[Audyssey] Muelsfell inquiry

2008-05-01 Thread acarthon
Hi list, 
For those of you who are playing Muelsfell, I want to know how I can
build my Magus up faster. 
I am currently at level 1 and have 50 motivation. My workshop is at level
3, and I will probably be moving it to level 4 pretty soon. 

Also, I only have the ability to fight two enemies in my location. the
Dust rats and those other cowardice wimps . smile 
one is at level 1 and the other is at level 2, respectively.
Are there other areas to explore at this level, or do I still need to
work on building up my Magus and workshop? 
Is there some way  that I can earn or find more money and resources other
than fighting enemies?
Also, what are the benefits of becoming a Premium member?
I didn't find any info about it on the site. 
I'll look again.
Thanks, 
AC 

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Re: [Audyssey] Blind Chat App?

2008-05-01 Thread Chrissy
hi 
I know what I said, are you gonna make this a running thread now?
You win, ok?
chrissy


- Original Message - 
From: Trouble [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 2:10 AM
Subject: Re: [Audyssey] Blind Chat App?


 But, that ain't what you said, without any scripts. Witch means it 
 doesn't use them.


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[Audyssey] Audyssey babble report for April 2008

2008-05-01 Thread Jim Kitchen
 
 102 people posted 1045 messages.
 
 88 From, Thomas Ward. 
 78 From, constantine (on laptop). 
 73 From, shaun everiss. 
 65 From, Dark. 
 62 From, jeh. 
 54 From, 0722001794. 
 43 From, Claudio. 
 35 From, Charles Rivard. 
 33 From, Jim Kitchen. 
 29 From, Ryan Smith. 
 24 From, Andy. 
 21 From, louis. 
 20 From, Ron Schamerhorn. 
 19 From, aiden gardiner. 
 16 From, Chrissy. 
 15 From, Bryan Peterson. 
 14 From, William L. Houts. 
 12 From, Cory. 
 12 From, James Scholes. 
 12 From, Orin. 
 11 From, Valiant8086 \(on laptop\). 
 11 From, will lomas. 
 11 From, Willem. 
 10 From, Michael Feir. 
 9 From, Phil Vlasak. 
 9 From, Tom Randall. 
 9 From, Trouble. 
 8 From, Gamers Chat Robot. 
 8 From, John Bannick. 
 8 From, Kevin Weispfennig. 
 8 From, Liam Erven. 
 8 From, Stefen Hudson. 
 7 From, Cara Quinn. 
 7 From, ian mcnamara. 
 7 From, Shadow Dragon. 
 7 From, Shane Davidson. 
 6 From, acarthon. 
 6 From, AudioGames.net. 
 6 From, Jason Allen. 
 6 From, Jeremy Gilley. 
 6 From, Jose Lomeli. 
 6 From, Kuvvosh: At Home. 
 6 From, Ryan Chou. 
 6 From, Steve Cullen. 
 6 From, Yohandy. 
 5 From, ari. 
 5 From, chou.clement. 
 5 From, jason. 
 5 From, Kelly Sapergia. 
 5 From, Lisa Hayes. 
 5 From, Richard sherman. 
 5 From, Tj. 
 4 From, Bryan Mckinnish. 
 4 From, Damien Sadler. 
 4 From, dark. 
 4 From, Jimmy Odin Kristoffersen. 
 3 From, christopher.reagan. 
 3 From, Claudio Zeni. 
 3 From, Dakotah Rickard. 
 3 From, jaliya skye. 
 3 From, Marco Steinebach - Mardy. 
 3 From, MissWings. 
 3 From, robjoy. 
 3 From, Steady Goh. 
 2 From, Casey. 
 2 From, Christian. 
 2 From, Christopher Bartlett. 
 2 From, christopher huby. 
 2 From, Danie and Eden. 
 2 From, Darren Haris. 
 2 From, Greg. 
 2 From, Karl. 
 2 From, Marsha. 
 2 From, Rick. 
 2 From, Sean Mealin. 
 2 From, simon dowling. 
 2 From, SoundMUD. 
 2 From, tsiegel. 
 2 From, Valiant8086 on laptop. 
 1 From, alex wallis. 
 1 From, Brandon Misch. 
 1 From, CHRISTINE SHADE. 
 1 From, claudio.zeni. 
 1 From, David. 
 1 From, Demetry. 
 1 From, djc. 
 1 From, Gamers List Guidelines Robot. 
 1 From, Gary Whittington. 
 1 From, James at work. 
 1 From, Jeremy Hartley. 
 1 From, john snowling. 
 1 From, kelby carlson. 
 1 From, Ken'smail. 
 1 From, Kevin. 
 1 From, mark bishop. 
 1 From, Mich. 
 1 From, Mongwen. 
 1 From, Reinhard Stebner. 
 1 From, Ronald Hopkins II. 
 1 From, rrhopkins. 
 1 From, Ryan Strunk. 
 1 From, tim kilgore`. 
 
Archive file size 2853163 bytes 
 
 Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for April 2008

2008-05-01 Thread Jim Kitchen
 
There were 214 thread titles. Here are the top 50.
 
we need your help! 87. 
Visual Basic 6 reasons why I love it 34. 
super deekout 25. 
psp gaming 24. 
Self-Voicing Nethack 22. 
STFC 2. 22. 
podcast on miriani? 21. 
superdeakout 21. 
animals in accessible gaming 20. 
Blind Chat App? 19. 
NBA and NHL games 17. 
RPG Audio Game 17. 
SDM Update 17. 
donaate or not? What do you need? 16. 
voice games 16. 
podcast on miriani updated 13. 
the organ trail 12. 
VIP mud is here! 12. 
bat man 11. 
Sites of the gaming dead. 11. 
A new sound pack for SoundRTS 10. 
Experimental Audio Games 2008 10. 
feedback to the claudiogames company 10. 
The Great Escape Version 1.01 10. 
Looking for Smartphone Windows Mobile Beta Testers 9. 
Claudiogames starts! 8. 
Fw:[GMAGamesTalk] Re: VIP Mud Release 8. 
Game Chat Reminder 8. 
games for cell phones 8. 
light cars 8. 
monkey term question 8. 
Muelsfell: Rise of the Golems 8. 
New Company, BaldPug Games. 8. 
super deekout cheats 8. 
what is topgun? 8. 
2 New Games! 7. 
conecting problem in acefire! 7. 
dan's games 7. 
holo trek 7. 
Monopoly version 8 7. 
quidditch game news 7. 
the jungle book 7. 
ZMud 7. 
an idea for future games 6. 
can't play the playzentergames 6. 
Future Of Creating Accessible Games 6. 
harry hollingsworth baseball and football 6. 
I have A PSP Or Play Station Portable 6. 
Is It Worth Promoting Bavisoft on My Next  Podcast? 6. 
my super deekout game play. 6. 
 

 Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] golf questions

2008-05-01 Thread Jim Kitchen
Hi Josh,

It looks like I accidently left the default voice set to the third voice in the 
golf course maker program.  But if you press the f12 key and set it to the 
voice that you want, it will use that voice until you change it again.

Someone made the golf indicator sound file with the beeps because it helps some 
with some hearing difficulties.  It was passed around and finally brought to my 
attention, so I just added it to the game so that there is a choice.  Depending 
on your reaction time, hitting the key as soon as you hear the first beep, you 
will get full power out of your club.

HTH

BFN

 Jim

Giving money and power to government is like giving whiskey and car keys to 
teenage boys.

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

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[Audyssey] FWD: Tek Talk Presents Jim Kitchen His Accessible Games Monday

2008-05-01 Thread Jim Kitchen
 5-5-08
FOR IMMEDIATE DISTRIBUTION

TekTalk Presents Jim Kitchen and His Accessible Games Monday, May 5, 2008

The Accessible News Wire April 23, 2008, Indianapolis, Indiana USA

Determining the importance of computer games in education has resulted in
significant research throughout the world. While opinions of researchers
vary, it is generally believed that   computer games are the most frequently
used interactive media for children and young adults and that computer games
are already a phenomenon of greater cultural importance to all ages than
movies, or perhaps even sports.. The gaming industry is believed by many to
be the catalyst that is driving the propagation of new and improved
operating systems since statistics substantiate that more time is spent on
video and computer games than on the more 'serious' types of computer use.

Although there is an abundance of computer games for the sighted population,
accessible games for blind computer users have been in very short supply.
Our next Accessible World TekTalk guest, Jim Kitchen, however, has addressed
the problem by creating and distributing free of charge a variety of totally
accessible self-voicing games.

During his presentation, you will learn why he became interested in writing
computer games, how he acquired the necessary programming knowledge, and
hear a demonstration of some of his games.

Contact:  Jim Kitchen Email:  [EMAIL PROTECTED]
 Web:  http://www.kitchensinc.net

Date:   Monday, May 5, 2008

Time:5:00 p.m. Pacific, 6:00 p.m. Mountain, 7:00 p.m. Central, 8:00 p.m.
Eastern and elsewhere in the world Tuesday 0:00 GMT. 

Where:  TekTalk Conference Room at:
http://conference321.com/masteradmin/room.asp?id=rsc9613dc89eb2

or

http://www.accessibleworld.org. Select the Tek Talk room, enter your first
and last names on the sign-in screen.

All Tech Talk training events are recorded so if you are unable to
participate live at the above times then you may download the presentation
or podcast from the Tech Talk archives on our website at
http://www.accessibleworld.org.

All online interactive programs require no password, are free of charge, and
open to anyone worldwide having an Internet connection, a computer,
speakers, and a sound card. Those with microphones can interact audibly with
the presenters and others in the virtual audience.

If you are a first-time user of the Talking Communities online conferencing
software, there is a small, safe software program that you need to download
and then run.  A link to the software is available on every entry screen to
the Accessible World online rooms.

Sign up information for all Accessible World News Wires and discussion lists
are also available at our website: http://www.accessibleworld.org.

Media Contacts:

Robert Acosta, Chair, Planning Committee 
818-998-0044
Email: [EMAIL PROTECTED] 
Web:   http://www.helpinghands4theblind.com 

Pat Price, Founder and Events Coordinator
The Accessible World Symposiums
Vision Worldwide, Inc.
317-254-1185
Skype: patprice1
Email: [EMAIL PROTECTED]
Web:   http://www.accessibleworld.org
 Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Fw: Muelsfell inquiry

2008-05-01 Thread acarthon
Hi list, 
I found the Premium services info, but now I have another question. 
Can anyone tell me what are the tickets used for exactly, and do I need
to be a premium member in order to acquire some?
Thanks, 
AC
- Forwarded message --
From: [EMAIL PROTECTED]
To: gamers@audyssey.org
Date: Thu, 1 May 2008 01:44:25 -0500
Subject: [Audyssey] Muelsfell inquiry
Message-ID: [EMAIL PROTECTED]
 
Hi list, 
For those of you who are playing Muelsfell, I want to know how I can
build my Magus up faster. 
I am currently at level 1 and have 50 motivation. My workshop is at level
3, and I will probably be moving it to level 4 pretty soon. 
 
Also, I only have the ability to fight two enemies in my location. the
Dust rats and those other cowardice wimps . smile 
one is at level 1 and the other is at level 2, respectively.
Are there other areas to explore at this level, or do I still need to
work on building up my Magus and workshop? 
Is there some way  that I can earn or find more money and resources other
than fighting enemies?
Also, what are the benefits of becoming a Premium member?
I didn't find any info about it on the site. 
I'll look again.
Thanks, 
AC 
 
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[Audyssey] Mud in your ear

2008-05-01 Thread Che
  Hi gang,
  I have been trying out VIP Mud and was wondering what you all find to be the 
best muds out there for us blinks.
  Any suggestions?
  I have tried Alter Eon a few years ago, and it was ok but nothing  has really 
blown my skirt up, Valhalla included.
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[Audyssey] Battle Racing approaches

2008-05-01 Thread Che
Steady and I have been testing some new ideas for a battle mode in Rail Racer 
where you can shoot weapons at your opponents, drop mines, fire missiles, raise 
shields and the like.  Kind of a dogfight on the track.
  I am convinced this can be done properly now, and I'm looking from feedback 
from fellow racers on the idea.
  Here is what I have roughly outlined so far along with Steady's help:
  Once you go into battle mode with the caps lock key, the keys on the left 
side of the keyboard change function.
  If you are behind an opponent you can fire a phaser at them with the 
spacebar, but you must match their lean angle first.  Your Rail Racer battle 
system will indicate to you if your opponent is right or left of you, as well 
as when you are in range both in distance and angle.
  Right now, I have it set up so you can only fire at a player ahead of you, 
but it could be designed so the racer has rear mounted phasers as well.
  If you are being pursued, you can drop a mine which will be locked to your 
current target player only, so other players don't have to worry about jumping 
over it.  To clear the mine, you must achieve an altitude of at least 10 feet 
when you pass over it.
  Currently this is all I have programmed into the system as a test, but there 
are many more possibilities.
  We could have shields that deflect phaser fire at a cost to speed, or perhaps 
you only have a certain amount of shield energy to use.
  Also, we could have stinger missiles that can be locked onto your target, 
with accompanying chaff to throw the stinger off if it is released in time.
  Also, I would like to include power ups in battle mode, roughly what I am 
considering now is a energy trap that lies on the rail, with a power up 
hovering above it.  You must jump the trap, but to get the power up you would 
have to be a certain altitude above it as you fly over, say 20 to 30 feet when 
you are at the point of the power up.
  Another possibility here is the ability to select your power up based on your 
lean.  For example, if you are leaned 90 degrees to the right when you hit the 
power up point, you may get extra shield energy.  Or if at zero degrees you may 
pick up another nitro, etc.
  We may have to limit the number of players on any given track, as battling 
with 10 people at once will get quite chaotic, but further testing will reveal 
if this is an issue or not.
  Also, due to the complexity of the battle system, the track designs will have 
to be quite different overall.  Based on testing with steady with the limited 
battle system we can already tell that having lots of curves is going to make 
things very hard to balance.
  To this end I am going to reprogram the track editor into a new variant that 
will allow battle tracks to be created. These tracks would include inclines to 
the rail so you could be going up and down hill with respective changes to 
acceleration and top speed. Of course there would still be curves, but they 
would need to be strategically placed and designed.
  Also, the power up traps would be included along with anything else Team Rail 
Racer comes up with.  If you have an interest in playing Rail Racer, You are a 
member of Team Rail Racer by the way, grin.
  I want to get the feedback of players to these ideas, so I can build the best 
and most fun system possible for all of us.  Racing online has been a blast, 
and I think this will definately take it to the next level, pulling in people 
that aren't necessarily into the racing thing.
  So here are a few questions I'd like input on:
  1.  Should there be a points system to determine the overall winner of a 
contest?  For example once you get hit 10 times, you are out of the competition 
with the last person standing being the victor.  Alternatively, damage could be 
taken with each absorbed shot, until your racer is destroyed, losing speed 
along the way.  Any other ideas here welcome.
2. What do you think about the power ups idea, is there a better way to do it 
than what I have outlined?
3. What kind of weapons would you like to see in the game, additionally what 
kinds of defensive systems, shields etc?
4. Should some sort of bonus be given for overtaking an opponent?  We want to 
keep the aspect of speed intact here as well as the fighting.
  Feel free to write back to the list or to me directly at:
[EMAIL PROTECTED]
  I will be using beta testers for battle racer from a list of players that own 
the game I have already selected, and I may give a wider call out for testers 
when the project is a little further down the rail.
  Thanks for reading all this, and I look forward to your input, I think this 
is going to be another really cool game for us all to take part in.
  Again thanks to Steady for his time and ideas with this, besides being 
probably our best racer, he is quite a guy.
  Later,
  Che

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You 

Re: [Audyssey] Battle Racing approaches

2008-05-01 Thread Liam Erven
mario cart on rails
I love it

- Original Message - 
From: Che [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 30, 2008 6:42 PM
Subject: [Audyssey] Battle Racing approaches


 Steady and I have been testing some new ideas for a battle mode in Rail 
 Racer where you can shoot weapons at your opponents, drop mines, fire 
 missiles, raise shields and the like.  Kind of a dogfight on the track.
  I am convinced this can be done properly now, and I'm looking from 
 feedback from fellow racers on the idea.
  Here is what I have roughly outlined so far along with Steady's help:
  Once you go into battle mode with the caps lock key, the keys on the left 
 side of the keyboard change function.
  If you are behind an opponent you can fire a phaser at them with the 
 spacebar, but you must match their lean angle first.  Your Rail Racer 
 battle system will indicate to you if your opponent is right or left of 
 you, as well as when you are in range both in distance and angle.
  Right now, I have it set up so you can only fire at a player ahead of 
 you, but it could be designed so the racer has rear mounted phasers as 
 well.
  If you are being pursued, you can drop a mine which will be locked to 
 your current target player only, so other players don't have to worry 
 about jumping over it.  To clear the mine, you must achieve an altitude of 
 at least 10 feet when you pass over it.
  Currently this is all I have programmed into the system as a test, but 
 there are many more possibilities.
  We could have shields that deflect phaser fire at a cost to speed, or 
 perhaps you only have a certain amount of shield energy to use.
  Also, we could have stinger missiles that can be locked onto your target, 
 with accompanying chaff to throw the stinger off if it is released in 
 time.
  Also, I would like to include power ups in battle mode, roughly what I am 
 considering now is a energy trap that lies on the rail, with a power up 
 hovering above it.  You must jump the trap, but to get the power up you 
 would have to be a certain altitude above it as you fly over, say 20 to 30 
 feet when you are at the point of the power up.
  Another possibility here is the ability to select your power up based on 
 your lean.  For example, if you are leaned 90 degrees to the right when 
 you hit the power up point, you may get extra shield energy.  Or if at 
 zero degrees you may pick up another nitro, etc.
  We may have to limit the number of players on any given track, as 
 battling with 10 people at once will get quite chaotic, but further 
 testing will reveal if this is an issue or not.
  Also, due to the complexity of the battle system, the track designs will 
 have to be quite different overall.  Based on testing with steady with the 
 limited battle system we can already tell that having lots of curves is 
 going to make things very hard to balance.
  To this end I am going to reprogram the track editor into a new variant 
 that will allow battle tracks to be created. These tracks would include 
 inclines to the rail so you could be going up and down hill with 
 respective changes to acceleration and top speed. Of course there would 
 still be curves, but they would need to be strategically placed and 
 designed.
  Also, the power up traps would be included along with anything else Team 
 Rail Racer comes up with.  If you have an interest in playing Rail Racer, 
 You are a member of Team Rail Racer by the way, grin.
  I want to get the feedback of players to these ideas, so I can build the 
 best and most fun system possible for all of us.  Racing online has been a 
 blast, and I think this will definately take it to the next level, pulling 
 in people that aren't necessarily into the racing thing.
  So here are a few questions I'd like input on:
  1.  Should there be a points system to determine the overall winner of a 
 contest?  For example once you get hit 10 times, you are out of the 
 competition with the last person standing being the victor. 
 Alternatively, damage could be taken with each absorbed shot, until your 
 racer is destroyed, losing speed along the way.  Any other ideas here 
 welcome.
 2. What do you think about the power ups idea, is there a better way to do 
 it than what I have outlined?
 3. What kind of weapons would you like to see in the game, additionally 
 what kinds of defensive systems, shields etc?
 4. Should some sort of bonus be given for overtaking an opponent?  We want 
 to keep the aspect of speed intact here as well as the fighting.
  Feel free to write back to the list or to me directly at:
 [EMAIL PROTECTED]
  I will be using beta testers for battle racer from a list of players that 
 own the game I have already selected, and I may give a wider call out for 
 testers when the project is a little further down the rail.
  Thanks for reading all this, and I look forward to your input, I think 
 this is going to be 

[Audyssey] early gaming

2008-05-01 Thread Liam Erven
in case people are up early, not working, or in odd time zones.  I just started 
a 162 game season in mlb the show.  I'm going to take out a few games of the 
season today, so I'm streaming it if people want to listen.
I have a feeling this list is going to be sick of baseball sooner or later.
stream is at
http://listen.liamerven.com

this is a game with a small bit of modifying options, it is almost fully 
playable minus some problems with menus.
other than that, it's great
as I write this, my cubs jus thit a home run, and the next man is on.  

Liam
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[Audyssey] Important message from Matthew Actkinson.

2008-05-01 Thread Thomas Ward

Original message from Matthew Tylee Atkinson:
This is an urgent request for your help, for feedback on the Level
Description Language.  I realise it is short-notice but I would
appreciate it if you could at least read this email and consider if you
wish to give feedback.  As we're asking about how LDL suits the way you
think about navigation and for constructive feedback on how it may be
improved, we are keen to get feedback from those of you that didn't get
as far as you would have liked with, or even gave up on, LDL.  This is
all valuable to our research, though we do ask that you give it as good
a go as you can, of course -- I'm on hand to help with any problems.
Thanks very much to those that have already or have stated an intention
to very soon.
As you may be aware, the past few years have been very difficult for me
and, as a consequence, the AGRIP project.  My entire life has been
turned upside down due to a near-fatal road accident that has a
continuing and profound effect on me and my intended career path.
Through this time I have been trying to pick up the pieces of my Ph.D.,
which started off very promisingly but was interrupted for 16 months, so
I'm basically back to square 1.  I realise that the AGRIP project has
suffered due to this and it is a great regret, but we are now finally at
the stage we wanted to be -- offering the game, modding and early stages
of map-making to blind gamers and putting more power into the
community's hands to improve the whole thing in future.
The techniques used by the Level Description Language could, if shown to
be successful, be applied to any other 3D game, whether it's accessible
now or not.  Your feedback is the only thing that I can use to justify
the time spent doing this and I desperately need it to be able to
continue this line of work.
For most of this year I have been chasing very pressurised funding bids
to get the money I need to continue my research.  Now I need to ask you
for some feedback on a short timescale, because coding LDL took longer
than I had hoped, mainly due to the aforementioned bids.  However, if
you can possibly fill in the survey at
http://www.agrip.org.uk/ldl/survey/
  on or by the 4th of May I may be
able to get the paper I'm working on accepted and thus justify the
expense of my research time on this project.
We have never and will never ask for anything but community support and
feedback in return for our work on AGRIP.  Again I realise it has gone
painfully slowly over the past year or two -- that's why I really need
your help to get things going again.  It will help the project and it
will enable me to continue in the line of research I was working before
the accident.
So I am asking you to, please, (1) try LDL and constructively criticise
it and, really importantly, report bugs so I can fix them and (2) fill
in the survey by or on the 4th of May (even if it's last minute -- the
deadline is the day after but I need some hours to collate results!)
Thanks for your time and I hope that you will enjoy LDL,
best regards,
--
Matthew Tylee Atkinson 
[EMAIL PROTECTED]


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Re: [Audyssey] Fw: Muelsfell inquiry

2008-05-01 Thread Karl
Hi,
There are two types of premium services. You can buy a straight 30-day 
membership. Tickets can also be used to redeem for a membership, and 
can also be redeemed for other things. Both services are separate, 
unless you use tickets to get a membership.
Original message:
 Hi list,
 I found the Premium services info, but now I have another question.
 Can anyone tell me what are the tickets used for exactly, and do I need
 to be a premium member in order to acquire some?
 Thanks,
 AC
 - Forwarded message --
 From: [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Date: Thu, 1 May 2008 01:44:25 -0500
 Subject: [Audyssey] Muelsfell inquiry
 Message-ID: [EMAIL PROTECTED]

 Hi list,
 For those of you who are playing Muelsfell, I want to know how I can
 build my Magus up faster.
 I am currently at level 1 and have 50 motivation. My workshop is at level
 3, and I will probably be moving it to level 4 pretty soon.

 Also, I only have the ability to fight two enemies in my location. the
 Dust rats and those other cowardice wimps . smile
 one is at level 1 and the other is at level 2, respectively.
 Are there other areas to explore at this level, or do I still need to
 work on building up my Magus and workshop?
 Is there some way  that I can earn or find more money and resources other
 than fighting enemies?
 Also, what are the benefits of becoming a Premium member?
 I didn't find any info about it on the site.
 I'll look again.
 Thanks,
 AC

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[Audyssey] AudioQuake MacOS X announcement.

2008-05-01 Thread Thomas Ward

Original message from Matthew Tylee Atkinson:

Some of you have seen most of this before, but as it works better now I
thought I would post it again, to both lists.  The MacOS X (Leopard,
Intel) version is now available in a workable form.  It does have some
rough edges but overall it should be playable and allow you to test LDL.
The program to download data files (like the shareware game) is not
available on OS X by default so I have included it with this release.
You do not need to run MacPorts to get it, as previously stated.
You can get the MacOS version from our downloads page.  When you've
saved it, you'll need to open a terminal and issues the following
commands, to make the installer run-able and then run it.
chmod +x AudioQuake-0.3.0.2_mac-x86.run
./AudioQuake-0.3.0.2_mac-x86.run
You should be able to follow the instructions and have it all work fine.
Once you've done that, you can run AQ by opening a terminal and running
the following commands.
cd ~/.zquake
./start.pl
best regards,

P.S.
  I will probably make a MacOS X (Leopard, PowerPC) version available
at some point, as I own one :-).
--
Matthew Tylee Atkinson
[EMAIL PROTECTED]


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Re: [Audyssey] Battle Racing approaches

2008-05-01 Thread Dark
Hi che,

that's sounding like a great!

my first question though relates to the space bar being used to fire 
phasers. I love the idea of jumping and shooting at once, so as the space 
bar is jump by default, this might not be a great key to use.

I'd suggest left ctrl or left alt to fire.

As for weapon ideas, well shields, phasers and mines sound pretty good, as 
does the idea of lean for targiting.

How about making the phaser lean angle specific, ie, you have to be at 
around the same angle of lean or altitude to your opponent to shoot them 
(either ahead or behind), but make the stingers lock onto the targit 
automatically, and thus likely to hit wherever they are,  though for an 
interesting twist you could also allow the mines the ability to act as 
stinger decoys, so that the missile will go for a dropped mine rather than 
the above racer (making an alternative to jumping mines if your in a hurry).

then, have the shield as a manually activated force field with limited 
energy, but no reduction in speed when using it.

so, if your on a curve and thus likely to be phasered, and cannot lean aside 
to avoid it as on a streight, or if your opponent shoots a stinger at you 
and you have no mines, you use a shield to deflect the fire.

for damage, i like the damage reducing speed idea best, which would also 
give the option of buying armour for your racer in the shop.

In power up terms, I like the energy traps and jumping idea. Even though 
they make me curse a lot, I do enjoyb the chance to fly through the air on 
my racer's jets, lol!

but I'd suggest random power-up pickups, rather than a system of lean or 
something else. Perhaps allow the ability to buy power ups in the shop or 
install additional ports for stingers or more shield or phaser energy 
charges, but have the actual stingers, phasers and shields only available 
during the race at random, that way the player's skill and vercetility is 
really tested!

alternatively, you could have different race types, battle race with random 
power-up pickups on the tracks, and the goal being first past the finish 
line, and head to head where you begin with a certain amount of amo and the 
last racer standing wins!

I deffinately think this would add a lot of elements to the game, and I'll 
be looking forward to it.

One question though, would this be an upgrade to the existing rail racer 
game,  perhaps with an additional charge? or would it be a completely 
separate game,  ie, rail racer two.

I personally would prefer the first option sinse I like the idea of having 
battle racing or streight racing as separate ways of urning money and 
alternatives in the same game sinse it lets things be more flexible.

well there's my ramble, hope some of it was useful!

Beware the Grue!

Dark.
- Original Message - 
From: Che [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 12:42 AM
Subject: [Audyssey] Battle Racing approaches


 Steady and I have been testing some new ideas for a battle mode in Rail 
 Racer where you can shoot weapons at your opponents, drop mines, fire 
 missiles, raise shields and the like.  Kind of a dogfight on the track.
  I am convinced this can be done properly now, and I'm looking from 
 feedback from fellow racers on the idea.
  Here is what I have roughly outlined so far along with Steady's help:
  Once you go into battle mode with the caps lock key, the keys on the left 
 side of the keyboard change function.
  If you are behind an opponent you can fire a phaser at them with the 
 spacebar, but you must match their lean angle first.  Your Rail Racer 
 battle system will indicate to you if your opponent is right or left of 
 you, as well as when you are in range both in distance and angle.
  Right now, I have it set up so you can only fire at a player ahead of 
 you, but it could be designed so the racer has rear mounted phasers as 
 well.
  If you are being pursued, you can drop a mine which will be locked to 
 your current target player only, so other players don't have to worry 
 about jumping over it.  To clear the mine, you must achieve an altitude of 
 at least 10 feet when you pass over it.
  Currently this is all I have programmed into the system as a test, but 
 there are many more possibilities.
  We could have shields that deflect phaser fire at a cost to speed, or 
 perhaps you only have a certain amount of shield energy to use.
  Also, we could have stinger missiles that can be locked onto your target, 
 with accompanying chaff to throw the stinger off if it is released in 
 time.
  Also, I would like to include power ups in battle mode, roughly what I am 
 considering now is a energy trap that lies on the rail, with a power up 
 hovering above it.  You must jump the trap, but to get the power up you 
 would have to be a certain altitude above it as you fly over, say 20 to 30 
 feet when you are at the point of the power up.
  Another 

[Audyssey] Smugglers and hal 9

2008-05-01 Thread Dark
Well, 

I've just tried smugglers 3 for the first time after installing Hal version 9. 
It's been a few weeks sinse I last tried it anyway, and sinse Hal 9 involved 
some virtual focus tweeks I thought I'd see what happened. 

well, Dolphin said that Hal 9 was supposed to be more consistant over different 
screens and yee gods, that seems to be the case in smugglers 3, just for the 
heck of it, i played through the tutorial, sinse the Vf was able to stay on the 
tutorial windows successfully and not overlap stuff. i can't wait to see how it 
handles the crew recruitement screen, sinse before I always had to do that by 
counting down the various selection buttons for the different crew types, which 
was a miner pest. 

The galaxy map stil has the miner problem of trade prises slightly disconnected 
to their systems, but using the read list box feature and F6 to read the 
currently selected item, it's fairly easy to get the prices,  even if I 
have to click on whichever system I want and then read the list box, rather 
than just relying on the prices listed under each system. 

I'm also trying out smugglers 2 at the moment. It looks fairly useable, and has 
some interesting game variations,  particularly that there are only two 
factions and the syndicate is underground, but the fact that the trade prices 
are in a separate index to the travel screen,slows and have to be checked 
planet by planet slows things up slightly. 

There is an interesting thing though about selecting or creating different game 
modules with a new add on which sounds intreaguing. if anyone else has tried 
smugglers 2, let me know what you thought of it. 

Beware the Grue! 

Dark.
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Re: [Audyssey] Mud in your ear

2008-05-01 Thread Valiant8086 (on laptop)
Hi.
I personally go for alter aeon.
Try miriani, the connect info is already in the client for it.
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 6:41 AM
Subject: [Audyssey] Mud in your ear


  Hi gang,
  I have been trying out VIP Mud and was wondering what you all find to be 
 the best muds out there for us blinks.
  Any suggestions?
  I have tried Alter Eon a few years ago, and it was ok but nothing  has 
 really blown my skirt up, Valhalla included.
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 6:27 PM

 



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Re: [Audyssey] Mud in your ear

2008-05-01 Thread Valiant8086 (on laptop)
Hi.
Try Alter Aeon again too, it's changed a bit in a few years. I've been 
playing since somewhere around May 2005 and lots of stuff has been changed.
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 6:41 AM
Subject: [Audyssey] Mud in your ear


  Hi gang,
  I have been trying out VIP Mud and was wondering what you all find to be 
 the best muds out there for us blinks.
  Any suggestions?
  I have tried Alter Eon a few years ago, and it was ok but nothing  has 
 really blown my skirt up, Valhalla included.
 ---
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[Audyssey] USA Games News 5/1/2008.

2008-05-01 Thread Thomas Ward

USA Games News

May 1, 2008


Introduction

Greetings gamers,
I know it has been a long time since USA Games has said anything 
official about our products and services, but I personally felt that a 
news release was well over do. We have a lot going on, and USA Games for 
the most part has spent the last three months in a period of research 
and testing. We have experimented with a wide range of technologies, 
looked into several operating systems, researched several devices, and 
now have concluded our research. All of it was time well spent.
One of the major points of our research was the feasibility and the 
practicality of creating accessible games for Windows, Mac, Linux, and 
cell phones. While our researched results showed it was certainly 
possible using Java, Python, etc it quickly became apparent that 
creating accessible games on non-Windows platforms and devices is not 
very practical. The game development tools are less advanced on Mac and 
Linux, and we would not be able to deliver a game such as USA Raceway to 
those platforms without dropping some of its selling features such as 
support for force feedback racing wheels, virtual 3D audio support, 
built in MS Sapi 5 support, etc. We felt the loss of these features were 
simply an unacceptable compromise.
Besides the technical aspects of targeting non-Windows platforms and 
devices we needed to look at the non-Windows user base. What we found in 
looking at the Orca mailing list for Linux and the Mac Visionaries list 
is that there are very few exclusive Mac or Linux users out there. The 
majority of Mac and Linux users out there still use Windows as well as 
Mac OS or Linux. I myself choose to use Linux for my home business needs 
using apps like Open Office rather than MS Office, Evolution for 
appointments rather than MS Outlook, etc. When I want to play games, 
manage family photos, edit sound effects, watch dvds I turn to my laptop 
which is running Vista.
Bottom line a lot of blind users out there are doing the same kind of 
thing. Which forced me to conclude that from a strictly financial view 
there isn't much money to be gained by targeting Mac and Linux directly 
since most users still have access to Windows for this or that 
application anyway. Yeah, I can understand the Mac and Linux users 
desire to have Mac and Linux games, but it isn't currently financially 
or technically appealing to a game company such as USA Games at this time.
During our research we did examine some cell phones owned by friends and 
family members doing some initial testing for accessible games. The main 
problem we discovered was memory. The cell phones we looked at didn't 
have large amounts of memory so whatever we made would have to take that 
into consideration.
Since we are mainly going to break into the First Person Action games 
with our Genesis 3D engine we want to be able to have realistic virtual 
3D audio support. With the Windows DirectSound and XAudio2 libraries 
that isn't a problem. The cell phones we looked at didn't have anything 
remotely like that which wouldn't do for our current game projects.
Then, the cell phones we looked at had very small buttons. Different 
button layouts aside the cell phones I personally examined had extremely 
small buttons and touch pads. I'm not an expert on cell phones, but I 
felt from an accessibility standpoint if cell phones buttons are going 
to be so small and difficult to feel there is a lot of room for error 
and difficulty in playing games with complex button layouts. Perhaps 
there are other cell phones with better buttons, but the ones I examined 
I didn't like.
In conclusion I felt simple games like Monopoly, Checkers, Text 
Adventures, card games, and so on would work fine on a cell phone. If 
the game was going to be a USA Raceway, Shades of Doom, or something 
like that the cell phone is impractical for that kind of game. Since USA 
games doesn't have an interest in writing text adventures, card games, 
and board games we won't be targeting cell phones at this time.
Finally, one of the major reasons we started our research in the first 
place is back in November 2007 Microsoft announced they were dropping 
development support for Managed DirectX 9.0C. As all of our games are 
based on that very technology we needed to know what alternatives were 
out there for us. We also wanted to know, do to major changes in 
DirectX, where the mainstream gaming market is heading. While we 
currently are focused on delivering support for Windows XP and Vista we 
would also like to think a little ahead and make sure we can support the 
next Windows operating system, code named Windows 7, when it is released 
sometime in 2010. Seeing what changes are currently going on in DirectX 
it is pretty clear that a C++ developer supporting XAudio2 etc will 
stand a better chance of long term support than anything else out there 
at this time.
Another reason we were doing this research is when James North 

Re: [Audyssey] Blind Chat App?

2008-05-01 Thread orhan deniz
and with meranda.

orhan.
  - Original Message - 
  From: Orin
  To: Gamers Discussion list
  Sent: Thursday, May 01, 2008 2:08 AM
  Subject: Re: [Audyssey] Blind Chat App?


  With Adium you can do that sort of thing.
  Orin
  [EMAIL PROTECTED]
  MSN: [EMAIL PROTECTED]
  Skype: orin1112

  Do you like mudding? To discuss related  topics, go here. 
http://www.tbmic.jiglu.com

  Do you like audio books? Would you like to hear them with enritching
  sound, music and acting? Stop reading books from the NLS, and go to 
http://www.graphicaudio.net
  , you'll be glad you did. I don't work there, but I love them so much
  I have to advertise them in every email I send.




  On Apr 30, 2008, at 8:12 PM, Trouble wrote:

   nope, can't cross platform imm programs.
  
   At 11:02 AM 4/30/2008, you wrote:
  
  
   II've never used one of these chat apps before, so I don't know how
   they
   work.  If you have AOL Instant Messenger and your friend has
   Windows Live
   Messenger, can yuou talk to each other?
  
  
   --Bill
  
   - Original Message -
   From: Shadow Dragon [EMAIL PROTECTED]
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Wednesday, April 30, 2008 7:28 AM
   Subject: Re: [Audyssey] Blind Chat App?
  
  
   Or yeah, window s live is what I meant in my last messenger. I'm
   still
   used
   to calling it MSN.
   - Original Message -
   From: Chrissy [EMAIL PROTECTED]
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Wednesday, April 30, 2008 6:40 AM
   Subject: Re: [Audyssey] Blind Chat App?
  
  
   i like windows live messenger, works well without any scripts.
   also skype
   works well and there are scripts for it if you use jaws for a
   screenreader,
   to enhance the use even more.
   take care,
   chrissy
   - Original Message -
   From: William L. Houts [EMAIL PROTECTED]
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Wednesday, April 30, 2008 2:23 PM
   Subject: [Audyssey] Blind Chat App?
  
  
  
   What's a good accesible chat application?  I play Dragon Realms,
   and it
   would be useful to communicate with other players without
   email.  I
   think
   most of them use AOL Instant Messenger.
  
  
   --Bill
   So come and dress me up in pretzels,
   dress me up in bark beer suds!
   For I'm going doe mi doeing
   in my doe mi doe duds!
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   trouble
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Re: [Audyssey] Battle Racing approaches

2008-05-01 Thread jason
Hello Che I think this is wonderful idea battling railcars.  I think it 
would make the game mreally exciting and I thik the game will take off then. 
I can't wait for the demo.

Sincerely,

Jason
windowslive contact [EMAIL PROTECTED] skype contact kb3icc This is Jason known 
as Blind Fury
- Original Message - 
From: Che [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 30, 2008 7:42 PM
Subject: [Audyssey] Battle Racing approaches


 Steady and I have been testing some new ideas for a battle mode in Rail 
 Racer where you can shoot weapons at your opponents, drop mines, fire 
 missiles, raise shields and the like.  Kind of a dogfight on the track.
  I am convinced this can be done properly now, and I'm looking from 
 feedback from fellow racers on the idea.
  Here is what I have roughly outlined so far along with Steady's help:
  Once you go into battle mode with the caps lock key, the keys on the left 
 side of the keyboard change function.
  If you are behind an opponent you can fire a phaser at them with the 
 spacebar, but you must match their lean angle first.  Your Rail Racer 
 battle system will indicate to you if your opponent is right or left of 
 you, as well as when you are in range both in distance and angle.
  Right now, I have it set up so you can only fire at a player ahead of 
 you, but it could be designed so the racer has rear mounted phasers as 
 well.
  If you are being pursued, you can drop a mine which will be locked to 
 your current target player only, so other players don't have to worry 
 about jumping over it.  To clear the mine, you must achieve an altitude of 
 at least 10 feet when you pass over it.
  Currently this is all I have programmed into the system as a test, but 
 there are many more possibilities.
  We could have shields that deflect phaser fire at a cost to speed, or 
 perhaps you only have a certain amount of shield energy to use.
  Also, we could have stinger missiles that can be locked onto your target, 
 with accompanying chaff to throw the stinger off if it is released in 
 time.
  Also, I would like to include power ups in battle mode, roughly what I am 
 considering now is a energy trap that lies on the rail, with a power up 
 hovering above it.  You must jump the trap, but to get the power up you 
 would have to be a certain altitude above it as you fly over, say 20 to 30 
 feet when you are at the point of the power up.
  Another possibility here is the ability to select your power up based on 
 your lean.  For example, if you are leaned 90 degrees to the right when 
 you hit the power up point, you may get extra shield energy.  Or if at 
 zero degrees you may pick up another nitro, etc.
  We may have to limit the number of players on any given track, as 
 battling with 10 people at once will get quite chaotic, but further 
 testing will reveal if this is an issue or not.
  Also, due to the complexity of the battle system, the track designs will 
 have to be quite different overall.  Based on testing with steady with the 
 limited battle system we can already tell that having lots of curves is 
 going to make things very hard to balance.
  To this end I am going to reprogram the track editor into a new variant 
 that will allow battle tracks to be created. These tracks would include 
 inclines to the rail so you could be going up and down hill with 
 respective changes to acceleration and top speed. Of course there would 
 still be curves, but they would need to be strategically placed and 
 designed.
  Also, the power up traps would be included along with anything else Team 
 Rail Racer comes up with.  If you have an interest in playing Rail Racer, 
 You are a member of Team Rail Racer by the way, grin.
  I want to get the feedback of players to these ideas, so I can build the 
 best and most fun system possible for all of us.  Racing online has been a 
 blast, and I think this will definately take it to the next level, pulling 
 in people that aren't necessarily into the racing thing.
  So here are a few questions I'd like input on:
  1.  Should there be a points system to determine the overall winner of a 
 contest?  For example once you get hit 10 times, you are out of the 
 competition with the last person standing being the victor. 
 Alternatively, damage could be taken with each absorbed shot, until your 
 racer is destroyed, losing speed along the way.  Any other ideas here 
 welcome.
 2. What do you think about the power ups idea, is there a better way to do 
 it than what I have outlined?
 3. What kind of weapons would you like to see in the game, additionally 
 what kinds of defensive systems, shields etc?
 4. Should some sort of bonus be given for overtaking an opponent?  We want 
 to keep the aspect of speed intact here as well as the fighting.
  Feel free to write back to the list or to me directly at:
 [EMAIL PROTECTED]
  I will be using beta testers for battle racer from a 

[Audyssey] can someone help me out?

2008-05-01 Thread CHRISTINE SHADE
I have ace fire on my machine and want to play online with someone to see if I 
can establish a game outside my network.  I'd like to get with someone over 
skype to set this up if possible.
My skype name is patterson14
Thanks.
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Re: [Audyssey] mushclient question

2008-05-01 Thread Valiant8086 (on laptop)
Hi.
Mush client works with vista. You may, however, want to try vipMud too. Mush 
client is freeware for all it's features and can be made accessible with a 
little know-how and the right files (and with more know how it can work with 
almost anything *grins*, where vip mud doesn't allow use of full features 
until you purchase a 30 dollar license key, but works directly with 
window-eyes, SAPI, JAWS, and even system access. You can always use vip mud 
to get started, then switch to mush client when you're ready to really get 
going or of course purchase vip mud if that's the way you go, of, of course, 
you could start with mush client as is your idea. Just so you know you have 
choices.
- Original Message - 
From: Bryan Mckinnish [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Wednesday, April 30, 2008 2:01 PM
Subject: [Audyssey] mushclient question


 Hi everyone.
 I have a question.
 Does Mushclient work with vista?
 I've never tryed mud games before, so I'm up for a little chalenge. *grin*
 Also, What are some good muds to start with?
 Thanks.
 Bryan Mckinnish

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Re: [Audyssey] Star Wars MUDs

2008-05-01 Thread Valiant8086 (on laptop)
Hi.
SWGI and LOTJ are two of them. There's another one who's connect info is in 
vip mud but I have never tried it.
SWGI (Star Wars, galactic insites) is
telnet://mud.infolaunch.com:8060
and LOTJ  (Legend of the Jedi) is
telnet://lotj.wolfpaw.net:5000
not sure what these are based on, but they have star war like characters and 
stuff.

- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Wednesday, April 30, 2008 2:13 PM
Subject: [Audyssey] Star Wars MUDs


 Hi,
Does anyone know of any good MUDs based on Star Wars? I'm
 interested in ones that are based on movies like A New Hope or The
 Empire Strikes Back, but any will do.
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 Personal Website: http://www.ksapergia.net
 Need to relax and unwind? Listen to Northern Lights, Thursdays from
 01:00 to 03:00 GMT (Wednesdays in North America) on ACB (American
 Council of the Blind) Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 If you need jingles, voiceovers and music for your project at an
 affordable price, visit KJS Productions at: http://www.kjsproductions.com


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Re: [Audyssey] early gaming

2008-05-01 Thread shaun everiss
this will be cool, I am currently up early because I am trying to 
keep this old nogood piece of pc running.
Since i have not had any major issues I may try to stream listen.
At 11:20 PM 5/1/2008, you wrote:
in case people are up early, not working, or in odd time zones.  I 
just started a 162 game season in mlb the show.  I'm going to take 
out a few games of the season today, so I'm streaming it if people 
want to listen.
I have a feeling this list is going to be sick of baseball sooner or later.
stream is at
http://listen.liamerven.com

this is a game with a small bit of modifying options, it is almost 
fully playable minus some problems with menus.
other than that, it's great
as I write this, my cubs jus thit a home run, and the next man is on.

Liam
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Re: [Audyssey] Star Wars MUDs

2008-05-01 Thread jaliya skye
LOTJ does not base itself on things such as the battle After Yavin and all 
of that good stuff.  Instead, it has a moving timeline which starts out with 
maybe one or two clans and the Old Republic era.  Then it moves to the 
second era, which will probably be empire vs. Rebellion, then it moves to 
the next era which will depends on who will win those conflicts.  An era 
lasts six months, but the timeline lasts for about a year to a year and a 
half if not a little longer.  After all the cards have been played, there is 
a player wipe and the fun starts all over again.

It's a unique way of doing things and helps for organizations not to be 
stagnant. I used to imm for LOTJ for about three and a half years and played 
there for longer.  I just started playing again a few weeks back and a *lot* 
of things have changed a great deal.

I hope I've helped some and have encouraged you to give it a try.

Warmly,
Jal
- Original Message - 
From: Valiant8086 (on laptop) [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 12:26 PM
Subject: Re: [Audyssey] Star Wars MUDs


Hi.
SWGI and LOTJ are two of them. There's another one who's connect info is in
vip mud but I have never tried it.
SWGI (Star Wars, galactic insites) is
telnet://mud.infolaunch.com:8060
and LOTJ  (Legend of the Jedi) is
telnet://lotj.wolfpaw.net:5000
not sure what these are based on, but they have star war like characters and
stuff.

- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Wednesday, April 30, 2008 2:13 PM
Subject: [Audyssey] Star Wars MUDs


 Hi,
Does anyone know of any good MUDs based on Star Wars? I'm
 interested in ones that are based on movies like A New Hope or The
 Empire Strikes Back, but any will do.
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 Personal Website: http://www.ksapergia.net
 Need to relax and unwind? Listen to Northern Lights, Thursdays from
 01:00 to 03:00 GMT (Wednesdays in North America) on ACB (American
 Council of the Blind) Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 If you need jingles, voiceovers and music for your project at an
 affordable price, visit KJS Productions at: http://www.kjsproductions.com


 ---
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Re: [Audyssey] Mud in your ear

2008-05-01 Thread jaliya skye
Hi Chee:

It depends on what you are looking for in terms of mudding.  For hack and 
slash goodness along with competitive and fun atmosphere where you can 
customize a large quantity of things, check out Project Bob. 
Projectbob.game-host.org port 4000.

Discworld was the first mud that I ever played.  Discworld.atuin.net port 
23.

For a more roleplay oriented environment try lensmoor.  It is medieval 
fantasy with classes that you can customize and also has one of the best 
crafting systems that I have ever seen.  lensmoor.org port 3500.

I can go on and on, I'm sure.  I liked Miriani as well although I haven't 
been around very much...not one word out of you, Valiant!!  I mean it! 
*shakes fist*

I find it difficult to get in to alter eon and it's probably because I 
really hate old style diku muds.  Maybe I'm just a bit of a mud 
snob...perish the thought.

Anyhow, I hope that this has helped.  Feel free to check out the mud 
connecter at www.mudconnect.com

I have always believed that it isn't necessarily about accesibility and what 
the best mud is for blind folks as much as it is what muds are you truly 
going to enjoy?  The muds that tend to burn my cookies are those with ascii 
maps and no ability to turn them off.  If I can't navigate to the land of 
Kill-em-dead without assistance because there is a graphical representation 
of the wilderness and then I drown in a river that I had no idea was even 
there, I'll likely not play it.

I hope that I have helped somewhat.

also, great to hear that VipMud is out...I've been out of pocket for the 
past couple of weeks so I have yet to figure out how to get my hot little 
hands on it, but I'm sure I'll get to that sooner or later.

Take care, all.  And Chee, welcome to the world of mudding!

Jaliya 


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Re: [Audyssey] can someone help me out?

2008-05-01 Thread aiden gardiner
hi Christine,

I'd be happy to have a game of ace fire with you. my skype name is 
littleg93.

Aiden
- Original Message - 
From: CHRISTINE SHADE [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, May 01, 2008 8:24 PM
Subject: [Audyssey] can someone help me out?


I have ace fire on my machine and want to play online with someone to see 
if I can establish a game outside my network.  I'd like to get with someone 
over skype to set this up if possible.
 My skype name is patterson14
 Thanks.
 ---
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Re: [Audyssey] can someone help me out?

2008-05-01 Thread Ron Schamerhorn
Hi

  I've got skype and if you'd like we can try and set up a game.  I'm on and 
the name would be blindwonder

Ron

- Original Message - 
From: CHRISTINE SHADE [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, May 01, 2008 3:24 PM
Subject: [Audyssey] can someone help me out?


I have ace fire on my machine and want to play online with someone to see if 
I can establish a game outside my network.  I'd like to get with someone 
over skype to set this up if possible.
My skype name is patterson14
Thanks.
---
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Re: [Audyssey] tech talk room jim kitchen interview

2008-05-01 Thread Charles Rivard
In the original post, the information was clearly given.


Sign up information for all Accessible World News Wires and discussion lists
are also available at our website: http://www.accessibleworld.org.



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Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: jeh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 4:54 PM
Subject: [Audyssey] tech talk room jim kitchen interview


 Hi,
 Can someone tell me how to register so I can log into and have access to 
 the
 tech talk room for jim kitchen's talk?

 Josh



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Re: [Audyssey] Battle Racing approaches

2008-05-01 Thread Richard sherman
Hi,

I really like this idea. I have always loved the shoot em up style of gaming.

This idea reminds me of the 3do game titled crash and burn. in this single 
player game, you controlled one car over various tracks. There was 5 other 
drivers and drone vehicles to get in the way. Depending on the place you 
finish, you would earn money to upgrade your vehicle. The upgrades included 
armor, ballistic or energy weapons, missiles, and mines. Every lap, you could 
pull into a specific place , which would repair damage to your car, and also 
replenish some weapon supplies.

The armor was such that some could minimize ballistic damage, but not energy 
weapons, and vice versa. The missiles and mines ranged also in how lethal they 
were. More missiles and mines usually meant less impact force.

It was possible to damage the other cars and drones and to put them out of 
operation, which gave bonus points after each race.

It was a really great game. In fact, to read more about it you can go to

http://en.wikipedia.org/wiki/Crash_'n_Burn

There, you might also want to check out the link of

http://en.wikipedia.org/wiki/Category:Vehicular_combat_games

To see if it gives you any ideas or what has already been driven to death.

Rich
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Re: [Audyssey] Battle Racing approaches

2008-05-01 Thread Bryan Peterson
Reminds me personally of that old NES game R.C. Pro A Racing. Granted the 
first one was fairly simple in that all you really got were missiles and 
some speed boosters, oh and a new car if you managed to collect all the 
letters and spell Nintendo. But I believe the sequel was more involved and 
you could actually earn oney and buy new upgrades and weapons.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Richard sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 01, 2008 7:27 PM
Subject: Re: [Audyssey] Battle Racing approaches


 Hi,

 I really like this idea. I have always loved the shoot em up style of 
 gaming.

 This idea reminds me of the 3do game titled crash and burn. in this single 
 player game, you controlled one car over various tracks. There was 5 other 
 drivers and drone vehicles to get in the way. Depending on the place you 
 finish, you would earn money to upgrade your vehicle. The upgrades 
 included armor, ballistic or energy weapons, missiles, and mines. Every 
 lap, you could pull into a specific place , which would repair damage to 
 your car, and also replenish some weapon supplies.

 The armor was such that some could minimize ballistic damage, but not 
 energy weapons, and vice versa. The missiles and mines ranged also in how 
 lethal they were. More missiles and mines usually meant less impact force.

 It was possible to damage the other cars and drones and to put them out of 
 operation, which gave bonus points after each race.

 It was a really great game. In fact, to read more about it you can go to

 http://en.wikipedia.org/wiki/Crash_'n_Burn

 There, you might also want to check out the link of

 http://en.wikipedia.org/wiki/Category:Vehicular_combat_games

 To see if it gives you any ideas or what has already been driven to death.

 Rich
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[Audyssey] RS Games Update 4/1/08

2008-05-01 Thread Ryan Smith
Hi,
Happy first of May y'all! Due to standardized testing, I've been
homework free, mostly.
RSG, me, have been very busy updating things. One thing, that some
people enjoyed modifing, How many times can you press space bar in a
minute, which I released in the dev center. I also modified it how
many times can you type (word excluded) in a minute, which I passed
along to contacts who requested it.
As you know, we've been quite busy with out 3D game. One issue I am
facing is three files with different code (regular game, side scroller
and 3D). To make them all one will require some time.
I have continued to add more guards, etc. Basically, your walking
around, and going into houses where people tell you clues. In further
versions, I may include trace evidence, and all kinds of things, but
for now it's people. I also limited it to 45 steps possible X and Z to
prevent your wandering around. I may include teleportation to X 0 Z 0,
and possibly a cheats.txt file for when you press the right button,
you will see a menu of preset locations. I will continue to add more
guards and the boss, but more of the advanced features are in the
future betas.

General Game

While spending time on the 3D, last night I spent about an hour fixing
bugs (score posting), and adding a background color changer. Some
people have little vision, or a visual impairment not leaving them
completely blind. Different colors with this kind of thing, I added a
button on the form with preset colors, and then when it runs out, goes
back the the original  color and so on.  I also wanted to make the
original game a bit more difficult. I added an opposite feature. Every
15 times you hit, the computer will choose randomly for you to
continue in original, or go to opposite (Left sound playing, hit
right). For more difficulty, if/when I add difficulty levels (Easy and
Normal), Normal would be every time (you could constantly be
switching!)

Some ?'s for the players.
1. What time for the guards would be of your preference
2. What would you like to see in the future beta's
3. When your shot, I'd hate to have you re-beat the whole game again,
so based on your health before, I may subtract it, and when it hit
zero, die.

A sound in need...
I will be searching for sounds, if you happen to own one and know
where it is, an attachment to a private email to me would be greatly
appreciated.
1) Door (Opening/Closing)
2) Alert of a house
3) Teleporting (Any alert sound I suppose)
A voice actor in need...
I would like a voice actor, or hopefully actors to act out some of the
people in the houses. I'll give a shot at it..but different people
would really make a different affect. If your interested, please give
me an email, that would be really appreciated as well. Pre-Recorded
Sapi could work (different accents) for some, but a few humans acting
would be cool. If not, I could try my fake accents (lol) or use the
almost  human-like SAPI accented voices.

Thanks Guys!

-Ryan Smith
RS Games
www.rsgames.co.nr
X-Sight Developer

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[Audyssey] Smugglers 2 explorations

2008-05-01 Thread Dark
Hi people. 

My exploration of smugglers 2 continues, and is proving interesting. Using the 
list box and Hal's read line key (F6), inter system trading isn't too bad, 
though with a lot more different goods to look through it does take 
longer, possibley it'll speed up when i know the markit better. Looting though 
seems much more lucrative, especially as cargo space seems much larger, and 
there is actually a catagory of ship wreck parts. The game also features more 
diverse text for missions and for news reports, or at least a greater amount 
than I noticed in S3. You can also accept missions fromthe independent trader 
coorp (which I'm guessing is what eventually turns into the confederation), so 
even if your in trouble with the governing body on whatever planet your on, 
 the federation or the outer rim alliance, you can stil have missions. 
Crime is also more interesting, sinse you actually get court summonsis, and 
obviously as it's set just at the start of the war, rather than when things 
have really gone for a burten as in S3, the lores are stricter, and illegal 
trading is more difficult,  you actually have to go in the bar and find the 
syndicate in order to buy illegal goods from them, and finding them is tricky.

I have however run into one problem which is rather annoying, there seems no 
way to buy weapon upgrades at all! I've tried clicking on the names of weapons 
and get nothing, even though i had the cash. I'm not sure whether this is 
something to do with planet types, ship types or rank or something else, or 
whether it's a screen reader issue. Missiles seem very weerd, in fact I think 
you buy a missile type which you then get one time use of in battle, because 
sometimes they work and sometimes they don't, and I can't be sure when. 

It's entirely possible that buying equipment upgrades just doesn't exist in the 
demo version,  like in game sound, especially as prices for ships are much 
lower (a shaddow cat is only 33.00), and various ship types are much more 
available. 

I would ask on the nielsbauer forum, but it's annoyingly down for maintenance 
at the moment. 

I'll go on experimenting and see what I can find. It'd be nice if this game was 
playable as well, especially as the new lands add-on for the game sounds 
interesting.
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