Re: [Audyssey] The future of Blastbay Studios

2009-12-29 Thread Ron Schamerhorn
I'm so damn tired of hearing you complain about this.  I'm not against being 
up to date by any means.  As much as I'd love to see some true 3D 
environments It just might take awhile so just deal with it.

Ron
Audyssey Editor

- Original Message - 
From: mike maslo mmaslo1...@swbell.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 27, 2009 7:34 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I like this game idea and who ever said another role play game needs to re
assess where we are as blind gamers. The problem is rpg and side scrollers
are so past what we need now. Let's get up to somewhat in the 21st century.

I want a 3d first person shooter or fighter game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tristan B
Sent: Friday, December 25, 2009 3:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of Blastbay Studios

I would like a 3d fast paced fighter.
You could get chased, (running from enemies)
and if you were to be caught, you could start fighting said enemy, etc...

--

Tristan B

TrekGames.net

Administrator and Maintainer

Contact information:
Skype: Tristanbussiere
MSN: tris...@acegamesonline.net
follow me on twitter
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Port: 1234

- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 03:32 PM
Subject: [Audyssey] The future of Blastbay Studios


 Hi all,

 With the success of Q9, I am much encouraged to make new games in the near

 future. Now I wish to put the question out, what games would you like to
 see? I plan to create mainly adventure games with a plot and characters,
 coupled together with the same audio work and fast paced game play that
 you saw in Q9. Do you wish for more sidescrollers, or is 3d the next step
 do you think?

 I would not wish to create a full 3d environment like in Shades of Doom
 where you spin around in degrees as I personally find these rather
 difficult to navigate and end up spending more time trying to remember
 where I've been and where I am supposed to go next, rather than enjoying
 the game. So I would adopt the method where you sidestep, moving one step
 in each direction for each press of either of the four arrow keys. Would
 you folks like to see something like this, or do you all want more
 sidescrollers?

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] The future of Blastbay Studios

2009-12-29 Thread Ron Schamerhorn
I'm very tired of your opinion on gaming and getting up to date.  How about 
giving things some thought before writing?
- Original Message - 
From: mike maslo mmaslo1...@swbell.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 27, 2009 10:37 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


They are boring. We have Tom's game and we had super lium. That if I
remember right a side scroller or maybe I am confused.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, December 26, 2009 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of Blastbay Studios

One comment Mike.

sinse there is! only one audio rpg thus far, and only in beta phase, 
how can you find rpgs boring?

if your judging the entire rpg genre by online text affairs,  you've
only got the tip of the iceberg there, and the very limited, often pvp
focused, and not necessarily well designed tip at that.

Beware the grue!

dark.


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Re: [Audyssey] strategy games: any interest?

2009-12-29 Thread Scott Chesworth
Agreed Tom, I wasn't judging the genre on one title, more like trying
to say that one title wetted my apitite for the genre but I'd need
something with a lot more depth to be hooked.

Here's hoping...

On 12/29/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Scott,
 Unfortunately, SoundRTS, like many accessible games, is only a stripped
 down and simplified example of a real time strategy game. SoundRTS is by
 no means as complex or feature filled as something like Warcraft. While
 I do like SoundRTS I'm also acutely aware that it falls short of what
 could be done with the game if it were truly a clone of warcraft with
 campaigns, larger world maps, enemy monsters, and a much better AI just
 for starts.
 Anyway, what I'm saying is let's not judge an entire style of game by
 one game. I agree with you that SoundRTS started out great, but the
 novelty wore off rather quickly. However, I believe that has more to do
 with a lack of a more mainstream design and lack of features we might
 expect from that type of game.

 Cheers!


 Scott Chesworth wrote:
 Just one more registering interest.  Dabbled with Sound RTS and liked
 the idea of the genre at least, though I found the novelty wore off
 quite soon because of the fairly limited stuff I could do.

 Scott



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Re: [Audyssey] Monopoly Patch!

2009-12-29 Thread Munawar Bijani
Cool! You guys are doing a great job. Keep it up.
Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--
From: Ryan Smith computerwi...@gmail.com
Sent: Monday, December 28, 2009 10:31 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Monopoly Patch!

Hey,
We have released a mandatory patch that fixes some issues users were
having. It is mandatory because we've moved the server to a new
location. It will now run on 64 bit systems, and has fixes for several
errors users were encountering. The patch also includes some
enhancements and bug fixes, such as a few new hot keys to get
information while in the game. The complete list of changes can be
found in the readme file.

If you have the previous version installed, you only need to download
a very small patch that will automatically install. If you did not
install the previous version, then the entire setup is there for you.

The In the Browser client has also been updated. It is faster and
several bugs were fixed. You can now Change your Password from the
main menu and more information about your assets are shown.

You can check it out at: www.rsgames.co.nr

Enjoy!
-Ryan

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Re: [Audyssey] visual basic help

2009-12-29 Thread Munawar Bijani
Hi,
Also, if you're using .NET, you don't need the MSAPI.dll. The interface to 
SAPI is built in to the .NET framework in the System.Speech namespace.
Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, December 28, 2009 7:21 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] visual basic help

Hi Chastity,
I don't know if you are a member of Book Share or not, but they do have
some very good  books on Visual Basic .NET in daisy format for a new
programmer. Two that come to mind are Learning Visual Basic .NET and
Visual Basic .NET in a Nutshell. Both are published by O'Reilly and
Associates.
As far as using DirectX in a Visual Basic .NET application you need a
third-party development kit such as SlimDX which provides a managed
interface to DirectX. To get the SlimDX SDK go to
http://www.slimdx.org
and download/install it.
One thing I'd like to mention before I go is there are two different
languages called Visual Basic. There is Visual Basic 6 and earlier which
is very old, no longer being supported by Microsoft, etc that is still
being used by Jim Kitchen and others. There is the newer visual Basic
language Visual Basic .NET which is more object oriented, uses the .NET
Framework, and has many features/upgrades that previously were not
available in Visual Basic 6 and earlier. Plus the Visual Basic 6
compilers are not free, and are hard to find where Visual Basic .NET
Express is free and easy to find.

HTH

Chastity MORSE wrote:
 Hi, and yes, I'm still working on the C++ code. However, does anyone know 
 of
 a good and explanatory tutorial for Visual Basic since I had a couple of
 suggestions for converting Apple II games using that code base?
 Someone also mentioned a direct X library and the sappy object library. 
 Does
 anyone know where I can get those from?
 Thanks again:
 Chastity

 


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Re: [Audyssey] visual basic help

2009-12-29 Thread Jim Kitchen

Hi Chastity,

If you get ahold of Visual Basic 6.  You will then want to down load from 
Microsoft or I could send you the developers kits (SDK) for the sapi5 speech 
and DirectX.  The files are speechsdk51.exe and DX81b_SDK.exe.  That would be 
all that you need for the speech and playing sounds in VB6.

HTH

BFN

Jim

There is nothing in the world like a persuasive speech to fuddle the mental 
apparatus.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-29 Thread Jim Kitchen

Hi David,

Yeah, thanks, a shell drop sound for the incoming missile and a beeping for the 
targeting indicator.  Just have to find or play with it so that it does not 
become too annoying to listen to.  I had the same trouble when wanting to make 
a game of Pong.

Sorry, but I have not found or experimented with VB6 slash DirectX mouse input 
code.  So it will be like Triple J Shooter, that is joystick and keyboard.  The 
joystick other than this one being bigger and having lots more buttons will be 
for me like playing Missile Command on my Atari 2600.

BFN

Jim

My joystick is a Saitek ST290 Pro.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] The future of Blastbay Studios

2009-12-29 Thread mauricio almeida
thomas closed this topic,  so stop using iT please. i agree with you though. 
however, i have to warn you about profanity on this list..


mauricio

- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 6:59 AM
Subject: Re: [Audyssey] The future of Blastbay Studios


I'm so damn tired of hearing you complain about this.  I'm not against 
being

up to date by any means.  As much as I'd love to see some true 3D
environments It just might take awhile so just deal with it.

Ron
Audyssey Editor

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 27, 2009 7:34 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I like this game idea and who ever said another role play game needs to re
assess where we are as blind gamers. The problem is rpg and side scrollers
are so past what we need now. Let's get up to somewhat in the 21st 
century.


I want a 3d first person shooter or fighter game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tristan B
Sent: Friday, December 25, 2009 3:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of Blastbay Studios

I would like a 3d fast paced fighter.
You could get chased, (running from enemies)
and if you were to be caught, you could start fighting said enemy, etc...

--

Tristan B

TrekGames.net

Administrator and Maintainer

Contact information:
Skype: Tristanbussiere
MSN: tris...@acegamesonline.net
follow me on twitter
http://twitter.com/blindtrek/

E-mail: theblinddj...@gmail.com

or
email TrekGames.net support
trekga...@gmail.com

AOL Instant Messenger: Theblinddj360

Klango ID:
Tristan

Connect to cosmos and join the fun. Point your MUD client to the following
address and port:
Address: TrekGames.net
Port: 1234

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

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 03:32 PM
Subject: [Audyssey] The future of Blastbay Studios



Hi all,

With the success of Q9, I am much encouraged to make new games in the 
near



future. Now I wish to put the question out, what games would you like to
see? I plan to create mainly adventure games with a plot and characters,
coupled together with the same audio work and fast paced game play that
you saw in Q9. Do you wish for more sidescrollers, or is 3d the next step
do you think?

I would not wish to create a full 3d environment like in Shades of Doom
where you spin around in degrees as I personally find these rather
difficult to navigate and end up spending more time trying to remember
where I've been and where I am supposed to go next, rather than enjoying
the game. So I would adopt the method where you sidestep, moving one step
in each direction for each press of either of the four arrow keys. Would
you folks like to see something like this, or do you all want more
sidescrollers?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Things like playing on a pool table

2009-12-29 Thread Jacob Kruger
 body, but not his spirit...'


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Re: [Audyssey] any interest in old Apple games if converted?

2009-12-29 Thread Ron Schamerhorn
I'm not sure of the titles but I'd give them a good once over regardless.

Ron

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com
To: Gamers Discussion list Gamers@audyssey.org
Sent: Sunday, December 27, 2009 8:58 PM
Subject: [Audyssey] any interest in old Apple games if converted?


Does anyone have any interest in playing some of the old Apple II games if
they get converted to C++ or Visual Basic?
I'm asking this as the text code versions from the Apple II are listed on
the:
a href=http://www.braillesoft.net;Braille Soft/a

braillesoft website.


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Re: [Audyssey] any interest in old Apple games if converted?

2009-12-29 Thread Bryan Peterson
That might be cool. But what I'd actually like to see, even if only for 
Nostalgic purposes, is a software, windows version of the Echo synthesizer 
complete with its robotic sound. It'd be funny to use for Window-Eyes.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 9:40 AM
Subject: Re: [Audyssey] any interest in old Apple games if converted?



I'm not sure of the titles but I'd give them a good once over regardless.

Ron

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Sunday, December 27, 2009 8:58 PM
Subject: [Audyssey] any interest in old Apple games if converted?


Does anyone have any interest in playing some of the old Apple II games if
they get converted to C++ or Visual Basic?
I'm asking this as the text code versions from the Apple II are listed on
the:
a href=http://www.braillesoft.net;Braille Soft/a

braillesoft website.


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Re: [Audyssey] strategy games: any interest?

2009-12-29 Thread Darren Harris
Hi,

I quite agree.

Take core exiles for example. It's a game that really does fulfill a lot of
my gaming wishes as it were. The community is friendly, the game is
fantastic. Below are some specific points I've made with reference to ce but
you can apply a lot of these points to games in general in terms of personal
requirements or I should say I can, other people may think differently with
regards to these points.

Essential points

1. it's persistent. So the game never ends or there's no reset. I hate games
that reset every month. I find them boring. I think personally it limits the
gaming experience and the whole scope. The types of games where this happens
are the more simple games in my opinion and the games which would become
seriously unbalanced if they were allowed to go along the lines of a
persistent route.
2. there's no specific way that you have to play the game. It suits many
styles.
3. from what I've seen so far the game is totally open ended in terms of how
you go about things. The game play is very flexible.
4. The game is much larger than it looks. Because of the scope of activities
within the game itself. By this I mean there's currantly around 750
locations you can visit. But it's not about how many places you can go. It's
about all the different things you can do.
5. it's like a book. Within reason you can just put it down and come back to
it later. You aren't under any major pressure from the game. What's the
point in playing a game that constantly puts you under pressure or is so
demanding on your time that it becomes your life? That's not enjoyment at
least to me it's not. Whilst I can play a game like ce for hours on end,
it's not because I am concerned about keeping up with others it's because of
pure enjoyment. I can play core exiles for half hour or so 1 day, then a few
hours on another day and still get a great deal of enjoyment from the game
because I don't feel slaved to it.

6. it's completely newbie friendly. It's been designed from the ground up to
be that way. For example, you get starter missions which take you through
the basics of the game in order that you can survive. Whilst you may argue
that a lot of games do this, I don't  think it's done quite as well. 

7. the community is a very friendly one. I've played some fantastic games
over the last few years especially online but the 1 thing that really can
let a game down for me is the game community. Remember that you have to play
along side these people and whilst they are only bits of text on a screen,
it only takes 1 moronic individual to really spoil your gaming experience
because they can. This is where strict and enthusiastic moderation should be
implemented. For example, if the game does allow for pvp killing, someone
who comes straight out of newbie protection shouldn't be considered fare
game by anybody. In ashes of angels for example, they get round this by only
allowing you to shoot at people within a given percentage of your overall
score. So it's reasoned that you are going to be pretty equal in terms of
capabilities. So it then boils down to your skills at the game rather than
who has the biggest punch. Which under other circumstances could easily
determine the course of any given confrontation. I'm not saying take risk
completely out of a game because that would be pointless. But what's the
point in a player being ranked number 50 getting shot down constently by a
player in the top 10? I mean who realistically is going to win? Logically
there's no real fun in that on either side. This is where moderation really
should step in here.


So as I've outlined above, there's plenty to be looking at in order to 1
making a game interesting and 2 keeping the player base active. In warring
factions for example, 1 of the biggest complaints is that there's not enough
of an influx of new players. Which is rather sad considering the complexity
of the game. But the main problem with this game is the attitude of the
gaming community. They kill the ggame because of how they act. For example,
if a newbie needs help, nobody will help you very much because everybody is
wanting to protect their trade secrets. Anybody who does help a newbie is
branded either a fool or a traiter, which quite honestly is stupid. Now the
problem here is how does that help the game to grow. If the game community
is such that it isn't very inviting, what insentive is there to play the
game? Especially if you are playing either along sie or against certain
people. So there really is multiple parts here to keeping a game going.
Game content, fareness and the community itself.
No virus found in this outgoing message.
Checked by AVG - www.avg.com 
Version: 9.0.724 / Virus Database: 270.14.123/2592 - Release Date: 12/29/09
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Re: [Audyssey] any interest in old Apple games if converted?

2009-12-29 Thread peter Mahach
echo sounds weird, as far as hardware syths go doubletalk ftw. well, the X 
talk for that matter as there is the litetalk, doubletalk and trippletalk 
which, I might actually get sooner or later as its USB but that's OT.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 5:48 PM
Subject: Re: [Audyssey] any interest in old Apple games if converted?


That might be cool. But what I'd actually like to see, even if only for 
Nostalgic purposes, is a software, windows version of the Echo synthesizer 
complete with its robotic sound. It'd be funny to use for Window-Eyes.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 9:40 AM
Subject: Re: [Audyssey] any interest in old Apple games if converted?



I'm not sure of the titles but I'd give them a good once over regardless.

Ron

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Sunday, December 27, 2009 8:58 PM
Subject: [Audyssey] any interest in old Apple games if converted?


Does anyone have any interest in playing some of the old Apple II games 
if

they get converted to C++ or Visual Basic?
I'm asking this as the text code versions from the Apple II are listed on
the:
a href=http://www.braillesoft.net;Braille Soft/a

braillesoft website.


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Re: [Audyssey] rhythm game accessibility was The future of Blastbay Studios

2009-12-29 Thread Yohandy
   I really enjoy these music games actually. Even the hardest guitar parts 
can be figured out. as an example there's a trophy on lego rock band that 
you need to get 100% on Europe's the final countdown solo on expert 
guitar. my highest is 97% at full speed. I figured the solo out by 
myself with absolutely no sighted help. If I can play these games anyone on 
this list should be able to as well. If they were to add some sort of queues 
to the track it would just ruin the song with unnecessary beeps or whatever. 
the talking menus would rock though. why don't you all email harmonix and 
let them know? that's the only way they'll find out, and they do want to 
help the blind according to a forum post I read a while back, they just 
don't know what to do. this is a great opportunity guys and everyone should 
let them know. it isn't every day a mainstream company does this and we 
could finally be recognized if everyone says something.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 2:06 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is the 
vocals. If companies like Harminix could add talking menus to the game, 
especially for the career mode, that'd be helpful. At least we'd have a 
chance of getting through the career mode. Right now I'm stuck somewhere in 
career mode, where no matter what I play this next venue that I need to go 
to simply will not unlock. Think I've unlocked a few, but I haven't even 
got all the vehicles yet, the Bus and Jet something of which I thought I 
already had. So even if they can't think anything for audio cues for drums 
and guitar/bass, vocals would be fine though honestly I'd prefer something 
where I don't have to use my voice. Also, on vocals, some songs are pretty 
hard, and we don't know how high or low the game would allow us to go. On 
expert painkiller, for example, the singer goes very high, not as high as I 
could go certainly. I think what a blind person might do is be like Oh, 
crap, I have to sing like that? The answer is no, we don't, but I don't 
know how high I could go to get the max stars/score possible. Also, playing 
around on expert bass is certainly fun, not as frustrating as learning 
guitar cords. Not in career mode though, since if you fail you'll loose 
fans, probably stars to the next advancement, etc.





On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:


Another thought that just occurred is that, although some of the
mainstream titles are pretty playable, a fully accessible game in the
music genre would be an amazing timewaster for someone like me, and
perhaps not too tough for the developer.  My thinking being that one
of the open source efforts such as frets on fire already has so many
songs mapped out by users, if someone could come up with a way of
putting those cues across in audio to relieve at least partly the need
to memorise songs hit for hit, that'd be sweet.  I realise that
people, me included when I dabble from time to time at friend's
places, have had pretty good success with the mainstream titles, but
the ability to have a fully accessible career mode and/or compete
online accessibly would be awesome.

Just food for thought, I haven't thought about it enough to know
whether it'd really be doable.

On 12/26/09, dark d...@xgam.org wrote:
An rpg would be lovely, and sinse we only have entombed thus far as a 
real

audio rpg 9last crusade was more of a test product than a real game I
thought), there's a huge tdemand for such a game,  especially as 
you've

said Scot, with Philip's sound production capabilities.

That being said, sinse Philip himself was fairly clear on wanting to 
produce

something action orientated, the most i could see him doing would be an
action rpg like zelda,  perhaps even a side scrolling one like some 
of

the later castlevania or recent tomb rader or mega man titles.

multiple wepons, hp and magic points, freely explorable areas, 
interesting

story with npcs to interact with, maybe one use magics or elemental
weaknesses,  but combat which is essentially fast action based,   
hit

it before it hits you, rather than turn based.

If philip's interest is in more action games, I can't really see him 
doing

something turn based myself.

This being said, remember that entombed has been in developement sinse 
march

of 2007, --- that's almost two years,   which is quite some time for
work on a single game.

i'm perfectly certain it'll pay off especially when the new version is
released (which won't I believe be long), but for a developer to commit 
to

that sort of project is quite something.

Beware the grue!

Dark.


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Re: [Audyssey] rhythm game accessibility was The future of Blastbay Studios

2009-12-29 Thread Scott Chesworth
Yohandy, I'm impressed!  Not attempted that song myself, but if the
game is even halfway like the coordination I needed to nail the solo
on a real guitar it'd be fun.

Audio cues as an optional thing wouldn't ruin the track imho, because
surely most of us would run through training with them on, it'd make
the figuring out process infinitely less painless, then we'd turn them
off to have a shot at a song in career mode once we were confident.
Of course, this all hinges on Harmonix either implimenting talking
menues or some way of enabling/disabling accessibility features in an
accessible fashion.  Yup, badly explained, but hopefully you get my
point.

I've not been to the Harmonix forums or whatever.  Would a
well-written thread starter perhaps with a link to a youtube vid of
you or someone similarly decent at the game demoing what's possible be
the type of thing that would get the right sort of attention?

On 12/29/09, Yohandy yohand...@gmail.com wrote:
 I really enjoy these music games actually. Even the hardest guitar parts
 can be figured out. as an example there's a trophy on lego rock band that
 you need to get 100% on Europe's the final countdown solo on expert
 guitar. my highest is 97% at full speed. I figured the solo out by
 myself with absolutely no sighted help. If I can play these games anyone on
 this list should be able to as well. If they were to add some sort of queues
 to the track it would just ruin the song with unnecessary beeps or whatever.
 the talking menus would rock though. why don't you all email harmonix and
 let them know? that's the only way they'll find out, and they do want to
 help the blind according to a forum post I read a while back, they just
 don't know what to do. this is a great opportunity guys and everyone should
 let them know. it isn't every day a mainstream company does this and we
 could finally be recognized if everyone says something.


 - Original Message -
 From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 26, 2009 2:06 PM
 Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is the
vocals. If companies like Harminix could add talking menus to the game,
especially for the career mode, that'd be helpful. At least we'd have a
chance of getting through the career mode. Right now I'm stuck somewhere in

career mode, where no matter what I play this next venue that I need to go
to simply will not unlock. Think I've unlocked a few, but I haven't even
got all the vehicles yet, the Bus and Jet something of which I thought I
already had. So even if they can't think anything for audio cues for drums
and guitar/bass, vocals would be fine though honestly I'd prefer something
where I don't have to use my voice. Also, on vocals, some songs are pretty
hard, and we don't know how high or low the game would allow us to go. On
expert painkiller, for example, the singer goes very high, not as high as I

could go certainly. I think what a blind person might do is be like Oh,
crap, I have to sing like that? The answer is no, we don't, but I don't
know how high I could go to get the max stars/score possible. Also, playing

around on expert bass is certainly fun, not as frustrating as learning
guitar cords. Not in career mode though, since if you fail you'll loose
fans, probably stars to the next advancement, etc.




 On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:

 Another thought that just occurred is that, although some of the
 mainstream titles are pretty playable, a fully accessible game in the
 music genre would be an amazing timewaster for someone like me, and
 perhaps not too tough for the developer.  My thinking being that one
 of the open source efforts such as frets on fire already has so many
 songs mapped out by users, if someone could come up with a way of
 putting those cues across in audio to relieve at least partly the need
 to memorise songs hit for hit, that'd be sweet.  I realise that
 people, me included when I dabble from time to time at friend's
 places, have had pretty good success with the mainstream titles, but
 the ability to have a fully accessible career mode and/or compete
 online accessibly would be awesome.

 Just food for thought, I haven't thought about it enough to know
 whether it'd really be doable.

 On 12/26/09, dark d...@xgam.org wrote:
 An rpg would be lovely, and sinse we only have entombed thus far as a
 real
 audio rpg 9last crusade was more of a test product than a real game I
 thought), there's a huge tdemand for such a game,  especially as
 you've
 said Scot, with Philip's sound production capabilities.

 That being said, sinse Philip himself was fairly clear on wanting to
 produce
 something action orientated, the most i could see him doing would be an
 action rpg like zelda,  perhaps even a side scrolling one like some
 of
 the later castlevania or recent tomb rader or mega 

[Audyssey] Apple II Archive Updated

2009-12-29 Thread Louis Bryant
Hi there, 25 more programs have been added, and I just might toy around with 
some Integer Basic programs and see how well they transfer, and if successful 
the number of available apps will increase. Most useful places to help when 
looking at the Apple II source codes are to visit the first link on the page 
http://www.braillesoft.net/AppleIIStuff.htm. It'll take you to a site that 
keeps you up-to-date about the latest happenings in the Apple II Comunity, as 
well as Basic programming tutorials. The second link is the actual archive. 
Using Google, you can look up something like Applesoft Basic Reference and you 
should be able to decipher the code a lot better. Enjoy and send any questions 
about the code this way and I'll help in whatever way I can.
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Re: [Audyssey] shades of doom, anyone?

2009-12-29 Thread Raul A. Gallegos
Hi. I thought the game had more than enough sounds. I made a recording 
of this game where I walk through the different levels and I include 
explanations as well. I believe that Liam Erven is still hosting those 
for me at www.liamerven.com/games


Many thanks.

On 12/27/2009 1:57 PM, Mauricio Almeida wrote:

hi list
for those who plaied shades of doom, didn't you think the game should
have some more sounds for player guidance? i found myself lost several
times going back and forth in there.. hints?

thanks,

mauricio

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Re: [Audyssey] rhythm game accessibility was The future of BlastbayStudios

2009-12-29 Thread Yohandy

Hello Scott.
Yup the solo's real fun and the notes aren't actually difficult. what's 
really hard is maintaining the speed and not missing any notes. Those 
triplets are a killer. After a dozen or so tries with the solo your hand 
starts feeling that pain lol. I definitely get your point on audio. I 
honestly don't know what the best way of catching harmonix's attention would 
be to be honest. I'd record videos of me playing, but I don't own capture 
cards or anything to make it look and sound decent. I think some people on 
this list do and will probably be able to do it though. if not I guess I 
could always use a normal camera and record it the old-fashioned way. better 
than nothing I suppose.




- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 4:35 PM
Subject: Re: [Audyssey] rhythm game accessibility was The future of 
BlastbayStudios




Yohandy, I'm impressed!  Not attempted that song myself, but if the
game is even halfway like the coordination I needed to nail the solo
on a real guitar it'd be fun.

Audio cues as an optional thing wouldn't ruin the track imho, because
surely most of us would run through training with them on, it'd make
the figuring out process infinitely less painless, then we'd turn them
off to have a shot at a song in career mode once we were confident.
Of course, this all hinges on Harmonix either implimenting talking
menues or some way of enabling/disabling accessibility features in an
accessible fashion.  Yup, badly explained, but hopefully you get my
point.

I've not been to the Harmonix forums or whatever.  Would a
well-written thread starter perhaps with a link to a youtube vid of
you or someone similarly decent at the game demoing what's possible be
the type of thing that would get the right sort of attention?

On 12/29/09, Yohandy yohand...@gmail.com wrote:
I really enjoy these music games actually. Even the hardest guitar 
parts

can be figured out. as an example there's a trophy on lego rock band that
you need to get 100% on Europe's the final countdown solo on expert
guitar. my highest is 97% at full speed. I figured the solo out by
myself with absolutely no sighted help. If I can play these games anyone 
on
this list should be able to as well. If they were to add some sort of 
queues
to the track it would just ruin the song with unnecessary beeps or 
whatever.

the talking menus would rock though. why don't you all email harmonix and
let them know? that's the only way they'll find out, and they do want to
help the blind according to a forum post I read a while back, they just
don't know what to do. this is a great opportunity guys and everyone 
should

let them know. it isn't every day a mainstream company does this and we
could finally be recognized if everyone says something.


- Original Message -
From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 2:06 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is 
the

vocals. If companies like Harminix could add talking menus to the game,
especially for the career mode, that'd be helpful. At least we'd have a
chance of getting through the career mode. Right now I'm stuck somewhere 
in


career mode, where no matter what I play this next venue that I need to 
go

to simply will not unlock. Think I've unlocked a few, but I haven't even
got all the vehicles yet, the Bus and Jet something of which I thought I
already had. So even if they can't think anything for audio cues for 
drums
and guitar/bass, vocals would be fine though honestly I'd prefer 
something
where I don't have to use my voice. Also, on vocals, some songs are 
pretty

hard, and we don't know how high or low the game would allow us to go. On
expert painkiller, for example, the singer goes very high, not as high as 
I


could go certainly. I think what a blind person might do is be like Oh,
crap, I have to sing like that? The answer is no, we don't, but I don't
know how high I could go to get the max stars/score possible. Also, 
playing


around on expert bass is certainly fun, not as frustrating as learning
guitar cords. Not in career mode though, since if you fail you'll loose
fans, probably stars to the next advancement, etc.




On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:


Another thought that just occurred is that, although some of the
mainstream titles are pretty playable, a fully accessible game in the
music genre would be an amazing timewaster for someone like me, and
perhaps not too tough for the developer.  My thinking being that one
of the open source efforts such as frets on fire already has so many
songs mapped out by users, if someone could come up with a way of
putting those cues across in audio to relieve at least partly the need
to memorise songs hit for hit, that'd be 

Re: [Audyssey] shades of doom, anyone?

2009-12-29 Thread James Dietz
THere is plenty to help you get used to the game environment.  The
wind and path ambience is wonderful. The best example of navigational
aid in an audio game. If you want step-by-step instructions turn on
the audio navigator in options (press F1).  I just got my key again;
I'm rediscovering what a wonderful game this is.  Technoshock
definitely has the better level designs, but SOD's enemies are far
more threatening and fun to face. Sounds are better than TS though
they're not that great. Man if SOD had the sound track of a mainstream
fps I think it'd be unbeatable.

On 12/29/09, Bryan Peterson bpeterson2...@cableone.net wrote:
 I agree. More sounds would have just meant more to learn. Some people
 complain about that quite enough as it is.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: Raul A. Gallegos r...@asmodean.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, December 29, 2009 7:38 PM
 Subject: Re: [Audyssey] shades of doom, anyone?


 Hi. I thought the game had more than enough sounds. I made a recording of
 this game where I walk through the different levels and I include
 explanations as well. I believe that Liam Erven is still hosting those for

 me at www.liamerven.com/games

 Many thanks.

 On 12/27/2009 1:57 PM, Mauricio Almeida wrote:
 hi list
 for those who plaied shades of doom, didn't you think the game should
 have some more sounds for player guidance? i found myself lost several
 times going back and forth in there.. hints?

 thanks,

 mauricio

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