Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread dark
Interesting points tom,  and btw this is why i'm a semi-marxist and 
believe in more strict controls on corporate enterprise.


Needless to say, when I submit my first book for publication, I have every 
plan to make damb sure it's accessible to as many people as possible.



Btw, to lighten the mood a litle, a rather amusing fact my brother told me 
is that the names and patents registry office in Britain has recieved lots 
of cryticism, sinse they are unfortunately based in Wales and thus view 
everything with Welsh accents.


for instance, a pub chain apparently wanted to name themselves A good 
Ferkin Unfortunately, I'll let you imagine how this sounds when pronounced 
in a Welsh accent,  so it was denied.


then again, they did allow through several more , --- interestingly 
named patants just because they clearly didn't recognize the term, --- for 
instance a Women's clothing store titled knockers ;D.


Beware the Grue!

Dark. 



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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread dark
Yep, Hal's ability to just flick off voice and keys ius one of my favourite 
features, particularly sinse there's none of that weerd mucking about with 
key grabbing you get in jaws.


It's possible for instance for me to play a game and read a walkthrough or 
manual at the same time by just flicking betwene one and the other, and 
turning Hal's voice on or off.


I must confess I would dislike not having this feature very much.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 9:55 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic changeisneeded 
for audio games.



well the only reason I have jaws at all was it was funded for me because 
everyone here that works needs jaws aparently for some stupid crappy 
reason.

myself jaws 6 has been ok for what I have used it for.
Would I ever use it as a primary reader?
not on your life.
Sometimes it gives to much info and it can get buggy though its scripts 
for various instances work well as well as advanced ms office 
functionality.

I like hal as my reader for primary use.
my version is quite crappy and old but it does what I need it to do.
right now its been the only reader I can esentually make go away without 
making it go away fully.

At 08:46 a.m. 1/06/2010, you wrote:

Hi Bryan,
Oh, yeah. How can I forget?
That more than anything else has turned me against Freedom Scientific
products. Not that their products are bad, but the way they treat
their customers and how sue crazy they have been over the past few
years.
The case over the place marker is a classic case in point.  I've been
using GW Micro products for years, and know that feature has been
around a long time and Freedom Scientific decides to go after them
when Window-Eyes 7 is about to come out. It was about the most
rediculous instance of selfish greed and corperate back stabbing
imaginable. If I had a few million to spend on it I'd buy every Jaws
user a copy of Window-Eyes 7.2 and they could tell Freedom Scientific
where to go. I wonder how the greedy guys at Freedom Scientific would
like that?

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Re: [Audyssey] financial colaboration was: a drastic changeisneededfor audio games.

2010-06-01 Thread dark
Fortunately, when I began using screen readers at secondary school, Hal (in 
fact hal 3.2), was all they had.


Luckily for me when I was granted equipment for my degree and masters, the 
oficer who wrote the report and administrated my grant was a very nice chap 
(in fact through dealing with my brother and I for many years he's now a 
family friend), and he basically asked me what I wanted.


Sinse I'd only ever used Hal, it was Hal I chose, which bought my initial 
license (and indeede has paid for a few upgrades sinse).


I have however been lucky, and I've heard of various Vi people who've been 
dragooned into having jaws, and having specific equipment whatever they 
happen to want..


I hadn't even heard! of window eyes until 2003, when it turned out Tom 
Lorimer of Whitestick used it,  I even thought because of the name it 
was developed by microsoft ;D.


I really ought to download a demo and just try it out, --- for the sake of 
interest if nothing else, sinse I have tried jaws, and obviously know Hal 
very well.


Beware the grue!

Dark.


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Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread dark
mmm, I thought Torrent's storyline was based on the idea that you were 
defending the earth from aliens?  now I know terrorists might wel be a 
different nationality and thus possibly count as illegal aliens,  but I 
can't remember the last time I heard of terrorists chucking asteroids 
around!


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 11:35 PM
Subject: Re: [Audyssey] What Are Considered SPace Invader Clones?



I think the storyline was based on something like that.
or was that starbase defender I forgot to be honest.
At 09:20 a.m. 1/06/2010, you wrote:

Hi Shaun,
UmPlease, tell me what in the world an Asteroids clone like
Torrent has to do with terrorism?


On 5/31/10, shaun everiss shau...@xtra.co.nz wrote:
 well torrent looked real good.
 its also up with the times especially with all the terrorists we seem
 to have had in the last years.

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Re: [Audyssey] drastic change needed for audio games

2010-06-01 Thread dark

Actually, it's mysteries of the ancients.

Mysteries of the Aztecs was the name of a very early alpha where the game 
stil had some resemblance to montizuma's revenge.


Beware the Grue!

Dark.
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 12:55 AM
Subject: Re: [Audyssey] drastic change needed for audio games


Okay... never mind then. I just figured that because of the fact that it 
was subtitled Mysteries of the Aztecs...
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 29, 2010 7:04 PM
Subject: Re: [Audyssey] drastic change needed for audio games



Not anymore. It used to be but that was changed fairly early on.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, May 29, 2010 8:16 PM
Subject: Re: [Audyssey] drastic change needed for audio games



Hi,
I must correct you, MOTA has nothing to with Aztecs.
Best Regards,
Hayden

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

Behalf Of clement chou
Sent: Friday, May 28, 2010 2:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] drastic change needed for audio games

Hi Tom. I think you have a point... so many games are released by 
japanese
companies that Katanas or martial arts are almost inevitable. Although, 
I
think Japanese cultures also mesh wel with games, particularly the 
swords

and fighting styles.

I also have an interest in history and mythology though, and think the
Katana is getting somewhat overused. I wouldn't complain about a game 
with
say a roman gladus as Dark said, an aztec macuhitl, which is a club 
lined
with obsidian as a kind of sword. The lattor could even be an addition 
to

Mota, since it's about aztecs. Again, just my opinion.
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[Audyssey] Audyssey babble report for May 2010

2010-06-01 Thread Jim Kitchen


87 people posted 1573 messages.

196 From, Thomas Ward. 
182 From, Hayden Presley. 
181 From, dark. 
113 From, Bryan Peterson. 
91 From, Lori Duncan. 
89 From, michael barnes. 
79 From, Muhammed Deniz. 
73 From, shaun everiss. 
64 From, Charles Rivard. 
59 From, Castanedagarcia_Alfredo. 
52 From, Phil Vlasak. 
39 From, ENES SARIBAž. 
22 From, clement chou. 
19 From, Lisa Hayes. 
16 From, Jim Kitchen. 
16 From, william lomas. 
15 From, Yohandy. 
14 From, key stone. 
14 From, Mauricio Almeida. 
13 From, Raul A. Gallegos. 
12 From, Orin. 
11 From, Philip Bennefall. 
10 From, Gamers Chat Robot. 
10 From, Liam Erven. 
10 From, Oriol Gómez. 
9 From, anouk. 
9 From, Ken. 
9 From, Mike Maslo. 
8 From, Jacob Kruger. 
7 From, Ryan Chou. 
6 From, Brice Mellen. 
5 From, Damien Pendleton. 
5 From, Gary Whittington. 
5 From, Hayri Tulumcu. 
5 From, Jorge Gonçalves. 
5 From, Ron Schamerhorn. 
5 From, The Kolesar Brothers. 
4 From, Alex Stone. 
4 From, Dakotah Rickard. 
4 From, Josh. 
4 From, Louis Bryant. 
4 From, Richard Emling. 
4 From, Ryan Conroy. 
3 From, David Mehler. 
3 From, Karl Belanger. 
3 From, Mária Orovcíková. 
3 From, Oriol Gmez. 
3 From, Philip Bennefall. 
3 From, Valiant8086. 
2 From, Allison Mervis. 
2 From, Angellko21. 
2 From, Casey Mathews. 
2 From, Christopher Bartlett. 
2 From, Darren Harris. 
2 From, David Chittenden. 
2 From, James Howard. 
2 From, Johnny Tai. 
2 From, Loravara. 
2 From, malik. 
2 From, Marja Karlsson. 
2 From, Milos Przic. 
2 From, Rick. 
2 From, Willem Venter. 
2 From, Willem. 
1 From, 89434. 
1 From, Angela Lerma. 
1 From, Brandon Misch. 
1 From, Chastity MORSE. 
1 From, DongHui Bak. 
1 From, Eleanor. 
1 From, equest1. 
1 From, Gandalf. 
1 From, gladiator. 
1 From, Greg. 
1 From, Henry D. Reyes. 
1 From, Jess Varnell. 
1 From, Katie Madison. 
1 From, Keao Wright. 
1 From, Kelly Sapergia. 
1 From, Mich. 
1 From, Michael Feir. 
1 From, MissWings. 
1 From, Nicol. 
1 From, Phyllis Stevens. 
1 From, Ryan Smith. 
1 From, Tom Randall. 
1 From, Tony. 

Archive file size 4728910 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 May 2010

2010-06-01 Thread Jim Kitchen


There were 293 thread titles. Here are the top 50. 

Mysteries of the Ancients Beta 12 Released 142. 
a drastic change is needed for audio games. 57. 
Raceway was The other side 55. 
Future of Audio Games 53. 
Where have all the developers gone? 51. 
Scansoft voices 49. 
Types of RPG Games 44. 
Happy Birthday Pacman 36. 
drastic change for audio games 33. 
MOTA News 30. 
Draconis Entertainment 29. 
Esp pinball classic 28. 
shades of doom 28. 
games on netbook 25. 
drastic change needed for audio games 20. 
question on horror games. 20. 
l-works 19. 
Monkey business 19. 
some body answer this 16. 
to dark 16. 
beep 14. 
Zmud and cmud accessibility with jfw 11? 14. 
CereProc Voices 13. 
to raul 13. 
duck hunt 12. 
MOTA Inquiries 12. 
L-Works.net is infected with a spyware! 11. 
q9 cheat codes 11. 
BGT Beta Version 0.3 Released! 10. 
Game Chat Reminder 10. 
game walk throughs and reviews - Re: Monkey business 10. 
Where is the enter key? 10. 
[Odyssey] Techno shock 9. 
Blastbay Studios back up! 9. 
Combat descriptions 9. 
game review 9. 
What Are Considered SPace Invader Clones? 9. 
What Are Considered Space Invader Clones? 9. 
(no subject) 8. 
here a text base game site. 8. 
Majesty: Heroes of Ardania 8. 
sequel to game 8. 
trials guide 8. 
aliens in the outback 7. 
Monkey Business 7. 
Problem with horse racing game 7. 
Technoshock 7. 
Comments on your Recording Muhammed 6. 
DirectX 6. 
financial colaboration was: a drastic changeisneededfor audio games. 6. 


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 May 2010

2010-06-01 Thread dark

Youch! 3rd in the verbosity running! I'm losing my touch ;D.

Beware the Grue!

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

To: Audyssey Gamers@audyssey.org
Sent: Tuesday, June 01, 2010 9:22 AM
Subject: [Audyssey] Audyssey babble report for May 2010



87 people posted 1573 messages.

196 From, Thomas Ward.
182 From, Hayden Presley.
181 From, dark.
113 From, Bryan Peterson.
91 From, Lori Duncan.
89 From, michael barnes.
79 From, Muhammed Deniz.
73 From, shaun everiss.
64 From, Charles Rivard.
59 From, Castanedagarcia_Alfredo.
52 From, Phil Vlasak.
39 From, ENES SARIBAž.
22 From, clement chou.
19 From, Lisa Hayes.
16 From, Jim Kitchen.
16 From, william lomas.
15 From, Yohandy.
14 From, key stone.
14 From, Mauricio Almeida.
13 From, Raul A. Gallegos.
12 From, Orin.
11 From, Philip Bennefall.
10 From, Gamers Chat Robot.
10 From, Liam Erven.
10 From, Oriol Gómez.
9 From, anouk.
9 From, Ken.
9 From, Mike Maslo.
8 From, Jacob Kruger.
7 From, Ryan Chou.
6 From, Brice Mellen.
5 From, Damien Pendleton.
5 From, Gary Whittington.
5 From, Hayri Tulumcu.
5 From, Jorge Gonçalves.
5 From, Ron Schamerhorn.
5 From, The Kolesar Brothers.
4 From, Alex Stone.
4 From, Dakotah Rickard.
4 From, Josh.
4 From, Louis Bryant.
4 From, Richard Emling.
4 From, Ryan Conroy.
3 From, David Mehler.
3 From, Karl Belanger.
3 From, Mária Orovcíková.
3 From, Oriol Gmez.
3 From, Philip Bennefall.
3 From, Valiant8086.
2 From, Allison Mervis.
2 From, Angellko21.
2 From, Casey Mathews.
2 From, Christopher Bartlett.
2 From, Darren Harris.
2 From, David Chittenden.
2 From, James Howard.
2 From, Johnny Tai.
2 From, Loravara.
2 From, malik.
2 From, Marja Karlsson.
2 From, Milos Przic.
2 From, Rick.
2 From, Willem Venter.
2 From, Willem.
1 From, 89434.
1 From, Angela Lerma.
1 From, Brandon Misch.
1 From, Chastity MORSE.
1 From, DongHui Bak.
1 From, Eleanor.
1 From, equest1.
1 From, Gandalf.
1 From, gladiator.
1 From, Greg.
1 From, Henry D. Reyes.
1 From, Jess Varnell.
1 From, Katie Madison.
1 From, Keao Wright.
1 From, Kelly Sapergia.
1 From, Mich.
1 From, Michael Feir.
1 From, MissWings.
1 From, Nicol.
1 From, Phyllis Stevens.
1 From, Ryan Smith.
1 From, Tom Randall.
1 From, Tony.

Archive file size 4728910 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] Raceway was The other side

2010-06-01 Thread Gary Whittington

Looks, like old questions are returning.

In the sound effect only really you need is the sound of your own car and 
the cars in the four directions.

Front, back left and right.
for example if your passing on the inside  you would hear the care in front 
that becomes the car on the right. and if another car is front of that one 
you would beginning to hear it, when it is close enough for the game to 
detect the other car to be passed.
With a track announcer this also can be used to indicate that your car is 
side to side and approaching car number 43.
This  would help in separating the car on the right and knowing that there 
will be upcoming sound of the car to be yet to be passed.
The sounds of cars in front would have a different sound then the cars in 
back as well as left and right.
Cars on the right may say have a little echo coming off the wall..  Like a 
sound of a tunnel, as the sound is bouncing off the wall  and your car.

Where the car on the left would have a distance sound to it.
Taking the idea of the motor being closer to the driver perspective for 
front and back, and if the three cars were drafting, which would be heard 
more the car in front or in back.

The car in back has its motor to the driver, so should it be more louder.
In a way, not really, since your own motor may be blocking some sound of the 
car in front the car directly behind you is not as important as the car in 
front.
If something was going to pass the sound would transfer to either the left 
or right sound effect.
As you can see it not the number of cars you can hear but in effect the cars 
that have the most direct contact to your car zone on the track.

Many of the racing games that are board games have a grid around the track.
I am sure the NASCAr Thunder game use as a way to create the video of what 
is happen on the screen.  It just appears that cars are being passed, 
because the game is saying to show a car being passed.
IN a visual game where you can see several cars going into a turn, is just a 
video repentation of those cars moving through grinds ahead.


Now for racing games with the board having fixed grinds, where a computer 
can have linear grinds where the Car can still move side to side in certain 
degrees, where if you go to high in the turn you may move out of the most 
outer grin and clip the wall.
Computer cars don't never do this, and if they do crash its the random of 
the game saying that this Car is out of the race.  Not due to hitting 
another car or wall, but a bad toss of the virtual dice you could say.
Then other cars may be forced to hit the spin out car because just to close 
or other factors that may determine  a mulit car pile up.
When your Car approaches the crash site.  Its up the driver to get out of 
the way if possible.


So, let say the car in front blows a tire and begins to spin.
The sound of the car in from sound turns directly into a car skidding.
The sound of its motor would then become a left or right sound, indicating 
to you in which direct to do.
If the skidding continue for a while would also mean it may be the best 
thing is to drive straight toward it,  and hope the skidding car is out of 
the grind you will soon be in.
Other on the other hand if you say hear if on the left side as a motor now, 
best thing is to move a little to the right  and hug the wall.
Where if car spinning is heading to the outer wall then dive to the lower 
part of the track.
The sound of the skidding hitting the wall, you will just have to hope you 
can get around the bouncing car of the wall.


Board games with grind usually have three rows, while a virtual computer 
would have have about the same, being each grid being a certain size on the 
track.
So, a car out of control will not move in the normal manner of forward and 
from side to side.
But will move like a bishop on a chess board. And depending on the impacts 
the car may move backward as will in a crash.
So, I have describe the skidding car and let through in the sound of cars 
hitting the wall and other cars, a sound of a vrip, vrip vrip for a car in a 
spin.
The sound of the cars in front should have a sound of its own that will let 
the gamer know its distance.
AS PAc Man does where the sound of a ghost becomes loader when it gets 
closer.
IN Raceway this would be measured in car lengths, so if a car in front does 
skid or in a spin, the sound of it would be at its lowest or highest 
depending on it distance from your car.


Rubbing sound effects.
When another car is rubbing against  your car.  This sound would be heard 
from the sides, while nudges sounds from the front and back.


To finsh of the local sounds near your car, would include:
Scraping:  When you touching the wall.  Speed Bumps when you to far inside, 
about to run off the trace, or to far under the yellow line.  Could have a 
ding sound when your tire hits this line, and you may have to go under this 
line to avoid a crash.  A ding on the right side would mean you 

Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Gary Whittington
I am sure Tom will put in a Pause in the game and a save feature, as he 
describe is going to be like a main outlet games.


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

To: Thomas Ward Gamers@audyssey.org
Sent: Sunday, May 30, 2010 8:53 AM
Subject: Re: [Audyssey] Raceway was The other side



Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and they 
start 43 cars in all races.


I also wonder how realistic you really want to be with a race game.  I 
mean 43 car engines are going to sound like a swarm of mad bees.  And just 
for the heck of it, try racing maybe 200 laps on say my Painsville oval 
track.  It takes allot of mental and physical endurance to race even a 
simple track for 3 to 4 hours.


I don't mean to be negative, just giving you some of my thoughts.

Got to go and get ready to watch 1,100 miles of auto racing today.

BFN

- Original Message -
Hi Charles,
Well, at the time I took over development of Raceway from James North
I invisioned it as an accessible version of Nascar Thunder 2004 by EA
Games. As it happens I realy like Nascar Thunder, but of course it
isn't accessible enough to really play. I usually wind up hitting the
wall or plowing into another car. So when James North offered Raceway
to me I took it, and decided to turn it into a fully accessible, fully
playable, version of Nascar Thunder without any of the official Nascar
logos and trademarks involved.
As far as how it will compare to other racing games out there it might
be easier to list its features, and let you decide based on that
information. Basically, since it is based on Nascar, actually an
official Nascar game, all of the rules, flags, and points will be
exactly the same as you would expect from a real race. Unlike other
accessible racing games you will be racing against 39 other AI driven
cars so we are talking a full monty here not three or four cars as is
the case with games like Poll Position. Since I am using official
points and scoring there will be a full season mode where you must
race a total of 30 races, and if you have the highest score you get
the racing cup.
What I am probibly not going to include in Raceway, at least not 1.0,
is a track editor, online racing, and some of those kind of features
of Rail Racer. While I think they would be good additions I feel those
can be added on later. In fact, I might even create it as a sort of
expantion pack that costs a nominal upgrade fee like $10 or something
like that. That way I can try and earn back some of the money lost
when transfering between Alchemy and USA Games, and  plus build upon
an existing product as well.


Jim

I tried snorting Coke once but the ice cubes got stuck in my nose.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Gary Whittington

Yes, I understand both points there tom.
A Qualifier segment in this type of game is used to grade one's performance.
And its like getting to another level in a scroll game.
When it don't matter how many times a gamer tries to Qualify, when they do 
is when they can enter the race.
Just one thing to point out is able to save the gamers best time for that 
track for that event.  This way the gamer can then return to the game and 
able to either resume Qualifying to improve there time for a better track 
position for the star of the race or enter the event for the race.


In real life Qualify for a race is to not to have the fastest car in front 
but to be sure the faster cars are not packed behind slower cars that may 
cause crashes when the race starts.
So, if a gamer make the race and don't have a good time they will be put 
further in the line up with cars that are around the same speed.


Now there are NASCar events that use Qualify times and points to determine 
line up position, like the Daytona at the beginning of the year.


For the game to use just random picking may not be the perfect way to do it.
If Race Way uses any driver data to making the game realistic, then it would 
use a weighted system, to be sure the better Drivers are getting higher line 
up position.

Which in turn will reflect in the stats output.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 30, 2010 8:55 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi,
At this point I really don't know.  One problem I am having with the
game is a lot of this gets to be really technical, and goes way over
my head. While I  watch the ocational Nascar race and have played some
of the racing games out there I'm not a hard core racing nut.
Watching a few races now and then and playing the games now and then
is a lot different then trying to program a really major racing game
from scratch. It takes a lot of motivation, dedication, and an
enjoyment for the project I really don't feel.
Personally, I could care less if there is a qualifier before the race
to find out your starting position or a set of random times to just
select an automatic starting position for each car. I have to do that
for the AI cars anyway so what's one more car right?
However, I know if I don't add a qualifier some hard core racing fans
out here are going to be realy disappointed, and knowing what I know
about this community I'll never hear the end of it until I give them
one.  So eventually there will likely be a qualifier, but it is lower
priority than the other features of the game.
Right now. The test version that was written in C#, and is currently
being ported to C++ simply randomly selects a starting position from 1
to 43 and lines the cars up in whatever random order it chooses. Not
very realistic, but it works.

On 5/30/10, Charles Rivard woofer...@sbcglobal.net wrote:

I'd start with all 43 and go from there.  Will there be qualifying before
each race to see where you're starting position in the race will be? 
Time

for practice and adjustments in the pits and all that fun stuff?


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[Audyssey] lone wolf extra

2010-06-01 Thread ENES SARIBAŞ
hi
sorry i mean lone wolf

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[Audyssey] lone wolf extra

2010-06-01 Thread ENES SARIBAŞ
yes i mean the user created missions

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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread shaun everiss

well since we are slightly off anyway.
The only reason I got hal at all was that I was in the north island.
people here get hal for school everyone else gets jaws, or windoweyes.
scanner software is k1000 which i am using right now though I can't 
afford it so I am trialing it.

its quite good for what it is.
At 08:09 p.m. 1/06/2010, you wrote:
Yep, Hal's ability to just flick off voice and keys ius one of my 
favourite features, particularly sinse there's none of that weerd 
mucking about with key grabbing you get in jaws.


It's possible for instance for me to play a game and read a 
walkthrough or manual at the same time by just flicking betwene one 
and the other, and turning Hal's voice on or off.


I must confess I would dislike not having this feature very much.

Beware the grue!

Dark.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 9:55 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic 
changeisneeded for audio games.



well the only reason I have jaws at all was it was funded for me 
because everyone here that works needs jaws aparently for some 
stupid crappy reason.

myself jaws 6 has been ok for what I have used it for.
Would I ever use it as a primary reader?
not on your life.
Sometimes it gives to much info and it can get buggy though its 
scripts for various instances work well as well as advanced ms 
office functionality.

I like hal as my reader for primary use.
my version is quite crappy and old but it does what I need it to do.
right now its been the only reader I can esentually make go away 
without making it go away fully.

At 08:46 a.m. 1/06/2010, you wrote:

Hi Bryan,
Oh, yeah. How can I forget?
That more than anything else has turned me against Freedom Scientific
products. Not that their products are bad, but the way they treat
their customers and how sue crazy they have been over the past few
years.
The case over the place marker is a classic case in point.  I've been
using GW Micro products for years, and know that feature has been
around a long time and Freedom Scientific decides to go after them
when Window-Eyes 7 is about to come out. It was about the most
rediculous instance of selfish greed and corperate back stabbing
imaginable. If I had a few million to spend on it I'd buy every Jaws
user a copy of Window-Eyes 7.2 and they could tell Freedom Scientific
where to go. I wonder how the greedy guys at Freedom Scientific would
like that?

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Re: [Audyssey] Audyssey babble report for May 2010

2010-06-01 Thread Muhammed Deniz

Hi,
I think I need to poste more.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Tuesday, June 01, 2010 9:22 AM
Subject: [Audyssey] Audyssey babble report for May 2010



87 people posted 1573 messages.

196 From, Thomas Ward.
182 From, Hayden Presley.
181 From, dark.
113 From, Bryan Peterson.
91 From, Lori Duncan.
89 From, michael barnes.
79 From, Muhammed Deniz.
73 From, shaun everiss.
64 From, Charles Rivard.
59 From, Castanedagarcia_Alfredo.
52 From, Phil Vlasak.
39 From, ENES SARIBAž.
22 From, clement chou.
19 From, Lisa Hayes.
16 From, Jim Kitchen.
16 From, william lomas.
15 From, Yohandy.
14 From, key stone.
14 From, Mauricio Almeida.
13 From, Raul A. Gallegos.
12 From, Orin.
11 From, Philip Bennefall.
10 From, Gamers Chat Robot.
10 From, Liam Erven.
10 From, Oriol Gómez.
9 From, anouk.
9 From, Ken.
9 From, Mike Maslo.
8 From, Jacob Kruger.
7 From, Ryan Chou.
6 From, Brice Mellen.
5 From, Damien Pendleton.
5 From, Gary Whittington.
5 From, Hayri Tulumcu.
5 From, Jorge Gonçalves.
5 From, Ron Schamerhorn.
5 From, The Kolesar Brothers.
4 From, Alex Stone.
4 From, Dakotah Rickard.
4 From, Josh.
4 From, Louis Bryant.
4 From, Richard Emling.
4 From, Ryan Conroy.
3 From, David Mehler.
3 From, Karl Belanger.
3 From, Mária Orovcíková.
3 From, Oriol Gmez.
3 From, Philip Bennefall.
3 From, Valiant8086.
2 From, Allison Mervis.
2 From, Angellko21.
2 From, Casey Mathews.
2 From, Christopher Bartlett.
2 From, Darren Harris.
2 From, David Chittenden.
2 From, James Howard.
2 From, Johnny Tai.
2 From, Loravara.
2 From, malik.
2 From, Marja Karlsson.
2 From, Milos Przic.
2 From, Rick.
2 From, Willem Venter.
2 From, Willem.
1 From, 89434.
1 From, Angela Lerma.
1 From, Brandon Misch.
1 From, Chastity MORSE.
1 From, DongHui Bak.
1 From, Eleanor.
1 From, equest1.
1 From, Gandalf.
1 From, gladiator.
1 From, Greg.
1 From, Henry D. Reyes.
1 From, Jess Varnell.
1 From, Katie Madison.
1 From, Keao Wright.
1 From, Kelly Sapergia.
1 From, Mich.
1 From, Michael Feir.
1 From, MissWings.
1 From, Nicol.
1 From, Phyllis Stevens.
1 From, Ryan Smith.
1 From, Tom Randall.
1 From, Tony.

Archive file size 4728910 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] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread Muhammed Deniz
Jaws six? I don't think that version is quite good. In fact the best version 
is 7 or hier.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 9:55 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic changeisneeded 
for audio games.



well the only reason I have jaws at all was it was funded for me because 
everyone here that works needs jaws aparently for some stupid crappy 
reason.

myself jaws 6 has been ok for what I have used it for.
Would I ever use it as a primary reader?
not on your life.
Sometimes it gives to much info and it can get buggy though its scripts 
for various instances work well as well as advanced ms office 
functionality.

I like hal as my reader for primary use.
my version is quite crappy and old but it does what I need it to do.
right now its been the only reader I can esentually make go away without 
making it go away fully.

At 08:46 a.m. 1/06/2010, you wrote:

Hi Bryan,
Oh, yeah. How can I forget?
That more than anything else has turned me against Freedom Scientific
products. Not that their products are bad, but the way they treat
their customers and how sue crazy they have been over the past few
years.
The case over the place marker is a classic case in point.  I've been
using GW Micro products for years, and know that feature has been
around a long time and Freedom Scientific decides to go after them
when Window-Eyes 7 is about to come out. It was about the most
rediculous instance of selfish greed and corperate back stabbing
imaginable. If I had a few million to spend on it I'd buy every Jaws
user a copy of Window-Eyes 7.2 and they could tell Freedom Scientific
where to go. I wonder how the greedy guys at Freedom Scientific would
like that?

---
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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Muhammed Deniz

Maybe you could create a program that'll do that?
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 10:04 PM
Subject: Re: [Audyssey] Raceway was The other side



Close counts.  (grin)
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 4:03 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Charles,
Well, from a programming standpoint it is probibly best to select the
most common spelling and/or version of a name.  Take the name Chris.
That is a shortened version of several names like Christian,
Christine, Christina, Christa, Chrissie, Christofer, and so on. Do we
really need every single name that starts with Chris or isn't that
good enough?



On 5/31/10, Charles Rivard woofer...@sbcglobal.net wrote:

Hmm.  The different spellings of Shawn, or is it Sean? or Shaun?  (grin)


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Re: [Audyssey] financial colaboration was: a drastic changeisneededfor audio games.

2010-06-01 Thread shaun everiss

well I am quite lucky.
I have hal for school then upgraded it myself  from v2 to v4 then v5 
then v5.22 making that mine.

courses at uni got me jaws which still belongs to the agency that did it.
However thats gona change.
once I spend the 1200 to upgrade it to 11 or whatever whenever that 
too will be mine.
Not that they would care but I like making things that were not meant 
to be mine for ever mine just by changing the purchice of extra upgrades.
All those agency rules suddenly if it doesn't apply to anything but 
what I have supplied then its mine.

My laptop is mine though it was expensive.
worth every penny though.
I have had this  system for 4 years without a reformat.
I reformatted it this year.
And its running fine again.
During these 4 years of having the system I made various mistakes.
All of which I hopefully have corrected.
Now when the system dies depending on my situation, I will either 
replace it with another xp laptop assuming xp still exists, get a 
win7 laptop, or if my situation is the same as it is now I probably 
can grab another xp desktop.

There are 2 possibilities going on that score.
However it does mean I will loose my fast speeds.
At 08:15 p.m. 1/06/2010, you wrote:
Fortunately, when I began using screen readers at secondary school, 
Hal (in fact hal 3.2), was all they had.


Luckily for me when I was granted equipment for my degree and 
masters, the oficer who wrote the report and administrated my grant 
was a very nice chap (in fact through dealing with my brother and I 
for many years he's now a family friend), and he basically asked me 
what I wanted.


Sinse I'd only ever used Hal, it was Hal I chose, which bought my 
initial license (and indeede has paid for a few upgrades sinse).


I have however been lucky, and I've heard of various Vi people 
who've been dragooned into having jaws, and having specific 
equipment whatever they happen to want..


I hadn't even heard! of window eyes until 2003, when it turned out 
Tom Lorimer of Whitestick used it,  I even thought because of 
the name it was developed by microsoft ;D.


I really ought to download a demo and just try it out, --- for the 
sake of interest if nothing else, sinse I have tried jaws, and 
obviously know Hal very well.


Beware the grue!

Dark.


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Re: [Audyssey] Audyssey thread report for May 2010

2010-06-01 Thread shaun everiss

oh man.
from the stats you posted for this month it looks like mota was the 
biggest news for ages.

tom, how does it feel to be in the top of the ranking list?
grin
At 08:22 p.m. 1/06/2010, you wrote:

There were 293 thread titles. Here are the top 50.
Mysteries of the Ancients Beta 12 Released 142. a drastic change is 
needed for audio games. 57. Raceway was The other side 55. Future of 
Audio Games 53. Where have all the developers gone? 51. Scansoft 
voices 49. Types of RPG Games 44. Happy Birthday Pacman 36. drastic 
change for audio games 33. MOTA News 30. Draconis Entertainment 29. 
Esp pinball classic 28. shades of doom 28. games on netbook 25. 
drastic change needed for audio games 20. question on horror games. 
20. l-works 19. Monkey business 19. some body answer this 16. to 
dark 16. beep 14. Zmud and cmud accessibility with jfw 11? 14. 
CereProc Voices 13. to raul 13. duck hunt 12. MOTA Inquiries 12. 
L-Works.net is infected with a spyware! 11. q9 cheat codes 11. BGT 
Beta Version 0.3 Released! 10. Game Chat Reminder 10. game walk 
throughs and reviews - Re: Monkey business 10. Where is the enter 
key? 10. [Odyssey] Techno shock 9. Blastbay Studios back up! 9. 
Combat descriptions 9. game review 9. What Are Considered SPace 
Invader Clones? 9. What Are Considered Space Invader Clones? 9. (no 
subject) 8. here a text base game site. 8. Majesty: Heroes of 
Ardania 8. sequel to game 8. trials guide 8. aliens in the outback 
7. Monkey Business 7. Problem with horse racing game 7. Technoshock 
7. Comments on your Recording Muhammed 6. DirectX 6. financial 
colaboration was: a drastic changeisneededfor audio games. 6.

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] What Are Considered Space Invader Clones?

2010-06-01 Thread Muhammed Deniz

Hi Luis,
Also, troopanum 1 and 2 are considered as space invader games. Including 
dark destroyer if I'm correct.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Louis Bryant lo...@braillesoft.net

To: gamers@audyssey.org
Sent: Monday, May 31, 2010 7:36 PM
Subject: Re: [Audyssey] What Are Considered Space Invader Clones?


Hi all. Thank you for your feedback. I wrote a game back in 2003 that was 
never finished that is exactly a Space Invader clone, and now that I look 
back at it, it may have been quite a failure to release it now. I am 
thinking of more ideas that haven't been attempted and will let you all 
know when something is available for play. Again, your feedback is greatly 
appreciated.

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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Gary Whittington

Thanks for the Reply.

Let me first say, where I was coming from on the Custom names.
I try to keep on what are where you are on the project.
AS far as I understand it Tom,  that Race Way was not licensed by NASCAR.
So, the names in RaceWay was going to have made up names.
This was the reason why I mentioned the editor so those who knew the drivers 
and want to replace the made up names with the real life drivers could.

And of corce, with sponerships would mean a whole different can of worms.
And again it was this point thinking that you would have been looking at a 
TTS over a recorded wav files.


So, in effect its one or the other.
And I see that, in either way, a  Addon, also could be the anser.
Let, me add, this.  Strat-o-matic has many type of add on.
The gaming company have different sports sims.
Each sport game comes out every year with a upgrade to the game.
Included in the new game is the last season roster, ssay, baseball.
That season roster can only run on that new game.  Older season rosters that 
can be purchase will run on that new game version.

This indicate the data structure for rosters are the same.
But its the season roster file that have certain elements that can only be 
played by its later version of the game and beyond.

This is done simply I am sure.

So, if Race Way, would have record wav files and  later version of the game 
with newer seasons rosters.  The same record wav file for Ernhart would be 
used.
And then instead of a text edior for drivers, a system of selectiong sounds 
for saying Ernhart, would be the road heading for if RaceWay was going to 
have Addon packages, for adding past season.


The Draw back, being that new racers in a season means new recording with 
the person who made the recordings.


APBA Baseball Blast with Ernie Hardwell the great announcer for the game, 
was able to do this for a while.
So,, even with Drivers name being recorded falls in kinda the same trap as 
the sponsorships.  Since new ones come along as well.


Even, able to mix and match sounds like the windows sound schema, a game 
that lends to being real and a way to import real names by recordings is a 
lot of work for the designer over time.


Whereas, an editor for text  gives the game the choice to put in the work to 
make it more realistic.
And they, can create new season on thier own or wait for a upgrade that will 
have the data, if Race Way goes this way in having new and historical 
season.


AS you know my thought in for you to make as much as you can on Race way, 
that will provide these type of addons.

And let RaceWay be a game that can grow.
Its the historical season and new season, that Strat makes it money on.
The game itself is the foundation for playing.  The upgrades to adding new 
items, which may even be half the cost of buying a new game, but, as Charles 
, says, the game gets better and better and is willing to get it.

Then with  the upgrade the buyer gets the laters season.
And in my email on the splash screen, shows the gamer his purchase season.
So, in effect the game and the seasons rosters are 2 separted items.
The game who choices to make any chnaces to the season roster is makeing 
chances to this data file not the core of the game.
And later when some ones wants a season from the past and don't want to find 
stats to input, they can check you site to see if the season roster file is 
available for purchase.



IN Conclusion, Tom, I am not saying what RaceWay should be, but what it 
could be and how it can make money for years to come.
The one thing about NASCAR Thunder, is that you have to purchase the while 
thing to able to have the latest season drivers.
Now, I am not sure if the laster version wil allow you to continue your past 
season, because it is in coreed in the game.


Smiles, and really, my friend, you have started scratch  with the MR and 
made it your own.
And the old code from North, can help you make the game you want and what 
ever language, Race Way is going to be yours, not some

retread of North's work.
And when its all said and done, know one will remember Mister North and his 
ways, but To Tom and his hard work and what he means to the blind community.

I am only happy to help if I can, with thought and ideas on your project.
Like the Play by Play for the game.  Which we have taled about before.
Which can be done with with TTS or recordded  messages like the Window 
Baseball Blast.

And if you want me to discuss this topic again I be happy to do so.
IN short its a matter of using a codeding system when a certain event occurs 
triggers a PBP with the inserted info added to it like drivers name.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 30, 2010 12:02 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Gary,
Those are some interesting ideas, but it would require some
fundimental reworking of the Raceway engine and source 

Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread shaun everiss

hmmm
hmmm aah you are probably right dark.
I think I got that mixed with flight commander.
yes that terrorist thing was flight commander.
hmm 3 good games flight commander, starbase defender and torrent 
never to see the light of day.

oh and final defender.
Hmmm the genisus project james n was making.
I heard a trailer for that.
would I buy it?
yes definately.
At 08:17 p.m. 1/06/2010, you wrote
mmm, I thought Torrent's storyline was based on the idea that you 
were defending the earth from aliens?  now I know terrorists 
might wel be a different nationality and thus possibly count as 
illegal aliens,  but I can't remember the last time I heard of 
terrorists chucking asteroids around!


Beware the Grue!

Dark.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 11:35 PM
Subject: Re: [Audyssey] What Are Considered SPace Invader Clones?



I think the storyline was based on something like that.
or was that starbase defender I forgot to be honest.
At 09:20 a.m. 1/06/2010, you wrote:

Hi Shaun,
UmPlease, tell me what in the world an Asteroids clone like
Torrent has to do with terrorism?


On 5/31/10, shaun everiss shau...@xtra.co.nz wrote:
 well torrent looked real good.
 its also up with the times especially with all the terrorists we seem
 to have had in the last years.

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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread shaun everiss

hmmm I have hal 5.21 and jaws 6.20.
I seem to have avoided all the issues people seem to be having.
except the ocational lockup.
nvda and jaws however are used for spaciffic tasks.
hal is used for everything else.
At 10:41 p.m. 1/06/2010, you wrote:
Jaws six? I don't think that version is quite good. In fact the best 
version is 7 or hier.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about 
games is welcome, talking about computer problems is welcome when 
their are know holidays but that's only in easter holidays or know 
holidays. If you want to joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
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muhammed123...@hotmail.co.uk
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muhammed.deniz
Klango username.
muhammed
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 9:55 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic 
changeisneeded for audio games.



well the only reason I have jaws at all was it was funded for me 
because everyone here that works needs jaws aparently for some 
stupid crappy reason.

myself jaws 6 has been ok for what I have used it for.
Would I ever use it as a primary reader?
not on your life.
Sometimes it gives to much info and it can get buggy though its 
scripts for various instances work well as well as advanced ms 
office functionality.

I like hal as my reader for primary use.
my version is quite crappy and old but it does what I need it to do.
right now its been the only reader I can esentually make go away 
without making it go away fully.

At 08:46 a.m. 1/06/2010, you wrote:

Hi Bryan,
Oh, yeah. How can I forget?
That more than anything else has turned me against Freedom Scientific
products. Not that their products are bad, but the way they treat
their customers and how sue crazy they have been over the past few
years.
The case over the place marker is a classic case in point.  I've been
using GW Micro products for years, and know that feature has been
around a long time and Freedom Scientific decides to go after them
when Window-Eyes 7 is about to come out. It was about the most
rediculous instance of selfish greed and corperate back stabbing
imaginable. If I had a few million to spend on it I'd buy every Jaws
user a copy of Window-Eyes 7.2 and they could tell Freedom Scientific
where to go. I wonder how the greedy guys at Freedom Scientific would
like that?

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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Gary Whittington
One thing, that APBA Baseball for Window's Baseball Blast, was to have added 
record names for Ernie Hardwell was
to get suggested names from their games by sending email.  These new names 
would gone into the new version of the game.


The game also used a text PBP system that used Ernie voice.
The names of ball players thought out baseball history, was its draw back 
though.
Since there is so many players in baseball history, the game was only able 
to be played on a CD Rom, that needed to be used.
Causeing 1. the game may freeze if the CD Rom drive was having problems or 
the disk itsself was diry or scratched.
2. The drive would need to be replaced after a long playing of the game, say 
over a year.
Smiles.  APBA is now looking at using DVD drives I am sure for there new 
version, but the game company is still working on recording new PBP with 
some one new.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 30, 2010 4:20 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Thomas,
I too would like Raceway to stay away from SAPI.
In Ten Pin Bowling we recorded over 100 names to be used and allowed the 
customer to add their recorded name to the list.

It wasn't done as well as I had hoped and is a little difficult to do
We should have included 117.wav saying
You can record Your name here.
The same can be done for Raceway.
Have a generic track saying
You can record your track name here.
and also for the driver,
a file saying
your name for driver here.
Of course it will not sound as well as all the other names but it will be 
better than SAPI trying to pronounce your name.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 30, 2010 6:01 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Hayden,
Yeah, that might work but I'm not exactly  a fan of Sapi.  For one
thing most of the voices are too robotic or inhuman sounding and ruins
my gaming experience.  The other issue is that handling Sapi in C++ is
a total pain in the butt.
The big problem is that most of Microsoft's C++ libraries require you
to convert ascii text to unicode characters which is a royal pain in
the tail. Newer languages, such as the .Net languages, automatically
do this conversion for you.  As a result you can't just pass the
contents of a C++ variable to Sapi without converting the data in said
variable to unicode first. As a result I tend to avoid some of
Microsoft's Windows specific dll libraries and APIs for that specific
reason.


On 5/30/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
I think you could, say, have SAPI support for new driver names. Look at 
the
way Che did RailRacer...your tracks are announced in SAPI, and most of 
the

menu content is all pre recorded human voice. I don't know howthat would
work, but I think that would be the best compromise.
Best Regard,s
Hayden


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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Gary Whittington

Yup...

Had  a wheel and pedal, back when I played real early version of NASCAR 
Racing, before Thunder.
I add that to the splash screen to show what to expect for others,   AS I 
remember you saying you are building RaceWay with the Whell in mind.

I used mine when I still had my poor vision.
And the idea you have sound great.

Point to note then:
If game does not see any wheel device, game defaults to novice mode.
Smiles.
But the to have the menu option Game dvices, and when the person enter it, 
see that they can add devices, will encourage the gamer to buy one.
This page could include web sites to find what the game needs, being your 
site or some other.


Gary

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 30, 2010 12:18 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Gary,
Well, one miner comment to add to your post. Technically the game
isn't being designed with the keyboard user in  mind here. Yes, it has
keyboard support, but I am designing the game mechanics and game play
around the Logitec Momo Racing Wheel the same way Jim Kitchens Match 1
TTS game is. There is so much more you can do with a racing wheel with
force feedback support than your plane vinilla keyboard. Improved
responce times and more accurate stearing just being two of the big
ones.
I know when playing Rail Racer there is a huge difference in keyboard
control and stearing wheel control.  When I was practicing the game
using the keyboard I was discovering in online play everyone was
dusting me left and right. They were cutting there track times in
half, and I was just the slow guy in the race.  Well, when I purchased
the  racing wheel for Raceway Ssuddenly my lap times were rapidly
improving and I was able to stear the racer better. Especially, when
taking those curves in Rail Racer which is where you lose all your
speed and momentem.
Another point of having a racing wheel with feedback support it is
like stearing the car with certainr estrictions on how fast you can
turn and the motors inside simulate actually trying to make a
difficult turn. If you end up running into the marbel I can have the
ff wheel vibrate like crazy simulate running over rough terrain which
will likely destroy your tires in the process.  However, the vibration
will give you a good clue you aren't on the track any more. Keyboards
just can't give you nearly as much control or feedback.

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[Audyssey] SOD

2010-06-01 Thread key stone
Q: How do I kill the Temporal Disturbance Q: How in the world do I get off of 
level 8? I've been running in circles and can't figure out how to do either.. 
Thanks, Frustrated..
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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread dark
Scanning wise while I used cissero for a while during my degree, i now am 
actually at a point in research where it's considderably easier to have a 
paid research assistant (I get a grant for this), sinse I now need to be 
able to use library search features (which are utterly inaccessible 
otherwise), and have someone with enough intelligence so that I can say I'm 
looking for information on X,  can you flick through this book and see 
if it's useful?


Thus scanning really isn't a priority with me at all.

Beware the grue!

Dark. 



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Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread dark
Tom is working on the Genesis 3D engine at least, so if that was the same as 
James' project, --- -well hopefully that one will be finished.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 11:47 AM
Subject: Re: [Audyssey] What Are Considered SPace Invader Clones?



hmmm
hmmm aah you are probably right dark.
I think I got that mixed with flight commander.
yes that terrorist thing was flight commander.
hmm 3 good games flight commander, starbase defender and torrent never to 
see the light of day.

oh and final defender.
Hmmm the genisus project james n was making.
I heard a trailer for that.
would I buy it?
yes definately.
At 08:17 p.m. 1/06/2010, you wrote
mmm, I thought Torrent's storyline was based on the idea that you were 
defending the earth from aliens?  now I know terrorists might wel be a 
different nationality and thus possibly count as illegal aliens,  but 
I can't remember the last time I heard of terrorists chucking asteroids 
around!


Beware the Grue!

Dark.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 11:35 PM
Subject: Re: [Audyssey] What Are Considered SPace Invader Clones?



I think the storyline was based on something like that.
or was that starbase defender I forgot to be honest.
At 09:20 a.m. 1/06/2010, you wrote:

Hi Shaun,
UmPlease, tell me what in the world an Asteroids clone like
Torrent has to do with terrorism?


On 5/31/10, shaun everiss shau...@xtra.co.nz wrote:
 well torrent looked real good.
 its also up with the times especially with all the terrorists we seem
 to have had in the last years.

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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread dark
you really should upgrade Hal though. net navigation, great links utilities, 
a lot more helpful stuff in virtual focus, and much cleaner window handling, 
java access and much better all round debugging in the latest version.


In fact Hal is one of the few pieces of software I upgrade all the time 
myself.


I don't imagine for instance that the smugglers games would play very well 
with hal v5, though they are fine with Hal 11,  or indeed with any 
version of Hal post 7.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 11:49 AM
Subject: Re: [Audyssey] financial colaboration was: a drastic changeisneeded 
for audio games.




hmmm I have hal 5.21 and jaws 6.20.
I seem to have avoided all the issues people seem to be having.
except the ocational lockup.
nvda and jaws however are used for spaciffic tasks.
hal is used for everything else.
At 10:41 p.m. 1/06/2010, you wrote:
Jaws six? I don't think that version is quite good. In fact the best 
version is 7 or hier.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want 
to joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 9:55 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic 
changeisneeded for audio games.



well the only reason I have jaws at all was it was funded for me because 
everyone here that works needs jaws aparently for some stupid crappy 
reason.

myself jaws 6 has been ok for what I have used it for.
Would I ever use it as a primary reader?
not on your life.
Sometimes it gives to much info and it can get buggy though its scripts 
for various instances work well as well as advanced ms office 
functionality.

I like hal as my reader for primary use.
my version is quite crappy and old but it does what I need it to do.
right now its been the only reader I can esentually make go away without 
making it go away fully.

At 08:46 a.m. 1/06/2010, you wrote:

Hi Bryan,
Oh, yeah. How can I forget?
That more than anything else has turned me against Freedom Scientific
products. Not that their products are bad, but the way they treat
their customers and how sue crazy they have been over the past few
years.
The case over the place marker is a classic case in point.  I've been
using GW Micro products for years, and know that feature has been
around a long time and Freedom Scientific decides to go after them
when Window-Eyes 7 is about to come out. It was about the most
rediculous instance of selfish greed and corperate back stabbing
imaginable. If I had a few million to spend on it I'd buy every Jaws
user a copy of Window-Eyes 7.2 and they could tell Freedom Scientific
where to go. I wonder how the greedy guys at Freedom Scientific would
like that?

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Re: [Audyssey] SOD

2010-06-01 Thread Lori Duncan

Hi, in answer to your first question.
spoiler
space
It's really hard to kill temprel desturbence, you need a lot of ammo, so if 
you don't have a lot here's what to try.  When you hear him approaching, 
turn and run away from him until you find a room you've been in before. 
Markers come in handy if you use them already.  Once you find a room go 
through the door and close it so the desturbence can't get in.  Then check 
the size of your room.  I know there's a room in level 6, the one before you 
reach the room which is under water, it's about 30 by 40 feet and should be 
easy to trap the Desturbence.  When you find a big enough room to trap him 
in, go back until you hear him again and, again turn and run like crazy back 
into the room you've picked for trapping him.  He'll come after you, but you 
should try to move clockwise round the room very fast, making sure he is 
always behinde you.  When you find the door leading back out run through it 
and shut it quick and he's trapped.  Remember to check the other door is 
shut so you don't get mixed up with which door is which, a good way I found 
is always close doors when you enter a room.  If you want a shot at killing 
the desturbence with ammo then try level 9, you'll see what I mean when you 
get to it.


As for your second question.  There's 2 ways to get to level 9, the easist 
(I think) is after you kill the blob, leave the room and go down the hallway 
to your right, eventually you should come to a passage going right and a 
door on your left.  Try placing a marker there, and turn to your right. 
There is a room further down the passage, again on your right.  Go into this 
and destroy the equipment to get a nice surprise.  If you continue along the 
passage you'll find a door at the end on the left, this contains the way to 
level9.  Note, stand back when you open it.  Hope this helps, let me know if 
you need anymore help.  Best wishes happy playing from Lori.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:29 PM
Subject: [Audyssey] SOD


Q: How do I kill the Temporal Disturbance Q: How in the world do I get 
off of level 8? I've been running in circles and can't figure out how to 
do either.. Thanks, Frustrated..

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[Audyssey] Travian

2010-06-01 Thread Milos Przic
   Hi all,
   Has any of you tried Travian on traivan.com? As the game is played in a 
browser, is it accessible?
   Thanks!
  Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


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Re: [Audyssey] Travian

2010-06-01 Thread dark

Well Milo, I haven't heard of this game before.

If it is played in a brouser and uses text, it quite probably may be 
accessible, or may be maid accessible with a few teakes,  eg, image 
labeling.


However, there realy is one way to determine this, give the game a try. 
Really, nobody would've found that legend of the green dragon, kingdom of 
Loathing, Sryth or any other game was accessible if somebody hadn't tried 
them out first.


Let us know what you find.

Beware the Grue!

Dark.
- Original Message - 
From: Milos Przic milos.pr...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:01 PM
Subject: [Audyssey] Travian



  Hi all,
  Has any of you tried Travian on traivan.com? As the game is played in a 
browser, is it accessible?

  Thanks!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


__ Information from ESET NOD32 Antivirus, version of virus 
signature database 5159 (20100531) __


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Re: [Audyssey] drastic change needed for audio games

2010-06-01 Thread Hayden Presley
Hi,
Um...I must ask. What was the last MOTA Beta yo played?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of clement chou
Sent: Monday, May 31, 2010 1:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] drastic change needed for audio games

Thanks for the recomendation! Although I'm curious t know... the last time I

played the game, everything was at the same point every time. There was no 
random factor.. has that changed? It was a bit teedious when I could expect 
what was coming. lol.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 31, 2010 8:13 PM
Subject: Re: [Audyssey] drastic change needed for audio games


 Hi,
 Ah, I see. Well, maybe you might want to try beta 13 when it comes
 out. I just revamped a load of stuff including level 1 since beta 12
 came out.

 Smile.

 On 5/31/10, clement chou chou.clem...@gmail.com wrote:
 Doesn't change how much I look forward to it. lol. Yeah, I've been 
 terribly
 out of the loop lately. Just been trying to catch up on t many things.

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Re: [Audyssey] STFC Mod was Raceway

2010-06-01 Thread Hayden Presley
Hi,
Yes, I wasn't terribly impressed tieh the Loanwolf Mod, Thomas's is
definitely better.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 31, 2010 6:48 PM
To: Gamers Discussion list
Subject: [Audyssey] STFC Mod was Raceway

Hi,
Regardless if the mod is ready or not as the developer of STFC I think
if PKB has something to share they should share it with the developer
in question in case he might want to include the mod into his game.
After all even though I don't talk about it much there is a STFC 2.0
being developed here, and it sounds like if this mod is really good
I'd like to incorperate it into the next major release. If nothing
else I could work with them as 2.0 is a ratherbig departcher from 1.x,
and as soon as MOTA is released STFC 2 is going to follow not too long
afterwords. So whatever they are working on now is going to be
outdated in the next six months to a year from now.


Smile.

On 5/31/10, shaun everiss shau...@xtra.co.nz wrote:
 aah.
 its only avalible at the pkb group right now there is also a one for
 lonewolf with missions in.
 I think aren put these out though not sure who origionally put these.
 I'll need to ask if the mods are ready for release or not.

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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Jorge Gonçalves
Hi Thomas. One good solution would be to generate randomly the positions 
of other cars and making trainning session for the player		.
Basically you could make a practice session with for example 10 laps for 
us the know well the track, and train the acceleration, kerbing etc.
And 		then you could make a qualification session which we would run for 
example, 4 laps, beeing 2nd, 3rd and 4th laps, 3 different tries and the 
best time would be taken in compairison with others.
Or in another way, simply in the main menu, giving us the possibility of 
a trainning mode to feel the diffrent tracks and in the season mode, we 
would have just the qualification session.
Another feature that would make the game great would be that we use 
three keys to give us information about which is our current position in 
the race, who is in front of us and after us and the distance in seconds.
The numbers for example one to five, could tell us who are the drivers 
ocuping that positions in the race: A bit like railracer does in the 
online racing.

Cheers.

Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

Em 31-05-2010 4:55, Thomas Ward escreveu:

Hi,
At this point I really don't know.  One problem I am having with the
game is a lot of this gets to be really technical, and goes way over
my head. While I  watch the ocational Nascar race and have played some
of the racing games out there I'm not a hard core racing nut.
Watching a few races now and then and playing the games now and then
is a lot different then trying to program a really major racing game
from scratch. It takes a lot of motivation, dedication, and an
enjoyment for the project I really don't feel.
Personally, I could care less if there is a qualifier before the race
to find out your starting position or a set of random times to just
select an automatic starting position for each car. I have to do that
for the AI cars anyway so what's one more car right?
However, I know if I don't add a qualifier some hard core racing fans
out here are going to be realy disappointed, and knowing what I know
about this community I'll never hear the end of it until I give them
one.  So eventually there will likely be a qualifier, but it is lower
priority than the other features of the game.
Right now. The test version that was written in C#, and is currently
being ported to C++ simply randomly selects a starting position from 1
to 43 and lines the cars up in whatever random order it chooses. Not
very realistic, but it works.

On 5/30/10, Charles Rivardwoofer...@sbcglobal.net  wrote:

I'd start with all 43 and go from there.  Will there be qualifying before
each race to see where you're starting position in the race will be?  Time
for practice and adjustments in the pits and all that fun stuff?


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Re: [Audyssey] SOD

2010-06-01 Thread Bryan Peterson

S
P
O
I
L
E
R
Actually there are two possible teleporters to level none. The kicker is 
that only one of them is ever accessible. When you get to that point where 
the corridor's on the right and the door's on the left, set the marker as 
Lori suggested. Now if you pay attention when you either enter that door or 
head down the corridor you'll hear a distant explosion. That's the sound of 
the teleporter going boom. If I remember rightly it's the teleporter you're 
heading towards, so if you're heading for the teleporter that's down that 
corridor with the nice surprise Lori mentioned, that one will be destroyed. 
Note that only one teleporter is ever destroyed, so head for that one first 
to make sure you get the one you want.
 As for the other teleporter, enter that room that's on your left when you 
set the marker and follow the path. The route will seemingly dead-end at a 
room containing a teleporter back to level one, but if you take it out with 
your weapon you'll find the door leading to the second teleporter to level 
nine.

We are the Knights who say...Ni!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 6:54 AM
Subject: Re: [Audyssey] SOD



Hi, in answer to your first question.
spoiler
space
It's really hard to kill temprel desturbence, you need a lot of ammo, so 
if you don't have a lot here's what to try.  When you hear him 
approaching, turn and run away from him until you find a room you've been 
in before. Markers come in handy if you use them already.  Once you find a 
room go through the door and close it so the desturbence can't get in. 
Then check the size of your room.  I know there's a room in level 6, the 
one before you reach the room which is under water, it's about 30 by 40 
feet and should be easy to trap the Desturbence.  When you find a big 
enough room to trap him in, go back until you hear him again and, again 
turn and run like crazy back into the room you've picked for trapping him. 
He'll come after you, but you should try to move clockwise round the room 
very fast, making sure he is always behinde you.  When you find the door 
leading back out run through it and shut it quick and he's trapped. 
Remember to check the other door is shut so you don't get mixed up with 
which door is which, a good way I found is always close doors when you 
enter a room.  If you want a shot at killing the desturbence with ammo 
then try level 9, you'll see what I mean when you get to it.


As for your second question.  There's 2 ways to get to level 9, the easist 
(I think) is after you kill the blob, leave the room and go down the 
hallway to your right, eventually you should come to a passage going right 
and a door on your left.  Try placing a marker there, and turn to your 
right. There is a room further down the passage, again on your right.  Go 
into this and destroy the equipment to get a nice surprise.  If you 
continue along the passage you'll find a door at the end on the left, this 
contains the way to level9.  Note, stand back when you open it.  Hope this 
helps, let me know if you need anymore help.  Best wishes happy playing 
from Lori.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:29 PM
Subject: [Audyssey] SOD


Q: How do I kill the Temporal Disturbance Q: How in the world do I get 
off of level 8? I've been running in circles and can't figure out how to 
do either.. Thanks, Frustrated..

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Re: [Audyssey] Raceway was The other side

2010-06-01 Thread Jorge Gonçalves
Agreed. I am a fun of sapi voices in gaming experience. And I love to 
choose my favourite voices for games.

This is one feature that I much enjoy in railracer and Jim Kitchen's games!
Think about people who don't have english names. They will never have a 
voice saying any closer to their names.
For me voices in games should be elastic and give me the information. 
Beauty is not the main point here.

Cheers,


Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

Em 30-05-2010 23:18, Hayden Presley escreveu:

Hi Thomas,
I think you could, say, have SAPI support for new driver names. Look at the
way Che did RailRacer...your tracks are announced in SAPI, and most of the
menu content is all pre recorded human voice. I don't know howthat would
work, but I think that would be the best compromise.
Best Regard,s
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, May 30, 2010 1:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Raceway was The other side

Hi Gary,
Those are some interesting ideas, but it would require some
fundimental reworking of the Raceway engine and source code to even
introduce half that stuff into the game. So if this is even remotely
something we want to do we have to basically revamp the engine while
I'm in the process on converting it from C# .Net to C++.
For example, if you want features like a track editor, season editor,
driver editor, etc that pretty much rules out using prerecorded wav
files for speech which is what Raceway uses now. Instead of human
prerecorded speech output, which is something I had planned on using,
we have to rework the engine to use Sapi support instead. Obviously
the quality of speech output then will be dependant on how good a
speech engine you can afford. Speech quality will range from anything
like Microsoft Sam to ATT Natural Voices or something.
In other words what I am aiming at is fully customizable games, like
you are suggesting, does require some sacrofices in terms  of speech
quality and lots of extra work in upgrading the engine to support
future developments like that. It may require a complete rethinking of
the engine design. There are pros and cons of using Sapi.
For example, if I use Sapi the speech will be more flexable and would
be the best solution if we are coming up with custom driver names,
sponcers, tracks, etc. However, if I use english as the default
language for Sapi then there would be no hope of a French, German,
Spanish, etc language pack for foreign speaking users unless I
modified the engine myself with the translation.
If I use prerecorded speech not only could you customize the language
of the basic voice package if you have the right TTS engine whatever
you could customize driver names, sponcer names, whatever. However, if
we are aiming for custom content then it would be better to use some
TTS voice that a lot of people have so we could make all of the end
user add ons compatible. The last thing I think we want is for one
user to use Eloquence for his add on pack, another to use Scansoft
Tom, and someone else use Scansoft Daniel.  Having mixed and matched
voices like that wouldn't be too cool in my opinion. So I think we all
need to discuss this and think on these problems and issues before i
complete converting it to C++, because after I do that I'm not going
to be very happy rewriting a bunch of the core from scratch because
some end user wants feature x months after i wrote it.

Cheers!

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Re: [Audyssey] Travian

2010-06-01 Thread Jorge Gonçalves

I play this game! It's fully accessible.
Contact me privately if you need help!
This game is really nice!
Cheers,


Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

Em 01-06-2010 15:20, dark escreveu:

Well Milo, I haven't heard of this game before.

If it is played in a brouser and uses text, it quite probably may be
accessible, or may be maid accessible with a few teakes,  eg, image
labeling.

However, there realy is one way to determine this, give the game a try.
Really, nobody would've found that legend of the green dragon, kingdom
of Loathing, Sryth or any other game was accessible if somebody hadn't
tried them out first.

Let us know what you find.

Beware the Grue!

Dark.
- Original Message - From: Milos Przic milos.pr...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:01 PM
Subject: [Audyssey] Travian



Hi all,
Has any of you tried Travian on traivan.com? As the game is played in
a browser, is it accessible?
Thanks!
Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


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Re: [Audyssey] Audio walkthru of Judgementday

2010-06-01 Thread Hayden Presley
Hi,
It is almost complete. However, I do die at the beginning of the Ather
fhight. That said, I do think it pretty much goes through everything,
without spoiling the god ending, which I have, as I have 35 trophies at
present.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Monday, May 31, 2010 12:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audio walkthru of Judgementday

Sure, but it is mainly for my friend, not for me. He wants to know if the
recoreding is an entire one or a review like most others.
Alfredo

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Re: [Audyssey] Travian

2010-06-01 Thread Milos Przic
  Hi Dark, I asked this thinking that some of us played it already as it 
becomes more and more popular among sided players. I didn't know if it is 
graphical or text ame, so just wanted to know if someone had experience with 
it. Now I don't have much time, there are much exams that I have at 
university and have to study, so that's why I didn't try it yet. Jorge said 
that it is fully accessible though.


Best regards!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 3:20 PM
Subject: Re: [Audyssey] Travian



Well Milo, I haven't heard of this game before.

If it is played in a brouser and uses text, it quite probably may be 
accessible, or may be maid accessible with a few teakes,  eg, image 
labeling.


However, there realy is one way to determine this, give the game a try. 
Really, nobody would've found that legend of the green dragon, kingdom of 
Loathing, Sryth or any other game was accessible if somebody hadn't tried 
them out first.


Let us know what you find.

Beware the Grue!

Dark.
- Original Message - 
From: Milos Przic milos.pr...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:01 PM
Subject: [Audyssey] Travian



  Hi all,
  Has any of you tried Travian on traivan.com? As the game is played in a 
browser, is it accessible?

  Thanks!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


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Re: [Audyssey] SOD

2010-06-01 Thread key stone

Thanks, I will give it a try and let you know.. Key
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 8:54 AM
Subject: Re: [Audyssey] SOD



Hi, in answer to your first question.
spoiler
space
It's really hard to kill temprel desturbence, you need a lot of ammo, so 
if you don't have a lot here's what to try.  When you hear him 
approaching, turn and run away from him until you find a room you've been 
in before. Markers come in handy if you use them already.  Once you find a 
room go through the door and close it so the desturbence can't get in. 
Then check the size of your room.  I know there's a room in level 6, the 
one before you reach the room which is under water, it's about 30 by 40 
feet and should be easy to trap the Desturbence.  When you find a big 
enough room to trap him in, go back until you hear him again and, again 
turn and run like crazy back into the room you've picked for trapping him. 
He'll come after you, but you should try to move clockwise round the room 
very fast, making sure he is always behinde you.  When you find the door 
leading back out run through it and shut it quick and he's trapped. 
Remember to check the other door is shut so you don't get mixed up with 
which door is which, a good way I found is always close doors when you 
enter a room.  If you want a shot at killing the desturbence with ammo 
then try level 9, you'll see what I mean when you get to it.


As for your second question.  There's 2 ways to get to level 9, the easist 
(I think) is after you kill the blob, leave the room and go down the 
hallway to your right, eventually you should come to a passage going right 
and a door on your left.  Try placing a marker there, and turn to your 
right. There is a room further down the passage, again on your right.  Go 
into this and destroy the equipment to get a nice surprise.  If you 
continue along the passage you'll find a door at the end on the left, this 
contains the way to level9.  Note, stand back when you open it.  Hope this 
helps, let me know if you need anymore help.  Best wishes happy playing 
from Lori.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:29 PM
Subject: [Audyssey] SOD


Q: How do I kill the Temporal Disturbance Q: How in the world do I get 
off of level 8? I've been running in circles and can't figure out how to 
do either.. Thanks, Frustrated..

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Re: [Audyssey] SOD

2010-06-01 Thread key stone

Will try it.. Thanks
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 10:14 AM
Subject: Re: [Audyssey] SOD



S
P
O
I
L
E
R
Actually there are two possible teleporters to level none. The kicker is 
that only one of them is ever accessible. When you get to that point where 
the corridor's on the right and the door's on the left, set the marker as 
Lori suggested. Now if you pay attention when you either enter that door 
or head down the corridor you'll hear a distant explosion. That's the 
sound of the teleporter going boom. If I remember rightly it's the 
teleporter you're heading towards, so if you're heading for the teleporter 
that's down that corridor with the nice surprise Lori mentioned, that one 
will be destroyed. Note that only one teleporter is ever destroyed, so 
head for that one first to make sure you get the one you want.
 As for the other teleporter, enter that room that's on your left when you 
set the marker and follow the path. The route will seemingly dead-end at a 
room containing a teleporter back to level one, but if you take it out 
with your weapon you'll find the door leading to the second teleporter to 
level nine.

We are the Knights who say...Ni!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 6:54 AM
Subject: Re: [Audyssey] SOD



Hi, in answer to your first question.
spoiler
space
It's really hard to kill temprel desturbence, you need a lot of ammo, so 
if you don't have a lot here's what to try.  When you hear him 
approaching, turn and run away from him until you find a room you've been 
in before. Markers come in handy if you use them already.  Once you find 
a room go through the door and close it so the desturbence can't get in. 
Then check the size of your room.  I know there's a room in level 6, the 
one before you reach the room which is under water, it's about 30 by 40 
feet and should be easy to trap the Desturbence.  When you find a big 
enough room to trap him in, go back until you hear him again and, again 
turn and run like crazy back into the room you've picked for trapping 
him. He'll come after you, but you should try to move clockwise round the 
room very fast, making sure he is always behinde you.  When you find the 
door leading back out run through it and shut it quick and he's trapped. 
Remember to check the other door is shut so you don't get mixed up with 
which door is which, a good way I found is always close doors when you 
enter a room.  If you want a shot at killing the desturbence with ammo 
then try level 9, you'll see what I mean when you get to it.


As for your second question.  There's 2 ways to get to level 9, the 
easist (I think) is after you kill the blob, leave the room and go down 
the hallway to your right, eventually you should come to a passage going 
right and a door on your left.  Try placing a marker there, and turn to 
your right. There is a room further down the passage, again on your 
right.  Go into this and destroy the equipment to get a nice surprise. 
If you continue along the passage you'll find a door at the end on the 
left, this contains the way to level9.  Note, stand back when you open 
it.  Hope this helps, let me know if you need anymore help.  Best wishes 
happy playing from Lori.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:29 PM
Subject: [Audyssey] SOD


Q: How do I kill the Temporal Disturbance Q: How in the world do I get 
off of level 8? I've been running in circles and can't figure out how to 
do either.. Thanks, Frustrated..

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Re: [Audyssey] SOD

2010-06-01 Thread Thomas Ward
Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:
 Q: How do I kill the Temporal Disturbance
Q: How in the world do I get off
 of level 8?
 I've been running in circles and can't figure out how to do
 either.. Thanks, Frustrated..
 ---
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[Audyssey] message from a lousy gamer

2010-06-01 Thread Charles Rivard
I've never been able to put my finger on exactly why, but Shades Of Doom is one 
of those games that I have never been able to get into for any length of time.  
I like the sounds, and I like playing it.  But I just don't seem to think, 
Hmm.  I think I'll play SOD for a bit.  I bought the game when it first came 
out on a CD.  I bought Lone Wolf at the same time, and qlay it quite a bit.  
But I just haven't gotten into playing SOD all that much.  Anyway, last night, 
I found a bit of time to play it.  Finally, at long last, I have found the 
elevator and reached level 2!  Now, I've got to do it without using the 
training mode on the It's my turn, Daddy? skill level.  Sheesh!  Even the 
demo is a challenge, and fun!  Now if I could only remember all the spoilers I 
have seen for this game, I could win!  Heh heh heh.  One of the problems is 
that Thomas Ward will be coming out with MOTA, and SOD will, once again, be put 
on a back burner. 
---
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Re: [Audyssey] SOD

2010-06-01 Thread Raul A. Gallegos
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello, just a small correction. You can kill the disturbance, but it
takes up so much of your ammo, it's not worth it. Avoidance is the best
policy here.

On 6/1/2010 1:31 PM, Thomas Ward wrote:
 Hi,
 First, you can't kill the temperal disturbance. It isn'ta monster, but
 a rip in the time space continuum.  The only way you can avoid being
 transported by the temperal disturbance is wait until it enters a room
 you explored, rush passed it, and then lock it in the room. Harder
 said than done, but you can do it.
 Second, to leave area 8 look for a teleporter that takes you to area
 9. That's all I'm going to say about that.
 
 Smile.
 
 
 On 6/1/10, key stone eloheem...@comcast.net wrote:
 Q: How do I kill the Temporal Disturbance
 Q: How in the world do I get off
 of level 8?
  I've been running in circles and can't figure out how to do
 either.. Thanks, Frustrated..
 ---
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- -- 
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos
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Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread Thomas Ward
Hi Dark,
I need to make a quick correction here. You and Shaun are talking
about two completely different things. The Genesis Project by ESP that
James North was working on and my Genesis 3D Engine are totally
different software products. However, the similarity in names has
several people confused and they always assume my engine is the same
project James North was working on. In fact, I picked the name Genesis
3D before I ever knew there was a product by ESP named Genesis
Project.

HTH

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Re: [Audyssey] SOD

2010-06-01 Thread Charles Rivard
I'm not to that level yet, but I picture a rip in the time/space continuum 
as being like a rip in a sheet, which would be stationary.  So how would you 
be able to lock it in a room, and why would it be chasing you around?  Or, 
am I asking too much for a gamer who hasn't encountered it for the first 
time yet?  If so, don't answer.  Come to think of it, I haven't read the 
manual in quite some time.  Is there a section that describes the monsters 
and difficulties?  Not necessarily how to defeat them, but a description of 
them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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Re: [Audyssey] SOD

2010-06-01 Thread Lori Duncan
Hi Charles nope you're not.  I think rather than being a monster the 
Desturbence is more a wind force, maybe part of the experiment or something. 
If he catchs you you'll get zapped somewhere else in the level you are 
currently on.  Trapping him is the best way, because then he can't come 
after you, and once you get the hang of it it's quite satisfying.  Smile
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 6:45 PM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space continuum 
as being like a rip in a sheet, which would be stationary.  So how would 
you be able to lock it in a room, and why would it be chasing you around? 
Or, am I asking too much for a gamer who hasn't encountered it for the 
first time yet?  If so, don't answer.  Come to think of it, I haven't read 
the manual in quite some time.  Is there a section that describes the 
monsters and difficulties?  Not necessarily how to defeat them, but a 
description of them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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Re: [Audyssey] financial colaboration was: a drastic changeisneeded for audio games.

2010-06-01 Thread Thomas Ward
Hi Dark,
Lol! Now, that is funny. I find it hard to believe anyone would name a
clothing store  Knockers.  That takes the cake.
As for your point about being a semi-marxist I completely understand.
I remember when I took Political Science in college we had to study
Carl Marx and how his ideas influenced the 20th century. I have to say
I largely agreed with Carl Marx ideas of a communist ssociety, but
unfortunately the way in which the Russians, Chinese,  Cubans, etc
went about building a communist society was not at all what Carl Marx
had invisioned.  Still his ideas have managed to work their way into
some American polocies as well as into other governments around the
world. Plus Carl Marx ideas live on in groups like the Free Software
Foundation and other open source communities where they are actively
trying to fight back against restrictive copyrights and restrictive
licensing.

On 6/1/10, dark d...@xgam.org wrote:
 Interesting points tom,  and btw this is why i'm a semi-marxist and
 believe in more strict controls on corporate enterprise.

 Needless to say, when I submit my first book for publication, I have every
 plan to make damb sure it's accessible to as many people as possible.


 Btw, to lighten the mood a litle, a rather amusing fact my brother told me
 is that the names and patents registry office in Britain has recieved lots
 of cryticism, sinse they are unfortunately based in Wales and thus view
 everything with Welsh accents.

 for instance, a pub chain apparently wanted to name themselves A good
 Ferkin Unfortunately, I'll let you imagine how this sounds when pronounced
 in a Welsh accent,  so it was denied.

 then again, they did allow through several more , --- interestingly
 named patants just because they clearly didn't recognize the term, --- for
 instance a Women's clothing store titled knockers ;D.

 Beware the Grue!

 Dark.


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Re: [Audyssey] SOD

2010-06-01 Thread Bryan Peterson

You can kill it actually, but it takes a heck of a lot of ammo to do it.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 11:31 AM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
---
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[Audyssey] Close Topic financial colaboration

2010-06-01 Thread Thomas Ward
Hi all,
Since this topic seams to have slipped way off topic I think it is
time to officially close it. So Let's close down this topic.

Thanks.

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Re: [Audyssey] SOD

2010-06-01 Thread Thomas Ward
Hi,
Ah, I stand corrected. Although, since the temperal disturbance isn't
a living thing perhaps destroy might be a better term than kill in
this case. Everyone seams to treat it as a he or a she, as a living
thing, when it simply is an it.

Smile.


On 6/1/10, Raul A. Gallegos r...@asmodean.net wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Hello, just a small correction. You can kill the disturbance, but it
 takes up so much of your ammo, it's not worth it. Avoidance is the best
 policy here.

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Re: [Audyssey] SOD

2010-06-01 Thread Thomas Ward
Hi Charles,
As far as I know there isn't a section in the manual that describes
each monster, item, and so on in detail. I just happen to know what a
temperal disturbance is because of my many years reading science
fiction books and watching science fiction television shows like Star
Trek. I imagine the unfamiliarity people have with the temperal
disturbance is that a lot of the gamers here just aren't well versed
in science fiction concepts.
As to why the temperal disturbance moves around I have no idea why it
does that.  Although, I imagine it has to do with the fact it makes it
more challenging.  If this were a science fiction book or television
show locking it in a room wouldn't work because it would simply pass
through what ever surface was in the way transporting it to another
time and place.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 I'm not to that level yet, but I picture a rip in the time/space continuum
 as being like a rip in a sheet, which would be stationary.  So how would you
 be able to lock it in a room, and why would it be chasing you around?  Or,
 am I asking too much for a gamer who hasn't encountered it for the first
 time yet?  If so, don't answer.  Come to think of it, I haven't read the
 manual in quite some time.  Is there a section that describes the monsters
 and difficulties?  Not necessarily how to defeat them, but a description of
 them, as in this example?  Thanks.
 ---
 In God we trust.

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Re: [Audyssey] SOD

2010-06-01 Thread Lori Duncan
Hi tom I actually thought I could destroy it with a mine if I got very close 
to it, dropped a mine then used my transport pad to get away, but it didn't 
work.  :(
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 7:20 PM
Subject: Re: [Audyssey] SOD



Hi Charles,
As far as I know there isn't a section in the manual that describes
each monster, item, and so on in detail. I just happen to know what a
temperal disturbance is because of my many years reading science
fiction books and watching science fiction television shows like Star
Trek. I imagine the unfamiliarity people have with the temperal
disturbance is that a lot of the gamers here just aren't well versed
in science fiction concepts.
As to why the temperal disturbance moves around I have no idea why it
does that.  Although, I imagine it has to do with the fact it makes it
more challenging.  If this were a science fiction book or television
show locking it in a room wouldn't work because it would simply pass
through what ever surface was in the way transporting it to another
time and place.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I'm not to that level yet, but I picture a rip in the time/space 
continuum
as being like a rip in a sheet, which would be stationary.  So how would 
you
be able to lock it in a room, and why would it be chasing you around? 
Or,

am I asking too much for a gamer who hasn't encountered it for the first
time yet?  If so, don't answer.  Come to think of it, I haven't read the
manual in quite some time.  Is there a section that describes the 
monsters
and difficulties?  Not necessarily how to defeat them, but a description 
of

them, as in this example?  Thanks.
---
In God we trust.


---
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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Thomas Ward
Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 I've never been able to put my finger on exactly why, but Shades Of Doom is
 one of those games that I have never been able to get into for any length of
 time.  I like the sounds, and I like playing it.  But I just don't seem to
 think, Hmm.  I think I'll play SOD for a bit.  I bought the game when it
 first came out on a CD.  I bought Lone Wolf at the same time, and qlay it
 quite a bit.  But I just haven't gotten into playing SOD all that much.
 Anyway, last night, I found a bit of time to play it.  Finally, at long
 last, I have found the elevator and reached level 2!  Now, I've got to do it
 without using the training mode on the It's my turn, Daddy? skill level.
 Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
 remember all the spoilers I have seen for this game, I could win!  Heh heh
 heh.  One of the problems is that Thomas Ward will be coming out with MOTA,
 and SOD will, once again, be put on a back burner.
 ---
 In God we trust.
 ---
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Re: [Audyssey] SOD

2010-06-01 Thread Bryan Peterson
You actually used to be able to do that in version 1.0, and that's why it 
was amped up so much. People would just blow it up and then go on about 
their business.

We are the Knights who say...Ni!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:26 PM
Subject: Re: [Audyssey] SOD


Hi tom I actually thought I could destroy it with a mine if I got very 
close to it, dropped a mine then used my transport pad to get away, but it 
didn't work.  :(
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 7:20 PM
Subject: Re: [Audyssey] SOD



Hi Charles,
As far as I know there isn't a section in the manual that describes
each monster, item, and so on in detail. I just happen to know what a
temperal disturbance is because of my many years reading science
fiction books and watching science fiction television shows like Star
Trek. I imagine the unfamiliarity people have with the temperal
disturbance is that a lot of the gamers here just aren't well versed
in science fiction concepts.
As to why the temperal disturbance moves around I have no idea why it
does that.  Although, I imagine it has to do with the fact it makes it
more challenging.  If this were a science fiction book or television
show locking it in a room wouldn't work because it would simply pass
through what ever surface was in the way transporting it to another
time and place.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I'm not to that level yet, but I picture a rip in the time/space 
continuum
as being like a rip in a sheet, which would be stationary.  So how would 
you
be able to lock it in a room, and why would it be chasing you around? 
Or,

am I asking too much for a gamer who hasn't encountered it for the first
time yet?  If so, don't answer.  Come to think of it, I haven't read the
manual in quite some time.  Is there a section that describes the 
monsters
and difficulties?  Not necessarily how to defeat them, but a description 
of

them, as in this example?  Thanks.
---
In God we trust.


---
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Re: [Audyssey] SOD

2010-06-01 Thread Thomas Ward
Hi,
Yeah, I know. In SOD 1.0 you use to be able to blow them up with a
timed blast mine etc, but not since 1.2 came out. Now, the best way to
avoid a ttemperal disturbance is to run like crazy and lock it in a
room or lock it out of an area where you are.


On 6/1/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi tom I actually thought I could destroy it with a mine if I got very close
 to it, dropped a mine then used my transport pad to get away, but it didn't
 work.  :(

---
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Re: [Audyssey] SOD

2010-06-01 Thread Bryan Peterson
I picture it as more of a storm type phenomenon, like a giant funnel. As to 
why it's moving around and chansing you, given how horribly the rest of the 
experiment went wrong I wouldn't have been at all surprised if they'd 
totally warped the laws of physics in that base to make the TD possible.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 11:45 AM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space continuum 
as being like a rip in a sheet, which would be stationary.  So how would 
you be able to lock it in a room, and why would it be chasing you around? 
Or, am I asking too much for a gamer who hasn't encountered it for the 
first time yet?  If so, don't answer.  Come to think of it, I haven't read 
the manual in quite some time.  Is there a section that describes the 
monsters and difficulties?  Not necessarily how to defeat them, but a 
description of them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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Re: [Audyssey] SOD

2010-06-01 Thread Charles Rivard

I figure that it, is exactly that.  An it.
---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 1:10 PM
Subject: Re: [Audyssey] SOD



Hi,
Ah, I stand corrected. Although, since the temperal disturbance isn't
a living thing perhaps destroy might be a better term than kill in
this case. Everyone seams to treat it as a he or a she, as a living
thing, when it simply is an it.

Smile.


On 6/1/10, Raul A. Gallegos r...@asmodean.net wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello, just a small correction. You can kill the disturbance, but it
takes up so much of your ammo, it's not worth it. Avoidance is the best
policy here.


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Re: [Audyssey] drastic change needed for audio games

2010-06-01 Thread Thomas Ward
Hi Clement,
Yes, there are random items and random monsters in the game. That
feature has been around since mid 2008 or so. I really suggest you try
beta 12 or wait for beta 13 and play  the demo. It sounds to me like
you haven't touched the game in at least two years and the game has
totally changed from what you remember. Most of your questions would
be answered by actually trying the current demo.

HTH


On 5/31/10, clement chou chou.clem...@gmail.com wrote:
 Thanks for the recomendation! Although I'm curious t know... the last time I
 played the game, everything was at the same point every time. There was no
 random factor.. has that changed? It was a bit teedious when I could expect
 what was coming. lol.

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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Thomas Ward
Hi,
I'm afraid so.  I've just redrawn levels 1 and 2 using the newly
created level editor, and changed a few elements aroundin the levels
themselves. Only problem is I notice I made a few mistakes while doing
so. there are a couple of doors that wouldn't open I had to fix,  I
created a fire too big to jump over, and other miner but equally
annoying bugs. As the game is really challenging now it is hard to get
through the game in order to test everything out. Lol!


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Wait?  Do I have to??  Darnit!  I want to try it out ASAP!
 ---
 In God we trust.

---
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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Charles Rivard
Hmm.  I wasn't thinking of beta 13.  I was thinking of the first 3D game. 
Of course, what I said also applies to the next MOTA beta.  (grin)

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 1:55 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi,
I'm afraid so.  I've just redrawn levels 1 and 2 using the newly
created level editor, and changed a few elements aroundin the levels
themselves. Only problem is I notice I made a few mistakes while doing
so. there are a couple of doors that wouldn't open I had to fix,  I
created a fire too big to jump over, and other miner but equally
annoying bugs. As the game is really challenging now it is hard to get
through the game in order to test everything out. Lol!


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:

Wait?  Do I have to??  Darnit!  I want to try it out ASAP!
---
In God we trust.


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Re: [Audyssey] SOD

2010-06-01 Thread Johnny Tai
I actually like the part about avoiding it...it's very frustrating, but so 
rewarding when you've gotten away that you practically dance on your seat 
lol.
One time I even got the insane urge of opening the door to let it chase me 
again- which I suppressed quickly.


No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

- Original Message - 
From: Raul A. Gallegos r...@asmodean.net

To: gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:39 AM
Subject: Re: [Audyssey] SOD



-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello, just a small correction. You can kill the disturbance, but it
takes up so much of your ammo, it's not worth it. Avoidance is the best
policy here.

On 6/1/2010 1:31 PM, Thomas Ward wrote:

Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

 I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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- -- 
Raul A. Gallegos

Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos
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Version: GnuPG v2.0.14 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [Audyssey] SOD

2010-06-01 Thread Johnny Tai
Lol, the way it acts it's more like a living storm that may take you off 
into the land of OZ.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
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Listen to, or buy our music at:

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and watch our videos at:

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http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

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The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:45 AM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space continuum 
as being like a rip in a sheet, which would be stationary.  So how would 
you be able to lock it in a room, and why would it be chasing you around? 
Or, am I asking too much for a gamer who hasn't encountered it for the 
first time yet?  If so, don't answer.  Come to think of it, I haven't read 
the manual in quite some time.  Is there a section that describes the 
monsters and difficulties?  Not necessarily how to defeat them, but a 
description of them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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Re: [Audyssey] SOD

2010-06-01 Thread Johnny Tai
It used to work in the earlier version heh, I actually miss that early 
version of SOD, the speed turning was my main defense!

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 11:26 AM
Subject: Re: [Audyssey] SOD


Hi tom I actually thought I could destroy it with a mine if I got very 
close to it, dropped a mine then used my transport pad to get away, but it 
didn't work.  :(
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 7:20 PM
Subject: Re: [Audyssey] SOD



Hi Charles,
As far as I know there isn't a section in the manual that describes
each monster, item, and so on in detail. I just happen to know what a
temperal disturbance is because of my many years reading science
fiction books and watching science fiction television shows like Star
Trek. I imagine the unfamiliarity people have with the temperal
disturbance is that a lot of the gamers here just aren't well versed
in science fiction concepts.
As to why the temperal disturbance moves around I have no idea why it
does that.  Although, I imagine it has to do with the fact it makes it
more challenging.  If this were a science fiction book or television
show locking it in a room wouldn't work because it would simply pass
through what ever surface was in the way transporting it to another
time and place.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I'm not to that level yet, but I picture a rip in the time/space 
continuum
as being like a rip in a sheet, which would be stationary.  So how would 
you
be able to lock it in a room, and why would it be chasing you around? 
Or,

am I asking too much for a gamer who hasn't encountered it for the first
time yet?  If so, don't answer.  Come to think of it, I haven't read the
manual in quite some time.  Is there a section that describes the 
monsters
and difficulties?  Not necessarily how to defeat them, but a description 
of

them, as in this example?  Thanks.
---
In God we trust.


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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread key stone
Yeah, I've had the game for years including the first version along with TC 
and LW; For some reason I keep stop playing it, but love the game; I just 
hate running around in circles.. Well, hopefully I can finally defeat this 
thing..
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: gma games group gmagamest...@googlegroups.com; audyssey gamers 
list gamers@audyssey.org

Sent: Tuesday, June 01, 2010 1:38 PM
Subject: [Audyssey] message from a lousy gamer


I've never been able to put my finger on exactly why, but Shades Of Doom 
is one of those games that I have never been able to get into for any 
length of time.  I like the sounds, and I like playing it.  But I just 
don't seem to think, Hmm.  I think I'll play SOD for a bit.  I bought 
the game when it first came out on a CD.  I bought Lone Wolf at the same 
time, and qlay it quite a bit.  But I just haven't gotten into playing SOD 
all that much.  Anyway, last night, I found a bit of time to play it. 
Finally, at long last, I have found the elevator and reached level 2! 
Now, I've got to do it without using the training mode on the It's my 
turn, Daddy? skill level.  Sheesh!  Even the demo is a challenge, and 
fun!  Now if I could only remember all the spoilers I have seen for this 
game, I could win!  Heh heh heh.  One of the problems is that Thomas Ward 
will be coming out with MOTA, and SOD will, once again, be put on a back 
burner.

---
In God we trust.
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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Lori Duncan
Lol Tom, take care I'd hate for you to end up falling into fire or ending up 
on spikes.  That must really get on your nerves though, you go to change 
something, fix a bug only for another bug to pop up, umm how do you stay 
sane?  Smile
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 7:55 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi,
I'm afraid so.  I've just redrawn levels 1 and 2 using the newly
created level editor, and changed a few elements aroundin the levels
themselves. Only problem is I notice I made a few mistakes while doing
so. there are a couple of doors that wouldn't open I had to fix,  I
created a fire too big to jump over, and other miner but equally
annoying bugs. As the game is really challenging now it is hard to get
through the game in order to test everything out. Lol!


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:

Wait?  Do I have to??  Darnit!  I want to try it out ASAP!
---
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Re: [Audyssey] SOD

2010-06-01 Thread Lori Duncan
Lol especially if you hear it right on the other side of the door, like it's 
waiting to spring out!
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 8:01 PM
Subject: Re: [Audyssey] SOD


I actually like the part about avoiding it...it's very frustrating, but so 
rewarding when you've gotten away that you practically dance on your seat 
lol.
One time I even got the insane urge of opening the door to let it chase me 
again- which I suppressed quickly.


No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

- Original Message - 
From: Raul A. Gallegos r...@asmodean.net

To: gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:39 AM
Subject: Re: [Audyssey] SOD



-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello, just a small correction. You can kill the disturbance, but it
takes up so much of your ammo, it's not worth it. Avoidance is the best
policy here.

On 6/1/2010 1:31 PM, Thomas Ward wrote:

Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

 I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
---
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- -- 
Raul A. Gallegos

Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos
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=OFmm
-END PGP SIGNATURE-

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Re: [Audyssey] SOD

2010-06-01 Thread Lori Duncan

I'd preffer the land of chocolate and coffee myself.  Smile
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 8:02 PM
Subject: Re: [Audyssey] SOD


Lol, the way it acts it's more like a living storm that may take you off 
into the land of OZ.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:45 AM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space 
continuum as being like a rip in a sheet, which would be stationary.  So 
how would you be able to lock it in a room, and why would it be chasing 
you around? Or, am I asking too much for a gamer who hasn't encountered 
it for the first time yet?  If so, don't answer.  Come to think of it, I 
haven't read the manual in quite some time.  Is there a section that 
describes the monsters and difficulties?  Not necessarily how to defeat 
them, but a description of them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
---
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You 

[Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread key stone
Hi, what would be Kool Thomas is if we could play our own music during game 
play like with the consoles; I turn the music off on many games and let my 
own music play in the background just enough not to miss important q's; But 
that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of Doom 
is
one of those games that I have never been able to get into for any length 
of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it

first came out on a CD.  I bought Lone Wolf at the same time, and qlay it
quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to do 
it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
---
In God we trust.
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Re: [Audyssey] Close Topic financial colaboration

2010-06-01 Thread Muhammed Deniz

Hmmm, Hmm  I think its a good time to close the topic.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 7:07 PM
Subject: [Audyssey] Close Topic financial colaboration



Hi all,
Since this topic seams to have slipped way off topic I think it is
time to officially close it. So Let's close down this topic.

Thanks.

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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Muhammed Deniz

Hi Key,
Yeah, that would be cool.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 8:34 PM
Subject: [Audyssey] USA FutureRe: message from a lousy gamer


Hi, what would be Kool Thomas is if we could play our own music during 
game play like with the consoles; I turn the music off on many games and 
let my own music play in the background just enough not to miss important 
q's; But that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of Doom 
is
one of those games that I have never been able to get into for any 
length of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it
first came out on a CD.  I bought Lone Wolf at the same time, and qlay 
it

quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to 
do it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
---
In God we trust.
---
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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Charles Rivard
How about playing your own music using WinAmp, Windows Media Player, or 
whatever you generally use, then start an audio game and choose to not hear 
the music of the game?  Will that accomplish what you're looking to do? 
HTH.

---
In God we trust.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:34 PM
Subject: [Audyssey] USA FutureRe: message from a lousy gamer


Hi, what would be Kool Thomas is if we could play our own music during 
game play like with the consoles; I turn the music off on many games and 
let my own music play in the background just enough not to miss important 
q's; But that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of Doom 
is
one of those games that I have never been able to get into for any 
length of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it
first came out on a CD.  I bought Lone Wolf at the same time, and qlay 
it

quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to 
do it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
---
In God we trust.
---
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Re: [Audyssey] SOD

2010-06-01 Thread Charles Rivard
That would be nice without the coffee.  Yuk!  Chocolate and coffee is a 
terrible combination for one who does not drink coffee.  (grin)

---
In God we trust.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:33 PM
Subject: Re: [Audyssey] SOD



I'd preffer the land of chocolate and coffee myself.  Smile
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 8:02 PM
Subject: Re: [Audyssey] SOD


Lol, the way it acts it's more like a living storm that may take you off 
into the land of OZ.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:45 AM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space 
continuum as being like a rip in a sheet, which would be stationary.  So 
how would you be able to lock it in a room, and why would it be chasing 
you around? Or, am I asking too much for a gamer who hasn't encountered 
it for the first time yet?  If so, don't answer.  Come to think of it, I 
haven't read the manual in quite some time.  Is there a section that 
describes the monsters and difficulties?  Not necessarily how to defeat 
them, but a description of them, as in this example?  Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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All messages are 

Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Charles Rivard
Thomas Ward?  Sane??  I thought you knew him better than that!  (ornery 
grin)

---
In God we trust.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:30 PM
Subject: Re: [Audyssey] message from a lousy gamer


Lol Tom, take care I'd hate for you to end up falling into fire or ending 
up on spikes.  That must really get on your nerves though, you go to 
change something, fix a bug only for another bug to pop up, umm how do you 
stay sane?  Smile
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 7:55 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi,
I'm afraid so.  I've just redrawn levels 1 and 2 using the newly
created level editor, and changed a few elements aroundin the levels
themselves. Only problem is I notice I made a few mistakes while doing
so. there are a couple of doors that wouldn't open I had to fix,  I
created a fire too big to jump over, and other miner but equally
annoying bugs. As the game is really challenging now it is hard to get
through the game in order to test everything out. Lol!


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:

Wait?  Do I have to??  Darnit!  I want to try it out ASAP!
---
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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Thomas Ward
Hi,
Well, in a sense you can do this already with most accessible games.
Just load up your favorite mp3 playlist in Winamp or Windows Media
player and let it go while playing the game. This is what I do all the
time even with my own games. I've got an option in the settings menu
to turn off music so with that disabled I can allow my favorite mp3
playlist to jam in the background while I slay monsters and get gems,
gold, and other items in say Mysteries of the Ancients. I don't see
what else I could do to improve upon this for people.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:
 Hi, what would be Kool Thomas is if we could play our own music during game
 play like with the consoles; I turn the music off on many games and let my
 own music play in the background just enough not to miss important q's; But
 that would be a great feature for audio games..

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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Charles Rivard

Ah! Ha!  That's what I thought, too.  Nuts think alike!  (ornery grin)
---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:49 PM
Subject: Re: [Audyssey] USA FutureRe: message from a lousy gamer



Hi,
Well, in a sense you can do this already with most accessible games.
Just load up your favorite mp3 playlist in Winamp or Windows Media
player and let it go while playing the game. This is what I do all the
time even with my own games. I've got an option in the settings menu
to turn off music so with that disabled I can allow my favorite mp3
playlist to jam in the background while I slay monsters and get gems,
gold, and other items in say Mysteries of the Ancients. I don't see
what else I could do to improve upon this for people.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:
Hi, what would be Kool Thomas is if we could play our own music during 
game
play like with the consoles; I turn the music off on many games and let 
my
own music play in the background just enough not to miss important q's; 
But

that would be a great feature for audio games..


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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Thomas Ward
Hi Charles,
Ah, I see. Well, in that case it will be a while before I can produce
my very first 3d fps type title, but hopefully not as long as MOTA
considering all the major hard core work is done.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Hmm.  I wasn't thinking of beta 13.  I was thinking of the first 3D game.
 Of course, what I said also applies to the next MOTA beta.  (grin)
 ---
 In God we trust.

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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Thomas Ward
Hi,
I really don't know. Sometimes i ask myself the same question.  Then
again, whoever said I was sane to begin with? Lol!

On 6/1/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Lol Tom, take care I'd hate for you to end up falling into fire or ending up
 on spikes.  That must really get on your nerves though, you go to change
 something, fix a bug only for another bug to pop up, umm how do you stay
 sane?  Smile

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Re: [Audyssey] SOD

2010-06-01 Thread Raul A. Gallegos
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Yes, well Tom, we are all its in the grand scheme of things, LOL.
However you do have a point.

Thanks.

On 6/1/2010 2:10 PM, Thomas Ward wrote:
 Hi,
 Ah, I stand corrected. Although, since the temperal disturbance isn't
 a living thing perhaps destroy might be a better term than kill in
 this case. Everyone seams to treat it as a he or a she, as a living
 thing, when it simply is an it.
 
 Smile.
- -- 
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.14 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Lori Duncan
Lol it takes practise, a hint is when running round a room to stick to the 
walls and run like crazy!!!  smile
- Original Message - 
From: key stone eloheem...@comcast.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 8:29 PM
Subject: Re: [Audyssey] message from a lousy gamer


Yeah, I've had the game for years including the first version along with 
TC and LW; For some reason I keep stop playing it, but love the game; I 
just hate running around in circles.. Well, hopefully I can finally defeat 
this thing..
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: gma games group gmagamest...@googlegroups.com; audyssey gamers 
list gamers@audyssey.org

Sent: Tuesday, June 01, 2010 1:38 PM
Subject: [Audyssey] message from a lousy gamer


I've never been able to put my finger on exactly why, but Shades Of Doom 
is one of those games that I have never been able to get into for any 
length of time.  I like the sounds, and I like playing it.  But I just 
don't seem to think, Hmm.  I think I'll play SOD for a bit.  I bought 
the game when it first came out on a CD.  I bought Lone Wolf at the same 
time, and qlay it quite a bit.  But I just haven't gotten into playing 
SOD all that much.  Anyway, last night, I found a bit of time to play it. 
Finally, at long last, I have found the elevator and reached level 2! 
Now, I've got to do it without using the training mode on the It's my 
turn, Daddy? skill level.  Sheesh!  Even the demo is a challenge, and 
fun!  Now if I could only remember all the spoilers I have seen for this 
game, I could win!  Heh heh heh.  One of the problems is that Thomas Ward 
will be coming out with MOTA, and SOD will, once again, be put on a back 
burner.

---
In God we trust.
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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Lori Duncan
It would be interesting one, I'd pick the Harry Potter or that really action 
paced one from the first lord of the rings film, where they're fighting on 
the bridge.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 8:34 PM
Subject: [Audyssey] USA FutureRe: message from a lousy gamer


Hi, what would be Kool Thomas is if we could play our own music during 
game play like with the consoles; I turn the music off on many games and 
let my own music play in the background just enough not to miss important 
q's; But that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of Doom 
is
one of those games that I have never been able to get into for any 
length of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it
first came out on a CD.  I bought Lone Wolf at the same time, and qlay 
it

quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to 
do it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
---
In God we trust.
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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread key stone

Yeah, I do the same..
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 3:52 PM
Subject: Re: [Audyssey] USA FutureRe: message from a lousy gamer



Ah! Ha!  That's what I thought, too.  Nuts think alike!  (ornery grin)
---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:49 PM
Subject: Re: [Audyssey] USA FutureRe: message from a lousy gamer



Hi,
Well, in a sense you can do this already with most accessible games.
Just load up your favorite mp3 playlist in Winamp or Windows Media
player and let it go while playing the game. This is what I do all the
time even with my own games. I've got an option in the settings menu
to turn off music so with that disabled I can allow my favorite mp3
playlist to jam in the background while I slay monsters and get gems,
gold, and other items in say Mysteries of the Ancients. I don't see
what else I could do to improve upon this for people.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:
Hi, what would be Kool Thomas is if we could play our own music during 
game
play like with the consoles; I turn the music off on many games and let 
my
own music play in the background just enough not to miss important q's; 
But

that would be a great feature for audio games..


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[Audyssey] game soundpacks

2010-06-01 Thread shaun everiss

Hi.
ok tom and all nothing on the packs if I can release them so I 
suppose these are ok.

at any rate i have been using them for a bit now
here is the link
http://dl.dropbox.com/u/1407689/game%20soundpacks.zip
this contains lonewolf with extra missions, back up your previous 
folders and stfc.

stfc
updated sfx for all weapons, a defiant style bridge, modified weapons.
all enemys have modified weapons.
everything bar disrupters have sound effects for on and dammaged status.
meaty  sounds for distruct and system dammage.

lw
enemy ships have upgraded sonar scanners, engines and torps.

Lonewolf has updated engines and torps, torps are rocket fired though.
An updated cannon, quite large.
updated ballest blow fans.


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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread Bryan Peterson
Because there's too much potential from problems when building the feature 
right into the game itself. I couldn't ever manage to get that feature to 
work satisfactorily in Rail Racer.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 1:37 PM
Subject: Re: [Audyssey] USA FutureRe: message from a lousy gamer


How about playing your own music using WinAmp, Windows Media Player, or 
whatever you generally use, then start an audio game and choose to not 
hear the music of the game?  Will that accomplish what you're looking to 
do? HTH.

---
In God we trust.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:34 PM
Subject: [Audyssey] USA FutureRe: message from a lousy gamer


Hi, what would be Kool Thomas is if we could play our own music during 
game play like with the consoles; I turn the music off on many games and 
let my own music play in the background just enough not to miss important 
q's; But that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of 
Doom is
one of those games that I have never been able to get into for any 
length of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it
first came out on a CD.  I bought Lone Wolf at the same time, and qlay 
it

quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to 
do it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
---
In God we trust.
---
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If you 

Re: [Audyssey] SOD

2010-06-01 Thread Bryan Peterson

I couldn't agree more.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 1:39 PM
Subject: Re: [Audyssey] SOD


That would be nice without the coffee.  Yuk!  Chocolate and coffee is a 
terrible combination for one who does not drink coffee.  (grin)

---
In God we trust.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:33 PM
Subject: Re: [Audyssey] SOD



I'd preffer the land of chocolate and coffee myself.  Smile
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 8:02 PM
Subject: Re: [Audyssey] SOD


Lol, the way it acts it's more like a living storm that may take you off 
into the land of OZ.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

and watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out some of my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai

-Do you mud?
If you do, visit us at:
cyberassault.org
PORT: 1

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:45 AM
Subject: Re: [Audyssey] SOD


I'm not to that level yet, but I picture a rip in the time/space 
continuum as being like a rip in a sheet, which would be stationary. 
So how would you be able to lock it in a room, and why would it be 
chasing you around? Or, am I asking too much for a gamer who hasn't 
encountered it for the first time yet?  If so, don't answer.  Come to 
think of it, I haven't read the manual in quite some time.  Is there a 
section that describes the monsters and difficulties?  Not necessarily 
how to defeat them, but a description of them, as in this example? 
Thanks.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 12:31 PM
Subject: Re: [Audyssey] SOD



Hi,
First, you can't kill the temperal disturbance. It isn'ta monster, but
a rip in the time space continuum.  The only way you can avoid being
transported by the temperal disturbance is wait until it enters a room
you explored, rush passed it, and then lock it in the room. Harder
said than done, but you can do it.
Second, to leave area 8 look for a teleporter that takes you to area
9. That's all I'm going to say about that.

Smile.


On 6/1/10, key stone eloheem...@comcast.net wrote:

Q: How do I kill the Temporal Disturbance

Q: How in the world do I get off

of level 8?

I've been running in circles and can't figure out how to do

either.. Thanks, Frustrated..
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[Audyssey] new member

2010-06-01 Thread Kimsan
Hi,

I just signed up here and wanted to say hello. I hope to gain some insiteful
info and have fun here.

Thanks.

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Re: [Audyssey] USA FutureRe: message from a lousy gamer

2010-06-01 Thread key stone
Yes, like I said in my post; I turn the music down on the game I'm playing 
and let my music play in the background; but not too loud where as I would 
miss important Q's of the game like for SOD.. Try playing SOD listening to 
DMX.. Now, the auto, flame thrower, laser and Semi guns come to lifeBaby!! 
SMILE Where My Dogs At, LOL
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 3:37 PM
Subject: Re: [Audyssey] USA FutureRe: message from a lousy gamer


How about playing your own music using WinAmp, Windows Media Player, or 
whatever you generally use, then start an audio game and choose to not 
hear the music of the game?  Will that accomplish what you're looking to 
do? HTH.

---
In God we trust.
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 2:34 PM
Subject: [Audyssey] USA FutureRe: message from a lousy gamer


Hi, what would be Kool Thomas is if we could play our own music during 
game play like with the consoles; I turn the music off on many games and 
let my own music play in the background just enough not to miss important 
q's; But that would be a great feature for audio games..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:27 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi Charles,
Smile. Oh, I don't plan a release of beta 13 for a few days so you
have some time to work on Shades of Doom this week. Unfortunately, if
you are having troubles with Shades of Doom wait until my own FPS
titles start coming out. they will be a full 3d environment which will
be more complex than Shades of Doom which I hope won't be too hard for
many VI gamers. Nothing like I am planning has ever been tried before
in audio, and unfortunately Shades of Doom is the closest I can
compare my new games too.

On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
I've never been able to put my finger on exactly why, but Shades Of 
Doom is
one of those games that I have never been able to get into for any 
length of
time.  I like the sounds, and I like playing it.  But I just don't seem 
to
think, Hmm.  I think I'll play SOD for a bit.  I bought the game when 
it
first came out on a CD.  I bought Lone Wolf at the same time, and qlay 
it

quite a bit.  But I just haven't gotten into playing SOD all that much.
Anyway, last night, I found a bit of time to play it.  Finally, at long
last, I have found the elevator and reached level 2!  Now, I've got to 
do it
without using the training mode on the It's my turn, Daddy? skill 
level.

Sheesh!  Even the demo is a challenge, and fun!  Now if I could only
remember all the spoilers I have seen for this game, I could win!  Heh 
heh
heh.  One of the problems is that Thomas Ward will be coming out with 
MOTA,

and SOD will, once again, be put on a back burner.
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Re: [Audyssey] Audio walkthru of Judgementday

2010-06-01 Thread Castanedagarcia_Alfredo
I just talked with my friend, ans he wants everything, including the ending. 
Could you do that? If not, I would do it myself.

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Re: [Audyssey] drastic change needed for audio games

2010-06-01 Thread clement chou
Wel, I guess I'l give it a go and see what happens. Can't wait for the full 
thing t come out though, judging by the amount of hype.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 10:48 AM
Subject: Re: [Audyssey] drastic change needed for audio games



Hi Clement,
Yes, there are random items and random monsters in the game. That
feature has been around since mid 2008 or so. I really suggest you try
beta 12 or wait for beta 13 and play  the demo. It sounds to me like
you haven't touched the game in at least two years and the game has
totally changed from what you remember. Most of your questions would
be answered by actually trying the current demo.

HTH


On 5/31/10, clement chou chou.clem...@gmail.com wrote:
Thanks for the recomendation! Although I'm curious t know... the last 
time I
played the game, everything was at the same point every time. There was 
no
random factor.. has that changed? It was a bit teedious when I could 
expect

what was coming. lol.


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Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread dark

Fair enough tom.

i must confess I'd not heard of the genesis project until Sean mentioned it 
actually, sinse I obviously wasn't around when Alchemy were developing.


I therefore assumed you did what you did with monti and raceway and took the 
name but essentially rewrote the hole bundle.


Obviously though,  you didn't in this case.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 6:44 PM
Subject: Re: [Audyssey] What Are Considered SPace Invader Clones?



Hi Dark,
I need to make a quick correction here. You and Shaun are talking
about two completely different things. The Genesis Project by ESP that
James North was working on and my Genesis 3D Engine are totally
different software products. However, the similarity in names has
several people confused and they always assume my engine is the same
project James North was working on. In fact, I picked the name Genesis
3D before I ever knew there was a product by ESP named Genesis
Project.

HTH

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Re: [Audyssey] message from a lousy gamer

2010-06-01 Thread Charles Rivard
I don't think I ever did.  Althou I have said that I like your approach to 
running a game developing business and that I do like a lot of your thoughts 
and ideas.  I don't think I have actually said that you are sane.  Then 
again, here's a challenge for you:  Name 2.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 01, 2010 2:59 PM
Subject: Re: [Audyssey] message from a lousy gamer



Hi,
I really don't know. Sometimes i ask myself the same question.  Then
again, whoever said I was sane to begin with? Lol!

On 6/1/10, Lori Duncan lori_dunca...@hotmail.com wrote:
Lol Tom, take care I'd hate for you to end up falling into fire or ending 
up

on spikes.  That must really get on your nerves though, you go to change
something, fix a bug only for another bug to pop up, umm how do you stay
sane?  Smile


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[Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Thomas Ward
Hi everyone,
As I have mentioned before I'm currently doing a major revamp of
Mysteries of the Ancients this week, working on some game mechanics,
adding a bit more here and there to the levels, etc and there is one
issue that has been on my mind for a while now and that regards the
healing potions themselves.
As it stands now if you pick up a healing potion and drink it you
instantly regain all of your health, air, and strength at once. This
is a throwback to the old arcade game days when if you drank a healing
potion all of your health bars etc were completely restored. While
that is great for an old arcade game such as Montezuma's Revenge more
modern games don't necessarily do it this way prefering more realism
over a quick health boost.
For example, one thing I've commonly seen done in mainstream games is
if you use a health restore like a med kit or something it only
restores 20 to 25 percent of your health. This means it requires
multiple med kits to restore you back to full health.
Another way I've seen it done, and the one I'm considering here, is if
you use a health restore such as drinking a potion it doesn't take
full effect right away. In other words if you drink one of the healing
potions your health meter will slowly start going back up and it might
take a minute or so for your health, strength, etc to be fully
restored.  If we take it into consideration it does take the human
body a little while to react to a healing potion this would be the
most realistic approach to using health restores in games. What do you
think?

Thanks.

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread shaun everiss
that way where it takes time to restore is ok by me it just means I 
need to wait some.
ONe issue I have is when you press control t for torch numbers but 
don't have any torch a torch will be used.
if you are telling it that you want to check the numbers but you use 
a torch it doesn't probably because you can't use more than one torch.

At 12:04 p.m. 2/06/2010, you wrote:

Hi everyone,
As I have mentioned before I'm currently doing a major revamp of
Mysteries of the Ancients this week, working on some game mechanics,
adding a bit more here and there to the levels, etc and there is one
issue that has been on my mind for a while now and that regards the
healing potions themselves.
As it stands now if you pick up a healing potion and drink it you
instantly regain all of your health, air, and strength at once. This
is a throwback to the old arcade game days when if you drank a healing
potion all of your health bars etc were completely restored. While
that is great for an old arcade game such as Montezuma's Revenge more
modern games don't necessarily do it this way prefering more realism
over a quick health boost.
For example, one thing I've commonly seen done in mainstream games is
if you use a health restore like a med kit or something it only
restores 20 to 25 percent of your health. This means it requires
multiple med kits to restore you back to full health.
Another way I've seen it done, and the one I'm considering here, is if
you use a health restore such as drinking a potion it doesn't take
full effect right away. In other words if you drink one of the healing
potions your health meter will slowly start going back up and it might
take a minute or so for your health, strength, etc to be fully
restored.  If we take it into consideration it does take the human
body a little while to react to a healing potion this would be the
most realistic approach to using health restores in games. What do you
think?

Thanks.

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Charles Rivard
I like your approach to the issue.  Medication does not take immediate 
effect when you swallow it, and healing potions should act the same way.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 01, 2010 7:04 PM
Subject: [Audyssey] Thoughts About Healing Potions



Hi everyone,
As I have mentioned before I'm currently doing a major revamp of
Mysteries of the Ancients this week, working on some game mechanics,
adding a bit more here and there to the levels, etc and there is one
issue that has been on my mind for a while now and that regards the
healing potions themselves.
As it stands now if you pick up a healing potion and drink it you
instantly regain all of your health, air, and strength at once. This
is a throwback to the old arcade game days when if you drank a healing
potion all of your health bars etc were completely restored. While
that is great for an old arcade game such as Montezuma's Revenge more
modern games don't necessarily do it this way prefering more realism
over a quick health boost.
For example, one thing I've commonly seen done in mainstream games is
if you use a health restore like a med kit or something it only
restores 20 to 25 percent of your health. This means it requires
multiple med kits to restore you back to full health.
Another way I've seen it done, and the one I'm considering here, is if
you use a health restore such as drinking a potion it doesn't take
full effect right away. In other words if you drink one of the healing
potions your health meter will slowly start going back up and it might
take a minute or so for your health, strength, etc to be fully
restored.  If we take it into consideration it does take the human
body a little while to react to a healing potion this would be the
most realistic approach to using health restores in games. What do you
think?

Thanks.

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Re: [Audyssey] What Are Considered SPace Invader Clones?

2010-06-01 Thread Thomas Ward
Hi Dark,
That's completely understandable. Although, I hadn't heard of the
Genesis Project either until Shaun mentioned it a couple years ago and
wondered if I was continuing that project. As it is I believe Draconis
has the rights to it, and have no plans to continue development on it.
So I'm not even sure what the project is about myself. Lol!

On 6/1/10, dark d...@xgam.org wrote:
 Fair enough tom.

 i must confess I'd not heard of the genesis project until Sean mentioned it
 actually, sinse I obviously wasn't around when Alchemy were developing.

 I therefore assumed you did what you did with monti and raceway and took the
 name but essentially rewrote the hole bundle.

 Obviously though,  you didn't in this case.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Philip Bennefall

Hi Thomas,

This sounds like a good approach indeed, however I have one question. How do 
you react to a situation where the good lady falls under attack whilst 
healing? Does she keep gaining health until she is up to full health, or do 
you set a maximum increase amount that it will not go above before the 
healing potion is expended? In other words, do you give a certain healing 
amount that is done gradually, rather than restore her to full health 
regardless of attacks during restoration?


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 02, 2010 2:04 AM
Subject: [Audyssey] Thoughts About Healing Potions


Hi everyone,
As I have mentioned before I'm currently doing a major revamp of
Mysteries of the Ancients this week, working on some game mechanics,
adding a bit more here and there to the levels, etc and there is one
issue that has been on my mind for a while now and that regards the
healing potions themselves.
As it stands now if you pick up a healing potion and drink it you
instantly regain all of your health, air, and strength at once. This
is a throwback to the old arcade game days when if you drank a healing
potion all of your health bars etc were completely restored. While
that is great for an old arcade game such as Montezuma's Revenge more
modern games don't necessarily do it this way prefering more realism
over a quick health boost.
For example, one thing I've commonly seen done in mainstream games is
if you use a health restore like a med kit or something it only
restores 20 to 25 percent of your health. This means it requires
multiple med kits to restore you back to full health.
Another way I've seen it done, and the one I'm considering here, is if
you use a health restore such as drinking a potion it doesn't take
full effect right away. In other words if you drink one of the healing
potions your health meter will slowly start going back up and it might
take a minute or so for your health, strength, etc to be fully
restored.  If we take it into consideration it does take the human
body a little while to react to a healing potion this would be the
most realistic approach to using health restores in games. What do you
think?

Thanks.

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Thomas Ward
Hi Charles,
That's basicly what i was thinking of. Any time I take some kind of
medication I have to wait a few minutes for it to begin taking effect.
I would think healing potions would similarly have to take some amount
of time to take effect. It could be something as short as a minute or
two for game time, but the basic idea is that you won't drink it down
and magically be restored to full health.  Especially, considering
Angela gets stabbed with daggers and swords, hit with lightning bolts,
shot with arrows, etc and those kinds of wounds won't heal instantly
no matter what you use.
Also this may force you to rethink your game strategy. If you are
getting killed in battle you might have to retreat from the battle,
hide somewhere, and drink a potion and wait until your health is
restored enough to jump back into the fight. That gets rid of those
battles where you are getting pounded, drink apotion, and keep right
on fighting. Nobody can do that in real life.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Healing potions should behave just as swallowed medication.  I like your
 approach.

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Thomas Ward
Hi,
That works provided the room you are exploring has no enemies in it.
The way the game is randomized now you never really know who is going
to be behind door number 1, door number 2, and door number 3. So as
far as I am concerned Angela better cool her heals somewhere safe
until she is healthy enough to continue the adventure.

Smile.


On 6/1/10, Charles Rivard woofer...@sbcglobal.net wrote:
 How about just exploring the rooms until the healing potion restores you
 back to health, then go back to where the action is, provided you don't get
 followed, that is?

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Re: [Audyssey] Thoughts About Healing Potions

2010-06-01 Thread Thomas Ward
Hi Philip,
The way I invision this working is having the potion gradually
increase Angela's health over a certain period of time before it is
expended. So if she comes under attack she will probably lose more
health than she gains using that potion as it will only restore a
certain amount of health over x amount of time.
Another thing to consider here is I've updated some enemies in the
game as well. For example, the harpies are now more true to the
harpies from Greek mythology as well as many RPG type games. Instead
of throwing lightning bolts they have claws that do considerable
damage to the human body when they attack. Besides the contact damage
they inject Angela with a toxic poison that will kill her gradually
over time unless she drinks a potion to counter act the poison.
Between body damage and poison you may need to drink more than one
potion to get back up to full health. Does that answer your question?

On 6/1/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi Thomas,

 This sounds like a good approach indeed, however I have one question. How do
 you react to a situation where the good lady falls under attack whilst
 healing? Does she keep gaining health until she is up to full health, or do
 you set a maximum increase amount that it will not go above before the
 healing potion is expended? In other words, do you give a certain healing
 amount that is done gradually, rather than restore her to full health
 regardless of attacks during restoration?

 Kind regards,

 Philip Bennefall

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