Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Ben
I so! Want! To! Hear! This!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 December 2010 04:21
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Dark,

Lol! I take your meaning. I always did think the knife in Shades of
Doom was a bit too long. Its like a ssmall sword their.

For example, this weekend I spent a little time playing around with a
possible clone of Mysteries of the Sith, and created a sample level
for testing out some game mechanics. I set Mara's saber range to 6
feet which is probably pretty close to the actual length of a saber
with someone's arm extended. Even though it is a close range weapon as
wapons goes that didn't help the poor storm troopers I used as target
practice. I have already got the code in place to block blaster bolts
which worked most of the time, and I just basically walked up to them
and chopped off their heads with the light saber.  Lol!

Oh, and I might add that wasn't the worst thing I did. I'm creating a
weapon cclass for the rail gun, that's a type of rocket launcher in
the Jedi Knight games,  and gave Mara 100 rockets, yes 100 rockets to
start with. I basically walked around the level blowing troopers apart
wwitch didn't stand a chance with their puny blaster rifles. One
rocket alone was enough to kill them instantly. Talk about over kill.
Lol!

As for drawing things to actual scale I think it helps me personally
conceptionalize the level bettr if things are drawn to actual scale
rather than reduced in size. Using 30 elements of an array to
represent a 30 foot wall makes more sense than using 3 elements of an
array and saying it is 30 feet of wall is a bit harder to
conceptionally imagine when drawing the level maps. Although, drawing
the level itself is easier/quicker because you don't have to do as
much work drawing the maps if it is smaller.

Cheers!



On 12/5/10, dark  wrote:
> Hi tom.
>
> I always personally thought of things as scaled relative to the characters
> anyway. Afterall, if you thought about it logically, in a game like
metroid,
> you'd be jumping 14 feet (over twice your hite), in the air anyway, and
> about 25 feet with the high jump boots.
>
> Then, you'd be falling down shafts hundreds and hundreds of feet high with
> no injury, and jumping across gaps that are roughly 20 feet long.
>
> Realistic? probably not, but in the contex of a 2D exploration game it
works
> fine. I've not played many things in 3D, but I'd say the same principle
> applies, objects exist scaled to, and with reference to the mechanics of
the
> game world only.
>
> Look at shades of doom. I've always been rather amused that your fists can
> reach things seven feet away, and a long knife five feet (a knife that
long
> is usually called a sword isn't it?), yet, we don't mind, because in the
> context of the game, for navigation purposes such measurements make sense.
>
> I'd say the same principle applies here,  so just go with whatever is
> easiest.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Ben
Indeed.  That's what he does best... and if they don't trust him...

"I find your lack of faith disturbing!"
lol


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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you asign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.

On 12/5/10, Phil Vlasak  wrote:
> Hi Thomas,
> It is definitely too late to do this for MOTA, but I would have the door
> designated as a sound region itself.
> It could be about 4 foot thick, and the door between room 1 and 2 would play
> the sounds of both room 1 and 2 but at 40 percent volume.
>
> Phil
>
>
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Dark,

Hmmm...Well,  fortunately MOTS takes place about 6 years after Return
of the Jedi so Vader and Emperor Palpatine are ancient history. That
said, seeing as the main character for MOTS is Mara Jade Vader would
have to be pretty stupid to mess with her. After all she was trained
by the Emperor to be a Sith assassin and was initialy given the task
of assassinating Luke Skywalker before she got turned to the light
side of the force. I don't think Palpatine would have been to happy
about Vader picking a fight with one of his enforcers. Grin.

Anyway, as I recall Lucas Arts set MOTS to be about one year after the
Jedi Academy was setup on Yavin IV. So I'm not quite sure who the
Imperial leader was at that point. It might have been Admiral Dolla,
but she wasn't very successful. She definitely wasn't a warlord like
Grand Admiral Thrawn. Definitely wouldn't be high on my list of super
villains.


Smile.


On 12/6/10, dark  wrote:
> Ah, poor storm troopers,  I hope the empire gives good injury pay ;D.
>
> Then again would you really want to end up against darth vader in court? I
> can see it now.
>
> "you will drop the case!"
>
> "I --- will --- drop --- the --- case"
>
> "You will award the empire huge compensation bonuses!"
>
> Either that or he'd just subject the oppositing lawyer to the choke ;d.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread dark

Ah, poor storm troopers,  I hope the empire gives good injury pay ;D.

Then again would you really want to end up against darth vader in court? I 
can see it now.


"you will drop the case!"

"I --- will --- drop --- the --- case"

"You will award the empire huge compensation bonuses!"

Either that or he'd just subject the oppositing lawyer to the choke ;d.

Beware the Grue!

Dark. 



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[Audyssey] HELP WITH TDV PLEASE

2010-12-05 Thread Mike Maslo
Hi all:

 

Below is a error I got when I installed and tried to run tdv as a demo. I
was unable to launch the game at all. Any suggestions or help would be
appreciated.

 

Error log, created with build version 1.1.3991.34017: 

Error base exception: System.BadImageFormatException: Could not load file or
assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module was
expected to contain an assembly manifest.

File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9'

   at BPCSharedComponent.ExtendedAudio.DSound..cctor()

 

WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind
failure logging.

To turn this feature off, remove the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog].

 

Error Description: The type initializer for
'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.

Stack trace:at BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr
handle, Boolean m)

   at TDV.GUI..ctor()

   at TDV.Common.Main(String[] args)

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Phil Vlasak

Hi Thomas,
It is definitely too late to do this for MOTA, but I would have the door 
designated as a sound region itself.
It could be about 4 foot thick, and the door between room 1 and 2 would play 
the sounds of both room 1 and 2 but at 40 percent volume.


Phil 



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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Dark,

Lol! I take your meaning. I always did think the knife in Shades of
Doom was a bit too long. Its like a ssmall sword their.

For example, this weekend I spent a little time playing around with a
possible clone of Mysteries of the Sith, and created a sample level
for testing out some game mechanics. I set Mara's saber range to 6
feet which is probably pretty close to the actual length of a saber
with someone's arm extended. Even though it is a close range weapon as
wapons goes that didn't help the poor storm troopers I used as target
practice. I have already got the code in place to block blaster bolts
which worked most of the time, and I just basically walked up to them
and chopped off their heads with the light saber.  Lol!

Oh, and I might add that wasn't the worst thing I did. I'm creating a
weapon cclass for the rail gun, that's a type of rocket launcher in
the Jedi Knight games,  and gave Mara 100 rockets, yes 100 rockets to
start with. I basically walked around the level blowing troopers apart
wwitch didn't stand a chance with their puny blaster rifles. One
rocket alone was enough to kill them instantly. Talk about over kill.
Lol!

As for drawing things to actual scale I think it helps me personally
conceptionalize the level bettr if things are drawn to actual scale
rather than reduced in size. Using 30 elements of an array to
represent a 30 foot wall makes more sense than using 3 elements of an
array and saying it is 30 feet of wall is a bit harder to
conceptionally imagine when drawing the level maps. Although, drawing
the level itself is easier/quicker because you don't have to do as
much work drawing the maps if it is smaller.

Cheers!



On 12/5/10, dark  wrote:
> Hi tom.
>
> I always personally thought of things as scaled relative to the characters
> anyway. Afterall, if you thought about it logically, in a game like metroid,
> you'd be jumping 14 feet (over twice your hite), in the air anyway, and
> about 25 feet with the high jump boots.
>
> Then, you'd be falling down shafts hundreds and hundreds of feet high with
> no injury, and jumping across gaps that are roughly 20 feet long.
>
> Realistic? probably not, but in the contex of a 2D exploration game it works
> fine. I've not played many things in 3D, but I'd say the same principle
> applies, objects exist scaled to, and with reference to the mechanics of the
> game world only.
>
> Look at shades of doom. I've always been rather amused that your fists can
> reach things seven feet away, and a long knife five feet (a knife that long
> is usually called a sword isn't it?), yet, we don't mind, because in the
> context of the game, for navigation purposes such measurements make sense.
>
> I'd say the same principle applies here,  so just go with whatever is
> easiest.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Legacy Help

2010-12-05 Thread Mike Maslo
I am a jaws user unfortunately here;

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Sunday, December 05, 2010 9:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Legacy Help

On 12/5/2010 7:34 PM, Mike Maslo wrote:
> Hi all:
>
>
>
> I was trying to play the legacy game on the web site provided but I do not
> understand how to play.
>
>
>
> I read or saw the instructions and it said it had loaded.
>
>
>
> However I do not know what to do after that. I saw all the information on
> the screen such as the other links and such but what do I do to actually
> play the game?
>
>
>
> I saw flash on the page and saw the instructions but then what?
>
>
>
> Any help with how to play would be sincerely appreciated.
>
>
>
> Can I play in explorer or do I need to use Mazilla?
>
> ---
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gamers-unsubscr...@audyssey.org.
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list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
>
Hello,
If you are using NVDA, you can interact with the object by activating 
focus mode. I am not sure how to do it with other screen readers.

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Re: [Audyssey] browser game question dealing with Ashes of Angels?

2010-12-05 Thread dark

hi chastity.

After checking the site, it seems the game is unfortunately not working 
currently,  hopefully they will fix it soon.


I'm afraid I personally gave up with Aoa when i realized that there was only 
a limited amount of stuff you could do in the game, and virtually no 
descriptions of in game objects. I'm afraid these days I'd say it just pales 
beside something like core exiles.


Beware the grue!

Dark.
- Original Message - 
From: "Chastity MORSE" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:16 AM
Subject: [Audyssey] browser game question dealing with Ashes of Angels?


Hey, I found the space game Ashes of Angels from this list and have been 
playing it a lot. I haven't been on it for 2 days and now when I try to 
log on, I can't even bring up the site. Does anyone else play this game or 
know what's wrong? Did they just suddenly go offline or are they having 
problems with their site?

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread dark
In a 3D game, the idea of sounds fading out seems logical, but in a 2D maze 
game with walls like Mota, I'd deffinately agree on the room method. 
Obviously for Q9 this wasn't necessary, sinse there are no walls and you 
just walk along continuously so it makes sense for sounds to have a long 
fade in and out rather than to be limited by area.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 2:29 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil,

Well, one of the reasons I actually added the sound region idea is
back in the early development days of Montezuma's Revenge people
complained that they could hear warp platforms, ropes, lava pits, etc
through walls even though they were in a totally different room or
area of the temple. Plus as Philip mentioned leaving all the sounds
running at once like that dramatically increases CPU usage and effects
system performance. I found using the sound regions does dramaticly
improve system performance as only the sounds of the objects in the
same rregion or area with you get played. So I'd be interested to here
your idea how to solve this problem.

Yeah, I can do as Philip said by setting a maximum distance a sound
will be attenuated before stoping a sound, but I also can see a case
where chasms, fires,  enemies, etc can be heard through walls, doors,
etc and that isn't always desirable either.




On 12/5/10, Phil Vlasak  wrote:

Hi Thomas,
The one thing I feel lacking in MOTA is how you limit the sounds to just 
the

room you are in.

In reality once you open a door to the next room you should hear the 
sounds

in that room even though you are in the previous room.
And once the door is open and you go through, the sounds in the previous
room should get quieter.
You could get this effect by having more than one room in a sound region.
In other words region 1 would include room 1, 2 and 4, since 2 is part of 
4

.
I guess that could get complicated as  sound regions would overlap.
Phil


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[Audyssey] towers of war help

2010-12-05 Thread Mike Maslo
Hi all:

 

I am trying to run towers of war but I get a run time 91 error but I have
Jim Kitchen's program installed already and after getting that error, I
cannot do anything. The game will not launch at all after that error.

 

Any help would be appreciated.

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Re: [Audyssey] Legacy Help

2010-12-05 Thread Alfredo

On 12/5/2010 7:34 PM, Mike Maslo wrote:

Hi all:



I was trying to play the legacy game on the web site provided but I do not
understand how to play.



I read or saw the instructions and it said it had loaded.



However I do not know what to do after that. I saw all the information on
the screen such as the other links and such but what do I do to actually
play the game?



I saw flash on the page and saw the instructions but then what?



Any help with how to play would be sincerely appreciated.



Can I play in explorer or do I need to use Mazilla?

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


   

Hello,
If you are using NVDA, you can interact with the object by activating 
focus mode. I am not sure how to do it with other screen readers.


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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread dark

Hi tom.

I always personally thought of things as scaled relative to the characters 
anyway. Afterall, if you thought about it logically, in a game like metroid, 
you'd be jumping 14 feet (over twice your hite), in the air anyway, and 
about 25 feet with the high jump boots.


Then, you'd be falling down shafts hundreds and hundreds of feet high with 
no injury, and jumping across gaps that are roughly 20 feet long.


Realistic? probably not, but in the contex of a 2D exploration game it works 
fine. I've not played many things in 3D, but I'd say the same principle 
applies, objects exist scaled to, and with reference to the mechanics of the 
game world only.


Look at shades of doom. I've always been rather amused that your fists can 
reach things seven feet away, and a long knife five feet (a knife that long 
is usually called a sword isn't it?), yet, we don't mind, because in the 
context of the game, for navigation purposes such measurements make sense.


I'd say the same principle applies here,  so just go with whatever is 
easiest.


Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: 
Sent: Sunday, December 05, 2010 11:42 PM
Subject: [Audyssey] Creating game levels to scale?



Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

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[Audyssey] Legacy Help

2010-12-05 Thread Mike Maslo
Hi all:

 

I was trying to play the legacy game on the web site provided but I do not
understand how to play.

 

I read or saw the instructions and it said it had loaded.

 

However I do not know what to do after that. I saw all the information on
the screen such as the other links and such but what do I do to actually
play the game?

 

I saw flash on the page and saw the instructions but then what?

 

Any help with how to play would be sincerely appreciated. 

 

Can I play in explorer or do I need to use Mazilla?

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[Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-05 Thread Hayden Presley
Hi,

Justtought I'd pass this aglong.

 

Best Regards,

Hayden

 

From: discuss...@bpcprograms.com [mailto:discuss...@bpcprograms.com] On
Behalf Of Munawar
Sent: Sunday, December 05, 2010 7:29 PM
To: discuss...@bpcprograms.com
Subject: [BPC Discussion] New Update For Three-D Velocity

 

Please forward this message to anyone you think will find this information
useful.

 

Note
: Games saved with an earlier version of Three-D Velocity will be compatible
with
this version. However, we recommend that you save your game immediately
after loading
it to commit the canges made in this version to the saved game.


This patch corrects an issue which would result in a "The specified path was
not
found" error when downloading a lock file. It is included in the full
install of
the game, so there is no need to download this patch if you have not
downloaded the
full setup program yet.


There was an issue where, in rare cases, the final battle would not start
properly.
This has been corrected.


Three-D Velocity will now check to see if an update exists for the game. If
there
is an update, it will notify you at startup.


The demo has been extended. Now, when you select Mission Mode, you are able
to play
the first fifteen minutes of the story, or up to the point where you reach
the island--whichever
comes first.


The challenge of the game has been increased. There are more dog fights
during story
mode.


You can now quit a game by pressing Escape.


There have been other fixes and improvements as well.

Munawar A. Bijani
Manager, Developer
BPCPrograms, LLC
http://www.bpcprograms.com
muna...@bpcprograms.com

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[Audyssey] Q9 Question

2010-12-05 Thread Hayden Presley
Hi Phillip,

I'm justcurious. How's that Q9 1.2 coming along?

 

Best Regards,

Hayden

 

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Phil,

Well, one of the reasons I actually added the sound region idea is
back in the early development days of Montezuma's Revenge people
complained that they could hear warp platforms, ropes, lava pits, etc
through walls even though they were in a totally different room or
area of the temple. Plus as Philip mentioned leaving all the sounds
running at once like that dramatically increases CPU usage and effects
system performance. I found using the sound regions does dramaticly
improve system performance as only the sounds of the objects in the
same rregion or area with you get played. So I'd be interested to here
your idea how to solve this problem.

Yeah, I can do as Philip said by setting a maximum distance a sound
will be attenuated before stoping a sound, but I also can see a case
where chasms, fires,  enemies, etc can be heard through walls, doors,
etc and that isn't always desirable either.




On 12/5/10, Phil Vlasak  wrote:
> Hi Thomas,
> The one thing I feel lacking in MOTA is how you limit the sounds to just the
> room you are in.
>
> In reality once you open a door to the next room you should hear the sounds
> in that room even though you are in the previous room.
> And once the door is open and you go through, the sounds in the previous
> room should get quieter.
> You could get this effect by having more than one room in a sound region.
> In other words region 1 would include room 1, 2 and 4, since 2 is part of 4
> .
> I guess that could get complicated as  sound regions would overlap.
> Phil
>
>
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Liam Erven
Personally. You're better off drawing everything to scale.
Will make math easier, and computers have no problem processing it.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 05, 2010 5:43 PM
To: gamers@audyssey.org
Subject: [Audyssey] Creating game levels to scale?

Hello everyone,

I was wondering if some gamers and especially other game developers could
give me their input on this matter. Tonight I am sitting here doing a bit of
work on the Genesis 3D engine when it ocurred to me I might be doing things
the wrong way, or at least I don't have to do things the way I'm currently
doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say it is
10 feet in length, it ends up using at least 10 elements of the array to
hold it in memory. Now, obviously the larger the level the more memory the
game is going to use because everything is drawn completely to actual scale.
This would be fine for games where the levels are small, where the levels
are restricted to a 2d world, but tonight while working on the engine and
creating a test level for Star Wars Mysteries of the Sith I soon realized
that in order to draw 3d levels according to actual scale would be huge. Oh,
the computers of today can certainly handle it as memory is no object its
just the principle of the thing why create a (100, 100, 100) 3d array to
store the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would be
reduced to 1, and therefore would only use up 1 element in the array.
Therefore instead of the player taking a step of 1 he or she would move only
0.1 units per step. Things like that basically means that I could make the
level 10 times smaller, saving memory, and still draw large objects and
rooms.

However, scaling things down isn't without its problems either. For example,
since you can't store anything in an array that is smaller than 1 unit in
size a door that would normally only be two or three feet wide would now be
10 feet wide because that is the smallest I could make it and store it in
the array. Same would go for chasms, fire pits, and anything else.
Basically, I'd have to make the jumps longer in order to clear a trap that
was only three or four feet accross, but thanks to the weird skaling and
technical issues with the array would be no smaller than 10 feet. Any
thoughts on this?

Cheers!

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Phil Vlasak

Hi Thomas,
The one thing I feel lacking in MOTA is how you limit the sounds to just the 
room you are in.


In reality once you open a door to the next room you should hear the sounds 
in that room even though you are in the previous room.
And once the door is open and you go through, the sounds in the previous 
room should get quieter.

You could get this effect by having more than one room in a sound region.
In other words region 1 would include room 1, 2 and 4, since 2 is part of 4 
.

I guess that could get complicated as  sound regions would overlap.
Phil


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Re: [Audyssey] Color idenfitying program

2010-12-05 Thread Yohandy

wow this actually sounds totally sweet.

- Original Message - 
From: "Jeremy Kaldobsky" 

To: "audyssey" 
Sent: Saturday, December 04, 2010 3:59 PM
Subject: Re: [Audyssey] Color idenfitying program


I wouldn't be able to make it a bar code reader for exactly that reason. 
In different places they would all mean different things.  The program I 
have in mind would require you to first hold a known box/can/money in front 
of the camera to teach the program what it is.  You'd type, for example, 
"corn" while holding up a can of corn.  Later on you could hold up a can of 
corn and it would speak "corn" to let you know what it was.  If it works it 
could be used for a whole assortment of different items... books, cd cases, 
credit cards, money, boxes of food, cans of food, pop bottles and cans. 
Basically anything you could hold up close to the camera lens.


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Re: [Audyssey] [brandon's list] Re: Mainstream brands and how to work with them

2010-12-05 Thread Yohandy
Heh actually there is trial and error dude. If you can listen to a song and 
immediately play it, let me know your magic tricks and I'll start working on 
the highest tier songs lol. Did you guys know Harmonix paid some company to 
attempt and make rock band accessible? Can't for the life of me remember 
who it was, but they apparently came up with some vibration system for the 
drums or something. I don't think anything came of it though. This is why I 
initially said that perhaps these new features weren't a mistake. I also 
remember an HMX employee posting on a forum, think it was a thread created 
by Brandon in fact, and this person mentioned that the company would love to 
make RB games accessible for us, but they weren't sure how to do it. Anyone 
read that particular thread? it was a long time ago. One thing is certain 
though. they know we're out there, and they know we play their games.


- Original Message - 
From: "Clement Chou" 

To: 
Sent: Saturday, December 04, 2010 4:12 PM
Subject: [brandon's list] Re: [Audyssey] Mainstream brands and how to work 
with them



Have to agree there... just because they say they'll pass it on doesn't 
mean they do. The pitch guide at least I can explain. Because not all 
singers know harmonies. Many people who play rock band actually have 
little knowledge of music... not saying everyone, but a lot of people. The 
majority might know some, but there's a lot of people who play it just as 
a video game. And the pitch guide is there to help people pick out 
harmonies and melodies and differentiate between them. A lot of people who 
do vocals aren't musically trained, they sing for fun. As a result, a lot 
of them don't even know what the definition of a harmony is. Or if they 
do, they find it hard to listen for them. As to the instruments still 
playing in the background... that might, just might, be a thing to help 
the blind fans like us. And I say us, because I'm also one of the ones 
who's posted on hmx boards about stuff like this. Constantly, in fact. But 
the fact is, if they really had thought to put accessibility in mind, they 
would've made it somehow possible for us to know what scores we got. And 
they also know that we don't need to actually go through trial and error 
on a song in rock band to learn it. Just listening to the song can do it, 
if you know how.






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[Audyssey] browser game question dealing with Ashes of Angels?

2010-12-05 Thread Chastity MORSE
Hey, I found the space game Ashes of Angels from this list and have been 
playing it a lot. I haven't been on it for 2 days and now when I try to log on, 
I can't even bring up the site. Does anyone else play this game or know what's 
wrong? Did they just suddenly go offline or are they having problems with their 
site?
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Re: [Audyssey] Color idenfitying confusion?

2010-12-05 Thread Bob Montowski
I do not wish to start some sort of flame attack on myself..but I have got 
to ask

what does this color identifying program have to do with a gaming thread?
Did I miss a full explanation of this in the beginning of the thread or is 
tthis whole subject totally off topic for this gaming thread?



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Re: [Audyssey] Flag this message Re: Color idenfitying program

2010-12-05 Thread Yohandy
Yup, Paper money is exactly what I had in mind. Would be pretty neat if you 
could make that, and I think it'll help many people to sort their money 
properly. Would be awesome if it used the same camera method as your color 
identifier. there are ways to do this with a scanner, but having to plug in 
a scanner to find out if what someone gave you is really a $10 bill is sort 
of a pain lol. my laptop already has a built-in webcam, so using it for this 
sort of thing as opposed to a scanner makes things much easier. Anyhow this 
is quite Off topic, so I won't be posting concerning this any longer. we'd 
all definitely appreciate this if you could pull it off, and it'll be quite 
unique too.



- Original Message - 
From: "Jeremy Kaldobsky" 

To: "'Gamers Discussion list'" 
Sent: Saturday, December 04, 2010 2:50 PM
Subject: [Audyssey] Flag this message Re: Color idenfitying program


A money identifier is a great idea!  :D  It would be difficult but I'm 
already brainstorming and I'll gladly make it if I can.  I'm assuming you 
mean paper money since coins are usually uniquely sized and ridged to help 
in identification.  Well... some coins originally had ridges to prevent 
people from scraping precious metals from them.


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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Philip,

Yeah, I get what your saying. The mixer is definitely a huge factor in
over all game performance. In fact, that is one reason why I switched
bakc to Streemway for the Windows releases. When I used OpenAL for
Windows it used a massive amount of memory to load the same amount of
sound data that I had in DirectX and performance went way down.
Switching back to Streemway performance went way back up. Plus
reducing the sound quality from 44100 KHZ to 22500 KHZ made a massive
improvement in over all system performance as well.

As for stopping sounds when they are out of range i already do that.
Basically, what I did when creating the engine is when you initialize
a sound you define a sound region, area, where the sound can be heard.
For example, if you asign it to room 5, that room and only that room,
is a sound region. If you enter room 5 the sounds start playing, and
if you leave room 5 all sounds in that room are stopped and the sounds
for room 6 are started. This keeps the game engine running smoothly as
it takes a lot of the system load off the mixer as it is usually only
dealing with say 5 to 10 sounds at a time rather than 50 or 60.

I appreciate your comments/suggestions. Yeah, I think spending the day
or two to modify the engine and game levels to scale things down
probably isn't worth it. As I said before memory usually is no object
these days as the least amount of ram I have on a computer is 1 GB,
and most of the computers my wife and I own have at least 2 GB or
more. Anyone here going to buy a computer today will have an extremely
high performance processor and ram and saving the ram by chopping
things down to size probably isn't worth the work to save a few
thousand KB of ramm.

Besides that I noticed when trying to redesign the MOTA levels using
the new scale my brain wouldn't work. I couldn'tthink of a chasm as a
single unit being 10 feet in length or 30 feet of wall being 3 units
long. I see things in my mind as actual scale, do my math that way,
and what I'd have to do is write it down as its actual scale and then
divide to come up witht the actual code that would get put into the
engine. Sounds too much like work.

Cheers!

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Shaun,

Ahem...The game does dispose of levels before loading a new one after
all. Besides loading the new level map it has to dispose of sound and
music objects as well as other game objects and recreate them with the
new level data.

On 12/5/10, shaun everiss  wrote:
> hmmm making things to scale would be something I'd like to keep.
> Though I wander if you could have things in modules then load what
> you need on demand and unload what you don't need.
> You probably don't need all levels loaded, and after the logo has
> played and the menu and after all that  you can probably unload that
> load the level, run that load and unload the next one and so on.
>
>>Hello everyone,
>>
>>I was wondering if some gamers and especially other game developers
>>could give me their input on this matter. Tonight I am sitting here
>>doing a bit of work on the Genesis 3D engine when it ocurred to me I
>>might be doing things the wrong way, or at least I don't have to do
>>things the way I'm currently doing it.
>>
>>You see, when I draw a map of a game level I draw everything in it
>>completely to scale. Like if I draw a chasm or lava pit, and let's say
>>it is 10 feet in length, it ends up using at least 10 elements of the
>>array to hold it in memory. Now, obviously the larger the level the
>>more memory the game is going to use because everything is drawn
>>completely to actual scale. This would be fine for games where the
>>levels are small, where the levels are restricted to a 2d world, but
>>tonight while working on the engine and creating a test level for Star
>>Wars Mysteries of the Sith I soon realized that in order to draw 3d
>>levels according to actual scale would be huge. Oh, the computers of
>>today can certainly handle it as memory is no object its just the
>>principle of the thing why create a (100, 100, 100) 3d array to store
>>the game level when I could acomplish the same thing with a (10, 10,
>>10) array that has everything scaled down by a factor of 10.
>>
>>So to use my earlier example the chasm that is 10 feet in length would
>>be reduced to 1, and therefore would only use up 1 element in the
>>array. Therefore instead of the player taking a step of 1 he or she
>>would move only 0.1 units per step. Things like that basically means
>>that I could make the level 10 times smaller, saving memory, and still
>>draw large objects and rooms.
>>
>>However, scaling things down isn't without its problems either. For
>>example, since you can't store anything in an array that is smaller
>>than 1 unit in size a door that would normally only be two or three
>>feet wide would now be 10 feet wide because that is the smallest I
>>could make it and store it in the array. Same would go for chasms,
>>fire pits, and anything else. Basically, I'd have to make the jumps
>>longer in order to clear a trap that was only three or four feet
>>accross, but thanks to the weird skaling and technical issues with the
>>array would be no smaller than 10 feet. Any thoughts on this?
>>
>>Cheers!
>>
>>---
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>
>
>
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Philip Bennefall

Hi Thomas,

In my experience, simple number lists like game environments, however large, 
isn't what consumes resources in a game. The real crook is the DirectSound 
mixer. If you really want to save on performance, make it so that in your 
sound positioning code you calculate the total distance and resulting volume 
decrease effect for each sound as either the player or the sound source 
moves. If the volume level is lower than some threshold you have decided 
like -5000 or -6000 in DirectSound, you simply stop the file. Of course you 
start it again once the player comes within this threshold again, making 
sure it is just low enough so that it's not noticeable. That's how I sped up 
Q9 so much between 1.0 and 1.1, so that it could even run on a horrendous 
netbook. Q9 is not nearly as large as what you're describing, of course, but 
the same principle still applies. I don't think all the recalculation and 
array nightmare work is worth it just to save a tiny bit of ram. Instead, 
make sure the data for each square is compact and stored as efficiently as 
possible; e.g. with the smallest datatype that will work and bitfields for 
flags etc


Hope this helps some.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: 
Sent: Monday, December 06, 2010 12:42 AM
Subject: [Audyssey] Creating game levels to scale?


Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

---
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hi Cara,

Yeah, that makes sense. I actually do that anyway as the engine still
keeps track of length, width, and hight of any object regardless of
what values are stored in the array itself. The array is basically
there used to tell what surface the player is walking on or to define
the size and shapes of walls etc.

On 12/5/10, Cara Quinn  wrote:
> Hi Thomas, one thing that comes to mind initially, is simply to use actual
> 3D coordinates. You can still store objects or object descriptions in an
> array, but add two coordinates to each which can define (on a gross level)
> its size. I.E. a door might be defined as existing from -1.5, 0.0, -3.0 to
> 1.5, 0.0, 3.0 where coordinates are measured in feet and are shown as x,y,z
> for width, length and height.
>
> so you'd have a door that is three feet wide, six feet tall, and zero feet
> long so to speak. In this example, 0.0, 0.0, 0.0 is in the center of the
> door, so you could move the door anywhere as its coordinate definition is
> only relative to itself.
>
> This would actually define the door and any other objects as axis-aligned
> bounding boxes so would have real dimensions in the game, but could still be
> stored with a very small amount of data.
>
> Hope this helps…
>
> Smiles,
>
> Cara :)
> On Dec 5, 2010, at 3:42 PM, Thomas Ward wrote:
>
> Hello everyone,
>
> I was wondering if some gamers and especially other game developers
> could give me their input on this matter. Tonight I am sitting here
> doing a bit of work on the Genesis 3D engine when it ocurred to me I
> might be doing things the wrong way, or at least I don't have to do
> things the way I'm currently doing it.
>
> You see, when I draw a map of a game level I draw everything in it
> completely to scale. Like if I draw a chasm or lava pit, and let's say
> it is 10 feet in length, it ends up using at least 10 elements of the
> array to hold it in memory. Now, obviously the larger the level the
> more memory the game is going to use because everything is drawn
> completely to actual scale. This would be fine for games where the
> levels are small, where the levels are restricted to a 2d world, but
> tonight while working on the engine and creating a test level for Star
> Wars Mysteries of the Sith I soon realized that in order to draw 3d
> levels according to actual scale would be huge. Oh, the computers of
> today can certainly handle it as memory is no object its just the
> principle of the thing why create a (100, 100, 100) 3d array to store
> the game level when I could acomplish the same thing with a (10, 10,
> 10) array that has everything scaled down by a factor of 10.
>
> So to use my earlier example the chasm that is 10 feet in length would
> be reduced to 1, and therefore would only use up 1 element in the
> array. Therefore instead of the player taking a step of 1 he or she
> would move only 0.1 units per step. Things like that basically means
> that I could make the level 10 times smaller, saving memory, and still
> draw large objects and rooms.
>
> However, scaling things down isn't without its problems either. For
> example, since you can't store anything in an array that is smaller
> than 1 unit in size a door that would normally only be two or three
> feet wide would now be 10 feet wide because that is the smallest I
> could make it and store it in the array. Same would go for chasms,
> fire pits, and anything else. Basically, I'd have to make the jumps
> longer in order to clear a trap that was only three or four feet
> accross, but thanks to the weird skaling and technical issues with the
> array would be no smaller than 10 feet. Any thoughts on this?
>
> Cheers!
>
> ---
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> gamers-unsubscr...@audyssey.org.
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>
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Re: [Audyssey] re-placing Chastity on moderated status, from Chastity

2010-12-05 Thread Thomas Ward
Hi,

Why am I not surprised? Ever notice everything Microsoft touches,
creates, or sells breaks easily?

I mean if they have a virus on their system they need to take care of
it. If that means purging their servers and backups to kill it then
that's what they have to do. There is no excuse letting a virus have
free reign for a year.

On 12/5/10, Trouble  wrote:
> Ok, I can say with known fact that those messages are not coming from
> you. Also they are not coming from your computer and you don't have a
> virus or spyware.
> The problem is MSN. they have a virus on the email servers and are
> not willing to remove it.
> The bug has ben moving from account to account for the past year.
> A friend of mine has a msn account and we found that it is MSN. We
> went through the whole virus on the computer bit and narrowed it to
> MSN email servers.
> Both of us have ben sending emails to MSN to investigate this, but no
> reply from them.
> I have went as far as getting a internal number we use at work to
> report this, and they say they know of the problem, that is all.
> So take it from some one that has ben watching this bug for a year.
> Its not you or your computer.
>
>
> Tim
> trouble
> Verizon FIOS support tech
> "Never offend people with style when you can offend them with substance."
> --Sam Brown
>
> Blindeudora list owner.
> To subscribe or info: http://www.freelists.org/webpage/blindeudora
>
>
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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread Cara Quinn
Hi Thomas, one thing that comes to mind initially, is simply to use actual 3D 
coordinates. You can still store objects or object descriptions in an array, 
but add two coordinates to each which can define (on a gross level) its size. 
I.E. a door might be defined as existing from -1.5, 0.0, -3.0 to  1.5, 0.0, 3.0 
where coordinates are measured in feet and are shown as x,y,z for width, length 
and height.

so you'd have a door that is three feet wide, six feet tall, and zero feet long 
so to speak. In this example, 0.0, 0.0, 0.0 is in the center of the door, so 
you could move the door anywhere as its coordinate definition is only relative 
to itself.

This would actually define the door and any other objects as axis-aligned 
bounding boxes so would have real dimensions in the game, but could still be 
stored with a very small amount of data.

Hope this helps…

Smiles,

Cara :)
On Dec 5, 2010, at 3:42 PM, Thomas Ward wrote:

Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

---
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Re: [Audyssey] re-placing Chastity on moderated status from Chastity, thanks to Tim

2010-12-05 Thread Thomas Ward
Hi Chastity,

Well, if the issue persists perhaps you should begin thinking about
switching to a different e-mail service provider. For example, you
could sign up for a free gmail account and then you wouldn't have to
deal with this issue. Just a suggestion.

Cheers!


On 12/5/10, Chastity MORSE  wrote:
> Yeah, and thanks Tim. I kind of figured it might be something with msn
> itself as I have a paid subscription for the highest security program I can
> find that works well with screen readers and did the entire scanning thing
> through the entire computer, file by file and such, then did the clean-up
> which I do regularily anyway and checked my email settings with this group
> and in general, and nothing! Well, now I can ad my email to msn's problem
> list.Wow! I didn't know it was going around that long with no fixes. Well, I
> hope it goes away again.
> Thanks again to all and sorry for the mess it caused.
> Chastity.
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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread Lori Duncan
Hi Dark I know what you mean about time being hard to get, but it was just 
something I wondered about   Sometimes I wish time would slow down a 
bit
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 10:57 PM
Subject: Re: [Audyssey] Audiogames.net suggestion


Not that I've heard yet, but masieg may be working something out with 
richard and sander behind the scenes.


Beware the Grue!

Dark.
- Original Message - 
From: "Mike Reiser" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 9:48 PM
Subject: Re: [Audyssey] Audiogames.net suggestion


You guys talked about putting audiogames.net on klango also, did that 
ever happen?


Mike

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Re: [Audyssey] Creating game levels to scale?

2010-12-05 Thread shaun everiss

hmmm making things to scale would be something I'd like to keep.
Though I wander if you could have things in modules then load what 
you need on demand and unload what you don't need.
You probably don't need all levels loaded, and after the logo has 
played and the menu and after all that  you can probably unload that 
load the level, run that load and unload the next one and so on.



Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread shaun everiss

there is audio games forum which I am part of a few threads.
but its messy, games sertianly but that doesn't reflect the entire 
site of audiogames.


You guys talked about putting audiogames.net on klango also, did 
that ever happen?


Mike

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Re: [Audyssey] re-placing Chastity on moderated status from Chastity, thanks to Tim

2010-12-05 Thread Hayden Presley
Hi,
Aw...aint that nice? Grin.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Trouble
Sent: Sunday, December 05, 2010 5:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] re-placing Chastity on moderated status from
Chastity, thanks to Tim

So far the only fix I have come up with is going to the msn.com and 
removing all contacts. That will cause the bug to move to the next victim.

At 06:20 PM 12/5/2010, you wrote:
>Yeah, and thanks Tim. I kind of figured it might be something with 
>msn itself as I have a paid subscription for the highest security 
>program I can find that works well with screen readers and did the 
>entire scanning thing through the entire computer, file by file and 
>such, then did the clean-up which I do regularily anyway and checked 
>my email settings with this group and in general, and nothing! Well, 
>now I can ad my email to msn's problem list.Wow! I didn't know it 
>was going around that long with no fixes. Well, I hope it goes away again.
>Thanks again to all and sorry for the mess it caused.
>Chastity.
>---
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gamers-unsubscr...@audyssey.org.
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>please send E-mail to gamers-ow...@audyssey.org.

Tim
trouble
Verizon FIOS support tech
"Never offend people with style when you can offend them with substance."
--Sam Brown

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To subscribe or info: http://www.freelists.org/webpage/blindeudora   


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Re: [Audyssey] re-placing Chastity on moderated status, from Chastity

2010-12-05 Thread shaun everiss

I am happy i use google rather than hotmail.
Maybe we  should msn should be renamed to the msnn microsoft support 
non network or something.

I have an msn but its with my old isp and it still works.
No sence in changing it but still,

Ok, I can say with known fact that those messages are not coming 
from you. Also they are not coming from your computer and you don't 
have a virus or spyware.
The problem is MSN. they have a virus on the email servers and are 
not willing to remove it.

The bug has ben moving from account to account for the past year.
A friend of mine has a msn account and we found that it is MSN. We 
went through the whole virus on the computer bit and narrowed it to 
MSN email servers.
Both of us have ben sending emails to MSN to investigate this, but 
no reply from them.
I have went as far as getting a internal number we use at work to 
report this, and they say they know of the problem, that is all.
So take it from some one that has ben watching this bug for a year. 
Its not you or your computer.



Tim
trouble
Verizon FIOS support tech
"Never offend people with style when you can offend them with substance."
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora


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[Audyssey] Creating game levels to scale?

2010-12-05 Thread Thomas Ward
Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

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Re: [Audyssey] re-placing Chastity on moderated status from Chastity, thanks to Tim

2010-12-05 Thread Trouble
So far the only fix I have come up with is going to the msn.com and 
removing all contacts. That will cause the bug to move to the next victim.


At 06:20 PM 12/5/2010, you wrote:
Yeah, and thanks Tim. I kind of figured it might be something with 
msn itself as I have a paid subscription for the highest security 
program I can find that works well with screen readers and did the 
entire scanning thing through the entire computer, file by file and 
such, then did the clean-up which I do regularily anyway and checked 
my email settings with this group and in general, and nothing! Well, 
now I can ad my email to msn's problem list.Wow! I didn't know it 
was going around that long with no fixes. Well, I hope it goes away again.

Thanks again to all and sorry for the mess it caused.
Chastity.
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Tim
trouble
Verizon FIOS support tech
"Never offend people with style when you can offend them with substance."
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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Re: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis

2010-12-05 Thread Ron Kolesar
Is this just to help hand to ear game designers, or can we use the voices 
for screen reader voices as well?
Ron Kolesar
kolesar16...@roadrunner.com

--
From: "Phil Vlasak" 
Sent: Sunday, December 05, 2010 6:02 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis

> I tried that link and it didn't work.
> Here's another:
> http://phonetic-arts.com/
>
> - Original Message - 
> From: "Phil Vlasak" 
> To: "Gamers Discussion list" 
> Sent: Sunday, December 05, 2010 5:45 PM
> Subject: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis
>
>
>> Hi Folks,
>> Google Acquires Phonetic Arts for Speech Synthesis
>> http://phonetic-arts.comphonetic arts Preview
>> Recorded dialogue is often only added late in a game's development and 
>> this
>> can make it difficult to design, pace and test scenes in the earlier 
>> stages
>> of production
>>
>> PA Preview addresses this problem by providing a comprehensive system for
>> automatically generating the dialogue
>>
>> Preview works by using Phonetic Arts state of the art Generator 
>> technology.
>> This can take any written sentence and generate its spoken equivalent
>>
>>
>>
>> "We used PA Preview extensively as part of the alpha testing for 
>> Enslaved.
>> It worked amazingly well and allowed us to do a full alpha-testing 
>> program
>> with voices"
>> Tom Colvin Audio Director  Ninja Theory
>>
>> "Many games today are developed under intense time pressure and rapid
>> production cycles. PA Preview has been invaluable to us, and meant we 
>> could
>> get convincing dialog much earlier than normal with our tight scheduling
>> requirements. This allowed us to jump ahead in our production schedule
>> without waiting on studio time or or talent availability for pick-ups."
>> Jesse Joudrey CTO  A.C.R.O.N.Y.M Games
>>
>> "Our Developers typically don't get any audio, now they can not only hear
>> the dialogue at every stage of development, they can make changes they 
>> need
>> for a scene straight away"
>> Chris Nutall CTO  nDreams
>>
>>
>>
>>
>> Use Our Voices
>> PA Preview comes with a set of standard game character voices; with these
>> you can be up and generating in-game dialog straight away
>>
>> We have characters ranging from secret agents, fantasy princesses, sports
>> commentators and many more. Here are some examples:
>>
>>   Dirk:
>>   Riawenna
>>
>>   Jasper
>> Use Your Own Voices
>> If you already have some recordings of a character (for example from a
>> previous game) you can use PA Adapt to adapt our voices to sound like 
>> your
>> character
>>
>> Using as little as 200 lines, you can adapt the core voices and create as
>> many new voices as you wish
>>
>>
>> Control Expression
>> Our copycat facility gives developers the ability to make lines sound
>> exactly as they want.
>>
>> Simply record the line yourself, and copycat generate the  speech in the
>> characters voice, but using your tone and inflection.
>>
>> Script writers can use this to give a guide as to how they eventually 
>> want
>> the lines to sound in the game.
>>
>> You can speed up and slow down the speech to suit the pace of the game
>>
>> BUT CAN'T I JUST USE AN OFF THE SHELF TEXT-TO-SPEECH SYSTEM TO DO THIS?
>>
>> Yes - but then your dialog will sound just like an off the shelf
>> text-to-speech system!
>> Advantages of Preview
>> Voices that can sound lively or animated like the final characters in a
>> game
>>
>> Using PA Adapt, use existing recordings to make the voices sound like the
>> character voices that will finally be used
>>
>> Control expression: our patented Copycat technology allows you to speak a
>> line in any style you want and Preview will copy that style but speak it
>> with the voice of the character
>>
>> Ensure all the character names and places are pronounced correctly
>>
>> Operation
>> Offline: Preview can be run in PA Studio, our powerful speech development
>> environment. Simply load in the script, process the lines and save the
>> generated audio for inclusion in the game as assets.
>>
>> In-game: run Preview live in the game; simply make the lines available to
>> PA Engine and it will generate and stream the audio as needed.
>>
>> Benefits
>> Create lines of dialog at any stage in game development
>>
>> Allow script edits to be instantly loaded into the game
>>
>> Ability to handle an unlimited number of different voices
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> 

[Audyssey] re-placing Chastity on moderated status from Chastity, thanks to Tim

2010-12-05 Thread Chastity MORSE
Yeah, and thanks Tim. I kind of figured it might be something with msn itself 
as I have a paid subscription for the highest security program I can find that 
works well with screen readers and did the entire scanning thing through the 
entire computer, file by file and such, then did the clean-up which I do 
regularily anyway and checked my email settings with this group and in general, 
and nothing! Well, now I can ad my email to msn's problem list.Wow! I didn't 
know it was going around that long with no fixes. Well, I hope it goes away 
again.
Thanks again to all and sorry for the mess it caused.
Chastity.
---
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Re: [Audyssey] Color identifying program

2010-12-05 Thread shaun everiss
if this helps I have just tried the same with no camera, and holding 
nothing and it says this reguardless.

At 10:13 p.m. 5/12/2010, you wrote:
Geremey, here is the problem. I hold up something to the webcam, I 
press space bar, and it says, white, pink or silver. I tryed to hold 
up my hand, but I still got the same result. I even tryed my hair. I 
know its black, but I wanted to see what it would say because I wanted to know.

- Original Message - From: "Jeremy Kaldobsky" 
To: "audyssey" 
Sent: Sunday, December 05, 2010 12:05 AM
Subject: Re: [Audyssey] Color identifying program


Mike, it should work with the built in camera automatically.  It 
might have incorrectly called your camera a "USB" camera, but in 
all likelihood it was referring to the built in cam.


When you say everything was white, do you mean it was identifying 
everything as white?  If you have some sight, keep in mind that the 
laptop screen will turn all white and will NOT show the image being 
seen by the camera.  The reason I turn the screen all white is 
because it is then serving as an additional light source to help 
the camera see the object.


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Re: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis

2010-12-05 Thread Phil Vlasak

I tried that link and it didn't work.
Here's another:
http://phonetic-arts.com/

- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 5:45 PM
Subject: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis



Hi Folks,
Google Acquires Phonetic Arts for Speech Synthesis
http://phonetic-arts.comphonetic arts Preview
Recorded dialogue is often only added late in a game's development and 
this
can make it difficult to design, pace and test scenes in the earlier 
stages

of production

PA Preview addresses this problem by providing a comprehensive system for
automatically generating the dialogue

Preview works by using Phonetic Arts state of the art Generator 
technology.

This can take any written sentence and generate its spoken equivalent



"We used PA Preview extensively as part of the alpha testing for Enslaved.
It worked amazingly well and allowed us to do a full alpha-testing program
with voices"
Tom Colvin Audio Director  Ninja Theory

"Many games today are developed under intense time pressure and rapid
production cycles. PA Preview has been invaluable to us, and meant we 
could

get convincing dialog much earlier than normal with our tight scheduling
requirements. This allowed us to jump ahead in our production schedule
without waiting on studio time or or talent availability for pick-ups."
Jesse Joudrey CTO  A.C.R.O.N.Y.M Games

"Our Developers typically don't get any audio, now they can not only hear
the dialogue at every stage of development, they can make changes they 
need

for a scene straight away"
Chris Nutall CTO  nDreams




Use Our Voices
PA Preview comes with a set of standard game character voices; with these
you can be up and generating in-game dialog straight away

We have characters ranging from secret agents, fantasy princesses, sports
commentators and many more. Here are some examples:

  Dirk:
  Riawenna

  Jasper
Use Your Own Voices
If you already have some recordings of a character (for example from a
previous game) you can use PA Adapt to adapt our voices to sound like your
character

Using as little as 200 lines, you can adapt the core voices and create as
many new voices as you wish


Control Expression
Our copycat facility gives developers the ability to make lines sound
exactly as they want.

Simply record the line yourself, and copycat generate the  speech in the
characters voice, but using your tone and inflection.

Script writers can use this to give a guide as to how they eventually want
the lines to sound in the game.

You can speed up and slow down the speech to suit the pace of the game

BUT CAN'T I JUST USE AN OFF THE SHELF TEXT-TO-SPEECH SYSTEM TO DO THIS?

Yes - but then your dialog will sound just like an off the shelf
text-to-speech system!
Advantages of Preview
Voices that can sound lively or animated like the final characters in a
game

Using PA Adapt, use existing recordings to make the voices sound like the
character voices that will finally be used

Control expression: our patented Copycat technology allows you to speak a
line in any style you want and Preview will copy that style but speak it
with the voice of the character

Ensure all the character names and places are pronounced correctly

Operation
Offline: Preview can be run in PA Studio, our powerful speech development
environment. Simply load in the script, process the lines and save the
generated audio for inclusion in the game as assets.

In-game: run Preview live in the game; simply make the lines available to
PA Engine and it will generate and stream the audio as needed.

Benefits
Create lines of dialog at any stage in game development

Allow script edits to be instantly loaded into the game

Ability to handle an unlimited number of different voices


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list,

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.872 / Virus Database: 271.1.1/3298 - Release Date: 12/05/10 
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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread dark
Not that I've heard yet, but masieg may be working something out with 
richard and sander behind the scenes.


Beware the Grue!

Dark.
- Original Message - 
From: "Mike Reiser" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 9:48 PM
Subject: Re: [Audyssey] Audiogames.net suggestion


You guys talked about putting audiogames.net on klango also, did that ever 
happen?


Mike

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[Audyssey] Google Acquires Phonetic Arts for Speech Synthesis

2010-12-05 Thread Phil Vlasak

Hi Folks,
Google Acquires Phonetic Arts for Speech Synthesis
http://phonetic-arts.comphonetic arts Preview
Recorded dialogue is often only added late in a game's development and this 
can make it difficult to design, pace and test scenes in the earlier stages 
of production


PA Preview addresses this problem by providing a comprehensive system for 
automatically generating the dialogue


Preview works by using Phonetic Arts state of the art Generator technology. 
This can take any written sentence and generate its spoken equivalent




"We used PA Preview extensively as part of the alpha testing for Enslaved. 
It worked amazingly well and allowed us to do a full alpha-testing program 
with voices"

Tom Colvin Audio Director  Ninja Theory

"Many games today are developed under intense time pressure and rapid 
production cycles. PA Preview has been invaluable to us, and meant we could 
get convincing dialog much earlier than normal with our tight scheduling 
requirements. This allowed us to jump ahead in our production schedule 
without waiting on studio time or or talent availability for pick-ups."

Jesse Joudrey CTO  A.C.R.O.N.Y.M Games

"Our Developers typically don't get any audio, now they can not only hear 
the dialogue at every stage of development, they can make changes they need 
for a scene straight away"

Chris Nutall CTO  nDreams




Use Our Voices
PA Preview comes with a set of standard game character voices; with these 
you can be up and generating in-game dialog straight away


We have characters ranging from secret agents, fantasy princesses, sports 
commentators and many more. Here are some examples:


  Dirk:
  Riawenna

  Jasper
Use Your Own Voices
If you already have some recordings of a character (for example from a 
previous game) you can use PA Adapt to adapt our voices to sound like your 
character


Using as little as 200 lines, you can adapt the core voices and create as 
many new voices as you wish



Control Expression
Our copycat facility gives developers the ability to make lines sound 
exactly as they want.


Simply record the line yourself, and copycat generate the  speech in the 
characters voice, but using your tone and inflection.


Script writers can use this to give a guide as to how they eventually want 
the lines to sound in the game.


You can speed up and slow down the speech to suit the pace of the game

BUT CAN'T I JUST USE AN OFF THE SHELF TEXT-TO-SPEECH SYSTEM TO DO THIS?

Yes - but then your dialog will sound just like an off the shelf 
text-to-speech system!

Advantages of Preview
Voices that can sound lively or animated like the final characters in a 
game


Using PA Adapt, use existing recordings to make the voices sound like the 
character voices that will finally be used


Control expression: our patented Copycat technology allows you to speak a 
line in any style you want and Preview will copy that style but speak it 
with the voice of the character


Ensure all the character names and places are pronounced correctly

Operation
Offline: Preview can be run in PA Studio, our powerful speech development 
environment. Simply load in the script, process the lines and save the 
generated audio for inclusion in the game as assets.


In-game: run Preview live in the game; simply make the lines available to 
PA Engine and it will generate and stream the audio as needed.


Benefits
Create lines of dialog at any stage in game development

Allow script edits to be instantly loaded into the game

Ability to handle an unlimited number of different voices


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[Audyssey] new free Ivona klango.net voices

2010-12-05 Thread Josh Kennedy

Hi

Just wanted to let you all know that with the latest klango version you 
can now get your choice of two, free, Ivona voices. If you want two 
different ones then just uninstall the first two and pick two new ones. 
get it at the new www.klango.net downloads section. klango is free but 
there are some paid for services. Klango also has some audio games that 
you can play along with twitter and facebook clients, math tools and a 
typing teacher among other things. the website is klango.net and it is 
new because it has recently been redesigned.

Josh

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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread Mike Reiser
You guys talked about putting audiogames.net on klango also, did that 
ever happen?


Mike

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Re: [Audyssey] re-placing Chastity on moderated status, from Chastity

2010-12-05 Thread Trouble
Ok, I can say with known fact that those messages are not coming from 
you. Also they are not coming from your computer and you don't have a 
virus or spyware.
The problem is MSN. they have a virus on the email servers and are 
not willing to remove it.

The bug has ben moving from account to account for the past year.
A friend of mine has a msn account and we found that it is MSN. We 
went through the whole virus on the computer bit and narrowed it to 
MSN email servers.
Both of us have ben sending emails to MSN to investigate this, but no 
reply from them.
I have went as far as getting a internal number we use at work to 
report this, and they say they know of the problem, that is all.
So take it from some one that has ben watching this bug for a year. 
Its not you or your computer.



Tim
trouble
Verizon FIOS support tech
"Never offend people with style when you can offend them with substance."
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread dark

HI lorry.

There is actually an rss feed for the news, though that will only report the 
same news which is posted on site.


As to a podcast feed, - well there is this thing called time, I've heard 
about it, but never actually found any myself ;D. I'm also unsure if Cx2, 
Sander or richard have any way of recording podcasts, pluss I have no 
facility with the sort of audio editing which would be necessary for 
listener feedback.


As a general rule, I do also wonder if there would be enough stuff to 
actually make a podcast, sinse obviously the amount of news we have is 
dependent upon what's going on with games at the time.


Sometimes there's loads, especially around a big release like tdv, but at 
others we can have a slow week and there not be anything for a fortnight or 
so.


So while it's a nice idea, I'm not sure how practically possible it would be 
to do.


beware the grue!

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

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 3:55 PM
Subject: [Audyssey] Audiogames.net suggestion


Hi everyone I just thought I'd throw this idea out and see what people 
think.  I know audiogames.net has a miling list but I also think it'd be a 
good idea to also have an audiogames.net podcast feed too.  I'm not sure 
how it'd work, maybe a round up of any news of up-coming games and some 
listener feedback.  Just an idea I had.  From Lori

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Re: [Audyssey] Is KChess Elite Still Available for Ordering?

2010-12-05 Thread Charles Rivard

As far as I know, it is still available for purchase.

---
Shepherds are the best beasts!
- Original Message - 
From: "Kelly Sapergia" 

To: 
Sent: Sunday, December 05, 2010 8:52 AM
Subject: [Audyssey] Is KChess Elite Still Available for Ordering?



Hi,

A couple months ago, I started working with the KChess Elite software, and 
have thought about ordering the game. While going through the sound files 
folder, however, I noticed a text file stating that if you produce a 
speech pack for the game, and if the developer thought it was good, you 
would get a free copy of the program. How could I resist? I had been 
working on a sound pack of my own anyway, since I'm not a fan of the 
American English voice included with the game, and thought I'd submit it. 
Once it was complete, I sent it to the developer, but never got a 
response. OK, I thought, maybe that offer has expired or something. 
Anyway, while looking at the support forum on the Arkangles site, I 
noticed that the author's last posting was from April 1, 2008. As I say, 
I'm interested in ordering the game, but I'm now beginning to wonder if 
it's still available? In other words, if anyone has ordered the game 
recently, did you get your unlock code in a timely manner after sending 
the payment with PayPal? I just want to make sure, since I don't like the 
idea of paying for something I may not get.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



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Re: [Audyssey] (no subject)

2010-12-05 Thread Sky Mundell
Hi, She is not sending any spam. I also had that happen to me where some guy
would send messages under my name. This was back in 2005. I know how it
feels when these things happen

 

  _  

From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Harmony Neil
Sent: Sunday, December 05, 2010 11:41 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] (no subject)

 

Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com; icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php
 
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  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1170 / Virus Database: 426/3298 - Release Date: 12/05/10

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Re: [Audyssey] (no subject)

2010-12-05 Thread Shiny protector
Harmony, she isn't sending them. For your information, we didn't send spoof 
emails and the hackers just did it. So, in other words, their is know need 
to take out your temper on her just because of a spambot.


How ever Chastity, I know it isn't your fault, but if you want to stop 
these, I suggest you download AVG. It is just marvellous. Go to.

www.avg.com
- Original Message - 
From: "Harmony Neil" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 05, 2010 7:40 PM
Subject: Re: [Audyssey] (no subject)



Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com; icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php

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Re: [Audyssey] (no subject)

2010-12-05 Thread Shiny protector

I want to blast that spammer  out of the way!
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 05, 2010 7:22 PM
Subject: Re: [Audyssey] (no subject)



Hi,
Sigh...not again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: Sunday, December 05, 2010 1:20 PM
To: emilym...@hotmail.com; scholar1...@hotmail.com; icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php

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Re: [Audyssey] (no subject)

2010-12-05 Thread Harmony Neil
Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com; icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php
  
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Re: [Audyssey] (no subject)

2010-12-05 Thread Hayden Presley
Hi,
Sigh...not again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: Sunday, December 05, 2010 1:20 PM
To: emilym...@hotmail.com; scholar1...@hotmail.com; icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php
  
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[Audyssey] (no subject)

2010-12-05 Thread Chastity MORSE
http://hosting.ws/index0005.php
  
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[Audyssey] Papa Sangre audio game

2010-12-05 Thread Lori Duncan
Hi I think this Papa Sangre

 game is for the Iphone or Ipod Touch, it's based totally on sound but I'm 
wondering how a blind person is meant to play it if you don't have your normal 
keyboard layoug like turning using control and arrow keys, up arrow to move 
forward, down to move back etc, does anyone know how this one will work?  
You're not meant to see what's going on so I imagine blind people can play it, 
but the question is how.  
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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread enes

hi lori,
no, audiogames doesn't have a mailing list
but it has a forum

--
From: "Lori Duncan" 
Sent: Sunday, December 05, 2010 3:55 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Audiogames.net suggestion

Hi everyone I just thought I'd throw this idea out and see what people 
think.  I know audiogames.net has a miling list but I also think it'd be a 
good idea to also have an audiogames.net podcast feed too.  I'm not sure 
how it'd work, maybe a round up of any news of up-coming games and some 
listener feedback.  Just an idea I had.  From Lori

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[Audyssey] Audiogames.net suggestion

2010-12-05 Thread Lori Duncan
Hi everyone I just thought I'd throw this idea out and see what people think.  
I know audiogames.net has a miling list but I also think it'd be a good idea to 
also have an audiogames.net podcast feed too.  I'm not sure how it'd work, 
maybe a round up of any news of up-coming games and some listener feedback.  
Just an idea I had.  From Lori
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Re: [Audyssey] Help with Pipe2

2010-12-05 Thread Hayden Presley
Hi Greg,
On thecontrary...it is quite possible to hold  it downand be justfine.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Greg Steel
Sent: Sunday, December 05, 2010 12:22 AM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Help with Pipe2

Hi here is what you can do on the side scroller levels .  Don't hold down 
the right arrow key that way if you here a steam or electricity starting 
that way you won't die or get fried by the electricity.  As for the barrels 
as soon as you here the warning jump twice over them as for the sewer lids 
and you will be safe.  The way the electricity levels work is, if I remember

after every two currents their is a jolt so make sure that the current is on

the other side before you twist the valve.  I hope this helps.
- Original Message - 
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Sent: Saturday, December 04, 2010 2:22 PM
Subject: [Audyssey] Help with Pipe2


> Hi after giving up playing Pipe 2 because of my frustration on the 
> Electricity levels, I've not decided to give it another shot, if only to 
> pass the thing!  Something else I'm finding tricky and needing help with 
> is when I'm on a side-scroler level how far do I need to walk before a 
> steam or electricity will come on, and also I get the hint when I jump a 
> barrel, but sometimes said barrel still runs me down even after I've 
> jumped it.  Are there any tips on timing things right?  I seriously want 
> to beat the game at least once so I can get cheat codes.Thanks 
> from Lori
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[Audyssey] Is KChess Elite Still Available for Ordering?

2010-12-05 Thread Kelly Sapergia

Hi,

A couple months ago, I started working with the KChess Elite software, and 
have thought about ordering the game. While going through the sound files 
folder, however, I noticed a text file stating that if you produce a speech 
pack for the game, and if the developer thought it was good, you would get a 
free copy of the program. How could I resist? I had been working on a sound 
pack of my own anyway, since I'm not a fan of the American English voice 
included with the game, and thought I'd submit it. Once it was complete, I 
sent it to the developer, but never got a response. OK, I thought, maybe 
that offer has expired or something. Anyway, while looking at the support 
forum on the Arkangles site, I noticed that the author's last posting was 
from April 1, 2008. As I say, I'm interested in ordering the game, but I'm 
now beginning to wonder if it's still available? In other words, if anyone 
has ordered the game recently, did you get your unlock code in a timely 
manner after sending the payment with PayPal? I just want to make sure, 
since I don't like the idea of paying for something I may not get.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] bundger.

2010-12-05 Thread Richard Claridge
Hi dark
Gosh 2XL I loved that, a genius toy for it's day
Cheers
Rich


Sent from my iPhone

On 5 Dec 2010, at 11:04, "dark"  wrote:

> Well, remembering it would be hard, sinse I've absolutely, positively never 
> heard of it!
> 
> Failing some sort of alien or magical mind control that wiped all memory of 
> it from my brain, I am absolutely certain I've never heard of, much less 
> played a game by the name of bundger (and with a name like that, odds are I'd 
> deffinately remember).
> 
> Even a search on wikipedia turned up nothing.
> 
> Muhammed, while I have played a fair few game books and such in my time, I 
> never pretended to have an encyclopedic knolidge on the subject.
> 
> In fact if, as it sounds, this was a hand held electronic game aimed at kids 
> released in the last few years, odds are I probably wouldn't have come across 
> it sinse I am 28,  the only vaguely similar thing I remember from when i 
> was around 9 or 10 was the 2xl robot, which used 4 track tapes to ask 
> questions or play trivia games,  now that was! awsome!
> 
> Beware the grue!
> 
> Dark. 
> 
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Re: [Audyssey] Color identifying program

2010-12-05 Thread Jeremy Kaldobsky
Mike, I'm thinking now that it just doesn't detect your webcam.  I've been 
doing some tests and on some systems it will only see red if it can't detect 
the camera, but one one of my machines it will identify everything as white, 
pink or silver when I don't have a camera hooked up.  If I had thought about it 
when making the program, I should have put in some more code so it would 
actually Tell you if it couldn't detect the camera lol.  Sloppy programming on 
my part, sorry about that.  :P

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Re: [Audyssey] The old Pb-games

2010-12-05 Thread Shiny Protector
Could I please have gangster attack? I'm curious about this game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: 05 December 2010 13:28
To: Gamers Discussion list
Subject: Re: [Audyssey] The old Pb-games

Yeah. I'd also pay some money for Gangster Attack and Science Invasion. I'll
test them if I can as well.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 5, 2010, at 7:19 AM, Ben wrote:

> Same I'll test - could never beat the final level...
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Ron Kolesar
> Sent: 30 November 2010 13:26
> To: Philip Bennefall; Gamers Discussion list
> Subject: Re: [Audyssey] The old Pb-games
> 
> I for one enjoy playing Tarzan junior.
> I paid $20 for my unlock code.
> I never could get past the monkey section.
> I should say that I was able to finish that section but could never 
> get past
> 
> that section that came after the monkey swing.
> I thought that especially the lion or was it the tiger section sound 
> effect were realistic. A friend of mine who played the game for the 
> first time got the crap scared out of him when he got ate by the 
> tigers. It was that realistic.
> So if you're looking for a beta tester? Ship me a line privately.
> Ron
> Ron Kolesar
> kolesar16...@roadrunner.com
> 
> --
> From: "Philip Bennefall" 
> Sent: Monday, November 29, 2010 5:20 AM
> To: "Gamers Discussion list" 
> Subject: [Audyssey] The old Pb-games
> 
>> Hi all,
>> 
>> I've been following the recent discussion and thought I would jump in 
>> with
> 
>> a few notes and a question. All of my old games from pb-games.com 
>> such as Tarzan Junior, Dark Destroyer, Showdown and 3d Snake were all 
>> written in JavaScript. This is not a good language for even remotely 
>> serious game development, but it was a wonderful sandbox for a 
>> curious 12 year old to take the first staggering steps on the road to 
>> programming and eventually
>> Q9 and BGT. Grin. Anyhow, these games were written with Internet 
>> Explorer
>> 4 in mind and ran very well in that browser, but do not work nearly 
>> as nice in newer versions like 7 and 8. The cause of this I know not, 
>> I just know that it's a fact.
>> 
>> Now to my question. If I were to rewrite and vastly improve these old 
>> titles, would you buy them? I am thinking Tarzan Junior especially. 
>> That game had some good elements in it, underneath all the bad acting 
>> that I'm afraid I was responsible for as well as the now rather sluggish
game play.
> 
>> So in short, if I rewrote this game into a good product, would any of 
>> you want to spend $30 on it?
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
>> 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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>> list, please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> 
> ---
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You ca

Re: [Audyssey] The old Pb-games

2010-12-05 Thread Orin
Yeah. I'd also pay some money for Gangster Attack and Science Invasion. I'll 
test them if I can as well.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 5, 2010, at 7:19 AM, Ben wrote:

> Same I'll test - could never beat the final level...
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Ron Kolesar
> Sent: 30 November 2010 13:26
> To: Philip Bennefall; Gamers Discussion list
> Subject: Re: [Audyssey] The old Pb-games
> 
> I for one enjoy playing Tarzan junior.
> I paid $20 for my unlock code.
> I never could get past the monkey section.
> I should say that I was able to finish that section but could never get past
> 
> that section that came after the monkey swing.
> I thought that especially the lion or was it the tiger section sound effect 
> were realistic. A friend of mine who played the game for the first time got 
> the crap scared out of him when he got ate by the tigers. It was that 
> realistic.
> So if you're looking for a beta tester? Ship me a line privately.
> Ron
> Ron Kolesar
> kolesar16...@roadrunner.com
> 
> --
> From: "Philip Bennefall" 
> Sent: Monday, November 29, 2010 5:20 AM
> To: "Gamers Discussion list" 
> Subject: [Audyssey] The old Pb-games
> 
>> Hi all,
>> 
>> I've been following the recent discussion and thought I would jump in with
> 
>> a few notes and a question. All of my old games from pb-games.com such as 
>> Tarzan Junior, Dark Destroyer, Showdown and 3d Snake were all written in 
>> JavaScript. This is not a good language for even remotely serious game 
>> development, but it was a wonderful sandbox for a curious 12 year old to 
>> take the first staggering steps on the road to programming and eventually 
>> Q9 and BGT. Grin. Anyhow, these games were written with Internet Explorer 
>> 4 in mind and ran very well in that browser, but do not work nearly as 
>> nice in newer versions like 7 and 8. The cause of this I know not, I just 
>> know that it's a fact.
>> 
>> Now to my question. If I were to rewrite and vastly improve these old 
>> titles, would you buy them? I am thinking Tarzan Junior especially. That 
>> game had some good elements in it, underneath all the bad acting that I'm 
>> afraid I was responsible for as well as the now rather sluggish game play.
> 
>> So in short, if I rewrote this game into a good product, would any of you 
>> want to spend $30 on it?
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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> 
> 
> 
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Re: [Audyssey] fighting Brutus

2010-12-05 Thread Hayden Presley
Hi Ben,
That  sounded exactly like the Treasure Hunt one, actually.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, December 05, 2010 6:23 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] fighting Brutus

You sounded great.  I should know since I did a final fight intro track to
fit with the "do you think I would make it that easy" section or whatever it
was...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 30 November 2010 06:27
To: Gamers Discussion list
Subject: Re: [Audyssey] fighting Brutus

British sounding?

Sinse I am British (or english at least), I'd hope so ;d.

Munawar apparently fancied the idea of the sort of very posh sounding James 
Bond English villain type for Brutus, which is why Lee, the game's sound 
designer and Munawar ended up asking me.

I'm glad people think it came out sounding okay.

i'd be very happy to do other bits of voice acting or recording for people 
(maybe that could help Tom cut down some of that developement time), just 
drop me a mail of list on d...@xgam.org.

Beware the Grue!

Dark. 


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Re: [Audyssey] bavisoft

2010-12-05 Thread Ben
I'll actually agree.  I even had a friend spoil the game by accident its so
simple

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 30 November 2010 01:29
To: Gamers Discussion list
Subject: Re: [Audyssey] bavisoft

Hi Lisa,

Yeah, I know. i was just saying that those games aren't my thing. I
know this might come out wrong, but I know I'm a better developer than
to write games like Chillingham as I've got bigger and more complex
games in mind. The entire reason I've spent the last year or two
building a 3d game engine is to produce games mor on par with
mainstream games, and Chillingham is just to simplistic for my
taistes.

Cheers!


On 11/29/10, Lisa Hayes  wrote:
> well Thomas, I was kidding I really was I didn't get their games two
babyish
> for me.
> Lisa Hayes
>
>
>
>
> www.nutrimetics.com.au/lisahayes
>

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Re: [Audyssey] fighting Brutus

2010-12-05 Thread Ben
You sounded great.  I should know since I did a final fight intro track to
fit with the "do you think I would make it that easy" section or whatever it
was...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 30 November 2010 06:27
To: Gamers Discussion list
Subject: Re: [Audyssey] fighting Brutus

British sounding?

Sinse I am British (or english at least), I'd hope so ;d.

Munawar apparently fancied the idea of the sort of very posh sounding James 
Bond English villain type for Brutus, which is why Lee, the game's sound 
designer and Munawar ended up asking me.

I'm glad people think it came out sounding okay.

i'd be very happy to do other bits of voice acting or recording for people 
(maybe that could help Tom cut down some of that developement time), just 
drop me a mail of list on d...@xgam.org.

Beware the Grue!

Dark. 


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Re: [Audyssey] bavisoft

2010-12-05 Thread Ben
Exactly!  Could I have num crunch... I could never get that...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: 30 November 2010 11:19
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] bavisoft

Hi Laurie,
As far as games go, I feel that any game is better than no game at all. Why 
do I spend so much time trying to struggle through Sarah and just traveling 
in circles all the time? Why did I spend two hours in one night alone trying

to work out Shades of Doom and keep falling down holes etc? Why did I 
persevere for over three years with GMA Tank Commander until now I have 
actually come to liking it, buying it and beating it? Because people have 
taken the time to make them for our enjoyment.
To tell you the truth, I am 22 years old, and I still enjoy Simon, Bop It, 
Guess the Number (albeit jazzed up a little, take Lighttech's Num Crunch for

example, and Liam's version in JD). I'd rather beat a game in ten minutes or

lose a game for hours than not play it at all just because it is too simple 
or too hard. I keep an open mind in accessible games, since our choice is 
already limited, that is if you're not used to playing mainstream games. 
That is precisely why I installed the .NET Framework on my system, despite 
my bad experiences with it, and played MOTA and Monopoly using it, until 
those two games moved away from it.
Regards,
Damien.



- Original Message - 
From: "Lori Duncan" 
To: "Gamers Discussion list" 
Sent: Tuesday, November 30, 2010 10:45 AM
Subject: Re: [Audyssey] bavisoft


> Some of the puzzles seemed childish to me, but them I think simon says 
> games a waste of time and very child orrintated.  It seemed as if repeting

> puzzles was a bit of a drag at times and lacked imagination.  Also it felt

> like someone else wrote the ending in a terrible hurry as it didn't fit at

> all!
> - Original Message - 
> From: "Hayden Presley" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, November 30, 2010 12:35 AM
> Subject: Re: [Audyssey] bavisoft
>
>
>> Hi Thomas,
>> Yes, the sounds are pretty good on both games, and there are some really
>> good Classical soundtracks in Chillingham if you're into that kind of 
>> thing.
>> The thing was that, indeed, Bavisoft's games were a bit lacking in the
>> replayability department, especially Chillingham. My favorite kinds of 
>> Text
>> Adventures (I know it wasn't actually "text" but it wouldn't be hard to
>> convert to it) have some random elements mixed in. Andy Phillips is a 
>> good
>> example of that kind of author. Chillingham literally was always the 
>> same.
>>
>> Best Regards,
>> Hayden
>>
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Shiny protector
>> Sent: Monday, November 29, 2010 10:30 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] bavisoft
>>
>> Hi Lisa,
>> No I wouldn't take over even if I new how to program. The problem would 
>> be
>> then I'd be dead, as I wouldn't have any reputation.
>> - Original Message - 
>> From: "Thomas Ward" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, November 29, 2010 8:01 AM
>> Subject: Re: [Audyssey] bavisoft
>>
>>
>>> Hi,
>>>
>>> Mm...No thank you. I have no desire to take over something like
>>> Bavisoft. While the games had great sound effects the games themselves
>>> weren't really that good from what I have heard.
>>>
>>> Now, if it was something like the PB Games I'd consider creating
>>> updated versions. Dark Destroyer is a pretty cool game and probably
>>> wouldn't take much to update, and convert to something like Python and
>>> PyGame. Same for Tarzan Junior. I actually like Tarzan Junior, and
>>> find the game pretty challenging. Both are at least worth
>>> considdering. Grin.
>>>
>>> On 11/29/10, Lisa Hayes  wrote:
 Yep even the copy right on their sight is six years old, maybe one of 
 our
 good developers should take them over, hell no one needs that 
 reputation,
 bad idea lisa.  grin.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes
>>>
>>> ---
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>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>
>>
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>

Re: [Audyssey] The old Pb-games

2010-12-05 Thread Ben
Same I'll test - could never beat the final level...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Kolesar
Sent: 30 November 2010 13:26
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] The old Pb-games

I for one enjoy playing Tarzan junior.
I paid $20 for my unlock code.
I never could get past the monkey section.
I should say that I was able to finish that section but could never get past

that section that came after the monkey swing.
I thought that especially the lion or was it the tiger section sound effect 
were realistic. A friend of mine who played the game for the first time got 
the crap scared out of him when he got ate by the tigers. It was that 
realistic.
So if you're looking for a beta tester? Ship me a line privately.
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--
From: "Philip Bennefall" 
Sent: Monday, November 29, 2010 5:20 AM
To: "Gamers Discussion list" 
Subject: [Audyssey] The old Pb-games

> Hi all,
>
> I've been following the recent discussion and thought I would jump in with

> a few notes and a question. All of my old games from pb-games.com such as 
> Tarzan Junior, Dark Destroyer, Showdown and 3d Snake were all written in 
> JavaScript. This is not a good language for even remotely serious game 
> development, but it was a wonderful sandbox for a curious 12 year old to 
> take the first staggering steps on the road to programming and eventually 
> Q9 and BGT. Grin. Anyhow, these games were written with Internet Explorer 
> 4 in mind and ran very well in that browser, but do not work nearly as 
> nice in newer versions like 7 and 8. The cause of this I know not, I just 
> know that it's a fact.
>
> Now to my question. If I were to rewrite and vastly improve these old 
> titles, would you buy them? I am thinking Tarzan Junior especially. That 
> game had some good elements in it, underneath all the bad acting that I'm 
> afraid I was responsible for as well as the now rather sluggish game play.

> So in short, if I rewrote this game into a good product, would any of you 
> want to spend $30 on it?
>
> Kind regards,
>
> Philip Bennefall
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Re: [Audyssey] bundger.

2010-12-05 Thread Shiny Protector
Hi Dark,
Ok All right. Though I might help Thomas release it and change the  aspects
of the game.  

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 05 December 2010 11:04
To: Gamers Discussion list
Subject: Re: [Audyssey] bundger.

Well, remembering it would be hard, sinse I've absolutely, positively never
heard of it!

Failing some sort of alien or magical mind control that wiped all memory of
it from my brain, I am absolutely certain I've never heard of, much less
played a game by the name of bundger (and with a name like that, odds are
I'd deffinately remember).

Even a search on wikipedia turned up nothing.

Muhammed, while I have played a fair few game books and such in my time, I
never pretended to have an encyclopedic knolidge on the subject.

In fact if, as it sounds, this was a hand held electronic game aimed at kids
released in the last few years, odds are I probably wouldn't have come
across it sinse I am 28,  the only vaguely similar thing I remember from
when i was around 9 or 10 was the 2xl robot, which used 4 track tapes to ask
questions or play trivia games,  now that was! awsome!

Beware the grue!

Dark. 


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Re: [Audyssey] bundger.

2010-12-05 Thread dark
Well, remembering it would be hard, sinse I've absolutely, positively never 
heard of it!


Failing some sort of alien or magical mind control that wiped all memory of 
it from my brain, I am absolutely certain I've never heard of, much less 
played a game by the name of bundger (and with a name like that, odds are 
I'd deffinately remember).


Even a search on wikipedia turned up nothing.

Muhammed, while I have played a fair few game books and such in my time, I 
never pretended to have an encyclopedic knolidge on the subject.


In fact if, as it sounds, this was a hand held electronic game aimed at kids 
released in the last few years, odds are I probably wouldn't have come 
across it sinse I am 28,  the only vaguely similar thing I remember from 
when i was around 9 or 10 was the 2xl robot, which used 4 track tapes to ask 
questions or play trivia games,  now that was! awsome!


Beware the grue!

Dark. 



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Re: [Audyssey] Mainstream Access was Bavisoft

2010-12-05 Thread Ben
I wish I could help in any way possible...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 30 November 2010 19:34
To: Gamers Discussion list
Subject: [Audyssey] Mainstream Access was Bavisoft

Hi Dark,

Yeah, I know. To be honest I'm just about fed up with talking to and
listening to mainstream game companies for that reason. Although, I'm
very aware of copyright laws I'm pretty much ready to say if I want to
play Super Mario Brothers, a Star Wars game, etc just go ahead and
write the thing and say to heck with copyright laws. After all
Nintendo, Lucas Arts, won't pay attention to us now, and the only
thing that actually gets their attention is copyright infringement. So
bring it on. What's the wworst they can do besides fining me and
getting a judge to make me stop production of said game/games?

I'm willing to bet that they wouldn't be too willing to drag such a
case through the courts. Yeah, on the surface it might seam like a
simple case of copyright infringement, but if they do that to me I can
turn around and counter sue the company over civil rights violations.
It is the kind of explosive case that would get plenty of media
attention, negative publicity for them, and since it is a civil rights
issue could go all the way to the Supreme Court. Most companies don't
want to bring that kind of negative media attention upon themselves.

"Today, Nintendo sued a blind developer for creating free clones of
Nintendo's classic arcade games such as Mario and Megaman for fellow
blind PC gamers. According to Mr. Ward he wrote the games because the
games are currently not accessible in a blind friendly format, and he
repeatedly tried to contact the company over access issues but got
stone walled. He says he plans to counter sue Nintendo over civil
rights violations, and take it to the Supreme Court if necessary."

Great. I'm not sure such a news paper article or new broadcast would
help the company's image. Its that kind of negative publicity that has
them wanting to cover their butts, because it will make them look like
jurks and smear the company's name. Although, I'm not sure that kind
of negative publicity would effect most gamers though. I remember the
recent court case where a blind kid sued a major game company and the
opinions on Game Spot, Game Facts, etc were pretty negative towards
the blind guy. They were in fact downright hostile about the whole
situation as they felt that blind people don't need to play games,
that we shouldn't demand access, and we should go make our own games
or something. I have no idea if the general public shares this view,
but it is really a civil rights issue, and one that needs to be
addressed. Either they make the gmaes accessible or the allow
third-paryt developers like myself to create accessible versions for
limited distribution for blind gamers.


Thing is I'm all for a diplomatic solution. I'd love to sit down with
these guys and talk access and help them find ways to resolve the
issue. however, it seams like that solution has failed, and that the
only thing these companies will listen to is money or being ssued to
hell and back over it. Fortunately, for me I know a major crisis is
coming that will kick them in their complacency. The baby boomer
generation that holds a huge amount of wealth in this country is
reaching retirement age, and a lot of them started out with the Atari
2600 and graduated to game systems like the Nintendo Wii in recent
years. What is Nintendo going to say in 10 years when a 70 year oldman
or woman can no longer play that Wii and they happen to be a large
majority of the citizens on planet earth with a large portion of the
wealth?



Cheers!


On 11/30/10, dark  wrote:
> This is again why I am convinced that smaller, indi games companies are
the
> way forward as far as game access goes rather than Lucas arts or similar.
>
> As Karl marx himself said 150 years ago, the overriding principle here is
> prophit, and prophit isn't a thing which pays any attention to the good of
> anyone, - and only takes into account their wants or desires to an
> extent that they may generate more prophit.
>
> While it's possible that, if in 20 or 30 or so years when gamers start
> losing their vision the major companies will take notice (and even then
> probably not), I doubt very much it'll happen in the mean time.
>
> Btw, it is probable George himself may have had a different opinion, not
> because I think anything particularly good of him, just because I've found
> generally speaking that if you speak to someone who actually takes time,
> trouble and pride in designing and creating things, they are much more
open
> ad receptive to change.
>
> I'm not saying all small developers are saints, - they aren't, and
I've
> certainly had my share of people telling me to bugger off when I suggest
> access changes, but I would say the majority are at least interested, and
a
> good part

Re: [Audyssey] bavisoft

2010-12-05 Thread Ben
Exactly dark.  I can voutch for that.  I'm in the UK as well and have
experienced this stuff myself.  Whever there is a computing workshop (which
I attend for the fact that their might be new stuff to learn) there is no
talk of games.  At all.  Saddening, isn't it?


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Re: [Audyssey] Mainstream Access was Bavisoft

2010-12-05 Thread Ben
So.  Where does the rebellion begin?  Endor, hoth, America... and who will
be the leader?  tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 30 November 2010 20:22
To: Gamers Discussion list
Subject: [Audyssey] Mainstream Access was Bavisoft

Hi Dark,

Smile. Too be quite honest that is a problem everywhere. There is some
stereotype that somehow having a visual disability also comes with a
lack of brains which is totally untrue.

You all have heard my story, my common complaint, of going to dinner
with my wife and the waitress asking my wife what I want to eat. If
sighted people don't have the common sense to ask a blind person
directly what he/she wants to eat as a normal human being with a brain
then how can we ask companies to produce games when doubtless they
suffer the same stereotypes and ignorance too. I think NFB, ACB, AFB,
etc have failed us in this regard is they haven't seamed to effect the
common perception that we are inteligent people with lives just like
anyone else. Why do we have to be short changed and treated like we
have a mental disfunction as well as a visual one?

As far as age goes I know a number of people aunts, uncles, friends,
in their late 50's and early 60's that love playing PC games, or at
least some of them anyway.  The thing is a lot of them need glasses or
contacts and although right now their visual problems can be corrected
their is going to be a day where they can and will probably need
something like Windows Narrator  or Windows Magnifier to read e-mail
etc as they won't be able to see the fonts to well etc. That will
likely effect their ability to play games too, and companies won't
bother until they begin seeing proffits falling do to lakc of interest
in access issues. That's the cold hard facts of the matter.

On 11/30/10, dark  wrote:
> Yes that is true ellena, I was over exaggerating just a bit and so was
> inaccurate.
>
> Actually I found the truth of this just yesterday when, while playing core
> exiles I ran into a lady in her 60's flying around in her ship with the
best
> of them.
>
> Of course now, if she developes some sort of eye problem and is forced to
> use a screen reader, she will find Ce quite playable, however this
obviously
> isn't the case for the vast majority of games.
>
> I think I tend to lose site of this sinse whenever I'd tried to do
> accessible games promotion over here with any of the central charities
like
> the royal national insttitute for the blind, I get the response that %75
of
> blind people are over 60 and thus gaming is "a minority interest" and
> therefore not worth people's time.
>
> This is however quite typical of said charities anyway, who seem to
> basically believe anything which they don't personally set up themselves
> isn't worth their time! they are also rather stuck in the mold of thinking
> anyone with a visual imparement also suffers from a distinct lack of
brain!
>
> Stil, I think as with most cases none of the various large companies will
> actually start taking notice until it affects their prophit margin.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] problem with maze game from t d l games

2010-12-05 Thread Ben
I should know I played the darn thing...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 05 December 2010 00:04
To: Gamers Discussion list
Subject: Re: [Audyssey] problem with maze game from t d l games

And space colony cleaner had more bugs than the world's largest ant farm.

I'm afraid your on a none starter with this one Nicle, the game is old, the 
developers no longer around, and even if they were, their games were buggy 
at the best of times.

Beware the Grue!

Dark.
- Original Message - 
From: "Sky Mundell" 
To: "'Gamers Discussion list'" 
Sent: Saturday, December 04, 2010 10:08 PM
Subject: Re: [Audyssey] problem with maze game from t d l games


> Hello Nicol, unfortunately, TDL games is no longer developing games. The
> last I heard, they were supposed to be doing temple of steel, and the lsat
> game they ever did was space colony cleaner.
>
>
>
>  _
>
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of NIcol
> Sent: Saturday, December 04, 2010 1:48 PM
> To: 'Gamers Discussion list'
> Subject: [Audyssey] problem with maze game from t d l games
>
>
>
> Hi list
> I experience some problems with maze game from t d l games.
> I have version 0.20 on my pc.
> I tried to go to their website:
> http://www.tdlgames.co.nr
> IN the tdl games submenu under programs, there is a shortcut for tdl games
> website, but I was taken to:
> http://www.webs.com/abuseFrozen.htm?uname=tdlgames
> A website offering services to create blogs and websites. ON that page it
> says that the requested website is not available.
> I sent an e-mail discussing my problems  to the address given in the
> documentation:
> tdlga...@yahoo.co.uk
> The e-mail bounced back to me  saying: this user does not have a
> yahoo.cco.uk account.
> I went to audiogames.net.
> Following both  the url and download url for tdl  maze  game, I get a 404
> not found error.
> And I could not find tdl maze  game on
> www.pcsgames.net.
> I found  2  bugs in maze game.
> I played maze game quite a number of times and here is what I found:
> 1.  It happened twice to me that while the ammo sound is playing, there is

> a
> monster; I am unable to pick up the ammo without being killed.  In other
> words, first I centre the sound of the ammo in my speakers. Then I need to
> take 3 steps to pick up the ammo.
> I take 2 steps and there the monster is, so when I take the third step I
> pick up the ammo but at the same time  the monster ate me.
> 2.  all  The other times  It happened   to me that I encounter a monster 
> but
> then if I press s for shoot, it looks like my ammo is depleted.
> If I press s for  shoot, the monster sound starts from the beginning. I
> moved back to the start of the maze twice , but I could not find any ammo.
> Then if I go back to the monster, I am still not able to shoot.
> I press shift r twice to reset the sound system but this did not help.
> Does anybody know if tdl games still exist and if so, where can I find 
> them?
>  Many thanks.
>
>
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Re: [Audyssey] gaming computer with state-of-the-art audiotechnology

2010-12-05 Thread Ben
Loving the way you put "genuine"

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: 05 December 2010 02:39
To: Gamers Discussion list
Subject: Re: [Audyssey] gaming computer with state-of-the-art
audiotechnology

Hi Hayden,
That's why I put a link at the bottom of the message and only listed 
elements relating to the audio playing features.
If you don't want to clikc on it, here are the technical details:
Intel Core i5-460M Processor N950 (2.53GHz);
4GB DDR3 SDRAM memory (2 x 2GB) (expandable to 8GB);
640GB (7200 RPM) Serial ATA hard drive;
Genuine Windows 7 Home Premium 64-bit

Phil


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Re: [Audyssey] Color identifying program

2010-12-05 Thread Shiny protector
Geremey, here is the problem. I hold up something to the webcam, I press 
space bar, and it says, white, pink or silver. I tryed to hold up my hand, 
but I still got the same result. I even tryed my hair. I know its black, but 
I wanted to see what it would say because I wanted to know.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "audyssey" 
Sent: Sunday, December 05, 2010 12:05 AM
Subject: Re: [Audyssey] Color identifying program


Mike, it should work with the built in camera automatically.  It might 
have incorrectly called your camera a "USB" camera, but in all likelihood 
it was referring to the built in cam.


When you say everything was white, do you mean it was identifying 
everything as white?  If you have some sight, keep in mind that the laptop 
screen will turn all white and will NOT show the image being seen by the 
camera.  The reason I turn the screen all white is because it is then 
serving as an additional light source to help the camera see the object.


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Re: [Audyssey] Color idenfitying program

2010-12-05 Thread Shiny protector
When you make your little device, show it on dragons den or on Brittan's 
Scot Talent!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, December 04, 2010 11:58 PM
Subject: Re: [Audyssey] Color idenfitying program


Wow! a really symple but great solution and something I'd find damnably 
useful myself.


Beware the Grue!

Dark.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "audyssey" 
Sent: Saturday, December 04, 2010 8:59 PM
Subject: Re: [Audyssey] Color idenfitying program


I wouldn't be able to make it a bar code reader for exactly that reason. 
In different places they would all mean different things.  The program I 
have in mind would require you to first hold a known box/can/money in 
front of the camera to teach the program what it is.  You'd type, for 
example, "corn" while holding up a can of corn.  Later on you could hold 
up a can of corn and it would speak "corn" to let you know what it was. 
If it works it could be used for a whole assortment of different items... 
books, cd cases, credit cards, money, boxes of food, cans of food, pop 
bottles and cans. Basically anything you could hold up close to the camera 
lens.


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Re: [Audyssey] bundger.

2010-12-05 Thread Shiny protector
Can't you remember it! The girl has to run through the forest, in stage 2 or 
3 fall through a ditch and be rescued by Gunter, in stage 6, try to escape 
from Gunter's house, in stage 3, get on to the boat and drive off, and more! 
You should be able to remember it! You know the bit where it says, there are 
monsters out there! I'm 12 years old and I know that there arn't monsters 
out there. Remember when she has to get the banana from the tree where the 
hunter is sitting on? Remember when she stumbles across some ladys and has 
to eat the meet?
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 12:02 AM
Subject: Re: [Audyssey] bundger.


It sounds like your basic gamebook choose your own adventure style thing, 
and plenty of those exist,  though note I've not heard of this game.


Also, it's likely the text of the game's story is directly copywrite so 
couldn't be used by someone else.


So creating a chooses your own adventure game is quite possible (I might 
well do myself one day), but creating precisely this bunga thing probably 
wouldn't be.


Beware the grue!

Dark.
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Saturday, December 04, 2010 9:51 PM
Subject: [Audyssey] bundger.



Hi Thomas,
I thought that you could create a bundger version on the computer. If you 
don't know what bundger is, its this little device. It is also useful for 
edgecation... I mean with maths questions.


So, you answer 5 maths questions, then you play the game. Its not like 
algebra, its like times, division, subtraction and those basic stuff. You 
have to answer the questions right until you get 5 questions right, then 
after that, you have to play this game which is quite cool.


So, your fathers plain has crashed. Then what happens is this girl which 
is 12 years old is in this yard, and this bad man called Gunter comes 
walking up to her. He says, I am Gunter, and she runs away from him 
because he's bad. Anyways, she's at this gate. If memory serves me 
correct, it is a gate into a forest.


Then, she has choices like this. a. hide in a ditch, be, sneak into the 
forest or c, what ever. Its the same with the questions. Dark will be 
able to explain it to you better as he's mostly involved in these society

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