[Audyssey] question about grogan, an old game for the apple

2011-01-23 Thread Stephen
Hi. I remember in about 1990 or 1991 there was a game I played on my 
apple 2gs called something like Grogan.
If you dawdle around for too long in any part of the game, something 
always happens to you to kill you. For example at the start, you are 
being attacked  by a troll with an axe.


You can get past the troll by tickling it and running away.
Another part of the game is where you have to go into a phone booth 
and dial a number, and the floor of the booth drops out from under 
your feet and you are suddenly somewhere else.
There is also a character called the kindly old gentleman who demands 
all your treasures.  hurry up, I haven't got all day!!
and if he doesn't get what he wants, he calmly shoots you through the 
head.  If you've previously been cheating in the game, he'll know 
about it, and he says I hate cheaters! then kills you there and then.
you could cheat 3 times by typing in cheat to get a hint on what to 
do next in the game.  If you tried to cheat a fourth time, you end up 
in a room with no exits, and the troll chops off your head and the game ends.
There's another part of the game where you are being attacked by a 
swarm of hungry rats.  You feel tiny teeth sink into your ancle.  The 
scurrying sound gets louder.
Another part had you wearing rollerscates, trying to make it through 
a field of deadly poppies.
Trying to wear the rollerscates however was a puzzle in itself, you 
needed to put them on and then tighten them with a gold key, so they 
wouldn't keep falling off.
There was another scene where you are being attacked by a witch on a 
broomstick.
and yet another where you are standing on some train tracks and there 
is a train speeding towards you.
Some parts of the game were faulty.  The game was written in apple 
basic, and if you listed the contents, there was one part of the 
code that said this section still under construction
Does anyone know if this game was ever released for the pc, and where 
on earth I can find this gem?

Thanks.


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Re: [Audyssey] BGT / Gamepad support?

2011-01-23 Thread Ben
I should know all about that - I was on the team doing sections of the
music... lol


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 28 December 2010 02:32
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] BGT / Gamepad support?

Hi,
Ah yes...the great problem of sounds. That, in my opinion, has to be one of
the most grueling tasks when creating a game. Just think of all the time it
took to get all those sounds for TDV...plus the voice acting.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, December 27, 2010 2:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT / Gamepad support?

Well I definitely hope to do my share of side scrollers since unlike some 
people I don't feel that now that the genre has been slightly tapped into we

can abandon it altogether. And I have heard comments like that, to the 
effect that now that we have Super Liam, MOTA, Tarzan Junior, Q9 and now 
Battle Zone there are enough side scrollers out there.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 1:28 PM
Subject: Re: [Audyssey] BGT / Gamepad support?


 Hi Bryan,

 Oh, I'm pretty certain you could create something like TDV with the
 BGT Engine. You need to remember that BGT's primary roll is to handle
 the low-level end of game programming like input, audio, speech,
 networking, etc wrapped by a powerful scripting language. Beyond that
 what you create with BGT is completely up to you. If you want to crank
 out a 2d side-scroller like MOTA that is easy enough with BGT.
 However, you could create TDV and other games like it just as well. It
 really comes down to personal skill and how much money you have to
 spend on acting, music, and sounds.

 On 12/27/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 That would come in handy, especially for a game like TDV. I wonder if BGT
 will ever be able to develop something like that. Then again, considering
 the types of games that have already been developed using it I'm not
 unhopeful.
 We are the Knights who say...Ni!

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Re: [Audyssey] some pipe stats

2011-01-23 Thread Ben
Wow... not bad... talk about down to the wire...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of NIcol
Sent: 29 December 2010 11:45
To: 'Gamers Discussion list'
Subject: [Audyssey] some pipe stats

HI all 
Here is some pipe stats of a game I most recently finished.
I noticed that my score is lower than the number1 score on the scoreboard
for normal difficulty.
Tom Ward explained to  me that the score can only be posted if its higher
than the number1 score.
But I  have noticed that there is only 8 scores, not 10.
So should not this rule apply only if there are 10 scores? 
 ***Statistics for Game Started on 2010/12/29 12:47:55 PM

Final Score: 3008259; you got in position 7 in your local top ten
You beat the game! Congratulations!
Difficulty: Normal
Game Duration: 30 minutes 40 seconds
Minutes remaining on game clock: 12
Total hammer swings: 1536
Hammer hitting accuracy: 99.9%
On level13 I accidentally hit the control key once  without the correct
pipe.
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
After killing a thug on the left or right, I always go back to middle
because then if a thug appears to the left or right, I only have to press
left or right arrow once instead of  twice.
Number of lives lost: 6
You lost your first life on level 2, which was a sidescrolling steam
level.(Killed by a barrel)
You lost your second life on level 4, which was a sidescrolling steam
level.(Killed by a sewer lid)
You lost your third life on level 9, which was a normal pipe level.(Killed
by a spider)
You lost your fourth life on level 14, which was a sidescrolling steam
level.(Killed by electricity)
You lost your fifth life on level 14, which was a sidescrolling steam
level.(Killed by electricity)
You lost your sixth life on level 14, which was a sidescrolling steam
level.(Killed by electricity)
You killed 13 Spiders
You killed 6 Rats
I accidentally used my flash light in level1 shortly after receiving it, and
later on some rats appeared which I couldn't kill.
You killed 11 Thugs
You avoided 9 steams on sidescroller levels
You avoided 20 electricities on sidescroller levels
You avoided 19 sewer lids on sidescroller levels
You avoided 19 barrels on sidescroller levels
You unlocked a toolbox and received a flashlight on level 1
You searched a trashcan and found a time bonus on level 2
You searched a trashcan and found a bag of potato chips on level 2
You encountered stairs on level 3 and they brought you up to level 4
You searched a trashcan and found a bag of potato chips on level 4
You searched a trashcan and found a time bonus on level 4
You unlocked a toolbox and received a pack of ammo on level 5
You searched a trashcan and found a bag of potato chips on level 7
You searched a trashcan and found a welding kit on level 7
You encountered stairs on level 9 but they dropped you down to level 8
You encountered stairs on level 10 but they dropped you down to level 9
You searched a trashcan and found a 6 point bonus on level 11
You searched a trashcan and found a construction hat on level 11
You unlocked a toolbox and received a wrench on level 12
You unlocked a toolbox and received a pack of ammo on level 13
You searched a trashcan and found a welding kit on level 14
You searched a trashcan and found a can of soda pop on level 14 which came
in very handy as plumber joe was quite thirsty.
Happy gaming.



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Re: [Audyssey] question about grogan, an old game for the apple

2011-01-23 Thread dark

Hi.

That sounds a lot like one of the old style text adventure games similar to 
zork.


You can try searching on

http://www.wurb.com/if/

or even google. there used to be a very good site called textmode.com, but 
sadly they seem to be down now.


to be honest though as to your description of the game, it sounds to be 
exactly the reason why I don't play Interactive fiction anymore,  insane 
riddles with no logic and too much guess the verb puzles.


Beware the grue!

Dark.
- Original Message - 
From: Stephen whocr...@internode.on.net

To: gamers@audyssey.org
Sent: Sunday, January 23, 2011 8:46 AM
Subject: [Audyssey] question about grogan, an old game for the apple


Hi. I remember in about 1990 or 1991 there was a game I played on my apple 
2gs called something like Grogan.
If you dawdle around for too long in any part of the game, something 
always happens to you to kill you. For example at the start, you are being 
attacked  by a troll with an axe.


You can get past the troll by tickling it and running away.
Another part of the game is where you have to go into a phone booth and 
dial a number, and the floor of the booth drops out from under your feet 
and you are suddenly somewhere else.
There is also a character called the kindly old gentleman who demands all 
your treasures.  hurry up, I haven't got all day!!
and if he doesn't get what he wants, he calmly shoots you through the 
head.  If you've previously been cheating in the game, he'll know about 
it, and he says I hate cheaters! then kills you there and then.
you could cheat 3 times by typing in cheat to get a hint on what to do 
next in the game.  If you tried to cheat a fourth time, you end up in a 
room with no exits, and the troll chops off your head and the game ends.
There's another part of the game where you are being attacked by a swarm 
of hungry rats.  You feel tiny teeth sink into your ancle.  The scurrying 
sound gets louder.
Another part had you wearing rollerscates, trying to make it through a 
field of deadly poppies.
Trying to wear the rollerscates however was a puzzle in itself, you needed 
to put them on and then tighten them with a gold key, so they wouldn't 
keep falling off.
There was another scene where you are being attacked by a witch on a 
broomstick.
and yet another where you are standing on some train tracks and there is a 
train speeding towards you.
Some parts of the game were faulty.  The game was written in apple basic, 
and if you listed the contents, there was one part of the code that said 
this section still under construction
Does anyone know if this game was ever released for the pc, and where on 
earth I can find this gem?

Thanks.


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Re: [Audyssey] Games from APH?

2011-01-23 Thread Phil Vlasak

Hi Thomas,
The games from APH are designed to be purchased by sighted teachers for 
blind and visually impaired children.

They all have large print graphics.
Larry Skutchan is the head of development and being totally blind he is 
aware of the range of games for the blind as he purchased all of PCS earlier 
DOS games.
Unfortunately he has to have the game concepts accepted by a board of 
advisers who probably reduced the challenge in the game concepts to make 
them easier to play for young children.


I had fun playing Toodle Tiles, Based on the ancient game of Mahjong
And Talking Word Puzzles is very challenging.
It is an accessible crossword puzzle game.
The others, Armadillo Army, Termite torpedo, and Hurry Scurry
I wouldn't buy as they are too easy.

Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 22, 2011 11:17 PM
Subject: Re: [Audyssey] Games from APH?



Hi Ryan,

In my personal opinion the games aren't worth the price. It has always
seamed to me the developer who created the APH games wasn't aware
there are plenty of competing accessible games out there on the
market. Besides the high price they are not that great to begin with.
To me Shades of Doom or something else is far better games and are
worth the price to license.

HTH

On 1/22/11, Ryan Conroy staindadd...@juno.com wrote:

Hey everyone,

I just ran across these games from American Printing House for the Blind,
but they seem a little highly priced to me. Does anyone have these games,
and are they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like that..
Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Lori Duncan
Hi Phil what about young adults who love game fun too, maube someday he'll 
work on more games for older people too, although I'd think Super Egg Hunt a 
good one for kids, oh and Packman and Sarah also.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 11:40 AM
Subject: Re: [Audyssey] Games from APH?



Hi Thomas,
The games from APH are designed to be purchased by sighted teachers for 
blind and visually impaired children.

They all have large print graphics.
Larry Skutchan is the head of development and being totally blind he is 
aware of the range of games for the blind as he purchased all of PCS 
earlier DOS games.
Unfortunately he has to have the game concepts accepted by a board of 
advisers who probably reduced the challenge in the game concepts to make 
them easier to play for young children.


I had fun playing Toodle Tiles, Based on the ancient game of Mahjong
And Talking Word Puzzles is very challenging.
It is an accessible crossword puzzle game.
The others, Armadillo Army, Termite torpedo, and Hurry Scurry
I wouldn't buy as they are too easy.

Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 22, 2011 11:17 PM
Subject: Re: [Audyssey] Games from APH?



Hi Ryan,

In my personal opinion the games aren't worth the price. It has always
seamed to me the developer who created the APH games wasn't aware
there are plenty of competing accessible games out there on the
market. Besides the high price they are not that great to begin with.
To me Shades of Doom or something else is far better games and are
worth the price to license.

HTH

On 1/22/11, Ryan Conroy staindadd...@juno.com wrote:

Hey everyone,

I just ran across these games from American Printing House for the 
Blind,
but they seem a little highly priced to me. Does anyone have these 
games,

and are they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like 
that..

Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Hayden Presley
Um...Phil did not develop super edging

Sent from my iPhone

On Jan 23, 2011, at 6:30 AM, Lori Duncan lori_dunca...@hotmail.com wrote:

 Hi Phil what about young adults who love game fun too, maube someday he'll 
 work on more games for older people too, although I'd think Super Egg Hunt a 
 good one for kids, oh and Packman and Sarah also.
 - Original Message - From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 23, 2011 11:40 AM
 Subject: Re: [Audyssey] Games from APH?
 
 
 Hi Thomas,
 The games from APH are designed to be purchased by sighted teachers for 
 blind and visually impaired children.
 They all have large print graphics.
 Larry Skutchan is the head of development and being totally blind he is 
 aware of the range of games for the blind as he purchased all of PCS earlier 
 DOS games.
 Unfortunately he has to have the game concepts accepted by a board of 
 advisers who probably reduced the challenge in the game concepts to make 
 them easier to play for young children.
 
 I had fun playing Toodle Tiles, Based on the ancient game of Mahjong
 And Talking Word Puzzles is very challenging.
 It is an accessible crossword puzzle game.
 The others, Armadillo Army, Termite torpedo, and Hurry Scurry
 I wouldn't buy as they are too easy.
 
 Phil
 
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, January 22, 2011 11:17 PM
 Subject: Re: [Audyssey] Games from APH?
 
 
 Hi Ryan,
 
 In my personal opinion the games aren't worth the price. It has always
 seamed to me the developer who created the APH games wasn't aware
 there are plenty of competing accessible games out there on the
 market. Besides the high price they are not that great to begin with.
 To me Shades of Doom or something else is far better games and are
 worth the price to license.
 
 HTH
 
 On 1/22/11, Ryan Conroy staindadd...@juno.com wrote:
 Hey everyone,
 
 I just ran across these games from American Printing House for the Blind,
 but they seem a little highly priced to me. Does anyone have these games,
 and are they worth it? The games are:
 Armidillo Army, Termite Torpedo, and Tudle Tiles or something like that..
 Sorry, I know I destroyed the spelling on those, lol.
 If anyone has any information, please let me know.
 Take care,
 Ryan
 
 
 Globe Life Insurance
 $1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
 http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc
 
 ---
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 Version: 10.0.1191 / Virus Database: 1435/3396 - Release Date: 01/22/11
 
 
 
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Re: [Audyssey] Games from APH?

2011-01-23 Thread Hayden Presley
Wow are you serious about the voiceovers?

Sent from my iPhone

On Jan 23, 2011, at 1:13 AM, Valiant8086 valiant8...@lavabit.com wrote:

 Hi.
 Actually, I like termite torpedo. It actually takes some intelligence and 
 strategy to play that game. And the voiceovers for it are fantastic. I'd 
 venture to say that it has the best recorded voiceover of any game I have 
 ever played, audio or not.
 
 
 
 On 1/23/2011 12:48 AM, shaun everiss wrote:
 I wouldn't touch them.
 I played termite torpedo once.
 Its probably good if you are the average poor handicapt blind retard maybe 
 even a child that has even less inteligence than a deranged retard and is 
 generally bad and likes to format his drive or run things like lets see what 
  this command does kind of thing.
 But for any real computer user, ie one that can actually know what the 
 internet is, well.
 Long and short is These are worse than bavisoft and they well are not for us.
 Maybe some narrow minded sole made these because thats what the retarded 
 blind are worth.
 I don't want to be associated with the blind retards association and I don't 
 play these though I did find and try these ages ago.
 To say, bd, is an understatement.
 If you want something like this, then you should play the kitchensinc games.
 Yeah, basic, and quite old school but at least they emulate the physical 
 boards and actually are enjoyable.
 At 03:56 p.m. 23/01/2011, you wrote:
 Hey everyone,
 
 I just ran across these games from American Printing House for the Blind, 
 but they seem a little highly priced to me. Does anyone have these games, 
 and are they worth it? The games are:
 Armidillo Army, Termite Torpedo, and Tudle Tiles or something like that.. 
 Sorry, I know I destroyed the spelling on those, lol.
 If anyone has any information, please let me know.
 Take care,
 Ryan
 
 
 Globe Life Insurance
 $1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
 http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc
 
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Re: [Audyssey] Community Game-building Project

2011-01-23 Thread burakyuksek

But he has an account in the audiogames.net called keywasful.
sevgiler saygilar
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 1:15 AM
Subject: Re: [Audyssey] Community Game-building Project



Lol...it's keyisfull not keywasfull

Sent from my iPhone

On Jan 20, 2011, at 10:18 PM, shaun everiss sm.ever...@gmail.com wrote:

well I'd like to do some sfx and maybe other things, sertainly test the 
game.

I think you really should shove this in the bgt thing if you want.
ask keywasfull if you can get on his bgt folder then ask him for 
permision to use or look at his chopper code, its a bit like copter man 
chopper chace or whatever the game is called, but you should get an idea 
how to do things that way.

just add sm.ever...@gmail.com to the dropbox.
I may help with sfx, so we will see what happens.
At 09:50 a.m. 21/01/2011, you wrote:
Well, there has been much talk in the past about a game building project 
that many people can participate in.  Well, I've begun one.  Now, here's 
where the rubber meets the road.  Here is where we'll see if gamers are 
all talk about this subject or if they add their own ideas.

The game
So far, here is the game, designed in VB6.  Yes, it's archaic or 
whatever, but it's what I know.  Wanna translate it?  Go ahead.
Anyway, the basic idea is that you and a friend just got a couple of 
those new battle copters, you know, the ones you fly around the house? 
Well, you're in a living room that's about ten feet high, and 20 by 20. 
You fly your chopper around the room, trying to shoot down your friend 
before he gets you.

The Trim:
Now, you're not the only one that flies this helicopter, because you 
have a young brother/sister/cousin that plays with it, so every time you 
start the game you'll need to adjust the trim to 0.  To adjust it, use 
the home and end keys.  As you adjust it, you'll hear the clicking of a 
knob that seems to move around your head. When it gets to 0, the sound 
of the knob turning will change and be directly in front of you.
To fly, hold down the page up key to gain altitude.  Since you're flying 
a helicopter, the faster the rotors turn, the higher it goes.  As you 
increase in height, your velocity in that direction also increases.  If 
you get going too fast you'll smash against the ceiling, and your 
chopper will fall.  You get about ten smashes before it's unusable. 
Also, page down will slow the rotors, making the chopper descend.  You 
can show off to your friend by landing the chopper on your head, but 
that takes a lot of work and a little luck.
Use left and right arrows to turn, and up and down arrows to fly forward 
and backward.




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[Audyssey] help with heli

2011-01-23 Thread peter Mahach
Hi ken,
I got this game and I must say I quite like it, however I don't understand 
something.
How exactly do you move. I'm for instance trying to smash the tv. what I do is 
hit home until the little click comes from my left instead of the right, then I 
begin to hold page up to accelerate, then I use my left arrow until I hear a 
click on my left (where the tv is I think). but when I hold up arrow it just 
begins flying in circles or that's what it sounds like. I can shoot it to turn 
it off but can't find it to smash it. likewise I'm trying to hit the light 
switch but can't. in the manual you say to get 5 feet into the air, but I keep 
hitting page up but can never get the z access high until I eventually hit the 
seeling. at that point there's a bug, because I can only hear the fan and the 
tv but not the helicopters. so it's hard to fly around at that point.
Nice idea though.
take care!

-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Rynhardt Kruger
Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer to call it 
Free Software, which is associated with 
freeware.
Open source software is not freeware and will never be. The idea of Open Source 
Software is just that the source code 
should be open and available to any one who would like to study or modify it. 
That is also the reason that many people 
including myself prefer to use Linux. If I want my computer to say hello 
every time it begins the boot process, I can 
do so without having to edit some binary file with a hex editor. Also it 
encourage the studying of source code. Thus 
if someone enters the audio gaming community, he/she can immediately find out 
how a game engine works for instance 
without having to reinvent the wheel. Some people think that open source 
software grows faster than other software, but 
that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although your users 
must receive the same rights under the 
GPL, and can for instance sell it themselves, modify it or just give it away. 
One thing I've thought  about is to put 
the game itself under an open source license, and sell the sounds and/or music.

Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:
 Hi Philip,
 
 That is very good to know. As I mentioned in my earlier message to the
 list I'm currently looking at replacing one of my computers with a
 Mac. Recently my old desktop, we used as a family computer, gave up
 the ghost over the Christmas holidays. Now, my wife and I are in the
 process of discussing replacing it. If we do decide to replace it with
 a Mac I'll be interested in porting my current projects, including the
 Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
 for Mac before I get there I'd probably consider buying a license for
 the port.
 
 However, that said the APIs for Linux and the APIs for Mac OS are not
 that different. For example, I have a rough idea of how I'm going to
 create the Mac OS and Linux version of the Genesis Engine. I'll begin
 with writing a middleware library similar to Streemway that wraps
 OpenAL and loads wav, ogg, and other open source file types and mixes
 them with OpenAL. For things like threading, serialization, etc I'll
 use the cross-platform boost library. Finally, input, networking, and
 the window manager will be handled by SDL 1.2. I believe that this
 would provide an excellent basis for any game engine targeting the Mac
 or Linux operating systems.
 
 Although, there is an alternative way of handling this. SFML already
 has a decent networking API, supports OpenAL via sfml-audio, input
 handling is fine, threading works pretty good on Linux, and the only
 complaint I have is the window manager. It works fine on Linux, I hear
 it works fine on Mac, but crashes the OS on Windows. So SFML sounds
 like the best solution for a Mac specific engine, but I wouldn't
 consider SFML for a Windows engine based on its buggy window manager.
 
 Still I agree with you that at this point Mac is a developers second
 choice in terms of operating system to support.  While Linux is fine
 as an operating system most of the Linux users I know left Linux in
 favor of the Mac. Plus because Mac OS is a commercial operating system
  the majority of the people using it are willing to pay money for
 commercial software. All too many Linux users I know are hung up on
 the free and open source view and absolutely refuse to pay for
 commercial software in any way, shape, or form. They expect software
 for Linux to remain free, open source, and without commercial
 licensing. That is unrealistic considering the fact I have to license
 music, sounds, and so on that costs me hundreds of dollars per game.
 The Marxist view that all software should be free, shared, community
 property is fine to a certain point, but doesn't work if we are
 dealing with capitalist companies out to make a buck for everything.
 Therefore since we live in a capitalist society I have to run my
 software company that way to make a buck myself to continue producing
 said products.
 
 In short, I agree with you. Mac is probably my next choice as well. It
 has nothing to do with weather I like Linux or not. I've just
 concluded the money isn't really in it. Between the fact there are
 less users their and the fact too many are hung up on Marxist idiology
 it will be very hard to market a commercial product there. If I can
 produce Linux versions inexpensively and make a few extra on it fine,
 but Mac and Windows seam to me to be the most financially viable
 markets long term.
 
 HTH
 
 
 On 1/22/11, Philip Bennefall phi...@blastbay.com wrote:
  Hi Thomas,
 
  Just to enter in this discussion a little. I am actually considering buying
  a Mac when I have enough money saved up. I'm not very 

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Philip Bennefall

Hi Thomas and Rhynhardt,

I'm neither for or against open source software. I am very thankful to those 
who write open source libraries and allow them to be used in commercial 
applications, as that speeds up my own development by about 500 %. But I 
would never make any of my games open source because of the simple fact that 
I don't want people to mess around with or steal my source code. I have 
spent a considerable sum of money outsourcing a lot of the core parts of my 
game engine and so it would be utter foolishness for me to simply throw that 
money in the sea as we say in Sweden. It is for the same reason that I 
protect my sounds from being altered or stolen, because I don't want the 
investments I have made in that department to simply be exploited. I'm happy 
to provide my game engine along with some open source components to do 
trivial things such as my menu class, my sound pool class to handle audio 
environments, my number speaker class to intelligently concatenate sound 
files to have numbers spoken, etc etc. But the real code is protected and 
always will be.


For my Mac port when the time comes, I will probably be using CoreAudio 
directly. For networking I can stick with what I already have, since ENet 
fits the bill for BGT perfectly and already works on Mac OS as far as I'm 
aware. The same goes for AngelScript.


Kind regards,

Philip Bennefall
- Original Message - 
From: Rynhardt Kruger rynkru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:50 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer to call 
it Free Software, which is associated with

freeware.
Open source software is not freeware and will never be. The idea of Open 
Source Software is just that the source code
should be open and available to any one who would like to study or modify 
it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say hello 
every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor. Also it 
encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately find 
out how a game engine works for instance
without having to reinvent the wheel. Some people think that open source 
software grows faster than other software, but

that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although your 
users must receive the same rights under the
GPL, and can for instance sell it themselves, modify it or just give it 
away. One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds and/or 
music.


Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:

Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying a license for
the port.

However, that said the APIs for Linux and the APIs for Mac OS are not
that different. For example, I have a rough idea of how I'm going to
create the Mac OS and Linux version of the Genesis Engine. I'll begin
with writing a middleware library similar to Streemway that wraps
OpenAL and loads wav, ogg, and other open source file types and mixes
them with OpenAL. For things like threading, serialization, etc I'll
use the cross-platform boost library. Finally, input, networking, and
the window manager will be handled by SDL 1.2. I believe that this
would provide an excellent basis for any game engine targeting the Mac
or Linux operating systems.

Although, there is an alternative way of handling this. SFML already
has a decent networking API, supports OpenAL via sfml-audio, input
handling is fine, threading works pretty good on Linux, and the only
complaint I have is the window manager. It works fine on Linux, I hear
it works fine on Mac, but crashes the OS on Windows. So SFML sounds
like the best solution for a Mac specific engine, but I wouldn't
consider SFML for a Windows engine based on its buggy window manager.

Still I agree with you that at this point Mac is a developers second
choice in terms of operating system to support.  While Linux is fine
as an operating system most of the Linux users I know left Linux in
favor of the Mac. Plus because Mac OS is a commercial operating 

Re: [Audyssey] Heli

2011-01-23 Thread Shiny protector

Autoit is crap for advanced games like TDV.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:51 AM
Subject: Re: [Audyssey] Heli



well tom on that note python is another popular language.
then there is the die hard c and c++ programmers like yourself.
then the vb dotnet and other dotnet languages.
for now the old legacy vb6 and others exist but not for much longer I 
think.
there are also games with autoit, and also games in flash that seem to 
exist.

At 02:49 p.m. 23/01/2011, you wrote:

Hi Shaun,

True. BGT and G3D will definitely open a lot of doors for new game
developers etc, but there still will be plenty of room for qualified
game programmers.

One of the big reasons is Mac OS is slowly but surely becoming more
popular with VI computer users. Engines like BGT currently has no
support for Mac OS and Linux at this time, and the few developers like
Draconis and USA Games will most likely get there before anyone else
does just because we are looking at switching to Mac OS as our
platform of choice. In the case of Draconis Josh and Cara both use Mac
OS, and I'm undecided if I want to invest in a MacBook next time round
or get another IBM compatible PC with Linux OS on it.

All the same it is an emerging market that so far has not been very
well explored by game developers. The developers who depend on BGT or
Visual Basic will never be able to reach those other markets just
because the technology they use doesn't support it. Those who know
Python, Java, or C++ will be able to tap those markets if they have a
mind too.

Cheers!


On 1/22/11, shaun everiss sm.ever...@gmail.com wrote:
 yeah and only gona get worse.
 Now with bgt almost anyone that has a mind to can program without any
 real fuss.
 Then with things like the g3d engine people can program without
 having to spend months on writing loads of things.
 Game creation engines and kits are the way of the future and we have
 at least  2 of them going in the works one out allready and rocking.

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Shiny protector

Hi Julious Brutus,
Well, were they that challenging? Seriously, left, right that is insane, why 
can't they do some panning?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 7:02 AM
Subject: Re: [Audyssey] Games from APH?


Also, after trying on three different machines, I've never! got the damn 
things to work, that's one reason why armadillo army has no written 
description in the database, though I'm tempted to just put something 
together from the instructions,  bad as that sounds (usually I always 
try to play a game before describing it).


Eitherway, apparently they wrote ridiculously symple audio games, slapped 
a price on them, and called them a revolutionary new product considdering 
they were the first audio games ever created,  despite the fact that a 
bit of googling would've shown them different.


Oh, and the method they apparently use for showing audio directions is 
just insane!


According to someone who described the games on audiogames.net, instead of 
hereing something in sterrio pan, you here a voice pout of center speakers 
saying right right right or left left left depending upon where the 
enemy or object is,  which is just ridiculous!




Beware the grue!

Dark.

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Shiny protector

Edging? Lol! Egg hunt.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, January 23, 2011 12:49 PM
Subject: Re: [Audyssey] Games from APH?



Um...Phil did not develop super edging

Sent from my iPhone

On Jan 23, 2011, at 6:30 AM, Lori Duncan lori_dunca...@hotmail.com 
wrote:


Hi Phil what about young adults who love game fun too, maube someday 
he'll work on more games for older people too, although I'd think Super 
Egg Hunt a good one for kids, oh and Packman and Sarah also.

- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 11:40 AM
Subject: Re: [Audyssey] Games from APH?



Hi Thomas,
The games from APH are designed to be purchased by sighted teachers for 
blind and visually impaired children.

They all have large print graphics.
Larry Skutchan is the head of development and being totally blind he is 
aware of the range of games for the blind as he purchased all of PCS 
earlier DOS games.
Unfortunately he has to have the game concepts accepted by a board of 
advisers who probably reduced the challenge in the game concepts to make 
them easier to play for young children.


I had fun playing Toodle Tiles, Based on the ancient game of Mahjong
And Talking Word Puzzles is very challenging.
It is an accessible crossword puzzle game.
The others, Armadillo Army, Termite torpedo, and Hurry Scurry
I wouldn't buy as they are too easy.

Phil

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 22, 2011 11:17 PM
Subject: Re: [Audyssey] Games from APH?



Hi Ryan,

In my personal opinion the games aren't worth the price. It has always
seamed to me the developer who created the APH games wasn't aware
there are plenty of competing accessible games out there on the
market. Besides the high price they are not that great to begin with.
To me Shades of Doom or something else is far better games and are
worth the price to license.

HTH

On 1/22/11, Ryan Conroy staindadd...@juno.com wrote:

Hey everyone,

I just ran across these games from American Printing House for the 
Blind,
but they seem a little highly priced to me. Does anyone have these 
games,

and are they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like 
that..

Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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If you want to 

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Rynhardt Kruger
Hi Philip,

 ... But I would never make any of my games open source
 because of the simple fact that I don't want people to mess around
 with or steal my source code. ...
snip

Indeed that is your choice. Actually by using angelscript in BGT you make it 
available to a wide audience for testing 
and thus contributing indirectly to it's development.

I hope I didn't came across as advocating in my original message. I was just 
stating the other side of the argument.
Maybe I was advocating a bit, but that's my choice as well. smile

Take care,

Rynhardt

* Philip Bennefall phi...@blastbay.com [110123 16:13]:
 Hi Thomas and Rhynhardt,
 
 I'm neither for or against open source software. I am very thankful
 to those who write open source libraries and allow them to be used
 in commercial applications, as that speeds up my own development by
 about 500 %. But I would never make any of my games open source
 because of the simple fact that I don't want people to mess around
 with or steal my source code. I have spent a considerable sum of
 money outsourcing a lot of the core parts of my game engine and so
 it would be utter foolishness for me to simply throw that money in
 the sea as we say in Sweden. It is for the same reason that I
 protect my sounds from being altered or stolen, because I don't want
 the investments I have made in that department to simply be
 exploited. I'm happy to provide my game engine along with some open
 source components to do trivial things such as my menu class, my
 sound pool class to handle audio environments, my number speaker
 class to intelligently concatenate sound files to have numbers
 spoken, etc etc. But the real code is protected and always will be.
 
 For my Mac port when the time comes, I will probably be using
 CoreAudio directly. For networking I can stick with what I already
 have, since ENet fits the bill for BGT perfectly and already works
 on Mac OS as far as I'm aware. The same goes for AngelScript.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - From: Rynhardt Kruger
 rynkru...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 23, 2011 2:50 PM
 Subject: Re: [Audyssey] Game Engines was Heli
 
 
 Hi Thomas and others,
 
 Just a few points from a probably biased user :-)
 I think the idea of Open Source Software are generally miss understood.
 Part of that may be because of the fact that certain groups prefer
 to call it Free Software, which is associated with
 freeware.
 Open source software is not freeware and will never be. The idea of
 Open Source Software is just that the source code
 should be open and available to any one who would like to study or
 modify it. That is also the reason that many people
 including myself prefer to use Linux. If I want my computer to say
 hello every time it begins the boot process, I can
 do so without having to edit some binary file with a hex editor.
 Also it encourage the studying of source code. Thus
 if someone enters the audio gaming community, he/she can immediately
 find out how a game engine works for instance
 without having to reinvent the wheel. Some people think that open
 source software grows faster than other software, but
 that is mostly open for debate.
 Nothing prevents one from selling a program under the GPL, although
 your users must receive the same rights under the
 GPL, and can for instance sell it themselves, modify it or just give
 it away. One thing I've thought  about is to put
 the game itself under an open source license, and sell the sounds
 and/or music.
 
 Take care,
 
 Rynhardt
 
 * Thomas Ward thomasward1...@gmail.com [110123 04:53]:
 Hi Philip,
 
 That is very good to know. As I mentioned in my earlier message to the
 list I'm currently looking at replacing one of my computers with a
 Mac. Recently my old desktop, we used as a family computer, gave up
 the ghost over the Christmas holidays. Now, my wife and I are in the
 process of discussing replacing it. If we do decide to replace it with
 a Mac I'll be interested in porting my current projects, including the
 Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
 for Mac before I get there I'd probably consider buying a license for
 the port.
 
 However, that said the APIs for Linux and the APIs for Mac OS are not
 that different. For example, I have a rough idea of how I'm going to
 create the Mac OS and Linux version of the Genesis Engine. I'll begin
 with writing a middleware library similar to Streemway that wraps
 OpenAL and loads wav, ogg, and other open source file types and mixes
 them with OpenAL. For things like threading, serialization, etc I'll
 use the cross-platform boost library. Finally, input, networking, and
 the window manager will be handled by SDL 1.2. I believe that this
 would provide an excellent basis for any game engine targeting the Mac
 or Linux operating systems.
 
 Although, there is an alternative way of handling this. SFML already
 has a 

[Audyssey] Old Game called Gold Runner?

2011-01-23 Thread Robert Montowski
I would like to discuss with someone on this list...offlist...an old game 
called Gold Runner.
I remember this game from when I still had eyesight and it was a most 
challenging game.
But it has been over 20 years since I last played it and I need to refresh 
mymemory on certain aspects of the game.

contact me at:
r_montow...@yahoo.com
and put Gold Runner in the subject line.
thanks for your help
Robert


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Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Philip Bennefall

Hi Rynhardt,

Oh I think I expressed myself carelessly. I have sent off a lot of bug 
reports to Andreas, the creator of AngelScript, and so I have definitely 
done what I can to make the library more stable by testing it myself as well 
as letting all my users test it of course. This benefits both myself, my 
customers, Andreas and all his other AngelScript users, and is a splended 
thing. What I was trying to say was that I would not myself want to lead an 
open source project of the same scale as I can see no way to justify the 
time and money that would have to go into it.


Kind regards,

Philip Bennefall
- Original Message - 
From: Rynhardt Kruger rynkru...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 3:48 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,


... But I would never make any of my games open source
because of the simple fact that I don't want people to mess around
with or steal my source code. ...

snip

Indeed that is your choice. Actually by using angelscript in BGT you make it 
available to a wide audience for testing

and thus contributing indirectly to it's development.

I hope I didn't came across as advocating in my original message. I was just 
stating the other side of the argument.

Maybe I was advocating a bit, but that's my choice as well. smile

Take care,

Rynhardt

* Philip Bennefall phi...@blastbay.com [110123 16:13]:

Hi Thomas and Rhynhardt,

I'm neither for or against open source software. I am very thankful
to those who write open source libraries and allow them to be used
in commercial applications, as that speeds up my own development by
about 500 %. But I would never make any of my games open source
because of the simple fact that I don't want people to mess around
with or steal my source code. I have spent a considerable sum of
money outsourcing a lot of the core parts of my game engine and so
it would be utter foolishness for me to simply throw that money in
the sea as we say in Sweden. It is for the same reason that I
protect my sounds from being altered or stolen, because I don't want
the investments I have made in that department to simply be
exploited. I'm happy to provide my game engine along with some open
source components to do trivial things such as my menu class, my
sound pool class to handle audio environments, my number speaker
class to intelligently concatenate sound files to have numbers
spoken, etc etc. But the real code is protected and always will be.

For my Mac port when the time comes, I will probably be using
CoreAudio directly. For networking I can stick with what I already
have, since ENet fits the bill for BGT perfectly and already works
on Mac OS as far as I'm aware. The same goes for AngelScript.

Kind regards,

Philip Bennefall
- Original Message - From: Rynhardt Kruger
rynkru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:50 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer
to call it Free Software, which is associated with
freeware.
Open source software is not freeware and will never be. The idea of
Open Source Software is just that the source code
should be open and available to any one who would like to study or
modify it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say
hello every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor.
Also it encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately
find out how a game engine works for instance
without having to reinvent the wheel. Some people think that open
source software grows faster than other software, but
that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although
your users must receive the same rights under the
GPL, and can for instance sell it themselves, modify it or just give
it away. One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds
and/or music.

Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:
Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying 

Re: [Audyssey] Games from APH?

2011-01-23 Thread Phil Vlasak

Hi
One reason to develop games that don't pan sounds is  that some people can 
only hear out of one ear.

There are few games that someone like that can play that are not turn based.
Of course panning could be an option to turn on or off.
Phil

- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 9:32 AM
Subject: Re: [Audyssey] Games from APH?



Hi Julious Brutus,
Well, were they that challenging? Seriously, left, right that is insane, 
why can't they do some panning?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 7:02 AM
Subject: Re: [Audyssey] Games from APH?


Also, after trying on three different machines, I've never! got the damn 
things to work, that's one reason why armadillo army has no written 
description in the database, though I'm tempted to just put something 
together from the instructions,  bad as that sounds (usually I always 
try to play a game before describing it).


Eitherway, apparently they wrote ridiculously symple audio games, slapped 
a price on them, and called them a revolutionary new product considdering 
they were the first audio games ever created,  despite the fact that 
a bit of googling would've shown them different.


Oh, and the method they apparently use for showing audio directions is 
just insane!


According to someone who described the games on audiogames.net, instead 
of hereing something in sterrio pan, you here a voice pout of center 
speakers saying right right right or left left left depending upon 
where the enemy or object is,  which is just ridiculous!




Beware the grue!

Dark.

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Scott Chesworth
I'm not highly strung or easily offended as a rule, but I've read the
quoted message below three times now and still can't quite believe it
was posted. Presumably either everyone else deletes by default in this
case or can't find the words? I don't delete by default, and have
found a few:

Shaun, I implore you to take a few moments out of your undoubtedly
hectic day (scathing sarcasm, yes) to re-read any message you're about
to send before you actually send it. In the unlikely event that you
can re-read the quoted message and not understand how that advice
pertains to you, I'm suggesting that you reign in your choice of
dirogatory terms and inappropriate examples. FYI, though the example
in the message below seems to describe your public persona quite
accurately, it's still pretty far removed from what most sane people
would consider appropriate. While we're having this moment of
reflection, you might also want to count your lucky sheep that the
moderators here are a friendly forgiving bunch.

On 1/23/11, shaun everiss sm.ever...@gmail.com wrote:
 I wouldn't touch them.
 I played termite torpedo once.
 Its probably good if you are the average poor handicapt blind retard
 maybe even a child that has even less inteligence than a deranged
 retard and is generally bad and likes to format his drive or run
 things like lets see what  this command does kind of thing.
 But for any real computer user, ie one that can actually know what
 the internet is, well.
 Long and short is These are worse than bavisoft and they well are not for
 us.
 Maybe some narrow minded sole made these because thats what the
 retarded blind are worth.
 I don't want to be associated with the blind retards association and
 I don't play these though I did find and try these ages ago.
 To say, bd, is an understatement.
 If you want something like this, then you should play the kitchensinc games.
 Yeah, basic, and quite old school but at least they emulate the
 physical boards and actually are enjoyable.
 At 03:56 p.m. 23/01/2011, you wrote:
Hey everyone,

I just ran across these games from American Printing House for the
Blind, but they seem a little highly priced to me. Does anyone have
these games, and are they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like
that.. Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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Re: [Audyssey] Community Game-building Project

2011-01-23 Thread Hayden Presley
Um no...though I am not willing to Perdue the point.

Sent from my iPhone

On Jan 23, 2011, at 7:20 AM, burakyuksek burakyuksek...@gmail.com wrote:

 But he has an account in the audiogames.net called keywasful.
 sevgiler saygilar
 - Original Message - From: Hayden Presley hdpres...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 23, 2011 1:15 AM
 Subject: Re: [Audyssey] Community Game-building Project
 
 
 Lol...it's keyisfull not keywasfull
 
 Sent from my iPhone
 
 On Jan 20, 2011, at 10:18 PM, shaun everiss sm.ever...@gmail.com wrote:
 
 well I'd like to do some sfx and maybe other things, sertainly test the 
 game.
 I think you really should shove this in the bgt thing if you want.
 ask keywasfull if you can get on his bgt folder then ask him for permision 
 to use or look at his chopper code, its a bit like copter man chopper chace 
 or whatever the game is called, but you should get an idea how to do things 
 that way.
 just add sm.ever...@gmail.com to the dropbox.
 I may help with sfx, so we will see what happens.
 At 09:50 a.m. 21/01/2011, you wrote:
 Well, there has been much talk in the past about a game building project 
 that many people can participate in.  Well, I've begun one.  Now, here's 
 where the rubber meets the road.  Here is where we'll see if gamers are 
 all talk about this subject or if they add their own ideas.
 The game
 So far, here is the game, designed in VB6.  Yes, it's archaic or whatever, 
 but it's what I know.  Wanna translate it?  Go ahead.
 Anyway, the basic idea is that you and a friend just got a couple of those 
 new battle copters, you know, the ones you fly around the house? Well, 
 you're in a living room that's about ten feet high, and 20 by 20. You fly 
 your chopper around the room, trying to shoot down your friend before he 
 gets you.
 The Trim:
 Now, you're not the only one that flies this helicopter, because you have 
 a young brother/sister/cousin that plays with it, so every time you start 
 the game you'll need to adjust the trim to 0.  To adjust it, use the home 
 and end keys.  As you adjust it, you'll hear the clicking of a knob that 
 seems to move around your head. When it gets to 0, the sound of the knob 
 turning will change and be directly in front of you.
 To fly, hold down the page up key to gain altitude.  Since you're flying a 
 helicopter, the faster the rotors turn, the higher it goes.  As you 
 increase in height, your velocity in that direction also increases.  If 
 you get going too fast you'll smash against the ceiling, and your chopper 
 will fall.  You get about ten smashes before it's unusable. Also, page 
 down will slow the rotors, making the chopper descend.  You can show off 
 to your friend by landing the chopper on your head, but that takes a lot 
 of work and a little luck.
 Use left and right arrows to turn, and up and down arrows to fly forward 
 and backward.
 
 
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Re: [Audyssey] Games from APH?

2011-01-23 Thread dark
I'm a litle confused why the difficulty of the games would be lowered as to 
be so ridiculous just because they are aimed at young children,   
something I thought when I tried mudsplat.


I think I first completed Golden axe on the Amigar at the age of 8, and 
super bomberman and street fighter 2 at normal difficulty at the age of 
nine, though these took a lot of practice.


I was playing berzerk and joust when I was about four, and while I did often 
play on the easy setting, this wasn't that much less difficult than normal 
(easy on berzerk, the robots didn't fire at you).


So while having a range of difficulties for different aged players is 
reasonable, your probably likely to find not a few kids who could slaughter 
their way through something if it was made too easy,  which seems to be 
the case with the aph games.


Beware the grue!

Dark. 



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Re: [Audyssey] Games from APH?

2011-01-23 Thread dark
I can't confirm this, sinse I've never managed to get the things to work 
myself, though i have tried the demos on several occasions, but that is what 
I have heard, no panning just the words left and right


Beware the greu1

Dark. 



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Re: [Audyssey] Games from APH?

2011-01-23 Thread Ken the Crazy
That's true.  Also, you should compare Termite Torpedo's visual mode to the 
blind mode.  It's terrible!  I wouldn't recommend those games to anyone. 
Jim Kitchen's games are far far better, and they're free.  Hey Jim, I 
mention your name here because I'd love it if you could make a mahjong game. 
Tootle Tiles wasn't bad actually, but I certainly wouldn't pay for it, 
especially since you or Spoonville games could really do it justice.

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

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:02 AM
Subject: Re: [Audyssey] Games from APH?


Also, after trying on three different machines, I've never! got the damn 
things to work, that's one reason why armadillo army has no written 
description in the database, though I'm tempted to just put something 
together from the instructions,  bad as that sounds (usually I always 
try to play a game before describing it).


Eitherway, apparently they wrote ridiculously symple audio games, slapped 
a price on them, and called them a revolutionary new product considdering 
they were the first audio games ever created,  despite the fact that a 
bit of googling would've shown them different.


Oh, and the method they apparently use for showing audio directions is 
just insane!


According to someone who described the games on audiogames.net, instead of 
hereing something in sterrio pan, you here a voice pout of center speakers 
saying right right right or left left left depending upon where the 
enemy or object is,  which is just ridiculous!




Beware the grue!

Dark.

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Re: [Audyssey] question about grogan, an old game for the apple

2011-01-23 Thread Ken the Crazy

A phone booth where the floor falls out?
Do you think that J.K. Rollings played this game and was inspired--Ministry 
of Magic headquuarters and all that?

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

- Original Message - 
From: Stephen whocr...@internode.on.net

To: gamers@audyssey.org
Sent: Sunday, January 23, 2011 3:46 AM
Subject: [Audyssey] question about grogan, an old game for the apple


Hi. I remember in about 1990 or 1991 there was a game I played on my apple 
2gs called something like Grogan.
If you dawdle around for too long in any part of the game, something 
always happens to you to kill you. For example at the start, you are being 
attacked  by a troll with an axe.


You can get past the troll by tickling it and running away.
Another part of the game is where you have to go into a phone booth and 
dial a number, and the floor of the booth drops out from under your feet 
and you are suddenly somewhere else.
There is also a character called the kindly old gentleman who demands all 
your treasures.  hurry up, I haven't got all day!!
and if he doesn't get what he wants, he calmly shoots you through the 
head.  If you've previously been cheating in the game, he'll know about 
it, and he says I hate cheaters! then kills you there and then.
you could cheat 3 times by typing in cheat to get a hint on what to do 
next in the game.  If you tried to cheat a fourth time, you end up in a 
room with no exits, and the troll chops off your head and the game ends.
There's another part of the game where you are being attacked by a swarm 
of hungry rats.  You feel tiny teeth sink into your ancle.  The scurrying 
sound gets louder.
Another part had you wearing rollerscates, trying to make it through a 
field of deadly poppies.
Trying to wear the rollerscates however was a puzzle in itself, you needed 
to put them on and then tighten them with a gold key, so they wouldn't 
keep falling off.
There was another scene where you are being attacked by a witch on a 
broomstick.
and yet another where you are standing on some train tracks and there is a 
train speeding towards you.
Some parts of the game were faulty.  The game was written in apple basic, 
and if you listed the contents, there was one part of the code that said 
this section still under construction
Does anyone know if this game was ever released for the pc, and where on 
earth I can find this gem?

Thanks.


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Re: [Audyssey] Games from APH?

2011-01-23 Thread Valiant8086


Hi
Yes I meant what I said.


On 1/23/2011 7:52 AM, Hayden Presley wrote:

Wow are you serious about the voiceovers?

Sent from my iPhone

On Jan 23, 2011, at 1:13 AM, Valiant8086valiant8...@lavabit.com  wrote:


Hi.
Actually, I like termite torpedo. It actually takes some intelligence and 
strategy to play that game. And the voiceovers for it are fantastic. I'd 
venture to say that it has the best recorded voiceover of any game I have ever 
played, audio or not.



On 1/23/2011 12:48 AM, shaun everiss wrote:

I wouldn't touch them.
I played termite torpedo once.
Its probably good if you are the average poor handicapt blind retard maybe even 
a child that has even less inteligence than a deranged retard and is generally 
bad and likes to format his drive or run things like lets see what  this 
command does kind of thing.
But for any real computer user, ie one that can actually know what the internet 
is, well.
Long and short is These are worse than bavisoft and they well are not for us.
Maybe some narrow minded sole made these because thats what the retarded blind 
are worth.
I don't want to be associated with the blind retards association and I don't 
play these though I did find and try these ages ago.
To say, bd, is an understatement.
If you want something like this, then you should play the kitchensinc games.
Yeah, basic, and quite old school but at least they emulate the physical boards 
and actually are enjoyable.
At 03:56 p.m. 23/01/2011, you wrote:

Hey everyone,

I just ran across these games from American Printing House for the Blind, but 
they seem a little highly priced to me. Does anyone have these games, and are 
they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like that.. 
Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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Re: [Audyssey] help with heli

2011-01-23 Thread Ken the Crazy
The first thing you need to do is adjust your trim, which is why you fly in 
circles.  Press home or end until the click is in front of you and its pitch 
higher.

Now you'll be flying straight.
Next hold down page up for about five seconds.
Let it go and press x to hear your coordinates.
If you're at x 0 then adjust your angle with the left and right arrows until 
your angle is at 0, then fly straight on and you'll hit the switch.
For the TV, you have to be flying at or below 3 feet.  Smashing the TV makes 
your opponent fly his best though, so I just recommend shooting it a few 
times.  If you're at x0, y0, at the above mentioned height, your angle needs 
to be about 335 degrees.
Actually, you can hear how the FindAngle function works.  Press a and you'll 
hear your angle, followed by the angle the TV is from the direction you're 
facing.  So if it's directly on your copter's left side, you'll hear 270. 
Now turn left, and the second angle will change as does the first.  You have 
a hit angle of about twenty, so as soon as the angle gets to between 350 and 
10, shoot the tv--or crash into it.
One thing I forgot to mention in the manual: as you know by now, Heli flies 
around you, but the trim, angle, and target changes are heard relative to 
your head's position.  Therefore, when you're cranking the angle knob and 
hear a click from your extreme right, it means that your chopper is facing 
90 degrees.  Now, both the opponent and tv might be behind it--but it's not 
a targetting click, just an angle indicator.  I did it this was because a 
sighted person would see the knob for trim; if the arrow points straight up, 
the trim is perfect.  The angle knob is an offshoot of that idea and works 
well for me--and it should for you too once you get the hang of flying Heli. 
By the way, Heli is pronounced Helly--just in case you're saying it the way 
your screen reader does.


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

- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 8:20 AM
Subject: [Audyssey] help with heli



Hi ken,
I got this game and I must say I quite like it, however I don't understand 
something.
How exactly do you move. I'm for instance trying to smash the tv. what I 
do is hit home until the little click comes from my left instead of the 
right, then I begin to hold page up to accelerate, then I use my left 
arrow until I hear a click on my left (where the tv is I think). but when 
I hold up arrow it just begins flying in circles or that's what it sounds 
like. I can shoot it to turn it off but can't find it to smash it. 
likewise I'm trying to hit the light switch but can't. in the manual you 
say to get 5 feet into the air, but I keep hitting page up but can never 
get the z access high until I eventually hit the seeling. at that point 
there's a bug, because I can only hear the fan and the tv but not the 
helicopters. so it's hard to fly around at that point.

Nice idea though.
take care!

-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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Re: [Audyssey] Games from APH?

2011-01-23 Thread Ken the Crazy

There's no use of stereo whatsoever in those games as far as I remember.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 11:09 AM
Subject: Re: [Audyssey] Games from APH?


I can't confirm this, sinse I've never managed to get the things to work 
myself, though i have tried the demos on several occasions, but that is 
what I have heard, no panning just the words left and right


Beware the greu1

Dark.

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Re: [Audyssey] Games from APH?

2011-01-23 Thread peter Mahach
I can confirm  this as I managed to play armadillo army on one pc that I was 
lucky enough to find it worked on. However I had a weird issue with the game 
on the pc I had it on where the sample rate of the sounds just dropped to 
11khz for some reason. Though that was an old pc with like 256mb ram, so who 
knows.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 5:09 PM
Subject: Re: [Audyssey] Games from APH?


I can't confirm this, sinse I've never managed to get the things to work 
myself, though i have tried the demos on several occasions, but that is 
what I have heard, no panning just the words left and right


Beware the greu1

Dark. 



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The message was checked by ESET Smart Security.

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[Audyssey] new link to ken's games?

2011-01-23 Thread Troy Sullivan
Could someone please send me the new link for ken's games?
Thanks.
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[Audyssey] Novag Citrine chess computer findings

2011-01-23 Thread Charles Rivard
I posted a query to this list, asking if anyone has had experience with this 
chess computer, then listed info from the web site.  I received the computer 
last night, and here are my initial findings.  I'll list the info from the site 
again, with my comments after each one:

This luxury state-of-the-art chess computer will give you the feeling of being 
royalty.
The cabinet, and dark squares are walnut, and the white squares are maple.
The chess pieces are boxwood.
The Novag Citrine MODEL #1032 chess computer has the most recent state of the 
art technology using a H8/300H RISC Processor.

A comment:  On low skill levels, this computer plays an excellent game, and the 
processor is very quick at coming up with surprising moves.

It has been specifically designed for the truly elite chess player.
The Novag Citrine is the most powerful, quickest thinking, highest rated, and 
most elegant chess computer available in the world.

Comment:  It is a very impressive looking chess board.  It has a very nice 
finish to the squares, and the Staunton pieces are just a touch smaller than 
the chess set you got if you took the beginner's chess course from Hadley.  The 
bishops aren't as conically shaped as I would like, although they are distinct, 
and it is a personal preference.

. Estimated rating of 2330 Elo

Comment:  Well, after a bit of play, I now know what that indicates.  It will 
beat the snot out of you!  Heh heh heh.

. 81 LED's - four in each corner of the squares on the chessboard

Comment:  You can feel these LEDs, so you know where the squares are, and a 
light probe will detect them.  More on this in a bit.

. Wood chess board
. Chessboard chassis, and dark squares are walnut, and the white squares are 
maple 
. Chess pieces are boxwood 

Comment:  This is a nice chess set to leave sitting on a coffee table for 
display.  When a friend came over and saw it on my desk, he said, Wow!  That's 
a beautiful set!  Really looks nice and classy!

. Chess board size is 11 3/4 inches x 11 3/4 inches
. Hand carved wooden chess pieces with 2.5 King 
. The King measures 2 1/2 inches tall 
. RISC Processor H8/300H
. Program Size 56K Byte ROM (Read-Only-Memory)
. RAM: 3K Byte RAM (Random-Access- Memory)
. System Clock Speed 20 MHz
. Power Consumption 450 mW max.

Comment:  This computer does not operate on batteries, so you could not play 
chess while traveling.  Nor is it noisy enough to be heard in a car, bus, or 
plane.  It is for home use only, unfortunately.

. Opening Book appr. 24,000 halfmoves

Comment:  It does have a very wide selection of book openings that it selects 
at random, based on your first move if you are playing White, or it will select 
one at random if it is playing White.  It's first move is not always the same.

. Separate detachable LCD screen has a six character alphanumeric display with 
a chess clock, shows moves and a full range of game information, also allows 
insight into the computer's thinking process and verifies positions 
. Separate detachable LCD screen chassis measures 3 1/2 inches x 2 1/4 inches, 
and the screen measures 1 3/4 inch x 3/4 inch 

Comment:  The computer works the same whether this LCD unit is plugged in or 
not, so I play without it.  But it does have a very clear and sharp display 
according to what the friend said about it.

. PC interface cable (included) allows the game to be followed on a computer 
screen
. Save and print games or connect to www.playwitharena.com which will allow you 
to play UCI programs and convert games to pgn. 

Comment:  This is a serial port cable, not a USB.  All of the information on 
the LCD display will show up on the computer screen, along with a board layout 
so that other people can see the game in progress if you have a big screen.  I 
haven't tried playing other chess engines through this machine, and I'm not 
really into that sort of thing, so don't know how often I will be using this 
capability of the machine.

. Files for download:
1. Novag Chess Computer to PC Protocol with Microsoft Hyoerterninal program.
2. Citrine PC communication Protocol 
3. Citrine to PC with Arena 
4. Citrine play a third-party chess engine on the Citrine via Arena. 

. Auto-sensing of moves on sensory board detects the location of chess pieces

Comments:  The way it works is this:  There is a magnet in the base of each 
chess piece that will attract a switch that is positioned under each of the 
board's squares.  Pick up a piece, and the switch is released.  Place a piece 
on a square, and the switch is lifted.  This is how the computer keeps track of 
the board position.  However, the magnets are not strong enough to hold the 
pieces in place if you are scoping out your move on the board.  I solved this 
by placing strip magnet material with adhesive backing, cut to the size of the 
squares, on each square of the board.  It was easy to center them using the 4 
LEDs in each corner of the squares as a guide.  The men now stick to these 
strip 

[Audyssey] weekly schedule for In The Blind Spot

2011-01-23 Thread Charles Rivard
 

InTheBlindSpot Weekly Schedule

Please watch daily schedule for any changes.



Sunday, January 23, 2011


8:00 A.M. ET 
Sunday Morning Listening
Blind Spot Radio Broadcast

Hosted by Velvet



3:00 PM ET

Mississippi Game

1 Mississippi Room

Hosted by Tiffany

On-going game



4:00 PM ET

Mississippi Game

2 Mississippi Room

Hosted by Velvet

On-going game



9:00 PM ET
What's Talking Now

Game Spot

Hosted by Gary Bear and Sassy Jo


Monday, January 24, 2011



1:00 PM ET

Mississippi Game

2 Mississippi Room

Hosted by Velvet

On-going game


4:00 PM ET
Ozzy's Place

Blind Spot Radio Broadcast

Hosted by Ozzy



7:00 PM ET

Hans's Country Corner

Blind Spot Radio Broadcast

Hosted by DJ Hans

Country Music


9:00 PM ET
Bet your booty

Game Spot

Hosted by Tim and Gary Bear



Tuesday, January 25, 2011



10:00 AM ET

Mississippi Game

2 Mississippi Room

Hosted by Velvet

On-going game


2:00 PM ET
Monster's Box of Chocolates

Blind Spot Radio Broadcast

Hosted by DJ Monster



3:00 PM ET

Mississippi Game

Mississippi Room

Hosted by Velvet

On-going Game



5:00 PM ET

Zilch Game

Zilch Room



9:00 PM ET

Game to be decided

Game Spot



Wednesday, January 26, 2011


1:00 PM ET

Snowy's Selections

Blind Spot Radio Broadcast

Hosted by DJ Snowy



3:00 PM ET

Mississippi Game

1 Mississippi Room

Hosted by Tiffany

On-going game



9:00 PM ET
password

Game Spot

Hosted by Velvet



Thursday, January 27, 2011


1:00 PM ET
Try to remember

Blind Spot Radio Broadcast

Hosted by DJ Monster


4:00 PM ET
Mel's Musical Menagerie

Blind Spot Radio Broadcast

Hosted by Mel


9:00 PM ET
Jeopardy

Game Spot

Hosted by Tiffany


Friday, January 28, 2011


6:00 PM ET
Monster's musicals

Blind Spot Radio Broadcast

Hosted by DJ Monster



7:00 PM ET

Cooking with Fran

Cosy Kitchen Room

Hosted by Fran

Soups and stews, bring your recipes along and share them with others.
9:00 PM ET
Cringo

Game Spot

Hosted by Mel


Saturday, January 29, 2011



2:00 PM ET

Open Mike

Open Mike Room

Hosted by Ozzy


7:00 PM ET
Delma's music mix

Blind Spot Radio Broadcast

Hosted by DJ Delma


9:00 PM ET
Chain Reaction

Game Spot

Hosted by Velvet

Bring your thinking caps along and try to guess the words in the chain.


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[Audyssey] question about grogan, an old game for the apple

2011-01-23 Thread Stephen

oh and I remember there was another bit where you get chased by a wolf.


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Re: [Audyssey] Games from APH?

2011-01-23 Thread Thomas Ward
Hi Phil,

Yeah, I realize being produced by APH they are primarily designed for
schools and school age children, but I still think games like Termite
torpedo are overly priced compared to what else is on the market.
There are several other games out here that is as good as and even
better than Termite torpedo for less.

As for Toodle Tiles I don't think I've ever played that one
personally. As far as I know it is the only accessible Mahjong game on
the market right now. So That one might be worth paying for just to
acquire it but most of the others I wouldn't give a dime for. My
personal opinion of course.


Cheers!


On 1/23/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 The games from APH are designed to be purchased by sighted teachers for
 blind and visually impaired children.
 They all have large print graphics.
 Larry Skutchan is the head of development and being totally blind he is
 aware of the range of games for the blind as he purchased all of PCS earlier
 DOS games.
 Unfortunately he has to have the game concepts accepted by a board of
 advisers who probably reduced the challenge in the game concepts to make
 them easier to play for young children.

 I had fun playing Toodle Tiles, Based on the ancient game of Mahjong
 And Talking Word Puzzles is very challenging.
 It is an accessible crossword puzzle game.
 The others, Armadillo Army, Termite torpedo, and Hurry Scurry
  I wouldn't buy as they are too easy.

 Phil

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Thomas Ward
Hi Dark,

That's my experience as well. Granted I was fully sighted at ages 8,
9, 10, etc but I was playing games way harder than the APH games at
that age. At age 9, around 1987, the leading titles ffor the NES were
Mario Brothers, Castlevania, Double Dragon, Castlevania, Megaman, and
a couple of others. All were released around 87 and 88. If I had been
given an APH game at that age not only would I have slotterd my way
through it I would probably have been board to tears as I did it. So I
don't know why people consistently think things have to be made easy
for the blind when I'm certain many of us could rise to the challenge
if we wanted to. I'm sick and tired of us being treated as a
half-whit, subhuman, retard just because our eyes don't function. What
I'm talking about is dignity, and I believe the blind should be given
the exact same respect, challenges, and oppertunities as our sighted
peers.

Cheers!


On 1/23/11, dark d...@xgam.org wrote:
 I'm a litle confused why the difficulty of the games would be lowered as to
 be so ridiculous just because they are aimed at young children, 
 something I thought when I tried mudsplat.

 I think I first completed Golden axe on the Amigar at the age of 8, and
 super bomberman and street fighter 2 at normal difficulty at the age of
 nine, though these took a lot of practice.

 I was playing berzerk and joust when I was about four, and while I did often
 play on the easy setting, this wasn't that much less difficult than normal
 (easy on berzerk, the robots didn't fire at you).

 So while having a range of difficulties for different aged players is
 reasonable, your probably likely to find not a few kids who could slaughter
 their way through something if it was made too easy,  which seems to be
 the case with the aph games.

 Beware the grue!

 Dark.

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Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Thomas Ward
Hi Rynhardt,

Rinhardt wrote:

I think the idea of Open Source Software is generally miss understood.
Part of that may be because of the fact that certain groups prefer to
call it Free Software, which is associated with freeware.

My response:

Agreed. I use Linux myself, have done so for a long time, but unlike a
lot of people I've actually read the various license agreements. I
pretty much understand where the General Public License stands on
various issues, but I don't think your average Joe and Jane does. It
is just legal mumbo jumbo to them. They prefer to think of Linux as
a free OS when there certainly are commercial distros like Mandriva,
Suse, Red Hat, etc that make money off of selling the books, cds, and
technical support. It is just that the sourse code is available on
demand if you want it. Unfortunately, based on my discussions with
several Linux users on various mailing list they are under some
illusion that Linux is free and therefore all software for it should
be free too.


Rynhardt wrote:

Open source software is not freeware and will never be. The idea of
Open Source Software is just that the source code
should be open and available to any one who would like to study or
modify it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say
hello every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor. Also
it encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately
find out how a game engine works for instance
without having to reinvent the wheel.


My reply:

Yes, that's exactly what interested me about Linux as well. If there
is something I wanted to modify I could make a change in the source,
recompile it with gcc, and happily go on my way with my custom
program/OS. Admitedly though, this advantage of having the source is
really only useful if you are a programmer with the skills to
modify'/study it in the first place. For the average Joe/Jane Linux
software is often viewed as freeware, and insist that products for
Linux remain freeware etc even though that isn't the intent of the
GPL.


Rynhardt wrote:

One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds and/or music.


My reply:

That works. I've seen a few games do that. For example, after Loki
Games bit the dust ID Software decided to make Quake I open source,
putting the source code in the public domain, but the sounds, music,
and graphics were under a separate license.

There is a lot of advantages to doing this. One, you are still
offering the software itself under a open source license allowing
potential game developers to use your engine, code, etc for future
projects. Second, since the multimedia is under a separate license you
can sell the game giving the software away for free but make your
money off of the graphics, sounds, and music. The multimedia would be
held under standard copyrights while the software is public domain. It
is an interesting way of bridging the gap between open source and
commercial software. Unfortunately, if there is any kind of product
key system etc that can't be released as open source otherwise it
would compromise licensing the software.


Cheers!

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