Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread Jacob Kruger

SoundRTS you can play over a network, and it has graphics that can be turned
on, so while not too sure how well it would work over the 'net, you could
set up a form of LAN gaming with VI and sighted guys playing things like it
and topspeed against each other...?

Aside from that, there are so many versions of warcraft, starcraft,
etc. etc. out there, and it's just relatively similar to one of the original
warcrafts I played a long time ago.

Stay well

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

- Original Message - 
From: Mike Reiser blindgu...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:20 AM
Subject: Re: [Audyssey] for all developers, possible games to consider for
the future?



 What's the difference between sound rts and wow?  I'd love to see online
playabilityeither with blind or sighted either one.

Just ready for something different.

Mike

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread Harmony Neil
I like the idea of using sound and graphics, so the games can be played by
everyone, whether they are blind or sighted.  The problem is though that
games can be hard to make when you start including both sound and graphics.
Audio games are pretty easy to make, but you've got more work to do with
making the graphics move and stuff.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mike Reiser
Sent: 17 October 2010 23:22
To: Gamers Discussion list
Subject: Re: [Audyssey] re- to all developers, possible games to consider
for the future?

  I have entoombed and love it, however I want something more first 
person, more real time based and not turn based.

Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread Harmony Neil
I used to like the games that you could get for the old braille lites that
Blazy made. They were cool. Mind you, I ended up taking most of them off
because I didn't really know how to play solitaire and the chess thing. I
did like hangman and the one where you shoot the monsters and stuff. I used
to play those games all the time. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 18 October 2010 03:38
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] for all developers, possible games to consider for
the future?

Hi,
I actually have a copy of that one that runs under the Legacy notetakers
from Blazie, though it seems to be impossible to shoot anything...either
that, or I'm reaaallly slow.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, October 17, 2010 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] for all developers, possible games to consider for
the future?

I must confess, I've never played it, but with all the talk about the game, 
i might see if I can dig out the doss version and see if I can get it to 
cooperate with xp the way games like fallthru do.

beware the Grue!

Dark.
- Original Message - 
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 17, 2010 8:11 PM
Subject: Re: [Audyssey] for all developers,possible games to consider for 
the future?


 Oregon trail would be a ton ton ton of fun.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Chastity MORSE
 Sent: Sunday, October 17, 2010 2:10 PM
 To: Gamers Discussion list
 Subject: [Audyssey] for all developers,possible games to consider for the
 future?

 Hey, I've a few suggestions for those that are good at developing games,
 which I'm not as I'm still working on learning the gaming code.
 I am wondering if anyone has thought of trying some sort of versions of 
 the
 following in an audio format?

 Mario Brothers game, the original since its probably the easiest you could
 still jump over the bad creatures and instead of stomping on them to kill
 them, shoot them, gain different weapons through different levels and
 accumulate points to gain extra lives. Collect coins/gold for points, jump
 lava pits, climb ladders, I don't know something like that

 checkers
 basic checkers on standard square board where each person tries to get to
 the other side of the board to get kinged and then they try to take out 
 the
 opponents pieces to win

 my yong/majong
 I don't know how this is really spellt, but it's a tile game with numbers
 and symbols in colors that have to be matched or something, not to sure of
 the concept quite yet

 The last two might be good projects for kitchensink or spoonbill software
 games?

 trivial pursuit
 go around the board answering questions, but if you land on a pie wedge
 question you have to guess that right to get your pie wedge color and game
 continues until you fill your entire pie, can't remember 5 or 6 slices.
 Questions are random, but divided into categories like science, health,
 history and so on. Roll of dice determines how far your piece moves over 
 the
 board. Could use the monopoly dice concept along with triva questions with
 multiple choice answers.

 Otholo
 similar to checkers in basic concept in a square board divided into 
 squares.
 Each player has 32 pieces one person white, one black. Haven't played in a
 while, but I think object is to get all your pieces across to other side 
 of
 board and turned over.

 backgammon
 another board game with round pieces to move across, but can't remember
 concept of this one, I think no dice though, so like checkers in that way.

 oregon trail
 remember the ole classroom game most of us probably played as kids, well
 that's the one. This probably could be done with a mix of text, sounds and
 action. Text for picking your equiptment and reading the panels of what
 happens along the trail. Sound for the nature, indians, guns shooting,
 horses and whatever else could make sound. Action by shooting the deer,
 turkeys and fishing.

 there was another one, but can't think of it right now.
 Anyway, thought I'd just mention these in case anyone's interested.
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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread Harmony Neil
Topspeed 2 would be cool with graphics.  So many people look at audio games
and see not a lot on the screen and wonder what on earth we're doing makes
me laugh. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: 18 October 2010 06:52
To: Gamers Discussion list
Subject: Re: [Audyssey] for all developers, possible games to consider for
the future?

SoundRTS you can play over a network, and it has graphics that can be turned
on, so while not too sure how well it would work over the 'net, you could
set up a form of LAN gaming with VI and sighted guys playing things like it
and topspeed against each other...?

Aside from that, there are so many versions of warcraft, starcraft,
etc. etc. out there, and it's just relatively similar to one of the original
warcrafts I played a long time ago.

Stay well

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

- Original Message - 
From: Mike Reiser blindgu...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:20 AM
Subject: Re: [Audyssey] for all developers, possible games to consider for
the future?


  What's the difference between sound rts and wow?  I'd love to see online
 playabilityeither with blind or sighted either one.

 Just ready for something different.

 Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread dark
Yep, they unfortunately split up after making treasuremania, which was a 
great shame sinse they really had potential in what they were doing and 
every game they created got better.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:35 AM
Subject: Re: [Audyssey] for all developers,possible games to consider for 
the future?



I don't even think Lighttech is developing anymore either. I've certainly 
heard nothing from them since I believe Blankblock.

We are the Knights who say...Ni!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 17, 2010 5:07 PM
Subject: Re: [Audyssey] for all developers,possible games to consider for 
the future?



also remember, that Dragonslayer games was run and the developement 
carried out by a pretty young starting developer.


it's entirely possible that he may have come up with a more realistic and 
playable version, and indeed some better constructed games after gaining 
some experience,  much the way both Lighttech interactive and rs 
games have, going from simple affairs to quite complex and extremely 
worth while titles.


Sadly, last I heard the chap from dragonslayer had pretty much packed in 
any thoughts of playing or developing audio games at all, so we'll 
probably have to wait on someone like Tom.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 17, 2010 11:24 PM
Subject: Re: [Audyssey] for all developers,possible games to consider for 
the future?



An audio Mario game was attempted but to be quite frank it was a flop 
since the developer went about it entirely the wrong way. He had it set 
up so that the enemies would make a sound five steps from you. So then 
you'd have to move four more steps in order to get close enough to kill 
them so the gameplay just didn't work. Then he made the mistake of using 
Midi music files which don't lend themselves well to use in games since 
they don't loop well. So when the Midi file for the current level ended 
there would be a brief pause while it reloaded and the game would hang 
during that time, usually just long enough for you to die. And if I'm 
not mistaken all the other ideas you've suggested have been attempted in 
some form or another.

We are the Knights who say...Ni!
- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Sunday, October 17, 2010 1:09 PM
Subject: [Audyssey] for all developers,possible games to consider for 
the future?



Hey, I've a few suggestions for those that are good at developing 
games, which I'm not as I'm still working on learning the gaming code.
I am wondering if anyone has thought of trying some sort of versions of 
the following in an audio format?


Mario Brothers game, the original since its probably the easiest
you could still jump over the bad creatures and instead of stomping on 
them to kill them, shoot them, gain different weapons through different 
levels and accumulate points to gain extra lives. Collect coins/gold 
for points, jump lava pits, climb ladders, I don't know something like 
that


checkers
basic checkers on standard square board where each person tries to get 
to the other side of the board to get kinged and then they try to take 
out the opponents pieces to win


my yong/majong
I don't know how this is really spellt, but it's a tile game with 
numbers and symbols in colors that have to be matched or something, not 
to sure of the concept quite yet


The last two might be good projects for kitchensink or spoonbill 
software games?


trivial pursuit
go around the board answering questions, but if you land on a pie wedge 
question you have to guess that right to get your pie wedge color and 
game continues until you fill your entire pie, can't remember 5 or 6 
slices. Questions are random, but divided into categories like science, 
health, history and so on. Roll of dice determines how far your piece 
moves over the board. Could use the monopoly dice concept along with 
triva questions with multiple choice answers.


Otholo
similar to checkers in basic concept in a square board divided into 
squares. Each player has 32 pieces one person white, one black. Haven't 
played in a while, but I think object is to get all your pieces across 
to other side of board and turned over.


backgammon
another board game with round pieces to move across, but can't remember 
concept of this one, I think no dice though, so like checkers in that 
way.


oregon trail
remember the ole classroom game most of us probably played as kids, 
well that's the one. This probably could be done with a mix of text, 
sounds and action. Text for picking your equiptment and reading the 

Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread dark
I must admit I appreciate audio games with graphics, sinse I can play them 
much as I do most everything else in my life, with a combination of things.


thus far though, while some games such as the gma engine, time of conflict 
and sound rts have minimal, reference type graphics, these are not even up 
to nes standard,  though as these are intended as audio games anyway and 
the graphics are merely an extra add on I don't particularly mind, nor do i 
expect full and complete graphics.


the only audio games I know with total graphics support are those from code 
factory, which use cartoony type graphics and highlighted menues, and of 
course Terraformers, which imho does the best job of audio graphical fusion 
(there's a mention of my remarks on this on their web page).


but graphics programmming is it's own artform, requires as much, if not more 
work than audio sound design, and probably increases developement time and 
trouble of any game by a factor of ten!


I'm not saying that it's impossible for an audio game to have useable 
graphics, obviously terraformers proved the point, only that it would take a 
huge amount of extra work.


Pluss of course, I actually think some audio games get a lot out of being 
just audio, such as the atmospherics in shades of doom, or the exploration 
aspect of packman. I actually find audio packman far more fun to play than 
graphical packman, sinse rather than seeing the hole maze and running around 
it, you only get to know the part of the maze immediately around you, and 
must use memory and logic as well as quick reflexes.


Beware the Grue!

Dark. 



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Re: [Audyssey] for all developers

2010-10-18 Thread Jim Kitchen

possible games to consider for the future?

Hi Chastity,

To make a trivial pursuit game one would need a large data base of trivia 
questions and answers.  One could probably buy such a data base or if you had 
the trivial pursuit game and all of the different sets of cards and could read 
them and type them in.  That is actually how I made the board games of Life and 
Monopoly.

BFN

Jim

Data, you ARE fully functional, aren't you?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread Kevin Weispfennig
Hi,

Moosic is weird, I still have it. In fact you could just jump over the 
whole level without doing anything. You just would have to watch out  
where you come back down to finish the level. 
Kevin
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 16:34:56 +1300
Subject: Re: [Audyssey] for all developers, possible games to consider  for 
the future?

 actually there was a game now dead called moosic but I never got round 
that.
 would be cool if the game used the spc nes files or something, or 
 mp3s of the nentendo files.
 duckhunt sounds exactly like its game system.
 At 11:24 a.m. 18/10/2010, you wrote:
 An audio Mario game was attempted but to be quite frank it was a 
 flop since the developer went about it entirely the wrong way. He 
 had it set up so that the enemies would make a sound five steps from 
 you. So then you'd have to move four more steps in order to get 
 close enough to kill them so the gameplay just didn't work. Then he 
 made the mistake of using Midi music files which don't lend 
 themselves well to use in games since they don't loop well. So when 
 the Midi file for the current level ended there would be a brief 
 pause while it reloaded and the game would hang during that time, 
 usually just long enough for you to die. And if I'm not mistaken all 
 the other ideas you've suggested have been attempted in some form or 
another.
 We are the Knights who say...Ni!
 - Original Message - From: Chastity MORSE 
chastitymo...@msn.com
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Sunday, October 17, 2010 1:09 PM
 Subject: [Audyssey] for all developers,possible games to consider 
 for the future?
 
 
 Hey, I've a few suggestions for those that are good at developing 
 games, which I'm not as I'm still working on learning the gaming code.
 I am wondering if anyone has thought of trying some sort of 
 versions of the following in an audio format?
 
 Mario Brothers game, the original since its probably the easiest
 you could still jump over the bad creatures and instead of stomping 
 on them to kill them, shoot them, gain different weapons through 
 different levels and accumulate points to gain extra lives. Collect 
 coins/gold for points, jump lava pits, climb ladders, I don't know 
 something like that
 
 checkers
 basic checkers on standard square board where each person tries to 
 get to the other side of the board to get kinged and then they try 
 to take out the opponents pieces to win
 
 my yong/majong
 I don't know how this is really spellt, but it's a tile game with 
 numbers and symbols in colors that have to be matched or something, 
 not to sure of the concept quite yet
 
 The last two might be good projects for kitchensink or spoonbill 
 software games?
 
 trivial pursuit
 go around the board answering questions, but if you land on a pie 
 wedge question you have to guess that right to get your pie wedge 
 color and game continues until you fill your entire pie, can't 
 remember 5 or 6 slices. Questions are random, but divided into 
 categories like science, health, history and so on. Roll of dice 
 determines how far your piece moves over the board. Could use the 
 monopoly dice concept along with triva questions with multiple choice 
answers.
 
 Otholo
 similar to checkers in basic concept in a square board divided into 
 squares. Each player has 32 pieces one person white, one black. 
 Haven't played in a while, but I think object is to get all your 
 pieces across to other side of board and turned over.
 
 backgammon
 another board game with round pieces to move across, but can't 
 remember concept of this one, I think no dice though, so like 
 checkers in that way.
 
 oregon trail
 remember the ole classroom game most of us probably played as kids, 
 well that's the one. This probably could be done with a mix of 
 text, sounds and action. Text for picking your equiptment and 
 reading the panels of what happens along the trail. Sound for the 
 nature, indians, guns shooting, horses and whatever else could make 
 sound. Action by shooting the deer, turkeys and fishing.
 
 there was another one, but can't think of it right now.
 Anyway, thought I'd just mention these in case anyone's interested.
 ---
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 gamers-unsubscr...@audyssey.org.
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 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] Super Tennis Gamers Reunite!

2010-10-18 Thread David Chung
Hi friends, this is David from Los Angeles.
I am noticing that the Super Tennis server is mostly being neglected
by many gamers.
I think Vip Gameszone did a fantastic job in creating this game and we
should enjoy it a bit more.
So, here is my idea.
I believe that one of the many reasons that Super Tennis is being
neglected is because  we do not know who to play with.
Would all of you who have a super tennis key reply to this thread with
your name, e-mail address, and user id so that we can bring Super
Tennis back to life?
Here is mine.
David Chung
chara...@gmail.com
Charis
I hope to see you on the courts soon!
Ciao,
David

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Re: [Audyssey] Super Tennis Gamers Reunite!

2010-10-18 Thread Angellko21
Write me back and we can play together:)
- Original Message - 
From: David Chung davidcsphdsee...@gmail.com
To: gamers gamers@audyssey.org
Sent: Monday, October 18, 2010 1:27 PM
Subject: [Audyssey] Super Tennis Gamers Reunite!


 Hi friends, this is David from Los Angeles.
 I am noticing that the Super Tennis server is mostly being neglected
 by many gamers.
 I think Vip Gameszone did a fantastic job in creating this game and we
 should enjoy it a bit more.
 So, here is my idea.
 I believe that one of the many reasons that Super Tennis is being
 neglected is because  we do not know who to play with.
 Would all of you who have a super tennis key reply to this thread with
 your name, e-mail address, and user id so that we can bring Super
 Tennis back to life?
 Here is mine.
 David Chung
 chara...@gmail.com
 Charis
 I hope to see you on the courts soon!
 Ciao,
 David

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Re: [Audyssey] Super Tennis Gamers Reunite!

2010-10-18 Thread Harmony Neil
I thought super tennis was just a single player game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of David Chung
Sent: 18 October 2010 12:27
To: gamers
Subject: [Audyssey] Super Tennis Gamers Reunite!

Hi friends, this is David from Los Angeles.
I am noticing that the Super Tennis server is mostly being neglected
by many gamers.
I think Vip Gameszone did a fantastic job in creating this game and we
should enjoy it a bit more.
So, here is my idea.
I believe that one of the many reasons that Super Tennis is being
neglected is because  we do not know who to play with.
Would all of you who have a super tennis key reply to this thread with
your name, e-mail address, and user id so that we can bring Super
Tennis back to life?
Here is mine.
David Chung
chara...@gmail.com
Charis
I hope to see you on the courts soon!
Ciao,
David

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Re: [Audyssey] Super Tennis Gamers Reunite!

2010-10-18 Thread Kevin Weispfennig
Hi,

No, crazy tennis is the offline game, super tennis is online.

Kevin

- Original Message -
From: Harmony Neil harmon...@googlemail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Mon, 18 Oct 2010 12:37:42 +0100
Subject: Re: [Audyssey] Super Tennis Gamers Reunite!

 I thought super tennis was just a single player game.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of David Chung
 Sent: 18 October 2010 12:27
 To: gamers
 Subject: [Audyssey] Super Tennis Gamers Reunite!
 
 Hi friends, this is David from Los Angeles.
 I am noticing that the Super Tennis server is mostly being neglected
 by many gamers.
 I think Vip Gameszone did a fantastic job in creating this game and we
 should enjoy it a bit more.
 So, here is my idea.
 I believe that one of the many reasons that Super Tennis is being
 neglected is because  we do not know who to play with.
 Would all of you who have a super tennis key reply to this thread with
 your name, e-mail address, and user id so that we can bring Super
 Tennis back to life?
 Here is mine.
 David Chung
 chara...@gmail.com
 Charis
 I hope to see you on the courts soon!
 Ciao,
 David
 
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[Audyssey] Max Shrapnell

2010-10-18 Thread NIcol
HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to distribute it
for free,  is it possible to download it somewhere?
Many thanks for any help.


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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread william lomas
didin't even get released though the bastard has my money for it

On Oct 18, 2010, at 3:01 PM, NIcol wrote:

 HI list
 Where can I download Max Shrapnell?
 There is no link on audiogames.net and pcsgames.net.
 Is it still available for purchase?
 If it is abandon whare, and if James  North gave permission to distribute it
 for free,  is it possible to download it somewhere?
 Many thanks for any help.
 
 
 ---
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Kevin Weispfennig
Hi,


That is kind of sad. I wouldn't actually never do preorders for something 
that isn't even released yet. I would wait uintil beta or osmething until 
I would take pre-orders, because then it is fact that the thing will most 
likely be released.

Kevin

- Original Message -
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 15:04:24 +0100
Subject: Re: [Audyssey] Max Shrapnell

 didin't even get released though the bastard has my money for it
 
 On Oct 18, 2010, at 3:01 PM, NIcol wrote:
 
  HI list
  Where can I download Max Shrapnell?
  There is no link on audiogames.net and pcsgames.net.
  Is it still available for purchase?
  If it is abandon whare, and if James  North gave permission to 
distribute it
  for free,  is it possible to download it somewhere?
  Many thanks for any help.
  
  
  ---
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gamers-unsubscr...@audyssey.org.
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list,
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Re: [Audyssey] Problem with objects in Mota Beata 15

2010-10-18 Thread Karl Belanger
It does make sense, and I'm glad to hear that it's not a major rewrite. I
just didn't want to have the game pushed back a couple more months because
some people couldn't get used to a somewhat different keyboard and sound
handling. I personally have not experienced any system restarts on exit with
my Windows 7 machine, but I do see how that is a fairly major annoyance.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, October 14, 2010 9:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Problem with objects in Mota Beata 15

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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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Karl Belanger
Speaking of vanishing platforms, they are one thing I have always wished
there was a way to add into MOTA. For realism, maybe you could have them be
rock slabs that slide back into the wall at certain times. Also, the items
always spawn at the same spot in a room. In other words, the items may
appear anywhere in the room, but both of them always appear together.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 16, 2010 9:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

Hi,
Agreed. One of the things I liked about Montezuma's Revenge before I
gave up that project do to copyrights is that a lot of items such as
juels could be in rather difficult places to get at. You might have to
climb up a rope and swing off to catch it in mid air, or a bunch of
them might be suspended over an open pit or something. Vanishing
platforms etc were a nice touch as well. Many of those little touches
were introduced into several mainstream games that came after
Montezuma's Revenge.
So if we have falling items over pits or having to jump up to grab
something makes it more fun in my book. The more difficult and
challenging the item is to get the more fun the game is. It gives it
something extra in replay value.

Smile.


On 10/16/10, dark d...@xgam.org wrote:
 I agree ryan items appearing over pits deffinately adds variety and
 challenge to the game., it's also similar to many mainstream games where
 you'd have to grab items over dangerous drops.

 If any change should be made, i'd suggest the possibilitiy of getting
 something better from a pit falling item thus giving players more
insentive
 to grab them.

 Beware the grue!

 Dark.

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Re: [Audyssey] Q9 change log again

2010-10-18 Thread Karl Belanger
Do you know if or when you will be adding score posting?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Sunday, October 17, 2010 1:19 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 change log again

Hi gang,

Thank you for all the great suggestions! I have implemented a few of them.
The change log now looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Added: Some enemies can now fall into pits.
Added: Randomly appearing Mini Demons in the boss battle.
Changed: The club can now attack slightly faster.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra rocks
and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new game,
if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they now
fail to affect the bats at all as they can fly above them.

I think this is all I'll do for this 1.2 release, but if the majority of you
are in favor of a future paid upgrade then I would seriously consider
revamping and adding a bunch of other things as well.

Kind regards,

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

2010-10-18 Thread Johnny Tai
I would say I'm more in the um, retired catagory since the newest machine I 
have atm is my PSP heh- but indeed, I've been gaming since...1989- I 
remember playing street fighter 2 when it came out- at the arcade!
Talk about sound issues lol, most of the fighters sounded the same in that 
one- I think they only had like 3 sets of voice files they used between 
fighters. At least Blanka got his very own sounds rofl.
Though Soul Blade is rather old and a tad on the slow side, to me it is 
still one of the best fighting games- I tend to like fighting games that's 
medieval and focuses on timing. Also Soul Blade has completely vocalized 
endings unlike alot of fighting games- King of Fighters, here's looking at 
ya.

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.
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Visit: cyberassault.org
PORT: 1
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Bryan Peterson

Actually they don't.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 9:10 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Speaking of vanishing platforms, they are one thing I have always wished
there was a way to add into MOTA. For realism, maybe you could have them 
be

rock slabs that slide back into the wall at certain times. Also, the items
always spawn at the same spot in a room. In other words, the items may
appear anywhere in the room, but both of them always appear together.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 16, 2010 9:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

Hi,
Agreed. One of the things I liked about Montezuma's Revenge before I
gave up that project do to copyrights is that a lot of items such as
juels could be in rather difficult places to get at. You might have to
climb up a rope and swing off to catch it in mid air, or a bunch of
them might be suspended over an open pit or something. Vanishing
platforms etc were a nice touch as well. Many of those little touches
were introduced into several mainstream games that came after
Montezuma's Revenge.
So if we have falling items over pits or having to jump up to grab
something makes it more fun in my book. The more difficult and
challenging the item is to get the more fun the game is. It gives it
something extra in replay value.

Smile.


On 10/16/10, dark d...@xgam.org wrote:

I agree ryan items appearing over pits deffinately adds variety and
challenge to the game., it's also similar to many mainstream games where
you'd have to grab items over dangerous drops.

If any change should be made, i'd suggest the possibilitiy of getting
something better from a pit falling item thus giving players more

insentive

to grab them.

Beware the grue!

Dark.


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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Mich
Hi I to would like to know this since when it was first talked about i 
thought it sounded really cool. from Mich.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 18, 2010 10:01 AM
Subject: [Audyssey] Max Shrapnell



HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to distribute 
it

for free,  is it possible to download it somewhere?
Many thanks for any help.


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

2010-10-18 Thread Thomas Ward
Hi Carl,
The blue screen on exit is a mystery to me as well. I've tested it on
multiple machines and most of my private testers haven't had the
problem either. Which is why it slipped through the screening process
to make it into the public beta. Although, I think I have a handle on
that now, and might have a fix for it soon.
As for spending months doing rewrites that's the last thing I want to
do. That's one reason I'm trying so hard to fix bugs and problems in
the cross-platform engine. Even though it is possible to pull the beta
13 source and start from there it still would be time lost, and pretty
unconstructive as well. The old engine relies too much on legacy
libraries like DirectX 8 which is fine for anyone using XP, Vista, or
Windows 7 but really isn't looking towards the future of the Windos
platform or going to make it easier to maintain a cross-platform
release.I've pretty much decided if I can get the cross-platform
engine working that's what I want to use to develope  future USA Games
titles.

On 10/14/10, Karl Belanger karl.belan...@comcast.net wrote:
 It does make sense, and I'm glad to hear that it's not a major rewrite. I
 just didn't want to have the game pushed back a couple more months because
 some people couldn't get used to a somewhat different keyboard and sound
 handling. I personally have not experienced any system restarts on exit with
 my Windows 7 machine, but I do see how that is a fairly major annoyance.

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Thomas Ward
Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcol nicoljaco...@telkomsa.net wrote:
 HI list
 Where can I download Max Shrapnell?
 There is no link on audiogames.net and pcsgames.net.
 Is it still available for purchase?
 If it is abandon whare, and if James  North gave permission to distribute it
 for free,  is it possible to download it somewhere?
 Many thanks for any help.


 ---
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Kevin Weispfennig
Hi,

They do. They are not always at the same position, but if there are two 
items, they are at the same position.
Take room 2 and 3 for example. The coordinates where they appear are the 
same. There could be a potion and a scroll, but both would be at the same 
position. 

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 11:54:45 -0600
Subject: Re: [Audyssey] Q9 upcoming patch

 Actually they don't.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 16, 2010 9:10 PM
 Subject: Re: [Audyssey] Q9 upcoming patch
 
 
  Speaking of vanishing platforms, they are one thing I have always wished
  there was a way to add into MOTA. For realism, maybe you could have 
them 
  be
  rock slabs that slide back into the wall at certain times. Also, the 
items
  always spawn at the same spot in a room. In other words, the items may
  appear anywhere in the room, but both of them always appear together.
  Karl
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Thomas Ward
  Sent: Saturday, October 16, 2010 9:01 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Q9 upcoming patch
 
  Hi,
  Agreed. One of the things I liked about Montezuma's Revenge before I
  gave up that project do to copyrights is that a lot of items such as
  juels could be in rather difficult places to get at. You might have to
  climb up a rope and swing off to catch it in mid air, or a bunch of
  them might be suspended over an open pit or something. Vanishing
  platforms etc were a nice touch as well. Many of those little touches
  were introduced into several mainstream games that came after
  Montezuma's Revenge.
  So if we have falling items over pits or having to jump up to grab
  something makes it more fun in my book. The more difficult and
  challenging the item is to get the more fun the game is. It gives it
  something extra in replay value.
 
  Smile.
 
 
  On 10/16/10, dark d...@xgam.org wrote:
  I agree ryan items appearing over pits deffinately adds variety and
  challenge to the game., it's also similar to many mainstream games 
where
  you'd have to grab items over dangerous drops.
 
  If any change should be made, i'd suggest the possibilitiy of getting
  something better from a pit falling item thus giving players more
  insentive
  to grab them.
 
  Beware the grue!
 
  Dark.
 
  ---
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Kevin Weispfennig
Hi,

Woops, I screwed up. I am getting confused with the two games being talked 
about. Of course they do.

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 11:54:45 -0600
Subject: Re: [Audyssey] Q9 upcoming patch

 Actually they don't.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 16, 2010 9:10 PM
 Subject: Re: [Audyssey] Q9 upcoming patch
 
 
  Speaking of vanishing platforms, they are one thing I have always wished
  there was a way to add into MOTA. For realism, maybe you could have 
them 
  be
  rock slabs that slide back into the wall at certain times. Also, the 
items
  always spawn at the same spot in a room. In other words, the items may
  appear anywhere in the room, but both of them always appear together.
  Karl
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Thomas Ward
  Sent: Saturday, October 16, 2010 9:01 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Q9 upcoming patch
 
  Hi,
  Agreed. One of the things I liked about Montezuma's Revenge before I
  gave up that project do to copyrights is that a lot of items such as
  juels could be in rather difficult places to get at. You might have to
  climb up a rope and swing off to catch it in mid air, or a bunch of
  them might be suspended over an open pit or something. Vanishing
  platforms etc were a nice touch as well. Many of those little touches
  were introduced into several mainstream games that came after
  Montezuma's Revenge.
  So if we have falling items over pits or having to jump up to grab
  something makes it more fun in my book. The more difficult and
  challenging the item is to get the more fun the game is. It gives it
  something extra in replay value.
 
  Smile.
 
 
  On 10/16/10, dark d...@xgam.org wrote:
  I agree ryan items appearing over pits deffinately adds variety and
  challenge to the game., it's also similar to many mainstream games 
where
  you'd have to grab items over dangerous drops.
 
  If any change should be made, i'd suggest the possibilitiy of getting
  something better from a pit falling item thus giving players more
  insentive
  to grab them.
 
  Beware the grue!
 
  Dark.
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
  gamers-unsubscr...@audyssey.org.
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  http://www.mail-archive.com/gam...@audyssey.org.
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  list,
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Charles Rivard
He started working on, and testing, a targeting system.  It was not a beta 
of the game, but merely a small portion of the program that was being 
tested.  Then he closed up shop with no explanation, and I haven't heard 
anything since.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 1:30 PM
Subject: Re: [Audyssey] Max Shrapnell



Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcol nicoljaco...@telkomsa.net wrote:

HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to distribute 
it

for free,  is it possible to download it somewhere?
Many thanks for any help.


---
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Bryan Peterson
I agree. Unfortunately the project was more than likely abandoned since I 
don't recall it being among the projects to which Thomas acquired the 
rights.

We are the Knights who say...Ni!
- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:15 PM
Subject: Re: [Audyssey] Max Shrapnell


Hi I to would like to know this since when it was first talked about i 
thought it sounded really cool. from Mich.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 18, 2010 10:01 AM
Subject: [Audyssey] Max Shrapnell



HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to distribute 
it

for free,  is it possible to download it somewhere?
Many thanks for any help.


---
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Bryan Peterson
NOt always. I've seen instances where there was a gem and then another item 
some distance from it in the same room.

We are the Knights who say...Ni!
- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:41 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Hi,

They do. They are not always at the same position, but if there are two
items, they are at the same position.
Take room 2 and 3 for example. The coordinates where they appear are the
same. There could be a potion and a scroll, but both would be at the same
position.

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 11:54:45 -0600
Subject: Re: [Audyssey] Q9 upcoming patch


Actually they don't.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 9:10 PM
Subject: Re: [Audyssey] Q9 upcoming patch


 Speaking of vanishing platforms, they are one thing I have always 
 wished

 there was a way to add into MOTA. For realism, maybe you could have

them

 be
 rock slabs that slide back into the wall at certain times. Also, the

items

 always spawn at the same spot in a room. In other words, the items may
 appear anywhere in the room, but both of them always appear together.
 Karl

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

On

 Behalf Of Thomas Ward
 Sent: Saturday, October 16, 2010 9:01 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Q9 upcoming patch

 Hi,
 Agreed. One of the things I liked about Montezuma's Revenge before I
 gave up that project do to copyrights is that a lot of items such as
 juels could be in rather difficult places to get at. You might have to
 climb up a rope and swing off to catch it in mid air, or a bunch of
 them might be suspended over an open pit or something. Vanishing
 platforms etc were a nice touch as well. Many of those little touches
 were introduced into several mainstream games that came after
 Montezuma's Revenge.
 So if we have falling items over pits or having to jump up to grab
 something makes it more fun in my book. The more difficult and
 challenging the item is to get the more fun the game is. It gives it
 something extra in replay value.

 Smile.


 On 10/16/10, dark d...@xgam.org wrote:
 I agree ryan items appearing over pits deffinately adds variety and
 challenge to the game., it's also similar to many mainstream games

where

 you'd have to grab items over dangerous drops.

 If any change should be made, i'd suggest the possibilitiy of getting
 something better from a pit falling item thus giving players more
 insentive
 to grab them.

 Beware the grue!

 Dark.

 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 list,
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Charles Rivard
From what I recall, James North did not sell the rights to the game to 
anyone.  Since Thomas has sent posts about the game but did not mention that 
he acquired the rights, I figure that he did not.


---
Shepherds are the best beasts!
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 2:03 PM
Subject: Re: [Audyssey] Max Shrapnell


I agree. Unfortunately the project was more than likely abandoned since I 
don't recall it being among the projects to which Thomas acquired the 
rights.

We are the Knights who say...Ni!
- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 12:15 PM
Subject: Re: [Audyssey] Max Shrapnell


Hi I to would like to know this since when it was first talked about i 
thought it sounded really cool. from Mich.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 18, 2010 10:01 AM
Subject: [Audyssey] Max Shrapnell



HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to 
distribute it

for free,  is it possible to download it somewhere?
Many thanks for any help.


---
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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread Thomas Ward
Hi Harmony,
Definitely. Adding graphics is a huge time and expense most VI game
developers could afford. Plus graphics programming requires a lot of
mathematical skill. If someone isn't very good at geometry, trig, and
calculus you can pretty much forget doing any kind of graphics
programming. To say nothing of the fact someone needs to actually draw
the images etc that are to be rendered on screen etc. Even when
someone such as myself has the skill I don't necessarily have the
extra time it takes to do a full blown vidio game justice.



On 10/18/10, Harmony Neil harmon...@googlemail.com wrote:
 I like the idea of using sound and graphics, so the games can be played by
 everyone, whether they are blind or sighted.  The problem is though that
 games can be hard to make when you start including both sound and graphics.
 Audio games are pretty easy to make, but you've got more work to do with
 making the graphics move and stuff.

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread Harmony Neil
Know what you mean. I'm all right at drawing, but don't have access to a
photocopier etc in order to put the pictures on computer, so I'll just have
to stick to the audio for now if I decide to make any games. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 October 2010 20:10
To: Gamers Discussion list
Subject: Re: [Audyssey] re- to all developers, possible games to consider
for the future?

Hi Harmony,
Definitely. Adding graphics is a huge time and expense most VI game
developers could afford. Plus graphics programming requires a lot of
mathematical skill. If someone isn't very good at geometry, trig, and
calculus you can pretty much forget doing any kind of graphics
programming. To say nothing of the fact someone needs to actually draw
the images etc that are to be rendered on screen etc. Even when
someone such as myself has the skill I don't necessarily have the
extra time it takes to do a full blown vidio game justice.



On 10/18/10, Harmony Neil harmon...@googlemail.com wrote:
 I like the idea of using sound and graphics, so the games can be played by
 everyone, whether they are blind or sighted.  The problem is though that
 games can be hard to make when you start including both sound and
graphics.
 Audio games are pretty easy to make, but you've got more work to do with
 making the graphics move and stuff.

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Thomas Ward
Hi,
I didn't acquire the rights for Max. Part of the reason was that James
North was working on some sort of game engine, and the game was
designed using the game engine he was creating at the time. That would
require me purchasing his game engine which I obviously wouldn't do
and am glad I didn't as Alchemy folded taking both the engine and Max
with it.


On 10/18/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I agree. Unfortunately the project was more than likely abandoned since I
 don't recall it being among the projects to which Thomas acquired the
 rights.
 We are the Knights who say...Ni!

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread Thomas Ward
Hi Harmony,
Well, as far as I know most graphics designers don't scan images into
the computer. They typically use some high priced drawing software to
draw trains, cars, jets, whatever and then save the images on the
system. After they have all the images created the developer can use
something like OpenGL or Direct3D to render them on screen and blend
the various images together to make realtime animation.

Cheers!

On 10/18/10, Harmony Neil harmon...@googlemail.com wrote:
 Know what you mean. I'm all right at drawing, but don't have access to a
 photocopier etc in order to put the pictures on computer, so I'll just have
 to stick to the audio for now if I decide to make any games.

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-18 Thread Harmony Neil
Oh true.  I haven't seen any drawing programs out there that are accessible
to be honest. I tried using paint but didn't get very far. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 October 2010 20:30
To: Gamers Discussion list
Subject: Re: [Audyssey] re- to all developers, possible games to consider
for the future?

Hi Harmony,
Well, as far as I know most graphics designers don't scan images into
the computer. They typically use some high priced drawing software to
draw trains, cars, jets, whatever and then save the images on the
system. After they have all the images created the developer can use
something like OpenGL or Direct3D to render them on screen and blend
the various images together to make realtime animation.

Cheers!

On 10/18/10, Harmony Neil harmon...@googlemail.com wrote:
 Know what you mean. I'm all right at drawing, but don't have access to a
 photocopier etc in order to put the pictures on computer, so I'll just
have
 to stick to the audio for now if I decide to make any games.

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Mike Reiser
 I'd love to see a game like that, maybe something to consider later on 
tom, who knows.


Mike

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[Audyssey] What happened to Sound RTS?

2010-10-18 Thread Sarah Haake

Hi,
I just tried to download sound rts, but I get an error 500 when visiting the 
page or the downloadlink on audiogames.net.

Is the game still available? Has the homepage for the game changed maybe?
Help is much appreciated!

Best regards
Sarah 



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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Petr Bláha
 Hello Thomas, and do you know what happened with James Nord? I loved 
monkey busyness and alien outback, especialy monkey busyness was one of 
the best games with lots of interesting ideas - although the story was - 
hm - how to say that - poor. But maps like astec temple, or surf'n turf, 
were full of interesting ideas - areas etc.
So i thing that it is realli pity that james no longer develope games 
for the blind gamers community.
On the other hand, there was lot of flaming on him, so i understand that 
he is not present on any mailing list of blind gamers community.


Dne 18.10.2010 20:30, Thomas Ward napsal(a):

Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcolnicoljaco...@telkomsa.net  wrote:

HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to distribute it
for free,  is it possible to download it somewhere?
Many thanks for any help.


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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Bryan Peterson
I actually liked the story of Monkey Business. As for James nobody really k 
nows what he's up to these days, only that so far as we can tell he's no 
longer developing, or if he is it's for his personal enjoyment. While I 
agree he could have handled things better I don't blame him in the least for 
throwing in the towel. People in this community seriously overreacted, even 
if their discontentment was justified. But it's people like that who make it 
harder on the rest of us and give blind people a bad name. But it's as I've 
said before, all we can do is learn from the mistakes he made and do our 
best not to repeat them. I for one don't plan on taking preorders on games 
or if I do it won't be until I know the game is well and truly on the home 
stretch to release.

We are the Knights who say...Ni!
- Original Message - 
From: Petr Bláha hammet...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:04 PM
Subject: Re: [Audyssey] Max Shrapnell


 Hello Thomas, and do you know what happened with James Nord? I loved 
monkey busyness and alien outback, especialy monkey busyness was one of 
the best games with lots of interesting ideas - although the story was - 
hm - how to say that - poor. But maps like astec temple, or surf'n turf, 
were full of interesting ideas - areas etc.
So i thing that it is realli pity that james no longer develope games for 
the blind gamers community.
On the other hand, there was lot of flaming on him, so i understand that 
he is not present on any mailing list of blind gamers community.


Dne 18.10.2010 20:30, Thomas Ward napsal(a):

Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcolnicoljaco...@telkomsa.net  wrote:

HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to 
distribute it

for free,  is it possible to download it somewhere?
Many thanks for any help.


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[Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi Karl,
well, the primary reason I didn't include the vanishing platforms in
MOTA is because I didn't feel they would fit into the game's
background story. Plus I invisioned MOTA has an accessible version of
Tomb Raider without the trademarks and copyrights attached. However,
it shares the same basic concept behind Tomb Raider.
That said, I haven't given up he idea of using vanishing platforms in
my games. I've been thinking for quite some time of doing a retro
remake of Megaman with its own storyline and main character. The
Megaman style platformer is perfect for things like vanishing
platforms because there were traps like that in the Megaman games. The
one I remember most from my NES playing days is the floating blocks
that would vanish and reappear. It took me several runs through
Megaman I to figure out that particular puzzle.
It is too bad, but very few accessible games actually includes traps
and puzzles quite that complex. Still I too would like to see more of
these mainstream concepts get braught over to an accessible format.

Smile.


On 10/16/10, Karl Belanger karl.belan...@comcast.net wrote:
 Speaking of vanishing platforms, they are one thing I have always wished
 there was a way to add into MOTA. For realism, maybe you could have them be
 rock slabs that slide back into the wall at certain times. Also, the items
 always spawn at the same spot in a room. In other words, the items may
 appear anywhere in the room, but both of them always appear together.
 Karl

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Thomas Ward
Hi,
I have no idea what happened to James North aftr he closed up shop. I
haven't talked to the man by phone or via e-mail in four years. So
really have nothing more to say on that subject.
Although, I admit Monkey Business was to say the least interesting.
The storyline was a bit off the wall, but the various settings like
the jungle, Aztec temple, wild west, etc were all cool ideas.


On 10/18/10, Petr Bláha hammet...@seznam.cz wrote:
   Hello Thomas, and do you know what happened with James Nord? I loved
 monkey busyness and alien outback, especialy monkey busyness was one of
 the best games with lots of interesting ideas - although the story was -
 hm - how to say that - poor. But maps like astec temple, or surf'n turf,
 were full of interesting ideas - areas etc.
 So i thing that it is realli pity that james no longer develope games
 for the blind gamers community.
 On the other hand, there was lot of flaming on him, so i understand that
 he is not present on any mailing list of blind gamers community.

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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Bryan Peterson
Weren't those the ice blocks or whatever in Iceman's stage? I seem to recall 
they would either vanish or simply retract and they could actually hurt you 
if you were in the wrong spot when they returned.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:19 PM
Subject: [Audyssey] Vanishing Platforms was Q9 upcoming patch



Hi Karl,
well, the primary reason I didn't include the vanishing platforms in
MOTA is because I didn't feel they would fit into the game's
background story. Plus I invisioned MOTA has an accessible version of
Tomb Raider without the trademarks and copyrights attached. However,
it shares the same basic concept behind Tomb Raider.
That said, I haven't given up he idea of using vanishing platforms in
my games. I've been thinking for quite some time of doing a retro
remake of Megaman with its own storyline and main character. The
Megaman style platformer is perfect for things like vanishing
platforms because there were traps like that in the Megaman games. The
one I remember most from my NES playing days is the floating blocks
that would vanish and reappear. It took me several runs through
Megaman I to figure out that particular puzzle.
It is too bad, but very few accessible games actually includes traps
and puzzles quite that complex. Still I too would like to see more of
these mainstream concepts get braught over to an accessible format.

Smile.


On 10/16/10, Karl Belanger karl.belan...@comcast.net wrote:

Speaking of vanishing platforms, they are one thing I have always wished
there was a way to add into MOTA. For realism, maybe you could have them 
be
rock slabs that slide back into the wall at certain times. Also, the 
items

always spawn at the same spot in a room. In other words, the items may
appear anywhere in the room, but both of them always appear together.
Karl


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Re: [Audyssey] What happened to Sound RTS?

2010-10-18 Thread Kevin Weispfennig
Hi,

try going to http://jlpo.free.fr/soundrts and try downloading it from there

Kevin

- Original Message -
From: Sarah Haake ti...@gmx.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 22:49:17 +0200
Subject: [Audyssey] What happened to Sound RTS?

 Hi,
 I just tried to download sound rts, but I get an error 500 when visiting 
the 
 page or the downloadlink on audiogames.net.
 Is the game still available? Has the homepage for the game changed maybe?
 Help is much appreciated!
 
 Best regards
 Sarah 
 
 
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Re: [Audyssey] What happened to Sound RTS?

2010-10-18 Thread Sarah Haake

Hi,
thanks, this link worked.

Best regards
Sarah

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Re: [Audyssey] marvel vs. capcom 3 gameplay

2010-10-18 Thread clement chou
Ben my good friend, I'm pretty sure that Johny, from the sounds of it, is 
more of a vetarin than either of us... just sayin'. Anyone who's played soul 
blade, in my opinion, can be called a soul calibur vetarin. lol. And not 
just SC either. Soul Blade was a pretty obscure game, and the series didn't 
really have any bang for the buck until the first soul calibur game in 1998. 
But I tend to agree.. so many fighting games these days are jumbled messes 
of noise and clunky gameplay... 3d MK games, here's looking at you.
- Original Message - 
From: Ben 
gamehead...@aol.co.uk
To: 'Gamers Discussion list' 
gamers@audyssey.org
Sent: Friday, October 15, 2010 2:37 AM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

 Unless you are a veteran like me who actually things that those sounds are
 not only decent but slow!
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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-18 Thread clement chou

PSP isn't that old... I wouldn't say you're retired. lol.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 8:05 AM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



I would say I'm more in the um, retired catagory since the newest machine I
have atm is my PSP heh- but indeed, I've been gaming since...1989- I
remember playing street fighter 2 when it came out- at the arcade!
Talk about sound issues lol, most of the fighters sounded the same in that
one- I think they only had like 3 sets of voice files they used between
fighters. At least Blanka got his very own sounds rofl.
Though Soul Blade is rather old and a tad on the slow side, to me it is
still one of the best fighting games- I tend to like fighting games that's
medieval and focuses on timing. Also Soul Blade has completely vocalized
endings unlike alot of fighting games- King of Fighters, here's looking at
ya.

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

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

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[Audyssey] I Notice the following for Jim Kitchen's casino game.

2010-10-18 Thread Ron Kolesar

Ron Kolesar
Hi to all.
I am using a new windows seven machine.
I fired up the casino game. The wave files are nice and loud and clear.
Its like the sapi five voices that tells you what your cards are is awful
low.
Is there any way of turning the voices up a little?
Thanks.
Ron
kolesar16...@roadrunner.com 



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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Ryan Strunk
Mine too.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Monday, October 18, 2010 9:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Max Shrapnell

didin't even get released though the bastard has my money for it

On Oct 18, 2010, at 3:01 PM, NIcol wrote:

 HI list
 Where can I download Max Shrapnell?
 There is no link on audiogames.net and pcsgames.net.
 Is it still available for purchase?
 If it is abandon whare, and if James  North gave permission to distribute
it
 for free,  is it possible to download it somewhere?
 Many thanks for any help.
 
 
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Ryan Strunk
Oh no. People's reactions were completely justified.

The man busted back onto the scene telling us Montezuma's Revenge was gold.
We weren't told it was in development, but that it was a finished product.
So I, and many others, went out and bought copies based on that fact.

It turned out that several months later, the game still hadn't been
released, and he would tell us, on the evening of the release, Sorry, guys.
The game won't be coming out tonight as I decided to have the family over
for a barbecue. So anyone who wants ribs, chicken alfredo, and peach cobbler
can come on over.

Nearly six years later, you all know the story.

I bought Montezuma's Revenge because I thought the game was completed. I
bought Max Shrapnel and 3 months of server subscription because, believing
he had the ability to complete games in a timely manner, I assumed Max was
on the same path. $100.77 later, I know better.

You can generalize blind people all you want, but it doesn't change the fact
that James North, as a businessman, left way too many people out in the
cold. I don't care that he was fed up with blind people, republicans,
aliens, rhubarb, or Velveteen rabbits. The man had--and still has--an
obligation to finish what he started, backed by thousands of dollars of
people's money.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, October 18, 2010 4:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Max Shrapnell

I actually liked the story of Monkey Business. As for James nobody really k 
nows what he's up to these days, only that so far as we can tell he's no 
longer developing, or if he is it's for his personal enjoyment. While I 
agree he could have handled things better I don't blame him in the least for

throwing in the towel. People in this community seriously overreacted, even 
if their discontentment was justified. But it's people like that who make it

harder on the rest of us and give blind people a bad name. But it's as I've 
said before, all we can do is learn from the mistakes he made and do our 
best not to repeat them. I for one don't plan on taking preorders on games 
or if I do it won't be until I know the game is well and truly on the home 
stretch to release.
We are the Knights who say...Ni!
- Original Message - 
From: Petr Bláha hammet...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:04 PM
Subject: Re: [Audyssey] Max Shrapnell


  Hello Thomas, and do you know what happened with James Nord? I loved 
 monkey busyness and alien outback, especialy monkey busyness was one of 
 the best games with lots of interesting ideas - although the story was - 
 hm - how to say that - poor. But maps like astec temple, or surf'n turf, 
 were full of interesting ideas - areas etc.
 So i thing that it is realli pity that james no longer develope games for 
 the blind gamers community.
 On the other hand, there was lot of flaming on him, so i understand that 
 he is not present on any mailing list of blind gamers community.

 Dne 18.10.2010 20:30, Thomas Ward napsal(a):
 Hi Nicol,
 No, Max Shrapnell was never released, and it definitely isn't for
 order any more. So far as anyone knows there wasn't even a version
 under development. Although, it is probable James North was working on
 an early Alpha of the software, but never put out a demo of the
 product. If there were private test releases no one has come forward
 with any.

 On 10/18/10, NIcolnicoljaco...@telkomsa.net  wrote:
 HI list
 Where can I download Max Shrapnell?
 There is no link on audiogames.net and pcsgames.net.
 Is it still available for purchase?
 If it is abandon whare, and if James  North gave permission to 
 distribute it
 for free,  is it possible to download it somewhere?
 Many thanks for any help.


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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Ryan Strunk
Why? Leaping a pit is its own reward; you don't die.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Saturday, October 16, 2010 8:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

also as another change.
if you leap a pit you can randomly get gems, cash, items, a sound, a 
chime or something.
At 10:25 a.m. 17/10/2010, you wrote:
I can think of a few possible additions. The most basic might be 
having some diamonds floating in the air to jump and grab for extra 
points. That might also work for things like food which could be 
eaten for strength. Perhaps monsters could destroy the food if they 
walk over it before the player grabs it. Also, there should be a way 
of getting a monster to fall into pits. For example, if you could 
hit a monster while standing on the second muddy step or right at 
the very edge of the pit before leaping across to safety. The 
monster, being enraged by the hit, would misjudge his leap over the 
pit and fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch


Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if 
there are any small changes that you would like to see? The change 
log currently looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the 
actual game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather 
than taking away strength.
Changed: In the regular playing mode, extra strength as well as 
extra rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a 
new game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, 
they now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out 
the question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread dark
Those vanishing blocks are actually a staple of the series, and come up in 
many games after Mega man I, I think the set in Mega man 3 where you also 
have to cope with being pulled by a magnet at the same time are probably the 
worst!


Then there are moving platforms, which games like mario also had many of and 
I'd love to see in an audio game.


I've been stuck for literally weeks on some of those sorts of puzles, trying 
to remember the correct sequence or jump at the right time.


Beware the Grue!

Dark. 



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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread dark
There was a famous set of them in iceman's stage, but they also came up in 
elec man's stage and indeed Wily's castle as well.


The disappearing blocks can't hurt you, but there are some truly evil 
platforms in iceman's stage that move around while shooting at you.


I've actually never done that particular set myself,  I always get the 
magnet beam item from elec man's stage and use it to make myself ledges ;D.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 10:38 PM
Subject: Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch


Weren't those the ice blocks or whatever in Iceman's stage? I seem to 
recall they would either vanish or simply retract and they could actually 
hurt you if you were in the wrong spot when they returned.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:19 PM
Subject: [Audyssey] Vanishing Platforms was Q9 upcoming patch



Hi Karl,
well, the primary reason I didn't include the vanishing platforms in
MOTA is because I didn't feel they would fit into the game's
background story. Plus I invisioned MOTA has an accessible version of
Tomb Raider without the trademarks and copyrights attached. However,
it shares the same basic concept behind Tomb Raider.
That said, I haven't given up he idea of using vanishing platforms in
my games. I've been thinking for quite some time of doing a retro
remake of Megaman with its own storyline and main character. The
Megaman style platformer is perfect for things like vanishing
platforms because there were traps like that in the Megaman games. The
one I remember most from my NES playing days is the floating blocks
that would vanish and reappear. It took me several runs through
Megaman I to figure out that particular puzzle.
It is too bad, but very few accessible games actually includes traps
and puzzles quite that complex. Still I too would like to see more of
these mainstream concepts get braught over to an accessible format.

Smile.


On 10/16/10, Karl Belanger karl.belan...@comcast.net wrote:

Speaking of vanishing platforms, they are one thing I have always wished
there was a way to add into MOTA. For realism, maybe you could have them 
be
rock slabs that slide back into the wall at certain times. Also, the 
items

always spawn at the same spot in a room. In other words, the items may
appear anywhere in the room, but both of them always appear together.
Karl


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Re: [Audyssey] What happened to Sound RTS?

2010-10-18 Thread dark

Hi.

I've checked the download links on http://jlpo.free.fr/soundrts/ and boh 
links for the stable version and the experimental new version seemed to work 
fine.


It's entirely possible it was just a miner glitch on their part which is now 
resolved.


Beware the Grue!

Dark.
- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 11:17 PM
Subject: Re: [Audyssey] What happened to Sound RTS?



Hi,

try going to http://jlpo.free.fr/soundrts and try downloading it from 
there


Kevin

- Original Message -
From: Sarah Haake ti...@gmx.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 22:49:17 +0200
Subject: [Audyssey] What happened to Sound RTS?


Hi,
I just tried to download sound rts, but I get an error 500 when visiting

the

page or the downloadlink on audiogames.net.
Is the game still available? Has the homepage for the game changed maybe?
Help is much appreciated!

Best regards
Sarah


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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread clement chou
I will say, even though angry reactions might've been justified, there is no 
reason, absolutely no reason, that it should've been caried away the way it 
was. Flame wars were starting everywhere, people attacking james in all 
sorts of ways and it just got filthy. If I was him, I would've closed too. 
Though I guess if there's one thing I learned if I were to become a dev 
would be, always keep people posted on what's going on with the game. The 
Mortal Kombat 9 boards are in an uproar because WB hasn't posted something 
in months, whereas marvel vs. capcom 3 has gotten updates officially from 
capcom every month or so.


Bottom line. I think if we'd al shut up and waited, the games would've come 
out. I'd rather wait years for a game to come out. Remember, mainstream 
games take anywhere from five to ten years... marvel vs. capcom 3 took a 
year to even get announced. Street Fighter IV was the first SF game in ten 
years, and turned out great. IMO, you get more bang for your buck if you 
wait for the game... And remember, none knows what the true circumstances of 
James's going was for... he could've been going through personal issues of 
all sorts, and a bunch of flaming from a bunch of blind people needless to 
say didn't help. With ESP, James did prove he could develop good games that 
were a lot of fun. And honestly, could people not be more considerate? Yes, 
he has an obligation to finish what he started. But some things in life are 
more important than making games with which to entertain people.


Sorry for all the errors in my typing. This laptop's keyboard sucks. lol.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, October 18, 2010 4:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Max Shrapnell

I actually liked the story of Monkey Business. As for James nobody really k
nows what he's up to these days, only that so far as we can tell he's no
longer developing, or if he is it's for his personal enjoyment. While I
agree he could have handled things better I don't blame him in the least for

throwing in the towel. People in this community seriously overreacted, even
if their discontentment was justified. But it's people like that who make it

harder on the rest of us and give blind people a bad name. But it's as I've
said before, all we can do is learn from the mistakes he made and do our
best not to repeat them. I for one don't plan on taking preorders on games
or if I do it won't be until I know the game is well and truly on the home
stretch to release.
We are the Knights who say...Ni!
- Original Message - 
From: Petr Bláha hammet...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:04 PM
Subject: Re: [Audyssey] Max Shrapnell



 Hello Thomas, and do you know what happened with James Nord? I loved
monkey busyness and alien outback, especialy monkey busyness was one of
the best games with lots of interesting ideas - although the story was -
hm - how to say that - poor. But maps like astec temple, or surf'n turf,
were full of interesting ideas - areas etc.
So i thing that it is realli pity that james no longer develope games for
the blind gamers community.
On the other hand, there was lot of flaming on him, so i understand that
he is not present on any mailing list of blind gamers community.

Dne 18.10.2010 20:30, Thomas Ward napsal(a):

Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcolnicoljaco...@telkomsa.net  wrote:

HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to
distribute it
for free,  is it possible to download it somewhere?
Many thanks for any help.


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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi,
No, that wasn't the specific trap I was thinking of, but the same
concept applies.
On level 3, Electric Man's, sstage there were a number of colored
blocks that would appear and vanish at random intervals. Some times
you had to jumpback and forth until you got across the screen to the
other side. If the block you were standing on vanished goodbye
Megaman.


On 10/18/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Weren't those the ice blocks or whatever in Iceman's stage? I seem to recall
 they would either vanish or simply retract and they could actually hurt you
 if you were in the wrong spot when they returned.
 We are the Knights who say...Ni!

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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi Dark,
Yeah, the platforms on Iceman's stage were truly evil. Definitely got
to give Nintendo credit for coming up with some challenging traps
there.  It is not surprising that Megaman went on to be one of there
most popular  games.

On 10/18/10, dark d...@xgam.org wrote:
 There was a famous set of them in iceman's stage, but they also came up in
 elec man's stage and indeed Wily's castle as well.

 The disappearing blocks can't hurt you, but there are some truly evil
 platforms in iceman's stage that move around while shooting at you.

 I've actually never done that particular set myself,  I always get the
 magnet beam item from elec man's stage and use it to make myself ledges ;D.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread dark
Well, a lot of games back then, ghouls n ghosts, Mega man, Mario etc, were 
very much designed on theprinciple that they should be extremely hard but 
not impossible, in fact Kaegee inafune the designer of Mega man said himself 
he wanted a game that he wanted specifically to create a game which was hard 
to get through, but which always had the possibility of being completeable, 
so that everytime the player tried to get through they would get a litle 
further, and thus when they finally completed the game they had a real sense 
of doing something hugely difficult.


I think it's Nintendo's ability to strike this balance back in the early 
days, ie, hard but not too hard that really put games,  and them on the 
map.


it'd be great to see this sort of thing in audio games actually, though I 
know difficulty has often been a tricky subject.


Beware the Grue!

Dark. 



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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread shaun everiss
I must say out of all the games I would have liked to play from james 
it was the genisus project game.

That would have been cool if it was not shelved.
I know some early build must be out because a demo came out ages ago.
At 07:30 a.m. 19/10/2010, you wrote:

Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcol nicoljaco...@telkomsa.net wrote:
 HI list
 Where can I download Max Shrapnell?
 There is no link on audiogames.net and pcsgames.net.
 Is it still available for purchase?
 If it is abandon whare, and if James  North gave permission to 
distribute it

 for free,  is it possible to download it somewhere?
 Many thanks for any help.


 ---
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread shaun everiss

you are right ofcause.
Ofcause if I preordered I'd be justified going a bit nuts, there are 
a few that gave their cash and have nothing to show for it.
So now james has folded, minus the stuff made by usa that tom got 
from him,  all the other stuff people have got, well all that cash is 
gone now, no refunds, so that makes you wander.

At 10:13 a.m. 19/10/2010, you wrote:
I actually liked the story of Monkey Business. As for James nobody 
really k nows what he's up to these days, only that so far as we can 
tell he's no longer developing, or if he is it's for his personal 
enjoyment. While I agree he could have handled things better I don't 
blame him in the least for throwing in the towel. People in this 
community seriously overreacted, even if their discontentment was 
justified. But it's people like that who make it harder on the rest 
of us and give blind people a bad name. But it's as I've said 
before, all we can do is learn from the mistakes he made and do our 
best not to repeat them. I for one don't plan on taking preorders on 
games or if I do it won't be until I know the game is well and truly 
on the home stretch to release.

We are the Knights who say...Ni!
- Original Message - From: Petr Bláha hammet...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 3:04 PM
Subject: Re: [Audyssey] Max Shrapnell


 Hello Thomas, and do you know what happened with James Nord? I 
loved monkey busyness and alien outback, especialy monkey busyness 
was one of the best games with lots of interesting ideas - 
although the story was - hm - how to say that - poor. But maps 
like astec temple, or surf'n turf, were full of interesting ideas - areas etc.
So i thing that it is realli pity that james no longer develope 
games for the blind gamers community.
On the other hand, there was lot of flaming on him, so i understand 
that he is not present on any mailing list of blind gamers community.


Dne 18.10.2010 20:30, Thomas Ward napsal(a):

Hi Nicol,
No, Max Shrapnell was never released, and it definitely isn't for
order any more. So far as anyone knows there wasn't even a version
under development. Although, it is probable James North was working on
an early Alpha of the software, but never put out a demo of the
product. If there were private test releases no one has come forward
with any.

On 10/18/10, NIcolnicoljaco...@telkomsa.net  wrote:

HI list
Where can I download Max Shrapnell?
There is no link on audiogames.net and pcsgames.net.
Is it still available for purchase?
If it is abandon whare, and if James  North gave permission to 
distribute it

for free,  is it possible to download it somewhere?
Many thanks for any help.


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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread shaun everiss

draconis has monkey business now I think.
At 10:29 a.m. 19/10/2010, you wrote:

Hi,
I have no idea what happened to James North aftr he closed up shop. I
haven't talked to the man by phone or via e-mail in four years. So
really have nothing more to say on that subject.
Although, I admit Monkey Business was to say the least interesting.
The storyline was a bit off the wall, but the various settings like
the jungle, Aztec temple, wild west, etc were all cool ideas.


On 10/18/10, Petr Bláha hammet...@seznam.cz wrote:
   Hello Thomas, and do you know what happened with James Nord? I loved
 monkey busyness and alien outback, especialy monkey busyness was one of
 the best games with lots of interesting ideas - although the story was -
 hm - how to say that - poor. But maps like astec temple, or surf'n turf,
 were full of interesting ideas - areas etc.
 So i thing that it is realli pity that james no longer develope games
 for the blind gamers community.
 On the other hand, there was lot of flaming on him, so i understand that
 he is not present on any mailing list of blind gamers community.

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Bryan Peterson

Yep they do.
We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 8:11 PM
Subject: Re: [Audyssey] Max Shrapnell


draconis has monkey business now I think.
At 10:29 a.m. 19/10/2010, you wrote:

Hi,
I have no idea what happened to James North aftr he closed up shop. I
haven't talked to the man by phone or via e-mail in four years. So
really have nothing more to say on that subject.
Although, I admit Monkey Business was to say the least interesting.
The storyline was a bit off the wall, but the various settings like
the jungle, Aztec temple, wild west, etc were all cool ideas.


On 10/18/10, Petr Bláha hammet...@seznam.cz wrote:
   Hello Thomas, and do you know what happened with James Nord? I loved
 monkey busyness and alien outback, especialy monkey busyness was one of
 the best games with lots of interesting ideas - although the story was -
 hm - how to say that - poor. But maps like astec temple, or surf'n turf,
 were full of interesting ideas - areas etc.
 So i thing that it is realli pity that james no longer develope games
 for the blind gamers community.
 On the other hand, there was lot of flaming on him, so i understand that
 he is not present on any mailing list of blind gamers community.

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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi Dark,
Yes, in deed. That's exactly what drew me to the NES platform when it
was introduced in the mid 80's. the games were hard, challenging, but
not so hard it couldn't be completed. You just had to work like crazy
at it.
In fact, this is one of the reasons I've started up USA games. I've
been there done that so to speak, and just find the current accessible
games lacking in this balance between difficult and completable. Even
worse when I do create something challenging I get negative feedback
of the type the game is too hard, too difficult, and I'm asked to tone
the game down some. it is obvious several VI gamers have no idea how
difficult mainstream games are, and why they drew millions of sighted
players to purchase them.

Smile.

On 10/18/10, dark d...@xgam.org wrote:
 Well, a lot of games back then, ghouls n ghosts, Mega man, Mario etc, were
 very much designed on theprinciple that they should be extremely hard but
 not impossible, in fact Kaegee inafune the designer of Mega man said himself
 he wanted a game that he wanted specifically to create a game which was hard
 to get through, but which always had the possibility of being completeable,
 so that everytime the player tried to get through they would get a litle
 further, and thus when they finally completed the game they had a real sense
 of doing something hugely difficult.

 I think it's Nintendo's ability to strike this balance back in the early
 days, ie, hard but not too hard that really put games,  and them on the
 map.

 it'd be great to see this sort of thing in audio games actually, though I
 know difficulty has often been a tricky subject.

 Beware the Grue!

 Dark.


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Re: [Audyssey] I Notice the following for Jim Kitchen's casino game.

2010-10-18 Thread Thomas Ward
Hi Ron,
Unfortunately, Microsoft Anna isnt very loud to start with. While the
voice is certainly better sounding than Mike, Mary, or Sam the volume
is extremely low for a Sapi voice.  There isn't much you can do than
to turn your speakers up louder, or switch to a different Sapi voice.

HTH


On 10/18/10, Ron Kolesar kolesar16...@roadrunner.com wrote:

 Ron Kolesar
 Hi to all.
 I am using a new windows seven machine.
 I fired up the casino game. The wave files are nice and loud and clear.
 Its like the sapi five voices that tells you what your cards are is awful
 low.
 Is there any way of turning the voices up a little?
 Thanks.
 Ron
 kolesar16...@roadrunner.com



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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Bryan Peterson
Yeah really. I'm tempted to tell these people who complain to tr some 
mainstream games, particularly some of the ones we're talking about here. 
Then maybe MOTA won't seem so difficult. I love the challenge and can't wait 
to play the full game.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 18, 2010 9:37 PM
Subject: Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch



Hi Dark,
Yes, in deed. That's exactly what drew me to the NES platform when it
was introduced in the mid 80's. the games were hard, challenging, but
not so hard it couldn't be completed. You just had to work like crazy
at it.
In fact, this is one of the reasons I've started up USA games. I've
been there done that so to speak, and just find the current accessible
games lacking in this balance between difficult and completable. Even
worse when I do create something challenging I get negative feedback
of the type the game is too hard, too difficult, and I'm asked to tone
the game down some. it is obvious several VI gamers have no idea how
difficult mainstream games are, and why they drew millions of sighted
players to purchase them.

Smile.

On 10/18/10, dark d...@xgam.org wrote:
Well, a lot of games back then, ghouls n ghosts, Mega man, Mario etc, 
were

very much designed on theprinciple that they should be extremely hard but
not impossible, in fact Kaegee inafune the designer of Mega man said 
himself
he wanted a game that he wanted specifically to create a game which was 
hard
to get through, but which always had the possibility of being 
completeable,

so that everytime the player tried to get through they would get a litle
further, and thus when they finally completed the game they had a real 
sense

of doing something hugely difficult.

I think it's Nintendo's ability to strike this balance back in the early
days, ie, hard but not too hard that really put games,  and them on 
the

map.

it'd be great to see this sort of thing in audio games actually, though I
know difficulty has often been a tricky subject.

Beware the Grue!

Dark.


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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread dark
Indeed Tom, I've been stuck on parts of mega man and mario games for 
literally weeks, in fact on a recent playthrough of Mega man X 1 it took me 
a week to complete a moving ledge section simply because I hadn't played the 
game for a long while and had just forgotten the correct trick to getting 
through.


I think this is what difficulty levels are for, to try and give people this 
sort of balance.


As an interesting point, apparently the Us/europe release of Mega man 2, 
which had a normal and hard difficulty mode was completely made up for 
western release.


The Japanese version is apparently the hard mode, but nintendo though people 
would find that too difficult so only released it as a harder 
difficulty,  rather like the hole business with Mario 2 and the lost 
levels.


Interestingly enough though, sinse I've never actually played original Nes 
mega man, and only played it on the Mega man aniversary collection for the 
gamecube, I've only ever! played the hard mode of the game ;D. and while it 
is hard, I have actually finished the game a couple of times,  even 
though it did take quite a bit of doing.


Beware the Grue!

Dark. 



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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi,
Wow! You must be a better gamer than I. I found playing Megaman with
sight tough, and have never completed it blind. You did it without
sight, or at least with low vision anyway. Megaman is darned hard for
anyone, and now I'm blind I find it impossible.

On 10/18/10, dark d...@xgam.org wrote:
 Indeed Tom, I've been stuck on parts of mega man and mario games for
 literally weeks, in fact on a recent playthrough of Mega man X 1 it took me
 a week to complete a moving ledge section simply because I hadn't played the
 game for a long while and had just forgotten the correct trick to getting
 through.

 I think this is what difficulty levels are for, to try and give people this
 sort of balance.

 As an interesting point, apparently the Us/europe release of Mega man 2,
 which had a normal and hard difficulty mode was completely made up for
 western release.

 The Japanese version is apparently the hard mode, but nintendo though people
 would find that too difficult so only released it as a harder
 difficulty,  rather like the hole business with Mario 2 and the lost
 levels.

 Interestingly enough though, sinse I've never actually played original Nes
 mega man, and only played it on the Mega man aniversary collection for the
 gamecube, I've only ever! played the hard mode of the game ;D. and while it
 is hard, I have actually finished the game a couple of times,  even
 though it did take quite a bit of doing.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread dark
Well, one consequence of having low vision and thus a limited scope of games 
to play is that I become more devoted to those i can! get through,   
particularly when they have such an amount of story and background as the 
Mega man series.


I will freely admit though, the guides from the mega man network site did 
rather help, particularly with games like those in the mega man X series 
where there are many hidden items who's location may not be obvious, even 
for a large amount of looking.


It is rather a shame that 2D platformers like Mega man and turrican are so 
inaccessible without site. These are games I've enjoyed for years.


At least though hopefully when the genesis engine is finished you might be 
able to rectify that situation somewhat in audio,  as you've already 
started to do with mota.


Beware the grue!

Dark. 



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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi,
\Smile. Trust me MOTA is simple compared to the kinds of games I'm
scheming for future releases.  All this talk about Megaman has
reminded me how much I loved those games, and I'd love to play
something like them again.
For example, as I said earlier I've been thinking of something like
Megaman for a very long time. Some kind of super hero with lasers,
rockets, and battle armour set in a futuristic sci-fi setting. Even if
it were a 2d side-scroller it could be quite challenging with force
fields, moving/vanishing platforms, and some equally futuristic
traps.Plus normal bad guys combat droids, troopers waring battle
armour, robot tanks, whatever.


On 10/18/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Yeah really. I'm tempted to tell these people who complain to tr some
 mainstream games, particularly some of the ones we're talking about here.
 Then maybe MOTA won't seem so difficult. I love the challenge and can't wait
 to play the full game.
 We are the Knights who say...Ni!

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Re: [Audyssey] Vanishing Platforms was Q9 upcoming patch

2010-10-18 Thread Thomas Ward
Hi Dark,
Amen to that. That's one reason I'm really hoping to fix this blue
screen error soon.  As soon as the engine is stable I can begin
cranking out side-scrollers as well as full blown FPS titles like
crazy.
I've got a lot of ideas, almost have a development tool to use to
bring that about, but errors plus prier commitments are holding me
back from acomplishing the goal. There are lots of good games I'd like
to see in audio such as Megaman, Castlevania, Pitfall, etc that would
be easy enough to create with the engine. Especially, since the
side-scroller side of things is almost complete.

Cheers!

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