Re: [Audyssey] Writing with Inform

2010-12-13 Thread Jacob Kruger

Well, pass the tips along...

Stay well

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

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 14, 2010 2:15 AM
Subject: Re: [Audyssey] Writing with Inform



Hi Jacob,
I can give you a few tips as to how to use it; the interface is a bit
strange, but you can get used to it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Sunday, December 12, 2010 11:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Writing with Inform

Ok, just downloaded/installed it, and think will have to either try get 
used


to it's interface, or else just go through documentation, and then go back
to writing source etc. in notepad again, and just use it to try compiling
it, but let's see...

Stay well

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

- Original Message - 
From: "Anouk Radix" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 08, 2010 10:44 AM
Subject: Re: [Audyssey] Writing with Inform



Hi Jacob
I think you might look into inform 7 which is the newest version of
inform. I think they have made programming with inform a lot easier with
inform 7.
Greetings, Anouk,
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 6:28 AM
Subject: Re: [Audyssey] Writing with Inform



I think I found everything here, or hereabouts:
http://ifarchive.org/indexes/if-archiveXinfocomXcompilersXinform5.html

Stay well

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

- Original Message - 
From: "Jose Lomeli" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 7:00 AM
Subject: Re: [Audyssey] Writing with Inform



Hey, I'm intrested on doing this! What comands are you using? This is
cool! I want to be able to write my own zCode games!
JOSE Lomeli
Email: joselomel...@lavabit.com
Twitter:
joselomeli9393
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 8:49 PM
Subject: Re: [Audyssey] Writing with Inform



Just started looking into it, and busy working through tutorial CHM
file, and like some other dev scenario's, I'm just using notepad, and
the command line compiler to turn the text files into *.z5 files at 
the



moment.

Stay well

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

- Original Message - 
From: "Orin" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 1:03 AM
Subject: [Audyssey] Writing with Inform



Hedy all,

Until I can find a "real" programming language that my brain can
comprehend and or find a manual that's easy to understand, Inform is
my only option for now. I really want to go into programming and make
it a job though if I'm having trouble understanding programming
manuals it makes such a goal seem unachieveable. Then, once I manage
to formulate these concepts in my head, how do I make a game out of 
it



and turn it into code and make sounds do what I want, etc.

However, for those of you who write in Inform, which do you use to
write it? Notepad and or a text editor and then compile it within the
Inform program?

Also, even though inform is the simple programming language, what 
does



one start a game off with. Creating a room? Because I notice at the
beginning of Inform games there's release information and extention
inclusions.

Thanks.

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Re: [Audyssey] exciting pipe blast chamber gameplay

2010-12-13 Thread dark
I personally only shoot thugs if I am seriously running short of time 
finding a pipe, ie, on the higher difficulty levels. what I usually do is 
just remember how many punches you need to knock out a thug and just press 
that many times to avoid my accuracy going down.


Beware the Grue!

Dark.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 11:37 PM
Subject: Re: [Audyssey] exciting pipe blast chamber gameplay



Hi Nicol,
Well done! Onething that may help you is to find the correct pipe, then 
slug

him out.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of NIcol
Sent: Monday, December 13, 2010 3:24 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] exciting pipe blast chamber gameplay

Hay all
I just want to tell you something real exciting.
It often happens that I run out of ammo and then I have to hit a thug with
my fists. When a  thug is active, I often try to quickly find the correct
pipe before killing him with my fists but that does not work always.
So it often happens that if I hit a thug with fists, that my hammer 
hitting

accuracy is no longer 100 percent because by the time the thug died, I
accidentally hit my control key once or twice.
So I have tried something in the past a lot of times without success.
Now, I am happy to tell you all  that today, for the first time I managed 
to

kill a thug with fists without the correct pipe without  my hammer hitting
accuracy lowered at all!
If a thug appears and I realize that I do not have the correct pipe, What 
I

do is: I press my control keys rapidly a few times and then I slow down,
pressing the control keys more  slowly.
And today for the first time I managed to kill a thug that way without
lowering my hammer hitting accuracy.
I really feel good about it.
Its tricky to accomplish it, but I have managed it twice today.
My stats follows:
***Statistics for Game Started on 2010/12/13 10:29:41 PM

Final Score: 2824451; not high enough to reach your local top ten
You beat the game! Congratulations!
Difficulty: Normal
Game Duration: 28 minutes 34 seconds
Minutes remaining on game clock: 13
Total hammer swings: 1212
Hammer hitting accuracy: 99.6%
You killed 12 thugs on the first bonus level, received 145500 points, and
ten extra minutes
You killed 12 thugs on the second bonus level, received 145500 points, and
ten extra minutes
Number of lives lost: 6
You lost your first life on level 2, which was a sidescrolling steam
level.(Killed by steam)
You lost your second life on level 4, which was a sidescrolling steam
level.(Killed by electricity)
I die on purpose on side scroller levels so that I can redo the prior 
level

and get some more points.
I've learned this tric from Raul.
You lost your third life on level 7, which was a normal pipe level.(Killed
by a spider)
You lost your fourth life on level 9, which was an electricity pipe
level.(Killed by a spider)
You lost your fifth life on level 10, which was a sidescrolling steam
level.(Killed by time running out)
You lost your sixth life on level 14, which was a sidescrolling steam
level.(Killed by steam)
You killed 9 Spiders
You killed 3 Rats
You killed 20 Thugs
You avoided 21 steams on sidescroller levels
You avoided 15 electricities on sidescroller levels
You avoided 17 sewer lids on sidescroller levels
You avoided 23 barrels on sidescroller levels
You searched a trashcan and found a bag of potato chips on level 2
Yum yum!
You searched a trashcan and found a construction hat on level 2
You encountered stairs on level 3 but they dropped you down to level 2
You searched a trashcan and found a time bonus on level 4
You unlocked a toolbox and received a flashlight on level 5
You unlocked a toolbox and received a flashlight on level 7
You unlocked a toolbox and received a 6 point bonus on level 9
You searched a trashcan and found a bag of potato chips on level 10
You searched a trashcan and found a bag of potato chips on level 10
You unlocked a toolbox and received a bug spray on level 11
You unlocked a toolbox and received a 2 point bonus on level 13
You searched a trashcan and found a time bonus on level 14
Too bad plumber Joe did not get any cans of soda pop in this gameplay
session .In my opinion, potato chips can make one thirsty.
Happy gaming.




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Re: [Audyssey] Review of Pirate memory game

2010-12-13 Thread dark

Hi Lori.

About the pirate memory review I'm not sure, it was originally from blind 
cool tech so you might w3ant to search for it there.


As to the Klango points and games business, if you go to the programs menue 
and look for games you'll find the game mole no more. You can play the demo 
version and first two levels for free (there's also a page about it on 
audiogames.net).


Klango points are basically like donater points for Klango and can be used 
to pay for various things such as audio avatars and file hosting space, 
that's why the game, mole no more is paid for this way, it's just how the 
Klango currency system works.


It works out at roughly five dollars for the game, which for a basic arcade 
smacker is okay.


You can buy Klango points fairly easily (in fact it's more like currency 
conversion), from the Klango website or by using the buy points option.


Hth.

Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 9:39 PM
Subject: [Audyssey] Review of Pirate memory game


Hi I'm trying to listen to the Pirate Memory game review from the 
audiogames.net site, but everytime i try I get a message saying the page 
can't be displayed.  Also when I go to look at Klango games in the shop 
it's telling me to buy Klango points, why can't I just buy games normally.

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Re: [Audyssey] a new way for blind pilots and gamers in general tocommunicate

2010-12-13 Thread Nick Helms
I'll look in to that. thanks!

On 12/13/10, Ken the Crazy  wrote:
> Hey,
> if you go to www.no-ip.org you can get a small program that updates your IP
> to their server automatically, then get a domain like
> www.BlindTeamtalk.cytes.net and never have to update connection info again.
> Ken Downey
> President
> DreamTechInteractive!
> And,
> Blind Comfort!
> The pleasant way to experience massage!
> It's the Caring
> without the Staring!
>
> - Original Message -
> From: "Nick Helms" 
> To: 
> Sent: Sunday, December 12, 2010 8:21 AM
> Subject: [Audyssey] a new way for blind pilots and gamers in general
> tocommunicate
>
>
> Hello all,
> Recently, I opened a TeamTalk server for the blind.
> The server has several channels related to blind-accessable games, as
> well as microsoft’s flight simulator, among others that are unrelated
> to gaming spasificly.
> More to the point, I welcome anyone who wishes to socialize with other
> gamers/flight simmers to the server. I hope that it will become a
> place where much good conversation can be had, as well as some
> friendly competition and the exchange of ideas.
> Use the information below to connect using teamtalk.
> IP: 68.0.1.0
> Port: 10333
> I look forward to seeing some of you on the server.
> Connect and have fun!
> Best,
> Nick
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>
> ---
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> If you have any questions or concerns regarding the management of the list,
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>
>
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> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] a new way for blind pilots and gamers in general tocommunicate

2010-12-13 Thread Ken the Crazy

Hey,
if you go to www.no-ip.org you can get a small program that updates your IP 
to their server automatically, then get a domain like 
www.BlindTeamtalk.cytes.net and never have to update connection info again.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Nick Helms" 

To: 
Sent: Sunday, December 12, 2010 8:21 AM
Subject: [Audyssey] a new way for blind pilots and gamers in general 
tocommunicate



Hello all,
Recently, I opened a TeamTalk server for the blind.
The server has several channels related to blind-accessable games, as
well as microsoft’s flight simulator, among others that are unrelated
to gaming spasificly.
More to the point, I welcome anyone who wishes to socialize with other
gamers/flight simmers to the server. I hope that it will become a
place where much good conversation can be had, as well as some
friendly competition and the exchange of ideas.
Use the information below to connect using teamtalk.
IP: 68.0.1.0
Port: 10333
I look forward to seeing some of you on the server.
Connect and have fun!
Best,
Nick


--
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] My future TeamTalk server

2010-12-13 Thread Yohandy

I agree. This server idea will be pretty neat.

- Original Message - 
From: "Ken the Crazy" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 10:21 PM
Subject: Re: [Audyssey] My future TeamTalk server



Count me in for that--I love teamtalk!
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Nick Helms" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 9:41 PM
Subject: Re: [Audyssey] My future TeamTalk server



I'm up for that! Btw, I can't respond to everyone's replys because it
might be a bit repetative, and I'm not in to the idea of spamming all
your inboxes. But your messages will be read, and your ideas will be
read and acted upon. All those who are in to the idea, please try to
respond within one week.
thanks!
Nick

On 12/13/10, Clement Chou  wrote:

I would love that... it'd be good especially for seminars about
certain styles of games.. another Street Fighter seminar comes to mind. 
lol.


At 06:33 PM 13/12/2010, you wrote:

Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I
can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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--
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"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] My future TeamTalk server

2010-12-13 Thread Ken the Crazy

Count me in for that--I love teamtalk!
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Nick Helms" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 9:41 PM
Subject: Re: [Audyssey] My future TeamTalk server



I'm up for that! Btw, I can't respond to everyone's replys because it
might be a bit repetative, and I'm not in to the idea of spamming all
your inboxes. But your messages will be read, and your ideas will be
read and acted upon. All those who are in to the idea, please try to
respond within one week.
thanks!
Nick

On 12/13/10, Clement Chou  wrote:

I would love that... it'd be good especially for seminars about
certain styles of games.. another Street Fighter seminar comes to mind. 
lol.


At 06:33 PM 13/12/2010, you wrote:

Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I
can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] mysteries of the sith

2010-12-13 Thread Clement Chou
I didn't think so... because I know a vibroblade is basically a 
dagger... from what I've read in the books, the blades were 
metalic... so I'd assume vibro axes were the same. 



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Re: [Audyssey] mysteries of the sith

2010-12-13 Thread Bryan Peterson

Wasn't a Vibro Axe similar to a Lightsaber?
We are the Knights who say...Ni!
- Original Message - 
From: "Clement Chou" 

To: 
Sent: Monday, December 13, 2010 6:55 PM
Subject: Re: [Audyssey] mysteries of the sith


As a fellow star wars purist, I have to agree that it doesn't fit. But for 
all the other star wars geeks out there, here's a hypothetical question. 
Would it be too far-fetched to have a weapon that is somewhere between the 
lightsaber and the lightwhip? The lightwhip has multiple strands and is a 
fusion of light leather and bescar. So by that theory, could one make say, 
something like that but only with one strand, more akin to some kind of 
flail, like a whipchain the Shaolin monks used? In short, a single long 
strand of material, but that had the same basic construction as a 
lightwhip, but a bit longer... say two or three metres, since that is from 
what I recall longer than your average saber?



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Re: [Audyssey] My future TeamTalk server

2010-12-13 Thread Nick Helms
I'm up for that! Btw, I can't respond to everyone's replys because it
might be a bit repetative, and I'm not in to the idea of spamming all
your inboxes. But your messages will be read, and your ideas will be
read and acted upon. All those who are in to the idea, please try to
respond within one week.
thanks!
Nick

On 12/13/10, Clement Chou  wrote:
> I would love that... it'd be good especially for seminars about
> certain styles of games.. another Street Fighter seminar comes to mind. lol.
>
> At 06:33 PM 13/12/2010, you wrote:
>>Hello all,
>>For those who didn't read my previous messages on this matter, in the
>>very near future, I will be opening a teamtalk server for the blind
>>that will serve as a place to, for lack of a better word, chill. There
>>will be channels  for gamers to talk while playing spasific games(more
>>channels for spasific games can be added),  as well as other channels
>>for less spasific subject matter.
>>The perpice of this thread is to find out the level of demand for this
>>server? I'm asking because I will have to go through our ISP to open
>>the required ports, as well as the requirement for me to run a
>>computer 24/7 to keep the server available all the time.
>>Understand, I have no problem doing this, but it will require a level
>>of commitment on my part, so I am wondering if there's enough
>>interest.
>>Also, let me know if you have any ideas regarding channels, and I
>>can add them.
>>Anyway, Reply if you're in to the idea!
>>thanks guys,
>>Nick
>>--
>>Nick Helms
>>"I will not lie, cheat, or steal, or tolerate those who do."
>>
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-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] My future TeamTalk server

2010-12-13 Thread Clement Chou
I would love that... it'd be good especially for seminars about 
certain styles of games.. another Street Fighter seminar comes to mind. lol.


At 06:33 PM 13/12/2010, you wrote:

Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I 
can add them.

Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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[Audyssey] My future TeamTalk server

2010-12-13 Thread Nick Helms
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] mysteries of the sith

2010-12-13 Thread Hayden Presley
Hi,
Hmmm...interesting; perhaps this is findable?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, December 13, 2010 7:56 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] mysteries of the sith

As a fellow star wars purist, I have to agree that it doesn't fit. 
But for all the other star wars geeks out there, here's a 
hypothetical question. Would it be too far-fetched to have a weapon 
that is somewhere between the lightsaber and the lightwhip? The 
lightwhip has multiple strands and is a fusion of light leather and 
bescar. So by that theory, could one make say, something like that 
but only with one strand, more akin to some kind of flail, like a 
whipchain the Shaolin monks used? In short, a single long strand of 
material, but that had the same basic construction as a lightwhip, 
but a bit longer... say two or three metres, since that is from what 
I recall longer than your average saber?


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Re: [Audyssey] mysteries of the sith

2010-12-13 Thread Clement Chou
As a fellow star wars purist, I have to agree that it doesn't fit. 
But for all the other star wars geeks out there, here's a 
hypothetical question. Would it be too far-fetched to have a weapon 
that is somewhere between the lightsaber and the lightwhip? The 
lightwhip has multiple strands and is a fusion of light leather and 
bescar. So by that theory, could one make say, something like that 
but only with one strand, more akin to some kind of flail, like a 
whipchain the Shaolin monks used? In short, a single long strand of 
material, but that had the same basic construction as a lightwhip, 
but a bit longer... say two or three metres, since that is from what 
I recall longer than your average saber?



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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Bryan Peterson

Exactly. That's what i said. It doesn't fit.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 1:05 PM
Subject: Re: [Audyssey] mysteries of the syth



Hi Muhammed,

Ummm...Speaking strictly as a Star Wars purest hear, why on earth
would you want to ruin the game by doing something like that?

I mean when I actually sink my teeth into Mysteries of the Sith I'm
going to be trying my best to recreate the original game in an
accessible format with maybe a few miner changes or details thrown in.
For example, the original Mysteries of the Sith game didn't feature
Mara's force bubble ability, and I plan to add that to the game since
it is one of her widely documented force abilities. In a case like
that it enhances the game play as it makes it more ttrue to the Star
Wars universe.  What you are suggesting, however, is so far off the
mark it would absolutely kill the game. At least it would ruin it for
a purest like me.

Cheers!


On 12/13/10, Shiny protector  wrote:
If Thomas does that, I'd make up my new one. Lite saber. Its one with a 
wind

force and energy. Basically, you swing it with a good smack! Then, if it
makes contact, wind and energy shoot at the same time, making your enemy 
fly

through the air.


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Re: [Audyssey] Writing with Inform

2010-12-13 Thread Hayden Presley
Hi Jacob,
I can give you a few tips as to how to use it; the interface is a bit
strange, but you can get used to it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Sunday, December 12, 2010 11:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Writing with Inform

Ok, just downloaded/installed it, and think will have to either try get used

to it's interface, or else just go through documentation, and then go back 
to writing source etc. in notepad again, and just use it to try compiling 
it, but let's see...

Stay well

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

- Original Message - 
From: "Anouk Radix" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 08, 2010 10:44 AM
Subject: Re: [Audyssey] Writing with Inform


> Hi Jacob
> I think you might look into inform 7 which is the newest version of 
> inform. I think they have made programming with inform a lot easier with 
> inform 7.
> Greetings, Anouk,
> - Original Message - 
> From: "Jacob Kruger" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, December 07, 2010 6:28 AM
> Subject: Re: [Audyssey] Writing with Inform
>
>
>>I think I found everything here, or hereabouts:
>> http://ifarchive.org/indexes/if-archiveXinfocomXcompilersXinform5.html
>>
>> Stay well
>>
>> Jacob Kruger
>> Blind Biker
>> Skype: BlindZA
>> '...fate had broken his body, but not his spirit...'
>>
>> - Original Message - 
>> From: "Jose Lomeli" 
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, December 07, 2010 7:00 AM
>> Subject: Re: [Audyssey] Writing with Inform
>>
>>
>>> Hey, I'm intrested on doing this! What comands are you using? This is 
>>> cool! I want to be able to write my own zCode games!
>>> JOSE Lomeli
>>> Email: joselomel...@lavabit.com
>>> Twitter:
>>> joselomeli9393
>>> - Original Message - 
>>> From: "Jacob Kruger" 
>>> To: "Gamers Discussion list" 
>>> Sent: Monday, December 06, 2010 8:49 PM
>>> Subject: Re: [Audyssey] Writing with Inform
>>>
>>>
 Just started looking into it, and busy working through tutorial CHM 
 file, and like some other dev scenario's, I'm just using notepad, and 
 the command line compiler to turn the text files into *.z5 files at the

 moment.

 Stay well

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

 - Original Message - 
 From: "Orin" 
 To: "Gamers Discussion list" 
 Sent: Tuesday, December 07, 2010 1:03 AM
 Subject: [Audyssey] Writing with Inform


> Hedy all,
>
> Until I can find a "real" programming language that my brain can 
> comprehend and or find a manual that's easy to understand, Inform is 
> my only option for now. I really want to go into programming and make 
> it a job though if I'm having trouble understanding programming 
> manuals it makes such a goal seem unachieveable. Then, once I manage 
> to formulate these concepts in my head, how do I make a game out of it

> and turn it into code and make sounds do what I want, etc.
>
> However, for those of you who write in Inform, which do you use to 
> write it? Notepad and or a text editor and then compile it within the 
> Inform program?
>
> Also, even though inform is the simple programming language, what does

> one start a game off with. Creating a room? Because I notice at the 
> beginning of Inform games there's release information and extention 
> inclusions.
>
> Thanks.
>
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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Clement Chou

A lightsaber will always be that. Light. lol.

At 10:31 AM 13/12/2010, you wrote:
If Thomas does that, I'd make up my new one. Lite saber. Its one 
with a wind force and energy. Basically, you swing it with a good 
smack! Then, if it makes contact, wind and energy shoot at the same 
time, making your enemy fly through the air.

- Original Message - From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 2:59 AM
Subject: Re: [Audyssey] mysteries of the syth



This is true. I wonder if you could add building your own light saber to the
game I've always been fascinated with that

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 5:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi,

Yeah, but there seams to be some disagreement between Star Wars sources
weather or not a light saber works under water.  In the Jedi Knight games
they would fail under water, and you had to depend on hand to hand combat or
force ability to fight the dianogas and other sea creatures underwater. In
the Phantom Menice Obi-Won drops his light saber in the swamp just after
they escape the Trade Federation ship at the beginning of the movie and his
light saber temperarily gets shorted out. So there is something of a case
that can be made they generally don't work underwater. That's not to say
perhaps Luke Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests of a
Jedi Knight.

On 12/12/10, Darren Duff  wrote:

Actually, I think light sabers do work under watter. Have you read
splinter of the minds eye? IN that book there was a seen where luke
used his saber under the water.


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[Audyssey] Two Questions for Phillip

2010-12-13 Thread Hayden Presley
Hi Phillip,

I have a couple of questions. Firstly, does BGT make use of the "else if"
keywords?  Secondly.how's the Q9 patch coming along?

 

Best Regards,

Hayden

 

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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Hayden Presley
Hi Muhammed,
No offense but you really need to ged a bit more background on Star Wars.
I've never heard of a Light sabre using "wind energy".

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Monday, December 13, 2010 2:20 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] mysteries of the syth

Same here 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, December 13, 2010 3:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Muhammed,

Ummm...Speaking strictly as a Star Wars purest hear, why on earth would you
want to ruin the game by doing something like that?

I mean when I actually sink my teeth into Mysteries of the Sith I'm going to
be trying my best to recreate the original game in an accessible format with
maybe a few miner changes or details thrown in.
For example, the original Mysteries of the Sith game didn't feature Mara's
force bubble ability, and I plan to add that to the game since it is one of
her widely documented force abilities. In a case like that it enhances the
game play as it makes it more ttrue to the Star Wars universe.  What you are
suggesting, however, is so far off the mark it would absolutely kill the
game. At least it would ruin it for a purest like me.

Cheers!


On 12/13/10, Shiny protector  wrote:
> If Thomas does that, I'd make up my new one. Lite saber. Its one with 
> a wind force and energy. Basically, you swing it with a good smack! 
> Then, if it makes contact, wind and energy shoot at the same time, 
> making your enemy fly through the air.

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Re: [Audyssey] exciting pipe blast chamber gameplay

2010-12-13 Thread Hayden Presley
Hi Nicol,
Well done! Onething that may help you is to find the correct pipe, then slug
him out.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of NIcol
Sent: Monday, December 13, 2010 3:24 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] exciting pipe blast chamber gameplay

Hay all
I just want to tell you something real exciting.
It often happens that I run out of ammo and then I have to hit a thug with
my fists. When a  thug is active, I often try to quickly find the correct
pipe before killing him with my fists but that does not work always. 
So it often happens that if I hit a thug with fists, that my hammer hitting
accuracy is no longer 100 percent because by the time the thug died, I
accidentally hit my control key once or twice.
So I have tried something in the past a lot of times without success.
Now, I am happy to tell you all  that today, for the first time I managed to
kill a thug with fists without the correct pipe without  my hammer hitting
accuracy lowered at all! 
If a thug appears and I realize that I do not have the correct pipe, What I
do is: I press my control keys rapidly a few times and then I slow down,
pressing the control keys more  slowly.
And today for the first time I managed to kill a thug that way without
lowering my hammer hitting accuracy.
I really feel good about it.
Its tricky to accomplish it, but I have managed it twice today.
My stats follows:
***Statistics for Game Started on 2010/12/13 10:29:41 PM

Final Score: 2824451; not high enough to reach your local top ten
You beat the game! Congratulations!
Difficulty: Normal
Game Duration: 28 minutes 34 seconds
Minutes remaining on game clock: 13
Total hammer swings: 1212
Hammer hitting accuracy: 99.6%
You killed 12 thugs on the first bonus level, received 145500 points, and
ten extra minutes
You killed 12 thugs on the second bonus level, received 145500 points, and
ten extra minutes
Number of lives lost: 6
You lost your first life on level 2, which was a sidescrolling steam
level.(Killed by steam)
You lost your second life on level 4, which was a sidescrolling steam
level.(Killed by electricity)
I die on purpose on side scroller levels so that I can redo the prior level
and get some more points.
I've learned this tric from Raul.
You lost your third life on level 7, which was a normal pipe level.(Killed
by a spider)
You lost your fourth life on level 9, which was an electricity pipe
level.(Killed by a spider)
You lost your fifth life on level 10, which was a sidescrolling steam
level.(Killed by time running out)
You lost your sixth life on level 14, which was a sidescrolling steam
level.(Killed by steam)
You killed 9 Spiders
You killed 3 Rats
You killed 20 Thugs
You avoided 21 steams on sidescroller levels
You avoided 15 electricities on sidescroller levels
You avoided 17 sewer lids on sidescroller levels
You avoided 23 barrels on sidescroller levels
You searched a trashcan and found a bag of potato chips on level 2
Yum yum!
You searched a trashcan and found a construction hat on level 2
You encountered stairs on level 3 but they dropped you down to level 2
You searched a trashcan and found a time bonus on level 4
You unlocked a toolbox and received a flashlight on level 5
You unlocked a toolbox and received a flashlight on level 7
You unlocked a toolbox and received a 6 point bonus on level 9
You searched a trashcan and found a bag of potato chips on level 10
You searched a trashcan and found a bag of potato chips on level 10
You unlocked a toolbox and received a bug spray on level 11
You unlocked a toolbox and received a 2 point bonus on level 13
You searched a trashcan and found a time bonus on level 14
Too bad plumber Joe did not get any cans of soda pop in this gameplay
session .In my opinion, potato chips can make one thirsty.
Happy gaming.

  


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[Audyssey] Question about Packman Talks

2010-12-13 Thread Lori Duncan
Hi I'm playing Packman Talks on level 13 and I'm trying to work out a way of 
finding the Safe Place easily.  Is there a way of telling which of the passage 
it is?  All I know is it's on the outer ring, but I keep missing my way.  Maybe 
something which could be introduced in an update of Packman would be a handy 
beep packman sound which would let you know where the safe place is, I'm sure 
it moves when it knows I'm not looking?  
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[Audyssey] Review of Pirate memory game

2010-12-13 Thread Lori Duncan
Hi I'm trying to listen to the Pirate Memory game review from the 
audiogames.net site, but everytime i try I get a message saying the page can't 
be displayed.  Also when I go to look at Klango games in the shop it's telling 
me to buy Klango points, why can't I just buy games normally.  
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[Audyssey] exciting pipe blast chamber gameplay

2010-12-13 Thread NIcol
Hay all
I just want to tell you something real exciting.
It often happens that I run out of ammo and then I have to hit a thug with
my fists. When a  thug is active, I often try to quickly find the correct
pipe before killing him with my fists but that does not work always. 
So it often happens that if I hit a thug with fists, that my hammer hitting
accuracy is no longer 100 percent because by the time the thug died, I
accidentally hit my control key once or twice.
So I have tried something in the past a lot of times without success.
Now, I am happy to tell you all  that today, for the first time I managed to
kill a thug with fists without the correct pipe without  my hammer hitting
accuracy lowered at all! 
If a thug appears and I realize that I do not have the correct pipe, What I
do is: I press my control keys rapidly a few times and then I slow down,
pressing the control keys more  slowly.
And today for the first time I managed to kill a thug that way without
lowering my hammer hitting accuracy.
I really feel good about it.
Its tricky to accomplish it, but I have managed it twice today.
My stats follows:
***Statistics for Game Started on 2010/12/13 10:29:41 PM

Final Score: 2824451; not high enough to reach your local top ten
You beat the game! Congratulations!
Difficulty: Normal
Game Duration: 28 minutes 34 seconds
Minutes remaining on game clock: 13
Total hammer swings: 1212
Hammer hitting accuracy: 99.6%
You killed 12 thugs on the first bonus level, received 145500 points, and
ten extra minutes
You killed 12 thugs on the second bonus level, received 145500 points, and
ten extra minutes
Number of lives lost: 6
You lost your first life on level 2, which was a sidescrolling steam
level.(Killed by steam)
You lost your second life on level 4, which was a sidescrolling steam
level.(Killed by electricity)
I die on purpose on side scroller levels so that I can redo the prior level
and get some more points.
I've learned this tric from Raul.
You lost your third life on level 7, which was a normal pipe level.(Killed
by a spider)
You lost your fourth life on level 9, which was an electricity pipe
level.(Killed by a spider)
You lost your fifth life on level 10, which was a sidescrolling steam
level.(Killed by time running out)
You lost your sixth life on level 14, which was a sidescrolling steam
level.(Killed by steam)
You killed 9 Spiders
You killed 3 Rats
You killed 20 Thugs
You avoided 21 steams on sidescroller levels
You avoided 15 electricities on sidescroller levels
You avoided 17 sewer lids on sidescroller levels
You avoided 23 barrels on sidescroller levels
You searched a trashcan and found a bag of potato chips on level 2
Yum yum!
You searched a trashcan and found a construction hat on level 2
You encountered stairs on level 3 but they dropped you down to level 2
You searched a trashcan and found a time bonus on level 4
You unlocked a toolbox and received a flashlight on level 5
You unlocked a toolbox and received a flashlight on level 7
You unlocked a toolbox and received a 6 point bonus on level 9
You searched a trashcan and found a bag of potato chips on level 10
You searched a trashcan and found a bag of potato chips on level 10
You unlocked a toolbox and received a bug spray on level 11
You unlocked a toolbox and received a 2 point bonus on level 13
You searched a trashcan and found a time bonus on level 14
Too bad plumber Joe did not get any cans of soda pop in this gameplay
session .In my opinion, potato chips can make one thirsty.
Happy gaming.

  


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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Darren Duff
Same here 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, December 13, 2010 3:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Muhammed,

Ummm...Speaking strictly as a Star Wars purest hear, why on earth would you
want to ruin the game by doing something like that?

I mean when I actually sink my teeth into Mysteries of the Sith I'm going to
be trying my best to recreate the original game in an accessible format with
maybe a few miner changes or details thrown in.
For example, the original Mysteries of the Sith game didn't feature Mara's
force bubble ability, and I plan to add that to the game since it is one of
her widely documented force abilities. In a case like that it enhances the
game play as it makes it more ttrue to the Star Wars universe.  What you are
suggesting, however, is so far off the mark it would absolutely kill the
game. At least it would ruin it for a purest like me.

Cheers!


On 12/13/10, Shiny protector  wrote:
> If Thomas does that, I'd make up my new one. Lite saber. Its one with 
> a wind force and energy. Basically, you swing it with a good smack! 
> Then, if it makes contact, wind and energy shoot at the same time, 
> making your enemy fly through the air.

---
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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Thomas Ward
Hi Muhammed,

Ummm...Speaking strictly as a Star Wars purest hear, why on earth
would you want to ruin the game by doing something like that?

I mean when I actually sink my teeth into Mysteries of the Sith I'm
going to be trying my best to recreate the original game in an
accessible format with maybe a few miner changes or details thrown in.
For example, the original Mysteries of the Sith game didn't feature
Mara's force bubble ability, and I plan to add that to the game since
it is one of her widely documented force abilities. In a case like
that it enhances the game play as it makes it more ttrue to the Star
Wars universe.  What you are suggesting, however, is so far off the
mark it would absolutely kill the game. At least it would ruin it for
a purest like me.

Cheers!


On 12/13/10, Shiny protector  wrote:
> If Thomas does that, I'd make up my new one. Lite saber. Its one with a wind
> force and energy. Basically, you swing it with a good smack! Then, if it
> makes contact, wind and energy shoot at the same time, making your enemy fly
> through the air.

---
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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Bryan Peterson

That wouldn't fit into the Star Wars universe.
We are the Knights who say...Ni!
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 11:31 AM
Subject: Re: [Audyssey] mysteries of the syth


If Thomas does that, I'd make up my new one. Lite saber. Its one with a 
wind force and energy. Basically, you swing it with a good smack! Then, if 
it makes contact, wind and energy shoot at the same time, making your 
enemy fly through the air.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 2:59 AM
Subject: Re: [Audyssey] mysteries of the syth


This is true. I wonder if you could add building your own light saber to 
the

game I've always been fascinated with that

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 5:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi,

Yeah, but there seams to be some disagreement between Star Wars sources
weather or not a light saber works under water.  In the Jedi Knight games
they would fail under water, and you had to depend on hand to hand combat 
or
force ability to fight the dianogas and other sea creatures underwater. 
In

the Phantom Menice Obi-Won drops his light saber in the swamp just after
they escape the Trade Federation ship at the beginning of the movie and 
his

light saber temperarily gets shorted out. So there is something of a case
that can be made they generally don't work underwater. That's not to say
perhaps Luke Skywalker or anyone else built a better design that does 
work
underwater. In fact, building your own light saber is one of the tests of 
a

Jedi Knight.

On 12/12/10, Darren Duff  wrote:

Actually, I think light sabers do work under watter. Have you read
splinter of the minds eye? IN that book there was a seen where luke
used his saber under the water.


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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Shiny protector
If Thomas does that, I'd make up my new one. Lite saber. Its one with a wind 
force and energy. Basically, you swing it with a good smack! Then, if it 
makes contact, wind and energy shoot at the same time, making your enemy fly 
through the air.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 2:59 AM
Subject: Re: [Audyssey] mysteries of the syth


This is true. I wonder if you could add building your own light saber to 
the

game I've always been fascinated with that

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 5:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi,

Yeah, but there seams to be some disagreement between Star Wars sources
weather or not a light saber works under water.  In the Jedi Knight games
they would fail under water, and you had to depend on hand to hand combat 
or

force ability to fight the dianogas and other sea creatures underwater. In
the Phantom Menice Obi-Won drops his light saber in the swamp just after
they escape the Trade Federation ship at the beginning of the movie and 
his

light saber temperarily gets shorted out. So there is something of a case
that can be made they generally don't work underwater. That's not to say
perhaps Luke Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests of 
a

Jedi Knight.

On 12/12/10, Darren Duff  wrote:

Actually, I think light sabers do work under watter. Have you read
splinter of the minds eye? IN that book there was a seen where luke
used his saber under the water.


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Re: [Audyssey] More help with world of legends spoiler inside.

2010-12-13 Thread Shiny protector

Where could I get this interesting naughty little thing?
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, December 13, 2010 1:33 PM
Subject: Re: [Audyssey] More help with world of legends spoiler inside.


If you've not been levelling energy you might have a problem here sinse 
yes, special attacks are the way to go, in fact there are a couple of the 
special attacks you get from heaven which are waay over powered and 
can pretty much slaughter anything (the rune king was actually quite 
disappointing in this regard).


Also, I'd advise checking armour and weapon stats carefully, sinse accept 
for a couple of the later special armours, much of the time it's better to 
craft your own weapons and armour than to buy them.


I can't remember if this is true of the light armour, but it might be.

Also, using potions can be helpful as well and oncemore, try crafting your 
own.


To level at this stage, go back to heaven and beat up some of those 
samurai, sun warriors etc, sinse they're the best source of xp from 
renuable monsters you'll find.


Hth.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 1:16 PM
Subject: [Audyssey] More help with world of legends spoiler inside.



s p o i l e r s p a c e
spoiler below...

Alright I have the light armor and sword. But I can't get past the 
grave
yard monsters. Do I need to just build up my energy? IT seems that only 
my
special attacks do any good but I run out of energy before getting 
through 1

monster...

Thanks.

Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


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Re: [Audyssey] a new way for blind pilots and gamers in generaltocommunicate

2010-12-13 Thread Darren Duff
Cool! I can't get for-the-people to work on my pc because I don't have an
isp based E-mail. So I can't go to the gamers chat. I don't know why they
won't let web mail based subscribers in there little community. Use to be on
there But ... Oh well... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, December 13, 2010 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a new way for blind pilots and gamers in
generaltocommunicate

It will probubly be up and running within the next week or so. I'm having to
go through the ISP to get some of the ports opened.

On 12/13/10, Darren Duff  wrote:
> Have you got it up and running yet?
>  s
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Nick Helms
> Sent: Sunday, December 12, 2010 11:24 AM
> To: gamers@audyssey.org
> Subject: Re: [Audyssey] a new way for blind pilots and gamers in 
> general tocommunicate
>
> sorting out some stuff on my  end... Should be up shortly.
>
> On 12/12/10, Nick Helms  wrote:
>> updated cnonection info.
>> use ip 192.168.1.4
>> port: 10333
>>
>> On 12/12/10, Nick Helms  wrote:
>>> Hello all,
>>> Recently, I opened a TeamTalk server for the blind.
>>> The server has several channels related to blind-accessable games, 
>>> as well as microsoft's flight simulator, among others that are 
>>> unrelated to gaming spasificly.
>>> More to the point, I welcome anyone who wishes to socialize with 
>>> other gamers/flight simmers to the server. I hope that it will 
>>> become a place where much good conversation can be had, as well as 
>>> some friendly competition and the exchange of ideas.
>>> Use the information below to connect using teamtalk.
>>> IP: 68.0.1.0
>>> Port: 10333
>>> I look forward to seeing some of you on the server.
>>> Connect and have fun!
>>> Best,
>>> Nick
>>>
>>>
>>> --
>>> Nick Helms
>>> "I will not lie, cheat, or steal, or tolerate those who do."
>>>
>>
>>
>> --
>> Nick Helms
>> "I will not lie, cheat, or steal, or tolerate those who do."
>>
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>
> ---
> 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/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
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>
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>
>
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>
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list,
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-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] a new way for blind pilots and gamers in general tocommunicate

2010-12-13 Thread Nick Helms
It will probubly be up and running within the next week or so. I'm
having to go through the ISP to get some of the ports opened.

On 12/13/10, Darren Duff  wrote:
> Have you got it up and running yet?
>  s
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Nick Helms
> Sent: Sunday, December 12, 2010 11:24 AM
> To: gamers@audyssey.org
> Subject: Re: [Audyssey] a new way for blind pilots and gamers in general
> tocommunicate
>
> sorting out some stuff on my  end... Should be up shortly.
>
> On 12/12/10, Nick Helms  wrote:
>> updated cnonection info.
>> use ip 192.168.1.4
>> port: 10333
>>
>> On 12/12/10, Nick Helms  wrote:
>>> Hello all,
>>> Recently, I opened a TeamTalk server for the blind.
>>> The server has several channels related to blind-accessable games, as
>>> well as microsoft's flight simulator, among others that are unrelated
>>> to gaming spasificly.
>>> More to the point, I welcome anyone who wishes to socialize with
>>> other gamers/flight simmers to the server. I hope that it will become
>>> a place where much good conversation can be had, as well as some
>>> friendly competition and the exchange of ideas.
>>> Use the information below to connect using teamtalk.
>>> IP: 68.0.1.0
>>> Port: 10333
>>> I look forward to seeing some of you on the server.
>>> Connect and have fun!
>>> Best,
>>> Nick
>>>
>>>
>>> --
>>> Nick Helms
>>> "I will not lie, cheat, or steal, or tolerate those who do."
>>>
>>
>>
>> --
>> Nick Helms
>> "I will not lie, cheat, or steal, or tolerate those who do."
>>
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>
> ---
> 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/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
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>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> _ NOD32 EMON 5699 (20101213) information _
>
> This message was checked by NOD32 antivirus system
> http://www.eset.com
>
>
>
>
> ---
> 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/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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All messages are archived and can be searched and read at
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Re: [Audyssey] a new way for blind pilots and gamers in general tocommunicate

2010-12-13 Thread Darren Duff
Have you got it up and running yet?
 s 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Sunday, December 12, 2010 11:24 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] a new way for blind pilots and gamers in general
tocommunicate

sorting out some stuff on my  end... Should be up shortly.

On 12/12/10, Nick Helms  wrote:
> updated cnonection info.
> use ip 192.168.1.4
> port: 10333
>
> On 12/12/10, Nick Helms  wrote:
>> Hello all,
>> Recently, I opened a TeamTalk server for the blind.
>> The server has several channels related to blind-accessable games, as 
>> well as microsoft's flight simulator, among others that are unrelated 
>> to gaming spasificly.
>> More to the point, I welcome anyone who wishes to socialize with 
>> other gamers/flight simmers to the server. I hope that it will become 
>> a place where much good conversation can be had, as well as some 
>> friendly competition and the exchange of ideas.
>> Use the information below to connect using teamtalk.
>> IP: 68.0.1.0
>> Port: 10333
>> I look forward to seeing some of you on the server.
>> Connect and have fun!
>> Best,
>> Nick
>>
>>
>> --
>> Nick Helms
>> "I will not lie, cheat, or steal, or tolerate those who do."
>>
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>


--
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

---
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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Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
Hi Willem;

I guess I'm confused as to what you're saying here, so perhaps you can 
elaborate?…

I need to work between the two modes constantly. In order to convert an angular 
measurement in degrees into a unit vector, and vice versa, I sure do need to 
use radians. If you know of another way to do this, then can you share?…

And, as I said, in order to stay sane while working with the code for vectors 
associated with objects and their rotation in an engine, I definitely need to 
use angular measurements in degrees.

So what am I missing here?

Yes, there's a lot of converting going on, but without using radians, I know of 
no other way to move between an angle in degrees and it's associated unit 
vector.

Thanks so much and do have a lovely day!…

Smiles,

CQ :)
On Dec 13, 2010, at 12:28 AM, dwill...@gmail.com wrote:

I think there is too much converting back and forth. When debugging you can 
convert the angle before displaying, but besides that there is no need to have 
angles in degrees. The developer never really has to work with the radians.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 10:10 am

Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 a

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
Hi Willem;

I guess I'm confused as to what you're saying here, so perhaps you can 
elaborate?…

I need to work between the two modes constantly. In order to convert an angular 
measurement in degrees into a unit vector, and vice versa, I sure do need to 
use radians. If you know of another way to do this, then can you share?…

And, as I said, in order to stay sane while working with the code for vectors 
associated with objects and their rotation in an engine, I definitely need to 
use angular measurements in degrees.

So what am I missing here?

Yes, there's a lot of converting going on, but without using radians, I know of 
no other way to move between an angle in degrees and it's associated unit 
vector.

Thanks so much and do have a lovely day!…

Smiles,

CQ :)
On Dec 13, 2010, at 12:28 AM, dwill...@gmail.com wrote:

I think there is too much converting back and forth. When debugging you can 
convert the angle before displaying, but besides that there is no need to have 
angles in degrees. The developer never really has to work with the radians.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 10:10 am

Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 a

Re: [Audyssey] a new way for blind pilots and gamers in general to communicate

2010-12-13 Thread Nick Helms
sorting out some stuff on my  end... Should be up shortly.

On 12/12/10, Nick Helms  wrote:
> updated cnonection info.
> use ip 192.168.1.4
> port: 10333
>
> On 12/12/10, Nick Helms  wrote:
>> Hello all,
>> Recently, I opened a TeamTalk server for the blind.
>> The server has several channels related to blind-accessable games, as
>> well as microsoft’s flight simulator, among others that are unrelated
>> to gaming spasificly.
>> More to the point, I welcome anyone who wishes to socialize with other
>> gamers/flight simmers to the server. I hope that it will become a
>> place where much good conversation can be had, as well as some
>> friendly competition and the exchange of ideas.
>> Use the information below to connect using teamtalk.
>> IP: 68.0.1.0
>> Port: 10333
>> I look forward to seeing some of you on the server.
>> Connect and have fun!
>> Best,
>> Nick
>>
>>
>> --
>> Nick Helms
>> "I will not lie, cheat, or steal, or tolerate those who do."
>>
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>


-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

---
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/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a new way for blind pilots and gamers in general to communicate

2010-12-13 Thread Nick Helms
updated cnonection info.
use ip 192.168.1.4
port: 10333

On 12/12/10, Nick Helms  wrote:
> Hello all,
> Recently, I opened a TeamTalk server for the blind.
> The server has several channels related to blind-accessable games, as
> well as microsoft’s flight simulator, among others that are unrelated
> to gaming spasificly.
> More to the point, I welcome anyone who wishes to socialize with other
> gamers/flight simmers to the server. I hope that it will become a
> place where much good conversation can be had, as well as some
> friendly competition and the exchange of ideas.
> Use the information below to connect using teamtalk.
> IP: 68.0.1.0
> Port: 10333
> I look forward to seeing some of you on the server.
> Connect and have fun!
> Best,
> Nick
>
>
> --
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>


-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@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] a new way for blind pilots and gamers in general to communicate

2010-12-13 Thread Nick Helms
Hello all,
Recently, I opened a TeamTalk server for the blind.
The server has several channels related to blind-accessable games, as
well as microsoft’s flight simulator, among others that are unrelated
to gaming spasificly.
More to the point, I welcome anyone who wishes to socialize with other
gamers/flight simmers to the server. I hope that it will become a
place where much good conversation can be had, as well as some
friendly competition and the exchange of ideas.
Use the information below to connect using teamtalk.
IP: 68.0.1.0
Port: 10333
I look forward to seeing some of you on the server.
Connect and have fun!
Best,
Nick


-- 
Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."

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Re: [Audyssey] More help with world of legends spoiler inside.

2010-12-13 Thread Darren Duff
Thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, December 13, 2010 8:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More help with world of legends spoiler inside.

If you've not been levelling energy you might have a problem here sinse yes,
special attacks are the way to go, in fact there are a couple of the special
attacks you get from heaven which are waay over powered and can pretty
much slaughter anything (the rune king was actually quite disappointing in
this regard).

Also, I'd advise checking armour and weapon stats carefully, sinse accept
for a couple of the later special armours, much of the time it's better to
craft your own weapons and armour than to buy them.

I can't remember if this is true of the light armour, but it might be.

Also, using potions can be helpful as well and oncemore, try crafting your
own.

To level at this stage, go back to heaven and beat up some of those samurai,
sun warriors etc, sinse they're the best source of xp from renuable monsters
you'll find.

Hth.

Beware the Grue!

Dark.
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 1:16 PM
Subject: [Audyssey] More help with world of legends spoiler inside.


>s p o i l e r s p a c e
> spoiler below...
>
> Alright I have the light armor and sword. But I can't get past the 
> grave
> yard monsters. Do I need to just build up my energy? IT seems that only my
> special attacks do any good but I run out of energy before getting through

> 1
> monster...
>
> Thanks.
>
> Darren Duff.
>
> Drummer for The Overflow worship band!
>
> Band web site http://www.theoverflowband.com
> <http://www.theoverflowband.com/>
>
> Personal Phone: (678)936-6113
>
> Mobile E-mail mobiledu...@gmail.com
>
> personal E-mail duff...@gmail.com
>
> windows live messenger *no mail please* darren...@hotmail.com
>
> skype contact duffman31279
>
>
> ---
> 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/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] problems running towers of war strategy game.

2010-12-13 Thread David Mehler
Hello,
Where can one obtain this game?
Thanks.
Dave.


On 12/12/10, Mike Maslo  wrote:
> I installed Jim Kitchen's game but it did not help. Where do I install them
> to or how do I do it?
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of reinhard stebner
> Sent: Sunday, December 12, 2010 4:05 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] problems running towers of war strategy game.
>
> Do not forget that you will need to install the correct vb6 dlls for
> win7x64.  If you need adatiaonl help on this, I can help.  I had the same
> issues when first trying to run this game.  Oh, Jeremy, how is the other
> game of yours coming?
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: Sunday, December 12, 2010 11:13 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] problems running towers of war strategy game.
>
> Are you sure it isn't running but being pushed to the background for some
> reason?  Also, if your computer lags when starting up the game you might not
> hear the initial "welcome" message so try pressing Tab since that will begin
> cycling through menus if the game actually is running.
>
> I'm on a 64 bit Windows 7 machine at the moment and it started up fine for
> me after I told it to run as admin (didn't even need jim kitchen's files,
> nice).
>
> --- On Sun, 12/12/10, alex wallis  wrote:
>
>> From: alex wallis 
>> Subject: [Audyssey] problems running towers of war strategy game.
>> To: gamers@audyssey.org
>> Date: Sunday, December 12, 2010, 8:23 AM
>> Hi list.
>> I am wondering if I could please get some help running the
>> towers of war strategy game?
>> I am running windows 7 64 bit, and basically can't get it
>> to run.
>> When I press enter on the executable, or right click and
>> select run as administrator, nothing at all happens, I don't
>> get any gui, or even any error messages.
>>
>> I tried installing jim kitchens winkit as the author says
>> that will install the required vb 6 runtime libraries, but
>> it still won't run.
>> Any help would be very much appreciated.
>>
>> ---
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>> http://www.mail-archive.com/gamers@audyssey.org.
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>>
>
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Re: [Audyssey] More help with world of legends spoiler inside.

2010-12-13 Thread dark
If you've not been levelling energy you might have a problem here sinse yes, 
special attacks are the way to go, in fact there are a couple of the special 
attacks you get from heaven which are waay over powered and can pretty 
much slaughter anything (the rune king was actually quite disappointing in 
this regard).


Also, I'd advise checking armour and weapon stats carefully, sinse accept 
for a couple of the later special armours, much of the time it's better to 
craft your own weapons and armour than to buy them.


I can't remember if this is true of the light armour, but it might be.

Also, using potions can be helpful as well and oncemore, try crafting your 
own.


To level at this stage, go back to heaven and beat up some of those samurai, 
sun warriors etc, sinse they're the best source of xp from renuable monsters 
you'll find.


Hth.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 13, 2010 1:16 PM
Subject: [Audyssey] More help with world of legends spoiler inside.



s p o i l e r s p a c e
spoiler below...

Alright I have the light armor and sword. But I can't get past the 
grave

yard monsters. Do I need to just build up my energy? IT seems that only my
special attacks do any good but I run out of energy before getting through 
1

monster...

Thanks.

Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


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list,
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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Thomas Ward
Hi,

Yes, it was. I believe it was Jedi Academy or something like that
where one of your tasks was to construct your own light saber before
you could become a Jedi Knight. However, that was a different
storyline and different game altogether.

On 12/13/10, Ben  wrote:
> Adding into the game would be a very interesting feature - building your own
> saber was a feature of a later game I believe...

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[Audyssey] More help with world of legends spoiler inside.

2010-12-13 Thread Darren Duff
s p o i l e r s p a c e 
spoiler below...
 
Alright I have the light armor and sword. But I can't get past the grave
yard monsters. Do I need to just build up my energy? IT seems that only my
special attacks do any good but I run out of energy before getting through 1
monster...
 
Thanks.
 
Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
 

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279

 
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Re: [Audyssey] mysteries of the syth

2010-12-13 Thread Darren Duff
Fair enough 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 10:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi,

Not this game. My purpose here would be to try and to recreate the original
game, Mysteries of the Sith, so obviously I'd want as little end user
suggestions as possible. Anything that would stray too far away from the
original game would be undesirable. Its one thing to change keyboard
commands for ease of use or to add access keys, and quite another to begin
changing story elements, game levels, etc not knowing what the game is
about.

On 12/12/10, Darren Duff  wrote:
> This is true. I wonder if you could add building your own light saber 
> to the game I've always been fascinated with that

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Re: [Audyssey] game objects in memory

2010-12-13 Thread dwillemv
I think there is too much cconverting back and forth. When debugging you can 
convert the angle before displaying, but besides that there is no need to have 
angles in degrees. The developer never really has to work with the radians.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 10:10 am

Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 and going with
> my original plan of using SDL 1.2.13. At least it is stable and has no
> vidio driver problems I'm aware of.
> 
> So at this point I've got the cross-platform engine ripped apart and
> I'm now in the process of redesigning all the low level subsystems
> like the window manager, input, audio, networking support, etc. What a
> bite in the butt!
> 
> On the bright side I have rewritten the window subsystem and have
> basic keyboard support back in place with SDL and so far so good. I'm
> probably going to work on joystick and mouse support tomorrow and the
> window and input subsystems will be ready to go.
> 
> 
> As for audio I'm still not sure where to go with that. I'd like to use
> OpenAL, but I feel as though I'll have to rite some bit of middleware
> like a library that wraps OpenAL and can load ogg, mp

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 and going with
> my original plan of using SDL 1.2.13. At least it is stable and has no
> vidio driver problems I'm aware of.
> 
> So at this point I've got the cross-platform engine ripped apart and
> I'm now in the process of redesigning all the low level subsystems
> like the window manager, input, audio, networking support, etc. What a
> bite in the butt!
> 
> On the bright side I have rewritten the window subsystem and have
> basic keyboard support back in place with SDL and so far so good. I'm
> probably going to work on joystick and mouse support tomorrow and the
> window and input subsystems will be ready to go.
> 
> 
> As for audio I'm still not sure where to go with that. I'd like to use
> OpenAL, but I feel as though I'll have to rite some bit of middleware
> like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
> which will be a very time consuming project. In the mean time FMOD
> would give me that and more which would at least get the engine up and
> running again for beta 17.
> 
> So the basic point of what I was saying here is I've already got a
> long development cycle ahead with low level stuff. If there was a need
> to change 

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn 
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward  wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 and going with
> my original plan of using SDL 1.2.13. At least it is stable and has no
> vidio driver problems I'm aware of.
> 
> So at this point I've got the cross-platform engine ripped apart and
> I'm now in the process of redesigning all the low level subsystems
> like the window manager, input, audio, networking support, etc. What a
> bite in the butt!
> 
> On the bright side I have rewritten the window subsystem and have
> basic keyboard support back in place with SDL and so far so good. I'm
> probably going to work on joystick and mouse support tomorrow and the
> window and input subsystems will be ready to go.
> 
> 
> As for audio I'm still not sure where to go with that. I'd like to use
> OpenAL, but I feel as though I'll have to rite some bit of middleware
> like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
> which will be a very time consuming project. In the mean time FMOD
> would give me that and more which would at least get the engine up and
> running again for beta 17.
> 
> So the basic point of what I was saying here is I've already got a
> long development cycle ahead with low level stuff. If there was a need
> to change