Re: [Audyssey] Terraformas

2010-07-27 Thread shaun everiss
yeah you spend more time solving puzzels, turning levers and the like 
than actually shooting.

and if you are not doing any shooting its mostly solving locks and such.

it's a 3D first person game, closer to a puzle adventure style than 
action though you do have the odd robot to shoot at.


You wander around in 3D looking for parts to a main computer which 
has malfunctioned to try and save a planet which is being 
terraformed, ie, made habitable for humans.


The game however does have a very good tutorial and first level 
which explains all the controls and obstacles nicely. just download 
it and give it a try.


#Beware the Grue!

Dark.
- Original Message - From: "michael barnes" 
To: 
Sent: Tuesday, July 27, 2010 10:03 PM
Subject: Re: [Audyssey] Terraformas


hey dark i was on the site for this game but it didn't really give 
me info about what this game is all about.  what kind of game is 
it?  and what do you do in this in game?


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Re: [Audyssey] Terraformas

2010-07-27 Thread dark
it's a 3D first person game, closer to a puzle adventure style than action 
though you do have the odd robot to shoot at.


You wander around in 3D looking for parts to a main computer which has 
malfunctioned to try and save a planet which is being terraformed, ie, made 
habitable for humans.


The game however does have a very good tutorial and first level which 
explains all the controls and obstacles nicely. just download it and give it 
a try.


#Beware the Grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Tuesday, July 27, 2010 10:03 PM
Subject: Re: [Audyssey] Terraformas


hey dark i was on the site for this game but it didn't really give me info 
about what this game is all about.  what kind of game is it?  and what do 
you do in this in game?


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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread Travis Siegel

On Jul 27, 2010, at 8:14 PM, Thomas Ward wrote:

If you wouldn't mind I'd be happy to create a Chopper Patrol clone
written in C++ using SDL rather than SFML. As SDL is cross-platform
too I think it would demonstrate both our aims but give potential
cross-platform developers another option or alternative to SFML with
some useful source code. What do you think?

Actually, I think this would be an excellent idea, by all means, give potential 
developers as many options as possible.  Show them there's more than one way to 
build cross-platform games that takes nothing away from their initial 
development process.
Also, point out that although sdl comes preinstalled on a lot of linux boxes, 
sfml comes preinstalled on osx, so both options are definitely worth checking 
out.

I agree with your assessment about sfml, and a lot of folks feel that way, but 
after all, the S in sfml does stand for simple, so it's understandable that 
some things may not be doable.  I will raise the question on the sfml-dev 
forums though, and see if anyone has any suggestions on how to handle multiple 
buffer reassigning with buffer freeing.  It's possible it can be done with some 
non-public functions.  I've not scanned all the sfml code, so it's possible 
such a thing does exist, but just isn't in the oficial documentation.


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[Audyssey] Wednesday's Out of Sight Events

2010-07-27 Thread Charles Rivard
Here are the events scheduled for Wednesday, July 28th:
 

 

God's Praise and Worship:  Reading of the Word

5:00 PM eastern

Hosted by Diane

Location:  How Great Thou Art

Hi all! Come and join Diane for this week's Reading of the Word, from 5:00 PM 
until 7:00 PM eastern.  The reading will be starting from where   we left off 
last week, which is Chronicles, Chapter 8.  Look forward to seeing you there!  
Be blessed! 

 

 

>From the Pulpit

7:00 PM eastern

Hosted by Lee from WV

Location:  House of Our Lord

Come listen to a live service, which will include, worship, music, preaching, 
and special singing. 

 

 

Chain Reaction

8:00 PM eastern

Hosted by Shelley Z.

Location:  Game Zone

If you liked Chain Reaction the television game show, you'll love our online 
version.   Join Shelley Z as she provides you with clues to complete a chain
of words and accumulate points for your team.  If you want more information, go 
to: 

http://www.out-of-sight.net/rooms/games/cr.htm

 

 

The Out of Sight main site is at:
 
http://www.out-of-sight.net
 


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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread Thomas Ward
Hi travis,
Hmmm...That's what I was afraid of. Back during the winter when I was
thinking about a cross-platform engine I tried both SFML and SDL
extensively and was able to do what you did witht the sound objects by
using the sf::Sound::SetBuffer() function to reassign buffers. As you
pointed out it solves the problem of reassigning a sound object to a
new sound buffer, but it waistes a lot of memory in the process. Even
worse this kind of creating a buffer without the ability to destroy it
when you are done with it can lead to a major memory leak in your
program. That's the primary reason why I have stayed clear of SFML. It
doesn't necessarily use best code practices in doing some of the
things it does. For that reason I am strongly looking at using SDL
instead for my cross-platform games.
With SDL Mixer, for example, all of the sound chunks are pointers. If
you do something like
Mix_Chunk* g_pSound = NULL;
you have a global pointer here that remains in memory until you free
it with delete. To initialize this pointer simply do something like
Mix_LoadChunk(1, &g_pSound, "Sound/Some_File.wav");
which does three things. It initializes the pointer, asigns
Some_File.wav to it, and the pointer is asigned to the first audio
channel in the mixer. To free that pointer up use
Mix_FreeChunk(&g_pSound);
g_pSound = NULL;
which frees up any memory used by that pointer and resets its state
back to null. If you then want to use another sound with that same
pointer simply use Mix_LoadChunk() again to reinitialize the pointer
with some new sound data. This to me seams a lot more memory safe and
much better way of handling audio than the way SFML does it.
If you wouldn't mind I'd be happy to create a Chopper Patrol clone
written in C++ using SDL rather than SFML. As SDL is cross-platform
too I think it would demonstrate both our aims but give potential
cross-platform developers another option or alternative to SFML with
some useful source code. What do you think?

Cheers!

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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread Travis Siegel
While I can't find anything in sfml that allows actual buffer destruction, you 
can reassign buffers.  I just tried this, and it worked perfectly.

if (!buffer1.LoadFromFile("sound/background.wav"))
printf("error is: %d\n",EXIT_SUCCESS);
sf::Sound Background(buffer1);
Background.Play();
getchar();
if (!buffer2.LoadFromFile("sound/helicopter.wav"))
printf("error is: %d\n",EXIT_SUCCESS);
sf::Sound Helicopter(buffer2);
Background.SetBuffer(buffer2);
Background.Play();
getchar();
exit(0);

While this doesn't actually destroy the contents of the buffer, it does allow 
you to reassign what sounds the call to any particular sound.play function will 
play.
It won't help with memory usage I'm afraid, but it will solve your problem with 
needing to change sounds on the fly w/o modifying the code being called to play 
the sounds.

Failing that, there is a function (for internal use only) that is used to reset 
buffers.  I've not looked at the source for it, but it's possible you could use 
that one if you needed to actually delete the buffers in question.
Hope this helps.


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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread Thomas Ward
Hi Travis,
I've just downloaded and read your C++ port of Chopper Patrol, and I'm
left with some questions. Unfortunately, like alot of other sample
SFML games I've seen everything is all wrapped up in the main
function, and all of the sounds in this case are static. That is you
never have to unload all of the game sounds, and load a lot of new
ones when the next level loads as is the case in games like Mysteries
of the Ancients.
For example, in Mysteries of the Ancients when you select pistol from
the inventory menu or select 1 on the keyboard all of the weapon sound
buffers are destroyed and then are recreated on the fly with all the
sounds for the pistol. The Same happens regardless if you select the
pistol, magnum, shotgun, whatever. That way I only have to worry about
SecondaryBuffers like g_fire, g_empty, g_draw, and g_holster which are
loaded and unloaded depending on which sound is needed at the current
time. With SFML I have not been able to find a way to do this.
To clarify things some. Let's assume we have an SFML audio buffer like
sf::Buffer g_fire;
which is global. Now, at some point in my game I am going to load the
sound of the pistol into the global buffer like
g_fire.LoadFromFile("Sounds/Fire_Pistol.wav");
which loads our pistol sound into our global sound buffer. However,
let's assume some one wants to switch to the magnum. In DirectX I can
simply close the buffer like
g_fire->Close();
g_fire = NULL;
that closes the buffer and resets the pointer to NULL. Which I think
is the problem here. In DirectX SecondaryBuffers are pointers not
objects so are never destroyed until you delete them. They allow you
to close the SecondaryBuffer but you still can use the g_fire pointer
to load a new file into the SecondaryBuffer without losing control of
the global SecondaryBuffer object. How on earth can you do something
like this in SFML?
Basically, what I am looking for is a way to close an SFML buffer equal to doing
g_fire->Close();
that doesn't destroy the actual buffer. That is if I did something like
g_fire.Close();
g_fire.LoadFromFile("some_file.wav");
it should work, but doesn't. I haven't been able to find anything that
remotely works like that in SFML. Any help?

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[Audyssey] teraformas

2010-07-27 Thread shaun everiss

Hi.
well version 1.03 of the game runs on win7 there are no updates.
its a nice demo of what macromedia projecter could do but.


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Re: [Audyssey] Terraformas

2010-07-27 Thread dark
Agreed, but as I said, it's a case of wait and see what they're up to I 
believe.


Beware the Grue!

Dark.
- Original Message - 
From: "Lori Duncan" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:24 PM
Subject: Re: [Audyssey] Terraformas


Lol Dark, I only had too keep re-loading because I got so disorrinated 
with those areas near the bridge, and my energy kept dropping and so I 
didn't always make it back to the power-up stations.  I love the 
communications device part, and the different atmospheres for inside and 
outside, but I agree with what you say with having more of a maze type 
game, and maybe pick up power packs, rather than have stations to go and 
find, you could keep the packs in your inventry.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:04 PM
Subject: Re: [Audyssey] Terraformas


They are stil around and working in game access producing papers and 
such, but haven't developed any more games with the terraformers engine 
unfortunately.


btw, i didn't notice any reload bugs myself at all, then again I did go 
through the game in fairly short order so maybe I just didn't reload 
enough.


Beware the Grue!

Dark.
- Original Message - 
From: 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Tuesday, July 27, 2010 8:12 PM
Subject: Re: [Audyssey] Terraformas



Hello,

You have to set the tone wheels right based on the sound flowers that 
are

in the area. And that three times reload bug must be a bug of the game,
since I cannot get it running as well. As far as I am aware there hasn't
been an update of the game a really long time. I wonder if they are even
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas

Hi has anyone else played this game before?  I know it won an award, 
and

I'd highly reconmend it to anyone who likes a good 3-d action game.  At
the moment I'm stuck on the glass bridge, thete is a door I go in facing
south, but the only other exit seems to take me round in a circle and I
end up back where I started in a outside area with a door connected to 3
tone wheels.  Also I noticed if I re-load my game more than 3 times I 
end

up not being able to move in any direction, ie when I press the arrow
keys I only seem to hit walls and my sonar stops working.  Is this a bug
or just my computer?  Other than that it's great, if there is ever an
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer
before your power suit needs re-charged.

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Re: [Audyssey] Terraformas

2010-07-27 Thread shaun everiss

as for a puzzel solver it does it quite well but I'd like more puzzles.
At 08:36 a.m. 28/07/2010, you wrote:

As I said, it was more a tech demo.

i view it more as a puzle game, where the challenge comes from the 
obstacles such as the tone wheels, control panels etc (some of the 
challenges in the last sector are quite a pest).


I would however like to see another game with similar principles.

Beware the Grue!

Dark.
- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:21 PM
Subject: Re: [Audyssey] Terraformas



well tf was ok but I'd never buy it.
I ran a full version on a friend's system.
one room in the ocean level did not go well with sonar and I got 
crashes on that being lost in space.
I don't care for the fact you have to keep going back and forth to 
recharge the suit I also don't think all the audio cues are that good.
I think this game really needs redoing maybe with bgt or the gma 
engine or just in pure c++ or genisus or something if they  want to 
keep the graphics in.

right now though I wouldn't run it for anything much.
It also needs more exp levels and enemies and the ability to shoot them.
also having weapons and amo at only one location is nutty I know 
thats the way it is in sighted games but really I'd like picking up 
kits and packs of med kits and amo like in sod and getting other 
powerups and such rather than trying to bother with things.
I think the compas is a piece of hmmm shite really I think the way 
we have it in gtc and sod is much better.

all that extra beeping.
I think the inventory backpack is a bit stupid to, in the way stuff 
is stored or rahter that you have  to exit and enter it with enter 
and not tab also that it exits once you have things you need.

There are like 3 keys in the game that lead to no locks so what is with that?
Some parts are so much the same and i sometimes get confused with stuff.
It could have been a good game but.
At 08:03 a.m. 28/07/2010, you wrote:
, terraformers is a very nicely put together game, albeit that 
it's length and style of puzles make it closer to an extended tech 
demo (find my comments on the terraformers homepage).


One reason why i reguard the game as so easy is that each zone is 
layed out precisely the same way, like a doughnut with a computer 
station at the north and south end and a computer part at the east 
and west, with some kind of challenge which is repeated so that 
you get it whether you go round clock wise or anticlockwise. Thus, 
there is a set of three tone wheels before the glass bridge on the 
west side, and another set afterwards on the north west edge 
before you get to the north end of the mines,  check your 
coordinates and room descriptions and you'll see what I mean.


I did rather hope that the people at pin interactive would use the 
game engine to have someting more complex and mazelike, which felt 
less of a demonstration and more of a game. They did say they were 
working on a new business model,  but that was in 2008, so 
what may be happening with future plans i don't know.


Beware the Grue!

dark.

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Re: [Audyssey] Terraformas

2010-07-27 Thread michael barnes
hey dark i was on the site for this game but it didn't really give me 
info about what this game is all about.  what kind of game is it?  and 
what do you do in this in game?


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Re: [Audyssey] Terraformas

2010-07-27 Thread Lori Duncan
Well if you look on the homepage for the game you should find it now works 
on windows7
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:22 PM
Subject: Re: [Audyssey] Terraformas



I got through the game once.
one thing this game was not designed with high deff cards in mind.
I think if I ever seriously decide to play or buy this game I will have to 
get an old system I can run it on.

I will probably  be able to do that soonish.
At 08:04 a.m. 28/07/2010, you wrote:
They are stil around and working in game access producing papers and such, 
but haven't developed any more games with the terraformers engine 
unfortunately.


btw, i didn't notice any reload bugs myself at all, then again I did go 
through the game in fairly short order so maybe I just didn't reload 
enough.


Beware the Grue!

Dark.
- Original Message - From: 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Tuesday, July 27, 2010 8:12 PM
Subject: Re: [Audyssey] Terraformas



Hello,

You have to set the tone wheels right based on the sound flowers that are
in the area. And that three times reload bug must be a bug of the game,
since I cannot get it running as well. As far as I am aware there hasn't
been an update of the game a really long time. I wonder if they are even
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas


Hi has anyone else played this game before?  I know it won an award, and

I'd highly reconmend it to anyone who likes a good 3-d action game.  At
the moment I'm stuck on the glass bridge, thete is a door I go in facing
south, but the only other exit seems to take me round in a circle and I
end up back where I started in a outside area with a door connected to 3
tone wheels.  Also I noticed if I re-load my game more than 3 times I end
up not being able to move in any direction, ie when I press the arrow
keys I only seem to hit walls and my sonar stops working.  Is this a bug
or just my computer?  Other than that it's great, if there is ever an
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer
before your power suit needs re-charged.

---
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Re: [Audyssey] Terraformas

2010-07-27 Thread dark

As I said, it was more a tech demo.

i view it more as a puzle game, where the challenge comes from the obstacles 
such as the tone wheels, control panels etc (some of the challenges in the 
last sector are quite a pest).


I would however like to see another game with similar principles.

Beware the Grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:21 PM
Subject: Re: [Audyssey] Terraformas



well tf was ok but I'd never buy it.
I ran a full version on a friend's system.
one room in the ocean level did not go well with sonar and I got crashes 
on that being lost in space.
I don't care for the fact you have to keep going back and forth to 
recharge the suit I also don't think all the audio cues are that good.
I think this game really needs redoing maybe with bgt or the gma engine or 
just in pure c++ or genisus or something if they  want to keep the 
graphics in.

right now though I wouldn't run it for anything much.
It also needs more exp levels and enemies and the ability to shoot them.
also having weapons and amo at only one location is nutty I know thats the 
way it is in sighted games but really I'd like picking up kits and packs 
of med kits and amo like in sod and getting other powerups and such rather 
than trying to bother with things.
I think the compas is a piece of hmmm shite really I think the way we have 
it in gtc and sod is much better.

all that extra beeping.
I think the inventory backpack is a bit stupid to, in the way stuff is 
stored or rahter that you have  to exit and enter it with enter and not 
tab also that it exits once you have things you need.
There are like 3 keys in the game that lead to no locks so what is with 
that?

Some parts are so much the same and i sometimes get confused with stuff.
It could have been a good game but.
At 08:03 a.m. 28/07/2010, you wrote:
, terraformers is a very nicely put together game, albeit that it's length 
and style of puzles make it closer to an extended tech demo (find my 
comments on the terraformers homepage).


One reason why i reguard the game as so easy is that each zone is layed 
out precisely the same way, like a doughnut with a computer station at the 
north and south end and a computer part at the east and west, with some 
kind of challenge which is repeated so that you get it whether you go 
round clock wise or anticlockwise. Thus, there is a set of three tone 
wheels before the glass bridge on the west side, and another set 
afterwards on the north west edge before you get to the north end of the 
mines,  check your coordinates and room descriptions and you'll see 
what I mean.


I did rather hope that the people at pin interactive would use the game 
engine to have someting more complex and mazelike, which felt less of a 
demonstration and more of a game. They did say they were working on a new 
business model,  but that was in 2008, so what may be happening with 
future plans i don't know.


Beware the Grue!

dark.

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Re: [Audyssey] Dragon Realms and Simutronics

2010-07-27 Thread William L. Houts


copy the key and then open vipmud.

One more thing too, I forgot to mention but I guess it sort of pertains to
this. Once you have vipmud open creat your entry and the address to the
server is also in the file with the key.



Hey, thanks for all of this.  I just don't understand what you mean by 
"create your entry".  I seem to remember that you create your characters 
once you're in the game, but I also dimly recall selecting them from a menu 
on play.net.  So your instructions here seem a little vague to me.  Can you 
feed me a clue?


thanks,

Bill







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Re: [Audyssey] Terraformas

2010-07-27 Thread Lori Duncan
Lol Dark, I only had too keep re-loading because I got so disorrinated with 
those areas near the bridge, and my energy kept dropping and so I didn't 
always make it back to the power-up stations.  I love the communications 
device part, and the different atmospheres for inside and outside, but I 
agree with what you say with having more of a maze type game, and maybe pick 
up power packs, rather than have stations to go and find, you could keep the 
packs in your inventry.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 9:04 PM
Subject: Re: [Audyssey] Terraformas


They are stil around and working in game access producing papers and such, 
but haven't developed any more games with the terraformers engine 
unfortunately.


btw, i didn't notice any reload bugs myself at all, then again I did go 
through the game in fairly short order so maybe I just didn't reload 
enough.


Beware the Grue!

Dark.
- Original Message - 
From: 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Tuesday, July 27, 2010 8:12 PM
Subject: Re: [Audyssey] Terraformas



Hello,

You have to set the tone wheels right based on the sound flowers that are
in the area. And that three times reload bug must be a bug of the game,
since I cannot get it running as well. As far as I am aware there hasn't
been an update of the game a really long time. I wonder if they are even
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas


Hi has anyone else played this game before?  I know it won an award, and

I'd highly reconmend it to anyone who likes a good 3-d action game.  At
the moment I'm stuck on the glass bridge, thete is a door I go in facing
south, but the only other exit seems to take me round in a circle and I
end up back where I started in a outside area with a door connected to 3
tone wheels.  Also I noticed if I re-load my game more than 3 times I end
up not being able to move in any direction, ie when I press the arrow
keys I only seem to hit walls and my sonar stops working.  Is this a bug
or just my computer?  Other than that it's great, if there is ever an
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer
before your power suit needs re-charged.

---
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Re: [Audyssey] Terraformas

2010-07-27 Thread shaun everiss

I got through the game once.
one thing this game was not designed with high deff cards in mind.
I think if I ever seriously decide to play or buy this game I will 
have to get an old system I can run it on.

I will probably  be able to do that soonish.
At 08:04 a.m. 28/07/2010, you wrote:
They are stil around and working in game access producing papers and 
such, but haven't developed any more games with the terraformers 
engine unfortunately.


btw, i didn't notice any reload bugs myself at all, then again I did 
go through the game in fairly short order so maybe I just didn't reload enough.


Beware the Grue!

Dark.
- Original Message - From: 
To: "Lori Duncan" ; "Gamers Discussion 
list" 

Sent: Tuesday, July 27, 2010 8:12 PM
Subject: Re: [Audyssey] Terraformas



Hello,

You have to set the tone wheels right based on the sound flowers that are
in the area. And that three times reload bug must be a bug of the game,
since I cannot get it running as well. As far as I am aware there hasn't
been an update of the game a really long time. I wonder if they are even
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas


Hi has anyone else played this game before?  I know it won an award, and

I'd highly reconmend it to anyone who likes a good 3-d action game.  At
the moment I'm stuck on the glass bridge, thete is a door I go in facing
south, but the only other exit seems to take me round in a circle and I
end up back where I started in a outside area with a door connected to 3
tone wheels.  Also I noticed if I re-load my game more than 3 times I end
up not being able to move in any direction, ie when I press the arrow
keys I only seem to hit walls and my sonar stops working.  Is this a bug
or just my computer?  Other than that it's great, if there is ever an
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer
before your power suit needs re-charged.

---
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Re: [Audyssey] Terraformas

2010-07-27 Thread shaun everiss

well tf was ok but I'd never buy it.
I ran a full version on a friend's system.
one room in the ocean level did not go well with sonar and I got 
crashes on that being lost in space.
I don't care for the fact you have to keep going back and forth to 
recharge the suit I also don't think all the audio cues are that good.
I think this game really needs redoing maybe with bgt or the gma 
engine or just in pure c++ or genisus or something if they  want to 
keep the graphics in.

right now though I wouldn't run it for anything much.
It also needs more exp levels and enemies and the ability to shoot them.
also having weapons and amo at only one location is nutty I know 
thats the way it is in sighted games but really I'd like picking up 
kits and packs of med kits and amo like in sod and getting other 
powerups and such rather than trying to bother with things.
I think the compas is a piece of hmmm shite really I think the way we 
have it in gtc and sod is much better.

all that extra beeping.
I think the inventory backpack is a bit stupid to, in the way stuff 
is stored or rahter that you have  to exit and enter it with enter 
and not tab also that it exits once you have things you need.

There are like 3 keys in the game that lead to no locks so what is with that?
Some parts are so much the same and i sometimes get confused with stuff.
It could have been a good game but.
At 08:03 a.m. 28/07/2010, you wrote:
, terraformers is a very nicely put together game, albeit that it's 
length and style of puzles make it closer to an extended tech demo 
(find my comments on the terraformers homepage).


One reason why i reguard the game as so easy is that each zone is 
layed out precisely the same way, like a doughnut with a computer 
station at the north and south end and a computer part at the east 
and west, with some kind of challenge which is repeated so that you 
get it whether you go round clock wise or anticlockwise. Thus, there 
is a set of three tone wheels before the glass bridge on the west 
side, and another set afterwards on the north west edge before you 
get to the north end of the mines,  check your coordinates and 
room descriptions and you'll see what I mean.


I did rather hope that the people at pin interactive would use the 
game engine to have someting more complex and mazelike, which felt 
less of a demonstration and more of a game. They did say they were 
working on a new business model,  but that was in 2008, so what 
may be happening with future plans i don't know.


Beware the Grue!

dark.

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Re: [Audyssey] Terraformas

2010-07-27 Thread dark
They are stil around and working in game access producing papers and such, 
but haven't developed any more games with the terraformers engine 
unfortunately.


btw, i didn't notice any reload bugs myself at all, then again I did go 
through the game in fairly short order so maybe I just didn't reload enough.


Beware the Grue!

Dark.
- Original Message - 
From: 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Tuesday, July 27, 2010 8:12 PM
Subject: Re: [Audyssey] Terraformas



Hello,

You have to set the tone wheels right based on the sound flowers that are
in the area. And that three times reload bug must be a bug of the game,
since I cannot get it running as well. As far as I am aware there hasn't
been an update of the game a really long time. I wonder if they are even
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas


Hi has anyone else played this game before?  I know it won an award, and

I'd highly reconmend it to anyone who likes a good 3-d action game.  At
the moment I'm stuck on the glass bridge, thete is a door I go in facing
south, but the only other exit seems to take me round in a circle and I
end up back where I started in a outside area with a door connected to 3
tone wheels.  Also I noticed if I re-load my game more than 3 times I end
up not being able to move in any direction, ie when I press the arrow
keys I only seem to hit walls and my sonar stops working.  Is this a bug
or just my computer?  Other than that it's great, if there is ever an
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer
before your power suit needs re-charged.

---
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Re: [Audyssey] Terraformas

2010-07-27 Thread dark
, terraformers is a very nicely put together game, albeit that it's length 
and style of puzles make it closer to an extended tech demo (find my 
comments on the terraformers homepage).


One reason why i reguard the game as so easy is that each zone is layed out 
precisely the same way, like a doughnut with a computer station at the north 
and south end and a computer part at the east and west, with some kind of 
challenge which is repeated so that you get it whether you go round clock 
wise or anticlockwise. Thus, there is a set of three tone wheels before the 
glass bridge on the west side, and another set afterwards on the north west 
edge before you get to the north end of the mines,  check your 
coordinates and room descriptions and you'll see what I mean.


I did rather hope that the people at pin interactive would use the game 
engine to have someting more complex and mazelike, which felt less of a 
demonstration and more of a game. They did say they were working on a new 
business model,  but that was in 2008, so what may be happening with 
future plans i don't know.


Beware the Grue!

dark. 



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Re: [Audyssey] Terraformas

2010-07-27 Thread weisi4u
Hello,

Sorry, it seems like I interpreted your message wrong. ON that bridge, you 
have to go straight north. Both of the areas you get to have sound 
wheels. They loook quiet the same, it is hard to know which area you are 
in. Check your coordinates. They should get lower as you progress to your 
final destination.

Or as far as I am conserned.


- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas

> Hi has anyone else played this game before?  I know it won an award, and 
I'd highly reconmend it to anyone who likes a good 3-d action game.  At 
the moment I'm stuck on the glass bridge, thete is a door I go in facing 
south, but the only other exit seems to take me round in a circle and I 
end up back where I started in a outside area with a door connected to 3 
tone wheels.  Also I noticed if I re-load my game more than 3 times I end 
up not being able to move in any direction, ie when I press the arrow 
keys I only seem to hit walls and my sonar stops working.  Is this a bug 
or just my computer?  Other than that it's great, if there is ever an 
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer 
before your power suit needs re-charged.  
> ---
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Re: [Audyssey] Terraformas

2010-07-27 Thread weisi4u
Hello,

You have to set the tone wheels right based on the sound flowers that are 
in the area. And that three times reload bug must be a bug of the game, 
since I cannot get it running as well. As far as I am aware there hasn't 
been an update of the game a really long time. I wonder if they are even 
around still.
Kevin

- Original Message -
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Date: Tue, 27 Jul 2010 19:54:20 +0100
Subject: [Audyssey] Terraformas

> Hi has anyone else played this game before?  I know it won an award, and 
I'd highly reconmend it to anyone who likes a good 3-d action game.  At 
the moment I'm stuck on the glass bridge, thete is a door I go in facing 
south, but the only other exit seems to take me round in a circle and I 
end up back where I started in a outside area with a door connected to 3 
tone wheels.  Also I noticed if I re-load my game more than 3 times I end 
up not being able to move in any direction, ie when I press the arrow 
keys I only seem to hit walls and my sonar stops working.  Is this a bug 
or just my computer?  Other than that it's great, if there is ever an 
upgrade I'd suggest 1 adding a pause feature, and 2 giving you longer 
before your power suit needs re-charged.  
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> http://www.mail-archive.com/gam...@audyssey.org.
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> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread Zachary Kline

Hi there,
As a Linux user, I can confirm that this game compiles with minimal
changes to the source code.  It appears to run properly.
One thing to note is that the names used for header files are 
case-sensitive under Linux, so they required tweaking.  Other than that, 
it seems to run as designed.

Now to understand the code...
Best,
Zack.



On Tue, 27 Jul 2010, Travis Siegel wrote:


Hello folks.
I've taken the chopper patrol game from bscgames
and ported it to C++.
It uses the sfml libraries, and since they exist for linux, mac osx, and 
windows, I think
this probably qualifies as the first truly cross-platform accessible game for 
the blind
not written in java or python, or some other scripting type language.
You can find both the intel-based mac binary as well as the source (with lots 
of comments) at:
http://www.thesiegelsnest.us/mac/chopper_patrol_sfml.zip
I certainly hope other developers will take a look, and realize how simple it 
is to write
cross-platform games.
And, it took no additional effort to make it so, so no additional development 
time as is often the complaint.
Enjoy, and of course, feel free to contact me if anyone has additional 
questions.
The osx binary that is included may or may not work on your system, it depends 
on where your sfml libs are.
I made no attempt to make it work on other systems, except my own, but I will 
put up an mp3 of the game being played later on, so folks can see how it plays.
Let me state that I've never played the original version of the game for 
windows, so this port is strictly based on the readme.txt file and the vb 
source code.
All of which is explained in the comments of the program.
(yes, the C++ source is included)
I'm not great at formatting code, so it's probably not up to most folks 
standards of pretty code, but it works, so there you go
It could use improvements in a couple places too, but this was more a proof of 
concept than anything else, so
I suppose the code will have to speak for itself, bad coding practices and all.
The primary intent of this port was to prove it's not hard (in fact, rather 
easy) to write cross-platform games with nothing but sfml and a c++ compiler.
I do not have access to a linux box, so haven't tested it on that platform, and
my windows machines don't have compilers on them at the moment, so that's not 
tested either, but sfml code *should* compile with few (if any) changes on the 
other platforms.
Again, enjoy, and I hope this kicks off a great many cross-platform games for 
us all.

---
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[Audyssey] Terraformas

2010-07-27 Thread Lori Duncan
Hi has anyone else played this game before?  I know it won an award, and I'd 
highly reconmend it to anyone who likes a good 3-d action game.  At the moment 
I'm stuck on the glass bridge, thete is a door I go in facing south, but the 
only other exit seems to take me round in a circle and I end up back where I 
started in a outside area with a door connected to 3 tone wheels.  Also I 
noticed if I re-load my game more than 3 times I end up not being able to move 
in any direction, ie when I press the arrow keys I only seem to hit walls and 
my sonar stops working.  Is this a bug or just my computer?  Other than that 
it's great, if there is ever an upgrade I'd suggest 1 adding a pause feature, 
and 2 giving you longer before your power suit needs re-charged.  
---
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Re: [Audyssey] sfml and cross-platform game

2010-07-27 Thread shaun everiss

do you have this as windows to or can you make it such?
At 11:17 p.m. 27/07/2010, you wrote:

Hello folks.
I've taken the chopper patrol game from bscgames
and ported it to C++.
It uses the sfml libraries, and since they exist for linux, mac osx, 
and windows, I think
this probably qualifies as the first truly cross-platform accessible 
game for the blind

not written in java or python, or some other scripting type language.
You can find both the intel-based mac binary as well as the source 
(with lots of comments) at:

http://www.thesiegelsnest.us/mac/chopper_patrol_sfml.zip
I certainly hope other developers will take a look, and realize how 
simple it is to write

cross-platform games.
And, it took no additional effort to make it so, so no additional 
development time as is often the complaint.
Enjoy, and of course, feel free to contact me if anyone has 
additional questions.
The osx binary that is included may or may not work on your system, 
it depends on where your sfml libs are.
I made no attempt to make it work on other systems, except my own, 
but I will put up an mp3 of the game being played later on, so folks 
can see how it plays.
Let me state that I've never played the original version of the game 
for windows, so this port is strictly based on the readme.txt file 
and the vb source code.

All of which is explained in the comments of the program.
(yes, the C++ source is included)
I'm not great at formatting code, so it's probably not up to most 
folks standards of pretty code, but it works, so there you go
It could use improvements in a couple places too, but this was more 
a proof of concept than anything else, so
I suppose the code will have to speak for itself, bad coding 
practices and all.
The primary intent of this port was to prove it's not hard (in fact, 
rather easy) to write cross-platform games with nothing but sfml and 
a c++ compiler.
I do not have access to a linux box, so haven't tested it on that 
platform, and
my windows machines don't have compilers on them at the moment, so 
that's not tested either, but sfml code *should* compile with few 
(if any) changes on the other platforms.
Again, enjoy, and I hope this kicks off a great many cross-platform 
games for us all.


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[Audyssey] sfml and cross-platform game

2010-07-27 Thread Travis Siegel
Hello folks.
I've taken the chopper patrol game from bscgames
and ported it to C++.
It uses the sfml libraries, and since they exist for linux, mac osx, and 
windows, I think
this probably qualifies as the first truly cross-platform accessible game for 
the blind
not written in java or python, or some other scripting type language.
You can find both the intel-based mac binary as well as the source (with lots 
of comments) at:
http://www.thesiegelsnest.us/mac/chopper_patrol_sfml.zip
I certainly hope other developers will take a look, and realize how simple it 
is to write
cross-platform games.
And, it took no additional effort to make it so, so no additional development 
time as is often the complaint.
Enjoy, and of course, feel free to contact me if anyone has additional 
questions.
The osx binary that is included may or may not work on your system, it depends 
on where your sfml libs are.
I made no attempt to make it work on other systems, except my own, but I will 
put up an mp3 of the game being played later on, so folks can see how it plays.
Let me state that I've never played the original version of the game for 
windows, so this port is strictly based on the readme.txt file and the vb 
source code.
All of which is explained in the comments of the program.
(yes, the C++ source is included)
I'm not great at formatting code, so it's probably not up to most folks 
standards of pretty code, but it works, so there you go
It could use improvements in a couple places too, but this was more a proof of 
concept than anything else, so
I suppose the code will have to speak for itself, bad coding practices and all.
The primary intent of this port was to prove it's not hard (in fact, rather 
easy) to write cross-platform games with nothing but sfml and a c++ compiler.
I do not have access to a linux box, so haven't tested it on that platform, and
my windows machines don't have compilers on them at the moment, so that's not 
tested either, but sfml code *should* compile with few (if any) changes on the 
other platforms.
Again, enjoy, and I hope this kicks off a great many cross-platform games for 
us all.

---
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Re: [Audyssey] WII Bowling

2010-07-27 Thread Lori Duncan
I play the game with my sister, and normally hear cries of "That's another 
strike you got!!  How did you manage that?"   A friend of mine was 
doing really bad, then at my suggestion she shut her eyes, only to get a 
strike.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 4:57 PM
Subject: Re: [Audyssey] WII Bowling


I agree.  It would be interesting to hear how these games are played, 
including the sighted assistance being given.


---
Shepherds are the best beasts!
- Original Message - 
From: 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 8:17 AM
Subject: Re: [Audyssey] WII Bowling



Hello there,

Since I don't have a nintendo wii, but still want to know how the games
sound like, I would gladly appriciate someone recording them and
uploading the audio  files, so I can at least hear what you all are
talking about. Thanks, Kevin.

- Original Message -
From: Dakotah Rickard 
To: Gamers Discussion list 
Date: Tue, 27 Jul 2010 09:12:22 -0400
Subject: Re: [Audyssey] WII Bowling


If you have the opertunity, try swordplay. That is a game you can play
as either one or two players. I know I've already mentioned it, but it
really is fairly easy to master. My highest mii on swordplay is up to
about 1410 or so in scoring. To give some perspective, I have a
sighted friend, trained in swordplay, with scores around 1500. It's
great exercise, too.

Table tennis is pretty easy too. You'll mess up sometimes, but it's
really quite a fun game anyway.

Realistically, the only games we'll have trouble with are the air
sports games and maybe power cruising and archery.

Signed:
Dakotah Rickard

On 7/26/10, Jim Kitchen  wrote:
> Hi Shaun,
>
> I'm afraid that our Tuesday night bowling would not make for a good

podcast.
>  It is in our community room.  There has been from 3 to 6 bowlers. 
> But
> since it is the building's community room, there is another crowd 
> there

> chatting away etc.  It is just a community type thing, not a

demonstration

> of WII Sports by the blind.  I also know that I would not be able to

talk my

> home health care Aid into being recorded helping me play in my

apartment.

> Now if some day my Niece Keihen comes and plays, I might be able to

talk her

> into it.  She likes and is very good at public speaking.
>
> BFN
>
>  Jim
>
> I can not tell a lie.  I did it.  And I liked it!
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
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list,

> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] WII Bowling

2010-07-27 Thread Charles Rivard
I agree.  It would be interesting to hear how these games are played, 
including the sighted assistance being given.


---
Shepherds are the best beasts!
- Original Message - 
From: 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 8:17 AM
Subject: Re: [Audyssey] WII Bowling



Hello there,

Since I don't have a nintendo wii, but still want to know how the games
sound like, I would gladly appriciate someone recording them and
uploading the audio  files, so I can at least hear what you all are
talking about. Thanks, Kevin.

- Original Message -
From: Dakotah Rickard 
To: Gamers Discussion list 
Date: Tue, 27 Jul 2010 09:12:22 -0400
Subject: Re: [Audyssey] WII Bowling


If you have the opertunity, try swordplay. That is a game you can play
as either one or two players. I know I've already mentioned it, but it
really is fairly easy to master. My highest mii on swordplay is up to
about 1410 or so in scoring. To give some perspective, I have a
sighted friend, trained in swordplay, with scores around 1500. It's
great exercise, too.

Table tennis is pretty easy too. You'll mess up sometimes, but it's
really quite a fun game anyway.

Realistically, the only games we'll have trouble with are the air
sports games and maybe power cruising and archery.

Signed:
Dakotah Rickard

On 7/26/10, Jim Kitchen  wrote:
> Hi Shaun,
>
> I'm afraid that our Tuesday night bowling would not make for a good

podcast.

>  It is in our community room.  There has been from 3 to 6 bowlers.  But
> since it is the building's community room, there is another crowd there
> chatting away etc.  It is just a community type thing, not a

demonstration

> of WII Sports by the blind.  I also know that I would not be able to

talk my

> home health care Aid into being recorded helping me play in my

apartment.

> Now if some day my Niece Keihen comes and plays, I might be able to

talk her

> into it.  She likes and is very good at public speaking.
>
> BFN
>
>  Jim
>
> I can not tell a lie.  I did it.  And I liked it!
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the

list,

> please send E-mail to gamers-ow...@audyssey.org.
>

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[Audyssey] something's missing - Re: WII Bowling

2010-07-27 Thread Charles Rivard
Hmm.  Where's the mention of bowling I was hoping for, as indicated in the 
subject line?  (oops)


---
Shepherds are the best beasts!
- Original Message - 
From: "Dakotah Rickard" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 27, 2010 8:12 AM
Subject: Re: [Audyssey] WII Bowling



If you have the opertunity, try swordplay. That is a game you can play
as either one or two players. I know I've already mentioned it, but it
really is fairly easy to master. My highest mii on swordplay is up to
about 1410 or so in scoring. To give some perspective, I have a
sighted friend, trained in swordplay, with scores around 1500. It's
great exercise, too.

Table tennis is pretty easy too. You'll mess up sometimes, but it's
really quite a fun game anyway.

Realistically, the only games we'll have trouble with are the air
sports games and maybe power cruising and archery.

Signed:
Dakotah Rickard



---
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Re: [Audyssey] Dragon Realms and Simutronics

2010-07-27 Thread Brice Mellen
Hahaha, I play that game still, it's very in depth and I can tell you how to
log in.

First off, you need firfox, then go to www.play.net/dr and make sure you
have wizard selected as your client. Then all you have to do is hit go play,
and it will ask if you wanna download a file. Save it wherever and then go
open it in notepad.
Once in notepad go to the very bottom of the file their it will have a key,
copy the key and then open vipmud.
One more thing too, I forgot to mention but I guess it sort of pertains to
this. Once you have vipmud open creat your entry and the address to the
server is also in the file with the key.
After that you need to click on your character and open it like usual and
then paste the key in the entry box and hit enter, and immediately after
that, type FE/JAVA just how I wrote it with the capps and bingo your in.
Once in type find pfanston and he will help you with anything you need help
with, just tell him gempig sent you. He has scripts for vipmud for traveling
around I also have them too if you want them. He's a master script creator
lol.
If you have any questions about it you can shoot me an email.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Tuesday, July 27, 2010 7:46 AM
To: Gamers Discussion list
Subject: [Audyssey] Dragon Realms and Simutronics


A few months ago, I think, someone posted a way to log into Simutronics
games with the VIP Mud client.  Could you repost that?  After playing
numerous muds, I haven't found anything which rivals "Dragon Realms" in
variety and depth of play.


Thanks,


Bill 

"...a crack in the teacup opens a lane to the land of the dead."

 --Auden 


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Re: [Audyssey] WII Bowling

2010-07-27 Thread weisi4u
Hello there,

Since I don't have a nintendo wii, but still want to know how the games 
sound like, I would gladly appriciate someone recording them and 
uploading the audio  files, so I can at least hear what you all are 
talking about. Thanks, Kevin.

- Original Message -
From: Dakotah Rickard 
To: Gamers Discussion list 
Date: Tue, 27 Jul 2010 09:12:22 -0400
Subject: Re: [Audyssey] WII Bowling

> If you have the opertunity, try swordplay. That is a game you can play
> as either one or two players. I know I've already mentioned it, but it
> really is fairly easy to master. My highest mii on swordplay is up to
> about 1410 or so in scoring. To give some perspective, I have a
> sighted friend, trained in swordplay, with scores around 1500. It's
> great exercise, too.
> 
> Table tennis is pretty easy too. You'll mess up sometimes, but it's
> really quite a fun game anyway.
> 
> Realistically, the only games we'll have trouble with are the air
> sports games and maybe power cruising and archery.
> 
> Signed:
> Dakotah Rickard
> 
> On 7/26/10, Jim Kitchen  wrote:
> > Hi Shaun,
> >
> > I'm afraid that our Tuesday night bowling would not make for a good 
podcast.
> >  It is in our community room.  There has been from 3 to 6 bowlers.  But
> > since it is the building's community room, there is another crowd there
> > chatting away etc.  It is just a community type thing, not a 
demonstration
> > of WII Sports by the blind.  I also know that I would not be able to 
talk my
> > home health care Aid into being recorded helping me play in my 
apartment.
> > Now if some day my Niece Keihen comes and plays, I might be able to 
talk her
> > into it.  She likes and is very good at public speaking.
> >
> > BFN
> >
> >  Jim
> >
> > I can not tell a lie.  I did it.  And I liked it!
> >
> > j...@kitchensinc.net
> > http://www.kitchensinc.net
> > (440) 286-6920
> > Chardon Ohio USA
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
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> > http://www.mail-archive.com/gam...@audyssey.org.
> > If you have any questions or concerns regarding the management of the 
list,
> > please send E-mail to gamers-ow...@audyssey.org.
> >
> 
> ---
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gamers-unsubscr...@audyssey.org.
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list,
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Re: [Audyssey] WII Bowling

2010-07-27 Thread Dakotah Rickard
If you have the opertunity, try swordplay. That is a game you can play
as either one or two players. I know I've already mentioned it, but it
really is fairly easy to master. My highest mii on swordplay is up to
about 1410 or so in scoring. To give some perspective, I have a
sighted friend, trained in swordplay, with scores around 1500. It's
great exercise, too.

Table tennis is pretty easy too. You'll mess up sometimes, but it's
really quite a fun game anyway.

Realistically, the only games we'll have trouble with are the air
sports games and maybe power cruising and archery.

Signed:
Dakotah Rickard

On 7/26/10, Jim Kitchen  wrote:
> Hi Shaun,
>
> I'm afraid that our Tuesday night bowling would not make for a good podcast.
>  It is in our community room.  There has been from 3 to 6 bowlers.  But
> since it is the building's community room, there is another crowd there
> chatting away etc.  It is just a community type thing, not a demonstration
> of WII Sports by the blind.  I also know that I would not be able to talk my
> home health care Aid into being recorded helping me play in my apartment.
> Now if some day my Niece Keihen comes and plays, I might be able to talk her
> into it.  She likes and is very good at public speaking.
>
> BFN
>
>  Jim
>
> I can not tell a lie.  I did it.  And I liked it!
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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[Audyssey] Dragon Realms and Simutronics

2010-07-27 Thread William L. Houts

A few months ago, I think, someone posted a way to log into Simutronics games 
with the VIP Mud client.  Could you repost that?  After playing numerous muds, 
I haven't found anything which rivals "Dragon Realms" in variety and depth of 
play.


Thanks,


Bill 

"...a crack in the teacup opens a lane to the land of the dead."

 --Auden 


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