the basis for Voyager.
I suppose there might be a couple of ways of cranking out an accessible 
version such as rewrite a new executable or come up with an Audio Quake mod.


Cara Quinn wrote:
Nice, sounds like one I might want to get!  Thanks much for the review!!!

 Smiles,

 Cara
   


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Sean Mealin
WOW. I love this game. The last time I played it was when it first came
out on the PS2; that was back when I had half decent sight. 
Now, the fun part is go watch the Voyager TV show; every now and then you
will here references to Munro or one of his team mates. Where are you right
now Tom? It gets really really good; I think I must have played that game
for like a week strait. The game is amazing; what happens in one mission
will affect the rest of the game. For example, if you don't protect your
team mate in one mission, 3 missions down the line you will have to do some
really hard task because your team mate (who you did not protect) is not
there. That or you miss out on some really funny arguments between team
mates.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Wednesday, January 17, 2007 3:24 AM
To: gamers@audyssey.org
Subject: [Audyssey] Voyager Elite Force.

Hi All,
I don't normally discuss games on here that aren't very accessible, but 
for you Trek fans with some sighted help and a walk through Voyager 
Elite Force is one cool game.
This weekend for my birthday my Dad bought me Star Trek Voyager Elite 
Force. At first I was rather skeptical about the game, but once I 
installed it fell in love with the game. To bad much of it needs someone 
sighted to help with it.
However, I can give Raven Software one bit of accessibility credit for 
VEF though. So many times the menu systems are not very navigable, but 
the VEF manual comes on the cd in ht ml format, and they have an entire 
chapter called menus. Once reading that chapter I discovered they list 
all the menus in order, and tell you what each option does. Just by 
reading this users manual I managed to figure out the menu system, and 
can usually move around in them unaided by sighted help.
 Anyway, Elite Force takes place during probably the fifth, sixth, or 
seventh season of Star Trek Voyager. Definitely, after the episode 
Scorpion in which Seven of Nine joined the crew heading back home.
Lieutenant Tuvock is training a special elite force of Voyager crewman 
called the Hazard Team to head up extremely dangerous away team missions 
to dangerous for the senior staff, and standard crewman. You play the 
part of Ensign Munro who is second in command of this team, and the game 
allows you to make Munro a female or male depending on your gender of 
choice.
In mission 1 Seven of Nine designs a new super weapon to fight the Borg 
called the infinity modulator. The first away team was sent to a Borg 
ship, was captured, and the infinity modulator fell in to enemy hands. 
Ensign Munro's first major mission is to beam aboard the Borg Cube 
recover the I-Mod, and rescue any crewman left alive and assimilated.
I've noticed from this mission the 3D audio is great. Sadly though there 
is no way to know exactly when one corridor ends, and where to turn down 
one. As it happens in level one you need to make a hard left, and shoot 
the distribution node powering a force field to gain access to the 
corridor that leads to your comrades. You are armed with a type 3 phaser 
rifle and a standard hand phaser. I have found the type 3 phaser rifle 
is more effective in blasting the Borg. The hand phaser they adapt to 
far to quickly for my tastes.
As far as combat goes you don't have the targeting indicators like in 
SOD, but if you are able to listen closely and center the sound of the 
Borgs steps and the wine of its machinery you can line them up in your 
phaser sights and take them down. Though headphones with good 3D audio 
is kind of a must to be good at targeting in this game.
Assuming you take the corridor that was blocked by the  forcefield you 
walk a ways don this corridor, and make a hard right. This corridor is 
also shielded, but one of your buddies is behind it. You can rescue him, 
but of course the Borg will get kind of upset at you taking one of there 
prisoners awaiting assimilation, and then the real combat begins.
Personally, I have found  fleet the the Borg troops as much as you can, 
save phaser ammo, as well as frequencies until you locate the Infinity 
Modulator. Thanks Seven for a kick butt weapon. Once you find it blast 
away at the Borg. They will swarm you in huge numbers, but with that 
weapon in hand you can cut them down.
Ok, assuming you complete levels 1 through 3 you discover it was all 
apart of your training simulation, but just as you are finding this out 
Voyager is ambushed by an unknown alien ship. The Warp core goes off 
line, and Torres reports a massive warp core breach. Since you are still 
garbed in your hazard gear, and happened to be reporting for duty on the 
bridge Captain Janeway orders you down to main engineering where Torres 
gives you your mission orders. Basically, get in there and save the warp 
core before you get fried, the ship blows, or Voyager is forced to eject 
the warp core leaving them stuck in the Delta Quadrant forever.
That's 

[Audyssey] Moderator reminder was phrogram development question : kids programming language .

2007-01-17 Thread Thomas Ward
Hi all,
Please let's start moving the programming topics over to agdev-newbies 
which isspecifically designed for this sort of discussion.
 specifically designed
Josh, I am interested in your post, and I'd like to discuss it, but 
agdev-newbies would be a better forem to hold the discussion.
Cheers.


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Re: [Audyssey] star trek voyager elite force

2007-01-17 Thread Josh
ok. I'll let you tackle that one then.

Josh

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 8:33 PM
Subject: Re: [Audyssey] star trek voyager elite force


 Hi Josh,
 Actually, I have unpacked all the sounds, graphics, and music for
 Voyager Elite Force directly off my cd. Once my two major concerns,
 Montezuma's Revenge and Raceway are completed, I will likely begin
 writing an accessible version of Voyager Elite Force myself.
 I'd rather do that game myself as I don't see Audio Games Maker coming
 close to doing Elite Force any justice at all.
 For example in Elite Force you can save several games at several points
 in the games. We all know Audio games Maker doesn't have that feature at
 all yet.
 Also many of the worlds or missions are a 3D environment with Ensign
 Munro jumping up on to platforms, elivators, to reach other levels of
 the ship.
 A good example of this is In the second Mission Janeway orders you to
 head to engineering to help B'elanna fix the warp core. Well the
 turbolift failes half way there, and you can exit on deck 9.
 If you use a ladder to your left down that main corridor you can climb
 down to main engineering. This multilevel level environment is probably
 above and beyond Audio Games Makers abilities. Since VEF is a true 3D
 environment I'd expect the audio games clone to be the same in that 
 respect.
 Cheers.


 Josh wrote:
 Hi,

 If anyone wants the sounds, music, and voices or dialog from star trek
 voyager elite force, I got it. I'll put it up and give it to who wants 
 it.
 Maybe when audio game maker comes out I can make an accessible elite 
 force
 game. I read that in the game there is more than one .exe file, so in
 essence there is two games in one. Maybe when audio game maker comes out 
 and
 if I can make such a game using the tools it gives me I can make several
 games and package it as one and you can choose which game and how hard 
 you
 want it by chooseing the appropriate .exe file or shortcut to that file.

 Josh



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Re: [Audyssey] encrypting sound files

2007-01-17 Thread Thomas Ward
Hi Damien,
Molebox is certainly not free. It is something like $300 US.
Let us just say it is for the serious game dev wanting to really lock 
and secure his/her program.


x-sight interactive wrote:
 you have to buy it or is it free?

 thanks.

 regards,

 damien
   


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Re: [Audyssey] sod

2007-01-17 Thread joseli Walter
hey can anyone give me a clue as to hwo to find the message in level five of 
sod?
thanks.

- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
Sent: Friday, January 12, 2007 3:17 PM
Subject: [Audyssey] sod


 Hi all
 I have beaten sod on its my turn daddy! You guys were right, I backtracked
 in level 8 and  I found a silent walker and when I killed him, I found the
 message. I enjoyed the ending sequence a lot. You go up the elevator, then
 you hear seagulls and all  you have to do is use the radio from your
 inventory and the ship is on its way.
 Just a question for those of you who have done a lot of exploring. In the
 area outside the boss room, there is this long passage stretching from the
 elevator to the door of the boss room. As I walk down this passage there 
 is
 passages to my left and right, and from them monsters came out. I managed 
 to
 kill them all, what I would like to know: is it necesary to walk down each
 of those passages?
 If there's no  ammo  etc. lying there, then it sno use me walking down 
 each
 one of them.
 Because I tried it and I got lost somewhere so it took me  a while to get
 back to the main passage.
 I'm just asking for when I play the boss level on higher experience 
 levels.
 Well the monsters doesn't carry anything, but if any one found stuff lying
 around in those passages then its worth  walking down each one of  those
 passages.
 After the guy says: tie yourself, you deserve a medal for this, the ship
 makes a sound as its departing and the eva says: congrachulations, you 
 have
 completed shades of  doom successfully.
 But then the ship's sound  continues. I waited a while to  hear if the 
 sound
 will vanish but it just continues. So then I pressed a key and the sound
 stops and I was back in the menu.
 Will this sound play and  play until I  press a key? Or will it  fade 
 awayh
 after a while?



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Re: [Audyssey] sarah manual

2007-01-17 Thread joseli Walter
yep. unless you splinch yourself, but I don't think that can be done in 
Sarah.

- Original Message - 
From: Nicol Oosthuizen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 12:03 AM
Subject: [Audyssey] sarah manual



 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] sarah manual

2007-01-17 Thread Charles Rivard
I certainly hope it cannot be done.  Sarah is old enough to have learned how 
to aparate.  However, this could be an idea for an ornery game developer to 
include into the game that could randomly occur.

- Original Message - 
From: joseli Walter [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 6:14 PM
Subject: Re: [Audyssey] sarah manual


 yep. unless you splinch yourself, but I don't think that can be done in
 Sarah.

 - Original Message - 
 From: Nicol Oosthuizen [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 16, 2007 12:03 AM
 Subject: [Audyssey] sarah manual



 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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[Audyssey] game maker

2007-01-17 Thread Josh
Hi,

I downloaded and tried the gamemaker software. It's very accessible using a 
screen reader. There are keyboard shortcuts everywhere and as far as I can 
see everything talks using jaws7 and window-eyes too, most likely. Now the 
thing about the program from www.gamemaker.nl is there's a lot of features 
we don't need such as features for makeing drawings move and things like 
that. But game-maker does have sound features, requires DirectX8 or more to 
play sounds, can play multiple sounds and loop them, and you can pan sounds 
from left to right in advanced mode. And if you register it for $20 you get 
even more features like libraries and things like that. You can even make 
games with gamemaker in which you can save your players progress in the .exe 
files that gamemaker can create. registration is only $20, the software is 
very very accessible.

Josh

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


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Re: [Audyssey] star trek voyager elite force

2007-01-17 Thread shaun everiss
tom that looks like you have some room.
You would have to ask activision if you could create an accessible interface 
for the game or something.
At 02:43 p.m. 18/01/2007, you wrote:
Hi Shaun,
Yes, there are copyrights in place, but I have read the Raven Software 
and Activision license agreement for Voyager Elite Force, and there 
might be some room to actually do this game in accessible format as long 
as the accessible version was free. The only catch 22 is the license 
agreement states it has to work with the original product which simply 
isn't possible, and this would have to be discussed with Activision. I 
am thinking about contacting Activision about this, but here is a 
section talking about adding expantions and mods for VEF.

• You agree that, as a condition to your using the Program Utilities, 
you will not
use or allow third parties to use the Program Utilities and the New Game 
Materials
created by you for any commercial purposes, including but not limited to 
selling,
renting, leasing, licensing, distributing, or otherwise transferring the 
ownership
of such New Game Materials, whether on a stand alone basis or packaged 
in combination
with the New Game Materials created by others, through any and all 
distribution channels,
including, without limitation, retail sales and on-line electronic 
distribution.
You agree not to solicit, initiate or encourage any proposal or offer 
from any person
or entity to create any New Game Materials for commercial distribution. 
You agree
to promptly inform Activision in writing of any instances of your 
receipt of any
such proposal or offer.
• If you decide to make available the use of the New Game Materials 
created by you
to other gamers, you agree to do so solely without charge.
• New Game Materials shall not contain modifications to any COM, EXE or 
DLL files
or to any other executable Product files.
• New Game Materials may be created only if such New Game Materials can 
be used
exclusively in combination with the retail version of the Program. New 
Game Materials
may not be designed to be used as a stand-alone product.

\
shaun everiss wrote:
 there is this copyright issue again josh.At 04:55 a.m. 


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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Cara Quinn
   Wow Tom! no way!  That's way cool!  smile  Actually, it's not 
altogether surprising, as you might be surprised how many games still use 
variants of that engine in some form...

   Not sure if you're aware, but though Doom gets cred for being the first 
3d FPS it wasn't truly 3d as the creatures and such were 2d models and some 
of the map features also couldn't be viewed in true panoramic 3d.  Quake on 
the other hand changed all that and was the first truly 3d engine which 
amazes me as it's still used today, as I said.  Incidentally, as of late 
2005, Quake 1 has just come out on certain cell phones which have graphics 
acceleration, and will run all, I repeat all, Quake 1 mods!  So 
technically, it would be possible to run audio Quake on a cell 
phone!  dig?...  smile

   Anyway, sorry for the ramble, but just had to!  smile

   As for VEF, I'm wondering if that may be why their license agreement is 
a bit open ended like that?  As the Quake 3 engine / game code is also open 
source...

Which brings me to your idea.  I agree that it would be pretty easy to come 
up with an accessible version of VEF based on that engine.  My work has 
been concerned with quake 1, but I'll most definitely give this a look up 
on the web and see what I can find.   smile  Need another pair of hands?!

   anyway, this is definitely a terrific idea which I'd love love love to 
see happen!

Smiles,

Cara

At 08:57 PM 1/17/2007 -0500, you wrote:

Hi Cara,
Interesting enough I noticed while playing Elite Force it seams to be
based on a modified version of the Quake Engine. Some of the stuff
reminded me allot like Quake, but was all Star Trek.
The sounds were packed in the Quake 3 pak file format which was a sinch
to lockpick, and that leads me to believe they used the Quake 3 engine
as the basis for Voyager.
I suppose there might be a couple of ways of cranking out an accessible
version such as rewrite a new executable or come up with an Audio Quake mod.


Cara Quinn wrote:
 Nice, sounds like one I might want to get!  Thanks much for the 
 review!!!
 
  Smiles,
 
  Cara
 


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---
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http://www.onemodelplace.com/CaraQuinn

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other.  -Then, anything is possible...

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Re: [Audyssey] sod

2007-01-17 Thread Bryan Peterson
It's on the last monster in the level. If you take one of the two 
teleporters in the room with two, it'll take you to a room with a machine 
and a Cyborg. Kill it and it should have the message, assuming you didn't 
miss an other monsters up to that point. Then just use a mine to get out.
Bryan and his Girl Jenny
- Original Message - 
From: joseli Walter [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 5:17 PM
Subject: Re: [Audyssey] sod


 hey can anyone give me a clue as to hwo to find the message in level five 
 of
 sod?
 thanks.

 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
 Sent: Friday, January 12, 2007 3:17 PM
 Subject: [Audyssey] sod


 Hi all
 I have beaten sod on its my turn daddy! You guys were right, I 
 backtracked
 in level 8 and  I found a silent walker and when I killed him, I found 
 the
 message. I enjoyed the ending sequence a lot. You go up the elevator, 
 then
 you hear seagulls and all  you have to do is use the radio from your
 inventory and the ship is on its way.
 Just a question for those of you who have done a lot of exploring. In the
 area outside the boss room, there is this long passage stretching from 
 the
 elevator to the door of the boss room. As I walk down this passage there
 is
 passages to my left and right, and from them monsters came out. I managed
 to
 kill them all, what I would like to know: is it necesary to walk down 
 each
 of those passages?
 If there's no  ammo  etc. lying there, then it sno use me walking down
 each
 one of them.
 Because I tried it and I got lost somewhere so it took me  a while to get
 back to the main passage.
 I'm just asking for when I play the boss level on higher experience
 levels.
 Well the monsters doesn't carry anything, but if any one found stuff 
 lying
 around in those passages then its worth  walking down each one of  those
 passages.
 After the guy says: tie yourself, you deserve a medal for this, the ship
 makes a sound as its departing and the eva says: congrachulations, you
 have
 completed shades of  doom successfully.
 But then the ship's sound  continues. I waited a while to  hear if the
 sound
 will vanish but it just continues. So then I pressed a key and the sound
 stops and I was back in the menu.
 Will this sound play and  play until I  press a key? Or will it  fade
 awayh
 after a while?



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Re: [Audyssey] game maker

2007-01-17 Thread Bryan Peterson
You might want to be careful about that. You might just turn everybody off 
Audio Game Maker. If a program exists that already allows players to save 
their in-game progress, people aren't going to want to try the specially 
designed program, meaning it won't be updated because the devs won't get the 
funding they need to continue work on it.
Bryan and his Girl Jenny
- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org; 
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 8:01 PM
Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using 
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I can
 see everything talks using jaws7 and window-eyes too, most likely. Now the
 thing about the program from www.gamemaker.nl is there's a lot of features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more 
 to
 play sounds, can play multiple sounds and loop them, and you can pan 
 sounds
 from left to right in advanced mode. And if you register it for $20 you 
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the 
 .exe
 files that gamemaker can create. registration is only $20, the software is
 very very accessible.

 Josh

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


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

2007-01-17 Thread Thomas Ward
Hi,
Ug... I hated Smegal's character. He or she was aweful.

 Come on Smith I don't have all day. Smith, what did you have to drink last 
night? Oh, know someone has wrecked the lab!
Whoever did Smegal for ESP didn't do a very good job. Perhaps Josh could find a 
better person to redo those parts, and make a free update.
 


Bryan Peterson wrote:
 Exactly. Just take a listen to Professor Smegal in Monkey Business. Gawd he 
 was annoying. It almost ruined the entire game, which is a pity because the 
 rest of the voice acting was great.
 Bryan and his Girl Jenny
   



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Re: [Audyssey] Voyager Elite Force.

2007-01-17 Thread Thomas Ward
Hi Josh,
I have never tried the demo. I've got the full version, and the pak file 
the sounds are in is something like 524 MB. Pretty huge. If your demo 
pak file is smaller than that then you might not have it all.
Although, the pak file holds sounds, vidios, music, graphics, and a 
bunch of other things so on and I am not sure what is and is not 
included in the demo.
I suppose you could make multiple exe files with Audio Game maker to 
make multiple games, but with VEF it has two modes which is single 
player mode and a team player mode type game.
As for the math there are books out there as well as other programmers 
that could probably give you the formulas to use for certain things. 
Also google is your friend for stuff like that.
Another thing I did was grabbed a few open source games for Linux, 
scanned the source, and wripped out the formulas I needed for my games 
if I didn't already have it  figured out.


Josh wrote:
 so tom, do I just have a demo or do I have all the sounds? Do I need to buy 
 the full version to get all the sounds? Also, wonder if audio game maker 
 would be up to the task of makeing a few voyager games packaged as one 
 voyager game that people could choose which game to play?
 Since I didn't get a chance to take calculus or trig in either high school 
 or college, and since I am living on SSI and can't afford to attend college 
 with my wife who is also blind, our first child on the way, I can't take 
 calculus or trig so audio game maker is gunna have to due.

 Josh
   



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

2007-01-17 Thread Brandon Cole
I'll do it! I'll do it! Brandon Cole, voice actor extraordinair at your 
service! Heheheh.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 10:35 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes firstaudio 
impression)


 Hi,
 Ug... I hated Smegal's character. He or she was aweful.

 Come on Smith I don't have all day. Smith, what did you have to drink 
 last night? Oh, know someone has wrecked the lab!
 Whoever did Smegal for ESP didn't do a very good job. Perhaps Josh could 
 find a better person to redo those parts, and make a free update.



 Bryan Peterson wrote:
 Exactly. Just take a listen to Professor Smegal in Monkey Business. Gawd 
 he
 was annoying. It almost ruined the entire game, which is a pity because 
 the
 rest of the voice acting was great.
 Bryan and his Girl Jenny




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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.432 / Virus Database: 268.16.13/634 - Release Date: 1/17/2007 
 4:45 PM
 


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

2007-01-17 Thread Dark
Indeed, not exactly the best job of voice acting ever, which is odd sinse 
the voice acting in the other draconis games is so good (I bought esp 
pinball Xtreme almost entirely upon the strength of it's sounds).

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 18, 2007 4:35 AM
Subject: Re: [Audyssey] Audio Game Maker Update (includes firstaudio 
impression)


 Hi,
 Ug... I hated Smegal's character. He or she was aweful.

 Come on Smith I don't have all day. Smith, what did you have to drink 
 last night? Oh, know someone has wrecked the lab!
 Whoever did Smegal for ESP didn't do a very good job. Perhaps Josh could 
 find a better person to redo those parts, and make a free update.



 Bryan Peterson wrote:
 Exactly. Just take a listen to Professor Smegal in Monkey Business. Gawd 
 he
 was annoying. It almost ruined the entire game, which is a pity because 
 the
 rest of the voice acting was great.
 Bryan and his Girl Jenny




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Re: [Audyssey] Technoshock: Story 4 is absolutely twisted!!!

2007-01-17 Thread Ken the Crazy
Neither have I!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 10:35 AM
Subject: Re: [Audyssey] Technoshock: Story 4 is absolutely twisted!!!


 Tha't okay, guys, I haven't even gotten past level one.

 Tim

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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.13/634 - Release Date: 1/17/2007

 


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Re: [Audyssey] game maker

2007-01-17 Thread Dark
Having not looked into the thing I can't be certain, but I've heard quite a 
lot of talk about the limitations of that program, and that to actually get 
a game worth playing it's a good idea to tinker with the code in the exe 
file yourself.

Also, even if it can pan sounds left to right and play different amounts of 
sounds at once, does it have the same ability to create a 3D environment and 
objects in sound you can interact with, as in Sod? could you have sound 
cutscenes with it?

Personally, i can't wait for the audio game maker to come out, sinse i've 
already considdered how to do some fun things with it.

My only problem is that the production I'm in happens in early march, so 
it'll be a while before I can spend all my time and energy on Audio game 
maker.

Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 18, 2007 4:46 AM
Subject: Re: [Audyssey] game maker


 You might want to be careful about that. You might just turn everybody off
 Audio Game Maker. If a program exists that already allows players to save
 their in-game progress, people aren't going to want to try the specially
 designed program, meaning it won't be updated because the devs won't get 
 the
 funding they need to continue work on it.
 Bryan and his Girl Jenny
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Wednesday, January 17, 2007 8:01 PM
 Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I 
 can
 see everything talks using jaws7 and window-eyes too, most likely. Now 
 the
 thing about the program from www.gamemaker.nl is there's a lot of 
 features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more
 to
 play sounds, can play multiple sounds and loop them, and you can pan
 sounds
 from left to right in advanced mode. And if you register it for $20 you
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the
 .exe
 files that gamemaker can create. registration is only $20, the software 
 is
 very very accessible.

 Josh

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


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 visit
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 any subscription changes via the web.



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Re: [Audyssey] C64 Games was Re: M.U.L.E.

2007-01-17 Thread Ken the Crazy
First, download the vice emulator for windows.  Then go find your games. 
One site I think is gamebase64.com.  In options, click joystick settings, 
and use the num pad keys setting.  Click file, auto start disk tape image, 
then pick your game.  The vice interfaces perfectly with jaws except that it 
can't read the c64 screen.  Once you start the game you then have to 
remember what keystrokes do what.  The two games I used to play well are 
pole position and karate devil--I almost beat that one--perfectly 
accessible!  I was halfway decent at Blue Max too, but you couldn't tell 
where the buildings were to blow em up.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Monday, January 15, 2007 10:02 AM
Subject: [Audyssey] C64 Games was Re: M.U.L.E.


 Hi Ken,
How do you use the Vice emulator to play those games? I think I tried
 it a few years ago and couldn't do anything with it. It would be cool to
 play OutRun again, I love the soundtrack for that game!
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal website at:
 http://www.ksapergia.net


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Re: [Audyssey] Another perspective on programming games

2007-01-17 Thread Ken the Crazy
Remember we have a python example, called Moosik.  Apparently the scripts 
don't even need to be compiled, so if ya wanna see it in action check it 
out.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 10:03 PM
Subject: Re: [Audyssey] Another perspective on programming games


 can pithon interface with directX then?

 Josh

 - Original Message - 
 From: Nolan Darilek [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 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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Re: [Audyssey] encrypting sound files

2007-01-17 Thread Ken the Crazy
Yeah, look at GMA games's sounds--gsf sounds, but you can easily load em up 
in gold wave.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 1:12 AM
Subject: Re: [Audyssey] encrypting sound files


 Hi Allen,
 There are various methods for encrypting a sound file, but the end
 problem is there are so few actual methods used that any seasoned
 cracker or another programmer can easily crack them, and have access to
 those files.
 One program that works with VB 6 and C++ applications is molebox. It is
 a nice tool for packing your executable and sound files, and then
 encrypting the file.


 Allen wrote:
 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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Re: [Audyssey] audio game developers list

2007-01-17 Thread Ken the Crazy
snip
Of course maybe I should set jaws 7.0 punctuation to all when
 reading source code?
snip
That is a must!  If you would like some help with VB6--getting started, 
there are tons of folks who could help.  I haven't made great games like 
some of these other folks but I can at least get you headed down the right 
path--maybe...Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 7:44 PM
Subject: [Audyssey] audio game developers list


 Hi,

 Just to let you all know I subscribed to the audio game developer's list.
 Maybe someone on there can start me off with something a bit less daunting
 than chopper patrol? yes it's a simple game to play but the source code is
 intimidateing. Of course maybe I should set jaws 7.0 punctuation to all 
 when
 reading source code?

 Josh

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


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Re: [Audyssey] audio game maker

2007-01-17 Thread Ken the Crazy
Me too!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 7:42 PM
Subject: [Audyssey] audio game maker


 Hi,

 I'd also like to see someone maybe rip the sounds from grand theft auto 
 and
 maybe make an accessible version of that game.

 Josh


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

2007-01-17 Thread Ken the Crazy
I wouldn't make it monotone--sounds good just as it is.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 2:25 AM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first 
audioimpression)


Hi,

She's a personal friend who I've known for over twelve years. She's
semi-professional, not doing it for a living but she has got quite some
experience doing English (and Chinese) voice-over work. It's pretty hard to
find a descent and non-expensive English-language voice-over here in
Holland. There aren't that many native speakers who do voice-over work here
and those who do often aren't cheap. But we took Eveline in well
consideration (she isn't a native speaker, which is audible, but for a menu
voice-over her tone of voice and pronunciation were more than descent
enough). Next time I might choose to make it a bit more monotone though, but
I *really really really* love the level of expression. Mind that we didn't
use the non-professional
oh-let's-have-the-neigbour-do-the-evil-villain-type of approach - we know
better than that (I teach my students this as one of the main rules of good
game audio design in my game audio design classes).

Greets,

Richard




- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 10:36 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
impression)


   Thanks Richard, did you guys go through a talent agent to locate pro VO
talent or did you locate her just by word of mouth or such?...  Being in
the entertainment biz myself, I'm always interested to know how people
connect.  smile

   Anyway, good show!  Your talent is top notch and I'm impressed!


Kudos  to you all!...

Have an awesome day!...

Smiles,

Cara

At 08:46 PM 1/16/2007 +0100, you wrote:

Hi Cara,

(sorry for late reply and thanks for your other email)...

Her name is Eveline and she *is* a real person. She is not the same Eveline
who did the voice-over for Drive (http://www.audiogames.net/drive/ - this
was a girl named Evelien - notice the detail in spelling ;). I think
Eveline
did an amazing job too and we've already discussed doing a Chinese
translation of Audio Game Maker because she actually can and we really want
to do one too (not a joke, folks - there are seriously a couple of million
visually impaired chinese people out there craving chinese-languaged audio
games). So maybe more Eveline in the future... :)

Greets,

Richard

http://www.audiogames.net
http://www.audiogamemaker.com







- Original Message -
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 9:21 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
impression)


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
 ___
 Gamers 

Re: [Audyssey] game maker

2007-01-17 Thread Ken the Crazy
how bout a sample game?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org; 
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 10:01 PM
Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using 
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I can
 see everything talks using jaws7 and window-eyes too, most likely. Now the
 thing about the program from www.gamemaker.nl is there's a lot of features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more 
 to
 play sounds, can play multiple sounds and loop them, and you can pan 
 sounds
 from left to right in advanced mode. And if you register it for $20 you 
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the 
 .exe
 files that gamemaker can create. registration is only $20, the software is
 very very accessible.

 Josh

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


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 -- 
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Re: [Audyssey] game maker

2007-01-17 Thread Ken the Crazy
I highly highly doubt it.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 11:46 PM
Subject: Re: [Audyssey] game maker


 You might want to be careful about that. You might just turn everybody off
 Audio Game Maker. If a program exists that already allows players to save
 their in-game progress, people aren't going to want to try the specially
 designed program, meaning it won't be updated because the devs won't get 
 the
 funding they need to continue work on it.
 Bryan and his Girl Jenny
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Wednesday, January 17, 2007 8:01 PM
 Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I 
 can
 see everything talks using jaws7 and window-eyes too, most likely. Now 
 the
 thing about the program from www.gamemaker.nl is there's a lot of 
 features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more
 to
 play sounds, can play multiple sounds and loop them, and you can pan
 sounds
 from left to right in advanced mode. And if you register it for $20 you
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the
 .exe
 files that gamemaker can create. registration is only $20, the software 
 is
 very very accessible.

 Josh

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


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 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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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.13/634 - Release Date: 1/17/2007

 


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[Audyssey] z mud?

2007-01-17 Thread Liam Erven
has anyone done anything with z mud 7?  I'm curious if any scripts or any 
modificatiosn are availible to get z mud to work with jaws.  I don't want to 
get stuck having it use say all.  there has got to be a better way.

thanks in advance:
Liam
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