Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread Dakotah Rickard
That sounds quite feasible actually. I am not, as I've said, a source
of much hope as far as being a programmer, but I think it could work.

There's only one problem I see. Either the programming for the bot
would have to be extensive, incredibly, or there would be no way to
make it do what you want it to do as an observer. Also, there could be
none of the random hit/miss chance of most games like that, because
the result would need to be the same on both systems. Now, I still
think it'd be cool because you could try out different bots on your
own system and it'd be fun...but I'm not sure how you'd make it much
fun as an observer if every shot hit unless a wall was in the way or
if every shot from the arena hit just because it was fired or dropped
or what have you.

I'd still like to see it.

Signed:
Dkotah Rickard

On 8/7/07, Everett Elam [EMAIL PROTECTED] wrote:
 Theres a game out like that called BOTs, and it's text based, but I never
 really tried it cuz of the stupid capcta, don't know i it's still alive.
 google it if you're interested
 - Original Message -
 From: Shadow Dragon [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, August 07, 2007 2:49 PM
 Subject: Re: [Audyssey] game idea:Battle Bot match


  Definitely an interesting concept. Reminds me a bit of Rock 'em Sock 'em
  Robots. Maybe if you defeat your opponent you could take parts from their
  bot to add to your own? Also there could be a single player mode for
  gaining
  better parts and weapons and models for your bot, there could be several
  base bots and a practice mode to get a little practice in before you start
  multiplaying.
  - Original Message -
  From: Robert Montowski [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Tuesday, August 07, 2007 10:17 AM
  Subject: [Audyssey] game idea:Battle Bot match
 
 
  Let me say up front I am not a great programmer.
  but I have this Idea I may work on.
  It would be a play by mail game.
  Each player would design a fighting battle bot to play against an
  opponents battle bot.
  Each player would design the bot and then program the bot.
  The game would be based on a certain amount of money to buy the
  parts...defensive and offensive.
  when the bot was fully designed..and it would be designed for a specific
  play field.
  you would click on save and a text file would be generated that you can
  cut and paste into an email to your opponent.
  He would then load in his bot..and the text file you sent..and click
  begin
  match.
  a SAPI voice would then call off the battle to you.
  there would be appropiate sounds for the battle.
 
  you would not be able to change the bot during the match.
  you would be stricly an observer.
  If the programming is done right..both people should hear the same exact
  battle on their own computer.
  The outcome should be the same on each system.
  the text file would be encoded so no cheating would be permitted.
  No IP address would be needed...as the only internet you need is the
  EMail
  your opponent will send you.
  an editor would be provided to create the playfields.
  things like  power up pads to recharge the bot, obstacles like walls to
  block shots,
  maybe some offensive and defensive weapons laying on the playfield to
  pickup?
 
  this is the basics I have hashed out so far..
  any ideas on this from the gaming gallery?
  Robert
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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Talksina
I think it would be better with pre-recorded speech. I like sapi, it 
works quite OK for me (i am not sure my error is being generated by 
that technology) but it's safer, I think, to make the game speak by itself.
Well, I know that there are copyright matters about using 
pre-recorded clips with sapi5 voices, especially if it's a commercial 
package(I know monty is not a freeware product), you could use ESpeak 
instead. It's not really really high quality, it has a quite robotic 
voice, but it's free and open source product
http://espeak.sf.net
For the other issue, I hope to solve it this evening at home


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Re: [Audyssey] blogs - Re: reviewing games, and blogging

2007-08-09 Thread shaun everiss
well you probably could just use audyssey.org,: listening port: sound port.
Incidently it would not be http:// but tt://
Since teamtalk has its own protocal.
At 03:13 p.m. 9/08/2007, you wrote:

Would I be able to point a dns entry to the server? For example:
http://voice.audyssey.org and what ever port? Or do we have to use their
domain for that?

--
Raul A. Gallegos

Che wrote:
yes I agree here about getting a team talk server.
   I got on the one Ken uses and it is quite easy and accessible to use.
This is all assuming of course enough folks want voice chat 
 linked to our
  list.
I for one think it is a good idea.
Later,
Che
 


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Re: [Audyssey] AGM concerns

2007-08-09 Thread Talksina
well, true that there is little support. But think that it's a 
prototype. Developers have repeated it so long during this past week, 
and they were really in a rush(the project was planned from september 
to february) and the fire, with following change of working place, 
new licenses, etc, has made the matter more complicated as it was 
from the start.
My hope is that there will be a phase 2 of the project and that bugs 
and mistakes, present in this prototype, can be fixed. I have always 
considered this first project as a test, I am frustrated too, as 
English is not my mother language, I need really more concentration 
on reading the docs and understanding the real meaning of concepts, 
but that does not mean AGM's developers haven't worked hard, or they 
do not work hard, or that they cannot improve the quality of the project.
We must give also negative feedbacks, it's true, but I think that 
continuing to criticize them, would cause frustration to them too, 
they could react badly and give up with the project.


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
It was released thursday??? It's been ONLY a week... see my other email. 
Don't have the same expectations of AGM as a commercial product. This is A 
Research Project Result.


- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 5:52 AM
Subject: Re: [Audyssey] AGM concerns


 Che,
 I agree with you there. There really isn't much support for AGM as of this
 time.

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 8:27 PM
 Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at 
 best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling
 flat
 on its face if some more energy isn't devoted to it by your support 
 staff.
  Why someone who is actually still part of the project is not on this
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response 
 to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential and
 I
 hope you guys take it as far as you can and get the grants or whatever it
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about
 their
 frustrations with the program because people ten to jump down their
 throats,
 but I am not, and I feel my comments about AGM are well grounded and 
 worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they 
 will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
   Che Martin - Audio Game developer

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 2:52 PM
 Subject: Re: [Audyssey] AGM question


 WEEKEND, CHE!!!

 We Have Lives ;)

 (And Wives)

 (well, some of us)

 (and Sander went to Scandinavia to play upright bass for some band for
 the
 weekend)

 (and Holland just had two days of summer - now it's fall again)

 (so)

 (p)

 :)

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Josh [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 7:55 PM
 Subject: Re: [Audyssey] AGM question


  Hi Josh,
  I'm not sure if this is possible or not.
 It looks like the AGM guys have quit responding to questions on this
 list
 and most questions on the forums as well.
  Very unfortunate, as I had high hopes for AGM regarding potential game
 developers getting their feet wet with game ideas.
  They have a good concept going, but without customer support and
 further
 upgrades, it is going to be a dead horse pulling a heavy cart.
  Later,
 Che

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: gamers discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 6:33 AM
 Subject: [Audyssey] AGM question


 Hi,

 Is it possible to use spawnPoints to spawn random items such as
 different
 kinds of weapons to attack with? and then once you have that weapon a
 trigger will then be available for 

Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Che,

I completely agree with you about support and good documentation and so 
forth. I guess you did not read my previous post about me having left the 
Accessibility foundation 2 months ago. Sander left too, Michiel was an 
intern untill februari so at the moment, from the Accessibility foundation, 
there is no staff. The project team ended somewhere in May - with only one 
intenr (Brian) doing some testing stuff, whereas me and Michiel we working 
on AGM behind the scenes. So my pffft was not intended as professional, 
man, just from someone who spend two or three hectic days on AGM, then 
taking some time off and then *one day* later discovering an email of 
someone writing *quote* It looks like the AGM guys have quit responding to 
questions on this list and most questions on the forums as well.*/quote*. 
Everything I contributed to AGM in the past few months has been voluntary, 
in my own free time, (neglecting my website AudioGames.net in the process of 
it), without getting paid for it, as I have another job (PhD research game 
audio design at University of Portsmouth). AGM is not a commercial 
*product*, it is a proof of concept within a project that was intended to 
last 6 months. It has users, not customers. As I explained before, all your 
feedback will be used in an update of the manual - which mostly likely we 
(that is, us volunteers) will write in our free time. See my previous email 
about this. But don't start writing stuff after ONE day IN THE WEEKEND about 
US quiting responding to questions.

Just to warn you: I will be busy the next few weeks writing a presentation 
for GDC Austin, where I will be talking about making video games accessible 
for blind gamers, as well as how the mainstream and mobile industry can 
benefit from the fields of blind-accessible games and audio games. So if I 
don't hang around on this list or on the forum replying your questions, it 
will be because of this. That, and writing my PhD thesis and fucking my 
wife.

/R




- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 2:27 AM
Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing 
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they 
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling 
 flat
 on its face if some more energy isn't devoted to it by your support staff.
  Why someone who is actually still part of the project is not on this 
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential and 
 I
 hope you guys take it as far as you can and get the grants or whatever it 
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions 
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about 
 their
 frustrations with the program because people ten to jump down their 
 throats,
 but I am not, and I feel my comments about AGM are well grounded and worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so 
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
   Che Martin - Audio Game developer

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list 

Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Yes... :(


- Original Message - 
From: Talksina [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Thursday, August 09, 2007 9:44 AM
Subject: Re: [Audyssey] AGM concerns


 well, true that there is little support. But think that it's a
 prototype. Developers have repeated it so long during this past week,
 and they were really in a rush(the project was planned from september
 to february) and the fire, with following change of working place,
 new licenses, etc, has made the matter more complicated as it was
 from the start.
 My hope is that there will be a phase 2 of the project and that bugs
 and mistakes, present in this prototype, can be fixed. I have always
 considered this first project as a test, I am frustrated too, as
 English is not my mother language, I need really more concentration
 on reading the docs and understanding the real meaning of concepts,
 but that does not mean AGM's developers haven't worked hard, or they
 do not work hard, or that they cannot improve the quality of the project.
 We must give also negative feedbacks, it's true, but I think that
 continuing to criticize them, would cause frustration to them too,
 they could react badly and give up with the project.


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Re: [Audyssey] reviewing games, and blogging

2007-08-09 Thread Lisa hayes
HI My only concern about the bog is that the same people who fowl up this 
list with their fights and junk will do the same to the blog and ou all know 
who you are.
- Original Message - 
From: Trenton Matthews [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 9:19 AM
Subject: Re: [Audyssey] reviewing games, and blogging


 Well, it can always be a Live Journal, or part of a LJ Community.


 - Original Message -
 From: Raul a. Gallegos [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 10:36 AM
 Subject: Re: [Audyssey] reviewing games, and blogging

I do have a bit more time now that the summer is coming to an end as far
 as events go. The problem I'm having is if I host games.asmodean.net at
 home like I would like, it will have to be on a secure web server or an
 alternate server because Verizon FiOS blocks port 80 so people don't do
 what I'm wanting to do. After I decide which way to go, I'll put it back
 up. As for the blog on audyssey.org, Tom Ward has a point that if we go
 ahead with this, we will have to monitor and control things making sure
 they don't get out of hand as this list tends to from time to time.
 Whether this means moderatorss for the blog or something similar, I do
 not yet know.

 --

 Raul A. Gallegos .. http://www.asmodean.net



 Davy Kager said the following on 8/8/2007 9:01 AM:
 Oh I think I tried that system out and it's indeed quite accessible.
 Anyway,
 I'd love to have an Audyssey blog (with audio features?). And speaking 
 of
 audio, will Games.Asmodean.net be back as it used to be in? It was 
 great!



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Re: [Audyssey] AGM concerns

2007-08-09 Thread Talksina

another thing, do not forget that accessibility foundation guys, 
have released this project for free. But that non-free products have 
been used. And, they, did not ask us any cent for giving them the 
license money back
I agree with the idea of open source; I am not able to contribute in 
the project myself with programming skills, but I know, I think, here 
are many devs who would like to.


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Re: [Audyssey] Thoughts about a tomb hunter game.

2007-08-09 Thread Richard Bennett
Hey Thomas, I've noticed that in the few names we have went over in
Humanities at school, now that you mention it. I was under the impression
that we were just using the Greek names I didn't realize that some English
translations were the same as the Greek names. Thanks for telling me that,
learn something new everyday. I do like the idea of the character searching
maybe the Incas' ancient toombs, the Mayan's toombs, and like you said many
other opportunities are out there. This is a great idea.
Bean

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Wednesday, August 08, 2007 9:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Thoughts about a tomb hunter game.

Hi Richard,
Well, some of the Egyptian and gods and goddesses names are exactly the 
same in English as ancient Egyptian like Osiris and Isis for  example. 
However, for the god Set hostorians don't all agree on the proper name 
for him. It really depends on who translated the name, and I guess there 
is some tricky reading of the heirogliphs for his name. Though, most 
historians refer to him commonly as Set.
At this point I am just brain storming ideas for the Tomb Hunter game. I 
like Egyptian history as well as the next Historian, but that is but one 
possible game plot.
I can easily see my new Tomb Hunter character exploring deep in some 
African or South American jungle, looking through some ancient 
mountains, searching a desert, etc...
Bottom line, our history is filled with thousands of quests for some 
mystical and mythical item or place like Atlantice, the Spear of 
Destany, Arc of the Covenant, Excalibur, fountain of youth, just to name 
some of the more popular choices. I could write an entire series of 
games surrounding this game character if the games become that popular.
If I run out of the usual suspects I can venture into more Sci-fi relms 
seaking some long lost alien artifact left hear by some alien race that 
visited our planet in ancient times. Basically, there is allot of 
options here.


Richard Bennett wrote:
 Hey Tom, well I believe I prefer Apophis to Set. I also would rather have
 the Ancient Egyptian names instead of the English translations. I also
like
 Ancient Egyptian myths, pyramids, and other things of the time; however, I
 doubt that I know a 1/4 of what you seem to know about them. Good luck,
 Bean
   


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Re: [Audyssey] AGM concerns

2007-08-09 Thread Che
  Thanks for the back up guys, I appreciate it immensely.
  I'm not posting about AGM to put it down at all, I think it is a great 
concept and will help potential game developers get a feel for game 
creation, which in turn will be a benefit to us all.
  I hope the AGM guys understand we love their program, but without support 
and answers to our questions, we are just going to be frustrated and end up 
not using it, especially the hundreds of people that have downloaded it and 
have no real concept of how to make a well balanced game and are hoping to 
learn with AGM.
  Again, I remind AGM users I have created a game called Godzilla Smash that 
several people can work on and give each other feedback on it, if you want 
to join in, send me an email off list, I will be sending out the game files 
shortly, which include some way cool sound effects not found in the AGM 
download.
  Later,
  Che

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2007 9:23 PM
Subject: Re: [Audyssey] AGM concerns


I agree with you completely Che. The funny thing is that even in its 
current
 limited form, AGM has the potential to produce some incredible games, and
 that's now. If it's ever updated I could see even greater potential. But I
 can say right now that that's not going to happen if people don't know how
 to use it, and I'm sorry to say that the manual is not much help in its
 current form. That's probably what spawned most people's questions, 
 and
 a lack of answers to them has got to be frustrating. Heck, I've got my own
 share of questions and i've asked them oon the forum a few times. Such as
 the thing about getting opponents to behave the way you want them to or, 
 in
 the case of my Adventure game, if it's possible to make the sword stop
 making its default sound once it's picked up. I too understand that those
 guys have lives, but so do you and Thomas and yet you still find time to
 drop in fairly often to help people sort out problems with your games.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 6:27 PM
 Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at 
 best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling
 flat
 on its face if some more energy isn't devoted to it by your support 
 staff.
  Why someone who is actually still part of the project is not on this
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response 
 to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential and
 I
 hope you guys take it as far as you can and get the grants or whatever it
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about
 their
 frustrations with the program because people ten to jump down their
 throats,
 but I am not, and I feel my comments about AGM are well grounded and 
 worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they 
 will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for 

[Audyssey] ace games website

2007-08-09 Thread Tristan
Hi,
Major news in this message so get ready,
The url for the new website is:
http://www.acegamesonline.net
We are getting a new server, the transfor will take up to 2 days at the 
maximum.  The time frame that it should be down is below:
Note: These are estimates. If you have problems with the chart below, don't 
worry the site will be up. I am sorry if it is complecated.

Down/up chart:
down- Wednesday, August 8th, 2007. 10:00 P.M.-7:00 A.M. -5 EST.
up- thursday, August 9th, 2007. 7:30 A.M.-1:30 P.M. -5 EST

I will post some more news tomorrow, when I get a chance.




Regards,
Tristan Bussiere

Owner/Main Developer
ACE Games

Skype: Tristanbussiere
MSN: [EMAIL PROTECTED]
AIM: gitrdone9632
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Re: [Audyssey] short and sweet - Re: AGM concerns

2007-08-09 Thread Che
  I agree Charles, especially with something like AGM, where new developers 
need a good bit of guidance with a program with so many features and 
possibilities.
  Out.
  Che

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2007 10:24 PM
Subject: [Audyssey] short and sweet - Re: AGM concerns


 To a point, a game is only as good as it's customer support.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 9:23 PM
 Subject: Re: [Audyssey] AGM concerns


I agree with you completely Che. The funny thing is that even in its
current
 limited form, AGM has the potential to produce some incredible games, and
 that's now. If it's ever updated I could see even greater potential. But 
 I
 can say right now that that's not going to happen if people don't know 
 how
 to use it, and I'm sorry to say that the manual is not much help in its
 current form. That's probably what spawned most people's questions,
 and
 a lack of answers to them has got to be frustrating. Heck, I've got my 
 own
 share of questions and i've asked them oon the forum a few times. Such as
 the thing about getting opponents to behave the way you want them to or,
 in
 the case of my Adventure game, if it's possible to make the sword stop
 making its default sound once it's picked up. I too understand that those
 guys have lives, but so do you and Thomas and yet you still find time to
 drop in fairly often to help people sort out problems with your games.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 6:27 PM
 Subject: [Audyssey] AGM concerns


  Richard, I know people have lives and wives  and kids and all that.
  But you guys have released a program with mediocre documentation at
 best,
 leaving lots of questions from potential users.
  I realize this is a free product at this point, but perhaps the timing
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
  I have been helping out a lot of AGM users the past few days, and they
 are
 very frustrated with the docs and lack of answers to their questions.
  As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
  I think you guys are getting precariously close to this think falling
 flat
 on its face if some more energy isn't devoted to it by your support
 staff.
  Why someone who is actually still part of the project is not on this
 list,
 I dont know, but that would be a very good idea I think.
  You can pffft me all you want, but that is not a professional response
 to
 a series of posts and concerns about your product here.
  Again, I am not flaming you guys, I think AGM has a lot of potential 
 and
 I
 hope you guys take it as far as you can and get the grants or whatever 
 it
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions
 isn't
 the way to get off to a good start.
  I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about
 their
 frustrations with the program because people ten to jump down their
 throats,
 but I am not, and I feel my comments about AGM are well grounded and
 worth
 the AGM team taking seriously.
  I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if 
 you
 want to be successful in life and business.
  Feel free to forward this to anyone in the AGM team, and I hope they
 will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
  If any of the team wishes to email me off list, they are free to do so
 at:
 [EMAIL PROTECTED]
   Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
   Che Martin - Audio Game developer

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 2:52 PM
 Subject: Re: [Audyssey] AGM question


 WEEKEND, CHE!!!

 We Have Lives ;)

 (And Wives)

 (well, some of us)

 (and Sander went to Scandinavia to play 

Re: [Audyssey] AGM concerns

2007-08-09 Thread Dakotah Rickard
Hi.

I have only a couple of questions and maybe you'll have answers to
them all, so even though this may not be the best time to ask them,
here goes...but I do have an answer for how to make an item stop
making its default sound. Set up a trigger on the same position as the
item and have it set up to be collision based. Have its soul purpose
be to set the property of the item sword that is default sound to
none. You can do this. It works.

Couple of questions.

First, what is the point of a calculator block. I understand what it's
supposed to do, but how do you give the calculator an operation. I see
reactions add, subtract, multiply, divide, and replace, but I don't
see how you can use them. The only properties are numerical strings.
There are no markers to allow for these operations to be carried out.

Second question: why don't the spawned opponents have a In Range
reaction sound. The regular ones certainly do, but the spawn-point
ones don't. Is there a solution to this? Also, has anyone solved the
what direction am I facing problem yet?

Thanks for the help.

Signed:
Dakotah Rickard
PS: I understand the pull the lives and wives have on people. I have
my baby, my fiancee, and my cat all under the same roof, plus school
in a week and a half, plus the deluge of problems that varying friends
and family members throw at me. I want all of the AGM team members to
know that I am not blind to the desires of people to do what they must
concerning family and fun. I think that Che is right though, at least
in that he and many others try there hardest to help people use a
product that isn't eve theres. It's not fair for them. i think that
AGM developers have a responsibility to be on-list here, and that we
have a responsibility to respect their lives and families. It's not
even een two weeks yet.

On 8/8/07, Josh [EMAIL PROTECTED] wrote:
 yeah.
 maybe if they don't want to help, they could at least make it open source
 and release the source code so we can add our own features to it?

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337

 - Original Message -
 From: blind guy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 8:46 PM
 Subject: Re: [Audyssey] AGM concerns


 I agree with che frankly, I have had a few questions myself, but since
  audiogamemaker team hasn't been answering anyone else's, I thought it
  rather foolish to post my questions because everyone was getting no
  help from the team.
 
  On 8/8/07, Che [EMAIL PROTECTED] wrote:
Richard, I know people have lives and wives  and kids and all that.
But you guys have released a program with mediocre documentation at
  best,
  leaving lots of questions from potential users.
I realize this is a free product at this point, but perhaps the timing
  was
  bad for release if every single one of your support people are gone for
  several days at a time.
I have been helping out a lot of AGM users the past few days, and they
  are
  very frustrated with the docs and lack of answers to their questions.
As I have stated before on here, I am willing to do an audio tutorial,
  which I think will be very helpful, but I need some of my own questions
  answered first before I can share the information with others.
I think you guys are getting precariously close to this think falling
  flat
  on its face if some more energy isn't devoted to it by your support
  staff.
Why someone who is actually still part of the project is not on this
  list,
  I dont know, but that would be a very good idea I think.
You can pffft me all you want, but that is not a professional response
  to
  a series of posts and concerns about your product here.
Again, I am not flaming you guys, I think AGM has a lot of potential
  and I
  hope you guys take it as far as you can and get the grants or whatever it
  is
  you are after to continue the product, but simply releasing it with poor
  documentation and then not sacrificing time to answer users questions
  isn't
  the way to get off to a good start.
I have devoted a lot of time to learning AGM and helping others do the
  same, so I hope you take these comments as what they are intended to be,
  which is constructive criticism.  Many others are afraid to post about
  their
  frustrations with the program because people ten to jump down their
  throats,
  but I am not, and I feel my comments about AGM are well grounded and
  worth
  the AGM team taking seriously.
I have a life too, but for a while after I released RR, I had to devote
  almost all of my waking time to the support that is involved in having
  hundreds of people using a new program, that is just the way it is if you
  want to be successful in life and business.
Feel free to forward this to anyone in the AGM team, and I hope they
  will
  all join this list, or 

Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Thomas Ward
Hi Che,
Let me know when you get your Sapi trouble shooting guide finished, and 
if I may I'd like to mirror your article on USA Games as a trouble 
shooting guide so end users have to places to check.
Cheers.


Che wrote:
  Yeah, I would stick with Sapi, it really help with development time and 
 opening up some interface possibilities.
   I will be posting what I have discovered about fixing Sapi on my website 
 soon.
   I thoroughly broke mine on purpose, and had to jump through many loops to 
 fix it, but I am confident any Sapi problem can be fixed now if the user is 
 willing to take the time to do so.
   Anyhow, good luck with it, and let us know how 5.3 works when you get a 
 chance, I am very curious to see if it is significantly more stable than 
 5.1.
   Later,
   Che
   


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
*quote*
 i think that
 AGM developers have a responsibility to be on-list here, and that we
 have a responsibility to respect their lives and families. It's not
 even een two weeks yet.
*quote end*

The official channel for AGM is the AudioGameMaker-forum, set up by 
Accessibility, which is here:

http://www.game-accessibility.com/forum/viewforum.php?id=15

There are more channels for blind-accessible gaming than this list.

Sincerely,

R 


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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Thomas Ward
Hi Bryan,
Well, according to Che's figures so far his Sapi end user problems have 
been under 3% which is very good odds. So I am a little unsure if I want 
to change back to prerecorded speech with a possible 97% success rate 
looking at me.
Having reviewed my figures out of around 200 downloads so far only about 
5 have actually emailed in asking for help with broken Sapi installs. 
Since no one else emailed in about Sapi I have to conclude either no one 
else had issues, or they had issues and gave up without emailing me to 
get it solved. Either way my own experience put the Sapi problems in the 
same 3% margin Che's figures showed.
it is true Sapi can be a pita at times, but according to field testing 
it doesn't happen as much as I once feared. It is just that those people 
who have the problem standout more, and makes the program look bad even 
though the problem is on their end and not anything to do with 
Montezuma's Revenge actual design, quality, and performence.


Bryan Peterson wrote:
 Hi Thomas,
   Personally I liked the games better when they were self-voicing. That and 
 the Sappi issue does present a lot of undesirable problems. I still remember 
 the Sapi issue I had with JFW a few months back, and seeing as how there are 
 so many ways to break Sapi it doesn't seem worth it to make playing the 
 game successfully dependant on so unstable a program.
   


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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi,

And I'll try to answer your questions as soon as possible. There are a lot 
of politics going on as well (at Accessibility), and the fact that certain 
people have gone on holiday doesn't improve things. Unfortunately I don't 
know all of the answers to your questions (especially with certain building 
blocks) - I personally need help from Michiel and Erwin (the other intern 
designer who developed AGM building block structuring) concerning some 
questions. So me not replying you is not because I don't want to, but 
because I simply do not know the full/right answer and I don't want to post 
bullshit.

/R



- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Thursday, August 09, 2007 7:45 AM
Subject: Re: [Audyssey] AGM concerns


 Hi.

 I have only a couple of questions and maybe you'll have answers to
 them all, so even though this may not be the best time to ask them,
 here goes...but I do have an answer for how to make an item stop
 making its default sound. Set up a trigger on the same position as the
 item and have it set up to be collision based. Have its soul purpose
 be to set the property of the item sword that is default sound to
 none. You can do this. It works.

 Couple of questions.

 First, what is the point of a calculator block. I understand what it's
 supposed to do, but how do you give the calculator an operation. I see
 reactions add, subtract, multiply, divide, and replace, but I don't
 see how you can use them. The only properties are numerical strings.
 There are no markers to allow for these operations to be carried out.

 Second question: why don't the spawned opponents have a In Range
 reaction sound. The regular ones certainly do, but the spawn-point
 ones don't. Is there a solution to this? Also, has anyone solved the
 what direction am I facing problem yet?

 Thanks for the help.

 Signed:
 Dakotah Rickard
 PS: I understand the pull the lives and wives have on people. I have
 my baby, my fiancee, and my cat all under the same roof, plus school
 in a week and a half, plus the deluge of problems that varying friends
 and family members throw at me. I want all of the AGM team members to
 know that I am not blind to the desires of people to do what they must
 concerning family and fun. I think that Che is right though, at least
 in that he and many others try there hardest to help people use a
 product that isn't eve theres. It's not fair for them. i think that
 AGM developers have a responsibility to be on-list here, and that we
 have a responsibility to respect their lives and families. It's not
 even een two weeks yet.

 On 8/8/07, Josh [EMAIL PROTECTED] wrote:
 yeah.
 maybe if they don't want to help, they could at least make it open source
 and release the source code so we can add our own features to it?

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] Thoughts about a tomb hunter game.

2007-08-09 Thread Thomas Ward
Hi Bryan,
Yes, there was a god called Amen spelled, a m e n, but sounds like ah 
men. What happened was over the centuries monotheism, the belief in one 
god, reached Egypt, and they rolled there gods into one god named Amen. 
He became the lord of lords, god of gods, king of the universe, etc... 
He is actually more like the Christian, Juish, and Islamic belief in one 
god who created the earth, man, etc...
Cheers.


Bryan Peterson wrote:
 I could be wrong, but I also seem to remember another Egyptian god by the 
 name of Amon. A social studies teacher in high school told me about him. He 
 was apparently the lord of the gods at one time.
   


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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Raul a. Gallegos
As I said before, I think keeping it with SAPI is a good idea. At work, 
we see similar SAPI issues when people want to use Eloquence for their 
speech, but they installed another version of Eloquence from another 
product. The same Eloquence but different versions cannot co-exist very 
easily on the same machine. For example, Window-Eyes ships with 
Eloquence version 5 and K1000 version 11 ships with Eloquence 6. So, 
when people have these 2 products, they need to choose if they want to 
use Eloquence 5 or 6. I've heard from some people who say they can get 
both versions to co-exist, but I do not know the way. I think that it's 
possible the problems people tend to have may be version conflicts more 
than anything. In any case, these situations really are the minority and 
the exception to the rule.

--

Raul A. Gallegos .. http://www.asmodean.net



Thomas Ward said the following on 8/9/2007 8:41 AM:
 Hi Bryan,
 Well, according to Che's figures so far his Sapi end user problems have 
 been under 3% which is very good odds. So I am a little unsure if I want 
 to change back to prerecorded speech with a possible 97% success rate 
 looking at me.
 Having reviewed my figures out of around 200 downloads so far only about 
 5 have actually emailed in asking for help with broken Sapi installs. 
 Since no one else emailed in about Sapi I have to conclude either no one 
 else had issues, or they had issues and gave up without emailing me to 
 get it solved. Either way my own experience put the Sapi problems in the 
 same 3% margin Che's figures showed.
 it is true Sapi can be a pita at times, but according to field testing 
 it doesn't happen as much as I once feared. It is just that those people 
 who have the problem standout more, and makes the program look bad even 
 though the problem is on their end and not anything to do with 
 Montezuma's Revenge actual design, quality, and performence.

   


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Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread blind guy
Hey, why do we have to be observers, why dont there be an option, so
the bot can be programmed, and then you shoot and fire and what not?
and online multiplayer would be nice because then anything could
happen, so it wouldnt really have to be the same on both comps.

On 8/9/07, Dakotah Rickard [EMAIL PROTECTED] wrote:
 That sounds quite feasible actually. I am not, as I've said, a source
 of much hope as far as being a programmer, but I think it could work.

 There's only one problem I see. Either the programming for the bot
 would have to be extensive, incredibly, or there would be no way to
 make it do what you want it to do as an observer. Also, there could be
 none of the random hit/miss chance of most games like that, because
 the result would need to be the same on both systems. Now, I still
 think it'd be cool because you could try out different bots on your
 own system and it'd be fun...but I'm not sure how you'd make it much
 fun as an observer if every shot hit unless a wall was in the way or
 if every shot from the arena hit just because it was fired or dropped
 or what have you.

 I'd still like to see it.

 Signed:
 Dkotah Rickard

 On 8/7/07, Everett Elam [EMAIL PROTECTED] wrote:
  Theres a game out like that called BOTs, and it's text based, but I never
  really tried it cuz of the stupid capcta, don't know i it's still alive.
  google it if you're interested
  - Original Message -
  From: Shadow Dragon [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Tuesday, August 07, 2007 2:49 PM
  Subject: Re: [Audyssey] game idea:Battle Bot match
 
 
   Definitely an interesting concept. Reminds me a bit of Rock 'em Sock 'em
   Robots. Maybe if you defeat your opponent you could take parts from
 their
   bot to add to your own? Also there could be a single player mode for
   gaining
   better parts and weapons and models for your bot, there could be several
   base bots and a practice mode to get a little practice in before you
 start
   multiplaying.
   - Original Message -
   From: Robert Montowski [EMAIL PROTECTED]
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Tuesday, August 07, 2007 10:17 AM
   Subject: [Audyssey] game idea:Battle Bot match
  
  
   Let me say up front I am not a great programmer.
   but I have this Idea I may work on.
   It would be a play by mail game.
   Each player would design a fighting battle bot to play against an
   opponents battle bot.
   Each player would design the bot and then program the bot.
   The game would be based on a certain amount of money to buy the
   parts...defensive and offensive.
   when the bot was fully designed..and it would be designed for a
 specific
   play field.
   you would click on save and a text file would be generated that you can
   cut and paste into an email to your opponent.
   He would then load in his bot..and the text file you sent..and click
   begin
   match.
   a SAPI voice would then call off the battle to you.
   there would be appropiate sounds for the battle.
  
   you would not be able to change the bot during the match.
   you would be stricly an observer.
   If the programming is done right..both people should hear the same
 exact
   battle on their own computer.
   The outcome should be the same on each system.
   the text file would be encoded so no cheating would be permitted.
   No IP address would be needed...as the only internet you need is the
   EMail
   your opponent will send you.
   an editor would be provided to create the playfields.
   things like  power up pads to recharge the bot, obstacles like walls to
   block shots,
   maybe some offensive and defensive weapons laying on the playfield to
   pickup?
  
   this is the basics I have hashed out so far..
   any ideas on this from the gaming gallery?
   Robert
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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Casey
For me the only thing that sometimes happens with Sapi is that when I arrow 
down to the bottom of the Sapi voices list, the game freezes up. Other than 
that I'm happy with Sapi.


Casey


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, August 08, 2007 6:48 PM
Subject: [Audyssey] Possible changes in Monty beta 2.


Hi everyone,
I'm considering making a few drastic changes in Montezuma's Revenge Beta
2, but before I go ahead with it I would like to let you folks on the
list give me your own feedback and opinions on this.
Since introducing a Sapi 5 driver to the game a number of end users have
emailed me on and off lists with problems using the game with Sapi
issues. As I am beginning to find out Sapi works for most of the game's
users, but for those unfortunate enough to have broken Sapi 5 installs
it becomes a support nightmare to solve. Sapi can be broken in so many
ways it is an unstable technology to hitch my waggen to.
My thought if this issue is serious enough for most gamers I could
revert back to the way it was earlier shipping the game with it's own
built in speech using recorded samples of Scansoft Karen, Daniel,
Neospeech Kate, whatever.
Are most of you satisfied with the current Sapi 5 support, or would you
prefer the game go back to using prerecorded speech?
Thanks.


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Re: [Audyssey] blogs - Re: reviewing games, and blogging

2007-08-09 Thread Trenton Matthews
Hmm. I see what ya mean.
- Original Message -
From: Raul A. Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2007 5:56 PM
Subject: Re: [Audyssey] blogs - Re:  reviewing games, and blogging

 If I add a blog for audyssey.org it cannot be live journal. It would be
 installed on this domain and so would need to be a blog software which
 works with what we currently have.



 Trenton Matthews wrote:
 If you do the blog using Live Journal, would it be a badd thing to do
 Friends Only? And voice posting sonds better than writing it. For
 example, someone has trouble with a game? You can hear the trouble, then
 respond to it.



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Re: [Audyssey] AGM concerns

2007-08-09 Thread Trenton Matthews
Not using A G M for right now until the program can get more speed going 
into it. Flash is not working over here everytime. Most of the time, it 
crashes.

[sighs softly]


- Original Message -
From: blind guy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2007 6:46 PM
Subject: Re: [Audyssey] AGM concerns

I agree with che frankly, I have had a few questions myself, but since
 audiogamemaker team hasn't been answering anyone else's, I thought it
 rather foolish to post my questions because everyone was getting no
 help from the team.

 On 8/8/07, Che [EMAIL PROTECTED] wrote:
   Richard, I know people have lives and wives  and kids and all that.
   But you guys have released a program with mediocre documentation at 
 best,
 leaving lots of questions from potential users.
   I realize this is a free product at this point, but perhaps the timing 
 was
 bad for release if every single one of your support people are gone for
 several days at a time.
   I have been helping out a lot of AGM users the past few days, and they 
 are
 very frustrated with the docs and lack of answers to their questions.
   As I have stated before on here, I am willing to do an audio tutorial,
 which I think will be very helpful, but I need some of my own questions
 answered first before I can share the information with others.
   I think you guys are getting precariously close to this think falling 
 flat
 on its face if some more energy isn't devoted to it by your support 
 staff.
   Why someone who is actually still part of the project is not on this 
 list,
 I dont know, but that would be a very good idea I think.
   You can pffft me all you want, but that is not a professional response 
 to
 a series of posts and concerns about your product here.
   Again, I am not flaming you guys, I think AGM has a lot of potential 
 and I
 hope you guys take it as far as you can and get the grants or whatever it 
 is
 you are after to continue the product, but simply releasing it with poor
 documentation and then not sacrificing time to answer users questions 
 isn't
 the way to get off to a good start.
   I have devoted a lot of time to learning AGM and helping others do the
 same, so I hope you take these comments as what they are intended to be,
 which is constructive criticism.  Many others are afraid to post about 
 their
 frustrations with the program because people ten to jump down their 
 throats,
 but I am not, and I feel my comments about AGM are well grounded and 
 worth
 the AGM team taking seriously.
   I have a life too, but for a while after I released RR, I had to devote
 almost all of my waking time to the support that is involved in having
 hundreds of people using a new program, that is just the way it is if you
 want to be successful in life and business.
   Feel free to forward this to anyone in the AGM team, and I hope they 
 will
 all join this list, or at least some of them, because there are many AGM
 users here with many questions that have not been answered.
   If any of the team wishes to email me off list, they are free to do so 
 at:
 [EMAIL PROTECTED]
Again, I am here to help you guys, and I have spent considerable time
 doing so already, and I hope to do so in the future.
 Thanks for reading what I have to say.
Che Martin - Audio Game developer

 - Original Message -
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 2:52 PM
 Subject: Re: [Audyssey] AGM question


  WEEKEND, CHE!!!
 
  We Have Lives ;)
 
  (And Wives)
 
  (well, some of us)
 
  (and Sander went to Scandinavia to play upright bass for some band for 
  the
  weekend)
 
  (and Holland just had two days of summer - now it's fall again)
 
  (so)
 
  (p)
 
  :)
 
  - Original Message -
  From: Che [EMAIL PROTECTED]
  To: Josh [EMAIL PROTECTED]; Gamers Discussion list
  gamers@audyssey.org
  Sent: Wednesday, August 08, 2007 7:55 PM
  Subject: Re: [Audyssey] AGM question
 
 
   Hi Josh,
   I'm not sure if this is possible or not.
  It looks like the AGM guys have quit responding to questions on this 
  list
  and most questions on the forums as well.
   Very unfortunate, as I had high hopes for AGM regarding potential 
  game
  developers getting their feet wet with game ideas.
   They have a good concept going, but without customer support and 
  further
  upgrades, it is going to be a dead horse pulling a heavy cart.
   Later,
  Che
 
  - Original Message -
  From: Josh [EMAIL PROTECTED]
  To: gamers discussion list gamers@audyssey.org
  Sent: Wednesday, August 08, 2007 6:33 AM
  Subject: [Audyssey] AGM question
 
 
  Hi,
 
  Is it possible to use spawnPoints to spawn random items such as
  different
  kinds of weapons to attack with? and then once you have that weapon a
  trigger will then be available for you to use that item in the world 
  of
  the
  game?
 
  Josh
 
  Most of the reason 

Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi again,

*quote*
 Just to warn you: I will be busy the next few weeks writing a presentation
 for GDC Austin, where I will be talking about making video games 
 accessible
 for blind gamers, as well as how the mainstream and mobile industry can
 benefit from the fields of blind-accessible games and audio games.
*quote end*

I received several emails about this from you after I posted this. So for 
all of the list: here you can find all the information:

https://www.cmpevents.com/GDAU07/a.asp?option=GV=3id=475754

And if you want me to tell the professional game industry something in 
specific on your behalf, let me know.

Richard

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


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[Audyssey] Jim Kitchen Golf

2007-08-09 Thread john snowling
Hi all.

I've a question for you.

When you design a course using the course maker is a hole rated with a 10 
more difficult than a hole rated with 90.  You have the rating system of 
between 10 and 90.

Is there also a way of finding out what a hole's rating is once the course 
is made?

Hope someone can answer these.

From John Snowling. 


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Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread Robert Montowski
I had originally thought the same  way you do.
but then I found out that with my Verizon DSL account...my IP address is
always changing.
so, while I could test the program on my local network..I would not be able
to test it and make it work like Jean Luc's Sound RTS program.
I have no programming skill to make a program to run on a web site to
re-direct the game like Jean Luc's program does on his web site.
I am going to have to read several books on AI...artificial
intelligence...to learn how to make the drone robots for the player to
battle against.
I often asked Jim Kitchen why he did not take his wonderful games and make
them work thru the net.
Now I see the trouble involved in that request.
Robert


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Re: [Audyssey] Sound RTS Strategy Help

2007-08-09 Thread SoundMUD
I made a quick test against the computer in quiet mode in map 3. I got
my first knight in less than 10 minutes. Here is what you need to get
knights: build a barracks, then upgrade your townhall to a keep, then
build a stable, then recruit your first knight. I used 5 peasants and
I built one more farm, but I don't know which number of peasants is
the best.

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Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread Robert Montowski
I thought long and hard on the random factor of the game...
to make the game run exactly on two computers..the random function ov VB6
could not be used.
I am considering letting the robot creation program create a file of random
numbers from 0 to 9.
Perhaps a list of 64, 128, or 256 numbers.
This sequential file of numbers would pull a number from the list each time
a random factor was required.
this will ensure both computers pull the same random number and react the
same on both systems.


This will not in any way be an arcade type game...it will be a strategy
game...a programming game.
Just like the programmers at NASA had to program those robots on mars to
react to conditions by themselves according to certain paramaters...so
willthis robot run its program.
I am considering making groups of commands that the user can cut and paste
into their robots programming.
a particulary good piece of code could be shared to other users.
I even considered making the program create encrypted financial dealing with
other users.
Say I sit down and make a kick-whoop-fantastic piece of offensive code..
and another player wishes my code.
I say I will sell you the code for 20 robot credits..and he says yes.
I cut and pasted the encrypted code into email to send to him.
He gets this code and then clicks on pay for the code.
another piece of encrytped code is created which he send to me.
I click on accept payment.
I get 20 robot credits from him..and I generate a passcode to send back to
him in another email.
He cuts and pastes this code into the program and he is debited the 20
credits and he gets full use of the code.

now one thing to consider..do I give him full use of the code?  to maybe
resell as his own?
or perhaps he can sell it but as I created the code I get 25% or 40% of his
sale?

This system has to be weighted so the programmers get their moneys worth for
the hard work they put into the design of good offensive or defensive code.

Robert



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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Trenton Matthews
 speaking of Eliquents, ... Does eayone have a link to a sample of 
Eliquents 6.0? What's so better about it for gaming? Does it have a better 
voice for gaming or something? I'm so confused.Um,

- Original Message -
From: Raul a. Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 6:47 AM
Subject: Re: [Audyssey] Possible changes in Monty beta 2.

 As I said before, I think keeping it with SAPI is a good idea. At work,
 we see similar SAPI issues when people want to use Eloquence for their
 speech, but they installed another version of Eloquence from another
 product. The same Eloquence but different versions cannot co-exist very
 easily on the same machine. For example, Window-Eyes ships with
 Eloquence version 5 and K1000 version 11 ships with Eloquence 6. So,
 when people have these 2 products, they need to choose if they want to
 use Eloquence 5 or 6. I've heard from some people who say they can get
 both versions to co-exist, but I do not know the way. I think that it's
 possible the problems people tend to have may be version conflicts more
 than anything. In any case, these situations really are the minority and
 the exception to the rule.

 --

 Raul A. Gallegos .. http://www.asmodean.net



 Thomas Ward said the following on 8/9/2007 8:41 AM:
 Hi Bryan,
 Well, according to Che's figures so far his Sapi end user problems have
 been under 3% which is very good odds. So I am a little unsure if I want
 to change back to prerecorded speech with a possible 97% success rate
 looking at me.
 Having reviewed my figures out of around 200 downloads so far only about
 5 have actually emailed in asking for help with broken Sapi installs.
 Since no one else emailed in about Sapi I have to conclude either no one
 else had issues, or they had issues and gave up without emailing me to
 get it solved. Either way my own experience put the Sapi problems in the
 same 3% margin Che's figures showed.
 it is true Sapi can be a pita at times, but according to field testing
 it doesn't happen as much as I once feared. It is just that those people
 who have the problem standout more, and makes the program look bad even
 though the problem is on their end and not anything to do with
 Montezuma's Revenge actual design, quality, and performence.




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Re: [Audyssey] reviewing games, and blogging

2007-08-09 Thread blind guy
hmmm. how about a blog, and a dedicated server or domain (like
reviews.audyssey.org) where you have a special podcast every month or
so with game reviews andd such, and a blog, too. what do u think of
that suggestion?

On 8/9/07, Charles Rivard [EMAIL PROTECTED] wrote:
 You can skip those who you know are troublemakers.  There are Emails that I
 never open based on who they are from.  I already know they will be either
 nonsense or unreadable, so when I see the name, I press that lower left
 corner of the sixpack right away.  You can do the same with blogs.

 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message -
 From: Lisa hayes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 5:18 AM
 Subject: Re: [Audyssey] reviewing games, and blogging


  HI My only concern about the bog is that the same people who fowl up this
  list with their fights and junk will do the same to the blog and ou all
  know
  who you are.
  - Original Message -
  From: Trenton Matthews [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, August 09, 2007 9:19 AM
  Subject: Re: [Audyssey] reviewing games, and blogging
 
 
  Well, it can always be a Live Journal, or part of a LJ Community.
 
 
  - Original Message -
  From: Raul a. Gallegos [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Wednesday, August 08, 2007 10:36 AM
  Subject: Re: [Audyssey] reviewing games, and blogging
 
 I do have a bit more time now that the summer is coming to an end as far
  as events go. The problem I'm having is if I host games.asmodean.net at
  home like I would like, it will have to be on a secure web server or an
  alternate server because Verizon FiOS blocks port 80 so people don't do
  what I'm wanting to do. After I decide which way to go, I'll put it back
  up. As for the blog on audyssey.org, Tom Ward has a point that if we go
  ahead with this, we will have to monitor and control things making sure
  they don't get out of hand as this list tends to from time to time.
  Whether this means moderatorss for the blog or something similar, I do
  not yet know.
 
  --
 
  Raul A. Gallegos .. http://www.asmodean.net
 
 
 
  Davy Kager said the following on 8/8/2007 9:01 AM:
  Oh I think I tried that system out and it's indeed quite accessible.
  Anyway,
  I'd love to have an Audyssey blog (with audio features?). And speaking
  of
  audio, will Games.Asmodean.net be back as it used to be in? It was
  great!
 
 
 
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  Version: 7.5.476 / Virus Database: 269.11.10/943 - Release Date:
  8/8/2007
  5:38 PM
 
 
 
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Re: [Audyssey] reviewing games, and blogging

2007-08-09 Thread Charles Rivard
You can skip those who you know are troublemakers.  There are Emails that I 
never open based on who they are from.  I already know they will be either 
nonsense or unreadable, so when I see the name, I press that lower left 
corner of the sixpack right away.  You can do the same with blogs.

--
If guns cause crime, then pencils cause misspelled words.
- Original Message - 
From: Lisa hayes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 5:18 AM
Subject: Re: [Audyssey] reviewing games, and blogging


 HI My only concern about the bog is that the same people who fowl up this
 list with their fights and junk will do the same to the blog and ou all 
 know
 who you are.
 - Original Message - 
 From: Trenton Matthews [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 9:19 AM
 Subject: Re: [Audyssey] reviewing games, and blogging


 Well, it can always be a Live Journal, or part of a LJ Community.


 - Original Message -
 From: Raul a. Gallegos [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 08, 2007 10:36 AM
 Subject: Re: [Audyssey] reviewing games, and blogging

I do have a bit more time now that the summer is coming to an end as far
 as events go. The problem I'm having is if I host games.asmodean.net at
 home like I would like, it will have to be on a secure web server or an
 alternate server because Verizon FiOS blocks port 80 so people don't do
 what I'm wanting to do. After I decide which way to go, I'll put it back
 up. As for the blog on audyssey.org, Tom Ward has a point that if we go
 ahead with this, we will have to monitor and control things making sure
 they don't get out of hand as this list tends to from time to time.
 Whether this means moderatorss for the blog or something similar, I do
 not yet know.

 --

 Raul A. Gallegos .. http://www.asmodean.net



 Davy Kager said the following on 8/8/2007 9:01 AM:
 Oh I think I tried that system out and it's indeed quite accessible.
 Anyway,
 I'd love to have an Audyssey blog (with audio features?). And speaking
 of
 audio, will Games.Asmodean.net be back as it used to be in? It was
 great!



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 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.


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.11.10/943 - Release Date: 
 8/8/2007
 5:38 PM



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 -- 
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 8/08/2007
 5:38 PM




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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Raul a. Gallegos
I have no idea. I only wrote that as a comparison regarding Eloquence 
and sapi problems. I personally would not recommend using Eloquence for 
gaming, but that is just me.

--

Raul A. Gallegos .. http://www.asmodean.net



Trenton Matthews said the following on 8/9/2007 11:19 AM:
  speaking of Eliquents, ... Does eayone have a link to a sample of 
 Eliquents 6.0? What's so better about it for gaming? Does it have a better 
 voice for gaming or something? I'm so confused.Um,

   


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Re: [Audyssey] reviewing games, and blogging

2007-08-09 Thread Trenton Matthews
I like it I like it I likie it!
t

- Original Message -
From: blind guy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 10:27 AM
Subject: Re: [Audyssey] reviewing games, and blogging

 hmmm. how about a blog, and a dedicated server or domain (like
 reviews.audyssey.org) where you have a special podcast every month or
 so with game reviews andd such, and a blog, too. what do u think of
 that suggestion?

 On 8/9/07, Charles Rivard [EMAIL PROTECTED] wrote:
 You can skip those who you know are troublemakers.  There are Emails that 
 I
 never open based on who they are from.  I already know they will be 
 either
 nonsense or unreadable, so when I see the name, I press that lower left
 corner of the sixpack right away.  You can do the same with blogs.

 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message -
 From: Lisa hayes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 5:18 AM
 Subject: Re: [Audyssey] reviewing games, and blogging


  HI My only concern about the bog is that the same people who fowl up 
  this
  list with their fights and junk will do the same to the blog and ou all
  know
  who you are.
  - Original Message -
  From: Trenton Matthews [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, August 09, 2007 9:19 AM
  Subject: Re: [Audyssey] reviewing games, and blogging
 
 
  Well, it can always be a Live Journal, or part of a LJ Community.
 
 
  - Original Message -
  From: Raul a. Gallegos [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Wednesday, August 08, 2007 10:36 AM
  Subject: Re: [Audyssey] reviewing games, and blogging
 
 I do have a bit more time now that the summer is coming to an end as 
 far
  as events go. The problem I'm having is if I host games.asmodean.net 
  at
  home like I would like, it will have to be on a secure web server or 
  an
  alternate server because Verizon FiOS blocks port 80 so people don't 
  do
  what I'm wanting to do. After I decide which way to go, I'll put it 
  back
  up. As for the blog on audyssey.org, Tom Ward has a point that if we 
  go
  ahead with this, we will have to monitor and control things making 
  sure
  they don't get out of hand as this list tends to from time to time.
  Whether this means moderatorss for the blog or something similar, I 
  do
  not yet know.
 
  --
 
  Raul A. Gallegos .. http://www.asmodean.net
 
 
 
  Davy Kager said the following on 8/8/2007 9:01 AM:
  Oh I think I tried that system out and it's indeed quite accessible.
  Anyway,
  I'd love to have an Audyssey blog (with audio features?). And 
  speaking
  of
  audio, will Games.Asmodean.net be back as it used to be in? It was
  great!
 
 
 
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Re: [Audyssey] Introducing Adventure

2007-08-09 Thread ian and riggs
this sounds like a good game
- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 03, 2007 12:57 AM
Subject: Re: [Audyssey] Introducing Adventure


 Thanks. Not only is finding sounds a tricky part, but trying to figure out
 how to get the various building blocks to work the way I want them to is
 proving trickier than I expected. It's well worth it though.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Lisa hayes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 02, 2007 4:26 PM
 Subject: Re: [Audyssey] Introducing Adventure


 Hi Now I cannot wait to play this, sounds right up my alley.  Good luck.
 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 03, 2007 8:19 AM
 Subject: [Audyssey] Introducing Adventure


 Well my first AGM project was going to be a remake of the Atari game
 Frogs
 and Flies, but another idea struck me while I was attempting to figure
 out
 how to do that. So now I've switched gears and am starting work on
 another
 Atari remake, Adventure. Adventure is, for all intents and purposes, the
 first true Roleplaying game. It is I suppose the ancestor of the Legend
 of
 Zelda series and perhaps even Final Fantasy. In Adventure, you'll 
 control
 a bold adventurer out to find treasure and recover a stolen chalice from
 the clutches of an evil dragon. But it won't be easy. The dragon has
 enlisted the aid of his two vicious brothers, whose fortresses stand
 between you and your ultimate goal. While I do intend to add quite a bit
 more to this remake than was found in the original, it still won't
 exactly
 be fancy. Right now I'm just attempting to figure out how to link 
 portals
 to specific worlds, then the opponents and things like that. I've 
 already
 written out a basic manual and i do have some sounds already selected,
 but
 if anyone on list has or knows where I can find some decent dragon 
 sounds
 (mainly fire breathing), I'd appreciate it. If anyone wants me to send
 them the manual so they can see what I'm trying to do, I'll be happy to
 do
 so.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
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Re: [Audyssey] Fwd: Re: montezuma uninstalled and reinstalled, and again error.

2007-08-09 Thread Talksina
hi, i tried to install the web setup as Thomas explained, but, the error 
still occurs
is there something I should send you, that is some diagnostics about my 
system, or something like that?


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Re: [Audyssey] AGM concerns

2007-08-09 Thread Che
  Yah Richard, I knew you weren't an integral part of the project anymore, 
but I didn't realize you guys were down to one person trying to keep up with 
all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say something 
earlier on about trying to get a grant or something to continue development?
  Also, if future work is going to be done with AGM, or if it is going to be 
made open source, I will be glad to volunteer to help write a more clear and 
detailed manual.  If the progress stops here though, there really isn't a 
need.
  Lastly, I'm not sure why you chose to use the language you did in a couple 
of your last posts, but please keep in mind there are minors on this list, 
and if their parents come across an email with that language in it, I'm sure 
we would be losing some more members.
  Later,
  Che


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[Audyssey] AGM post from one of the developers

2007-08-09 Thread Che
  Hi all,
  Sander posted this on the AGM forum, thought you might like to read it:
The AGM is developed by the Accessibility foundation. The project initiators 
and programmers have stopped with the activities for the foundation and 
continued
the development on a voluntary base in order to get the prototype ready. We 
have our busy lives and other jobs or studies, so we cannot make any 
garantee
about this project. For the Accessibility foundation the development has 
ended, however, if there is funding, there could be a continuation of this 
project.


Developing software - especially for the blind - is a time and money 
consuming activity. Getting projects like this funded is hard.

We do try to answer questions, but our time is rather limited. Please try to 
help each other, so we can only busy ourselves with the big issues. I know
the expectations are rather high for this program, because it serves a big 
problem. Remember, no one paid for the AGM, so it is not fair to expect 100%
fulltime support. You are not customers, you are users, as Richard said. The 
AGM at this time is an experimental beta and will show bugs. I hope we can
fix them, with our limited time, but I cannot speak for all the team 
members.

This does not mean this is it: we will see what we can do for this piece 
of software. Please invest some time and let us know what works well and 
report
bugs in the bug reporting topic. I hope we can succeed making a version 2 or 
alpha. If you like the AGM, please let us know on this forum, it might help
us to get funding for future releases!

I hope this clarifies the situation a bit.


- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 4:30 PM
Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project anymore,
 but I didn't realize you guys were down to one person trying to keep up 
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say 
 something
 earlier on about trying to get a grant or something to continue 
 development?
  Also, if future work is going to be done with AGM, or if it is going to 
 be
 made open source, I will be glad to volunteer to help write a more clear 
 and
 detailed manual.  If the progress stops here though, there really isn't a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a 
 couple
 of your last posts, but please keep in mind there are minors on this list,
 and if their parents come across an email with that language in it, I'm 
 sure
 we would be losing some more members.
  Later,
  Che


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 visit
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Re: [Audyssey] AGM concerns

2007-08-09 Thread Che
  One last thing on AGM I meant to mention.
  As I have stated before, I am willing to do an audio tutorial of AGM, I 
just need a few questions answered, something I think could be done in less 
than fifteen minutes on Skype or messenger with a member of the AGM team 
that knew the AGM system fairly well.
  I think this would help users immensely.  Please let Michiel or whomever 
know and I will be glad to handle it from there.
  Good luck on your trip btw, I hope you will report back to us how it went.
  Later,
 Che

- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 4:30 PM
Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project anymore,
 but I didn't realize you guys were down to one person trying to keep up 
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say 
 something
 earlier on about trying to get a grant or something to continue 
 development?
  Also, if future work is going to be done with AGM, or if it is going to 
 be
 made open source, I will be glad to volunteer to help write a more clear 
 and
 detailed manual.  If the progress stops here though, there really isn't a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a 
 couple
 of your last posts, but please keep in mind there are minors on this list,
 and if their parents come across an email with that language in it, I'm 
 sure
 we would be losing some more members.
  Later,
  Che


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 visit
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Re: [Audyssey] AGM concerns

2007-08-09 Thread AudioGames.net
Hi,

Yes, the original plan was (and still is, as far as I know) to use the 
outcome (results/feedback/etc) of this first prototype to write a follow-up 
funding proposal and continue work on AGM. As I said, the funding 
proposal(S!) for the first phase were never granted, but now with this 
prototype we hope we can be more convincing. With 'we' I refer to my old 
job, which still feels as we :) Luckily through my new position at the HKU 
I am able to continue to work with Accessibility.
AGM for me personally means a great deal, ever since we first got the idea 4 
or 5 years ago while working on Dark: A Garden Wander (audio game graduation 
project alongside Drive). And I'm proud it is currently at this stage and I 
will make sure development on the idea continues. Either by further 
developing what we have now, use the knowledge to build a new AGM that 
better suits what you need (maybe more of a level editor?) or maybe use the 
knowledge of AGM, and go to Mark Overmars (who we personally know) who 
developed Game Maker and apply the knowledge on that established piece of 
software.
I fully agree that good documentation is neccessary. When I said 'you are 
users, not customers', in the back of my mind I knew this is only true if 
you can actually *use* the program. And for that you need good documentation 
:)
Apologies for my language are in place. Just think of it that I'm from 
Amsterdam, we're pretty grown-up here and make a lot of love :)

And thank you, Che, for more than once volunteering. It did not go unnoticed 
;)

Sincerely,

Richard



- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 11:30 PM
Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project anymore,
 but I didn't realize you guys were down to one person trying to keep up 
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say 
 something
 earlier on about trying to get a grant or something to continue 
 development?
  Also, if future work is going to be done with AGM, or if it is going to 
 be
 made open source, I will be glad to volunteer to help write a more clear 
 and
 detailed manual.  If the progress stops here though, there really isn't a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a 
 couple
 of your last posts, but please keep in mind there are minors on this list,
 and if their parents come across an email with that language in it, I'm 
 sure
 we would be losing some more members.
  Later,
  Che


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 visit
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 any subscription changes via the web. 


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Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread Robert Montowski
Ok,
you are using terms here that confuse me totally.
I know nothing of host versus IP?
I kind of understand dynamic versus static...but only barely.
Can you fill in more on what you are talking about?
is this free or do I have to put out some extra money?
Robert



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Re: [Audyssey] game idea:Battle Bot match

2007-08-09 Thread Christopher Bartlett
This would be interesting.  A long time ago, there was a game called 
CRobots (pronounced C Robots) where you programmed a robot in a 
bastardized form of C and up to four robots competed in a 1000 X 1000 
arena shooting one another until only one was left standing.

One might base the proposed game on this engine, which is available 
open source I believe, since it was first published in a computer 
magazine way back in the early eighties I think.

There may be more modern implementations of this concept; I stopped 
paying attention to it many years ago.

Christopher Bartlett


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Re: [Audyssey] AGM concerns

2007-08-09 Thread Josh
In the next version of AGM I hope you switch to using direct-x instead of 
flash. it would make games load faster and it's the standard for good pc 
games.

Josh

Most of the reason I don't like spam is because a lot of it is true.
email: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
AOL: kutztownstudent
skype: jkenn337

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 6:45 PM
Subject: Re: [Audyssey] AGM concerns


 Hi,

 Yes, the original plan was (and still is, as far as I know) to use the
 outcome (results/feedback/etc) of this first prototype to write a 
 follow-up
 funding proposal and continue work on AGM. As I said, the funding
 proposal(S!) for the first phase were never granted, but now with this
 prototype we hope we can be more convincing. With 'we' I refer to my old
 job, which still feels as we :) Luckily through my new position at the 
 HKU
 I am able to continue to work with Accessibility.
 AGM for me personally means a great deal, ever since we first got the idea 
 4
 or 5 years ago while working on Dark: A Garden Wander (audio game 
 graduation
 project alongside Drive). And I'm proud it is currently at this stage and 
 I
 will make sure development on the idea continues. Either by further
 developing what we have now, use the knowledge to build a new AGM that
 better suits what you need (maybe more of a level editor?) or maybe use 
 the
 knowledge of AGM, and go to Mark Overmars (who we personally know) who
 developed Game Maker and apply the knowledge on that established piece of
 software.
 I fully agree that good documentation is neccessary. When I said 'you are
 users, not customers', in the back of my mind I knew this is only true if
 you can actually *use* the program. And for that you need good 
 documentation
 :)
 Apologies for my language are in place. Just think of it that I'm from
 Amsterdam, we're pretty grown-up here and make a lot of love :)

 And thank you, Che, for more than once volunteering. It did not go 
 unnoticed
 ;)

 Sincerely,

 Richard



 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 11:30 PM
 Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project anymore,
 but I didn't realize you guys were down to one person trying to keep up
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say
 something
 earlier on about trying to get a grant or something to continue
 development?
  Also, if future work is going to be done with AGM, or if it is going to
 be
 made open source, I will be glad to volunteer to help write a more clear
 and
 detailed manual.  If the progress stops here though, there really isn't a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a
 couple
 of your last posts, but please keep in mind there are minors on this 
 list,
 and if their parents come across an email with that language in it, I'm
 sure
 we would be losing some more members.
  Later,
  Che


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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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[Audyssey] AGM question, please refresh memory

2007-08-09 Thread Bryan Peterson
Hi all,
  Somebody recently posted a solution for how to get an item to not make its 
default sound once the player picks it up. Could you fresh my memory on how you 
did that? I tried using a trigger but either that's not the key or I didn't set 
something properly. Any help would be appreciated. I need this fix for my 
Adventure game.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
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Re: [Audyssey] Possible changes in Monty beta 2.

2007-08-09 Thread Willem
I like the game the way it is.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: 09 August 2007 12:48 AM
Subject: [Audyssey] Possible changes in Monty beta 2.


 Hi everyone,
 I'm considering making a few drastic changes in Montezuma's Revenge Beta
 2, but before I go ahead with it I would like to let you folks on the
 list give me your own feedback and opinions on this.
 Since introducing a Sapi 5 driver to the game a number of end users have
 emailed me on and off lists with problems using the game with Sapi
 issues. As I am beginning to find out Sapi works for most of the game's
 users, but for those unfortunate enough to have broken Sapi 5 installs
 it becomes a support nightmare to solve. Sapi can be broken in so many
 ways it is an unstable technology to hitch my waggen to.
 My thought if this issue is serious enough for most gamers I could
 revert back to the way it was earlier shipping the game with it's own
 built in speech using recorded samples of Scansoft Karen, Daniel,
 Neospeech Kate, whatever.
 Are most of you satisfied with the current Sapi 5 support, or would you
 prefer the game go back to using prerecorded speech?
 Thanks.


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Re: [Audyssey] AGM concerns

2007-08-09 Thread Trenton Matthews
I agree with that one, for sure!


- Original Message -
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 09, 2007 8:38 PM
Subject: Re: [Audyssey] AGM concerns

 In the next version of AGM I hope you switch to using direct-x instead of
 flash. it would make games load faster and it's the standard for good pc
 games.

 Josh

 Most of the reason I don't like spam is because a lot of it is true.
 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337

 - Original Message - 
 From: AudioGames.net [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 6:45 PM
 Subject: Re: [Audyssey] AGM concerns


 Hi,

 Yes, the original plan was (and still is, as far as I know) to use the
 outcome (results/feedback/etc) of this first prototype to write a
 follow-up
 funding proposal and continue work on AGM. As I said, the funding
 proposal(S!) for the first phase were never granted, but now with this
 prototype we hope we can be more convincing. With 'we' I refer to my old
 job, which still feels as we :) Luckily through my new position at the
 HKU
 I am able to continue to work with Accessibility.
 AGM for me personally means a great deal, ever since we first got the 
 idea
 4
 or 5 years ago while working on Dark: A Garden Wander (audio game
 graduation
 project alongside Drive). And I'm proud it is currently at this stage and
 I
 will make sure development on the idea continues. Either by further
 developing what we have now, use the knowledge to build a new AGM that
 better suits what you need (maybe more of a level editor?) or maybe use
 the
 knowledge of AGM, and go to Mark Overmars (who we personally know) who
 developed Game Maker and apply the knowledge on that established piece of
 software.
 I fully agree that good documentation is neccessary. When I said 'you are
 users, not customers', in the back of my mind I knew this is only true if
 you can actually *use* the program. And for that you need good
 documentation
 :)
 Apologies for my language are in place. Just think of it that I'm from
 Amsterdam, we're pretty grown-up here and make a lot of love :)

 And thank you, Che, for more than once volunteering. It did not go
 unnoticed
 ;)

 Sincerely,

 Richard



 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 09, 2007 11:30 PM
 Subject: Re: [Audyssey] AGM concerns


  Yah Richard, I knew you weren't an integral part of the project 
 anymore,
 but I didn't realize you guys were down to one person trying to keep up
 with
 all this.
  that is really too bad.  Maybe I am mistaken, but didn't you say
 something
 earlier on about trying to get a grant or something to continue
 development?
  Also, if future work is going to be done with AGM, or if it is going to
 be
 made open source, I will be glad to volunteer to help write a more clear
 and
 detailed manual.  If the progress stops here though, there really isn't 
 a
 need.
  Lastly, I'm not sure why you chose to use the language you did in a
 couple
 of your last posts, but please keep in mind there are minors on this
 list,
 and if their parents come across an email with that language in it, I'm
 sure
 we would be losing some more members.
  Later,
  Che


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[Audyssey] Rail Racer tracks and tournament

2007-08-09 Thread Che
  Hi all,
  For those racers not on the Rail Racer list, I just wanted to throw down a 
quick update.
  We will be starting a new tournament this weekend, and once again the winner 
will receive a free copy of RR to do with as they please, keep it, sell it, 
give it away, whatever.
  So if you haven't signed up to the tournaments page head on over to Blind 
Adrenaline and get cracking.
  Also, several user tracks have been made official, so they can be raced 
online and in career mode in the game, you can find them on the tracks page at 
the website.
  Happy racing!
  Che - Developer
Blind Adrenaline Simulations
Games by one of us, for all of us
www.blindAdrenaline.com
email: [EMAIL PROTECTED]
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