[Audyssey] audio quake

2009-06-19 Thread Nick Helms
I have 2 questions about audio quake.
1. When I tell the game to start, I hear the demo. How do I actually
select a map to begin playing? The demos never seem to end!
2. How do I connect to an online game??

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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Ryan Smith
Hi,
Thanks for all your suggestions guys. I've talked to Mike, and we've
agreed that having a team will be cool.  All other input you've given
us will be considered. As far as release dates are concerned, I can't
really say. It all depends how things go.


-Ryan

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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Nick Helms
Will someone point me to the webpage where I can register a player name?
The link I found on the agrip.org.uk webpage was broken.


On 6/19/09, shaun everiss  wrote:
> the full version is only if you want to do epesodes.
> At 02:22 p.m. 20/06/2009, you wrote:
>>well the shareware version will do deathmatch stuff.
>>I got my one from id it cost me 25 bucks.
>>At 01:51 p.m. 20/06/2009, you wrote:
>>>Quick question
>>>Do you have to have a copy of quake to play audio quake or can you
>>>just use the sharewear demo?
>>>
>>>
>>>
>>>On 6/19/09, Thomas Ward  wrote:
 Hi Nick,
 Yes, we do. We have Audio Quake which is kind of what Ryan's idea
 reminds me of.

 Nick Helms wrote:
> Come to think of it, we don’t have any online audio shooters. This is
> gonna rock!
>


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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread shaun everiss
the full version is only if you want to do epesodes.
At 02:22 p.m. 20/06/2009, you wrote:
>well the shareware version will do deathmatch stuff.
>I got my one from id it cost me 25 bucks.
>At 01:51 p.m. 20/06/2009, you wrote:
>>Quick question
>>Do you have to have a copy of quake to play audio quake or can you
>>just use the sharewear demo?
>>
>>
>>
>>On 6/19/09, Thomas Ward  wrote:
>>> Hi Nick,
>>> Yes, we do. We have Audio Quake which is kind of what Ryan's idea
>>> reminds me of.
>>>
>>> Nick Helms wrote:
 Come to think of it, we don’t have any online audio shooters. This is
 gonna rock!

>>>
>>>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread shaun everiss
well the shareware version will do deathmatch stuff.
I got my one from id it cost me 25 bucks.
At 01:51 p.m. 20/06/2009, you wrote:
>Quick question
>Do you have to have a copy of quake to play audio quake or can you
>just use the sharewear demo?
>
>
>
>On 6/19/09, Thomas Ward  wrote:
>> Hi Nick,
>> Yes, we do. We have Audio Quake which is kind of what Ryan's idea
>> reminds me of.
>>
>> Nick Helms wrote:
>>> Come to think of it, we don’t have any online audio shooters. This is
>>> gonna rock!
>>>
>>
>>
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>
>
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Re: [Audyssey] games added

2009-06-19 Thread shaun everiss
I have your cast but I wouldn't mind listening to the rest of the casts if you 
could put them back up or something or better yet put them up as several zipped 
parts.
I am a bit of a tech and something like this would rock to see what you went 
through in action.
I am seriously thinking about getting this.
is the procedure of doing things the same in fsx?
if so I may even get that.
now that I know I can do this.
in fact your software makes flying a plane futuristic, I half expected to hear 
the computer voice and tones from startrek when you told it to do things.
At 01:13 p.m. 20/06/2009, you wrote:
>Hi all,
>Just some quick info.
>1.  I uploaded the flight simulator demo to BCT. So hopefully it will get 
>posted.
>2.  The podcasts on the blind pilots project were to document the
>development of our way of using flight simulator.
>3.  Not to sound boastfull, but I would recommend that you stick with
>my podcast, as I start from the beginning and I describe everything
>and demonstrate everything.
>
>Best
>Nick
>
>
>On 6/19/09, shaun everiss  wrote:
>> Hi.
>> phill and all please notice that the podcasts on the blind pilots project
>> site are on sendspace and you guessed it are expired.
>> why I say this is that someone really needs to host nicks cast because the
>> sendspace link will eventually go away.
>>
>>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Nick Helms
So that basicly means I can access quake free! Sweet!
Question though.
When I launch the demo, I just here a bunch of gun fire and sapi
saying “You got the gun”, etc.
What is that about? And how do I start interacting with the game?
Is there some sort of tutorial or something I could use?
Thanks,
This sounds like fun!
Will download it and give it a shot!
Nick


On 6/19/09, Scott Chesworth  wrote:
> Hi Nick,
>
> The sharewear demo will serve you fine for audio quake.  It means
> you're limited to the first few levels in single player mode, but you
> get full access to the online action which is where most of the fun is
> truth be told.
>
> hth
> Scott
>
> On 6/20/09, Nick Helms  wrote:
>> Quick question
>> Do you have to have a copy of quake to play audio quake or can you
>> just use the sharewear demo?
>>
>>
>>
>> On 6/19/09, Thomas Ward  wrote:
>>> Hi Nick,
>>> Yes, we do. We have Audio Quake which is kind of what Ryan's idea
>>> reminds me of.
>>>
>>> Nick Helms wrote:
 Come to think of it, we don’t have any online audio shooters. This is
 gonna rock!

>>>
>>>
>>> ---
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>>>
>>
>>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Scott Chesworth
Hi Nick,

The sharewear demo will serve you fine for audio quake.  It means
you're limited to the first few levels in single player mode, but you
get full access to the online action which is where most of the fun is
truth be told.

hth
Scott

On 6/20/09, Nick Helms  wrote:
> Quick question
> Do you have to have a copy of quake to play audio quake or can you
> just use the sharewear demo?
>
>
>
> On 6/19/09, Thomas Ward  wrote:
>> Hi Nick,
>> Yes, we do. We have Audio Quake which is kind of what Ryan's idea
>> reminds me of.
>>
>> Nick Helms wrote:
>>> Come to think of it, we don’t have any online audio shooters. This is
>>> gonna rock!
>>>
>>
>>
>> ---
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>>
>
>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Nick Helms
Quick question
Do you have to have a copy of quake to play audio quake or can you
just use the sharewear demo?



On 6/19/09, Thomas Ward  wrote:
> Hi Nick,
> Yes, we do. We have Audio Quake which is kind of what Ryan's idea
> reminds me of.
>
> Nick Helms wrote:
>> Come to think of it, we don’t have any online audio shooters. This is
>> gonna rock!
>>
>
>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Thomas Ward

Hi Nick,
Yes, we do. We have Audio Quake which is kind of what Ryan's idea 
reminds me of.


Nick Helms wrote:

Come to think of it, we don’t have any online audio shooters. This is
gonna rock!
  



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[Audyssey] Sorry about that.

2009-06-19 Thread The Kolesar Brothers
My last letter should have gone to Steve. Like I said in the letter his 
address has been bouncing.
I don't normally do this.
So I apologise once again for my mistake.
Ron and Boz.
Matt & Ron Kolesar & there great Dogs!

kolesar16...@roadrunner.com 


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Re: [Audyssey] blast chamber

2009-06-19 Thread The Kolesar Brothers
Hey Steve. For some reason your address bounces back in my face my friend.
Could you ship me something so that I can throw you in the address book?
Need to ship you two items.
Thanks Ron
Matt & Ron Kolesar & there great Dogs!

kolesar16...@roadrunner.com
- Original Message - 
From: "Steve" 
To: "Gamers Discussion list" 
Sent: Wednesday, March 25, 2009 8:44 PM
Subject: Re: [Audyssey] blast chamber


Hello,
Blast Chamber is an awesome game, I have been playing it for the last few
years and you are right it is a very addicting game and also very
challenging, and as Ron said if you have any questions feel free to get a
hold of off list at
swalke...@comcast.net
I still play on occasion and usually post scores with in the top 3 on any of
the boards.
Steve Walker
- Original Message - 
From: 
To: "Gamers Discussion list" 
Sent: Wednesday, March 25, 2009 1:54 PM
Subject: [Audyssey] blast chamber


> Hello.  I downloaded the demo of blast chamber.  Its a fun game is very
> adicting, and madening.  I think I'll be purchasing it in the future.
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Nick Helms
Come to think of it, we don’t have any online audio shooters. This is
gonna rock!

On 6/19/09, shaun everiss  wrote:
> good point, another thing is lazerforce type where you shoot someone and you
> can't fire for a few secs, there really should be a ranking system though.
> At 10:10 a.m. 20/06/2009, you wrote:
>>How about, instead of killing the enemies, you shoot them with paint balls.
>> Whoever joins the room at the time is fair game, although you could set up
>> teams ahead of time amongst each other.
>>---
>>Shepherds are the best beasts.
>>- Original Message - From: "Nick Helms" 
>>To: "Gamers Discussion list" 
>>Sent: Friday, June 19, 2009 12:18 PM
>>Subject: Re: [Audyssey] 3D Shooter Game Under Development
>>
>>
>>>Here are my thoguhts
>>>1. The game should have team vs team support rather then 1 on 1.
>>>2. The more you kill, the more points you gain world wide.
>>>3. You should be able to snag other weapons, cars, helecopters, etc
>>>that you can use against the aposing side.
>>>4. If I think of more, I'll let you know.
>>>Thanks,
>>>Nick
>>>
>>>On 6/19/09, Ryan Smith  wrote:
Hello,
Mike F and  I are beginning development on a 3D multiplayer shooter
game. The object of the game will be to destroy your opponent. The
game will take place on a playing field which will either be chosen
randomly or from a preset map. The game board will have landscape
objects, such as mountains that will present obstacles to the player
but special items such as the ability to fly, invisibility, weapons,
etc. will appear on the board from time to time.

As you can see, we only have a basic outline of the game, so we're
hoping some gamers on the forum can provide us with some suggestions.
what would you like to see in this type of game? How should your
opponent be destroyed? Should each player have a base? Should each
player be a robot rather than a person?

Looking forward to hearing your suggestions.

Note: This game will be written using the .NET framework, and will be
fully compatible with Windows 7. Additionally, you won't be typing
IP's in. You'll get a list of people wanting to play.

-Ryan

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>>>
>>>
>>>--
>>>Listen to my weekly talk radio show every Tuesday night starting at 8
>>>P.M pacific daylight time, 7 P.M standerd time. To listen, point your
>>>browser over to http://freecast.co.ukSkype  Name: Nickster919
>>>blog:  http://chatter8712.klango.net
>>>klango  name:  chatter8712
>>>Phone: 360-526-6509.  Call  the  above  number  to  get  on  the  ir
>>>during  my  weekly  show  or  to  leave  a  message  when  I'm  not
>>>on  the  air!
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>>>
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>>> list,
>>>please send E-mail to gamers-ow...@audyssey.org.
>>
>>
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>
>
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Re: [Audyssey] games added

2009-06-19 Thread Nick Helms
Hi all,
Just some quick info.
1.  I uploaded the flight simulator demo to BCT. So hopefully it will get 
posted.
2.  The podcasts on the blind pilots project were to document the
development of our way of using flight simulator.
3.  Not to sound boastfull, but I would recommend that you stick with
my podcast, as I start from the beginning and I describe everything
and demonstrate everything.

Best
Nick


On 6/19/09, shaun everiss  wrote:
> Hi.
> phill and all please notice that the podcasts on the blind pilots project
> site are on sendspace and you guessed it are expired.
> why I say this is that someone really needs to host nicks cast because the
> sendspace link will eventually go away.
>
>
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
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P.M pacific daylight time, 7 P.M standerd time. To listen, point your
browser over to http://freecast.co.ukSkype  Name: Nickster919
blog:  http://chatter8712.klango.net
klango  name:  chatter8712
Phone: 360-526-6509.  Call  the  above  number  to  get  on  the  ir
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread shaun everiss
good point, another thing is lazerforce type where you shoot someone and you 
can't fire for a few secs, there really should be a ranking system though.
At 10:10 a.m. 20/06/2009, you wrote:
>How about, instead of killing the enemies, you shoot them with paint balls. 
>Whoever joins the room at the time is fair game, although you could set up 
>teams ahead of time amongst each other.
>---
>Shepherds are the best beasts.
>- Original Message - From: "Nick Helms" 
>To: "Gamers Discussion list" 
>Sent: Friday, June 19, 2009 12:18 PM
>Subject: Re: [Audyssey] 3D Shooter Game Under Development
>
>
>>Here are my thoguhts
>>1. The game should have team vs team support rather then 1 on 1.
>>2. The more you kill, the more points you gain world wide.
>>3. You should be able to snag other weapons, cars, helecopters, etc
>>that you can use against the aposing side.
>>4. If I think of more, I'll let you know.
>>Thanks,
>>Nick
>>
>>On 6/19/09, Ryan Smith  wrote:
>>>Hello,
>>>Mike F and  I are beginning development on a 3D multiplayer shooter
>>>game. The object of the game will be to destroy your opponent. The
>>>game will take place on a playing field which will either be chosen
>>>randomly or from a preset map. The game board will have landscape
>>>objects, such as mountains that will present obstacles to the player
>>>but special items such as the ability to fly, invisibility, weapons,
>>>etc. will appear on the board from time to time.
>>>
>>>As you can see, we only have a basic outline of the game, so we're
>>>hoping some gamers on the forum can provide us with some suggestions.
>>>what would you like to see in this type of game? How should your
>>>opponent be destroyed? Should each player have a base? Should each
>>>player be a robot rather than a person?
>>>
>>>Looking forward to hearing your suggestions.
>>>
>>>Note: This game will be written using the .NET framework, and will be
>>>fully compatible with Windows 7. Additionally, you won't be typing
>>>IP's in. You'll get a list of people wanting to play.
>>>
>>>-Ryan
>>>
>>>---
>>>Gamers mailing list __ Gamers@audyssey.org
>>>If you want to leave the list, send E-mail to
>>>gamers-unsubscr...@audyssey.org.
>>>You can make changes or update your subscription via the web, at
>>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>All messages are archived and can be searched and read at
>>>http://www.mail-archive.com/gam...@audyssey.org.
>>>If you have any questions or concerns regarding the management of the list,
>>>please send E-mail to gamers-ow...@audyssey.org.
>>
>>
>>-- 
>>Listen to my weekly talk radio show every Tuesday night starting at 8
>>P.M pacific daylight time, 7 P.M standerd time. To listen, point your
>>browser over to http://freecast.co.ukSkype  Name: Nickster919
>>blog:  http://chatter8712.klango.net
>>klango  name:  chatter8712
>>Phone: 360-526-6509.  Call  the  above  number  to  get  on  the  ir
>>during  my  weekly  show  or  to  leave  a  message  when  I'm  not
>>on  the  air!
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>>
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>
>
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Re: [Audyssey] Flight games added

2009-06-19 Thread Phil Vlasak

Hi Shaun,
I didn't check the podcasts when I went to the blind pilot  project site.
I was hoping Nick would send his podcast to Blind Cool Tech or some other 
place so I could put a permanent link on my games page.

Phil

- Original Message - 
From: "shaun everiss" 

To: 
Sent: Friday, June 19, 2009 6:32 PM
Subject: [Audyssey] games added



Hi.
phill and all please notice that the podcasts on the blind pilots project 
site are on sendspace and you guessed it are expired.
why I say this is that someone really needs to host nicks cast because the 
sendspace link will eventually go away.



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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.339 / Virus Database: 270.12.81/2188 - Release Date: 06/19/09 
17:56:00



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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread shaun everiss
wow I didn't think of that stuff its good.
At 07:18 a.m. 20/06/2009, you wrote:
>Here are my thoguhts
>1. The game should have team vs team support rather then 1 on 1.
>2. The more you kill, the more points you gain world wide.
>3. You should be able to snag other weapons, cars, helecopters, etc
>that you can use against the aposing side.
>4. If I think of more, I'll let you know.
>Thanks,
>Nick
>
>On 6/19/09, Ryan Smith  wrote:
>> Hello,
>> Mike F and  I are beginning development on a 3D multiplayer shooter
>> game. The object of the game will be to destroy your opponent. The
>> game will take place on a playing field which will either be chosen
>> randomly or from a preset map. The game board will have landscape
>> objects, such as mountains that will present obstacles to the player
>> but special items such as the ability to fly, invisibility, weapons,
>> etc. will appear on the board from time to time.
>>
>> As you can see, we only have a basic outline of the game, so we're
>> hoping some gamers on the forum can provide us with some suggestions.
>> what would you like to see in this type of game? How should your
>> opponent be destroyed? Should each player have a base? Should each
>> player be a robot rather than a person?
>>
>> Looking forward to hearing your suggestions.
>>
>> Note: This game will be written using the .NET framework, and will be
>> fully compatible with Windows 7. Additionally, you won't be typing
>> IP's in. You'll get a list of people wanting to play.
>>
>> -Ryan
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
>-- 
>Listen to my weekly talk radio show every Tuesday night starting at 8
>P.M pacific daylight time, 7 P.M standerd time. To listen, point your
>browser over to http://freecast.co.ukSkype  Name: Nickster919
>blog:  http://chatter8712.klango.net
>klango  name:  chatter8712
>Phone: 360-526-6509.  Call  the  above  number  to  get  on  the  ir
>during  my  weekly  show  or  to  leave  a  message  when  I'm  not
>on  the  air!
>Also,  keep  tabs  on  me  through twitter.   http://twitter.com/Nickster919
>
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread shaun everiss
hmm I think each player should have a base,
this game reminds me of armyman3d.
yeah each player should be a robot, we don't have anything like robot wars, in 
fact you could make it like a tourni type if you wished.
whould rock.
At 06:54 a.m. 20/06/2009, you wrote:
>Hello,
>Mike F and  I are beginning development on a 3D multiplayer shooter
>game. The object of the game will be to destroy your opponent. The
>game will take place on a playing field which will either be chosen
>randomly or from a preset map. The game board will have landscape
>objects, such as mountains that will present obstacles to the player
>but special items such as the ability to fly, invisibility, weapons,
>etc. will appear on the board from time to time.
>
>As you can see, we only have a basic outline of the game, so we're
>hoping some gamers on the forum can provide us with some suggestions.
>what would you like to see in this type of game? How should your
>opponent be destroyed? Should each player have a base? Should each
>player be a robot rather than a person?
>
>Looking forward to hearing your suggestions.
>
>Note: This game will be written using the .NET framework, and will be
>fully compatible with Windows 7. Additionally, you won't be typing
>IP's in. You'll get a list of people wanting to play.
>
>-Ryan
>
>---
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[Audyssey] games added

2009-06-19 Thread shaun everiss
Hi.
phill and all please notice that the podcasts on the blind pilots project site 
are on sendspace and you guessed it are expired.
why I say this is that someone really needs to host nicks cast because the 
sendspace link will eventually go away.


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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Steady Goh
Hi, earlier on When Kelvin and I were testing battle racing for Che, we felt 
that it could be  overwellming for many gamers out there and we had ideas for a 
new multi-player game. coincidently, Our ideas and your plans have their 
similarities. I think it will be fun and adictive and yet not difficult to 
learn. It's a shooting game but definitely not just moving the left and right 
arrow to shoot.
It could be 1 on 1 combat or up to 3 on each side. Your objective is to protect 
your base and yourself and destroy your enemy. This is our rough idea of the 
game. I will use a game board to describe the battle field so is easier to 
picture it. The game board is 20 by 25. Your territory is from A1 to T10 and 
enemy is A16 to T25. Using bottom left as a guide, you have 4 healing stations 
spread out evenly across A3 to T3. You have to be directly in front of that 
station to block the shot. The 2 squares behind the stations are your healing 
and shield recharge zones. Same for your enemy where the healing stations are 
facing each other. From A11 to T15 is the no shooting zone, meaning u cannot 
shoot from that area, but if your enemy is at his own territory, he can shoot 
you.

You: move around and destroy your enemy. If you are in range with him, he is 
also in range with you. If being shot, you can either dodge or turn on your 
shield.
The shield is the only thing you can use to block the enemy bullets from 
shooting your bass. The limitations are, when is on, you cannot move. and it 
can only be active for a limited time, say about 20 seconds. You have to 
recharge it from time to time by staying behind any of the healing stations. 
During the process, you can't do any thing. Is all up to your partner to defend 
the territory then. Your shield will also not block the bullets if your partner 
accidently shoot you from behind.

Your gun: the speed is about 1 bullet every second. You have unlimited ammo, 
but it can only load up to 6 bullets at every 1 time. You can shoot any thing 
that is directly in front of you, including your friend. The closer you are to 
your enemy, the less time he has to react. I mean, if you shoot your enemy from 
b1 and he is at B25, he has more time to turn on the shield or move to the next 
square before the bullet reaches. If you are at B10 and he is at B16, is almost 
immediat. Again, you are in range, he is also in range.

powerups: There are a few that we thought of including rapid fire, lazer that 
can shoot across a few squares, invisible to enemy and a nusty item. Invisible 
of course is also for a limited time, not more than 5 seconds. During that 
power time, you can go to your enemy territory to shoot, but if your power runs 
out before you get back to your zone, your health decreases. Haven't thought of 
what the nusty item does yet. The items appear randomly at any where from A13 
to t13. Any1 on the field can go snatch it. When it appears, you won't know 
what it is until someone gets it. It could be a nusty item or nothing. haha!

Ok, I hope my explanation is not too confusing for you. If you think this can 
be worked out, we can discuss about it in more detail. What I read from the 
blind gamers list, it sounds like many of them are into shooting combat games. 
I think this not to complicated for them and challenging for all.

boom boom boom

Steady
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Re: [Audyssey] creating accessible games

2009-06-19 Thread Davy Kager

Hi,

I am still experimenting with XAudio2 myself (the only thing I have up and 
running is a menu system for my upcoming release). But if you've got any 
questions, feel free to ask me ont he development list. I feel this is best, 
as others will be able to benefit from the ongoing discussions as well 
through the archives.
For DirectInput, well... Resources ont he Internet claim that it is just a 
wrapper around the native Windows keyboard support. And this particular 
keyboard support system is quite easy to use. To do it, all you have to do 
is catch the WM_KEYDOWN and perhaps WM_KEYUP messages with your window 
procedure and then process them as required. I, for example, update an array 
of key states with the information.


Cheers!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 19, 2009 10:18 PM
Subject: Re: [Audyssey] creating accessible games



Hi Davy,
Yeah, I'm strongly looking at XAudio2 myself. I've read over the DirectX 
documentation and have tinkered with the sample source code some too. Over 
all I like the library, but I'm honestly not very familiar with it yet. 
I'm wondering since you seam to have a lead on this if you would be 
willing to help me with it either off list or on the game developers list.
I'm fairly certain that Mysteries of the Ancients will be my last game 
written in C# using the Managed DirectX libraries. While those 
technologies have served me well, the games I have created aren't bad by 
any means, I'm none-the-less dissatisfied with them from a technical point 
of view. For one thing Microsoft has discontinued Managed DirectX and that 
is a core component in all of my current game projects. Then, you have the 
issue that none of my games will run on a 64 byt processor because I don't 
own a professional version of Visual C#, and I can't change the target 
platform with the express version. Finally, when you consider the download 
size for the .NET Framework updates, the Managed DirectX updates, etc you 
end up with nearly 500 MB of additional components just to install one 
game. That frankly sucks.
Anyway, I understand your opinion of using C++ for writing games 
completely. Recently I have written some test game projects in C++ on my 
Linux computer here, and the results are pretty conclusive. The same 
application written in C++ is faster, runs smoother, and operates better 
than one written in Java, Python, or in C-Sharp. Runtime languages run 
much slower and use more memory in the process.
While I find doing my own garbage collection a bit of a pain, kind of like 
going back to the dark ages of programming, it is none-the-less much 
better for the game in the long run. When I wrote the same application in 
Java the Java garbage collecter couldn't keep up. It was too slow to keep 
up with everything going on. Java is and always has been designed for 
standard applications, and I feel is far to clunky for fast action games. 
Python was equally slow and clunky when push comes to shove. C-Sharp held 
its own, was almost as fast as C++, but still requires a bunch of 
dependancies to be installed and run. Not to mention the fact no native 
access to core Linux components like gnome-speech that would come in handy 
for an accessible game designed for Linux. All and all C++ would be my 
pick based on the evidence.
As far as DirectInput verses using Windows keyboard events that is 
interesting. I've always read that DirectInput was faster than using 
standard Windows events for keyboards and mice. If you say is true then 
I'll have to remind myself on how to recieve standard keyboard input via 
Windows than DirectInput. I haven't done it in so long I've forgotten how.

Smile.


Davy Kager wrote:

Hi,

I am developing a new game title (Project Excalibur) myself, using 
Unmanaged C++ and XAudio2. So I can tell that XAudio2 definitely is a 
superior version of DirectSound. It is extremely flexible, fast and easy 
to use once you get used to it.
As for th einput side of things, I was previously using DirectInput for 
the keyboard input, but I have changed to standard Windows input 
handling. These Windows messages that represent keypresses are easier to 
retrieve (Windows sends them anyway), there is no seperate interface 
anymore (decreased program size), the Windows input system for keyboards 
seems faster than DirectInput, and Windows input allows you to get more 
detailed information about the keypress. This last advantage effectively 
means that you can detect if a key was previously pressed or not, which 
is useful to turn key repeat off in your game title. For joystick support 
you would still be best of with DirectInput as far as I can tell. But 
then, I ahve never written or researched joystick support in games.


Cheers!



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Re: [Audyssey] creating accessible games

2009-06-19 Thread Thomas Ward

Hi Davy,
Yeah, I'm strongly looking at XAudio2 myself. I've read over the DirectX 
documentation and have tinkered with the sample source code some too. 
Over all I like the library, but I'm honestly not very familiar with it 
yet. I'm wondering since you seam to have a lead on this if you would be 
willing to help me with it either off list or on the game developers list.
I'm fairly certain that Mysteries of the Ancients will be my last game 
written in C# using the Managed DirectX libraries. While those 
technologies have served me well, the games I have created aren't bad by 
any means, I'm none-the-less dissatisfied with them from a technical 
point of view. For one thing Microsoft has discontinued Managed DirectX 
and that is a core component in all of my current game projects. Then, 
you have the issue that none of my games will run on a 64 byt processor 
because I don't own a professional version of Visual C#, and I can't 
change the target platform with the express version. Finally, when you 
consider the download size for the .NET Framework updates, the Managed 
DirectX updates, etc you end up with nearly 500 MB of additional 
components just to install one game. That frankly sucks.
Anyway, I understand your opinion of using C++ for writing games 
completely. Recently I have written some test game projects in C++ on my 
Linux computer here, and the results are pretty conclusive. The same 
application written in C++ is faster, runs smoother, and operates better 
than one written in Java, Python, or in C-Sharp. Runtime languages run 
much slower and use more memory in the process.
While I find doing my own garbage collection a bit of a pain, kind of 
like going back to the dark ages of programming, it is none-the-less 
much better for the game in the long run. When I wrote the same 
application in Java the Java garbage collecter couldn't keep up. It was 
too slow to keep up with everything going on. Java is and always has 
been designed for standard applications, and I feel is far to clunky for 
fast action games. Python was equally slow and clunky when push comes to 
shove. C-Sharp held its own, was almost as fast as C++, but still 
requires a bunch of dependancies to be installed and run. Not to mention 
the fact no native access to core Linux components like gnome-speech 
that would come in handy for an accessible game designed for Linux. All 
and all C++ would be my pick based on the evidence.
As far as DirectInput verses using Windows keyboard events that is 
interesting. I've always read that DirectInput was faster than using 
standard Windows events for keyboards and mice. If you say is true then 
I'll have to remind myself on how to recieve standard keyboard input via 
Windows than DirectInput. I haven't done it in so long I've forgotten how.

Smile.


Davy Kager wrote:

Hi,

I am developing a new game title (Project Excalibur) myself, using 
Unmanaged C++ and XAudio2. So I can tell that XAudio2 definitely is a 
superior version of DirectSound. It is extremely flexible, fast and 
easy to use once you get used to it.
As for th einput side of things, I was previously using DirectInput 
for the keyboard input, but I have changed to standard Windows input 
handling. These Windows messages that represent keypresses are easier 
to retrieve (Windows sends them anyway), there is no seperate 
interface anymore (decreased program size), the Windows input system 
for keyboards seems faster than DirectInput, and Windows input allows 
you to get more detailed information about the keypress. This last 
advantage effectively means that you can detect if a key was 
previously pressed or not, which is useful to turn key repeat off in 
your game title. For joystick support you would still be best of with 
DirectInput as far as I can tell. But then, I ahve never written or 
researched joystick support in games.


Cheers!



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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Charles Rivard
How about, instead of killing the enemies, you shoot them with paint balls. 
Whoever joins the room at the time is fair game, although you could set up 
teams ahead of time amongst each other.

---
Shepherds are the best beasts.
- Original Message - 
From: "Nick Helms" 

To: "Gamers Discussion list" 
Sent: Friday, June 19, 2009 12:18 PM
Subject: Re: [Audyssey] 3D Shooter Game Under Development



Here are my thoguhts
1. The game should have team vs team support rather then 1 on 1.
2. The more you kill, the more points you gain world wide.
3. You should be able to snag other weapons, cars, helecopters, etc
that you can use against the aposing side.
4. If I think of more, I'll let you know.
Thanks,
Nick

On 6/19/09, Ryan Smith  wrote:

Hello,
Mike F and  I are beginning development on a 3D multiplayer shooter
game. The object of the game will be to destroy your opponent. The
game will take place on a playing field which will either be chosen
randomly or from a preset map. The game board will have landscape
objects, such as mountains that will present obstacles to the player
but special items such as the ability to fly, invisibility, weapons,
etc. will appear on the board from time to time.

As you can see, we only have a basic outline of the game, so we're
hoping some gamers on the forum can provide us with some suggestions.
what would you like to see in this type of game? How should your
opponent be destroyed? Should each player have a base? Should each
player be a robot rather than a person?

Looking forward to hearing your suggestions.

Note: This game will be written using the .NET framework, and will be
fully compatible with Windows 7. Additionally, you won't be typing
IP's in. You'll get a list of people wanting to play.

-Ryan

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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Allan Thompson

Hi,
Some thoughts about this...
It would be nice if it was not solely an  multiplayer game.
Maybe the players could be "Cyborgs" who can pick up and switch out various 
weapons, and power ups, even from defeated players bodies.
Maybe certain weapons, ammo  and Upgrades could be bought thru points or 
picking up some kind of treasure laying around the board.


Having a capture the flag or defend a base could be an optional arena, but 
there should be room for just a full out  wanton carnage arena as well.


That's about it. Hope that helped.

al

- Original Message - 
From: "Ryan Smith" 

To: "Gamers Discussion list" 
Sent: Friday, June 19, 2009 2:54 PM
Subject: [Audyssey] 3D Shooter Game Under Development



Hello,
Mike F and  I are beginning development on a 3D multiplayer shooter
game. The object of the game will be to destroy your opponent. The
game will take place on a playing field which will either be chosen
randomly or from a preset map. The game board will have landscape
objects, such as mountains that will present obstacles to the player
but special items such as the ability to fly, invisibility, weapons,
etc. will appear on the board from time to time.

As you can see, we only have a basic outline of the game, so we're
hoping some gamers on the forum can provide us with some suggestions.
what would you like to see in this type of game? How should your
opponent be destroyed? Should each player have a base? Should each
player be a robot rather than a person?

Looking forward to hearing your suggestions.

Note: This game will be written using the .NET framework, and will be
fully compatible with Windows 7. Additionally, you won't be typing
IP's in. You'll get a list of people wanting to play.

-Ryan

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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Nick Helms
Here are my thoguhts
1. The game should have team vs team support rather then 1 on 1.
2. The more you kill, the more points you gain world wide.
3. You should be able to snag other weapons, cars, helecopters, etc
that you can use against the aposing side.
4. If I think of more, I'll let you know.
Thanks,
Nick

On 6/19/09, Ryan Smith  wrote:
> Hello,
> Mike F and  I are beginning development on a 3D multiplayer shooter
> game. The object of the game will be to destroy your opponent. The
> game will take place on a playing field which will either be chosen
> randomly or from a preset map. The game board will have landscape
> objects, such as mountains that will present obstacles to the player
> but special items such as the ability to fly, invisibility, weapons,
> etc. will appear on the board from time to time.
>
> As you can see, we only have a basic outline of the game, so we're
> hoping some gamers on the forum can provide us with some suggestions.
> what would you like to see in this type of game? How should your
> opponent be destroyed? Should each player have a base? Should each
> player be a robot rather than a person?
>
> Looking forward to hearing your suggestions.
>
> Note: This game will be written using the .NET framework, and will be
> fully compatible with Windows 7. Additionally, you won't be typing
> IP's in. You'll get a list of people wanting to play.
>
> -Ryan
>
> ---
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> You can make changes or update your subscription via the web, at
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Listen to my weekly talk radio show every Tuesday night starting at 8
P.M pacific daylight time, 7 P.M standerd time. To listen, point your
browser over to http://freecast.co.ukSkype  Name: Nickster919
blog:  http://chatter8712.klango.net
klango  name:  chatter8712
Phone: 360-526-6509.  Call  the  above  number  to  get  on  the  ir
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[Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Ryan Smith
Hello,
Mike F and  I are beginning development on a 3D multiplayer shooter
game. The object of the game will be to destroy your opponent. The
game will take place on a playing field which will either be chosen
randomly or from a preset map. The game board will have landscape
objects, such as mountains that will present obstacles to the player
but special items such as the ability to fly, invisibility, weapons,
etc. will appear on the board from time to time.

As you can see, we only have a basic outline of the game, so we're
hoping some gamers on the forum can provide us with some suggestions.
what would you like to see in this type of game? How should your
opponent be destroyed? Should each player have a base? Should each
player be a robot rather than a person?

Looking forward to hearing your suggestions.

Note: This game will be written using the .NET framework, and will be
fully compatible with Windows 7. Additionally, you won't be typing
IP's in. You'll get a list of people wanting to play.

-Ryan

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Re: [Audyssey] mota

2009-06-19 Thread Thomas Ward

Hi Nicol,
When I released beta 5 I tried moving jump and duck to the alt key. When 
people had trouble with that I returned it to the control key in beta 6. 
So your reading old news.

Smile.

Nicol wrote:

Why do you want to use alt?
The key for crouch is control down arrow.
Nowhere in the documentation does it specify a usage for the alt key.
  



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Re: [Audyssey] mota

2009-06-19 Thread Bryan Peterson
I didn't know there was a technical aspect to it also. That does make sense 
though. But in every film or novel of this sort that I've ever encountered 
it always played out that the main door either magically locked itself or 
was blocked off in some way so you had to find your way out. The Fellowship 
of the Ring is an excellent example. The companions entered the Mines of 
Moria but the guardian in the lake uprooted the two holly trees that the 
Elves had planted to mark the spot and piled them against the doors to 
prevent them from ever being opened again. So of course the only way out was 
to pass through to the other side of the mountains.

Gabba gabba hey!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 19, 2009 10:31 AM
Subject: Re: [Audyssey] mota



Hi Bryan,
Smile. You got it. That's the way people should look at the locked door. 
Although, I locked it for technical reasons it plays into the story 
exactly as you said.


Bryan Peterson wrote:
Just like the Sarah game, not every little thing in MOTA's going to have 
a use. That locked door at the beginning of the level is probably just 
the door she came in. My guess s it magically locked itself after she 
entered the temple. Classic adventure story material right there. They 
always had to find another way out.

Gabba gabba hey!



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Re: [Audyssey] mota

2009-06-19 Thread Thomas Ward

Hi Bryan,
Smile. You got it. That's the way people should look at the locked door. 
Although, I locked it for technical reasons it plays into the story 
exactly as you said.


Bryan Peterson wrote:
Just like the Sarah game, not every little thing in MOTA's going to 
have a use. That locked door at the beginning of the level is probably 
just the door she came in. My guess s it magically locked itself after 
she entered the temple. Classic adventure story material right there. 
They always had to find another way out.

Gabba gabba hey!



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Re: [Audyssey] mota

2009-06-19 Thread Thomas Ward

Hi Nicol,

Quote
Firstly, I have noticed that pressing escape in the main menu does nothing;
the game does not respond if I press escape.
End quote

It is not suppose to. if you notice the shortcut keys assigned to each 
menu option to exit the game from the main menu press x or arrow to exit 
program. Escape is turned off in the main menu for a very good reason. 
Mainly if you press escape in the settings menu, experience menu, it 
falls through to the main menu and you end up exiting the game. i didn't 
want that to happen so escape is not supported in the main menu.


Quote
Secondly, I have noticed that there is a locked door right at the beginning
of the level, at the left, but there is no way to open it.
If I progress in the level and I am in the lake and I go back, I cannot go
back to that locked door at the beginning of the level.
I'm told; looks like a dead end.
What is hidden in that room left to 1room1?
End quote

There is nothing behind the locked door you are talking about. It is 
suppose to be the main door, the door Angela came through, to enter the 
tomb from the out side. It is locked because I don't want anyone to open 
it. If they did they would crash the game, and be flooding my inbox with 
all kinds of error and bug reports that would be meaningless seeing as 
that door wasn't suppose to be opened in the first place.
Now, as far as how it works into the story goes it is not too different 
from Shades of Doom, Sarah, and other adventure type games. You enter 
the tomb, the main door gets locked behind you, and you have to find 
another way out of the tomb. Make sense?

Smile.


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[Audyssey] flight simulator 2004

2009-06-19 Thread Phil Vlasak

Hi Folks,
I have added the following links to my games page:
The Blind Pilots Project using flight simulator 2004 .
This is a complecated but accurate flight simulator that requires the 
purchase of sevaral pieces of software including

Microsoft Flight Simulator 2004.
You can get this program from Amazon for about $27.49 US.
Robert Cezar's It's Your Plane.
A Flight Simulator Voice Controller to Control FS2004 Simulation
It has new features that aid the blind pilot.
the It's Your Plane Cessna 172 Version - is FREE.
The registered Base Pack version is about $58.03 US
It will let you TALK to the sim (via your co-pilot Michelle
who will hear you, AND reply, and will UNDERSTAND what you want!
IYP will allow your co-pilot to actually FLY the aircraft, following YOUR 
spoken commands

The Base Pack works for the default MS Boeings 737, 747 and 777
Nick Helms' flight simulator demo in OGG audio format.

http://www.pcsgames.net/game-co.htm


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Re: [Audyssey] mota

2009-06-19 Thread Bryan Peterson
The Alt key was the Jump and Crouch key in the last release of this Beta, 
but Thomas changed it because of some problems people were having with it.

Gabba gabba hey!
- Original Message - 
From: "Nicol" <0722001...@vodamail.co.za>

To: "Gamers Discussion list" 
Sent: Thursday, June 18, 2009 7:37 PM
Subject: Re: [Audyssey] mota



Why do you want to use alt?
The key for crouch is control down arrow.
Nowhere in the documentation does it specify a usage for the alt key.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]on
Behalf Of shaun everiss
Sent: Thursday, June 11, 2009 1:48 AM
To: gamers@audyssey.org
Subject: [Audyssey] mota

hi.
Ok just finnished level1, oh wow that was good.
one thing I noticed is that alt and alt space whilst crouched brought up 
the

system menu which sometimes meant I couldn't get a monster.
saved games would load from the main menu but the menu would still be 
there,

until you canciled, the load in which case the game would still be loaded,
but then you would have to start a new game then load the save.
if you do it from the save menu in the main menu I will get that its 
loaded

but then unavalible.
thats all the bugs.


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Re: [Audyssey] creating accessible games

2009-06-19 Thread Davy Kager

Hi,

I am developing a new game title (Project Excalibur) myself, using Unmanaged 
C++ and XAudio2. So I can tell that XAudio2 definitely is a superior version 
of DirectSound. It is extremely flexible, fast and easy to use once you get 
used to it.
As for th einput side of things, I was previously using DirectInput for the 
keyboard input, but I have changed to standard Windows input handling. These 
Windows messages that represent keypresses are easier to retrieve (Windows 
sends them anyway), there is no seperate interface anymore (decreased 
program size), the Windows input system for keyboards seems faster than 
DirectInput, and Windows input allows you to get more detailed information 
about the keypress. This last advantage effectively means that you can 
detect if a key was previously pressed or not, which is useful to turn key 
repeat off in your game title. For joystick support you would still be best 
of with DirectInput as far as I can tell. But then, I ahve never written or 
researched joystick support in games.


Cheers!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, June 18, 2009 10:38 PM
Subject: Re: [Audyssey] creating accessible games



Hi Davy,
Yeah, when it comes to game documentation C++ is definitely the most well 
documented and most supported language out there. Most of what I know is a 
direct result of reading various matierials written for C++ game 
developers, and converting it to whatever programming language I might be 
using at the time.  Since most mainstream games are written in C++ it 
explains why there is so much more documentation available on any game 
related subject. Even if a developer doesn't intend on writing games in 
C++ it is helpful to know the language so that the developer can have axis 
to a wide range of game related materials out there.
As far as using Managed DirectX or using the standard DirectX libraries 
for C++ developers goes I agree that using the standard libraries is 
better. It is certainly much easier to used the Managed DirectX libraries 
designed for VB .NET and C-Sharp, but I also happen to know they have been 
moved to the legacy branch of the DirectX SDK. In other words Microsoft 
has phased Managed DirectX out in favor of the XNA Framework, and the 
Managed DirectX libraries are only provided with the DirectX SDK for 
backward compatibility reasons. This means that there is no plans to 
update Managed DirectX, or include new libraries in the future. In other 
words, Managed DirectX is on its way out of the SDK.
When it comes to the XNA Framework for .NET and the XNA libraries for C++ 
the C++ libraries are better. For one thing the XNA Framework for .NET is 
tied to the Xact tool which is unaccessible for a blind developer. That 
rules it out as a replacement for Managed DirectX at this time. With the 
standard C++ XNA libraries we don't have that problem. The XAudio2 library 
doesn't require Xact and is quite a bit like DirectSound. Which is a 
reason it would be a good choice for a C++developer. Especially, since 
DirectInput, DirectSound, etc is on their way out as well as the Managed 
DirectX libraries.

Smile.


Davy Kager wrote:

Hi,

Well, as for documentation: choose C++ if you want to have up-to-date, 
full documentation. No language matches the excellent support of C++ (at 
least that goes for Microsoft). This is one of the reasons why I chose 
C++. And not to make this a C++-propaganda message, but I will never 
switch to any other language unless it is the follow-up of C++. The 
syntax is brilliant and apparently th eonly syntax that I understand well 
enough to program in. I have never understood what people like about 
VB.net and the other "word-languages". To me, Then, End, Sub and all the 
other words are confusing to simple brackets. But many people have 
difficulty with the language. However, if you really want to make 
high-performance games --  which you probably don't if you are a 
newbie -- then C++ is the best. Don't use the MAnaged side of things, go 
for the raw Unmanaged C++. But once again, this path is long, hard, and 
full of hazards. C++ allows you to get very close to the computer's 
hardware, but it can lead to malfunctioning programs if you forget a 
single line, or even a single character in your source code. It's really 
an art.


Regards,
Davy



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