Re: [Audyssey] Consoles (was Re: my frustration with the blindgaming comunity.)

2011-02-18 Thread Frost
On Thu, Feb 17, 2011 at 09:13:00PM -0800, Tom Randall wrote:
 many though certainly not all linux users tend to come off with a
 kind of superior or arrogant attitude that tends to drive people,
 particularly newbies away.

[My Reply:]

for graphics in `25000_web_pages` ; do switch-to xmas_decorations ; done
cron the job for Dec 1st thru Dec31st
Tada!

-as opposed to -

Open word processor and file.
Search for text and replace.
Save and open the next of 25000 web pages
repeat until complete.
Do it all over again next year.

In the first example, the Linux user learns all the commands in 
linux and teaches the computer to do their work for them, and in the 
second example, the Windows user learns all the commands in Windows and 
continues doing the job manually.

This is why Pixar, the makers of the movie, Toy Story, uses 
Linux to render their graphics, because their Windows NT machines cannot 
do it themselves without some human sitting before the screen, clicking 
the mouse to answer every question Windows NT cannot be taught to answer 
on it's own. .shrugs.  Even the US Navy has ditched Windows for Linux.


It's not a matter of thinking we're superior, but of 
having had our eyes opened to infinite possibilities, while Mickeysoft 
keeps adding more blindfolds.  You have to understand, I've watched 
computing go from a fully stocked, fully equipped gourmet kitchen to a 
McDonalds drive-thru.  Windows is like having to take public 
transportation, with it's routes and pre-arranged stops, and the 
advertizing on the ceilings.  Richer folks who can afford the software, 
get to take the taxi.  The rich get a limo and a driver to carry their 
shopping in for them.  Linux users own their own cars and think it's the 
best of all worlds, because in the end, we can teach the car to drive 
itself.

Just the other day in IRC (can your screen reader do IRC?), for 
instance, a friend asked what kind of music I listened to, and since I 
didn't have some kind of playlist generator software installed on my 
system, I simply typed:

ls -R /pub/Audio/*  music.txt

...and emailed it to them as an attachment, because Linux can generate a 
recursive directory listing and save it to a file, and Windows cannot.

ls -R /pub/Library/* | grep txt | wc -l

...will give me the number of books in my extensive ebook library )3573) 
And because I've saved the command to a script called ebooks,, I can 
just type the name and get the current number.  What kind of hopefully 
accessible program do you have to pay for for Windows to get that kind 
of service?  I have a similar command to tell me how many mp3s I have, 
and another for vids.  Press tab twice and it asks me if I want to see 
all 3632 software program names, so I don't need a script for software 
on the system.  How much would you have to spend to put 3632 programs on 
Windows, and can you bring them all up to date and current with a single 
command, bug fixes, security patches and all?

Don't get me wrong, Windows is great for helping you navigate 
around the web, showing you all the spam the business world has to 
offer, in ever flashier displays, and you pay out the nose for it in 
ever-increasing increments, and while Windows continues offering you 
fancier graphics and less control over your computer, Linux offers even 
more control and is catching up on the flashy graphics.  Not that I will 
ever be needing them.  I may occasionally have to type out a somewhat 
elaborate command to rename a file, either singly or en'masse, but how 
often is that when I usually only type m for mail, b to browse the web, 
g to google something, i for IRC or e to edit a file.

I LOVE the command line, and all the non-hidden background 
processes that do what I've asked while I do more important things!  
Linux makes my computer, *MY* computer!  AND! I installed and operate it 
without ANY sighted assistance! .flexes. .poses. .preens.

Michael

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Re: [Audyssey] Consoles (was Re: my frustration with the blindgaming comunity.)

2011-02-18 Thread Thomas Ward
Hi Tom,

Tom wrote:

While yes in theory everything should work and
you have a completely accessible system from the getgo, the getting there is
not easy in the slightest for a blind user, the learning curve is quite
frankly pretty horrendous and unless this changes then the situation of
people not wanting to use it and considering it just another thing that the
nerds and geeks like to play with is going to remain the same.

My reply:

I don't know what information you are basing your opinion on but it
isn't correct. The modern Linux operating system like Ubuntu, Vinux,
whatever is very user friendly from the Gnome desktop environment. In
fact, a modern Linux operating system is as easy to use as Windows if
you are using it via the graphical user interface. I think the main
source of confusion here, the reason people think Linux is so hard to
use, is the Linux shell environment. There are plenty of Linux users
like Michael who love the Linux shell and constantly brag about what
they can do in the shell, about how they can type this or that
command, and bingo they have a superior experience to that of Windows.
While that might be true a lot of Windows users are going to listen to
that and think to themselves they aren't going to want to learn a
bunch of shell commands, type everything into a console, just to run
the entire operating system. What people like Michael seam to miss is
through bragging about how cool the Linux shell is they often forget
maybe somebody new to Linux might not just want to jump into that kind
of environment and will want to use a graphical user interface. There
are a couple of really good ones for Linux called Gnome and KDE that
are extremely popular with sighted users for that reason.

Since Gnome is the most accessible desktop for Linux right now lets
talk about it a bit. The interface is very much like the Windows
desktop. You have a main panel, kind of like the taskbar at the bottom
of the screen, a desktop like Windows, and you have an application
menu that resembles the Windows start menu. There are dozens of
graphical Windows-like applications for Linux such as gedit that is
like Windows Notepad, there is Open Office that is a lot like
Microsoft Office before they switched to the menu ribbons, there is
Mozilla Firefox for web browsing, there is Evolution which is like
Microsoft Outlook, there is the Calculator which is like the Windows
Calculator program, and there is a media player called Totem which is
like Windows Media Player. So when you come down to it if you install
Linux and you have setup to start directly into x-windows with the
Gnome desktop a person coming from Windows to Linux will not have a
very big learning curve at all. It is not this horrendous learning
curve you are talking about.

Unfortunately, as I said before, Linux users often tend to put the
cart before the horse so to speak. Instead of bragging about how easy
Gnome is, that they can run apps just like Windows, they tend to run
off on a tangent and talk about the shell or some other advanced
aspect of Linux a newby isn't ready for. I've been on Linux mailing
lists were a few die-hard users go on and on about how if they don't
get the source code for a program they don't want it etc. They go on
and on how they can modify everything, recompile everything, and they
tend to talk right over the heads of Mr. and Mrs. Smith who only wants
to use the operating system for basic day to day tasks. They aren't
out to build the OS from scratch, script this or that, or anything
like that. Some of these Linux geeks really need to come back down to
earth for a minute and talk about the operating system in terms that
the average Joe or Jane can understand and will be actually interested
in. It is as though some of these Linux geeks have lost touch with the
fact maybe not everybody wants to use this or that advance feature
they are bragging about.

For instances, in the prior e-mail Micahel was talking about how many
tasks he can perform fromt he shell like getting a list of mp3s in his
music directory and have it save to a text file. That's fine and
dandy, but even though I'm a Linux user myself I generally do not see
a need to do that. In fact, 99% of my time is in Gnome using Firefox,
as I am right now, using Gedit which is better than the text editors
like Nano, listening to audio books in Totem Movie Player, and things
like that. About the only time I use the shell is to play text
adventure games because Speakup is better than Orca when it comes to
that sort of thing, and when I'm compiling programs since the GNU
development tools are commandline programs. What turns me off with
some of the Linux geeks out there is because I use Gnome I've had a
few die-hard Linux users come out and call me names because I choose
not to use the shell. Those are the kind of Linux geeks who give Linux
a bad name because they only want to talk about what they like about
Linux rather than what someone else might like. Why does it 

[Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] marvel vs. capcom 3 demo is here!

2011-02-18 Thread fatih

can you   release it?

--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, February 18, 2011 5:47 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] marvel vs. capcom 3 demo is here!

For the most part, you're right. However, sidestepping doesn't involve 
stepping towards or away from the opponent. Sidestepping involves stepping 
to the left or to the right of your opponent as you're facing them... if 
you want to move towards your opponent, you move forward. lol.


At 12:54 PM 17/02/2011, you wrote:

On Wed, Feb 16, 2011 at 10:38:56PM -0500, Phil Vlasak wrote:
 Let me know if I am wrong, but I think all your characters are
 always on the left of the screen with the enemies always on the
 right, and when fighting they head for the middle.

[My Reply:]

Fighter games typically have two characters on the screen, the
player 1 controller usually on the left, and the player 2 controller on
the right.  When the game is called 3-D, it usually means the same
thing, but the characters are able to side-step.  If the left-hand
character side-steps right, he's sidestepping towards you, or away from
you when side-stepping left.  Characters can switch sides of the screen
when one character jumps over or side-steps around the other character,
usually causing you to have to reverse the movement controls.  When
fighting a character to your right, moving away from them means you have
to move to the left, but when your positions have switched and you're
now on the right, you have to move right to move away from them.  If you
have to perform some elaborate movements to, say, wind up to pitch
something at the other character, that movement would have to be
reversed when you're on the other side of the screen.

Imagine winding up your arm for an underhand throw.  If your
character was on the left side of the screen, facing to the right, the
motion would be in the counter-clockwise direction, but it would be
clockwise if you were on the other side of the screen facing to the
left.  If you can picture that, you'll get the idea.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Consoles (was Re: my frustration with the blindgaming comunity.)

2011-02-18 Thread Thomas Ward
Hi Michael,

Michael wrote:

   It's not a matter of thinking we're superior, but of
having had our eyes opened to infinite possibilities, while Mickeysoft
keeps adding more blindfolds.  You have to understand, I've watched
computing go from a fully stocked, fully equipped gourmet kitchen to a
McDonalds drive-thru.


 My reply:

Well, as a Linux user myself I certainly understand where you are
coming from. I've been there done that, and there is no argument from
me that Linux gives the power user infinite possabilities so to
speak. Although, I will admit I'm not as much a fan of the Linux shell
environment as I am with using the Gnome graphical desktop. I am much
more comfortable in a graphical user interface and tend to use that
more than the shell. Although, I had Unix admin courses in college,
and know my way around the Bash shell pretty well. However, that's not
really my point.

The thing I wanted to stress, the point I wanted to get across, is the
majority of computer users are not power users in any way, shape or
form. I work in the private sector as an independant tech support
person/computer programmer, and many of the cliants who call me for
help are fairly inexperienced computer users. It might be a middle
aged couple who just perchaced their first computer from Wal-Mart,
Best Buy, etc for the soul purpose of reading/writing e-mails, getting
on Facebook, and more or less staying in touch with their kids who
have grown up and moved away from home. Such people aren't interested
in hearing about how they  can type a long string of commands and find
out how many mp3 files they have on their computer or to print out a
list of music tracks etc. Most of the time the computer is a glorified
web browser/e-mail client. Nothing more and nothing less. What I'm
talking about basically is Mr. and MRs. Smith who are comfortable with
what Microsoft is doing because that is all they know.

For example, the most common issue I have with cliants is security
related issues. Most people don't know spit about system security.
Especially, if they are new to computers. They aren't aware of
viruses, spyware, trojans, addware, and all the other garbage that
infects millions of Windows PCs daily. I usually get called to go out
on site to clean up the mess. I've seen enough of messes like that to
not hold any respect for Microsoft Windows, and think the operating
system is a piece of trash. However, I don't believe it is my place to
start in on my cliants about their choice in operating system. What I
do is make suggestions and let them pick up the ball or not.

For example, I come in, install a screen reader like NVDA on the
computer, use a free antivirus program like AVG, clean up the mess,
and then sit down with the family and discuss security options. I of
course give them a list of good antivirus programs, spyware cleaners,
and things like that. However, I also mention there is another
operating system like Linux that is more secure, and if they want me
to install and train them for the OS I would be available to do it.
Those who seam interested ask me to show them what Linux looks like
and I boot my laptop, log into Gnome, and show them what a fully
operational Linux PC can do from Gnome. I'll show them some of the
flagship applications like Firefox, Thunderbird, Evolution, Open
Office, Totem Movie Player, etc. The one thing I don't do is come in
acting like this is superior than Windows, but treat it as a
possability or option. People are more receptive of that approach
rather than the Linux guy who starts bragging how great and awesome
his favorite operating system is. A big reason for that is Mr. and
Mrs. Smith isn't necessarily interested in the same things you and I
are.

Here is a case in point. Let's create an average couple called Mr. and
Mrs. Smith. Mr. Smith uses the computer to read the news paper online,
checks the latest sports scores, maybe reads the weather report, and
copies his cds/records to mp3s. Mrs. Smith likes to get on Facebook,
share pictures with her family, sends and recieves cookbook recipes
with her grown daughters and girlfriends, and plays games like
Solitaire, Freecell, Hearts, and Mahjong. Admitedly these are general
activities that Windows and Linux can do equally well. If they like to
use open source applications like Firefox, Thunderbird, Open Office,
etc it doesn't really make that much a difference weather it is
running on Windows or Linux from a general operational standpoint. So
how are you going to convince the Smiths, just your average American
middle aged couple, that Linux is better for them?

Well, to begin with I don't start off by telling them all of the
things I personally like about Linux. I'm admitedly an advanced power
user so there are certain aspects about the OS I like that would not
be of any interest to Mr. and Mrs. Smith. I like the fact the
operating system is fully open source, I can modify any application,
recompile it, and fully create a 

[Audyssey] PAC Mate Games

2011-02-18 Thread Rayette
How do I get NetHack up and running on my PAC Mate Omni?
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Re: [Audyssey] marvel vs. capcom 3 demo is here!

2011-02-18 Thread Clement Chou

Uh... release what? The game's already out... it's for ps3 and xbox360.

At 12:16 AM 18/02/2011, you wrote:

can you   release it?

--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, February 18, 2011 5:47 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] marvel vs. capcom 3 demo is here!

For the most part, you're right. However, sidestepping doesn't 
involve stepping towards or away from the opponent. Sidestepping 
involves stepping to the left or to the right of your opponent as 
you're facing them... if you want to move towards your opponent, 
you move forward. lol.


At 12:54 PM 17/02/2011, you wrote:

On Wed, Feb 16, 2011 at 10:38:56PM -0500, Phil Vlasak wrote:
 Let me know if I am wrong, but I think all your characters are
 always on the left of the screen with the enemies always on the
 right, and when fighting they head for the middle.

[My Reply:]

Fighter games typically have two characters on the screen, the
player 1 controller usually on the left, and the player 2 controller on
the right.  When the game is called 3-D, it usually means the same
thing, but the characters are able to side-step.  If the left-hand
character side-steps right, he's sidestepping towards you, or away from
you when side-stepping left.  Characters can switch sides of the screen
when one character jumps over or side-steps around the other character,
usually causing you to have to reverse the movement controls.  When
fighting a character to your right, moving away from them means you have
to move to the left, but when your positions have switched and you're
now on the right, you have to move right to move away from them.  If you
have to perform some elaborate movements to, say, wind up to pitch
something at the other character, that movement would have to be
reversed when you're on the other side of the screen.

Imagine winding up your arm for an underhand throw.  If your
character was on the left side of the screen, facing to the right, the
motion would be in the counter-clockwise direction, but it would be
clockwise if you were on the other side of the screen facing to the
left.  If you can picture that, you'll get the idea.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Casey Mathews
I really like the single letter navigation/items idea. I also like the 
ability to either pick a screen reader to provide the output, or the 
Sapi/dispatcher for the output. I also think that availability of a game 
on a cell phone, specifically the iPhone would be very cool!


 On 2/18/2011 4:04 PM, Thomas Ward wrote:

Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Mich
Hi Tom. My thoughts are as follows. 1 I like the idea of hitting g to say 
grab sword or any other items in a room. 2 I like the idea about hitting n 
for north e for east etc. that reminded me of playing eamin on the old apple 
2 e pc when I was young since I think that is the way it was dun. and 3 I 
like the idea of having a sappy voice in stead of jaws. the way I see it is 
that I have to use jaws for everything elts on a daily basis I really don't 
like the thought of hearing it droan on wile playing a game to lol. finely 
as for the languwige I am not a programmer but I think that using c plus 
would be good. well these are my thoughts. from Mich 



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lori Duncan

Hi tom would these have sounds?  Great idea I really like it.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 18, 2011 9:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi tom would these have sounds?  Great idea I really like it.

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Milos Przic

  Hi tom,
  As for the idea it is very good. In my opinion, the input should be 
exactly the way you described. So, g for grab or t for take, and a menu with 
the available items. Then, output should be red by the screen reader, and if 
possible, the ability to navigate through the output text with the cursor 
keys and reading commands. As someone whos native language is not English, I 
would prefer this because sometimes I find a new word and want to spell it 
to look it up in a dictionary, or if, for example, an interesting creature 
appears that is known from the farytails I should have the word spelled for 
me to look in up in an encyclopedia or a similar resource of information.

  Happy programming, and best regards!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 18, 2011 10:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
 This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words Dragon Doom etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing take sword and
then typing examine sword. Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread shaun everiss

well if you had free sounds they wouldn't need to be anything flash.
Generic sfx if at all.
They wouldn't need to be much.
At 11:30 a.m. 19/02/2011, you wrote:

Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi tom would these have sounds?  Great idea I really like it.

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread shaun everiss
well if you had menus you should have them numbered like in old dos 
programs like arena.
or fdisk thats how some of the old stuff was done if you wanted to be 
authentic.

At 12:32 p.m. 19/02/2011, you wrote:

Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
 This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words Dragon Doom etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing take sword and
then typing examine sword. Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Charles Rivard

Makes sense, but, aw nuts.  There goes one of my ideas.  (grin)

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 18, 2011 5:32 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words Dragon Doom etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing take sword and
then typing examine sword. Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

---
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Re: [Audyssey] PAC Mate Games

2011-02-18 Thread Ken the Crazy
Just download it from my games pack on braillesoft.net and install it to a 
storage card.  Then, click on nethackm.exe and you'll be off--sounds, 
mapping adjusted for Braille and everything.

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

- Original Message - 
From: Rayette kayray1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, March 01, 2007 3:54 PM
Subject: [Audyssey] PAC Mate Games



How do I get NetHack up and running on my PAC Mate Omni?
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes
Thomas I like this idea a lot, the grab menu thing is good and the single 
letters for directions is good to and easy.  I like the screen reader 
option, but am willing to try other voices.  One thing I will say is don't 
forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an 
option to output to a brailed display could be their somewhere.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 19, 2011 8:04 AM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes

and what about a help system, like the one in the zork games.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, February 19, 2011 9:30 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan lori_dunca...@hotmail.com wrote:

Hi tom would these have sounds?  Great idea I really like it.


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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lisa,

I don't think that would be a problem. Just asign it to the question
mark and have it bring up some kind of help system.

Cheers!


On 2/19/11, Lisa Hayes lhay...@internode.on.net wrote:
 and what about a help system, like the one in the zork games.
 Lisa Hayes


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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes

And some kind of score system.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 19, 2011 4:45 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

I don't think that would be a problem. Just asign it to the question
mark and have it bring up some kind of help system.

Cheers!


On 2/19/11, Lisa Hayes lhay...@internode.on.net wrote:

and what about a help system, like the one in the zork games.
Lisa Hayes



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Jacob Kruger
I like the idea, and would go for/like the idea of invoking item listings, 
etc., as well as, generating your own voice output, but that would really 
depend on platform etc., and the main problem I have with things like 
general console/command line output is all screen readers seem to 
handle/render it a little different.


I've actually also been looking into a simplish interface of sorts like this 
using webpages, since that would also keep it relatively platform 
independent, but then actual environment/situation source/information would 
have to be either generated randomly, client side to make it possible to use 
these things offline using client side javascript or something, or it would 
need to be run off a web server, which is alright, but would honestly prefer 
to make it usable offline, but, yes, that would then drop some of the 
possibilities with regard to complexity, etc.


Anyway, just my thoughts...

Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 18, 2011 11:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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If you have any 

Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lisa,

Well, I certainly haven't forgotten about the deaf blind gamers.
Weather I included Sapi or not there would be text on the screen
anyway. It could be read with the Jaws cursor, Window-Eyes mouse
cursor, etc. The thing I really like about text based games is that
they really are universally accessible. It doesn't matter if you are
blind, deaf, sighted, etc they are equally playable. The only people
triditional text adventures really leave out are those who can't type
or those who have trouble spelling words.

For example, I do know someone who has a problem with putting sounds
together to form words. He tries to sound words out and spell them
like they sound and he ends up making some really unusual mistakes.
His spelling is so bad Microsoft Word's spell checker can't even
figure out the words. The only way he can really compose e-mails and
things like that is to use something like Dragon Naturally Speaking
which drastically reduces the number of words he has to type/spell. So
obviously with a problem like that playing triditional text adventure
games is beyond his abilities, or at the very least are difficult.

Anyway, with that in mind I was thinking about trying my hand at
something totally accessible to just about everyone. If someone is
deaf-blind they could use their screen reader and braille display to
read the screen. If they are just blind they can have the screen read
aloud. If Someone has some sort of cognative disability where they
can't read/write well that too can be resolved.

Cheers!


On 2/19/11, Lisa Hayes lhay...@internode.on.net wrote:
 Thomas I like this idea a lot, the grab menu thing is good and the single
 letters for directions is good to and easy.  I like the screen reader
 option, but am willing to try other voices.  One thing I will say is don't
 forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an
 option to output to a brailed display could be their somewhere.
 Lisa Hayes


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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes
Thomas I was in no way saying you'd forgotten anyone, your friend for 
example could I hope with your games play them in some shape or form, maybe 
for him icons or pictures or something, not test I know, but that option 
could be their to be turned on and off by the user.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 19, 2011 4:59 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

Well, I certainly haven't forgotten about the deaf blind gamers.
Weather I included Sapi or not there would be text on the screen
anyway. It could be read with the Jaws cursor, Window-Eyes mouse
cursor, etc. The thing I really like about text based games is that
they really are universally accessible. It doesn't matter if you are
blind, deaf, sighted, etc they are equally playable. The only people
triditional text adventures really leave out are those who can't type
or those who have trouble spelling words.

For example, I do know someone who has a problem with putting sounds
together to form words. He tries to sound words out and spell them
like they sound and he ends up making some really unusual mistakes.
His spelling is so bad Microsoft Word's spell checker can't even
figure out the words. The only way he can really compose e-mails and
things like that is to use something like Dragon Naturally Speaking
which drastically reduces the number of words he has to type/spell. So
obviously with a problem like that playing triditional text adventure
games is beyond his abilities, or at the very least are difficult.

Anyway, with that in mind I was thinking about trying my hand at
something totally accessible to just about everyone. If someone is
deaf-blind they could use their screen reader and braille display to
read the screen. If they are just blind they can have the screen read
aloud. If Someone has some sort of cognative disability where they
can't read/write well that too can be resolved.

Cheers!


On 2/19/11, Lisa Hayes lhay...@internode.on.net wrote:

Thomas I like this idea a lot, the grab menu thing is good and the single
letters for directions is good to and easy.  I like the screen reader
option, but am willing to try other voices.  One thing I will say is 
don't
forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe 
an

option to output to a brailed display could be their somewhere.
Lisa Hayes



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