Re: [Audyssey] quest and ff game books

2009-12-01 Thread Dickson Tan
Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
 translating the fighting fantasy gamebooks and similar products to be used
in the quest text adventure creater would be legal or not. I think it could
be possible, although I have to sit down and mess with the thing for a while
to get a better idea.

al  


  The truth will set you free
Jesus the Messiah 33AD 
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[Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread Jim Kitchen


103 people posted 1699 messages.

284 From, dark. 
199 From, Thomas Ward. 
123 From, Bryan Peterson. 
95 From, shaun everiss. 
93 From, Hayden Presley. 
67 From, Philip Bennefall. 
63 From, Charles Rivard. 
56 From, Darren Harris. 
41 From, Allan Thompson. 
41 From, Jacob Kruger. 
38 From, Scott Chesworth. 
36 From, Phil Vlasak. 
32 From, Willem. 
31 From, peter Mahach. 
27 From, Yohandy. 
26 From, Jim Kitchen. 
26 From, william lomas. 
22 From, Ryan Strunk. 
19 From, Damien C. Sadler. 
17 From, matheus. 
15 From, Liam Erven. 
14 From, Hayri Tulumcu. 
13 From, Brandon Misch. 
12 From, Che. 
12 From, David Chittenden. 
12 From, Munawar Bijani. 
12 From, Valiant8086. 
12 From, William L. Houts. 
10 From, lirin. 
10 From, Michael Feir. 
10 From, Raul A. Gallegos. 
10 From, Shirley Starblanket. 
9 From, Josh. 
9 From, Orin. 
8 From, Gamers Chat Robot. 
8 From, Jeremy Hartley. 
8 From, Nicol Oosthuizen. 
8 From, tim. 
7 From, Jason Allen. 
6 From, Angellko21. 
6 From, ian mcnamara. 
6 From, Karl Belanger. 
5 From, Earle. 
5 From, Mauricio Almeida. 
5 From, Milos Przic. 
4 From, dan. 
4 From, James Dietz. 
4 From, Johnny Tai. 
4 From, Kelly Sapergia. 
4 From, Ken. 
4 From, lelia. 
4 From, Mike Reiser. 
4 From, Ron Schamerhorn. 
4 From, Ryan Smith. 
4 From, Sarah Haake. 
3 From, Ahmad Al-Bahar. 
3 From, Chastity MORSE. 
3 From, ChB. 
3 From, Dakotah Rickard. 
3 From, Eleanor. 
3 From, jaffar. 
3 From, Kellie and my lovable Lady J.. 
3 From, Matthew Alvernaz. 
3 From, Mich. 
3 From, Mike Breedlove. 
3 From, Oriol Gómez. 
3 From, Reinhard Stebner. 
3 From, Stephen. 
3 From, Tom Randall. 
3 From, Tristan B. 
2 From, Ch.B.. 
2 From, Donna Jodhan. 
2 From, Lisa Hayes. 
2 From, Matheus. 
2 From, Mike Maslo. 
2 From, Nick Helms. 
2 From, Ryan Chou. 
2 From, Ryan Conroy. 
2 From, Sharon Hooley. 
2 From, Simon Jaeger, Laptop Edition. 
2 From, Sylvester Thomas. 
2 From, The Kolesar Brothers. 
2 From, Wil James. 
1 From, Allen. 
1 From, Allison Mervis. 
1 From, Andy. 
1 From, Chris Reagan. 
1 From, christopher huby. 
1 From, Dennis Zwicker. 
1 From, djc. 
1 From, equest1. 
1 From, Gamers List Guidelines Robot. 
1 From, Gandalf. 
1 From, Kelby Carlson. 
1 From, Kim Etheridge. 
1 From, lirin. 
1 From, Marsha. 
1 From, Mauricio almeida. 
1 From, Nicol. 
1 From, Richard Sherman. 
1 From, RONALD HOPKINS. 
1 From, simon dowling. 
1 From, Zachary Kline. 

Archive file size 6082550 bytes 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for November 2009

2009-12-01 Thread Jim Kitchen


There were 304 thread titles. Here are the top 50. 

Visually impaired gamer sues Sony Online. 78. 
Q9 and cracks 62. 
Blastbay Studios - upcoming sidescroller 57. 
Screen Readers and Games 46. 
How to non program a game 43. 
About Thomas' Review... 38. 
Mapping in Ce 36. 
Developer time was: My Opinion of Q9 35. 
New release - The Q9 Action game! 35. 
Piracy was: Requesting Rogue Angel Series 31. 
Q9 action game, my opinion. 31. 
Registrations was RE:  Q9 and cracks 30. 
Major entombed news! 29. 
mota help 28. 
3D navigation 26. 
why do cheat codes exist? 26. 
Castlevania was Developer Time 24. 
Q9 version 1.1 released! 23. 
Q9 upcoming change log 21. 
Future of accessible games 20. 
Judgment Day - Parachute Jump question 20. 
Q9 version 1.1 upcoming change log 17. 
the shields of q9 17. 
Q9 and mods 16. 
Thoughts on Q9 15. 
Moderator update regarding Thomas Ward 14. 
Amo checking was:Q9 version 1.1 released! 13. 
Promotion was:Screen Readers and Games 12. 
speaking of Audyssey Magazine 12. 
My Apologies and Explanation 11. 
My Opinion of Q9 11. 
Q9 and screen readers was: XP Gamer Woes (?) 11. 
Requesting Rogue Angel Series 11. 
Classic Troopanum on Windows Vista? 10. 
First computer 10. 
Help! 10. 
Just a thought on Q9. 10. 
Q9 cheats 10. 
question on game hot keys 10. 
XP Gamer Woes (?) 10. 
Castlevania was: Developer time was: My Opinion of Q9 9. 
Customer Frustrations was Side scrollers 9. 
destroyer series 9. 
free games was Piracy 9. 
game suggestion for Jim 9. 
Guilds In Ce 9. 
The Amiga system,was:RE:  Developer time was: My Opinion of Q9 9. 
[SPAM] Re:  Combat office change in ce 8. 
Blind Adrenaline was Announcing All inPlay Blackjack! 8. 
FreezeUp hand held game. 8. 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread dark

Muahaha! bow before my verbosity, yee mortals!

At last Thomas, I have defeated you! guahahaha!

;D.

Beware the grue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Tuesday, December 01, 2009 9:49 AM
Subject: [Audyssey] Audyssey babble report for November 2009



103 people posted 1699 messages.

284 From, dark.
199 From, Thomas Ward.
123 From, Bryan Peterson.
95 From, shaun everiss.
93 From, Hayden Presley.
67 From, Philip Bennefall.
63 From, Charles Rivard.
56 From, Darren Harris.
41 From, Allan Thompson.
41 From, Jacob Kruger.
38 From, Scott Chesworth.
36 From, Phil Vlasak.
32 From, Willem.
31 From, peter Mahach.
27 From, Yohandy.
26 From, Jim Kitchen.
26 From, william lomas.
22 From, Ryan Strunk.
19 From, Damien C. Sadler.
17 From, matheus.
15 From, Liam Erven.
14 From, Hayri Tulumcu.
13 From, Brandon Misch.
12 From, Che.
12 From, David Chittenden.
12 From, Munawar Bijani.
12 From, Valiant8086.
12 From, William L. Houts.
10 From, lirin.
10 From, Michael Feir.
10 From, Raul A. Gallegos.
10 From, Shirley Starblanket.
9 From, Josh.
9 From, Orin.
8 From, Gamers Chat Robot.
8 From, Jeremy Hartley.
8 From, Nicol Oosthuizen.
8 From, tim.
7 From, Jason Allen.
6 From, Angellko21.
6 From, ian mcnamara.
6 From, Karl Belanger.
5 From, Earle.
5 From, Mauricio Almeida.
5 From, Milos Przic.
4 From, dan.
4 From, James Dietz.
4 From, Johnny Tai.
4 From, Kelly Sapergia.
4 From, Ken.
4 From, lelia.
4 From, Mike Reiser.
4 From, Ron Schamerhorn.
4 From, Ryan Smith.
4 From, Sarah Haake.
3 From, Ahmad Al-Bahar.
3 From, Chastity MORSE.
3 From, ChB.
3 From, Dakotah Rickard.
3 From, Eleanor.
3 From, jaffar.
3 From, Kellie and my lovable Lady J..
3 From, Matthew Alvernaz.
3 From, Mich.
3 From, Mike Breedlove.
3 From, Oriol Gómez.
3 From, Reinhard Stebner.
3 From, Stephen.
3 From, Tom Randall.
3 From, Tristan B.
2 From, Ch.B..
2 From, Donna Jodhan.
2 From, Lisa Hayes.
2 From, Matheus.
2 From, Mike Maslo.
2 From, Nick Helms.
2 From, Ryan Chou.
2 From, Ryan Conroy.
2 From, Sharon Hooley.
2 From, Simon Jaeger, Laptop Edition.
2 From, Sylvester Thomas.
2 From, The Kolesar Brothers.
2 From, Wil James.
1 From, Allen.
1 From, Allison Mervis.
1 From, Andy.
1 From, Chris Reagan.
1 From, christopher huby.
1 From, Dennis Zwicker.
1 From, djc.
1 From, equest1.
1 From, Gamers List Guidelines Robot.
1 From, Gandalf.
1 From, Kelby Carlson.
1 From, Kim Etheridge.
1 From, lirin.
1 From, Marsha.
1 From, Mauricio almeida.
1 From, Nicol.
1 From, Richard Sherman.
1 From, RONALD HOPKINS.
1 From, simon dowling.
1 From, Zachary Kline.

Archive file size 6082550 bytes

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread Phil Vlasak

Oh no Dark!
This is just a sneaky plan to gloat on your verbosity victory and add to 
your December totals!
How do we know it was you and not your subjugated minions doing all the 
verbiage?

Was it worth the chapped fingers and worn out keyboard?
smiles,
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 6:21 AM
Subject: Re: [Audyssey] Audyssey babble report for November 2009


Muahaha! bow before my verbosity, yee mortals!

At last Thomas, I have defeated you! guahahaha!

;D.

Beware the grue!


---
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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread dark

No Phil,  it was all due to my mighty and evil power of chatterment!

Seriously,  there actually is a very symple reason why I'm able to mail 
(and also check forums so much).


I am a student who essentially works from home.

I'll frequently sit down to get some work done,  have a break, and check 
my mail.


When I've finished working, I'll play a game,  watch a dvd, here some 
music,  and check my mail! sinse these are all things I need my computer 
for.


If I'm reading audio books from podiobooks.com or another online 
source,  the situation just becomes worse stil!


I do turn off my computer if I want to play a console game, or use my cd 
system,  though in all fairness I also have many games on my computer 
too.


Heck, guess where I find, read and learn dialogue for anything light opera 
I'm doing!


this is basically why I'm online so much,  that, and I do genuinely have 
diereer of the verbal sort quite frequently!


Beware the grue!

Dark. 



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Re: [Audyssey] quest and ff game books

2009-12-01 Thread Allan Thompson
That's true. I think it is pretty cheap though to buy. I was just wondering 
if it would be  feasible to do, but Dark said that taking the books 
themselves would not be legal but using their battle system  should work. I 
am gonna sit down with the thing soon and see what it can really do.

al
- Original Message - 
From: Dickson Tan dickson.j...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 3:40 AM
Subject: Re: [Audyssey] quest and ff game books



Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
translating the fighting fantasy gamebooks and similar products to be used
in the quest text adventure creater would be legal or not. I think it 
could
be possible, although I have to sit down and mess with the thing for a 
while

to get a better idea.

al


 The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] quest and ff game books

2009-12-01 Thread dark
Well alan, currently I'm attempting to contact the publishers of the series 
to see if accessible versions of the books could be sold.


I'm having very litle luck though.

There are certainly plenty of ameter books though available using the ff 
rules who's authors may welcome this sort of developement,  and more 
being written all the time (chronicles of arborell is now running an anual 
competition for such things).


As far as the literal original series,  by steve jaxon and Ian 
livingston go,  well if my efforts to contact the publishers continue to 
fail,  well it would! be a shame if these books were made accessible 
wouldn't it,  afterall blind people should buy inaccessible print paper 
originals shouldn't they!


I'm sure if the publishers heard of such a circumstance they'd be most 
irritated,  but the internet is a very big place, and many things go on 
which legitimate businesses do not know about.


i won't tell them if you wont!

Btw, please! let's not open the piracy debate again,  this is a matter 
of accessibility afterall.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:19 PM
Subject: Re: [Audyssey] quest and ff game books


That's true. I think it is pretty cheap though to buy. I was just 
wondering if it would be  feasible to do, but Dark said that taking the 
books themselves would not be legal but using their battle system  should 
work. I am gonna sit down with the thing soon and see what it can really 
do.

al
- Original Message - 
From: Dickson Tan dickson.j...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 3:40 AM
Subject: Re: [Audyssey] quest and ff game books



Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
translating the fighting fantasy gamebooks and similar products to be 
used
in the quest text adventure creater would be legal or not. I think it 
could
be possible, although I have to sit down and mess with the thing for a 
while

to get a better idea.

al


 The truth will set you free
Jesus the Messiah 33AD
---
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[Audyssey] development of Night of parasite game.

2009-12-01 Thread Petr Bláha
Hello al, my name is Petr and i am from the Czech republic.
I didn't watch this forum for a very long time, but now i subscribed again 
cause i have some questions to all of you who are familiar with all things 
happening in the world of accessible games.
First, i would like to ask what is the state of the developement of Night of 
Parasite game. Is it finished, or is there a chance that we will be able to 
download any new version, somewhere in the future?
I would like to run this game on the windows 7 system, which seems very 
problematic for now, cause game is rapidly slowing down after a few minutes of 
running, so i thing it needs a patch to be supported od windows 7 operating 
system.
And off course, i would like to play more than cthree chapters, awaylable in 
the last release. To be honest, i have to say that it was quite difficult to 
beat the thirt chapter, but - when i done it, i started to ask - what next? 
What will be the next chapter? Will it be more difficult, or will we meet any 
new charracters, creatures, or what else?
Thanks for your answers, hope i will get some.
Best regards,
Petr.
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Re: [Audyssey] fps/tps question

2009-12-01 Thread Nicol Oosthuizen
Yeah, thanks, tom.Nice explanation.
Nice and clear  explanation
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: 30 November 2009 05:03 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] fps/tps question

Hi Nicol,
Sure can. The primary difference between First Person and Third Person 
games is purely visual. In a Third Person game like Tomb Raider you can 
see the main character like Lara Croft on the screen, at all times,  as 
you move around the game world. It is like a movie where you can see all

the players on the screen at once. In a First Person game like Doom 
there is no actual character on screen and the entire visual perspective

is if you were actually standing there in the game,and all you might see

of your game character is an arm holding a weapon or something like 
that. Otherwise there is very little difference how the game is actually

played. Does that make sense?

Please Note: This email and its contents are subject to our email legal notice 
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf 

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Re: [Audyssey] fps/tps question

2009-12-01 Thread Nicol Oosthuizen
HI Dark
Dark wrote
Games where your character is defined specifically by sound and you
here objects around that character independently of it's movement, ---
such as all the audio side scrollers, alien outback (you can here and
move your spaceship), and the grid based games such as entombed, night
of parasite and treasure hunt I regard as third person,  even with a
limited, occasionally scrolling view point.
I beg to differ from you somewhat.
If you try to compare third person games with literature, no audio  side
scroller is third person, as liam himself is talking in the cut sceens.
A third person game would be a game where the cut sceen is of someone
observing what is liam doing.
If super liam for instance were a third person game, you wouldn't have
heard liam's voice in the cut sceens, but an observer's voice instead.
For example, in the cut sceen of the lava lake,  instead of liam saying:
You want me to go through that to kill a stupid robot? 
If it were  A third person game,  there would have been the voice of an
observer instead of the voice of liam.
The voice would have sounded something like:
liam thinks its ridiculous to go through this to killa stupid robot.
The same with the ouch sounds liam makes when an enemy or fireball or
lazar hits him.
If sl were a  third person game, you would have heard the voice of the
observer saying:
ouch, that  must have been sore.
So therefore I agree with tom rather that third person games is only
mainstream.
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Re: [Audyssey] News from PCS Games

2009-12-01 Thread Nicol Oosthuizen
Hay phil
This looks awesome!
Can't wait to sink my teeth into it!
Nice job!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Phil Vlasak
Sent: 30 November 2009 11:30 PM
To: Gamers Discussion list
Subject: [Audyssey] News from PCS Games

Hi Folks,
I was sure my update to the Sarah game would be finished by now.
But my wife getting a new Guide dog from the Seeing Eye has slowed down
my 
game development work.
It's probably like having a three year old visit, strange feeding
schedules, 
sibling interactions to police, and sleeping arrangements to be sorted
out.
So at this time I can only outline some of the changes in version 1.2

1. The number of different potions you can brew has increased from one
to 3, 
and the locations of the ingredients are concentrated on only two
floors.
On the ground floor you will find a potion book that lists the three
types 
of potions you can make plus the list of ingredients that are needed to
brew 
them.
Along with the current Polyjuice potion  you will be able to brew 
Amortentia,  a powerful love potion, and Felix Felicis, the Liquid Luck 
Potion.
The potion brewing is now in the potions classroom on the dungeon level.
2. You can now apparate to specific parts of the floor you are on, once
you 
find the map and use it.
For example on the Ground floor and Basement you can apparate to the
Broom 
Cupboard, or the Great Hall.
Once you get the map you can then apparate to  the Kitchen or the
Centaur 
Divination Classroom, or the Hufflepuff common room.
3. The map allows you to examine just what is in the area around you, in
an 
area 70 feet north and south and 100 feet east and west.
4. There are new rooms and new creatures that you will encounter,
including 
one very nasty rat.
5. Once you find your way out of the castle you will have the
opportunity to 
go through the Maze that was built for the Triwizard Tournament that has
a 
surprise at the center, different than the cup in the book.
6. You will find many items from the joke shop sprinkled through the
castle, 
especially in the students dorm rooms.
On each floor of Hogwarts you will find a Skiving Snackbox filled with a

random candy.
If you drop a Snackbox candy near Filch you will hear.
him picking it up, unwrapping and eating the candy.
Filch then reading the name of the candy on the wrapper.
and finally, Filch being sick and unable to go after you for a time.
7. You will find five more spells in your spell list.
Descendo,
Causes a trap door to lower.
Wingardium Leviosa,
Makes objects fly.
Evanesco,
Makes something vanish.
Expelliarmus,
the disarming spell.
Reducto,
Blasts solid objects out of your path.

8. random creature feature.
On the easy level, some of the creatures are there 50 percent of the
time 
while in standard they are there 75 percent of the time.
This makes those two levels of difficulty slightly less difficult.

9. There is a novel titled Sarah Goode and the castle of witchcraft and 
wizardry, which is based on this game in your game folder. This is the 
ultimate walkthrough for the Sarah and the castle of witchcraft and
wizardry 
game.

This update will be free to all registered owners of the game,
and I will try my hardest to have it done in December.
Phil Vlasak
p...@pcsgames.net
http://www.pcsgames.net


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[Audyssey] mod idea

2009-12-01 Thread Nicol Oosthuizen
HI all
I want to tell you all about an excellent idea I've been having for a
mod. But first of all, I need to get permission to distribute mods with
super liam as basis.
I've seen a thread long ago where a chap made a land mine mod out of sl.
I've been thinking to do the same.'
I want to make a sircus mod out of sl.
Instead of jumping across soors, fire pits, snakes and the like, I  will
create a mod where you can jump across fire rings, fire pots, balls  and
monkeys. I can create my own game sounds and game music  using my Yamaha
keyboard, as it has got a .WAV recorder.
One thing I've been thinking to add to this mod is large colored balls
you must jump over, instead of the motorcycles.
Instead of the lazars, I've been thinking to add pigs made of stone
where boiled water ooses out at said intervals.
Instead of the coconuts in level1, I have been thinking of large
elefants trying to hit you with their trunks as you walk pass.
I will also create footsteps that will sound as if you are walking in  a
sircus tent.
This is just the start of my mod ideas, but first I need permission
before I can share my sircus mod with fellow gamers.
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Re: [Audyssey] fps/tps question

2009-12-01 Thread Thomas Ward

Hi Dark,
You bring up some good points. Some of which I haven't thought much 
about. However, as you said if we continue on with this discussion we 
will eventually get into a discussion of cross sensory representation 
and theories of functionalism which is way beyond what this list is for.


Grin

dark wrote:
I've always felt tom that audio side scrollers were third person, 
sinse you here not what is literally around the character's position, 
but what is ahead of and behind them,  something which they 
themselves couldn't here, or at least, wouldn't here in the same 
position as the player here's it.


I also disagree that the first/third person distinction is exclusively 
visual at all.


Remember, that the very origin of the phrase comes from literature.

first person, ie, talking about only yourself I walked down the road 
and 


Second person, Ie, talking to a second present person Ie, you fell 
down a hole you idiot!


Third person, Ie, a tirciary observer independent both of the person 
expeirncing events, and the person to whome those events, and a second 
party witnissing them Ie  she climbed out of the hole,  
because she was Angela carter and litle things like holes didn't 
bother her!


Personally, i only tend to think of full audio games where you here 
what is literally around the character as first person, and games 
where you here the character's position independent of their 
surroundings as third person.


So games like Shades of doom, packman talks, Terraformers, --- and 
also sterrio targiting affairs like troopanum where you physically 
move your targit and things are in it's range, I regard as first person.


Games where your character is defigned pspecficially by sound and you 
here objects around that character independently of it's movement, --- 
such as all the audio side scrollers, alien outback (you can here and 
move your spaceship), and the grid based games such as entombed, night 
of parasite and treasurehunt I regard as third perwson,  even with 
a limited, occasionally scrolling view point.


An interesting distinction was made actually by a sited friend of mine 
who tried shades of doom. He's an avid fan of graphical doom and very 
familiar with the series.


He actually said it was far easier for him to play by audio alone than 
with The graphical display in the gma engine, --- -which shows only 
vague representation in black and white,  but from what might be 
called a top down perspective, rather than a first person one.


Thus, when in a corridor,  instead of seeing on the screen (as in 
real doom), what your character sees, you see the corridor as a white 
rectangle, with your character as a black circle in the center.


You can therefore see all around your character, in front and behind.

It might therefore be said though the sound is first person,  the 
graphics (such as they are), are third person.


sinse my spacial coordination is pretty pathetic, I just ran with 
this, --- -but my friend, being used to graphical doom, found it 
extremely difficult to work with and actually requested me to turn the 
graphics off because he found the transition of viewpoints very 
difficult.


In the end though, this is probably just a matter of semantics and 
personal opinion,  though it does bring up some interesting 
questions about the representative qualities of audio,  but before 
I start going into aesthetics, cross sensory representation and 
theories of functionalism I'd better stop!



Beware the grue!

Dark.


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Re: [Audyssey] About Thomas' Review...

2009-12-01 Thread Thomas Ward

Hi Dark,
Good question. I know some voices such as the Cepstral voices have a 
lexicon.txt file which you can edit with notepad in order to change 
how the cepstral voices handles various words and abbreviations. Other 
voices apparently aren't so accommodating or customizable in that way.


dark wrote:
I probably don't need to say it,  but Hal has a dictionary too 
(surprised eh?).


the only problem is as Jim's said,  where is sapi's dictionary! 
this gets on my wick extremely when I'm playing a mud, and is often 
the reason I prefer to actually use non-self-voicing If interpreters 
with hal, rather than self-voicing ones with sapi.


Beware the grue!

Dark.

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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,

I think if you could pull that off that would be a great idea. We have 
something similar here in the states called Closing the Gap, but it 
would be way to expensive to actually go there and setup a booth. That 
would be a great place to introduce lots of several accessible games, 
but since USA Games, GMA, and the rest of us aren't actual corporations 
making lots of money we can't just go there every year and setup a booth 
like GW Micro, Freedom Scientific, Humanware, and the rest of the big 
name companies do. We would need a lot more time and funding to pull 
something like that off.


Plus we would have to have some form of demo cds to hand out to techs 
and other interested parties with a fairly decent collection of games 
for them to hand out to their clients and friends. That is another added 
expense and consequence of trying to let them have something to take 
home with them.



dark wrote:

Hello Tom.

This is unfortunately true. For the last few years I've gone to sight 
village each summer. This is basically the uk Vi tech show, where 
companies, charities and organizations wrent stalls and show off their 
stuff, while lots of people turn up and look.


Not once though have I seen any accessible games mentioned there at all.

I believe Azabat had a stall one year,  but they certainly don't 
go frequently,  nor is azabat any kind of a good representation of 
what audio games are like in general.


this does give me an idea though. Maybe I should see if I could go to 
site village as a representative of the gameaccessibility special 
interest group and audiogames.net,  to do a general show off of 
accessible games.


I wouldn't really need any more than my laptop (which has lots of 
games on it anyway), a plug, and possibly a net connection if i wanted 
to show off something online like sound rts or Che martin's games, 
 and using a double sterrio jack I could wear one pear of 
headphones, participants another, and thus I could give instructions.


The show is not until next July, --- -but I'm not sure how late you 
have to book your places, or what you have to pay to the organizers to 
get a stall.


Maybe though I'll research this and suggest the idea to Richard and 
Sander.


While it might not be ideal,  it'd certainly be a good way of 
reaching a lot of Vi people who may or may not have access to the net, 
 and sinse I would be representing audiogames.net,  I could 
show several different types of game depending upon what peoples 
interest was.


hmmm, I'll look in to that one and see where it goes.

Beware the grue!

Dark.



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[Audyssey] The Game War was Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,
GThems fightin words. prepare to fortify your base as I'm going 
to send Lord Vectors ships after you. Plus while I'm at it I will ask 
Commander Ather, of the Supreme Evil, to lend  a few jets and 
helicopters, and whatever else he's got on hand to blow you up. 
Muhahahahaha.



dark wrote:

well tom, that is a serious threat indeed!

I think in that case I'll register with the patant office the names 
tomb hunter, angela carter and mysteries of the ancients.


Thenk, either you'll have to pay me lots of money to release your 
games,  or, I'll sue you when they're released, --- and you'll 
have to sit in a small broom cupboard for the next 50 years while you 
rename and rewrite them entirely in assembler!! ha! ha! ha!


Yes I know, this is a low and dirty trick, --- but all's fair in love, 
war and screen reader related threatenings!


Beware the Grue!

Dark.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,
Well, if you could get a ball park figure of what it would cost to send 
you to Sight Village, to get a booth, etc that would be a good start. if 
need be perhaps we could organize a number of accessible game developers 
and each pay a certain amount to sponser you. By sponsering you in turn 
you would show off our games to the public. That is pretty much how 
traditional advertising works anyway.


dark wrote:

Thanks darren.

I think audiogames.net in this case would mean me,  and Cx2, the 
other English mod, if he wished, and was able to come.


I will investigate the possibility though.

For a start, I don't know if there is a charge,  and if there is, 
whether the game accessibility group would be willing or not to pay it 
just to have me sit on my bumb and tell members of the British public 
how great accessible games are for a day or two.


Beware the grue!

Dark.



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Re: [Audyssey] quest and ff game books

2009-12-01 Thread Allan Thompson
I will have to check out those amatuer books. It has been a few years since 
I went thru a adventure book. I think the ones I played recently were the 
ones with lonewolf which were pretty good.


al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 12:39 PM
Subject: Re: [Audyssey] quest and ff game books


Well alan, currently I'm attempting to contact the publishers of the 
series to see if accessible versions of the books could be sold.


I'm having very litle luck though.

There are certainly plenty of ameter books though available using the ff 
rules who's authors may welcome this sort of developement,  and more 
being written all the time (chronicles of arborell is now running an anual 
competition for such things).


As far as the literal original series,  by steve jaxon and Ian 
livingston go,  well if my efforts to contact the publishers continue 
to fail,  well it would! be a shame if these books were made 
accessible wouldn't it,  afterall blind people should buy inaccessible 
print paper originals shouldn't they!


I'm sure if the publishers heard of such a circumstance they'd be most 
irritated,  but the internet is a very big place, and many things go 
on which legitimate businesses do not know about.


i won't tell them if you wont!

Btw, please! let's not open the piracy debate again,  this is a matter 
of accessibility afterall.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:19 PM
Subject: Re: [Audyssey] quest and ff game books


That's true. I think it is pretty cheap though to buy. I was just 
wondering if it would be  feasible to do, but Dark said that taking the 
books themselves would not be legal but using their battle system  should 
work. I am gonna sit down with the thing soon and see what it can really 
do.

al
- Original Message - 
From: Dickson Tan dickson.j...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 3:40 AM
Subject: Re: [Audyssey] quest and ff game books



Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
translating the fighting fantasy gamebooks and similar products to be 
used
in the quest text adventure creater would be legal or not. I think it 
could
be possible, although I have to sit down and mess with the thing for a 
while

to get a better idea.

al


 The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Darren,
That's my thought as well. If certain developers sponsor Dark's trip to 
sight village then it also gives him a focus what games to demo. If GMA 
helps sponsor Dark then they get some demonstration time. If Draconis 
does some Sponsoring then they get some demonstration time as well. If I 
help sponsor him then something like Mysteries of the Ancients should 
get some demonstration time too. If a developer doesn't sponsor his trip 
then maybe they shouldn't get as much demonstration time. It is afair 
and straight forward system as far as I see it.


Darren Harris wrote:

Yeah there's a charge. And maybe if this is advertising for accessible games
which will put money in the developers pockets then why can't they
collectively put up some money for you? I mean after all it's not going to
benefit audiogames.net to do this. Not financially so there either has to be
an insentive for doing it or some of the cost has to be covered.
  



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Scott,
Yes, I do believe Agrip did go to Sight Village at least once. That 
would have been before Michael's accident so would have been quite a 
while ago, and Audio Quake would not have been as far along then as it 
is now.


Scott Chesworth wrote:

Hey Dark,

Didn't Agrip do a trip to Sight Village once?  I didn't go that year,
just vaguely remember them being at some exhibition somewhere and it
seemed to ring a bell.

Anyway main reason for the post was just to add a bit of support to
the idea.  As far as I know the cost varies depending on how much
advertising you want in the promo bumph, though I've no idea what the
base rate or conditions that allow someone to exhibit are.

Keep us updated though, I'd certainly drop by the stall for a bit of a
game-off, it'd make a nice change from doing the rounds and hanging my
head at some of the pricing and lack of inovation that's generally on
offer.

I should imagine between you and CX2 you'll have this covered if it
comes to anything, but in case you need a London contingent with
plenty of experience of presenting things in a this is easy and fun
way then feel free to give me a shout... I'd be only too happy to help
if I can.

Scott
  



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Darren Harris
Completely agree. Because no offence meant whilst it's really good to get
the word out at the end of the day potentially it's still going to be money
in the pockets of the developers.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 December 2009 19:31
To: Gamers Discussion list
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


Hi Darren,
That's my thought as well. If certain developers sponsor Dark's trip to 
sight village then it also gives him a focus what games to demo. If GMA 
helps sponsor Dark then they get some demonstration time. If Draconis 
does some Sponsoring then they get some demonstration time as well. If I 
help sponsor him then something like Mysteries of the Ancients should 
get some demonstration time too. If a developer doesn't sponsor his trip 
then maybe they shouldn't get as much demonstration time. It is afair 
and straight forward system as far as I see it.

Darren Harris wrote:
 Yeah there's a charge. And maybe if this is advertising for accessible 
 games which will put money in the developers pockets then why can't 
 they collectively put up some money for you? I mean after all it's 
 not going to benefit audiogames.net to do this. Not financially so 
 there either has to be an insentive for doing it or some of the cost 
 has to be covered.
   


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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,
Hmmm...That's a good point. Something like Shades of Doom, Sarah, and 
even Mysteries of the Ancients isn't something you can get the hang of 
in a short one to five minute preview. At least not like with Q9 that is 
so simple you can practically pick it up and play it without the manual. 
Troopenum, Judgment Day, etc are also simple games you could show off 
that don't take much practice or studying to master.


dark wrote:
Yes phil! we don't want any ill mannered yankies in our propper 
English magic school thank you very much! ;D.
being serious now, my one slight issue with sarah as a quick 
exhibition game is how easy it is to pick up and play without reading 
the manual or looking at any commands.


If I can just tell someone click on a planet to fly there or hit 
anything nasty you here in the right speaker that is fine,  but 
Sarah has many keys, and many sounds for people to get to grips with 
at one time.


If I got someone who wanted a complex or heavily atmospheric game, 
 I would indeed show them Sarah, --- but that's why it didn't 
occur to me when I was just randomly off the top of my head thinking 
of games I could quickly show off to passers by,  that's also why 
I didn't include mota in that list either.


That was also in no way intended as an exhaustive list,  just some 
random thoughts on what games I might show people.


Bare in mind, Site village is a very crowded affair with literally 
hundreds of people moving through it. It'd almost be a markit type 
affair with me sitting on a stall, --- and basically chatting to 
people as they passed, intermitantly giving them quick goes on a game 
or two,  then (hopefully), telling them to move along because 
someone else wanted a turn!


Btw, on the british voice acting front,  if your stil in the 
business of adding to sarah, --- I've now got an R09 recorder some 
stage experience, and would be glad to give you a voice or two myself, 
 just let me know who you might need.


Beware thee grue!

Dark.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Darren Harris
Hi,

No but at least by showing said games off you're showing the capabilities
that are on offer with an audio game. You're proving that it's not just a
series of beeps and that's it. There's a whole lot more to it basically and
that's what we really need to get out or otherwise there isn't really going
to be that much interest generated.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 December 2009 19:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


Hi Dark,
Hmmm...That's a good point. Something like Shades of Doom, Sarah, and 
even Mysteries of the Ancients isn't something you can get the hang of 
in a short one to five minute preview. At least not like with Q9 that is 
so simple you can practically pick it up and play it without the manual. 
Troopenum, Judgment Day, etc are also simple games you could show off 
that don't take much practice or studying to master.

dark wrote:
 Yes phil! we don't want any ill mannered yankies in our propper
 English magic school thank you very much! ;D.
 being serious now, my one slight issue with sarah as a quick 
 exhibition game is how easy it is to pick up and play without reading 
 the manual or looking at any commands.

 If I can just tell someone click on a planet to fly there or hit
 anything nasty you here in the right speaker that is fine,  but 
 Sarah has many keys, and many sounds for people to get to grips with 
 at one time.

 If I got someone who wanted a complex or heavily atmospheric game,
  I would indeed show them Sarah, --- but that's why it didn't 
 occur to me when I was just randomly off the top of my head thinking 
 of games I could quickly show off to passers by,  that's also why 
 I didn't include mota in that list either.

 That was also in no way intended as an exhaustive list,  just some
 random thoughts on what games I might show people.

 Bare in mind, Site village is a very crowded affair with literally
 hundreds of people moving through it. It'd almost be a markit type 
 affair with me sitting on a stall, --- and basically chatting to 
 people as they passed, intermitantly giving them quick goes on a game 
 or two,  then (hopefully), telling them to move along because 
 someone else wanted a turn!

 Btw, on the british voice acting front,  if your stil in the
 business of adding to sarah, --- I've now got an R09 recorder some 
 stage experience, and would be glad to give you a voice or two myself, 
  just let me know who you might need.

 Beware thee grue!

 Dark.


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[Audyssey] Moderator Note was Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Peter and all,
The screen reader discussion is interesting, but we are drifting further 
and further off the main topic of games. Let's get things back on track 
with games.


Smile

peter Mahach wrote:

well
let's just say you could call me a screen reader expert or close to 
that. I worked with nearly everything available on windows and had a 
few experiences with orca on the gnome desktop.
when I started out I was running wineyes 4.5 and needless to say the 
control panel was very! confusing,  the option names sorta weird. 
especially the keyboard echo. instead of having 4 levels you have 1 
long list with keys, words, both and then keys, words and both with 
out interrupt instead of putting these 2 separately.
I also at first had troubles applying changes globally, but as for day 
to day use (when I'm not digging in the thing) window-eyes was all in 
all a plezent experience to work with.
then when I ended up on vista I started to use jaws daily. it was an 
easier thing to learn I'll admit and I got used to it quite a lot.
dolphin's products, hmm. have these at school. I find them weird. the 
hot keys are especially confusing, sometimes requiring left, or 
specifrically, right, control, making me getting hal announcing the 
key instead of performing the function I expected it to do. I do, 
however, like its... uh. what was it called. verbosity schemes I 
think. it allows full modification of just about anything the thing 
says. for instance I changed it to say checked/unchecked instead of 
its default selected/unselected on checkboxes, that sort of thing. I 
wish though they made a seaprate buffer for msaa content instead of 
using their mouse emulation with some DOM thrown in to do the job.
I did also test system access and nvda and I find I don't have to 
comment, the 2 are really nice readers.
sorry if I went off topic at 1 point or another and sorry for the long 
message, and take care!



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,
As I believe Michael's accident happened in 2006 he would have been 
there at Sight Village on behalf of Agrip around 2004 or 2005. Just 
prier to your discovery of Audessy.org, audiogames.net, and all the rest 
of us out here on the net.


dark wrote:

Hi Scot.

Well I'm not sure,  everything's stil in the possibly crazy idea 
stage at the moment, and I haven't even spoken to Cx2,  or richard 
or Sander, sinse I'd like to know the facts from the organizers 
themselves first.


Once I know what's going on, having an extra person on hand may be 
helpful,  but again, we'll have to see.


If the charge is based on leaflet space,  again, I'm not sure how 
that will work, sinse while on the one hand we want to advertise, on 
the other, it's not quite as important that we give people huge 
amounts of promotional info to take away (just a note on 
www.audiogames.net and the existance of games would do), it's really 
just the general visibility factor which I think would be most helpful.


Again though, I'll wait to see what the site village organizers have 
to say.


I've never personally seen agrip there,  but then again I've only 
known about audiogames from 2006 onwards, --- so it's possible they 
were there earlier on and I missed them.


Beware the grue!

Dark.



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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread Marc Andersen

Hi Jim,
Where do you get all these statistics from?
Marc Andersen

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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread Thomas Ward

Hi Dark,
In deed. You are the grand winner of last months verbosity award. I 
finally have soundly been defeated. Now, I'll go in my corner and cry. Lol!


dark wrote:

Muahaha! bow before my verbosity, yee mortals!

At last Thomas, I have defeated you! guahahaha!

;D.

Beware the grue!

Dark.



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[Audyssey] Screen Readers and Games

2009-12-01 Thread John Bannick
Thomas is correct, IMHO. Having self-voicing in a game ensures its audio 
interface is present and works the way you want it to, without the 
idiosyncracies of JAWS, etc.


However, a colleague at the Carrol Center for the Blind long ago 
convinced us that a game without JAWS won't sell to U.S. blind gamers.


I'm not a marketing person so I don't know if he's right or wrong there.

I'm certainly not qualified to join the which-screen-reader-is-best wars.

But as a sighted programmer, having to code for any screen reader is 
excellent discipline. It forces me to have at least a basic grasp of 
some of audio display issues and results in a better audio user interface.


However, coding for a screen reader is a lot of work. In order to make a 
user interface that is pleasing to a blind gamer, a visually-impaired 
gamer, and a sighted gamer, we often speak stuff that isn't displayed on 
the screen. That takes not only extra plumbing, as Thomas and other 
coders know well, but sometimes changes the user interface architecture. 
And sometimes takes pure magic.


JAWS has a clunky, but workable interface to the Java language we use. 
It also has a Braille interface. Something I'd like to pursue some day 
with the folks at Helen Keller or SENSE in the UK.


The folks in Fort Wayne haven't yet added a Java interface to Windows 
Eyes, though I suspect that I could access their API via Java's C/C++ 
interface. But that would take a lot of work, add to the complexity of 
the code, and increase the probability of bugs.


I think Dark at one time told us that he tried one of our games with HAL 
and it seemed to work. Maybe they use the same Java API as JAWS. 
However, getting a copy, learning it, and designing and coding for it 
have the same issues as for Windows Eyes.


So self-voicing plus JAWS seems the optimal solution to an audio interface.

That being said, I'm personally not satisfied with Kevin, our voice. 
Though as the real Kevin says, It's free. Don't complain. I know 
enough now to make the Free-TTS code work with SAPI. However, that's 
probably over a month of analysis, design, and coding; more for testing 
and debugging.


I'm pushing management here to include SAPI in our summer work.

But we're a small mainstream game company with small margins. And the 
iron jaws of capitalism dictate profit or die.


John Bannick
Chief Technology Officer
7-128 Software



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[Audyssey] Bug in entombed 1.46

2009-12-01 Thread Hayri Tulumcu
I have found out that it is only when one has chosen Fortune Teller Thief to 
take a long time to save. All the other jobs can easily play without problems.
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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Darren,
That's quite true. Games like Tank Commander, Shades of Doom, Sarah, and 
Mysteries of the Ancients are beginning to catch up with there 
mainstream counter parts, and just getting the message out there that we 
can play rather sifisticated games should be the over all message. I 
know when I first lost my vision and I could no longer play Jedi Knight, 
Tomb Raider, Soldier of Fortune, and other games that were out in the 
90's I didn't realy know what was available for me as a blind gamer. For 
a long while all I knew about was interactive fiction text games I found 
on the net, wrote afew text games on my own, and I had heard about Jim 
Kitchen's free games through a friend. I thought that was all there was 
until i found Audyssey around 2000, and found out there was GMA, ESP, 
and various other accessible game developers out there. I was very quite 
surprised and delited when I found out GMA was developing a clone of 
doom, which was in beta when I discovered them, because I believed I was 
the first person to think up the idea of eventually creating a FPS game 
after college.
Anyway, getting the word out that such games do exist would make a lot 
of young  blind gamershappy if they could hear about it. So many of them 
like me wanted to play Doom, Resident Evil, or whatever their friends 
are playing, and can't because the mainstream titles aren't accessible. 
The fact such games do exist and are beginning to be developed now 
should be gotten to them when and where we can.



Darren Harris wrote:

Hi,

No but at least by showing said games off you're showing the capabilities
that are on offer with an audio game. You're proving that it's not just a
series of beeps and that's it. There's a whole lot more to it basically and
that's what we really need to get out or otherwise there isn't really going
to be that much interest generated.
  



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Re: [Audyssey] development of Night of parasite game.

2009-12-01 Thread dark

Hello Petr.

The developer of night of parasite is francis wolf from China, --- and he 
made the game known on the forums at www.audiogames.net.


There is indeed a more uptodate version with more chapters,  and more 
games written by him, but thus far all are only available in chinese, and 
only night of parasite has been translated into English.


Hopefully more will be done in future,  sinse the game is indeed well 
put together and has been very popular.


Beware the grue!

Dark.
- Original Message - 
From: Petr Bláha hammet...@seznam.cz

To: gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:43 AM
Subject: [Audyssey] development of Night of parasite game.



Hello al, my name is Petr and i am from the Czech republic.
I didn't watch this forum for a very long time, but now i subscribed again 
cause i have some questions to all of you who are familiar with all things 
happening in the world of accessible games.
First, i would like to ask what is the state of the developement of Night 
of Parasite game. Is it finished, or is there a chance that we will be 
able to download any new version, somewhere in the future?
I would like to run this game on the windows 7 system, which seems very 
problematic for now, cause game is rapidly slowing down after a few 
minutes of running, so i thing it needs a patch to be supported od windows 
7 operating system.
And off course, i would like to play more than cthree chapters, awaylable 
in the last release. To be honest, i have to say that it was quite 
difficult to beat the thirt chapter, but - when i done it, i started to 
ask - what next? What will be the next chapter? Will it be more 
difficult, or will we meet any new charracters, creatures, or what else?

Thanks for your answers, hope i will get some.
Best regards,
Petr.
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Re: [Audyssey] fps/tps question

2009-12-01 Thread dark

Hello.

Literature wise, strictly speaking the audio drama field is stil third 
person, sinse you here Liam essentially talking to himself, --- -as a third 
person. Audio drama uses the same medium.


First person would have been Liam saying something like I wondered why I 
was going through all this, just to fight a stupid robot


Not liam talking to Dr. Quark as happens.

this wasn't however really what I was getting at in the mail, sinse my main 
concern was the difference in the actual gameplay.


To put it simply, I'd view games where you here the character's position, 
and then! here what is around him/her,  rather than directly hereing 
things the way the character would, as third person.


In Suprliam for instance, there is no sonic difference betwene hereing an 
enemy coming from in front or behind,  where as in a game like shades, 
there very much is (in fact is.


This is my point.

Really though, I only find the matter interesting for what it says about how 
to explain spaces in audio and the nature of audio against visual 
information.


It's mostly a semantic matter,  and not one which really is easy to 
solve as to whether a given game is first or third person.


Beware the grue!

Dark.
- Original Message - 
From: Nicol Oosthuizen noosthui...@sars.gov.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:11 AM
Subject: Re: [Audyssey] fps/tps question



HI Dark
Dark wrote
Games where your character is defined specifically by sound and you
here objects around that character independently of it's movement, ---
such as all the audio side scrollers, alien outback (you can here and
move your spaceship), and the grid based games such as entombed, night
of parasite and treasure hunt I regard as third person,  even with a
limited, occasionally scrolling view point.
I beg to differ from you somewhat.
If you try to compare third person games with literature, no audio  side
scroller is third person, as liam himself is talking in the cut sceens.
A third person game would be a game where the cut sceen is of someone
observing what is liam doing.
If super liam for instance were a third person game, you wouldn't have
heard liam's voice in the cut sceens, but an observer's voice instead.
For example, in the cut sceen of the lava lake,  instead of liam saying:
You want me to go through that to kill a stupid robot?
If it were  A third person game,  there would have been the voice of an
observer instead of the voice of liam.
The voice would have sounded something like:
liam thinks its ridiculous to go through this to killa stupid robot.
The same with the ouch sounds liam makes when an enemy or fireball or
lazar hits him.
If sl were a  third person game, you would have heard the voice of the
observer saying:
ouch, that  must have been sore.
So therefore I agree with tom rather that third person games is only
mainstream.
Please Note: This email and its contents are subject to our email legal 
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Re: [Audyssey] fps/tps question

2009-12-01 Thread dark
Unfortunately Tom, debating the qualatitive nature of various senses is a 
bit of a pet habbit of mine,  I used to have raging arguements in 
Aesthetics (philosophy of art and beauty), tutorials, on the artistic and 
representative qualities of senses like smell,  then for my Masters I 
did an essay on synaesthesia and functionalism, which investigated the type 
and quality of sensary information someone who was synaesthesic got from 
their senses.


As you said though, these really aren't things which should be discussed on 
this list,  though they do very much have a baring on how to represent 
an entire environment by the medium of sound,  as audio games have to.


I'll stop rambling now though!

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 6:45 PM
Subject: Re: [Audyssey] fps/tps question



Hi Dark,
You bring up some good points. Some of which I haven't thought much about. 
However, as you said if we continue on with this discussion we will 
eventually get into a discussion of cross sensory representation and 
theories of functionalism which is way beyond what this list is for.


Grin




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[Audyssey] 7-128 Game Accessibility was Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi John,

You gave some very good points below, but there is an accessibility 
option you maybe haven't considered. If you truly want to make the 7-128 
Gamebook accessible to Window-Eyes users, Hal users NVDA, Jaws, System 
access, whatever there is a sure fire solution to support all of these 
without having to go through a clunky interface like the Java Access 
Bridge. If you use the SWT window toolkit instead of Swing you will be 
able to make native bindings to the Win32 API which all of the major 
screen readers use to gather the on screen information. Since SWT uses 
native Win32 window controls all screen readers will recognize and use 
your Java application as though it were written in C++ with the Win 32 
API. As a Window-Eyes user myself this is how I often have to make my 
Java based applications accessible so I can use them with Window-Eyes.


A secondary reason why SWT and JFace are superior has to do with how the 
controls and windows are presented to the end user. Since SWT uses 
actual Win32 controls your Java application will look and feel like a 
true Windows application. it won't have that funky Swing look and feel 
that doesn't quite look like other Windows applications. Many developers 
and end users have told me SWT applications just look better, more 
professional, than those using Swing.


Although, SWT is a superior window toolkit i have no idea how much work 
it would take to go back and convert your Gamebook and games over to it. 
It is quite different from Swing, and you would basically be rewriting 
your graphical front ends from scratch. Definitely not something I would 
relish, but might be worth it from an accessibility standpoint.


FYI, there are also Mac and Linux ports of SWT so you can use Cocoa and 
GTK+ via SWT as well. This way you are able to use the standard window 
toolkit for the specific platform without having to change your 
graphical interface  in your Java applications. Just recompile and 
release for each platform you wish to target.


HTH


John Bannick wrote:
Thomas is correct, IMHO. Having self-voicing in a game ensures its 
audio interface is present and works the way you want it to, without 
the idiosyncracies of JAWS, etc.


However, a colleague at the Carrol Center for the Blind long ago 
convinced us that a game without JAWS won't sell to U.S. blind gamers.


I'm not a marketing person so I don't know if he's right or wrong there.

I'm certainly not qualified to join the which-screen-reader-is-best wars.

But as a sighted programmer, having to code for any screen reader is 
excellent discipline. It forces me to have at least a basic grasp of 
some of audio display issues and results in a better audio user 
interface.


However, coding for a screen reader is a lot of work. In order to make 
a user interface that is pleasing to a blind gamer, a 
visually-impaired gamer, and a sighted gamer, we often speak stuff 
that isn't displayed on the screen. That takes not only extra 
plumbing, as Thomas and other coders know well, but sometimes changes 
the user interface architecture. And sometimes takes pure magic.


JAWS has a clunky, but workable interface to the Java language we use. 
It also has a Braille interface. Something I'd like to pursue some day 
with the folks at Helen Keller or SENSE in the UK.


The folks in Fort Wayne haven't yet added a Java interface to Windows 
Eyes, though I suspect that I could access their API via Java's C/C++ 
interface. But that would take a lot of work, add to the complexity of 
the code, and increase the probability of bugs.


I think Dark at one time told us that he tried one of our games with 
HAL and it seemed to work. Maybe they use the same Java API as JAWS. 
However, getting a copy, learning it, and designing and coding for it 
have the same issues as for Windows Eyes.


So self-voicing plus JAWS seems the optimal solution to an audio 
interface.


That being said, I'm personally not satisfied with Kevin, our voice. 
Though as the real Kevin says, It's free. Don't complain. I know 
enough now to make the Free-TTS code work with SAPI. However, that's 
probably over a month of analysis, design, and coding; more for 
testing and debugging.


I'm pushing management here to include SAPI in our summer work.

But we're a small mainstream game company with small margins. And the 
iron jaws of capitalism dictate profit or die.


John Bannick
Chief Technology Officer
7-128 Software



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Re: [Audyssey] About Thomas' Review...

2009-12-01 Thread dark
Well Tom, if you knew where I could find such a dictionary for scansoft 
daniel I'd appreciate knowing,  sinse that's the voice I use for all 
sapi things, and it seems far worse at missspeaking abbreviations than any 
other voice I've heard,  which is a shame, sinse I like it's actual 
speech quality a lot.


I know where to find the dictionaries for both Sam, (hal's synth interface), 
and orphius itself,  though I've very rarely had to use them sinse both 
have good standard pronunciation,  sam's dictionary is even loaded with 
nice bits of trivia, so by default it pronounces some names like hermione 
properly.


i have no idea where either Sapi's or daniels dictionaries are though,   
even if they exist.


I don't know why Scansoft (and probably other synth manufacturers by the 
sound of it), load them down with so many pre-defined acronyms,  sinse 
their something which is so very variable!


The only ones which seem reasonable to me are mr. and mrs,  and even 
then, I've played a fair few rp games that use mr as melee rating.


Then, there are the times that you don't actually want an acronym spoken at 
all sinse everyone just uses it in the short form.


For example, take the designation hms used for British navy ships.

Yes, it officially stands for her magisty's,  but nobody in England (or 
indeed anywhere else), would actually refer to a ship as something like the 
Her magisty's victory.


Beware the grue!

Dark.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 6:54 PM
Subject: Re: [Audyssey] About Thomas' Review...



Hi Dark,
Good question. I know some voices such as the Cepstral voices have a 
lexicon.txt file which you can edit with notepad in order to change how 
the cepstral voices handles various words and abbreviations. Other voices 
apparently aren't so accommodating or customizable in that way.


dark wrote:
I probably don't need to say it,  but Hal has a dictionary too 
(surprised eh?).


the only problem is as Jim's said,  where is sapi's dictionary! this 
gets on my wick extremely when I'm playing a mud, and is often the reason 
I prefer to actually use non-self-voicing If interpreters with hal, 
rather than self-voicing ones with sapi.


Beware the grue!

Dark.

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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark

Hi.

Well we'll see.

On the one hand, sight village sounds a litle more accessible to the general 
public than the Us version,  sinse demo cd's and such aren't expected at 
all, and there are a lot of one man shows there as well as the big names 
like dolphin or gw micro.


Charity organizations also have booths too, ---the rnib, as well as far 
smaller groups like calibre tape library (a small charity run, but very 
decent audio books service I'm a big fan of), and action for blind 
people,  who provide various services and indeed were kind enough to run 
the audio games pole last year on their sit.


It's very much in the lite of a promotional charity service that I'm 
presenting the game accessiblity group and audiogames.net.


Afterall,  while Cx2 and I do completely enjoy writing crazy news and 
getting to play and write about lots of games for the database, it's in the 
end something we do voluntarily in our spare time (though as a lazy bumb of 
a student I have plenty of spare time of course  ;D). likewise, nobody 
pays Richard and Sander to maintain the site, code the scripts that keep the 
database running, or post news of their own, and the work they do talking to 
companies and students about game access is certainly very much off their 
own bat.


I'll therefore be rather sad if they decide to ask too much of a giant 
charge for this, - but as they haven't yet got back to me,  I'll 
have to wait and see.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:04 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,

I think if you could pull that off that would be a great idea. We have 
something similar here in the states called Closing the Gap, but it would 
be way to expensive to actually go there and setup a booth. That would be 
a great place to introduce lots of several accessible games, but since USA 
Games, GMA, and the rest of us aren't actual corporations making lots of 
money we can't just go there every year and setup a booth like GW Micro, 
Freedom Scientific, Humanware, and the rest of the big name companies do. 
We would need a lot more time and funding to pull something like that off.


Plus we would have to have some form of demo cds to hand out to techs and 
other interested parties with a fairly decent collection of games for them 
to hand out to their clients and friends. That is another added expense 
and consequence of trying to let them have something to take home with 
them.



dark wrote:

Hello Tom.

This is unfortunately true. For the last few years I've gone to sight 
village each summer. This is basically the uk Vi tech show, where 
companies, charities and organizations wrent stalls and show off their 
stuff, while lots of people turn up and look.


Not once though have I seen any accessible games mentioned there at all.

I believe Azabat had a stall one year,  but they certainly don't go 
frequently,  nor is azabat any kind of a good representation of what 
audio games are like in general.


this does give me an idea though. Maybe I should see if I could go to 
site village as a representative of the gameaccessibility special 
interest group and audiogames.net,  to do a general show off of 
accessible games.


I wouldn't really need any more than my laptop (which has lots of games 
on it anyway), a plug, and possibly a net connection if i wanted to show 
off something online like sound rts or Che martin's games,  and using 
a double sterrio jack I could wear one pear of headphones, participants 
another, and thus I could give instructions.


The show is not until next July, --- -but I'm not sure how late you have 
to book your places, or what you have to pay to the organizers to get a 
stall.


Maybe though I'll research this and suggest the idea to Richard and 
Sander.


While it might not be ideal,  it'd certainly be a good way of 
reaching a lot of Vi people who may or may not have access to the 
net,  and sinse I would be representing audiogames.net,  I could 
show several different types of game depending upon what peoples interest 
was.


hmmm, I'll look in to that one and see where it goes.

Beware the grue!

Dark.



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Re: [Audyssey] The Game War was Screen Readers and Games

2009-12-01 Thread dark

Well Tom, --- now things are getting interesting.

The only problem with your litle scheme is I've been having tea with x1 this 
afternoon.


I was able to provide him with a sample of that interesting parasitic virus 
which caused all the world's wildlife to mutate overnight rather quickly, 
and he's modified it into a techno virus!


Your fleet will mutate into techno monstrosities and turn on you before they 
get halfway!


Guahahaha!

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:18 PM
Subject: [Audyssey] The Game War was Screen Readers and Games



Hi Dark,
GThems fightin words. prepare to fortify your base as I'm going to 
send Lord Vectors ships after you. Plus while I'm at it I will ask 
Commander Ather, of the Supreme Evil, to lend  a few jets and helicopters, 
and whatever else he's got on hand to blow you up. Muhahahahaha.



dark wrote:

well tom, that is a serious threat indeed!

I think in that case I'll register with the patant office the names tomb 
hunter, angela carter and mysteries of the ancients.


Thenk, either you'll have to pay me lots of money to release your 
games,  or, I'll sue you when they're released, --- and you'll have 
to sit in a small broom cupboard for the next 50 years while you rename 
and rewrite them entirely in assembler!! ha! ha! ha!


Yes I know, this is a low and dirty trick, --- but all's fair in love, 
war and screen reader related threatenings!


Beware the Grue!

Dark.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Thomas Ward

Hi Dark,
Well, the primary  financial issue with Closing the Gap is travel 
expenses plus room and board for the time it is going on. Unlike you, 
who can get to Sight Village within a hour by train, I'd have to book a 
flight to go there and back. Plus pay for food, a hotel room, and any 
other expenses involved with traveling out of state for a large 
convention like Closing the Gap. That's why even though we have such a 
big national conference like Closing the Gap only people who can afford 
it ever go. It is just too far for the average person to travel to on a 
slim budget. There are definitely disadvantages to living in a country 
as big as the United States.



dark wrote:

Hi.

Well we'll see.

On the one hand, sight village sounds a litle more accessible to the 
general public than the Us version,  sinse demo cd's and such 
aren't expected at all, and there are a lot of one man shows there as 
well as the big names like dolphin or gw micro.


Charity organizations also have booths too, ---the rnib, as well as 
far smaller groups like calibre tape library (a small charity run, but 
very decent audio books service I'm a big fan of), and action for 
blind people,  who provide various services and indeed were kind 
enough to run the audio games pole last year on their sit.


It's very much in the lite of a promotional charity service that I'm 
presenting the game accessiblity group and audiogames.net.


Afterall,  while Cx2 and I do completely enjoy writing crazy news 
and getting to play and write about lots of games for the database, 
it's in the end something we do voluntarily in our spare time (though 
as a lazy bumb of a student I have plenty of spare time of course  
;D). likewise, nobody pays Richard and Sander to maintain the site, 
code the scripts that keep the database running, or post news of their 
own, and the work they do talking to companies and students about game 
access is certainly very much off their own bat.


I'll therefore be rather sad if they decide to ask too much of a giant 
charge for this, - but as they haven't yet got back to me,  
I'll have to wait and see.


Beware the grue!

Dark.



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Re: [Audyssey] quest and ff game books

2009-12-01 Thread dark
Well the lone wolf series from project.aon have been allowed an online 
publication by their author,  and indeed there are already some 
automated players for the books, --- though none are accessible, sinse they 
either use silverlight or dodgy java.


For ameter books though, arborell is a good place to start, sinse it hosts 
many ameter books now,  as well as the arborell books themselves which 
are some of the most fantastic I've ever played, and are part of one of the 
best constructed fantasy worlds and stories I've seen.


There are also several others I can think of too if your interested,   
though I'm very much planning to add more gamebooks to the database on 
www.audiogames.nett,  even including those which are just the book files 
themselves with no added playing software to handle stats, dice etc.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:25 PM
Subject: Re: [Audyssey] quest and ff game books


I will have to check out those amatuer books. It has been a few years since 
I went thru a adventure book. I think the ones I played recently were the 
ones with lonewolf which were pretty good.


al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 12:39 PM
Subject: Re: [Audyssey] quest and ff game books


Well alan, currently I'm attempting to contact the publishers of the 
series to see if accessible versions of the books could be sold.


I'm having very litle luck though.

There are certainly plenty of ameter books though available using the ff 
rules who's authors may welcome this sort of developement,  and more 
being written all the time (chronicles of arborell is now running an 
anual competition for such things).


As far as the literal original series,  by steve jaxon and Ian 
livingston go,  well if my efforts to contact the publishers continue 
to fail,  well it would! be a shame if these books were made 
accessible wouldn't it,  afterall blind people should buy 
inaccessible print paper originals shouldn't they!


I'm sure if the publishers heard of such a circumstance they'd be most 
irritated,  but the internet is a very big place, and many things go 
on which legitimate businesses do not know about.


i won't tell them if you wont!

Btw, please! let's not open the piracy debate again,  this is a 
matter of accessibility afterall.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:19 PM
Subject: Re: [Audyssey] quest and ff game books


That's true. I think it is pretty cheap though to buy. I was just 
wondering if it would be  feasible to do, but Dark said that taking the 
books themselves would not be legal but using their battle system 
should work. I am gonna sit down with the thing soon and see what it can 
really do.

al
- Original Message - 
From: Dickson Tan dickson.j...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 3:40 AM
Subject: Re: [Audyssey] quest and ff game books



Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
translating the fighting fantasy gamebooks and similar products to be 
used
in the quest text adventure creater would be legal or not. I think it 
could
be possible, although I have to sit down and mess with the thing for a 
while

to get a better idea.

al


 The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark

It is a miner problem Tom.

I could partially get around it by using two sets of sterrio headphones and 
demoing myself for a bit then giving instructions to the person trying the 
game, --- -but sinse I was thinking of this as a hay look, --- -here are 
audio games, --- aren't they cool! I'd rather have something which grabbed 
people's attention quickly with not much effort than something which was 
long and complex,  sort of the audio game version of a big flashy intro 
on a graphical game promotion at E3 or a similar computer game show.


That's why the games I initially thought of,  a wide enough variety to 
show the people there were different genres (afterall, if I get someone 
who's not an action fan,  it'd be bad if I couldn't show an 
alternative), were games which it is comparatively easy to show quickkly.


even smugglers 4, it's just a matter of etelling a person to click on panets 
to fly around, then click on fire to shoot at an enemy ship when getting 
into a fight,  all very stant sinse there are no keys to deal with or 
sounds to learn.


Of course, if I was specifically commitioned to demo certain games i would 
try m best to demo them,  but this is one reason I wanted a specific 
booth for audiogames.net, to represent the audio game playing interest in 
general,  rather than any one games company in particular,  to show 
people that there are many games which appeal to different tastes and needs, 
and that such games are fun,  and not overwhlemingly difficulty to play 
and understand,  especially for people who may be less computer savy!


Beware the grue!

Dark.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:43 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,
Hmmm...That's a good point. Something like Shades of Doom, Sarah, and even 
Mysteries of the Ancients isn't something you can get the hang of in a 
short one to five minute preview. At least not like with Q9 that is so 
simple you can practically pick it up and play it without the manual. 
Troopenum, Judgment Day, etc are also simple games you could show off that 
don't take much practice or studying to master.


dark wrote:
Yes phil! we don't want any ill mannered yankies in our propper English 
magic school thank you very much! ;D.
being serious now, my one slight issue with sarah as a quick exhibition 
game is how easy it is to pick up and play without reading the manual or 
looking at any commands.


If I can just tell someone click on a planet to fly there or hit 
anything nasty you here in the right speaker that is fine,  but 
Sarah has many keys, and many sounds for people to get to grips with at 
one time.


If I got someone who wanted a complex or heavily atmospheric game,  I 
would indeed show them Sarah, --- but that's why it didn't occur to me 
when I was just randomly off the top of my head thinking of games I could 
quickly show off to passers by,  that's also why I didn't include 
mota in that list either.


That was also in no way intended as an exhaustive list,  just some 
random thoughts on what games I might show people.


Bare in mind, Site village is a very crowded affair with literally 
hundreds of people moving through it. It'd almost be a markit type affair 
with me sitting on a stall, --- and basically chatting to people as they 
passed, intermitantly giving them quick goes on a game or two,  then 
(hopefully), telling them to move along because someone else wanted a 
turn!


Btw, on the british voice acting front,  if your stil in the business 
of adding to sarah, --- I've now got an R09 recorder some stage 
experience, and would be glad to give you a voice or two myself,   
just let me know who you might need.


Beware thee grue!

Dark.



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Re: [Audyssey] The Game War was Screen Readers and Games

2009-12-01 Thread Thomas Ward


Hi Dark,

Oh, yeah? You really think so?

You forget I am the developer of STFC and have command of the Defiant 
plus soul control over five Klingon Attack Cruisers and five heavily 
armed Romulan Warbirds. Even now my fleet is on the way under cloak to 
take X1 and his techno virus out.


Hold on a minute. Yes, Captain Sisko just sent me a subspace message 
letting me know the mission was a success. X1 and his ship are no more. 
Your evil techno virus was completely destroyed when X1 fell. Now, I'm 
seeking my revenge.


As I write this message a Borg cube is on its way to your house to 
assimilate you. Resistance is futile. You will be assimilated. They will 
add your biological and technological destinctiveness to their own. You 
must comply.


Dark wrote:

Well Tom, --- now things are getting interesting.

The only problem with your litle scheme is I've been having tea with 
x1 this afternoon.


I was able to provide him with a sample of that interesting parasitic 
virus which caused all the world's wildlife to mutate overnight rather 
quickly, and he's modified it into a techno virus!


Your fleet will mutate into techno monstrosities and turn on you 
before they get halfway!


Guahahaha!

Beware the grue!

Dark.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark
That is true Darren,  and that is one reason it coccurred to me to show 
entombed,  which is a complex game, but one with comparatively easy 
keys, and judgement day, which is a simple game, but with great sound and 
many interesting features which I could quickly mention.


To represent the arcade genre i thought Q9, which,  while a symple and 
easy game, is well enough put together, and contains interesting and 
dramatic enough sounds to catch people's attention.


esp pinball xtreme might be another good example here too.

For people who like more traditional games, I thought Che martin's card 
games would be good to show,  sinse I can tell people the joys of 
playing against opponents from many different countries, and the tournaments 
Che runs.


beware the gruie!

Dark
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:44 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi,

No but at least by showing said games off you're showing the capabilities
that are on offer with an audio game. You're proving that it's not just a
series of beeps and that's it. There's a whole lot more to it basically 
and
that's what we really need to get out or otherwise there isn't really 
going

to be that much interest generated.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 December 2009 19:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


Hi Dark,
Hmmm...That's a good point. Something like Shades of Doom, Sarah, and
even Mysteries of the Ancients isn't something you can get the hang of
in a short one to five minute preview. At least not like with Q9 that is
so simple you can practically pick it up and play it without the manual.
Troopenum, Judgment Day, etc are also simple games you could show off
that don't take much practice or studying to master.

dark wrote:

Yes phil! we don't want any ill mannered yankies in our propper
English magic school thank you very much! ;D.
being serious now, my one slight issue with sarah as a quick
exhibition game is how easy it is to pick up and play without reading
the manual or looking at any commands.

If I can just tell someone click on a planet to fly there or hit
anything nasty you here in the right speaker that is fine,  but
Sarah has many keys, and many sounds for people to get to grips with
at one time.

If I got someone who wanted a complex or heavily atmospheric game,
 I would indeed show them Sarah, --- but that's why it didn't
occur to me when I was just randomly off the top of my head thinking
of games I could quickly show off to passers by,  that's also why
I didn't include mota in that list either.

That was also in no way intended as an exhaustive list,  just some
random thoughts on what games I might show people.

Bare in mind, Site village is a very crowded affair with literally
hundreds of people moving through it. It'd almost be a markit type
affair with me sitting on a stall, --- and basically chatting to
people as they passed, intermitantly giving them quick goes on a game
or two,  then (hopefully), telling them to move along because
someone else wanted a turn!

Btw, on the british voice acting front,  if your stil in the
business of adding to sarah, --- I've now got an R09 recorder some
stage experience, and would be glad to give you a voice or two myself,
 just let me know who you might need.

Beware thee grue!

Dark.



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[Audyssey] history was: Promotion was:Screen Readers and Games

2009-12-01 Thread dark

Well Tom,  yes and no.

I first got on the net full time in 2002, in my first year in colidge.

At that point though, I'd only ever played games on games consoles, and 
while I knew that there were games for pc, I supposed that they were all 
either hyper complex graphically unplayable affairs,  or near impossible 
to run complicated emulation type things, - believe it or not, there was 
a time when i had no confidence in my own technical knolidge even on how to 
basically run a program or download files from the net.


I'd used my laptop to read dd rules and play tabletop games, --- but not to 
actually play games myself.



In 2003, I read something in a braille magazine which mentioned the 
whitestic.co.uk site and their online games page.


I looked, and then got very interested in brouser based things and,   
after some very kind help from tom lorimer who runs that site,   
interactive fiction, just using standard interpreters like win frotz and win 
tads, with no tts.


I did actually download the win frotz tts, but as my old laptop had windows 
98, and I hadn't even heard of sapi, I just assumed the voice component was 
broken, and read the text with hal.


I did read Tom lorimers page about offline games,  but to be brutally 
honest, none of those mentioned at that time, --- -which looked to be mostly 
board crossword and card affairs, seemed interesting to me,  and I 
actually assumed that audio computer games were nice litle things which some 
kind and generous charities had set up to give the poor pathetic blind 
people something to do

with their time.

My only defense is this is indeed an atitude i've encountered a lot in 
services or companies who work with visually impared people over here,   
and while I was wrong to pre-judge everyone who did Vi friendly stuff as 
being of that motivation,  it is also true that certain people and 
organizations stil very much are!


I did look at a couple of links on that page, --- -I remember once reading 
the manual for Vip gameszone's galaxy ranger,  but the lack of demo 
time,  as well as the rather worrying technical idea of downloading a 
program put me off trying it.


Also, sinse it was 2003-5, and I was stil using a laptop with windows 98, 
there was a compatibility question too.


I tried literally hundreds of on line brouser based games (which is why I 
have so strong opinions of them now). The one i played most at that point 
was legend of the green dragon,  which I was deeply impressed with at 
the time, sinse it was the only online game I could find with even a shred 
of exploration to it.


Then, in late 2004 while I was working on my masters, I ran across 
Sryth,  which frankly blew me away! I literally spent 48 hours just 
playing the thing constantly!


Ekitraina was actually my third character on Sryth, and the only one I tried 
who had half way decent randomly generated stats.


In 2005 I got a desktop with xp, --- which I first played Sryth on,  and 
a litle later at that point I got into conversation with Bryan peterson on 
the Sryth forums.


when I found out he was also visually impared we exchanged pms for a while, 
and we at length discovered we shared an interest in game music,  and 
games.


I mentioned wanting to play something exploration based, and bryan told me 
first about the then in developement castle quest,  and about shades of 
doom.


he provided me the links both to Gma games and audiogames.net, and I went 
and downloaded shades in november of 2005, then registered for the 
audiogames.net forum in december.


The rest as they say,  is history!

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:56 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,
As I believe Michael's accident happened in 2006 he would have been there 
at Sight Village on behalf of Agrip around 2004 or 2005. Just prier to 
your discovery of Audessy.org, audiogames.net, and all the rest of us out 
here on the net.





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Re: [Audyssey] Audyssey babble report for November 2009

2009-12-01 Thread dark
Well Tom,  usually you manage to out do me, --- -but this month I seemed 
to win by a mile!


Now,  wwill anyone be able to take the champion's belt from me for 
december!


I'll not go down without a chat!

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 10:13 PM
Subject: Re: [Audyssey] Audyssey babble report for November 2009



Hi Dark,
In deed. You are the grand winner of last months verbosity award. I 
finally have soundly been defeated. Now, I'll go in my corner and cry. 
Lol!


dark wrote:

Muahaha! bow before my verbosity, yee mortals!

At last Thomas, I have defeated you! guahahaha!

;D.

Beware the grue!

Dark.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark
That's an interesting idea Tom,  but I'll wait and see what the 
organizers tell me,  and what Richard and Sander have to say about the 
idea.


Also please remember that other than sitting on a stall at freshers' fair 
when i was president of the university philosophy society persuading 
students to sign up, i have no training or experience in advertising or 
markiting whatsoever.


The booth would just be me, --- -and anyone else who came, with a laptop, 
two sets of headphones, and my double sterrio headphone jack.


How successful I'd be in promotion, --- -I honestly have no idea.

I certainly wouldn't have to tell any fibs about game quality,  but 
whether I'd be persuasive enough to be any good I really can't say.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:25 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,
Well, if you could get a ball park figure of what it would cost to send 
you to Sight Village, to get a booth, etc that would be a good start. if 
need be perhaps we could organize a number of accessible game developers 
and each pay a certain amount to sponser you. By sponsering you in turn 
you would show off our games to the public. That is pretty much how 
traditional advertising works anyway.


dark wrote:

Thanks darren.

I think audiogames.net in this case would mean me,  and Cx2, the 
other English mod, if he wished, and was able to come.


I will investigate the possibility though.

For a start, I don't know if there is a charge,  and if there is, 
whether the game accessibility group would be willing or not to pay it 
just to have me sit on my bumb and tell members of the British public how 
great accessible games are for a day or two.


Beware the grue!

Dark.



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Re: [Audyssey] Screen Readers and Games

2009-12-01 Thread dark

Hi John.
Interesting indeed. hal did seem to run with the gamebook fairly well though 
there were one or two scrolling issues, and a couple of shinanigans with 
labled images.


Sinse though java support has been increasing over the last few versions 
i'll have to give it another try.


I personally would be very pleased to see sapi support in your games.

With your publishing of games like inspector cindy and mysterious cities 
which are essentially gamebooks,  or multiple choice based intaeractive 
fiction if you prefer, the quality of the text and how it is read is a very 
important factor indeed.


Most Vi people will have a fairly good tts voice with sapi for exactly this 
reason.


I'm afraid the free voice you use currently really doesn't show your text to 
the best advantage,  and to me, actually detracts significantly from the 
enjoyment of the games.


To put it bluntly, --- -I would buy a copy of the gamebook and your mystery 
games myself like a shot if I didn't have to use the voice.


whether this is through use of Hal, or sapi,  i wouldn't mind.

I'm very sorry if this is a bit over abrupt,  but sinse you mentioned 
that your markiting people were hesitant on adding more support, --- -I 
thought perhaps some clarity would be helpful,  and i'd be glad to write 
this up in a more formal way if you like.


I certainly very much hope these issues can be fixed in future,   
especially with the work your doing on the travelog game, and it's possible 
textual descriptions.


perhaps I am just spoilt from having good synths like Orphius and Alan to 
work with,  certainly the original appolo hardware synth orphius was 
based on which i used when i was 12 would make any voice sound like a 
shakespearian actor in comparison,  then again, I certainly wouldn't 
want to go back to that synth now, or anything which sounded similar.


Beware the grue!

Dark.



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[Audyssey] San Gollen in CE?

2009-12-01 Thread Orin
Hi all,

Here's another problem I have. Someone sent me goods that I need, and it told 
me what planet they were on, but not the system. Not sure what system San Golen 
is on? Figured CEDB would have it or whatever that fansite is called so I 
wouldn't have to ask, but I did.

Just wondering as they'll only be there for a number of days.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark
Hmmm Tom, the question does occur to me why the organizers of the closing 
the gap conference don't just organize more events.


there is a sight village in scotland which indeed would be an hour by train 
from Durham, one in bermingham which would be about four hours (though sinse 
my parents live in Nottingham which is much closer I'd just go and visit 
them on the way), and one in London which I could get to in about 3 
hours,  though mostly because there is a train streight there.


New for this year, They're also runing a sight village exhibition in county 
Cork in the republic of Ireland.


This would be a good deal harder for me to get too, and would require a 
flight and overnight accommodation much as you describe, - but when 
shows are run in much more convenient locales,  well missing Ireland is 
something I could live with indeed.


Beware the grue!

Dark. 



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Re: [Audyssey] San Gollen in CE?

2009-12-01 Thread Liam Erven
Use the galaxy finder on the main menu combo box thing
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: Tuesday, December 01, 2009 7:16 PM
To: Gamers Discussion list
Subject: [Audyssey] San Gollen in CE?

Hi all,

Here's another problem I have. Someone sent me goods that I need, and it
told me what planet they were on, but not the system. Not sure what system
San Golen is on? Figured CEDB would have it or whatever that fansite is
called so I wouldn't have to ask, but I did.

Just wondering as they'll only be there for a number of days.



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__ Information from ESET Smart Security, version of virus signature
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Re: [Audyssey] mod idea

2009-12-01 Thread Hayden Presley
H...very interesting!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nicol Oosthuizen
Sent: Tuesday, December 01, 2009 5:56 AM
To: Gamers Discussion list
Subject: [Audyssey] mod idea

HI all
I want to tell you all about an excellent idea I've been having for a
mod. But first of all, I need to get permission to distribute mods with
super liam as basis.
I've seen a thread long ago where a chap made a land mine mod out of sl.
I've been thinking to do the same.'
I want to make a sircus mod out of sl.
Instead of jumping across soors, fire pits, snakes and the like, I  will
create a mod where you can jump across fire rings, fire pots, balls  and
monkeys. I can create my own game sounds and game music  using my Yamaha
keyboard, as it has got a .WAV recorder.
One thing I've been thinking to add to this mod is large colored balls
you must jump over, instead of the motorcycles.
Instead of the lazars, I've been thinking to add pigs made of stone
where boiled water ooses out at said intervals.
Instead of the coconuts in level1, I have been thinking of large
elefants trying to hit you with their trunks as you walk pass.
I will also create footsteps that will sound as if you are walking in  a
sircus tent.
This is just the start of my mod ideas, but first I need permission
before I can share my sircus mod with fellow gamers.
Please Note: This email and its contents are subject to our email legal
notice which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf 

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Re: [Audyssey] The Game War was Screen Readers and Games

2009-12-01 Thread dark

Ah tom,  you seem so smug!

Firstly you should know, that as long standing beta tester for entombed my 
base is located on the as yet undiscovered 25th lower floor of the dungeons 
of doom!


Let's see your borg drones get through my hoards of kobolds, goblins, orcs 
skeletons and zombies.



What's that?  the goblin king has just brought me a message telling me 
that the stone guardian punched a hole in the side of the borg cube, and a 
level 5 chalm scroll was used on several borg drones.


the concept of having some borg drones chalmed to destroy the rest rockited 
through the entire collective, causing a massive shut down of the group mind 
and anihilating the brain of every borg on board.


then, a legion of kobold necromancers raised them as skeletons!

Now, the borg cube,  manned by it's newly undead borg hoard is heading 
on a seak and destroy mission!


Take that!

Beware the grue!

Dark.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 12:14 AM
Subject: Re: [Audyssey] The Game War was Screen Readers and Games




Hi Dark,

Oh, yeah? You really think so?

You forget I am the developer of STFC and have command of the Defiant plus 
soul control over five Klingon Attack Cruisers and five heavily armed 
Romulan Warbirds. Even now my fleet is on the way under cloak to take X1 
and his techno virus out.


Hold on a minute. Yes, Captain Sisko just sent me a subspace message 
letting me know the mission was a success. X1 and his ship are no more. 
Your evil techno virus was completely destroyed when X1 fell. Now, I'm 
seeking my revenge.


As I write this message a Borg cube is on its way to your house to 
assimilate you. Resistance is futile. You will be assimilated. They will 
add your biological and technological destinctiveness to their own. You 
must comply.





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Re: [Audyssey] San Gollen in CE?

2009-12-01 Thread dark

San gallen is in the Descarte system.

hth.

beware the grue!

Dark.
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 1:16 AM
Subject: [Audyssey] San Gollen in CE?



Hi all,

Here's another problem I have. Someone sent me goods that I need, and it 
told me what planet they were on, but not the system. Not sure what system 
San Golen is on? Figured CEDB would have it or whatever that fansite is 
called so I wouldn't have to ask, but I did.


Just wondering as they'll only be there for a number of days.



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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Phil Vlasak

Hi Dark,
I have some experience trying to interest blind people about audio games at 
blind conventions.
In July 1999, Carl and I traveled to the ACB convention in Los Angeles 
promoting our  Pacman, Space Invaders and six other games that were self 
voicing.

We did the same at the NFB convention in Atlanta in July 2000.
In both conventions, our costs were much greater than our game sales.
We had three computers at the booth, one for doing sales, one with speakers 
blasting the games and one with two headphones so people could try the games 
out before buying them.
We also had 100 promotional CD's with all our demos on them for people to 
take with them.

They came with a discount card in large print and Braille.
As for playing the games, we had several running on the computer but all 
paused so we could switch from one to another quickly.
We decided to stop going as the months of preparation and expense of the 
convention meant less time and money to develop new games.
I do know that what is now All In Play and James North's ESP Softworks had 
booths at the conventions back then.
One suggestion for demonstrating games would be to make a audio play list of 
game reviews and previews in mp3 format.


Smiles,
Phil


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[Audyssey] High level game creation tools

2009-12-01 Thread Philip Bennefall
Hi all,

I am, as most of you probably already know, working on a scriptable game engine 
that will allow you to make advanced games without having to learn a real 
programming language. All that you have to learn is a basic like scripting 
language, and behind this simple interface sits a powerful engine that takes 
care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is still a 
scripting language which might still be daunting for some to grasp and 
understand. Having followed the recent discussions on list I see that there is 
a lot of interest in something like a sidescroller creation tool, which leads 
me to the following question. Would you people like to see high level tools 
such as a sidescroller builder that basically generates Bgt code based on a 
template? You would have a pretty interface like any other high level tool, and 
you would be able to adjust tons of parameters after which time you can get 
your Bgt code written out in a file ready for use in the engine. This way, 
people who are starting out can use these template builder things to make 
something that is fairly close to what they want to create, and then as they 
get more and more familiar with the workings of the language they can go in and 
actually modify the game that the template program generated for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread Charles Rivard
I would think that, to grab attention, headsets should not be used.  Games 
should be played by people, and speakers should be used so that people 
nearby would be attracted by the sounds of the games.  If blind people are 
within hearing range of the speakers, they will be attracted by the game 
sounds.  Headsets won't do that.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 2:13 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


It is a miner problem Tom.

I could partially get around it by using two sets of sterrio headphones and
demoing myself for a bit then giving instructions to the person trying the
game, --- -but sinse I was thinking of this as a hay look, --- -here are
audio games, --- aren't they cool! I'd rather have something which grabbed
people's attention quickly with not much effort than something which was
long and complex,  sort of the audio game version of a big flashy intro
on a graphical game promotion at E3 or a similar computer game show.

That's why the games I initially thought of,  a wide enough variety to
show the people there were different genres (afterall, if I get someone
who's not an action fan,  it'd be bad if I couldn't show an
alternative), were games which it is comparatively easy to show quickkly.

even smugglers 4, it's just a matter of etelling a person to click on panets
to fly around, then click on fire to shoot at an enemy ship when getting
into a fight,  all very stant sinse there are no keys to deal with or
sounds to learn.

Of course, if I was specifically commitioned to demo certain games i would
try m best to demo them,  but this is one reason I wanted a specific
booth for audiogames.net, to represent the audio game playing interest in
general,  rather than any one games company in particular,  to show
people that there are many games which appeal to different tastes and needs,
and that such games are fun,  and not overwhlemingly difficulty to play
and understand,  especially for people who may be less computer savy!

Beware the grue!

Dark.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:43 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


 Hi Dark,
 Hmmm...That's a good point. Something like Shades of Doom, Sarah, and even
 Mysteries of the Ancients isn't something you can get the hang of in a
 short one to five minute preview. At least not like with Q9 that is so
 simple you can practically pick it up and play it without the manual.
 Troopenum, Judgment Day, etc are also simple games you could show off that
 don't take much practice or studying to master.

 dark wrote:
 Yes phil! we don't want any ill mannered yankies in our propper English
 magic school thank you very much! ;D.
 being serious now, my one slight issue with sarah as a quick exhibition
 game is how easy it is to pick up and play without reading the manual or
 looking at any commands.

 If I can just tell someone click on a planet to fly there or hit
 anything nasty you here in the right speaker that is fine,  but
 Sarah has many keys, and many sounds for people to get to grips with at
 one time.

 If I got someone who wanted a complex or heavily atmospheric game,  I
 would indeed show them Sarah, --- but that's why it didn't occur to me
 when I was just randomly off the top of my head thinking of games I could
 quickly show off to passers by,  that's also why I didn't include
 mota in that list either.

 That was also in no way intended as an exhaustive list,  just some
 random thoughts on what games I might show people.

 Bare in mind, Site village is a very crowded affair with literally
 hundreds of people moving through it. It'd almost be a markit type affair
 with me sitting on a stall, --- and basically chatting to people as they
 passed, intermitantly giving them quick goes on a game or two,  then
 (hopefully), telling them to move along because someone else wanted a
 turn!

 Btw, on the british voice acting front,  if your stil in the business
 of adding to sarah, --- I've now got an R09 recorder some stage
 experience, and would be glad to give you a voice or two myself, 
 just let me know who you might need.

 Beware thee grue!

 Dark.


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If 

Re: [Audyssey] High level game creation tools

2009-12-01 Thread Allan Thompson

Hi,
When you say side scroller I think of super mario, or super liam and Monty's 
revenge and of course q9.
Would the thing your making also be able to create more fighting type games? 
I am not sure what to call them, but examples would be double dragon, final 
fight, shinobi, streets of rage, golden axe...I hope you know what I mean.
These are still mostly side scrollers, only they are usually in a three 
quarter view where they walk forward, usually from left to right, and 
encounter bad guys and beat them up, grab them and do various moves on them 
etc and so forth. Sorry I can't seem to define them much better then that.


al - Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 10:15 PM
Subject: [Audyssey] High level game creation tools



Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn 
a real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful 
engine that takes care of all the groundwork.


However, despite all my efforts to make it as simple as possible it is 
still a scripting language which might still be daunting for some to grasp 
and understand. Having followed the recent discussions on list I see that 
there is a lot of interest in something like a sidescroller creation tool, 
which leads me to the following question. Would you people like to see 
high level tools such as a sidescroller builder that basically generates 
Bgt code based on a template? You would have a pretty interface like any 
other high level tool, and you would be able to adjust tons of parameters 
after which time you can get your Bgt code written out in a file ready for 
use in the engine. This way, people who are starting out can use these 
template builder things to make something that is fairly close to what 
they want to create, and then as they get more and more familiar with the 
workings of the language they can go in and actually modify the game that 
the template program generated for them.


Any thoughts on this?

Kind regards,

Philip Bennefall
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Re: [Audyssey] quest and ff game books

2009-12-01 Thread Allan Thompson

Thanks for the info Dark. I will check them out soon, grin.
al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:00 PM
Subject: Re: [Audyssey] quest and ff game books


Well the lone wolf series from project.aon have been allowed an online 
publication by their author,  and indeed there are already some 
automated players for the books, --- though none are accessible, sinse 
they either use silverlight or dodgy java.


For ameter books though, arborell is a good place to start, sinse it hosts 
many ameter books now,  as well as the arborell books themselves which 
are some of the most fantastic I've ever played, and are part of one of 
the best constructed fantasy worlds and stories I've seen.


There are also several others I can think of too if your interested,   
though I'm very much planning to add more gamebooks to the database on 
www.audiogames.nett,  even including those which are just the book 
files themselves with no added playing software to handle stats, dice etc.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:25 PM
Subject: Re: [Audyssey] quest and ff game books


I will have to check out those amatuer books. It has been a few years 
since I went thru a adventure book. I think the ones I played recently 
were the ones with lonewolf which were pretty good.


al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 12:39 PM
Subject: Re: [Audyssey] quest and ff game books


Well alan, currently I'm attempting to contact the publishers of the 
series to see if accessible versions of the books could be sold.


I'm having very litle luck though.

There are certainly plenty of ameter books though available using the ff 
rules who's authors may welcome this sort of developement,  and more 
being written all the time (chronicles of arborell is now running an 
anual competition for such things).


As far as the literal original series,  by steve jaxon and Ian 
livingston go,  well if my efforts to contact the publishers 
continue to fail,  well it would! be a shame if these books were 
made accessible wouldn't it,  afterall blind people should buy 
inaccessible print paper originals shouldn't they!


I'm sure if the publishers heard of such a circumstance they'd be most 
irritated,  but the internet is a very big place, and many things go 
on which legitimate businesses do not know about.


i won't tell them if you wont!

Btw, please! let's not open the piracy debate again,  this is a 
matter of accessibility afterall.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 5:19 PM
Subject: Re: [Audyssey] quest and ff game books


That's true. I think it is pretty cheap though to buy. I was just 
wondering if it would be  feasible to do, but Dark said that taking the 
books themselves would not be legal but using their battle system 
should work. I am gonna sit down with the thing soon and see what it 
can really do.

al
- Original Message - 
From: Dickson Tan dickson.j...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 01, 2009 3:40 AM
Subject: Re: [Audyssey] quest and ff game books



Hi Al

For the conversion, u'd have the get the full version though.

Cheers
Dickson

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Allan Thompson
Sent: Tuesday, 1 December, 2009 7:14 AM
To: gamers discussion list
Subject: [Audyssey] quest and ff game books

Hi all,
I was wondering if
translating the fighting fantasy gamebooks and similar products to be 
used
in the quest text adventure creater would be legal or not. I think it 
could
be possible, although I have to sit down and mess with the thing for a 
while

to get a better idea.

al


 The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread Philip Bennefall

Hi Al,

I don't know about the templates, but you can definitely make games like 
that if you write the code yourself in the Bgt language. I can always extend 
templates and add new possibilities to them, of course, but what I was 
mainly refering to when I said side scroller was a Q9 style game. The 
problem is that I have never played any of these games that you mention so I 
have nothing to really relate to. But in short, the functionality is there; 
it's just a matter of how much time one is willing to spend learning the 
language rather than using the templates.


Kind regards,

Philip Bennefall
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 5:20 AM
Subject: Re: [Audyssey] High level game creation tools



Hi,
When you say side scroller I think of super mario, or super liam and 
Monty's

revenge and of course q9.
Would the thing your making also be able to create more fighting type 
games?
I am not sure what to call them, but examples would be double dragon, 
final

fight, shinobi, streets of rage, golden axe...I hope you know what I mean.
These are still mostly side scrollers, only they are usually in a three
quarter view where they walk forward, usually from left to right, and
encounter bad guys and beat them up, grab them and do various moves on 
them

etc and so forth. Sorry I can't seem to define them much better then that.

al - Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 10:15 PM
Subject: [Audyssey] High level game creation tools



Hi all,

I am, as most of you probably already know, working on a scriptable game
engine that will allow you to make advanced games without having to learn
a real programming language. All that you have to learn is a basic like
scripting language, and behind this simple interface sits a powerful
engine that takes care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is
still a scripting language which might still be daunting for some to 
grasp

and understand. Having followed the recent discussions on list I see that
there is a lot of interest in something like a sidescroller creation 
tool,

which leads me to the following question. Would you people like to see
high level tools such as a sidescroller builder that basically generates
Bgt code based on a template? You would have a pretty interface like any
other high level tool, and you would be able to adjust tons of parameters
after which time you can get your Bgt code written out in a file ready 
for

use in the engine. This way, people who are starting out can use these
template builder things to make something that is fairly close to what
they want to create, and then as they get more and more familiar with the
workings of the language they can go in and actually modify the game that
the template program generated for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
Checked by AVG - www.avg.com
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21:05:00



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Re: [Audyssey] High level game creation tools

2009-12-01 Thread mike maslo
Phillip:

Well me personally although I do not programming at all, I would like to see
more advanced games then the side scroller. I want to get out of the 80's or
70's and get to the 21st century.

I want to see a tool that offers us the opportunity to make games that
challenge us and the scripting language maybe some type of forum or new
email group can be formed for those who are having problems with the program
and can ask those who are more experienced in scripting when questions
arise.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, December 01, 2009 9:15 PM
To: Gamers Discussion list
Subject: [Audyssey] High level game creation tools

Hi all,

I am, as most of you probably already know, working on a scriptable game
engine that will allow you to make advanced games without having to learn a
real programming language. All that you have to learn is a basic like
scripting language, and behind this simple interface sits a powerful engine
that takes care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is still
a scripting language which might still be daunting for some to grasp and
understand. Having followed the recent discussions on list I see that there
is a lot of interest in something like a sidescroller creation tool, which
leads me to the following question. Would you people like to see high level
tools such as a sidescroller builder that basically generates Bgt code based
on a template? You would have a pretty interface like any other high level
tool, and you would be able to adjust tons of parameters after which time
you can get your Bgt code written out in a file ready for use in the engine.
This way, people who are starting out can use these template builder things
to make something that is fairly close to what they want to create, and then
as they get more and more familiar with the workings of the language they
can go in and actually modify the game that the template program generated
for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread shaun everiss
hmmm what about the advanced scripting for advanced users and a menu system 
like addrift, placing objects, moving round to place objects, etc.
At 04:15 p.m. 2/12/2009, you wrote:
Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn a 
real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful engine 
that takes care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is still a 
scripting language which might still be daunting for some to grasp and 
understand. Having followed the recent discussions on list I see that there is 
a lot of interest in something like a sidescroller creation tool, which leads 
me to the following question. Would you people like to see high level tools 
such as a sidescroller builder that basically generates Bgt code based on a 
template? You would have a pretty interface like any other high level tool, 
and you would be able to adjust tons of parameters after which time you can 
get your Bgt code written out in a file ready for use in the engine. This way, 
people who are starting out can use these template builder things to make 
something that is fairly close to what they want to create, and then as they 
get more and more familiar with the workings of the language they can go in 
and actually modify the game that the template program generated for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread Philip Bennefall

Hi Mike,

Oh there will definitely be a help mailing list/forum for those who have 
problems with their code, and I will certainly be as active there responding 
to questions as I possibly can.


Kind regards,

Philip Bennefall
- Original Message - 
From: mike maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 02, 2009 5:47 AM
Subject: Re: [Audyssey] High level game creation tools



Phillip:

Well me personally although I do not programming at all, I would like to 
see
more advanced games then the side scroller. I want to get out of the 80's 
or

70's and get to the 21st century.

I want to see a tool that offers us the opportunity to make games that
challenge us and the scripting language maybe some type of forum or new
email group can be formed for those who are having problems with the 
program

and can ask those who are more experienced in scripting when questions
arise.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, December 01, 2009 9:15 PM
To: Gamers Discussion list
Subject: [Audyssey] High level game creation tools

Hi all,

I am, as most of you probably already know, working on a scriptable game
engine that will allow you to make advanced games without having to learn 
a

real programming language. All that you have to learn is a basic like
scripting language, and behind this simple interface sits a powerful 
engine

that takes care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is 
still

a scripting language which might still be daunting for some to grasp and
understand. Having followed the recent discussions on list I see that 
there

is a lot of interest in something like a sidescroller creation tool, which
leads me to the following question. Would you people like to see high 
level
tools such as a sidescroller builder that basically generates Bgt code 
based

on a template? You would have a pretty interface like any other high level
tool, and you would be able to adjust tons of parameters after which time
you can get your Bgt code written out in a file ready for use in the 
engine.
This way, people who are starting out can use these template builder 
things
to make something that is fairly close to what they want to create, and 
then

as they get more and more familiar with the workings of the language they
can go in and actually modify the game that the template program generated
for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread Philip Bennefall

Hi Shaun,

Yes, such high level tools are definitely on the sketchboard. However I have 
not finalized exactly how they are going to work yet as I am still working 
on the low level stuff, so any ideas are much appreciated at this point.


Kind regards,

Philip Bennefall
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 5:52 AM
Subject: Re: [Audyssey] High level game creation tools


hmmm what about the advanced scripting for advanced users and a menu 
system like addrift, placing objects, moving round to place objects, etc.

At 04:15 p.m. 2/12/2009, you wrote:

Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn 
a real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful 
engine that takes care of all the groundwork.


However, despite all my efforts to make it as simple as possible it is 
still a scripting language which might still be daunting for some to grasp 
and understand. Having followed the recent discussions on list I see that 
there is a lot of interest in something like a sidescroller creation tool, 
which leads me to the following question. Would you people like to see 
high level tools such as a sidescroller builder that basically generates 
Bgt code based on a template? You would have a pretty interface like any 
other high level tool, and you would be able to adjust tons of parameters 
after which time you can get your Bgt code written out in a file ready for 
use in the engine. This way, people who are starting out can use these 
template builder things to make something that is fairly close to what 
they want to create, and then as they get more and more familiar with the 
workings of the language they can go in and actually modify the game that 
the template program generated for them.


Any thoughts on this?

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread shaun everiss
aah.
well if you find space for me to test I'll give it a shot I know you are full 
right now.
At 05:55 p.m. 2/12/2009, you wrote:
Hi Shaun,

Yes, such high level tools are definitely on the sketchboard. However I have 
not finalized exactly how they are going to work yet as I am still working on 
the low level stuff, so any ideas are much appreciated at this point.

Kind regards,

Philip Bennefall
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 5:52 AM
Subject: Re: [Audyssey] High level game creation tools


hmmm what about the advanced scripting for advanced users and a menu system 
like addrift, placing objects, moving round to place objects, etc.
At 04:15 p.m. 2/12/2009, you wrote:
Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn a 
real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful engine 
that takes care of all the groundwork.

However, despite all my efforts to make it as simple as possible it is still 
a scripting language which might still be daunting for some to grasp and 
understand. Having followed the recent discussions on list I see that there 
is a lot of interest in something like a sidescroller creation tool, which 
leads me to the following question. Would you people like to see high level 
tools such as a sidescroller builder that basically generates Bgt code based 
on a template? You would have a pretty interface like any other high level 
tool, and you would be able to adjust tons of parameters after which time 
you can get your Bgt code written out in a file ready for use in the engine. 
This way, people who are starting out can use these template builder things 
to make something that is fairly close to what they want to create, and then 
as they get more and more familiar with the workings of the language they 
can go in and actually modify the game that the template program generated 
for them.

Any thoughts on this?

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
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Re: [Audyssey] High level game creation tools

2009-12-01 Thread ian mcnamara
i would personally like more advance games not just side scrowlers but 
that is my personal appinyon.


ian

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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark

Interesting Phil.

Maybe if this does happen, people could assist me in the creation of 
promotional cd's with audio trailers of a number of games to give to people.


As far as expense and everything else goes, well again I can't really say 
much until the convention organizers get back to me.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 1:51 AM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,
I have some experience trying to interest blind people about audio games 
at blind conventions.
In July 1999, Carl and I traveled to the ACB convention in Los Angeles 
promoting our  Pacman, Space Invaders and six other games that were self 
voicing.

We did the same at the NFB convention in Atlanta in July 2000.
In both conventions, our costs were much greater than our game sales.
We had three computers at the booth, one for doing sales, one with 
speakers blasting the games and one with two headphones so people could 
try the games out before buying them.
We also had 100 promotional CD's with all our demos on them for people to 
take with them.

They came with a discount card in large print and Braille.
As for playing the games, we had several running on the computer but all 
paused so we could switch from one to another quickly.
We decided to stop going as the months of preparation and expense of the 
convention meant less time and money to develop new games.
I do know that what is now All In Play and James North's ESP Softworks had 
booths at the conventions back then.
One suggestion for demonstrating games would be to make a audio play list 
of game reviews and previews in mp3 format.


Smiles,
Phil


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Re: [Audyssey] High level game creation tools

2009-12-01 Thread dark

Hi Philip.

I think giving people some sort of interface with a template is a great 
idea!


A really nice way on how people can get their feet wet at using the language 
without having to fall in at the deep end.


it would also be a great way for those who wish to create mods,  ie, 
games with similar enemy styles and content to existing ones but different 
sound and settings,  to create games with different aspects to the 
original, - but similar rules.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 3:15 AM
Subject: [Audyssey] High level game creation tools



Hi all,

I am, as most of you probably already know, working on a scriptable game 
engine that will allow you to make advanced games without having to learn 
a real programming language. All that you have to learn is a basic like 
scripting language, and behind this simple interface sits a powerful 
engine that takes care of all the groundwork.


However, despite all my efforts to make it as simple as possible it is 
still a scripting language which might still be daunting for some to grasp 
and understand. Having followed the recent discussions on list I see that 
there is a lot of interest in something like a sidescroller creation tool, 
which leads me to the following question. Would you people like to see 
high level tools such as a sidescroller builder that basically generates 
Bgt code based on a template? You would have a pretty interface like any 
other high level tool, and you would be able to adjust tons of parameters 
after which time you can get your Bgt code written out in a file ready for 
use in the engine. This way, people who are starting out can use these 
template builder things to make something that is fairly close to what 
they want to create, and then as they get more and more familiar with the 
workings of the language they can go in and actually modify the game that 
the template program generated for them.


Any thoughts on this?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Promotion was:Screen Readers and Games

2009-12-01 Thread dark

Well, the idea was based on two thoughts.

Firstly, laptop speakers aren't exactly great either for pumping out 
sound,  and secondly people would want to play the games easily.


I myself find playing sterrio games extremely hard on anything but a set of 
headphones.


It's possible (if I had some decent speakers), I could pum game previews and 
demos out through my laptop to attract people,  but when it came to 
having them actually physically play the games, headphones would be a better 
option.


Also, at sight village, every other stand which employs audio, such as 
dolphin, and people demonstrating scanners and the like uses headphones 
too,  I don't think I'd be popular if I was pumping audio games out at 
max volume!


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 02, 2009 7:54 AM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



I would think that, to grab attention, headsets should not be used.  Games
should be played by people, and speakers should be used so that people
nearby would be attracted by the sounds of the games.  If blind people are
within hearing range of the speakers, they will be attracted by the game
sounds.  Headsets won't do that.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 2:13 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games


It is a miner problem Tom.

I could partially get around it by using two sets of sterrio headphones 
and

demoing myself for a bit then giving instructions to the person trying the
game, --- -but sinse I was thinking of this as a hay look, --- -here are
audio games, --- aren't they cool! I'd rather have something which 
grabbed

people's attention quickly with not much effort than something which was
long and complex,  sort of the audio game version of a big flashy 
intro

on a graphical game promotion at E3 or a similar computer game show.

That's why the games I initially thought of,  a wide enough variety to
show the people there were different genres (afterall, if I get someone
who's not an action fan,  it'd be bad if I couldn't show an
alternative), were games which it is comparatively easy to show quickkly.

even smugglers 4, it's just a matter of etelling a person to click on 
panets

to fly around, then click on fire to shoot at an enemy ship when getting
into a fight,  all very stant sinse there are no keys to deal with or
sounds to learn.

Of course, if I was specifically commitioned to demo certain games i would
try m best to demo them,  but this is one reason I wanted a specific
booth for audiogames.net, to represent the audio game playing interest in
general,  rather than any one games company in particular,  to 
show
people that there are many games which appeal to different tastes and 
needs,
and that such games are fun,  and not overwhlemingly difficulty to 
play

and understand,  especially for people who may be less computer savy!

Beware the grue!

Dark.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 01, 2009 7:43 PM
Subject: Re: [Audyssey] Promotion was:Screen Readers and Games



Hi Dark,
Hmmm...That's a good point. Something like Shades of Doom, Sarah, and 
even

Mysteries of the Ancients isn't something you can get the hang of in a
short one to five minute preview. At least not like with Q9 that is so
simple you can practically pick it up and play it without the manual.
Troopenum, Judgment Day, etc are also simple games you could show off 
that

don't take much practice or studying to master.

dark wrote:

Yes phil! we don't want any ill mannered yankies in our propper English
magic school thank you very much! ;D.
being serious now, my one slight issue with sarah as a quick exhibition
game is how easy it is to pick up and play without reading the manual or
looking at any commands.

If I can just tell someone click on a planet to fly there or hit
anything nasty you here in the right speaker that is fine,  but
Sarah has many keys, and many sounds for people to get to grips with at
one time.

If I got someone who wanted a complex or heavily atmospheric game,   
I

would indeed show them Sarah, --- but that's why it didn't occur to me
when I was just randomly off the top of my head thinking of games I 
could

quickly show off to passers by,  that's also why I didn't include
mota in that list either.

That was also in no way intended as an exhaustive list,  just some
random thoughts on what games I might show people.

Bare in mind, Site village is a very crowded affair with literally
hundreds of people moving through it. It'd almost be a markit type 
affair

with me sitting on a stall, --- and basically