Re: [Audyssey] Any Begin2 fans out there?

2010-02-11 Thread peter Mahach

Well zachary, being I'm a trekky I gave it a try.
I'll admit it was kind of hard. If you could sort of tell me what do all the 
numbers mean and all these U's near the word shields I'd appreciate it.
I managed to find where my current warp and course is, ditto with the 
enemies but nothing else.
- Original Message - 
From: Zachary Kline zkl...@speedpost.net

To: gamers@audyssey.org
Sent: Sunday, February 07, 2010 5:00 AM
Subject: [Audyssey] Any Begin2 fans out there?



Hi All,
I just thought I'd put this out and see if anybody's still interested in 
this old game.  For those who haven't read backissues of Audyssey in a 
while, it's an extremely detailed simulation of tactical combat in the 
Star Trek universe which is almost completely accessible.
The game was originally written for Dos but has recently been revived by 
one of its original authors.  The Windows version isn't accessible as of 
yet, but the author plans to do that once it starts becoming more than 
just a straight conversion.  I absolutely love this game, its atmosphere 
is remarkable as is the level of detail and replay value.  Most 
conveniently, it is one of the games that I'm able to play since making 
the switch to Linux as my primary opperating system a little while back.
If anybody's interested in getting this up and running, there's a yahoo 
group which is quite well-frequented.  That group is beginstarshipcombat. 
To subscribe, you'll want to email 
beginstarshipcommbat-subscr...@yahoogroups.com.
The game itself can be found various places.  A quick Google for Begin: 
Tactical Starship Simulation will turn up one such, which also includes a 
nifty blow-by-blow walkthrough of a battle.

Enjoy,
Zack.

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[Audyssey] Dominion link

2010-02-11 Thread dark
Hi. 

I looked over the dominion brouser game the other day, --- not as much my thing 
but it could certainly be appreciated by others I think. Like an idiot I lost 
the link. 

Could someone please repost it and I'll see about news and eventually an 
audiogames.net page. 

Beware the grue! 

Dark.
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[Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Philip Bennefall
Hi folks,

I just wanted to update you all on the progress of the game creation engine 
that I spoke of back in October. It has been slowed down due to some 
difficulties with the script interpreter, but they are all resolved now and 
development can continue rapidly. In short, the language has C++ syntax but 
with several simplifications such as a large number of prewritten functions 
that allow you to get things like audio, keyboard input, file reading and 
writing, artificial intelligence etc, up and running in no time. You also have 
automatic memory management built in so you need not worry about freeing the 
resources that you have claimed, unless you want to be a little efficient and 
free things when you know that they are not being used anymore.

The tool will feature a bunch of playable example games as well as ready to use 
templates that one can just import and then customize. For example there will 
be a sidescroller template so that you can make games such as Q9 very quickly 
with predefined enemy behavior that you can control, customizable levels and 
objects etc etc. Thus, it is possible for a skilled Bgt user to write their own 
games from scratch or even their own templates for others to use, while the 
more inexperienced user can start from and modify existing templates to 
construct a game with relative ease.

And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds and 
documentation either in a portable fashion as to be usable from a flash drive, 
or you can use an installation builder such as InnoSetup to generate a standard 
installation program for it.

So that's it for now. Just thought I'd let you know how things stand... Keep 
your eyes and ears open!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Willem

I am glad to hear this Philip. Thank you for the update.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 12, 2010 12:10 AM
Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi folks,

I just wanted to update you all on the progress of the game creation 
engine that I spoke of back in October. It has been slowed down due to 
some difficulties with the script interpreter, but they are all resolved 
now and development can continue rapidly. In short, the language has C++ 
syntax but with several simplifications such as a large number of 
prewritten functions that allow you to get things like audio, keyboard 
input, file reading and writing, artificial intelligence etc, up and 
running in no time. You also have automatic memory management built in so 
you need not worry about freeing the resources that you have claimed, 
unless you want to be a little efficient and free things when you know 
that they are not being used anymore.


The tool will feature a bunch of playable example games as well as ready 
to use templates that one can just import and then customize. For example 
there will be a sidescroller template so that you can make games such as 
Q9 very quickly with predefined enemy behavior that you can control, 
customizable levels and objects etc etc. Thus, it is possible for a 
skilled Bgt user to write their own games from scratch or even their own 
templates for others to use, while the more inexperienced user can start 
from and modify existing templates to construct a game with relative ease.


And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds 
and documentation either in a portable fashion as to be usable from a 
flash drive, or you can use an installation builder such as InnoSetup to 
generate a standard installation program for it.


So that's it for now. Just thought I'd let you know how things stand... 
Keep your eyes and ears open!


Kind regards,

Philip Bennefall
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[Audyssey] chess help

2010-02-11 Thread Shirley Starblanket
Hey gamers. Can somebody help to understand chess? Thanks.
HAVE FUN!


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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Thomas Ward
Hi philip,
Sounds great. Can't wait until this thing is available for developers
to test. Even though I'm a C++ developer myself I do see the advantage
of using a tool like this for rapid game development.  Plus you've
added a lot of extra security features like the ability to protect
sounds and music, support ogg files, so this toolkit sounds like it
will rock for future games for the blind.

Cheers!

On 2/11/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi folks,

 I just wanted to update you all on the progress of the game creation engine
 that I spoke of back in October. It has been slowed down due to some
 difficulties with the script interpreter, but they are all resolved now and
 development can continue rapidly. In short, the language has C++ syntax but
 with several simplifications such as a large number of prewritten functions
 that allow you to get things like audio, keyboard input, file reading and
 writing, artificial intelligence etc, up and running in no time. You also
 have automatic memory management built in so you need not worry about
 freeing the resources that you have claimed, unless you want to be a little
 efficient and free things when you know that they are not being used
 anymore.

 The tool will feature a bunch of playable example games as well as ready to
 use templates that one can just import and then customize. For example there
 will be a sidescroller template so that you can make games such as Q9 very
 quickly with predefined enemy behavior that you can control, customizable
 levels and objects etc etc. Thus, it is possible for a skilled Bgt user to
 write their own games from scratch or even their own templates for others to
 use, while the more inexperienced user can start from and modify existing
 templates to construct a game with relative ease.

 And of course, one is able to compile a finished script into a stand-alone
 executable with no dependencies other than Direct X and, well, Microsoft
 Windows. This executable can then be distributed along with your sounds and
 documentation either in a portable fashion as to be usable from a flash
 drive, or you can use an installation builder such as InnoSetup to generate
 a standard installation program for it.

 So that's it for now. Just thought I'd let you know how things stand... Keep
 your eyes and ears open!

 Kind regards,

 Philip Bennefall
 ---
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[Audyssey] super deekout

2010-02-11 Thread Sabrina Markel
Hi,
I'm unable to unlock super deekout with my current registration key.  I tried 
contacting dan z games but that web site no longer exists.
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[Audyssey] Core exiles

2010-02-11 Thread key stone
Hi, anyone have a solution for the irc feature for this game? I'm a Jaws user 
and just started.. Also where can I interact with Jonas hawk? thanks
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Re: [Audyssey] Any Begin2 fans out there?

2010-02-11 Thread Zachary Kline

Hi Peter,
I'll give it a shot.  I hope this is helpful.
Warp and course are pretty obvious.  The speed you're going and the 
direction, or those of an enemy ship.  Baring is the course you have to 
follow in order to head straight at another ship.  Range is the number of 
units between you and the ship in question.  A ship travelling at warp 1.0 
makes a speed of about a hundred units a turn.  The scale is linear from 
there.
Finally, mark is a bit strange.  It's a measure of how far off your bow an 
enemy is.  Mark 0 would indicate you're heading directly toward them. 
Mark 359 is right next to 0, and 180 implies he's probably chasing you.  I 
really don't use them all that much, though you can turn your weapons 
based on marks instead of locking on an enemy if you want.
The strange symbols next to the words shields, drives, launchers, etc. are 
a form of pseudographical display.  They may not read properly depending 
on what screen reader you have.  Fortunately, we can get the same 
information in a more comprehensible form with the status command.  Try 
status drives, status launchers, status shields, etc.
One more note.  When you start your weapons are unloaded.  A good tip is 
to make sure you do that right away.  If you play the Federation they have 
mark 7 and mark 8 torpedos, primary difference between them being  speed 
and size of the warhead.  Mk7 are good for anywhere from about 25,000 
units out, while mk8 are slower, more like 15,000 to 5,000.  The key thing 
when dodging torpedos is to make small course changes, because they're 
unguided and don't have the ability to be controlled mid-flight.  The 
enemy usually either does that or if he can't phasers the torpedo when it 
gets close.  Phasers are implemented as instant hit weapons, but they're 
only useful from about 2,000 or so units on in, getting more so as you get 
closer.
So I hope this helps some.  Do let me know if you've any other questions. 
I'll do my best to answer.

Enjoy,
Zack.

On Thu, 11 Feb 2010, peter Mahach wrote:


Well zachary, being I'm a trekky I gave it a try.
I'll admit it was kind of hard. If you could sort of tell me what do all the 
numbers mean and all these U's near the word shields I'd appreciate it.
I managed to find where my current warp and course is, ditto with the enemies 
but nothing else.


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Re: [Audyssey] super deekout

2010-02-11 Thread Hayden Presley
Hi,
There is a link on the site where you can get the patch to register the
game, just place the executable into the Super Deekout folder.
HTH

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sabrina Markel
Sent: Wednesday, February 10, 2010 11:58 PM
To: gamers@audyssey.org
Subject: [Audyssey] super deekout

Hi,
I'm unable to unlock super deekout with my current registration key.  I
tried contacting dan z games but that web site no longer exists.
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Re: [Audyssey] super deekout

2010-02-11 Thread Thomas Ward
Hi Sabrina,
Have you tried the registration patch for Super Deecout that was
provided by Dan before DanZ Games closed? If not I recommend you head
to my web site
http://www.usagamesinteractive.com
and go to the free games page. Once there Find Super Deecout, and
download the patch for it. What you do is copy that patch to your
Super Deecout installation folder and run the patch. It will register
the game, and you will not need your key to do it any longer.

HTH

On 2/11/10, Sabrina Markel refuge...@gmail.com wrote:
 Hi,
 I'm unable to unlock super deekout with my current registration key.  I
 tried contacting dan z games but that web site no longer exists.
 ---
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Re: [Audyssey] chess help

2010-02-11 Thread Charles Rivard
That's a hugely wide open question.  What are you not understand in 
particular?
---
In God we trust!
- Original Message - 
From: Shirley Starblanket dyna.hender...@sasktel.net
To: gamers@audyssey.org
Sent: Thursday, February 11, 2010 3:30 PM
Subject: [Audyssey] chess help


Hey gamers. Can somebody help to understand chess? Thanks.
HAVE FUN!


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Re: [Audyssey] Core exiles

2010-02-11 Thread Darren Harris
Hi,

Download the irc programme then download talking irc and install that and it
will work fine.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of key stone
Sent: 11 February 2010 17:14
To: Gamers Discussion list
Subject: [Audyssey] Core exiles


Hi, anyone have a solution for the irc feature for this game? I'm a Jaws
user and just started.. Also where can I interact with Jonas hawk? thanks
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Re: [Audyssey] chess help

2010-02-11 Thread mike maslo
This email would not be or could it do justice. I love chess but it is a
long drawn out game. Also I did find out that Chess Titan I think it is
called on windows 7 is fully accessible.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shirley Starblanket
Sent: Thursday, February 11, 2010 7:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] chess help

Hey gamers. Can somebody help to understand chess? Thanks.
HAVE FUN!


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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread dark

Nice going indeed philip!

I'll look forward to seeing how things work,  pluss seeing everyone 
creating new games.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 11, 2010 10:10 PM
Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi folks,

I just wanted to update you all on the progress of the game creation 
engine that I spoke of back in October. It has been slowed down due to 
some difficulties with the script interpreter, but they are all resolved 
now and development can continue rapidly. In short, the language has C++ 
syntax but with several simplifications such as a large number of 
prewritten functions that allow you to get things like audio, keyboard 
input, file reading and writing, artificial intelligence etc, up and 
running in no time. You also have automatic memory management built in so 
you need not worry about freeing the resources that you have claimed, 
unless you want to be a little efficient and free things when you know 
that they are not being used anymore.


The tool will feature a bunch of playable example games as well as ready 
to use templates that one can just import and then customize. For example 
there will be a sidescroller template so that you can make games such as 
Q9 very quickly with predefined enemy behavior that you can control, 
customizable levels and objects etc etc. Thus, it is possible for a 
skilled Bgt user to write their own games from scratch or even their own 
templates for others to use, while the more inexperienced user can start 
from and modify existing templates to construct a game with relative ease.


And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds 
and documentation either in a portable fashion as to be usable from a 
flash drive, or you can use an installation builder such as InnoSetup to 
generate a standard installation program for it.


So that's it for now. Just thought I'd let you know how things stand... 
Keep your eyes and ears open!


Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread william lomas
when do you hope to have a demo out for evaluation purposes?

On 12 Feb 2010, at 05:33, dark wrote:

 Nice going indeed philip!
 
 I'll look forward to seeing how things work,  pluss seeing everyone 
 creating new games.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, February 11, 2010 10:10 PM
 Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)
 
 
 Hi folks,
 
 I just wanted to update you all on the progress of the game creation engine 
 that I spoke of back in October. It has been slowed down due to some 
 difficulties with the script interpreter, but they are all resolved now and 
 development can continue rapidly. In short, the language has C++ syntax but 
 with several simplifications such as a large number of prewritten functions 
 that allow you to get things like audio, keyboard input, file reading and 
 writing, artificial intelligence etc, up and running in no time. You also 
 have automatic memory management built in so you need not worry about 
 freeing the resources that you have claimed, unless you want to be a little 
 efficient and free things when you know that they are not being used anymore.
 
 The tool will feature a bunch of playable example games as well as ready to 
 use templates that one can just import and then customize. For example there 
 will be a sidescroller template so that you can make games such as Q9 very 
 quickly with predefined enemy behavior that you can control, customizable 
 levels and objects etc etc. Thus, it is possible for a skilled Bgt user to 
 write their own games from scratch or even their own templates for others to 
 use, while the more inexperienced user can start from and modify existing 
 templates to construct a game with relative ease.
 
 And of course, one is able to compile a finished script into a stand-alone 
 executable with no dependencies other than Direct X and, well, Microsoft 
 Windows. This executable can then be distributed along with your sounds and 
 documentation either in a portable fashion as to be usable from a flash 
 drive, or you can use an installation builder such as InnoSetup to generate 
 a standard installation program for it.
 
 So that's it for now. Just thought I'd let you know how things stand... Keep 
 your eyes and ears open!
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Philip Bennefall

Hi Thomas,

My reasoning is this. Yes, C++ is the best language in which to develop 
games in my opinion but it's not necessarily the fastest. With this approach 
one effectively combines the speed of C++ with the flexibility of a modern 
scripting language as all the CPU intensive stuff is actually done in the 
engine, or most of it anyway. Thus, I'll be developing my own games using 
this engine as well once it reaches a stable enough stage.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 12, 2010 4:30 AM
Subject: Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi philip,
Sounds great. Can't wait until this thing is available for developers
to test. Even though I'm a C++ developer myself I do see the advantage
of using a tool like this for rapid game development.  Plus you've
added a lot of extra security features like the ability to protect
sounds and music, support ogg files, so this toolkit sounds like it
will rock for future games for the blind.

Cheers!

On 2/11/10, Philip Bennefall phi...@blastbay.com wrote:

Hi folks,

I just wanted to update you all on the progress of the game creation 
engine

that I spoke of back in October. It has been slowed down due to some
difficulties with the script interpreter, but they are all resolved now 
and
development can continue rapidly. In short, the language has C++ syntax 
but
with several simplifications such as a large number of prewritten 
functions

that allow you to get things like audio, keyboard input, file reading and
writing, artificial intelligence etc, up and running in no time. You also
have automatic memory management built in so you need not worry about
freeing the resources that you have claimed, unless you want to be a 
little

efficient and free things when you know that they are not being used
anymore.

The tool will feature a bunch of playable example games as well as ready 
to
use templates that one can just import and then customize. For example 
there
will be a sidescroller template so that you can make games such as Q9 
very

quickly with predefined enemy behavior that you can control, customizable
levels and objects etc etc. Thus, it is possible for a skilled Bgt user 
to
write their own games from scratch or even their own templates for others 
to

use, while the more inexperienced user can start from and modify existing
templates to construct a game with relative ease.

And of course, one is able to compile a finished script into a 
stand-alone

executable with no dependencies other than Direct X and, well, Microsoft
Windows. This executable can then be distributed along with your sounds 
and

documentation either in a portable fashion as to be usable from a flash
drive, or you can use an installation builder such as InnoSetup to 
generate

a standard installation program for it.

So that's it for now. Just thought I'd let you know how things stand... 
Keep

your eyes and ears open!

Kind regards,

Philip Bennefall
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