[Audyssey] mota beta 15

2010-10-14 Thread shaun everiss

Hi tom.
Well just ran your beta.
there is good news and bad news.
Good news.
The first thing is that panning works, ok its not 2d panning but I 
can actually use it, things are not dead on but its not really that noticeable.

The target sight really works well except if you run.
sometimes if a monster is to close it will not target with fists 
unless you get real close and move round a bit.

The logo is real cool.
Now for the bugs.
The first is that when you push esc to pass the intro the game asks 
to exit and you have to answer n and then on every other time like 
level2 its ok.
At least on my system the game still has the lets lock up windows and 
force me to restart the pc issue.

This version sounds real good, better than beta 13 or 14.
this version is faster though you can't run and pick up stuff not 
that you want to anyway because the target does not detect everything.

I like the borders around fire pits.
is this true around spikes?



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Re: [Audyssey] Problem with sapi voices of my games

2010-10-14 Thread Jim Kitchen

Hi Jorge,

Below are the sapi5 fixes that I know of.


The first thing that I would try would be the DelUserLex.exe file that you can 
find on my free windows sapi5 text to speech games page, as well as on the GW 
Micro and Freedom Scientific sites.  It is a strange file in that it doesn't 
say or seem to do anything, but it did fix my sapi5 voices.

Here is another fix that I was told about.
Go to c:\Program Files\Common Files\Microsoft Shared\Speech
Then, press enter on Sapisvr.exe. It won't say anything, but it should 
correct the control panel entries for Sapi.


Another thing that you can do is to use the Windows XP restore feature to 
restore your computer back to a date when the voices were working.

And then there is to use your Windows XP cd to repair the entire sapi5 text to 
speech engine.

you can download (SpeechSDK51MSM.exe).
which contains all of the Microsoft Sapi voices available for Windows XP from

http://www.microsoft.com/downloads/details.aspx?FamilyID=5e86ec97-40a7-453f-b0ee-6583171b4530displaylang=en


HTH

BFN

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] Game voting site

2010-10-14 Thread Siddharth Kalantri
Hi group members,



can you tell me is there any game voting site without a caption to solve or  
with a audio caption to solve.



Siddharth 



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Re: [Audyssey] Problem with sapi voices of my games

2010-10-14 Thread Jorge Gonçalves
Hi Jim. I tried everything what you told me but unfortunately i was not 
able to solve the problem.
The last thing I still can do is try with my cd that I have to find 
because now I don't remember where I put it.
I suspect that the problem can be a conflict with the last automatic 
updates of windows XP.
Because the problem started yesterday just after my windows made the 
updates without asking my permission. lol

So now, I'm a bit lost because I don't know what to do.
None of the voices work.
Fortunately the espeak voice of my nvda still talks to me.
Anyways, many thanks for your help!
Cheers,
Jorge

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

Em 14-10-2010 9:32, Jim Kitchen escreveu:

Hi Jorge,

Below are the sapi5 fixes that I know of.


The first thing that I would try would be the DelUserLex.exe file that
you can find on my free windows sapi5 text to speech games page, as well
as on the GW Micro and Freedom Scientific sites. It is a strange file in
that it doesn't say or seem to do anything, but it did fix my sapi5 voices.

Here is another fix that I was told about.
Go to c:\Program Files\Common Files\Microsoft Shared\Speech
Then, press enter on Sapisvr.exe. It won't say anything, but it should
correct the control panel entries for Sapi.

Another thing that you can do is to use the Windows XP restore feature
to restore your computer back to a date when the voices were working.

And then there is to use your Windows XP cd to repair the entire sapi5
text to speech engine.

you can download (SpeechSDK51MSM.exe).
which contains all of the Microsoft Sapi voices available for Windows XP
from

http://www.microsoft.com/downloads/details.aspx?FamilyID=5e86ec97-40a7-453f-b0ee-6583171b4530displaylang=en



HTH

BFN

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] My Mota beta 15 impressions

2010-10-14 Thread Kevin W.
Hello,

I must say that the improvements on beta 15 are drumatic! The panning is 
fixed, the new targeting system, faster keyboard input, over all, well 
done!
I like the new intro-sound that plays, when you first start the game. I 
have a little question about that: Since the field is brighter in the 
intro than elsewhere in the game, I wonder if there is some kind of 
annimation or logo displayed? Just curious.
Also, I started  a let's play mota audio thing. If you guys would like 
that, I could post it up here.

I am really impressed with the new beta.

Kevin


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[Audyssey] Another slightly silly version of rendering client-side sound effects in a webpage

2010-10-14 Thread Jacob Kruger
Ok, if you want, you can test/try out the following for me on various 
combinations of operating system, browser, etc.:
http://www.blindza.co.za/RTDrums/

Basically, while this is a form of online drum machine, it's also a sort of 
test for real time sound effects in a dynamic HTML driven webpage - which means 
I could then relatively easily create/render certain relatively simple games in 
a webpage, and while haven't gotten around to testing it as of yet, it's also 
meant to be able to make use of, at least left-right panning, volume, etc., so 
if works on many platforms at all (so far only really tested it on my windows 
XP machine with both IE8 and mozilla firefox), it would almost let me render at 
least 2d action type games since it's handling key press captures etc., but, 
until I can test it on a few more platforms/combinations, it won't mean much...

Lastly, like it says in the page, it makes use of javascript in combination 
with at least flash 8 or higher.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] Another slightly silly version of rendering client-side sound effects in a webpage

2010-10-14 Thread weisi4u
Hi,

I use windows seven 32 bit professional, and just tried it with firefox 
3.something. The keys seem to be a little sluggish, but it works.

Kevin

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: gamers@audyssey.org
Date: Thu, 14 Oct 2010 13:12:43 +0200
Subject: [Audyssey] Another slightly silly version of rendering client-side 
sound effects in a webpage

 Ok, if you want, you can test/try out the following for me on various 
combinations of operating system, browser, etc.:
 http://www.blindza.co.za/RTDrums/
 
 Basically, while this is a form of online drum machine, it's also a sort 
of test for real time sound effects in a dynamic HTML driven webpage - 
which means I could then relatively easily create/render certain 
relatively simple games in a webpage, and while haven't gotten around to 
testing it as of yet, it's also meant to be able to make use of, at least 
left-right panning, volume, etc., so if works on many platforms at all 
(so far only really tested it on my windows XP machine with both IE8 and 
mozilla firefox), it would almost let me render at least 2d action type 
games since it's handling key press captures etc., but, until I can test 
it on a few more platforms/combinations, it won't mean much...
 
 Lastly, like it says in the page, it makes use of javascript in 
combination with at least flash 8 or higher.
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 ---
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Re: [Audyssey] Another slightly silly version of renderingclient-side sound effects in a webpage

2010-10-14 Thread Jacob Kruger

Cool.

Although the sounds are sort of meant to preload, you might in fact find the 
sounds rendering a bit more realtime after their first keypress - and you 
can also do things like hold in a key, and it will sort of repeat.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 14, 2010 1:16 PM
Subject: Re: [Audyssey] Another slightly silly version of 
renderingclient-side sound effects in a webpage




Hi,

I use windows seven 32 bit professional, and just tried it with firefox
3.something. The keys seem to be a little sluggish, but it works.

Kevin

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: gamers@audyssey.org
Date: Thu, 14 Oct 2010 13:12:43 +0200
Subject: [Audyssey] Another slightly silly version of rendering 
client-side

sound effects in a webpage


Ok, if you want, you can test/try out the following for me on various

combinations of operating system, browser, etc.:

http://www.blindza.co.za/RTDrums/

Basically, while this is a form of online drum machine, it's also a sort

of test for real time sound effects in a dynamic HTML driven webpage -
which means I could then relatively easily create/render certain
relatively simple games in a webpage, and while haven't gotten around to
testing it as of yet, it's also meant to be able to make use of, at least
left-right panning, volume, etc., so if works on many platforms at all
(so far only really tested it on my windows XP machine with both IE8 and
mozilla firefox), it would almost let me render at least 2d action type
games since it's handling key press captures etc., but, until I can test
it on a few more platforms/combinations, it won't mean much...


Lastly, like it says in the page, it makes use of javascript in

combination with at least flash 8 or higher.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] Another slightly silly version of rendering client-sidesound effects in a webpage

2010-10-14 Thread matthew shifrin
Hi, I tried it on my BrailleNote which is running ie6 for some 
strange reason, and my browser said that shit happened (I have no 
clue what that means, and I don't mean to be vulgar)

Matthew

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Re: [Audyssey] Another slightly silly version of renderingclient-sidesound effects in a webpage

2010-10-14 Thread Jacob Kruger
Sorry, but that's a version of an error message, and, I think since this 
uses flash objects being controlled by javascript, it will most likely only 
work on PCs, and/or macs, but don't think too many PDA's will work with it - 
unless I can figure out workarounds etc.


Maybe I should change that error message as well...smile

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: matthew shifrin matshif...@aol.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 14, 2010 2:26 PM
Subject: Re: [Audyssey] Another slightly silly version of 
renderingclient-sidesound effects in a webpage



Hi, I tried it on my BrailleNote which is running ie6 for some strange 
reason, and my browser said that shit happened (I have no clue what that 
means, and I don't mean to be vulgar)

Matthew

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Re: [Audyssey] Problem with objects in Mota Beata 15

2010-10-14 Thread weisi4u
Hello,

that with the music getting jumpy and stuff, were you able to press any 
keys? If not, that might have been a blue screen.
Yes, I am also not able to walk and grab an object at the same time.
But I am really really impressed with the new version. And I guess as time 
progresses, it will become better and better. Scary, ehh?

Kevin
- Original Message -
From: Lori Duncan lori_dunca...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Thu, 14 Oct 2010 16:17:57 +0100
Subject: [Audyssey] Problem with objects in Mota Beata 15

 Hi Tom and everyone.  I just downloaded the new beata and impressed with 
the improvements, especially borders on firepits.  I'm finding though I 
can't seem to pick up objects while running.  I used to be able to run 
along and pick things up with enter, but that's not happening now.  Is 
this happening to anyone else?  Also when I exited the game all the music 
and speach seemed to go a bit jumpy like a cd with a scratch and i had to 
shut down the computer and reboot.  Hope this gets sorted, other than 
that the beata is great, I like having the targeting scope.  
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Re: [Audyssey] Another slightly silly version of renderingclient-sidesound effects in a webpage

2010-10-14 Thread weisi4u
Hi,

I would appriciate if you could private mail me with the source code, I am 
really interested how you did this. I won't steal anything just 
wondering. *smile*

My mail address is 
weis...@googlemail.com

Kevin
Kevin

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: Gamers Discussion list gamers@audyssey.org
Date: Thu, 14 Oct 2010 17:21:30 +0200
Subject: Re: [Audyssey] Another slightly silly version of 
renderingclient-sidesound effects in a webpage

 Sorry, but that's a version of an error message, and, I think since this 
 uses flash objects being controlled by javascript, it will most likely 
only 
 work on PCs, and/or macs, but don't think too many PDA's will work with 
it - 
 unless I can figure out workarounds etc.
 
 Maybe I should change that error message as well...smile
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 
 - Original Message - 
 From: matthew shifrin matshif...@aol.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, October 14, 2010 2:26 PM
 Subject: Re: [Audyssey] Another slightly silly version of 
 renderingclient-sidesound effects in a webpage
 
 
  Hi, I tried it on my BrailleNote which is running ie6 for some strange 
  reason, and my browser said that shit happened (I have no clue what 
that 
  means, and I don't mean to be vulgar)
  Matthew
 
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Re: [Audyssey] Another slightly silly version of renderingclient-sidesound effects in a webpage

2010-10-14 Thread Jacob Kruger
Ok, I've now changed that error message to something a bit more politically 
correct.


STay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: matthew shifrin matshif...@aol.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 14, 2010 2:26 PM
Subject: Re: [Audyssey] Another slightly silly version of 
renderingclient-sidesound effects in a webpage



Hi, I tried it on my BrailleNote which is running ie6 for some strange 
reason, and my browser said that shit happened (I have no clue what that 
means, and I don't mean to be vulgar)

Matthew

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Re: [Audyssey] Another slightly silly version of rendering client-side sound effects in a webpage

2010-10-14 Thread shaun everiss
ok, well I am using windows xp pro sp3 with ie6 on a broadband of 
about I think 10mbps.

There is a second before things react on delays but not to bad.
On that note on some other lists some of the jamming programs used 
have this issue with delays etc.

Ofcause the cheap realtech card in my laptop doesn't help matters.
At 12:12 a.m. 15/10/2010, you wrote:
Ok, if you want, you can test/try out the following for me on 
various combinations of operating system, browser, etc.:

http://www.blindza.co.za/RTDrums/

Basically, while this is a form of online drum machine, it's also a 
sort of test for real time sound effects in a dynamic HTML driven 
webpage - which means I could then relatively easily create/render 
certain relatively simple games in a webpage, and while haven't 
gotten around to testing it as of yet, it's also meant to be able to 
make use of, at least left-right panning, volume, etc., so if works 
on many platforms at all (so far only really tested it on my windows 
XP machine with both IE8 and mozilla firefox), it would almost let 
me render at least 2d action type games since it's handling key 
press captures etc., but, until I can test it on a few more 
platforms/combinations, it won't mean much...


Lastly, like it says in the page, it makes use of javascript in 
combination with at least flash 8 or higher.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] My Mota beta 15 impressions

2010-10-14 Thread shaun everiss

well over all I aggree keven the update is a major improvement.
in answer to the next question you'd think there was a logo, there 
may be as there are icons folders but there is just audio.
the bug with the second window that does not do anything calling its 
self toom hunter i same as the other window still exists.

At 12:11 a.m. 15/10/2010, you wrote:

Hello,

I must say that the improvements on beta 15 are drumatic! The panning is
fixed, the new targeting system, faster keyboard input, over all, well
done!
I like the new intro-sound that plays, when you first start the game. I
have a little question about that: Since the field is brighter in the
intro than elsewhere in the game, I wonder if there is some kind of
annimation or logo displayed? Just curious.
Also, I started  a let's play mota audio thing. If you guys would like
that, I could post it up here.

I am really impressed with the new beta.

Kevin


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[Audyssey] suggestions to mota 15

2010-10-14 Thread Matheus r.c. souza
hey thomas and all.
to be onest with you, i didn't liked beta 14 all that much. keyboard
imput wasn't responsive, the game was a bit slow, and some other
problems.
apparently, now most of then are fixed.
however, the main problem is that when i press alt f4 to close the game,
or click in the exit game button it still restarts my computer, even if
i close it with the windows task manager, it's really anoying.
the other suggestion that i have is that you change the laser sight
sound to only pan when you are ready to attack the enemy(in range) cause
it's not good to turn it always on / off, but at the same time it's
irritating to listen for that beep during the entire game.
and the last problem is that when you start the game, clicking in a
difficulty setting and you press escape to skip the intro, it skips it,
but asks you if you really want to exit. this shouldn't happen.
and i want to thank you for adding these warnings when jumping the fire
pits and other traps, it wasn't logical having then just to find out
that you are 3 meters away, move a bit more, check with the v key..
there wasn't action in doing it. much better now.
the laser sight is very precise, i love it, sounds are placed much
better now.
congratulations, great job.

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[Audyssey] playing torn city

2010-10-14 Thread dark
Hi.

I've recently started playing the online crime rpg torn city. The principle 
reason is I tend to be rather busy these days. I realized the reason i was 
enjoying blades of eternity was it's refresh wrate, sinse you have stats 
that increase every five minutes and are full in a couple of hours, so I 
could logue on every couple of hours, do some stuff in the game, then stop, 
get on with things and go on later.

This meant I could advance without having to spend more time than I have.

However, I also realized that blades of eternity was a mod of torn city, and 
sinse Torn city has been around for far longer and has far more to do, I 
thought I ought to try it.

Actually it's proving to be rather fun. The crimes which you do are 
amusingly described,  such as you shop lifting cd's then grinning at 
your accomplishment, only for the cd's to fall out of your top.

The pvp angle isn't actually so bad at all, sinse as in Blades of eternity, 
even if you are attacked and lose, there really aren't too bad consequences, 
sinse you just spend some time in hospital (which you can cut).

Torn city also has lots of fun in terms of exra things to do, such as motor 
racing, or joining a faction and actually committing joint crimes together 
such as kidnapping or robbing a train,  and there are pieceful factions 
(like the one I'm in), who aren't interested in war.

Donation wise, the game is one of the least expensive I've seen, and no 
content is actually restricted at all.

the only real difference is that where none donators get 100 energy 
refilling at a wrate of five every ten minutes, donators get 150 energy 
refilling at a wrate of five every ten minutes, so can do more training in 
the gym, searching the dump for items, attacking other players etc.

Crimes however are done with nerve, which refills at 1 unit every five 
minutes, so both are equal in doing crimes.

I'd actually recommend it, sinse there is a lot to do, and the pace of 
things as I said is really quite relaxed.

people can find a review on audiogames.net, but I'd appreciate it if people 
would use this link http://www.torn.com/rewards.php?offer=introduce sinse 
it's my donator code and I get stuff if you sign up with it.

I'm darkempathy on there if anyone wants to look me up.

All the best,

Dark. 
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Re: [Audyssey] Another slightly silly version of rendering client-side sound effects in a webpage

2010-10-14 Thread Jacob Kruger
You might also notice that after their first rendition, the sounds will be 
quicker playing since I think they sort of get preloaded into the flash 
object, but, yes, it will never be 100%/quite real-time, and, I already 
dropped those sounds down to 24kbps to make them pretty much small enough - 
think they're less than 20kb each.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 14, 2010 9:15 PM
Subject: Re: [Audyssey] Another slightly silly version of rendering 
client-side sound effects in a webpage



ok, well I am using windows xp pro sp3 with ie6 on a broadband of about I 
think 10mbps.

There is a second before things react on delays but not to bad.
On that note on some other lists some of the jamming programs used have 
this issue with delays etc.

Ofcause the cheap realtech card in my laptop doesn't help matters.
At 12:12 a.m. 15/10/2010, you wrote:
Ok, if you want, you can test/try out the following for me on various 
combinations of operating system, browser, etc.:

http://www.blindza.co.za/RTDrums/

Basically, while this is a form of online drum machine, it's also a sort 
of test for real time sound effects in a dynamic HTML driven webpage - 
which means I could then relatively easily create/render certain 
relatively simple games in a webpage, and while haven't gotten around to 
testing it as of yet, it's also meant to be able to make use of, at least 
left-right panning, volume, etc., so if works on many platforms at all (so 
far only really tested it on my windows XP machine with both IE8 and 
mozilla firefox), it would almost let me render at least 2d action type 
games since it's handling key press captures etc., but, until I can test 
it on a few more platforms/combinations, it won't mean much...


Lastly, like it says in the page, it makes use of javascript in 
combination with at least flash 8 or higher.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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[Audyssey] egg hunt and super egg hunt

2010-10-14 Thread michael barnes

Hey what's the different between egg hunt and super egg hunt?
Is this the same game just different versions or completely different 
games which means that two different people made these games?


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Re: [Audyssey] egg hunt and super egg hunt

2010-10-14 Thread Lori Duncan
I don't think Egg hunt is around anymore, but it has really horrible 
synthetic eliquence speach, you walk around and pick up eggs in 3 minutes 
and try to get as many as possible.  Super Egg Hunt is voiced by Liam and 
has you walking around picking up eggs in 3 minutes but at the same time 
trying to dodge MR Evil angry chicken who for some reason isn't pleased to 
see you.  If you pick up clocks you gain extra time to get more eggs.  Hope 
this helps from Lori
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Thursday, October 14, 2010 10:23 PM
Subject: [Audyssey] egg hunt and super egg hunt



Hey what's the different between egg hunt and super egg hunt?
Is this the same game just different versions or completely different 
games which means that two different people made these games?


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Re: [Audyssey] egg hunt and super egg hunt

2010-10-14 Thread dark

The same person, liam urven made both games.

they have a similar formular and style, but slightly different rules and 
different objects and sounds.


Try the both of them and you'll see.

Beware the Grue!

Dark.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Thursday, October 14, 2010 10:23 PM
Subject: [Audyssey] egg hunt and super egg hunt



Hey what's the different between egg hunt and super egg hunt?
Is this the same game just different versions or completely different 
games which means that two different people made these games?


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Re: [Audyssey] suggestions to mota 15

2010-10-14 Thread Thomas Ward
Hi,
Thanks for the bug reports. I'll do what I can to fix them as soon as possible.

On 10/17/10, Matheus r.c. souza an...@bol.com.br wrote:
 hey thomas and all.
 to be onest with you, i didn't liked beta 14 all that much. keyboard
 imput wasn't responsive, the game was a bit slow, and some other
 problems.
 apparently, now most of then are fixed.
 however, the main problem is that when i press alt f4 to close the game,
 or click in the exit game button it still restarts my computer, even if
 i close it with the windows task manager, it's really anoying.
 the other suggestion that i have is that you change the laser sight
 sound to only pan when you are ready to attack the enemy(in range) cause
 it's not good to turn it always on / off, but at the same time it's
 irritating to listen for that beep during the entire game.
 and the last problem is that when you start the game, clicking in a
 difficulty setting and you press escape to skip the intro, it skips it,
 but asks you if you really want to exit. this shouldn't happen.
 and i want to thank you for adding these warnings when jumping the fire
 pits and other traps, it wasn't logical having then just to find out
 that you are 3 meters away, move a bit more, check with the v key..
 there wasn't action in doing it. much better now.
 the laser sight is very precise, i love it, sounds are placed much
 better now.
 congratulations, great job.

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Re: [Audyssey] playing torn city

2010-10-14 Thread Ian McNamara
Hi might give this a try sounds pritty interesting. 

Ian McNamara

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Re: [Audyssey] Problem with sapi voices of my games

2010-10-14 Thread Jim Kitchen

Hi Jorge,

In control panel, speech, text to speech, which voice is set as your computer's 
default voice?  If it is the ESpeak voice that may be the problem.  Change it 
to one of the free Microsoft voices or another sapi5 voice.  Someone else just 
had the same problem with the ESpeak voice.

HTH

BFN

Jim

No I am not talking to myself again, I am talking to the voices.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] mota beta 15

2010-10-14 Thread Thomas Ward
Hi Shaun,
Yes, there is a boarder around the spikes. If you are walking and here
a metal clank, clank, clank sound you are probably near a spike trap.

On 10/14/10, shaun everiss sm.ever...@gmail.com wrote:
 Hi tom.
 Well just ran your beta.
 there is good news and bad news.
 Good news.
 The first thing is that panning works, ok its not 2d panning but I
 can actually use it, things are not dead on but its not really that
 noticeable.
 The target sight really works well except if you run.
 sometimes if a monster is to close it will not target with fists
 unless you get real close and move round a bit.
 The logo is real cool.
 Now for the bugs.
 The first is that when you push esc to pass the intro the game asks
 to exit and you have to answer n and then on every other time like
 level2 its ok.
 At least on my system the game still has the lets lock up windows and
 force me to restart the pc issue.
 This version sounds real good, better than beta 13 or 14.
 this version is faster though you can't run and pick up stuff not
 that you want to anyway because the target does not detect everything.
 I like the borders around fire pits.
 is this true around spikes?



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Re: [Audyssey] Problem with objects in Mota Beata 15

2010-10-14 Thread Thomas Ward
Hi Lori,
The issue with picking up items at the same time as running is do to
the way SFML handles input. it ddoesn't allow you to press and hold as
many keys at the same time as DirectX. I'm forced to conclude I am
going to have to create and produce two completely different versions
of the game. One that uses Windows specific APIs and one that uses
Linux APIs. People aren't going to get off my case about SFML nnot
acting like DirectX this or that until I give them DirectX.
As for everything going all weird on exit I'm working on that problem.
For some unknown reason the game blue screens on exit on some systems.
Again I can fix the problem for certain, but have to go back to the
Win32 API to do it. Blast Microsoft and their proprietary Windows
garbage anyway.

On 10/14/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Tom and everyone.  I just downloaded the new beata and impressed with the
 improvements, especially borders on firepits.  I'm finding though I can't
 seem to pick up objects while running.  I used to be able to run along and
 pick things up with enter, but that's not happening now.  Is this happening
 to anyone else?  Also when I exited the game all the music and speach seemed
 to go a bit jumpy like a cd with a scratch and i had to shut down the
 computer and reboot.  Hope this gets sorted, other than that the beata is
 great, I like having the targeting scope.
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Re: [Audyssey] playing torn city

2010-10-14 Thread dark
It is surprisingly fun, particularly in the number of things you can do, but 
as I said, what is nice is you don't need to be online constantly but can 
just check in every so often.


Beware the Grue!

Dark.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 14, 2010 11:30 PM
Subject: Re: [Audyssey] playing torn city



Hi might give this a try sounds pritty interesting.

Ian McNamara

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Re: [Audyssey] MOTA Linux Installation Methods

2010-10-14 Thread Henning Oschwald
Hi Thomas,

On So, Sep 26 2010, Thomas Ward wrote:

 For the past two months or so I have been engaged in modifying the
 Genesis Engine, and have created a cross-platform version called Open
 G3D which is Mac OS and Linux compatible.

Thanks a lot, this is awesome news.

Since I'm a full-time Linux user I'm usually not willing to spend money
for Windows-only audio games and I am playing audio games quite rarely
at all.

I like MOTA and can't wait until the linux version becomes available.

Since I am using Gentoo, I would like the game to become available as a
tarball or as a Makeself executable. However a deb package won't prevent
me from installing the game. :-)

cheers and thanks again

  Henning


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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-14 Thread Johnny Tai
Actually, my mistake on tekken 6, in fact, 5 and 6 are ok in the music 
department, but 3...now I just can't stand that one, 4 wasn't much better.
Really disliked the tracks for marvel verses capcom II as well for some 
reason.
Street fighter has always been quite good in the sound department- although, 
the earlier games had no sound when a character moves.
Overall I prefer SNK fighting games over capcom, but that's just my 
preference in character design more than anything gameplay related.

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:

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http://www.cdbaby.com/thecat

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http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

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Visit: cyberassault.org
PORT: 1
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 9:14 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



Partly it's just getting used to it.

Did you just say teken 6 has trashy music? Oh my... that's an opinion I 
disagree with. But I'll keep that to myself. Some of the best tracks are 
from that game. lol.


I think it depends on the game. Soul Calibur 4, for example, is a bit more 
slow and mythodical. It's not so much about today's games... it's about 
the pace of the particular game. Street Fighter 4, if you listen to it, 
has a sound unique to each attack. Whether it's a light, medium or heavy 
punch, there's a different sound. The same applies to the kicks. Add in 
sounds for your special meters, and you've got about as much detail as 
it's possible to get from pure audio and no vision. lol.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 4:44 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


That's one of my main complaints when comparing today's games: 
PS2/3/Xbox/etc, to the ealrier ps1 and beyond games. Granted audio and 
visual have progressed far, but I've seen so many games now that to me 
anyway, just sound like a jumbled mess- this, when coupled with loud and 
trashy music in the background- TEKKEN 6, I'm looking at you, makes 
playing a practice in headache for the older gamers.
I love the soul calibur series to death, but I had a heck of a time 
getting used to Soul Calibur 3- music's lovely, but the fight sounds 
jumble so much that often one can't even tell for sure what just happened 
lol.
So yes, granted the soul blade game, older and alot uglier and slower by 
comparison, but at least one can follow every move as it happens without 
needing a slow replay.


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

Watch our videos at:

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

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

Check out 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

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.

Visit: cyberassault.org
PORT: 1
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 3:39 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


Yeah. Unfortunately for the people who can't follow games that go too 
fast, this one might be out. The pace has picked up drasticaly since the 
first game... even marvel vs. Capcom 2 was nuts.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 12:09 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


I find it a bit chaotic- almost like 4 

Re: [Audyssey] Problem with objects in Mota Beata 15

2010-10-14 Thread Karl Belanger
Please don't do that. We've been waiting long enough for this game, and
you've put more than enough blood sweat and tears into this, and I'd hate to
see it delayed further. I don't mind the keyboard behavior, and the borders
and site fix the sound issues. I think why people are complaining about
various things is that they do not realize that different libraries means
different behavior, and when they encounter this different behavior in game
they think it's a bug. I think if you simply put something like The SFML
Libraries do not allow as many simultaneous key presses as DirectX did,
meaning it is not possible to run and pick up items. Would have made people
aware that this is, in fact not a bug, but just a different way of doing
things.
Again, please do not do yet another rewrite of things, causing more delays,
just to make a few people happy.
Karl
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, October 14, 2010 7:50 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Problem with objects in Mota Beata 15

Hi Lori,
The issue with picking up items at the same time as running is do to
the way SFML handles input. it ddoesn't allow you to press and hold as
many keys at the same time as DirectX. I'm forced to conclude I am
going to have to create and produce two completely different versions
of the game. One that uses Windows specific APIs and one that uses
Linux APIs. People aren't going to get off my case about SFML nnot
acting like DirectX this or that until I give them DirectX.
As for everything going all weird on exit I'm working on that problem.
For some unknown reason the game blue screens on exit on some systems.
Again I can fix the problem for certain, but have to go back to the
Win32 API to do it. Blast Microsoft and their proprietary Windows
garbage anyway.

On 10/14/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Tom and everyone.  I just downloaded the new beata and impressed with
the
 improvements, especially borders on firepits.  I'm finding though I can't
 seem to pick up objects while running.  I used to be able to run along and
 pick things up with enter, but that's not happening now.  Is this
happening
 to anyone else?  Also when I exited the game all the music and speach
seemed
 to go a bit jumpy like a cd with a scratch and i had to shut down the
 computer and reboot.  Hope this gets sorted, other than that the beata is
 great, I like having the targeting scope.
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Re: [Audyssey] Problem with objects in Mota Beata 15

2010-10-14 Thread Thomas Ward
Hi Karl,
Well, if it was just the keyboard input problem I'd probably just
leave it well enough alone. However, as it happens we do have more
serious issues like the game crashing on exit on Windows systems, but
not on Linux. As I have tried figuring out a solution for this I don't
know I can fix it using the current game engine. I do know that the
Windows engine, beta 13 used, worked pretty well all things
considered.
So if I do create a Windos specific version and a linux specific
version it wouldn't necessarily be a major rewrite. It would simply
require updating the Windows engine to use some extra
functions/features I added to the cross-platform engine and recompile
it. Of course, the Windows code for the game would need to be updated
too, and that could be probably done in two/three days. Inside of a
couple of weeks of work I could basically have two different builds of
the game each using native game APIs for the intended platform. This
is possible because the Genesis Engine is very object oriented  in
that all of the real work is done using internal classes.
In short, what I am saying is that the functions etc MOTA uses are all
generic classes and functions built into the engine itself. If you
tell it something like
g_audio.SoundPlay (PLAYER_PUNCH, false);
it doesn't really matter if the engine is using DirectSound, XAudio2,
or OpenAL because the audio class provides a high-level interface to
whatever sound API is being used by the engine. That generic/object
oriented interface therefore allows me to port code rapidly between
platforms and even APIs if I write the code right. Make sense?

Cheers!


On 10/14/10, Karl Belanger karl.belan...@comcast.net wrote:
 Please don't do that. We've been waiting long enough for this game, and
 you've put more than enough blood sweat and tears into this, and I'd hate to
 see it delayed further. I don't mind the keyboard behavior, and the borders
 and site fix the sound issues. I think why people are complaining about
 various things is that they do not realize that different libraries means
 different behavior, and when they encounter this different behavior in game
 they think it's a bug. I think if you simply put something like The SFML
 Libraries do not allow as many simultaneous key presses as DirectX did,
 meaning it is not possible to run and pick up items. Would have made people
 aware that this is, in fact not a bug, but just a different way of doing
 things.
 Again, please do not do yet another rewrite of things, causing more delays,
 just to make a few people happy.
 Karl
 Karl

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[Audyssey] Test

2010-10-14 Thread Hayden Presley
Hello,

Please do not reply to this message, it is merely a test.

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Re: [Audyssey] playing torn city

2010-10-14 Thread Hayden Presley
Hi Dark,
Hmmm...this soundsinteresting. I'm liking what I see so far in Blade of
Eternity, though I haven't done much. My only criticism is there seemstobe
no over all goal to it.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, October 14, 2010 2:42 PM
To: Gamers@audyssey.org
Subject: [Audyssey] playing torn city

Hi.

I've recently started playing the online crime rpg torn city. The principle 
reason is I tend to be rather busy these days. I realized the reason i was 
enjoying blades of eternity was it's refresh wrate, sinse you have stats 
that increase every five minutes and are full in a couple of hours, so I 
could logue on every couple of hours, do some stuff in the game, then stop, 
get on with things and go on later.

This meant I could advance without having to spend more time than I have.

However, I also realized that blades of eternity was a mod of torn city, and

sinse Torn city has been around for far longer and has far more to do, I 
thought I ought to try it.

Actually it's proving to be rather fun. The crimes which you do are 
amusingly described,  such as you shop lifting cd's then grinning at 
your accomplishment, only for the cd's to fall out of your top.

The pvp angle isn't actually so bad at all, sinse as in Blades of eternity, 
even if you are attacked and lose, there really aren't too bad consequences,

sinse you just spend some time in hospital (which you can cut).

Torn city also has lots of fun in terms of exra things to do, such as motor 
racing, or joining a faction and actually committing joint crimes together 
such as kidnapping or robbing a train,  and there are pieceful factions 
(like the one I'm in), who aren't interested in war.

Donation wise, the game is one of the least expensive I've seen, and no 
content is actually restricted at all.

the only real difference is that where none donators get 100 energy 
refilling at a wrate of five every ten minutes, donators get 150 energy 
refilling at a wrate of five every ten minutes, so can do more training in 
the gym, searching the dump for items, attacking other players etc.

Crimes however are done with nerve, which refills at 1 unit every five 
minutes, so both are equal in doing crimes.

I'd actually recommend it, sinse there is a lot to do, and the pace of 
things as I said is really quite relaxed.

people can find a review on audiogames.net, but I'd appreciate it if people 
would use this link http://www.torn.com/rewards.php?offer=introduce sinse 
it's my donator code and I get stuff if you sign up with it.

I'm darkempathy on there if anyone wants to look me up.

All the best,

Dark. 
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Re: [Audyssey] mota beta 15

2010-10-14 Thread shaun everiss

yeah I like those.
I can step on a metal, jump, etc.
if ever I hit some new spikes in another level when I get the game, I 
will have to view those again so I can get the pattern but then I can 
walk then go for it.

At 12:41 p.m. 15/10/2010, you wrote:

Hi Shaun,
Yes, there is a boarder around the spikes. If you are walking and here
a metal clank, clank, clank sound you are probably near a spike trap.

On 10/14/10, shaun everiss sm.ever...@gmail.com wrote:
 Hi tom.
 Well just ran your beta.
 there is good news and bad news.
 Good news.
 The first thing is that panning works, ok its not 2d panning but I
 can actually use it, things are not dead on but its not really that
 noticeable.
 The target sight really works well except if you run.
 sometimes if a monster is to close it will not target with fists
 unless you get real close and move round a bit.
 The logo is real cool.
 Now for the bugs.
 The first is that when you push esc to pass the intro the game asks
 to exit and you have to answer n and then on every other time like
 level2 its ok.
 At least on my system the game still has the lets lock up windows and
 force me to restart the pc issue.
 This version sounds real good, better than beta 13 or 14.
 this version is faster though you can't run and pick up stuff not
 that you want to anyway because the target does not detect everything.
 I like the borders around fire pits.
 is this true around spikes?



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