Re: [Audyssey] wrecking Ball and air hockey

2011-05-19 Thread shaun everiss

what about enemy attack,
At 07:17 a.m. 19/05/2011, you wrote:

   Here are the links, both beta 0.2.
Wrecking ball: http://dl.dropbox.com/u/13071564/WreckingBallSetup.exe
Air Hockey:
http://dl.dropbox.com/u/13071564/AirHockeySetup.exe

Air hockey comes with source code, by the way.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: "The Addictor" 
To: "Gamers Discussion list" 
Sent: Wednesday, May 18, 2011 3:02 PM
Subject: Re: [Audyssey] wrecking Ball and air hockey


I have *not* abandoned those games.  They are still under 
development. They are, however, freeware, as are Enemy attack  and Heli.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: "burakyuksek" 
To: "Gamers Discussion list" 
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic "abandonware games archive?" And you will incounter 
with a really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - From: "Charles Rivard" 

To: "The Addictor" ; "Gamers Discussion 
list" 

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any 
pointers are appreciated.  The last I recall, Wrecking Ball was 
being revamped. Thanks.


---
Laughter is the best medicine, so look around, find a dose and 
take it to heart.

- Original Message - From: "The Addictor" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as 
well--yet another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread shaun everiss

well aprone you are one of the new hack it yourself generation.
I have no idea how you seem to put things out so quickly but you must 
be one of if not the fastest developer on record.
I don't know how you can release a game in 24 hours, heck not even a 
comercial dev can do that.


I have been on the scenes since 1995 and on the audyssey lists from 1996.
Things have changed and changed a lot.

If I am allowed to ramble for a bit.

Back in the day about 1995 I got the net, audyssey was just a few zip files.
I read the mag and found it good.
I was on dos then.
One of the first companies to appear was pcs, followed closely by gmagames.
They were for a while to about 2001 or there abouts the only 
companies to take the market.

Pcs started the dos era, and such.
The community was small, we talked games mostly interactive fiction, 
and well a few others.

There were a few mainstreams that were good for windows like silent steel.
We had vary few issues back then except when a hacker attack spread 
annoying messages.

This was also the era where spam was actually usefull.
You got something back for what you sent and it was grand.

Ofcause it all changed in 2002 when esp came up could have been earlier.
This was the first company and probably the one to have the most 
company shifts.

Esp closed, opened, switched everything to adora  which is now draconis.
Tried to become alchemy then switched most of itself to usagames.
Between then, we had x-sight which still exists but has gone quiet 
for now and xlstudios which  was really good, this  became shaned.net

Which also switched to usagames.
danz was round with blindsoftware which also was bsc games and bsc 
and blindsoftware merged together just recently.

Then vipgameszone released a few games and I tested a couple.
Then alone came blindadrenaline.

Somewhere in the middle of what we will call the big company storm is 
when soundsupport and ultimately audiogames.net came in.

This was the first place we could go to get things and still is.
In fact its the experimental games and other games in the forum 
that  keep the community going.

Oh l-works also came and still exists.
We have also got bavisoft which lasted for a couple years or so.

Then pb-games came on the sceen which was good then  became blastbay.
Which is where we are up to now.

The comercial companies have pulled back, and opensource hacker 
groups have taken  off.

Bgt means that anyone can vertually make a game and several have done so.
Opensource industries have kept things going.
For a couple years a group I was part of  pkb games which had dzk and 
a few others tried to make autoit games.

And a few soundpacks.
After that other mods and soundpacks came out.

I think most of this is correct, but it could be fun for a history of 
this community to be made.
We sertainly have come a long way, through war and strife and some 
peacefull times, one stage   we almost didn't exist.
Now its a quiet period with opensource devs putting out a steady 
ammount of game related stuff, though most are due to the new hack it 
yourself load.

The comercial companies have done their bit and have backed off.
And its all free sailing for now.

W have moved from dos to simple windows to directx, to xna with 
entombed and mouse, gamepad and joystick, even multiplayer with servers.

So we are almost right up there.
There is not much we are missing.
OFcause we will never be on par with sighted graphically but sound 
wise I think we are up with the best of them, almost.

Usagames has started complex gameplay, and this can only get better.
Though its been mostly arcade with a few sims thrown in I think we 
are almost there, still have a little ways to go but with the speed 
of the opensource teams and such not much at the rate they are 
dishing out stuff.


At 08:11 a.m. 19/05/2011, you wrote:
First off, this is the second time I've written this post so it will 
probably be of lower quality this time around.  My browser decided 
to glitch and I lost a very lost post, that was probably a full page 
if not a page and a half.


As one of the new guys in the community, relatively speaking, I 
debated even commenting on this topic.  I wasn't around for the 
"golden era" so my perspective is extremely limited compared to 
those who have been around long enough to see the bigger picture.


That being said, I don't doubt things have slowed down with audio 
game development to some degree, I believe that is normal.  I do, 
also, agree with Dark that a well made game can still use old ideas.


Recently I assembled a list of the audio games and tools I have 
released.  I was honestly shocked by how short that list was!  I 
kept thinking I had left things out, and it took me a while to 
accept that the list was accurate.  The reason I felt like I had 
done more is because for every game/tool I've released, I have 2 
that were only partially finished.  While developing a new game, if 
I discover existing games that use the same general

[Audyssey] phrase madness bug

2011-05-19 Thread shaun everiss

Hi.
I have found a major bug in the game.
If you don't put anything for the username, then the game says you 
are registered.

I am not sure if you are or not but just telling you now.
Also, the game tells you to press a letter even though you have not 
selected a player selection also it mixes the phrases before you 
select a player, and also all the boxes appear as if you are already 
playing, so just telling you thats all.



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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Damien Pendleton

Hi Thomas,
It all depends really on personal preference. In my opinion, some of those 
games are quite good. I don't know what people think of River Raiders, I 
know I play it nearly every day, I find it quite addictive, and I would 
suggest that the few who regularly post to my scoreboard finds the same 
enjoyment in it for them. But certainly some of the other projects are ok. 
There are only one or two projects out of the approximate dozen that were 
released that I feel would not bring as much public enjoyment without at 
least some expansion, which I am assisting some of the newby developers to 
do.
I myself play quite a lot of them, and although they are mainly rainy day 
games that aren't as complicated as Judgment Day or even Troopanum, I still 
find quite a lot of enjoyment in them. Yes, some of them can be quite buggy, 
but I try not to let that get in the way of my enjoyment of it. There are 
not a lot of serious developers like you, Che, Philip and David around. As 
far as I am aware David is very well educated in maths and science as well 
as software development. Most of these people though, have had an average 
education and are struggling to come up with concepts and ideas alone. This 
is why I try and give as much assistance as is in my power to those 
developers who are starting out, free of charge, rather than being 
judgmental and botching their hopes and ideas. I'm not necessarily saying 
you are being judgmental, but I have seen quite a lot of undue complaint in 
the community. This game is bad, there's no replay value, etc, rather than 
giving constructive criticisms as to what can be done better.
Whether amateur or professional, these developers are quite proud of what 
they are achieving and I feel they should be given the respect they are due 
as developers, and as far as I am concerned, they should be given more 
respect because of the fact that they can find bags of time to sit down and 
learn a scripting language for the purpose of carrying out one of the 
costliest exercises that can ever be imagined, i.e. developing for such a 
small-packed, tightly knitted community like the audiogaming market.
The only way I believe audiogames can become as complicated as they used to 
be, is by collaborating on projects as me and a few other potential 
start-outs are attempting to do now. That way everybody can learn from 
everybody else's skills in a working environment, like Justin and Dan did, 
and then branch out independently to make their own projects.
My views and opinions may sound far fetched and unrealistic, but I've 
generally found them to be more effective in my seven years experience of 
software development than expecting them to learn and work alone without the 
support of their community base, the result being that they generally get 
downhearted and decide it's not worth their time or energy.

I'll get off my soapbox now. Smile.
Regards
   Damien.

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:23 AM
Subject: Re: [Audyssey] the spirit of game production - Re: brings back 
memories - Re: Fw: BlindSoftware.comBlog Feed




Hi Shaun,

Yes, but the general quality of those games have gone down. What i
mean by that is now that BGT has been released a lot of new game
developers are trying to produce games, but a lot of what I've seen
from them are a bunch of amateur practice games. Nothing really
skillfully written which is to be expected from people just starting
out. I'm not saying this to be negative, rude, etc but I think that
some of the new amateur games should have been simply private affairs
rather than public releases since they are proof of concepts rather
than games. I won't name names or their projects as I don't want to
hurt anyones feelings, but I think some of the new BGT developers
should wait until they have enough skills under their belt to produce
something a little more complete I guess is the word for it.

HTH




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[Audyssey] Speech on Blastbay products

2011-05-19 Thread Philip Bennefall
Hi all,

For those of you who are interested, here is a recording of a speech I held at 
the Games for Health conference earlier this week when they had a game 
accessibility day. The speech is just over 20 minutes and gives a bit of 
background history for Blastbay, as well as a very brief demonstration of the 
first level in our upcoming title.

Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread william lomas
when will this upcoming title be available? sounds very good

On 19 May 2011, at 12:47, Philip Bennefall wrote:

> Hi all,
> 
> For those of you who are interested, here is a recording of a speech I held 
> at the Games for Health conference earlier this week when they had a game 
> accessibility day. The speech is just over 20 minutes and gives a bit of 
> background history for Blastbay, as well as a very brief demonstration of the 
> first level in our upcoming title.
> 
> Any feedback would be appreciated.
> 
> The link is:
> http://www.blastbay.com/audio/speech_on_blastbay_products.mp3
> 
> Kind regards,
> 
> Philip Bennefall
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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread william lomas
very informative speech philip I hope the audience enjoyed it

On 19 May 2011, at 12:47, Philip Bennefall wrote:

> Hi all,
> 
> For those of you who are interested, here is a recording of a speech I held 
> at the Games for Health conference earlier this week when they had a game 
> accessibility day. The speech is just over 20 minutes and gives a bit of 
> background history for Blastbay, as well as a very brief demonstration of the 
> first level in our upcoming title.
> 
> Any feedback would be appreciated.
> 
> The link is:
> http://www.blastbay.com/audio/speech_on_blastbay_products.mp3
> 
> Kind regards,
> 
> Philip Bennefall
> ---
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[Audyssey] Periless hearts

2011-05-19 Thread william lomas
HI PHilip is all of the periless hearts game purely based in a jugnle?


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Alfredo_The_Music_maker
One thing that was not mentioned, was the new title. Is it because the 
title was not determined, or because you can easily find out from 
listening to the recording. I think you can find that via the latter, so 
that is what I will do.what


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Philip Bennefall
Thank you Will, glad you liked the speech. There is no scheduled release 
date for Perilous Hearts, but I have been working on it since January and 
have created 10 alphas thus far. Level 1 is completed, and so is the 
foundation with the artificial intelligence, inventory, weapons, level 
editor etc. It is only the first part of the game that is set in the jungle, 
then you go into underground caves. Sounds familiar? Yes, this is the remake 
of Tarzan Junior that I mentioned in December last year.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:04 PM
Subject: Re: [Audyssey] Speech on Blastbay products


very informative speech philip I hope the audience enjoyed it

On 19 May 2011, at 12:47, Philip Bennefall wrote:


Hi all,

For those of you who are interested, here is a recording of a speech I 
held at the Games for Health conference earlier this week when they had a 
game accessibility day. The speech is just over 20 minutes and gives a bit 
of background history for Blastbay, as well as a very brief demonstration 
of the first level in our upcoming title.


Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread william lomas
ah wow can we make our own levels as well?

On 19 May 2011, at 13:11, Philip Bennefall wrote:

> Thank you Will, glad you liked the speech. There is no scheduled release date 
> for Perilous Hearts, but I have been working on it since January and have 
> created 10 alphas thus far. Level 1 is completed, and so is the foundation 
> with the artificial intelligence, inventory, weapons, level editor etc. It is 
> only the first part of the game that is set in the jungle, then you go into 
> underground caves. Sounds familiar? Yes, this is the remake of Tarzan Junior 
> that I mentioned in December last year.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "william lomas" 
> To: ; "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 2:04 PM
> Subject: Re: [Audyssey] Speech on Blastbay products
> 
> 
> very informative speech philip I hope the audience enjoyed it
> 
> On 19 May 2011, at 12:47, Philip Bennefall wrote:
> 
>> Hi all,
>> 
>> For those of you who are interested, here is a recording of a speech I held 
>> at the Games for Health conference earlier this week when they had a game 
>> accessibility day. The speech is just over 20 minutes and gives a bit of 
>> background history for Blastbay, as well as a very brief demonstration of 
>> the first level in our upcoming title.
>> 
>> Any feedback would be appreciated.
>> 
>> The link is:
>> http://www.blastbay.com/audio/speech_on_blastbay_products.mp3
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
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> 
> 
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi Jeremy.

while I agree to an extent, this sort of comment also makes me rather 
concerned that developers are narrowing their focus too much.


If everything has to stick in that narrow band betwene too different and too 
much the same, we'll just see fewer and fewer games.


take the fps genre.

currently we have a number of first person games like sarah that are not 
shooters in the truist sense, in the shooter catagory we have audio quake, 
shades of doom, technoshock and, if we stretch the deffinition a litle, gma 
tank commander (first person tank driving and shooting).


Terraformers is far more puzle based.

suppose someone were thinking of a shooter game.

shades of doom, while undoubtedly very much revolutionary and certainly the 
game that got me playing audio games, isn't all that is possible in the 
genre.


suppose I were a developer and decided to create an fps game. Even if I 
wanted to do something fps horror there are so many other options. I might 
set the game on a space station you are sent to investigate, picking up 
messages from the dying crew, and give you weapons like pulse rifles and 
lasers.


I might have you investigating a post apocalyptic radiation drenched area 
fighting mutants.


i might have you in fact in the dreaded zombi appocalypse, fighting through 
everyday streets and shopping centers, where shotguns are rare and your 
having to mow zombies down with shopping trollies.


I could have something gothic like resident evil set in a mantion with dodgy 
experiments,  afterall Shades is set in a high tech base deep 
underground.


I could have an ancient cave system where a bunch of investigators find some 
mysterious creatures living.


These are all different settings with their own weaponry, plot, possible 
puzles etc, and all would be different from shades, yet all would be first 
person shooter games.


I'm fairly confident that if anyone created any of these, so long as it was 
well made enough it would be played and enjoyed by the community, despite 
being the same action and genre as shades.


Remember, in mainstream game developement there are hundreds of games out 
there, often even in the same series.


Look at mega man or mario. Same character (or broardly the same), same basic 
idea for each game, different level design, different enemies, different 
weapons , and some different mechanics.


Not to mention continuing the actual plot from game to game.

My personal view is if developers constantly say "we need something new, but 
not too new" we'll just end up cutting the amounts of games available, sinse 
while I'm deffinately all for new design concepts and interesting ideas, I 
don't think every single game has to be absolutely! different.


Beware the grue!

Dark. 



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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Jim Kitchen


Hi Shaun,

You forgot, but probably did not dial it up, but in the early nineties through 
at least the mid nineties the place to find accessible games and other 
accessible utility programmes etc was the Blink Link BBS in Pittsburgh run by 
Willie Wilson.  You know that was back when the BBSs were more popular than the 
Internet and Email was through the fidoNet.  And the BBSs had planet connect so 
that when I up loaded a new game to the BBS PC Ohio it would get shared all 
around the world with other BBSs.

BFN

Jim

- FOR SYSOP USE ONLY - Do not write below this line.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Will,

I haven't quite decided this yet. If I do make the level editor available it 
will be as a paid extra component for a relatively low price. Nothing is 
certain in that regard yet, though.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:15 PM
Subject: Re: [Audyssey] Speech on Blastbay products


ah wow can we make our own levels as well?

On 19 May 2011, at 13:11, Philip Bennefall wrote:

Thank you Will, glad you liked the speech. There is no scheduled release 
date for Perilous Hearts, but I have been working on it since January and 
have created 10 alphas thus far. Level 1 is completed, and so is the 
foundation with the artificial intelligence, inventory, weapons, level 
editor etc. It is only the first part of the game that is set in the 
jungle, then you go into underground caves. Sounds familiar? Yes, this is 
the remake of Tarzan Junior that I mentioned in December last year.


Kind regards,

Philip Bennefall
- Original Message - From: "william lomas" 


To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:04 PM
Subject: Re: [Audyssey] Speech on Blastbay products


very informative speech philip I hope the audience enjoyed it

On 19 May 2011, at 12:47, Philip Bennefall wrote:


Hi all,

For those of you who are interested, here is a recording of a speech I 
held at the Games for Health conference earlier this week when they had a 
game accessibility day. The speech is just over 20 minutes and gives a 
bit of background history for Blastbay, as well as a very brief 
demonstration of the first level in our upcoming title.


Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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[Audyssey] domegame.

2011-05-19 Thread Lisa Hayes
Hi all,  does anyone remember an old game called domegame it was doing the 
rounds on the bulletin boards, you had to solve a heap of clues to escape from 
somewhere.  I wonder if their is a windows port of that or the ibm game where 
you had to get out of ibm headquarters.  
Lisa Hayes 




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] rpgs was, Re: the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi Tom.

Well I have my issues with Sryth and mechanics personally which is why I no 
longer play myself, but I atually agree.


It's actually a text based game that I'd most like to create myself, sinse 
even among all the brouser based affairs available I've never found 
something that quite sutes me with interesting combat, an explorable world 
and a back story.


So myself I'd look forward to a textual rpg starwars game, with or without 
sounds,  provided of course there was enough explanation of backstory to 
fit those like me who's knolidge of starwars isn't as extensive as yours ;D.


Beware the grue!

Dark. 



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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark
Funnily enough tom, both in terms of Megaman and in terms of the bsc games, 
I never had them when they first came out.


i actually didn't play the original nes mega man games until 2005 when i got 
the aniversary collection for the gamecube, and I only became interested 
because of the snes offerings.


Likewise I didn't play hunter, troopanum 2 etc until 2006,  possibly one 
reason why I've never cared to buy classic pipe or classic troop, sinse for 
me the two later games seem to cover the earlier ones.


Certainly i play and enjoy them, but I very much disagree that it is just! 
the classic appeal of the games which makes them worth playing.


Were someone (as occasionally happens), to turn up on the forum asking for 
classic arcade games or games they could play in a short amount of time, I'd 
most likely recommend troopanum and pipe 2, possibly hunter (depending upon 
age given the grizly deaths), superliam, alien outback, dynaman, the pinball 
games, pakcman talks and indeed Q9, simply because they are well worth 
playing.


Beware the grue!

Dark. 



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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread william lomas
I fore one would pay no problems at all
Be good see it out this year but as usual take your time 

On 19 May 2011, at 13:23, Philip Bennefall wrote:

> Hi Will,
> 
> I haven't quite decided this yet. If I do make the level editor available it 
> will be as a paid extra component for a relatively low price. Nothing is 
> certain in that regard yet, though.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "william lomas" 
> To: ; "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 2:15 PM
> Subject: Re: [Audyssey] Speech on Blastbay products
> 
> 
> ah wow can we make our own levels as well?
> 
> On 19 May 2011, at 13:11, Philip Bennefall wrote:
> 
>> Thank you Will, glad you liked the speech. There is no scheduled release 
>> date for Perilous Hearts, but I have been working on it since January and 
>> have created 10 alphas thus far. Level 1 is completed, and so is the 
>> foundation with the artificial intelligence, inventory, weapons, level 
>> editor etc. It is only the first part of the game that is set in the jungle, 
>> then you go into underground caves. Sounds familiar? Yes, this is the remake 
>> of Tarzan Junior that I mentioned in December last year.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> - Original Message - From: "william lomas" 
>> To: ; "Gamers Discussion list" 
>> Sent: Thursday, May 19, 2011 2:04 PM
>> Subject: Re: [Audyssey] Speech on Blastbay products
>> 
>> 
>> very informative speech philip I hope the audience enjoyed it
>> 
>> On 19 May 2011, at 12:47, Philip Bennefall wrote:
>> 
>>> Hi all,
>>> 
>>> For those of you who are interested, here is a recording of a speech I held 
>>> at the Games for Health conference earlier this week when they had a game 
>>> accessibility day. The speech is just over 20 minutes and gives a bit of 
>>> background history for Blastbay, as well as a very brief demonstration of 
>>> the first level in our upcoming title.
>>> 
>>> Any feedback would be appreciated.
>>> 
>>> The link is:
>>> http://www.blastbay.com/audio/speech_on_blastbay_products.mp3
>>> 
>>> Kind regards,
>>> 
>>> Philip Bennefall
>>> ---
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>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>> 
>> 
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> 
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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark
That's one reason why I personally am trying to be selective before giving 
an announced bgt game a page in the database or news, because I cannot be 
sure of quality, this has irritated some people, but I think it's necessary.



That being said, pontes backgammon as i SAId earlier was a bgt project I've 
been quite impressed with recently.


Beware the grue!

Dark. 



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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Alfredo_The_Music_maker

Hi,
I wonder why Philip decided to change frequencies for the person asking 
questions and the person answering them. Also the game was in Stereo, 
not mono, though in skype it probably would have been mono.


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Alfredo_The_Music_maker

Ah yes,
And did you give some thought about making a re-make of Science 
invasion, perhaps give it another title and write it in a different 
programming language?


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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark
Reminds me of a great old amigar game called war, which was actually 
completely completely public domain.


It was a sort of mix betwene a simple stratogy game where you made space 
fleets, sent them to conquer planits, got resources etc, and a real time 
space battle where you actually got to fight as your own spaceships.


What was hilarious, is the very synthetic, flat, amigar workbench voice used 
to give sarcastic comments such as when it was your turn "over to you, 
emvrio head"


or "try your best, pathetic human"

When you lost, it got really sarcastic.

"The vegan fleet has been destroyed, I think I'm so sad I will commit 
suicide" or "I think your joystick is made of concrete!2


the fact it was so monotone and synthetic just made this even funnier, 
especially when it said things like " ha ha ha" or "bleeerr!"


Both a great use of a synth, and actually a pretty awsome game.

Beware the grue!

Dark. 



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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Alfredo,

As I mention in the beginning I was not able to record the sound of the 
audience, so I did not get the recordings of the actual voices of the people 
who asked the questions. For this reason I had to record the questions 
afterwards myself and insert them in the gap, and I used the filter to make 
it clear when it was another person asking a question rather than me 
speaking.


I also mention in the speech that I will be putting up a stereo copy on my 
website, which is what this is.


As for Science Invasion, I have no plans for that at the moment. I will 
finish this game, and then we will see what happens. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Alfredo_The_Music_maker" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:37 PM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi,
I wonder why Philip decided to change frequencies for the person asking
questions and the person answering them. Also the game was in Stereo,
not mono, though in skype it probably would have been mono.

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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi tom.

I think there though that it depends upon the game overall and how different 
the rules are.


I'm not sure of monopoly but a life game with completely different text, 
some extra piratical rules, pluss I presume some sfx etc would be welcome in 
my book.


Another board game my brothers' recently been playing is a fantasy game 
called talisman, where you play as several D&D characters, roll dice, 
progress around the board collecting gold, fighting monsters etc.


it's not a complex game at all, in fact it's ridiculously simple, but I'd 
love to see an accessible version available, and I think because of it 
having a fantasy theeme and being in effect a highly symplified rpg game, 
people would be interested.


Beware the greu!

Dark. 



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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Alfredo_The_Music_maker
And when you mention filter, what exactly do you mean, if this is 
concerning audio, it will have to be somewhere else.


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Charles Rivard
Oddly enough, I think the reasoning for changing the pitch of the questions 
was answered right at the beginning, before the speech.


---
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heart.
- Original Message - 
From: "Alfredo_The_Music_maker" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:37 AM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi,
I wonder why Philip decided to change frequencies for the person asking 
questions and the person answering them. Also the game was in Stereo, not 
mono, though in skype it probably would have been mono.


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Greg Steel
Hi Phillup I just heard your speech and I thought it was awesome I really 
like the new game a lot and I'm looking forward to playing it when it gets 
released.  The sounds are very good where did you get those sound effects. 
I'm a musician also and love sound effects and have some libraries of sound 
effects.
- Original Message - 
From: "Alfredo_The_Music_maker" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 6:14 AM
Subject: Re: [Audyssey] Speech on Blastbay products


And when you mention filter, what exactly do you mean, if this is 
concerning audio, it will have to be somewhere else.


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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Charles Rivard
The segments on how you started your company and on game creation were 
short, but interesting.  I know they were short due to time constraints.


As for the game demo, this sounds like a fun game that is sort of a 
combination of Tarzan Junior and Q9.  All in all, a good presentation. 
Thanks for sharing it.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:47 AM
Subject: [Audyssey] Speech on Blastbay products



Hi all,

For those of you who are interested, here is a recording of a speech I 
held at the Games for Health conference earlier this week when they had a 
game accessibility day. The speech is just over 20 minutes and gives a bit 
of background history for Blastbay, as well as a very brief demonstration 
of the first level in our upcoming title.


Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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Re: [Audyssey] putting games on frotz

2011-05-19 Thread Pitermach

I never used the app, but if it uses filesharing (which I think it does)
1. Connect your iPhone and load iTunes.
2. In the sources tree, find it in the devices section.
3. tab to the apps radio button and activate it.
4. keep tabbing until you find a "file sharing apps" tree/table. select 
frots in that.
5. tab again and you should come to another table, this one with documents 
(what can be transfered back to the pc or what you've already put there. It 
also acts as the place to remove files.), tab yet again and you'll be on an 
add... button.
6. That should pool up a standard open file dialog. Note that you can select 
multiple files. Just navigate to the place where you keep your IF games, 
select what you want and hit enter.
7. iTunes should automatically begin a sync so that it coppies the files. 
When that's done open frots and you should see your games.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Thursday, May 19, 2011 8:21 AM
Subject: [Audyssey] putting games on frotz



Hey, I need some help putting some games on my frotz app on the iphone.
I know different ones on the list have done this before.  So can someone 
please give me instructions on how to do this?

Thanks for the help.

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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Jeremy Kaldobsky
Shaun,

I want to start by thanking you for the audio games history, I actually 
find it very informative and useful.  I like having some idea of how things 
went in the past, so I can get a better idea of how they will likely change 
now, and in the future.  I think it would be an excellent idea for several of 
the "old timers" to collaborate on a detailed audio games history.  With 
everyone working together, I'm sure the time line of things could be fine 
tuned, and many specific details and events would start to surface that had 
been long forgotten.

I'm not really familiar with your phrase "hack it yourself", so you'd 
probably have to define that for me.  I would have thought it was the same as 
"opensource devs", but you seem to have differentiated them in your last post, 
so I'm not quite sure of the meaning you intended.

I can't really comment about being the fastest developer or not.  When I 
was just starting high school (1995 or 1996 I believe), I began teaching myself 
programming so that I could make little games and things.  When I had high 
school programming classes, I was the "expert" who would know more than the 
professor so I'd help my friends with their work and we'd spend class playing 
my latest game rather than working on the day's lesson, haha.  I went to the 
University of Michigan and got degrees in Computer science and Mechanical 
engineering, but I have to say that 95% of what they "taught" me I had already 
learned myself before going.  All in all, it was a huge waste of time and money 
just to earn the piece of paper that says degree.  I've always been the 
stubborn person who was slow to change my programming habits when those around 
me did.  I always focused more on the end result, and how I could accomplish 
the same thing in a quarter of the time, by
 not changing my methods over to whatever was currently popular at the time.  
In different situations, being stubborn like that is a problem, but for the 
most part it has benefited me.

Since it seems I've started writing a bio of myself, lol, I'll say a bit 
more.  I'm sure there are people floating around who assume I only know Visual 
basic 6.0, since that is what I've written my audio games in.  For the record, 
I do know C++, C#, Java, Objective-C, and a few of the smaller ones they make 
you learn as you go through college.  In my stubbornness I just use the one I 
want to, depending on the task at hand.  Oh crud, I'm sure I've just summoned a 
barrage of comments from other programmers haha!  I've been programming pretty 
much every day since 1995, on all manner of personal projects.  My specialty is 
actually vision systems, which seems a little ironic since I'm also writing 
audio games!  For those who might not know, this means I write software AI 
which uses a camera for input.  I'm currently waiting to see if my program has 
won $20,000 in an open engineering challenge sent out by the US air force.

The last thing, before I stop my speech, is probably the number one most 
important thing to know about me.  I simply cannot keep myself on a single 
project.  At any given time I am probably working on 10 different projects, I 
think about them all day while I'm at work, I dream about solutions at night, 
and the moment I get stuck on one, I immediately fill that spot of my brain 
with a new one.  This probably means I'll die young from some sort of brain 
tumor haha!  My wife and I have joked around about that since we were dating.  
Because I'm always mentally wrestling with so many projects, I really do fit 
the stereotype of the absent minded professor.  I will forget where I am if I'm 
out driving, I'll forget which cabinet we keep dishes in, and I'll even forget 
friend's NAMES for like a day at a time!  ROFL, I'm a mess!

I have no idea how this turned into a biography about me, but maybe it'll 
entertain you guys to read it.  Oh yeah, I'm married and 29 years old.  Most 
people start with that kind of information, I had to tack it onto the end 
before I forgot.  :)

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[Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Phil Vlasak

Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of doom 
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease 
like rabies.Phil



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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Jeremy Kaldobsky
Dark,

I might have given the wrong impression with my last post.  I didn't mean 
to suggest that the developers Should ignore using existing ideas, I just meant 
that it is probably what they are doing nonetheless.  As you said, if the 
developers adopt that mentality we would have fewer games.  If I've been 
reading this topic correctly, that is exactly what others are claiming has 
happened.

I don't believe all of the developers are worried about repeating existing 
game styles, but I know I do.  Because this is something I know I personally 
do, I find it reasonable to assume that some others would do the same.  I can't 
really conclude that all do, or that most do, but I can say for sure that at 
least some do.

When I was on vacation in January, I wrote Daytona, but I also partially 
completed a game where you defend a bunker from dragons, a game where you are a 
world war 2 era solder who was sent out to investigate a UFO crash (turns out 
to be a huge alien robot bent on destruction), work on a game similar in style 
to Daytona, and I even started on a side scroller with an Indiana Jones feel.  
Daytona was the only one that felt unique enough for me to take it all the way 
to being released.  If I had no other game ideas, I would probably have stuck 
to one that was closer to some existing game, but it is easy enough for me to 
just hop onto a different game idea so why not?  lol!  Rail racer was released 
around that time as well, so after playing it I removed any car racing games 
off of my list of game ideas to make.  I believe I'll continue to do the same 
thing as I encounter more and more audio games coming out.

If I put myself into another audio game developer's shoes, if I had an idea 
that was very similar to Daytona I wouldn't even bother making it.  Yeah, it 
would be unique in its own way, but I would worry that everyone would be 
comparing it to the existing game.  Maybe you aren't a wizard, and maybe the 
mouse movements are meant to run machinery, but in the end I would assume 
moving the mouse to form shapes is still just moving the mouse to form shapes.  
Hopefully I'm wrong and other developers aren't stuck in the same mindset as I 
am, but I don't think I'm wrong.


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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Charles Rivard

The bio is interesting.

My thought about an article on the history of gaming for the blind is this: 
I think this article could be a lengthy one, and an interesting one as well. 
Wouldn't it be a cool insertion, in parts, into consecutive issues of the 
Audyssey magazines?  It would be a good material source, and would also be 
entertaining for the old and new gamers alike, whether bringing back 
memories or providing background info.  Hmm.  How about a conduit for input 
from readers?  That could become a regular article.  Gamers could give 
recollections, game producers could do so as well.  Something along the 
lines of Justin's recent podcast, in text form, from different game 
producers on what went on during the production and or testing of a 
particular game?  The fun stuff, the frustrations, the emotions during game 
production progress?  Basically, the "behind the scenes" enlightenment. 
Concerning the testing aspects, names would, if the legal contract is set up 
that way, be avoided.


Well, your little bio crept into your message, and I guess my thoughts for 
material for Audyssey came from my original thought.  I hope material for 
the mag comes from my ideas?  Constructive feedback is appreciated.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 9:42 AM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Shaun,

   I want to start by thanking you for the audio games history, I actually 
find it very informative and useful.  I like having some idea of how 
things went in the past, so I can get a better idea of how they will 
likely change now, and in the future.  I think it would be an excellent 
idea for several of the "old timers" to collaborate on a detailed audio 
games history.  With everyone working together, I'm sure the time line of 
things could be fine tuned, and many specific details and events would 
start to surface that had been long forgotten.


   I'm not really familiar with your phrase "hack it yourself", so you'd 
probably have to define that for me.  I would have thought it was the same 
as "opensource devs", but you seem to have differentiated them in your 
last post, so I'm not quite sure of the meaning you intended.


   I can't really comment about being the fastest developer or not.  When 
I was just starting high school (1995 or 1996 I believe), I began teaching 
myself programming so that I could make little games and things.  When I 
had high school programming classes, I was the "expert" who would know 
more than the professor so I'd help my friends with their work and we'd 
spend class playing my latest game rather than working on the day's 
lesson, haha.  I went to the University of Michigan and got degrees in 
Computer science and Mechanical engineering, but I have to say that 95% of 
what they "taught" me I had already learned myself before going.  All in 
all, it was a huge waste of time and money just to earn the piece of paper 
that says degree.  I've always been the stubborn person who was slow to 
change my programming habits when those around me did.  I always focused 
more on the end result, and how I could accomplish the same thing in a 
quarter of the time, by
not changing my methods over to whatever was currently popular at the 
time.  In different situations, being stubborn like that is a problem, but 
for the most part it has benefited me.


   Since it seems I've started writing a bio of myself, lol, I'll say a 
bit more.  I'm sure there are people floating around who assume I only 
know Visual basic 6.0, since that is what I've written my audio games in. 
For the record, I do know C++, C#, Java, Objective-C, and a few of the 
smaller ones they make you learn as you go through college.  In my 
stubbornness I just use the one I want to, depending on the task at hand. 
Oh crud, I'm sure I've just summoned a barrage of comments from other 
programmers haha!  I've been programming pretty much every day since 1995, 
on all manner of personal projects.  My specialty is actually vision 
systems, which seems a little ironic since I'm also writing audio games! 
For those who might not know, this means I write software AI which uses a 
camera for input.  I'm currently waiting to see if my program has won 
$20,000 in an open engineering challenge sent out by the US air force.


   The last thing, before I stop my speech, is probably the number one 
most important thing to know about me.  I simply cannot keep myself on a 
single project.  At any given time I am probably working on 10 different 
projects, I think about them all day while I'm at work, I dream about 
solutions at night, and the moment I get stuck on one, I immediately fill 
that spot of my brain with a new one.  This probably means I'll die young 
from some sort of brain tumo

Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Charles Rivard
Not using a preexisting outline or story idea just because it already exists 
sure is narrowing your possibilities.  I think that only using original 
ideas for a game is like severing your body in order to save your little 
finger, or like cutting 7 fingers off because they are multiples of the 
eighth.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 9:57 AM
Subject: Re: [Audyssey] the spirit of game 
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Dark,

   I might have given the wrong impression with my last post.  I didn't 
mean to suggest that the developers Should ignore using existing ideas, I 
just meant that it is probably what they are doing nonetheless.  As you 
said, if the developers adopt that mentality we would have fewer games. 
If I've been reading this topic correctly, that is exactly what others are 
claiming has happened.


   I don't believe all of the developers are worried about repeating 
existing game styles, but I know I do.  Because this is something I know I 
personally do, I find it reasonable to assume that some others would do 
the same.  I can't really conclude that all do, or that most do, but I can 
say for sure that at least some do.


   When I was on vacation in January, I wrote Daytona, but I also 
partially completed a game where you defend a bunker from dragons, a game 
where you are a world war 2 era solder who was sent out to investigate a 
UFO crash (turns out to be a huge alien robot bent on destruction), work 
on a game similar in style to Daytona, and I even started on a side 
scroller with an Indiana Jones feel.  Daytona was the only one that felt 
unique enough for me to take it all the way to being released.  If I had 
no other game ideas, I would probably have stuck to one that was closer to 
some existing game, but it is easy enough for me to just hop onto a 
different game idea so why not?  lol!  Rail racer was released around that 
time as well, so after playing it I removed any car racing games off of my 
list of game ideas to make.  I believe I'll continue to do the same thing 
as I encounter more and more audio games coming out.


   If I put myself into another audio game developer's shoes, if I had an 
idea that was very similar to Daytona I wouldn't even bother making it. 
Yeah, it would be unique in its own way, but I would worry that everyone 
would be comparing it to the existing game.  Maybe you aren't a wizard, 
and maybe the mouse movements are meant to run machinery, but in the end I 
would assume moving the mouse to form shapes is still just moving the 
mouse to form shapes.  Hopefully I'm wrong and other developers aren't 
stuck in the same mindset as I am, but I don't think I'm wrong.



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the 
time, and that's just as harmless as killing monkeys since in both cases, 
it's obviously not real. You do not need to kill the monkeys in this game, 
but you can. So if people don't want to, they don't have to. I think this 
very much falls in the category of having to tell the difference between 
real life and games, whether it be when killing humans or monkeys or wolves 
etc.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread william lomas
ah but surely the game will not be asy easy as not killing antyhing and walking 
across the level? smile

On 19 May 2011, at 16:49, Philip Bennefall wrote:

> Hi Phil,
> 
> Personally I don't see this as a problem. You kill humans in games all the 
> time, and that's just as harmless as killing monkeys since in both cases, 
> it's obviously not real. You do not need to kill the monkeys in this game, 
> but you can. So if people don't want to, they don't have to. I think this 
> very much falls in the category of having to tell the difference between real 
> life and games, whether it be when killing humans or monkeys or wolves etc.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "Phil Vlasak" 
> To: ; "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 4:45 PM
> Subject: periless hearts, was Speech on Blastbay products
> 
> 
> Hi Philip,
> Many people would object to the killing of monkeys in a game.
> That is unless they could attack and harm you.
> The same would apply to dogs and cats.
> That is why in Monkey business, you can only net them and in Shades of doom
> the dogs are mutant and will attack you.
> If you want monkeys in the game you could say they were carrying a disease
> like rabies.Phil
> 
> 
> ---
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Philip Bennefall
No, definitely not. However the things that you are required to kill will 
certainly be aggressive in their turn. The monkeys are there to fill out the 
picture and make everything more authentic, but you don't have to kill them 
unless you choose to.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 5:54 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


ah but surely the game will not be asy easy as not killing antyhing and 
walking across the level? smile


On 19 May 2011, at 16:49, Philip Bennefall wrote:


Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the 
time, and that's just as harmless as killing monkeys since in both cases, 
it's obviously not real. You do not need to kill the monkeys in this game, 
but you can. So if people don't want to, they don't have to. I think this 
very much falls in the category of having to tell the difference between 
real life and games, whether it be when killing humans or monkeys or 
wolves etc.


Kind regards,

Philip Bennefall
- Original Message - From: "Phil Vlasak" 
To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of 
doom

the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Charles Rivard
You and I are in agreement.  Games are not real.  I will tell you something, 
though.  I cringe at certain sounds in games.  One of the sounds that I 
really hate to hear is when I kill a wolf in Q9.  I have had German Shepherd 
guides since 1977, and the sounds of your wolves dying makes me think of 
hearing one of my faithful guides meeting the same demise.  That's how good 
the sound is.  I know the game isn't real, so I'll keep on killing those 
wolves.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 10:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the 
time, and that's just as harmless as killing monkeys since in both cases, 
it's obviously not real. You do not need to kill the monkeys in this game, 
but you can. So if people don't want to, they don't have to. I think this 
very much falls in the category of having to tell the difference between 
real life and games, whether it be when killing humans or monkeys or 
wolves etc.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of 
doom

the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Phil Vlasak

Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult humans.
It is good that you don't have to kill them to win the game.
Phil

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the 
time, and that's just as harmless as killing monkeys since in both cases, 
it's obviously not real. You do not need to kill the monkeys in this game, 
but you can. So if people don't want to, they don't have to. I think this 
very much falls in the category of having to tell the difference between 
real life and games, whether it be when killing humans or monkeys or 
wolves etc.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of 
doom

the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Charles,

Yes, a lot of people say that the wolves sound very sad when they die. I 
agree with this, but like yourself I don't consider it bad for this reason. 
I could never kill neither a man nor an animals, except possibly wasps, in 
real life. But I have no problem chopping up boars or leopards in Perilous 
Hearts, nor firing at a monkey. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Charles Rivard" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 5:57 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


You and I are in agreement.  Games are not real.  I will tell you something,
though.  I cringe at certain sounds in games.  One of the sounds that I
really hate to hear is when I kill a wolf in Q9.  I have had German Shepherd
guides since 1977, and the sounds of your wolves dying makes me think of
hearing one of my faithful guides meeting the same demise.  That's how good
the sound is.  I know the game isn't real, so I'll keep on killing those
wolves.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 10:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the
time, and that's just as harmless as killing monkeys since in both cases,
it's obviously not real. You do not need to kill the monkeys in this game,
but you can. So if people don't want to, they don't have to. I think this
very much falls in the category of having to tell the difference between
real life and games, whether it be when killing humans or monkeys or
wolves etc.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of
doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Phil,

I have no disagreement with you when it comes to real life, but I can't 
agree that the same is true for games. If I can kill a man in a game, I can 
kill a monkey. I might place a rating on this game stating that it is not 
suitable for younger audiences, however.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:02 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult humans.
It is good that you don't have to kill them to win the game.
Phil

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all the
time, and that's just as harmless as killing monkeys since in both cases,
it's obviously not real. You do not need to kill the monkeys in this game,
but you can. So if people don't want to, they don't have to. I think this
very much falls in the category of having to tell the difference between
real life and games, whether it be when killing humans or monkeys or
wolves etc.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of
doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease
like rabies.Phil


---
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Checked by AVG - www.avg.com
Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11




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Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Michael Feir
I've often considered writing a book about the history of audio games.
An audio documentary would be ideal I suppose. I'm not yet competent
enough an audio editor for a project like that. Another difficulty may
be contacting some key figures who have chosen to distance themselves
from the community. James North would fall into that catagory. He did
an extraordinary amount for audio games often behind the scenes.
However, he burnt out pretty spectacularly leaving what must still be
the largest degree of polarisation and division behind. Such a history
wouldn't be complete without covering his rise and fall. It changed
the relationship between community and developers for quite a while. I
believe we're finally recovering from that chill these days but it
certainly took a while.

On 5/19/11, Charles Rivard  wrote:
> Not using a preexisting outline or story idea just because it already exists
> sure is narrowing your possibilities.  I think that only using original
> ideas for a game is like severing your body in order to save your little
> finger, or like cutting 7 fingers off because they are multiples of the
> eighth.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 9:57 AM
> Subject: Re: [Audyssey] the spirit of game
> production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
>
>
>> Dark,
>>
>>I might have given the wrong impression with my last post.  I didn't
>> mean to suggest that the developers Should ignore using existing ideas, I
>> just meant that it is probably what they are doing nonetheless.  As you
>> said, if the developers adopt that mentality we would have fewer games.
>> If I've been reading this topic correctly, that is exactly what others are
>>
>> claiming has happened.
>>
>>I don't believe all of the developers are worried about repeating
>> existing game styles, but I know I do.  Because this is something I know I
>>
>> personally do, I find it reasonable to assume that some others would do
>> the same.  I can't really conclude that all do, or that most do, but I can
>>
>> say for sure that at least some do.
>>
>>When I was on vacation in January, I wrote Daytona, but I also
>> partially completed a game where you defend a bunker from dragons, a game
>> where you are a world war 2 era solder who was sent out to investigate a
>> UFO crash (turns out to be a huge alien robot bent on destruction), work
>> on a game similar in style to Daytona, and I even started on a side
>> scroller with an Indiana Jones feel.  Daytona was the only one that felt
>> unique enough for me to take it all the way to being released.  If I had
>> no other game ideas, I would probably have stuck to one that was closer to
>>
>> some existing game, but it is easy enough for me to just hop onto a
>> different game idea so why not?  lol!  Rail racer was released around that
>>
>> time as well, so after playing it I removed any car racing games off of my
>>
>> list of game ideas to make.  I believe I'll continue to do the same thing
>> as I encounter more and more audio games coming out.
>>
>>If I put myself into another audio game developer's shoes, if I had an
>> idea that was very similar to Daytona I wouldn't even bother making it.
>> Yeah, it would be unique in its own way, but I would worry that everyone
>> would be comparing it to the existing game.  Maybe you aren't a wizard,
>> and maybe the mouse movements are meant to run machinery, but in the end I
>>
>> would assume moving the mouse to form shapes is still just moving the
>> mouse to form shapes.  Hopefully I'm wrong and other developers aren't
>> stuck in the same mindset as I am, but I don't think I'm wrong.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Michael Feir
Volunteer at The Dam
http://www.thedam.org
2011--
Owner of Silver Smiles
Join and share the silver lining in your life.
Group hom

Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Matheus Rheine
i wonder why sighted games can contain brutal violence, not only against
human, but animals and everything, just as an example check out one of
the call of duty games, i think it was modern warfare 2, it had a scene
that you had to kill innocent peoples that were in the streets, there
was no way of avoiding it, and it was shocking.
now why blind games can't have that kind of stuff? we are special and
different peoples in a perfect world were violence is nonexistent? we can't 
have adult
games? only games with adult words like hangman, concentration, etc?
i'm glad that you can choose to kill these monkeys and i really hope
that you add even human vs human combat in the game.
this email is not to offend you phil, but just to comment on what you
said, if these peoples don't like what they see in the game, it's easy,
philip is not forcing anyone to play it.
-Mensagem original-
De: "Phil Vlasak" 
Para: "Philip Bennefall" ,"Gamers Discussion list" 

Data: Quinta, 19 de Maio de 2011 12:02
Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products

Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult humans.
It is good that you don't have to kill them to win the game.
Phil

- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


> Hi Phil,
>
> Personally I don't see this as a problem. You kill humans in games all the
> time, and that's just as harmless as killing monkeys since in both cases,
> it's obviously not real. You do not need to kill the monkeys in this game,
> but you can. So if people don't want to, they don't have to. I think this
> very much falls in the category of having to tell the difference between
> real life and games, whether it be when killing humans or monkeys or
> wolves etc.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Phil Vlasak" 
> To: ; "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 4:45 PM
> Subject: periless hearts, was Speech on Blastbay products
>
>
> Hi Philip,
> Many people would object to the killing of monkeys in a game.
> That is unless they could attack and harm you.
> The same would apply to dogs and cats.
> That is why in Monkey business, you can only net them and in Shades of
> doom
> the dogs are mutant and will attack you.
> If you want monkeys in the game you could say they were carrying a disease
> like rabies.Phil
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11
>


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Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Willem Venter
Hi Jeremy.
Thanks for the bio. From the quality and number of the games you
produce, I surmised that you have been programming for a while as
proficiency only comes with time and practice.

Over the years I can remember only one other developer, Ian Humfrees
from spoonbill games who released as many games at a short stage of
time.

Making a game is no joke, even if some make it look easy. I also agree
with those who said that any idea implimented well will be enjoyed.
The most important thing is choice. A few years ago for example, there
were only one strategy game with resource management, Galaxy ranger,
made around 2005. Then soundRTS came out in 2007 or 8, followed by
time of conflict and towers of wa last year and now lunar animals.
People take heart if some project is received well and they can learn
from mistakes other people made and players also know better what
would work and what doesn't.

As a blind programmer who likes strategy I am now considering creating
my own strategy game. This would however not have been possible
without the examples, as I have not been exposed to sighted strategy
games.



On 5/19/11, Charles Rivard  wrote:
> Not using a preexisting outline or story idea just because it already exists
> sure is narrowing your possibilities.  I think that only using original
> ideas for a game is like severing your body in order to save your little
> finger, or like cutting 7 fingers off because they are multiples of the
> eighth.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 9:57 AM
> Subject: Re: [Audyssey] the spirit of game
> production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
>
>
>> Dark,
>>
>>I might have given the wrong impression with my last post.  I didn't
>> mean to suggest that the developers Should ignore using existing ideas, I
>> just meant that it is probably what they are doing nonetheless.  As you
>> said, if the developers adopt that mentality we would have fewer games.
>> If I've been reading this topic correctly, that is exactly what others are
>>
>> claiming has happened.
>>
>>I don't believe all of the developers are worried about repeating
>> existing game styles, but I know I do.  Because this is something I know I
>>
>> personally do, I find it reasonable to assume that some others would do
>> the same.  I can't really conclude that all do, or that most do, but I can
>>
>> say for sure that at least some do.
>>
>>When I was on vacation in January, I wrote Daytona, but I also
>> partially completed a game where you defend a bunker from dragons, a game
>> where you are a world war 2 era solder who was sent out to investigate a
>> UFO crash (turns out to be a huge alien robot bent on destruction), work
>> on a game similar in style to Daytona, and I even started on a side
>> scroller with an Indiana Jones feel.  Daytona was the only one that felt
>> unique enough for me to take it all the way to being released.  If I had
>> no other game ideas, I would probably have stuck to one that was closer to
>>
>> some existing game, but it is easy enough for me to just hop onto a
>> different game idea so why not?  lol!  Rail racer was released around that
>>
>> time as well, so after playing it I removed any car racing games off of my
>>
>> list of game ideas to make.  I believe I'll continue to do the same thing
>> as I encounter more and more audio games coming out.
>>
>>If I put myself into another audio game developer's shoes, if I had an
>> idea that was very similar to Daytona I wouldn't even bother making it.
>> Yeah, it would be unique in its own way, but I would worry that everyone
>> would be comparing it to the existing game.  Maybe you aren't a wizard,
>> and maybe the mouse movements are meant to run machinery, but in the end I
>>
>> would assume moving the mouse to form shapes is still just moving the
>> mouse to form shapes.  Hopefully I'm wrong and other developers aren't
>> stuck in the same mindset as I am, but I don't think I'm wrong.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> All messages are archived and can be searched and

Re: [Audyssey] phrase madness bug

2011-05-19 Thread The Addictor

Hey Shawn,
thanks for telling the whole list how to register for free lol
I'll fix that asap!

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: "shaun everiss" 

To: 
Sent: Thursday, May 19, 2011 4:22 AM
Subject: [Audyssey] phrase madness bug



Hi.
I have found a major bug in the game.
If you don't put anything for the username, then the game says you are 
registered.

I am not sure if you are or not but just telling you now.
Also, the game tells you to press a letter even though you have not 
selected a player selection also it mixes the phrases before you select a 
player, and also all the boxes appear as if you are already playing, so 
just telling you thats all.



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Willem Venter
I agree. There is a big difference between games and real life. It
reminds me of the guy who thought he managed to enchant a broomstick
like in Harry Potter and jumped off a roof. While you can easily do
this in Sarah and the castle of witchcraft and wizardy, this would be
a bad idea in real life.


You should always know where the game stops and life begins, else life
could very quickly become interesting.

Right, I'm off to try and break into a bank...

On 5/19/11, Matheus Rheine  wrote:
> i wonder why sighted games can contain brutal violence, not only against
> human, but animals and everything, just as an example check out one of
> the call of duty games, i think it was modern warfare 2, it had a scene
> that you had to kill innocent peoples that were in the streets, there
> was no way of avoiding it, and it was shocking.
> now why blind games can't have that kind of stuff? we are special and
> different peoples in a perfect world were violence is nonexistent? we can't
> have adult
> games? only games with adult words like hangman, concentration, etc?
> i'm glad that you can choose to kill these monkeys and i really hope
> that you add even human vs human combat in the game.
> this email is not to offend you phil, but just to comment on what you
> said, if these peoples don't like what they see in the game, it's easy,
> philip is not forcing anyone to play it.
> -Mensagem original-
> De: "Phil Vlasak" 
> Para: "Philip Bennefall" ,"Gamers Discussion list"
> 
> Data: Quinta, 19 de Maio de 2011 12:02
> Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products
>
> Hi Philip,
> I see a distinction between killing adult humans and monkeys.
> Killing monkeys is like killing human children and babies.
> Most of them are considered not aggressive and not as smart as adult humans.
> It is good that you don't have to kill them to win the game.
> Phil
>
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 11:49 AM
> Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products
>
>
>> Hi Phil,
>>
>> Personally I don't see this as a problem. You kill humans in games all the
>> time, and that's just as harmless as killing monkeys since in both cases,
>> it's obviously not real. You do not need to kill the monkeys in this game,
>> but you can. So if people don't want to, they don't have to. I think this
>> very much falls in the category of having to tell the difference between
>> real life and games, whether it be when killing humans or monkeys or
>> wolves etc.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message -
>> From: "Phil Vlasak" 
>> To: ; "Gamers Discussion list" 
>> Sent: Thursday, May 19, 2011 4:45 PM
>> Subject: periless hearts, was Speech on Blastbay products
>>
>>
>> Hi Philip,
>> Many people would object to the killing of monkeys in a game.
>> That is unless they could attack and harm you.
>> The same would apply to dogs and cats.
>> That is why in Monkey business, you can only net them and in Shades of
>> doom
>> the dogs are mutant and will attack you.
>> If you want monkeys in the game you could say they were carrying a disease
>> like rabies.Phil
>>
>>
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>>
>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11
>>
>
>
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Geremy,

Well, as a game developer I think you are putting too much thought
into it. I.E. over thinking the problem. Just because you were
thinking of a game with an Indiana Jones type look and feel to it
doesn't mean it isn't marketable. I, for one, am a huge fan of such
games. Hense why I am creating my own series of games, Tomb Hunter,
that is loosely based on Tomb Raider.

In addition, to my Tomb Raider clones I've been thinking of creating a
game more or less like Pitfall. Some might say it is too much like the
games I've already created, given that Pitfall is basically your
Indiana Jones type game, but there are essential differences that does
make something like Pitfall different.

Pitfall for the most part takes place in a jungle. There are vines,
quicksand, natives, etc that is pretty unique to that game. Yeah, it
is sort of like Indiana Jones or Tomb Raider, but still is a different
game in game elements and game play. Plus if I were to create a game
like Pitfall I'd want to include some of the classic arcade elements
that made the ooriginal games great. That would make it something of a
retro remake of a classic, and could be a selling point. So I don't
know that the fact that a game that uses the same style or genre won't
sell or isn't marketable. We just have to be careful not too flood the
market.

Cheers!




On 5/19/11, Jeremy Kaldobsky  wrote:
> Dark,
>
> I might have given the wrong impression with my last post.  I didn't
> mean to suggest that the developers Should ignore using existing ideas, I
> just meant that it is probably what they are doing nonetheless.  As you
> said, if the developers adopt that mentality we would have fewer games.  If
> I've been reading this topic correctly, that is exactly what others are
> claiming has happened.
>
> I don't believe all of the developers are worried about repeating
> existing game styles, but I know I do.  Because this is something I know I
> personally do, I find it reasonable to assume that some others would do the
> same.  I can't really conclude that all do, or that most do, but I can say
> for sure that at least some do.
>
> When I was on vacation in January, I wrote Daytona, but I also partially
> completed a game where you defend a bunker from dragons, a game where you
> are a world war 2 era solder who was sent out to investigate a UFO crash
> (turns out to be a huge alien robot bent on destruction), work on a game
> similar in style to Daytona, and I even started on a side scroller with an
> Indiana Jones feel.  Daytona was the only one that felt unique enough for me
> to take it all the way to being released.  If I had no other game ideas, I
> would probably have stuck to one that was closer to some existing game, but
> it is easy enough for me to just hop onto a different game idea so why not?
> lol!  Rail racer was released around that time as well, so after playing it
> I removed any car racing games off of my list of game ideas to make.  I
> believe I'll continue to do the same thing as I encounter more and more
> audio games coming out.
>
> If I put myself into another audio game developer's shoes, if I had an
> idea that was very similar to Daytona I wouldn't even bother making it.
> Yeah, it would be unique in its own way, but I would worry that everyone
> would be comparing it to the existing game.  Maybe you aren't a wizard, and
> maybe the mouse movements are meant to run machinery, but in the end I would
> assume moving the mouse to form shapes is still just moving the mouse to
> form shapes.  Hopefully I'm wrong and other developers aren't stuck in the
> same mindset as I am, but I don't think I'm wrong.
>
>
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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Phil Vlasak

Hi Matheus,
I am not against adult games with violence and sex.
As long as they are sold as what they are.
Most games take moral stands.
One good example is Dungeons and Dragons.
You can play that game but must decide if your character is evil, neutral, 
or good.

If you play it as an evil character, you can kill any one and any thing.
If neutral you should only kill creatures and beings that attack you or ones 
you need to survive.

If good, you try not to kill anything if possible.
There are consequences if you stray from your moral direction.
For example you could be arrested if you harm an innocent creature or 
person.
Many people would not like to play a game that required you to torture and 
kill and eat human babies to survive.


Phil

- Original Message - 
From: "Matheus Rheine" 

To: 
Cc: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 12:17 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



i wonder why sighted games can contain brutal violence, not only against
human, but animals and everything, just as an example check out one of
the call of duty games, i think it was modern warfare 2, it had a scene
that you had to kill innocent peoples that were in the streets, there
was no way of avoiding it, and it was shocking.
now why blind games can't have that kind of stuff? we are special and
different peoples in a perfect world were violence is nonexistent? we 
can't have adult

games? only games with adult words like hangman, concentration, etc?
i'm glad that you can choose to kill these monkeys and i really hope
that you add even human vs human combat in the game.
this email is not to offend you phil, but just to comment on what you
said, if these peoples don't like what they see in the game, it's easy,
philip is not forcing anyone to play it.



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread dark

Hi Phil

Personally i'm afraid i disagree. Monkey killing in context of games is a 
tradition that goes back to donkey kong on the nes.


Mega man 2 had robotic monkies, Micky Mouse' castle of illusion on the Mega 
drive had evil monkies, general evilness of monkies is pretty well 
established in games.


Actually in Tarzan junior the sfx used for the monkies I thought were 
particularly nasty, sinse they didn't sound cute, but as if they were about 
to kill you,  which they would do in a most unpleasant manner if you 
didn't get rid of them first.


I'm afraid to people who object to thing x happening in a game, my reply 
is,  it's just a game!


while politically I'm pretty opposed to war generally speaking, stick me 
behind the controls of a tank or a gun in a game like judgement day or Tank 
commander and I'll gladly turn into a psycho killing machine, mowing down as 
many enemies as I can!


Beware the grue!

Dark.
- Original Message - 
From: "Phil Vlasak" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 3:45 PM
Subject: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of 
doom the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a disease 
like rabies.Phil



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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Geremy,

Lol! Your bio sounds a bit like me. Like you I can't keep my mind or
attention focussed on any single project at a time. That is in part
why it is taking me so long to complete Mysteries of the Ancients.

My weekly schedule is crazy in part because I switch from project to
project from day to day. On Monday I might put four hours into
Mysteries of the Ancients, on Tuesday I might work on my wrestling
game idea, on Wednesday I'll be thinking about and writing down notes
for a Star Wars game, on Thursday I'll go back to Mysteries of the
Ancients, on Friday I'll work on what ever strikes my fansy. I'm
definitely a bit of a scatter brain at times.

Plus just because I go to bed, taking a shower, etc I often entertain
myself by thinking of new game ideas, thinking of how to improve an
existing idea, or preprogram some piece of code in my head. So just
because I'm away from my PC doing something like showering, traveling,
etc my mind is fully engaged on whatever project I'm working on.

Cheers!

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Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi jeremy.

this really though shows my point, and wwhy I made the initial post.

there is a difference betwene a direct replication of what has gone before 
and a similar concept which may be a solid and playable game.


Agreed, if you merely had a game where you needed to form shapes with the 
mouse in order to operate machines, that would pretty much be similar to 
daytona.


However, suppose there was a game where you played as a trick racer in some 
futuristic plane using the mouse to control your movement.


You'd need to turn corners and avoid obstacles as per the corse, but suppose 
you could also gain extra points by performing stunts such as loops, barrel 
rolls, and making shapes in the sky with your com traile.


All the time though you'd stil have to be going round the corse itself, so 
after each shape you'd need to make sure you were in position to avoid an 
obstacle.


Like Daytona? yes.

Exactly! like daytona? no indeed.

worth playing? Quite possibly.

while I appreciate that everyone wants to make something new, I am very much 
of the opinion that it is possible to produce a new twist on an old theme, 
or indeed simply a solid exponent of a well known style that carries things 
in a different direction.


Other than space invaders, sterrio targiting affairs, I'd say no catagory of 
games is played out at all.


for instance, i know Che martin is adding a new game to his card room, which 
i very much expect to be a card game.


I'm very much looking forward to seeing what it is, despite the fact there 
are accessible card games kicking around, and even were it something like 
Cribbage which already has a well known accessible version, I'd be glad to 
play it as part of the cardroom with other people on the internet.


Beware the grue!

Dark. 



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Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Nice thought charles.

As someone who largely missed the doss days, and much of the early releases 
for windows, i'D BE GLAD TO READ IT,  INDEED AS RECENTLY HAPPENED WHEN i 
ASSUMED ORIGINAL TROOPANUM WAS RELEASED IN 20004, EVEN MY IDEA OF WHAT 
HAPPENED WHEN IS SOMETIMES A LITLE WONKY ;D.


bEWARE THE GRUE!

dARK. 



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread dark

Agreed charles, but such is the case with a game with good sounds.

shades of doom for instance gives me the shivers even now because the sounds 
of the creatures are so evil,  and when it comes to those gelatinous 
blobs, i'm pretty glad they're not real ;d.


Beware the grue!

Dark.
- Original Message - 
From: "Charles Rivard" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 4:57 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


You and I are in agreement.  Games are not real.  I will tell you 
something, though.  I cringe at certain sounds in games.  One of the 
sounds that I really hate to hear is when I kill a wolf in Q9.  I have had 
German Shepherd guides since 1977, and the sounds of your wolves dying 
makes me think of hearing one of my faithful guides meeting the same 
demise.  That's how good the sound is.  I know the game isn't real, so 
I'll keep on killing those wolves.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 10:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all 
the time, and that's just as harmless as killing monkeys since in both 
cases, it's obviously not real. You do not need to kill the monkeys in 
this game, but you can. So if people don't want to, they don't have to. I 
think this very much falls in the category of having to tell the 
difference between real life and games, whether it be when killing humans 
or monkeys or wolves etc.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of 
doom

the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a 
disease

like rabies.Phil


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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread Shiny protector
I never liked the end of the seventh book. I reckon Harry should have taken 
that wand before and when he killed Voldemort, bury it. I wouldn't want a 
weapon like that for the rest of my life, but Harry and Voldemort should 
have had a real battle. I mean, who defeats a dark wizard with an 
expelliarmus charm? Kind of childish in my opinion.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 18, 2011 3:35 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi Jim.

I always got the idea that it would be rather like having any custom item 
made for you, whether it's a sword, a baseball bat, a coat or whatever.


Others can use it relatively well, but because it is individually taylored 
with your own personal weight, balance or build in mind, it is unlikely to 
sute others as well as it sutes you.


indeed, at the end of the 7th book, when voldemort has the unbeatable 
wand, it is not the case that it doesn't work at all, sinse we see him 
doing lots of magic with it (including killing snape and setting Nevil on 
fire), rather it is that the wand doesn't seem to be anything special.


voldemort can use it, but only in the hands of it's true owner, would it 
actually be the legendary wand it appears.


As to the killing curse, well in the harry potter universe, it seems that 
the more powerful spells such as the patronus chalm require not just 
correct words and gestures, but the will and intention of the user.


When Harry attempts the cruciatus curse on belatrix lestrange after she 
kills sirius black in Order of the Phenix, it fails to actually cause her 
any serious pain sinse as she says, the wielder has to have a real desire 
to hurt another person and something of an enjoyment.


harry's rage at his Godfathers' death, while justified, wouldn't actually 
be enough for him to perform the curse, sinse he did not have the sadistic 
streak necessary.


thus, I imagine the killing curse works in a very similar way, that the 
person performing it has to have a real desire to end the life of another.


on this basis, it wouldn't be the wand, but the intention of the wizard 
using it,  rather the way that to kill someone with a sword you 
wouldn't need a specifically made sword that was right for you, but you 
would need the intention to actually perform the killing thrust with it.


This is I presume why the unforgivable curses are deemed as so bad, not 
just because they are dangerous weapons, but because of the kind of mind 
that needs to be behind them.


equally this says how serious it is when the ministry authorize auras to 
use the curses on suspected criminals.


Of course, all this is very much going off into the misty marshes of 
speculation, though hopefully with at least some basis from the books.



Beware the grue!

Dark.
- Original Message - 
From: "Jim Kitchen" 

To: "dark" 
Sent: Wednesday, May 18, 2011 1:10 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi Dark,

Oh yeah, thanks.  But strange that a wand picks the person, but others 
can use it even for such serious spells as the avada kedavra spell.


BFN

Jim

Do witches run spell checkers?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] One liners was: Re: Would anyone know what this errormessage istellingmeand how to fix it?

2011-05-19 Thread Shiny protector
But here is the issue as well. You just feel like saying yeah, good or what 
ever. But you don't want to write anything else. I am not defending anyone, 
but I am making a point here as well.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 18, 2011 1:19 AM
Subject: [Audyssey] One liners was: Re: Would anyone know what this 
errormessage istellingmeand how to fix it?




shane,

I'm not trying to be a pest, but one liner messages are really irritating, 
sinse they rather fill up the inbox, take no time to read, and don't 
usually contribute to the discussion.


A message like "yes same here" just doesn't say much and isn't really 
worth the time it takes others to read it (it may irritate some people).


if you agree with someone, say why you agree, express an opinion, have 
some thought.


However it's very bad netiquette just to post something like "yes" or "I 
agree"


Sinse that's not really worth people's time in opening and reading and 
doesn't overly further the conversation.


I'm not trying to be unpleasant, or to steal Damiens' job, just trying to 
suggest something you might think about in future posting messages to the 
list, sinse constant one liners can be quite an irritation to other 
members, and also make it appear that you yourself are an uninteligent 
person who has litle or nothing to say and no opinions of their own,   
which is not the case.


All the best,

Dark.
- Original Message - 
From: "Shane Lowe" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 18, 2011 1:11 AM
Subject: Re: [Audyssey] Would anyone know what this error message 
istellingmeand how to fix it?




yes. Same here

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, May 17, 2011 7:37 PM
Subject: Re: [Audyssey] Would anyone know what this error message is 
tellingmeand how to fix it?




Not sure but I have always had success when googleing an error. Just a
thought.

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

Behalf Of Ron Kolesar
Sent: Tuesday, May 17, 2011 6:10 PM
To: Audyssey
Subject: [Audyssey] Would anyone know what this error message is telling
meand how to fix it?

To my fellow gamers.
I am receiving a execution error 1035.
I think it has something to do with my Microsoft voice input programs 
that

comes with windows but I'm not one hundred percent sure on that fact.
I just would like to know what this error is trying to tell me and how I
might go about fixing it so  that I can fly with FSX and the IYP voice 
input

program once again.
If anyone knows what this error is and how I can fix it?
Please ship me the answer.
I deeply appreciate the help.
Ron and Leader Dog Boz.
kolesar16...@roadrunner.com



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lis

Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi William.

an intereesting point about stratogy games as well is that the interface and 
use of combat has developed.


Galaxy ranger has nooverview commands for the map and all combat is a real 
tiem targiting shooter affair where you personally need to targit yourself.


sound rts has propper overview commands, but no way other than by 
calculation of for instance seeing what unit of yours is closed to an enemy.


time of conflict on the other hand has imho a possitively revolutionary way 
of using context sensative menues.


I'd not really class lunimals and towers of war in this catagory, sinse they 
are rather different in style, though undoubtedly stratogy games, but this 
just proves the point stil more that a good idea done well with it's own 
twist may be as good as a completely new concept.


Beware the grue!

Dark.
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 5:37 PM
Subject: Re: [Audyssey] the spirit of game 
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Jeremy.
Thanks for the bio. From the quality and number of the games you
produce, I surmised that you have been programming for a while as
proficiency only comes with time and practice.

Over the years I can remember only one other developer, Ian Humfrees
from spoonbill games who released as many games at a short stage of
time.

Making a game is no joke, even if some make it look easy. I also agree
with those who said that any idea implimented well will be enjoyed.
The most important thing is choice. A few years ago for example, there
were only one strategy game with resource management, Galaxy ranger,
made around 2005. Then soundRTS came out in 2007 or 8, followed by
time of conflict and towers of wa last year and now lunar animals.
People take heart if some project is received well and they can learn
from mistakes other people made and players also know better what
would work and what doesn't.

As a blind programmer who likes strategy I am now considering creating
my own strategy game. This would however not have been possible
without the examples, as I have not been exposed to sighted strategy
games.



On 5/19/11, Charles Rivard  wrote:
Not using a preexisting outline or story idea just because it already 
exists

sure is narrowing your possibilities.  I think that only using original
ideas for a game is like severing your body in order to save your little
finger, or like cutting 7 fingers off because they are multiples of the
eighth.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Jeremy Kaldobsky" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 9:57 AM
Subject: Re: [Audyssey] the spirit of game
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



Dark,

   I might have given the wrong impression with my last post.  I didn't
mean to suggest that the developers Should ignore using existing ideas, 
I

just meant that it is probably what they are doing nonetheless.  As you
said, if the developers adopt that mentality we would have fewer games.
If I've been reading this topic correctly, that is exactly what others 
are


claiming has happened.

   I don't believe all of the developers are worried about repeating
existing game styles, but I know I do.  Because this is something I know 
I


personally do, I find it reasonable to assume that some others would do
the same.  I can't really conclude that all do, or that most do, but I 
can


say for sure that at least some do.

   When I was on vacation in January, I wrote Daytona, but I also
partially completed a game where you defend a bunker from dragons, a 
game

where you are a world war 2 era solder who was sent out to investigate a
UFO crash (turns out to be a huge alien robot bent on destruction), work
on a game similar in style to Daytona, and I even started on a side
scroller with an Indiana Jones feel.  Daytona was the only one that felt
unique enough for me to take it all the way to being released.  If I had
no other game ideas, I would probably have stuck to one that was closer 
to


some existing game, but it is easy enough for me to just hop onto a
different game idea so why not?  lol!  Rail racer was released around 
that


time as well, so after playing it I removed any car racing games off of 
my


list of game ideas to make.  I believe I'll continue to do the same 
thing

as I encounter more and more audio games coming out.

   If I put myself into another audio game developer's shoes, if I had 
an

idea that was very similar to Daytona I wouldn't even bother making it.
Yeah, it would be unique in its own way, but I would worry that everyone
would be comparing it to the existing game.  Maybe you aren't a wizard,
and maybe the mouse movements are meant to run machinery, but in the end 
I


would assume moving the mouse to form shapes is still just moving the
mouse to form sha

Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Shiny protector
Broomsticks are not from the harry potter books. Guy said that he enchanted 
a broom to fly? Come on, that's very stupid.
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 5:48 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



I agree. There is a big difference between games and real life. It
reminds me of the guy who thought he managed to enchant a broomstick
like in Harry Potter and jumped off a roof. While you can easily do
this in Sarah and the castle of witchcraft and wizardy, this would be
a bad idea in real life.


You should always know where the game stops and life begins, else life
could very quickly become interesting.

Right, I'm off to try and break into a bank...

On 5/19/11, Matheus Rheine  wrote:

i wonder why sighted games can contain brutal violence, not only against
human, but animals and everything, just as an example check out one of
the call of duty games, i think it was modern warfare 2, it had a scene
that you had to kill innocent peoples that were in the streets, there
was no way of avoiding it, and it was shocking.
now why blind games can't have that kind of stuff? we are special and
different peoples in a perfect world were violence is nonexistent? we 
can't

have adult
games? only games with adult words like hangman, concentration, etc?
i'm glad that you can choose to kill these monkeys and i really hope
that you add even human vs human combat in the game.
this email is not to offend you phil, but just to comment on what you
said, if these peoples don't like what they see in the game, it's easy,
philip is not forcing anyone to play it.
-Mensagem original-
De: "Phil Vlasak" 
Para: "Philip Bennefall" ,"Gamers Discussion list"

Data: Quinta, 19 de Maio de 2011 12:02
Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products

Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult 
humans.

It is good that you don't have to kill them to win the game.
Phil

- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all 
the
time, and that's just as harmless as killing monkeys since in both 
cases,
it's obviously not real. You do not need to kill the monkeys in this 
game,
but you can. So if people don't want to, they don't have to. I think 
this

very much falls in the category of having to tell the difference between
real life and games, whether it be when killing humans or monkeys or
wolves etc.

Kind regards,

Philip Bennefall
- Original Message -
From: "Phil Vlasak" 
To: ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of
doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a 
disease

like rabies.Phil


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No virus found in this message.
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Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11




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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Yohandy
I'd love the idea of making our own levels. I'm sure I can come up with 
some truly evil levels. Remember I love mainstream games that are 
challenging guys. mwahahahaha! Please include the editor Philip! There are 
quite a few mainstream games out there that allow one to make their own 
levels. Little Big Planet series for instance. We need something like this 
in the accessible gaming market.



- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 8:23 AM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi Will,

I haven't quite decided this yet. If I do make the level editor available 
it will be as a paid extra component for a relatively low price. Nothing 
is certain in that regard yet, though.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:15 PM
Subject: Re: [Audyssey] Speech on Blastbay products


ah wow can we make our own levels as well?

On 19 May 2011, at 13:11, Philip Bennefall wrote:

Thank you Will, glad you liked the speech. There is no scheduled release 
date for Perilous Hearts, but I have been working on it since January and 
have created 10 alphas thus far. Level 1 is completed, and so is the 
foundation with the artificial intelligence, inventory, weapons, level 
editor etc. It is only the first part of the game that is set in the 
jungle, then you go into underground caves. Sounds familiar? Yes, this is 
the remake of Tarzan Junior that I mentioned in December last year.


Kind regards,

Philip Bennefall
- Original Message - From: "william lomas" 


To: ; "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:04 PM
Subject: Re: [Audyssey] Speech on Blastbay products


very informative speech philip I hope the audience enjoyed it

On 19 May 2011, at 12:47, Philip Bennefall wrote:


Hi all,

For those of you who are interested, here is a recording of a speech I 
held at the Games for Health conference earlier this week when they had 
a game accessibility day. The speech is just over 20 minutes and gives a 
bit of background history for Blastbay, as well as a very brief 
demonstration of the first level in our upcoming title.


Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Yohandy
I'd much prefer Gangster attack to be honest. that game had potential! both 
would be good though.


- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 8:44 AM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi Alfredo,

As I mention in the beginning I was not able to record the sound of the 
audience, so I did not get the recordings of the actual voices of the 
people who asked the questions. For this reason I had to record the 
questions afterwards myself and insert them in the gap, and I used the 
filter to make it clear when it was another person asking a question 
rather than me speaking.


I also mention in the speech that I will be putting up a stereo copy on my 
website, which is what this is.


As for Science Invasion, I have no plans for that at the moment. I will 
finish this game, and then we will see what happens. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Alfredo_The_Music_maker" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 2:37 PM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi,
I wonder why Philip decided to change frequencies for the person asking
questions and the person answering them. Also the game was in Stereo,
not mono, though in skype it probably would have been mono.

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread dark

Hi Philip,

Just heard the speech and demo.

it sounds great actually, I particularly like the idea of inteligent animals 
and having missions presented to you in the jungle rather than just trying 
to get from one point to another.


Are there other environments in the game? or is it all set in the thick 
forest, sinse obviously even in a jungle setting there are planes, 
clearings, swamps, caves maybe ruined cities or maybe mountains you could 
explore.


I also deffinately like the level editer idea.

Beware the grue!

Dark. 



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[Audyssey] Phrase Madness Contest: a chance to win $20

2011-05-19 Thread The Addictor
I am holding a contest for all registered users of Phrase Madness.  The winner 
of this contest will receive $20 for a job well-done.
Here's how this contest works:

Record as many new phrases as possible, zip them up, and send the zip file  to 
k...@theaddictor.com.  The person with the biggest and best phrase pack wins 
the cash.  It's that simple--or is it?
There are, of course, a couple limits.  first, phrases which are repeats of 
phrases in the game are disqualified.
Second, only *registered* users may enter this contest.
Third, remember that recording quality is important--no background noises, 
popping p and t etc please!  Record using medium-quality MP3 or, better yet, 
Microsoft adpcm 4-bit quality at at least 22050 Hz.  (If you are using 
Goldwave, save as wav, go to the attributes list, press g, go up once and 
you'll be on the adpcm attribute.)
There are, however, no other limits.  
You can make an adult phrase pack.  you can make a foreign language phrase 
pack.  The sky's the limit.
Just remember to call the pack after your user name--for example, Ken 
Downey.zip.  Don't worry about changing numbers to fit in the game--I will do 
all that work.
Finally, know that all acceptable phrases from all contestants *will* be used 
in the game.

This contest will run until August 1, 2011, which should give you all ample 
time to familiarize yourselves with the phrases and make new ones.
Also, the comments contest for all unregistered users is being extended to 
August 1.

Ken Downey
www.theaddictor.com
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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Bryan Peterson
No, but obviously he got the idea of trying to enchant it from reading Harry 
Potter.

We are the Knights who say...Ni!
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:50 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


Broomsticks are not from the harry potter books. Guy said that he 
enchanted a broom to fly? Come on, that's very stupid.
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 5:48 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



I agree. There is a big difference between games and real life. It
reminds me of the guy who thought he managed to enchant a broomstick
like in Harry Potter and jumped off a roof. While you can easily do
this in Sarah and the castle of witchcraft and wizardy, this would be
a bad idea in real life.


You should always know where the game stops and life begins, else life
could very quickly become interesting.

Right, I'm off to try and break into a bank...

On 5/19/11, Matheus Rheine  wrote:

i wonder why sighted games can contain brutal violence, not only against
human, but animals and everything, just as an example check out one of
the call of duty games, i think it was modern warfare 2, it had a scene
that you had to kill innocent peoples that were in the streets, there
was no way of avoiding it, and it was shocking.
now why blind games can't have that kind of stuff? we are special and
different peoples in a perfect world were violence is nonexistent? we 
can't

have adult
games? only games with adult words like hangman, concentration, etc?
i'm glad that you can choose to kill these monkeys and i really hope
that you add even human vs human combat in the game.
this email is not to offend you phil, but just to comment on what you
said, if these peoples don't like what they see in the game, it's easy,
philip is not forcing anyone to play it.
-Mensagem original-
De: "Phil Vlasak" 
Para: "Philip Bennefall" ,"Gamers Discussion list"

Data: Quinta, 19 de Maio de 2011 12:02
Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products

Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult 
humans.

It is good that you don't have to kill them to win the game.
Phil

- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all 
the
time, and that's just as harmless as killing monkeys since in both 
cases,
it's obviously not real. You do not need to kill the monkeys in this 
game,
but you can. So if people don't want to, they don't have to. I think 
this
very much falls in the category of having to tell the difference 
between

real life and games, whether it be when killing humans or monkeys or
wolves etc.

Kind regards,

Philip Bennefall
- Original Message -
From: "Phil Vlasak" 
To: ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of
doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a 
disease

like rabies.Phil


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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Damien Pendleton

Hi Thomas,
I'm glad I'm not the only one then, although I must have at least 50 game 
ideas on the agenda. Lol.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:24 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Geremy,

Lol! Your bio sounds a bit like me. Like you I can't keep my mind or
attention focussed on any single project at a time. That is in part
why it is taking me so long to complete Mysteries of the Ancients.

My weekly schedule is crazy in part because I switch from project to
project from day to day. On Monday I might put four hours into
Mysteries of the Ancients, on Tuesday I might work on my wrestling
game idea, on Wednesday I'll be thinking about and writing down notes
for a Star Wars game, on Thursday I'll go back to Mysteries of the
Ancients, on Friday I'll work on what ever strikes my fansy. I'm
definitely a bit of a scatter brain at times.

Plus just because I go to bed, taking a shower, etc I often entertain
myself by thinking of new game ideas, thinking of how to improve an
existing idea, or preprogram some piece of code in my head. So just
because I'm away from my PC doing something like showering, traveling,
etc my mind is fully engaged on whatever project I'm working on.

Cheers!




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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread dark

for me Actually Muhammed, i thought the ending was correct.

skilled though harry was, him defeating voldemort in a magic duel just 
wouldn't have been believeable, not when even a wizard as skilled as 
dumbledor couldn't.


Voldemort actually defeated himself by attacking harry without realizing the 
truth about the elda wand, which seems very appropriate really.


Beware the grue!

Dark. 



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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Bryan Peterson
I'm the same way. Actuall the one I'm trying to cobble together now, at 
least in terms of storyline and gameplay mechanics at the moment, is an 
audio remake of Sid Meier's Pirates! I could never play the original so te 
idea of an audio version is extremely enticing.

We are the Knights who say...Ni!
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 12:17 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Thomas,
I'm glad I'm not the only one then, although I must have at least 50 game 
ideas on the agenda. Lol.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:24 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Geremy,

Lol! Your bio sounds a bit like me. Like you I can't keep my mind or
attention focussed on any single project at a time. That is in part
why it is taking me so long to complete Mysteries of the Ancients.

My weekly schedule is crazy in part because I switch from project to
project from day to day. On Monday I might put four hours into
Mysteries of the Ancients, on Tuesday I might work on my wrestling
game idea, on Wednesday I'll be thinking about and writing down notes
for a Star Wars game, on Thursday I'll go back to Mysteries of the
Ancients, on Friday I'll work on what ever strikes my fansy. I'm
definitely a bit of a scatter brain at times.

Plus just because I go to bed, taking a shower, etc I often entertain
myself by thinking of new game ideas, thinking of how to improve an
existing idea, or preprogram some piece of code in my head. So just
because I'm away from my PC doing something like showering, traveling,
etc my mind is fully engaged on whatever project I'm working on.

Cheers!




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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Shiny protector
Frequency filters. Basically, with a frequency filter, he made it sound like 
a radio, when the other dude was speaking.
- Original Message - 
From: "Alfredo_The_Music_maker" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 2:14 PM
Subject: Re: [Audyssey] Speech on Blastbay products


And when you mention filter, what exactly do you mean, if this is 
concerning audio, it will have to be somewhere else.


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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
HI Dark,

Agreed. Think of how many side-scrollers were created between say 1984
and 1994. The original Pitfall and Montezuma's Revenge came out at
roughly the same time, similare game play elements, etc but were
actually quite different when you got down to it. Montezuma's Revenge
was about an explorer Panama Joe who was exploring an ancient Aztec
ttemple. Pitfall is about an explorer Harry, I think his name was, who
is in the Amazon jungle. Although, they are treasure hunting games
they really are quite different in game play and style.

My point being is I don't think game developer should be too worried
about creating tgames that are similar. Even something like DynaMan
and Packman Talks are different games. DynaMan doesn't have the same
sounds, music, enemies, or so on as Packman. So it would be unfair to
compare DynaMan to Packman Talks. Although, the concepts for DynaMan
andPackman Talks are similar. There is plenty of room to design
something similar as long as it stands out as a unique product.

Cheers!


On 5/19/11, dark  wrote:
> Hi Jeremy.
>
> while I agree to an extent, this sort of comment also makes me rather
> concerned that developers are narrowing their focus too much.
>
> If everything has to stick in that narrow band betwene too different and too
> much the same, we'll just see fewer and fewer games.
>
> take the fps genre.
>
> currently we have a number of first person games like sarah that are not
> shooters in the truist sense, in the shooter catagory we have audio quake,
> shades of doom, technoshock and, if we stretch the deffinition a litle, gma
> tank commander (first person tank driving and shooting).
>
> Terraformers is far more puzle based.
>
> suppose someone were thinking of a shooter game.
>
> shades of doom, while undoubtedly very much revolutionary and certainly the
> game that got me playing audio games, isn't all that is possible in the
> genre.
>
> suppose I were a developer and decided to create an fps game. Even if I
> wanted to do something fps horror there are so many other options. I might
> set the game on a space station you are sent to investigate, picking up
> messages from the dying crew, and give you weapons like pulse rifles and
> lasers.
>
> I might have you investigating a post apocalyptic radiation drenched area
> fighting mutants.
>
> i might have you in fact in the dreaded zombi appocalypse, fighting through
> everyday streets and shopping centers, where shotguns are rare and your
> having to mow zombies down with shopping trollies.
>
> I could have something gothic like resident evil set in a mantion with dodgy
> experiments,  afterall Shades is set in a high tech base deep
> underground.
>
> I could have an ancient cave system where a bunch of investigators find some
> mysterious creatures living.
>
> These are all different settings with their own weaponry, plot, possible
> puzles etc, and all would be different from shades, yet all would be first
> person shooter games.
>
> I'm fairly confident that if anyone created any of these, so long as it was
> well made enough it would be played and enjoyed by the community, despite
> being the same action and genre as shades.
>
> Remember, in mainstream game developement there are hundreds of games out
> there, often even in the same series.
>
> Look at mega man or mario. Same character (or broardly the same), same basic
> idea for each game, different level design, different enemies, different
> weapons , and some different mechanics.
>
> Not to mention continuing the actual plot from game to game.
>
> My personal view is if developers constantly say "we need something new, but
> not too new" we'll just end up cutting the amounts of games available, sinse
> while I'm deffinately all for new design concepts and interesting ideas, I
> don't think every single game has to be absolutely! different.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread Shiny protector

Dumbledore did beat Voldemort in the fifth book.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:11 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



for me Actually Muhammed, i thought the ending was correct.

skilled though harry was, him defeating voldemort in a magic duel just 
wouldn't have been believeable, not when even a wizard as skilled as 
dumbledor couldn't.


Voldemort actually defeated himself by attacking harry without realizing 
the truth about the elda wand, which seems very appropriate really.


Beware the grue!

Dark.

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[Audyssey] Someone please provide a list of Aprone's games!

2011-05-19 Thread Yohandy
Someone mentioned he had a lot of games out. I know of Towers of War, but 
that's about it. I haven't been keeping up with the accessible gaming market 
too much in the past few months. I tried Googling for a site, or somewhere 
where I could find a game list, but didn't find anything. I think he also 
had some non-gaming projects in the works from what I've heard. Is anyone 
able to provide some links to any of his programs/games? thank you!



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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Damien,

Right. That's exactly why I didn't name names or specifically point
out the new games I didn't like. I don't want to put the developer
down for giving it his or her best. I remember all to well there was a
time I was exactly where they were when starting out, and it is
certainly not helpful for a more experienced dev to put their work
down when they are just beginning.

I realise it is my personal expectations are just too high. As was
pointed out on list earlier now that there have been games like Shades
of Doom, Rail Racer, Entombed, Time of Conflict, and other more
complex audio games released I want to see more games like that. When
a new game comes out that is very simple I can't help but feel a
little disappointed that there isn't more games of the quality I am
looking for. Of course, I know the reason is that as you pointed out
we are talking about amateur developers, with an average education,
with little to know experience, trying to get off the ground and
therefore aren't ready to take on a project like Troopenum yet let
alone Shades of Doom or something as complex as Time of Conflict.

Cheers!


On 5/19/11, Damien Pendleton  wrote:
> Hi Thomas,
> It all depends really on personal preference. In my opinion, some of those
> games are quite good. I don't know what people think of River Raiders, I
> know I play it nearly every day, I find it quite addictive, and I would
> suggest that the few who regularly post to my scoreboard finds the same
> enjoyment in it for them. But certainly some of the other projects are ok.
> There are only one or two projects out of the approximate dozen that were
> released that I feel would not bring as much public enjoyment without at
> least some expansion, which I am assisting some of the newby developers to
> do.
> I myself play quite a lot of them, and although they are mainly rainy day
> games that aren't as complicated as Judgment Day or even Troopanum, I still
> find quite a lot of enjoyment in them. Yes, some of them can be quite buggy,
> but I try not to let that get in the way of my enjoyment of it. There are
> not a lot of serious developers like you, Che, Philip and David around. As
> far as I am aware David is very well educated in maths and science as well
> as software development. Most of these people though, have had an average
> education and are struggling to come up with concepts and ideas alone. This
> is why I try and give as much assistance as is in my power to those
> developers who are starting out, free of charge, rather than being
> judgmental and botching their hopes and ideas. I'm not necessarily saying
> you are being judgmental, but I have seen quite a lot of undue complaint in
> the community. This game is bad, there's no replay value, etc, rather than
> giving constructive criticisms as to what can be done better.
> Whether amateur or professional, these developers are quite proud of what
> they are achieving and I feel they should be given the respect they are due
> as developers, and as far as I am concerned, they should be given more
> respect because of the fact that they can find bags of time to sit down and
> learn a scripting language for the purpose of carrying out one of the
> costliest exercises that can ever be imagined, i.e. developing for such a
> small-packed, tightly knitted community like the audiogaming market.
> The only way I believe audiogames can become as complicated as they used to
> be, is by collaborating on projects as me and a few other potential
> start-outs are attempting to do now. That way everybody can learn from
> everybody else's skills in a working environment, like Justin and Dan did,
> and then branch out independently to make their own projects.
> My views and opinions may sound far fetched and unrealistic, but I've
> generally found them to be more effective in my seven years experience of
> software development than expecting them to learn and work alone without the
> support of their community base, the result being that they generally get
> downhearted and decide it's not worth their time or energy.
> I'll get off my soapbox now. Smile.
> Regards
> Damien.

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Re: [Audyssey] Someone please provide a list of Aprone's games!

2011-05-19 Thread Matheus Rheine
hi man, here's all of his projects, recently(2 days ago i believe)
aprone opened his site.
http://www.kaldobsky.com/audiogames/
there are games and other interesting things there.
HTH
-Mensagem original-
De: "Yohandy" 
Para: "Gamers Discussion list" 
Data: Quinta, 19 de Maio de 2011 14:48
Assunto: [Audyssey] Someone please provide a list of Aprone's games!

Someone mentioned he had a lot of games out. I know of Towers of War, but
that's about it. I haven't been keeping up with the accessible gaming market
too much in the past few months. I tried Googling for a site, or somewhere
where I could find a game list, but didn't find anything. I think he also
had some non-gaming projects in the works from what I've heard. Is anyone
able to provide some links to any of his programs/games? thank you!


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Thomas Ward
Hi,

Oh, i don't know. One of the Tomb Raider games, I want to say Tomb
Raider III, involved  monkies that would attack you and I don't recall
anyone complaining about killing them if they became too much trouble.
I will say, however, that the sound effects when killing a chimp in
Periless Hearts was a bit disturbing. I remember thinking "poor
monkey" every time Phil killed one.

Cheers!

On 5/19/11, Phil Vlasak  wrote:
> Hi Philip,
> Many people would object to the killing of monkeys in a game.
> That is unless they could attack and harm you.
> The same would apply to dogs and cats.
> That is why in Monkey business, you can only net them and in Shades of doom
> the dogs are mutant and will attack you.
> If you want monkeys in the game you could say they were carrying a disease
> like rabies.Phil
>
>
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Re: [Audyssey] Reuploading my games again... grr! No bugs though, just desktop shortucs added

2011-05-19 Thread fred olver
I looked on your site, Ken and the only game I found was the phrase madness 
one, are there others?

Fred Olver

- Original Message - 
From: "The Addictor" 
To: "Gamers Discussion list" ; "The PAC Mate User List" 

Sent: Wednesday, May 18, 2011 2:45 PM
Subject: [Audyssey] Reuploading my games again... grr! No bugs though,just 
desktop shortucs added


> OK, I'm uploading the games yet again.  This time, it's not because of 
> bugs though, but rather because of a neat little trick I just 
> learned--that is, how to install icons on the desktop with Inno Installer. 
> Now, when you install my games icons will always be placed on the desktop 
> for easier access.  Enjoy, and sorry for the mountain of inconveniences!
> Ken Downey
> The Addictor
> www.TheAddictor.com
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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Thomas Ward
Hi Dark,

Hahaha. Yeah, I agree. I'm not an extremely violent person in real
life, but give me a game like Shades of Doom and my opinion is "if it
is still breathing kill it." However, that attitude/opinion doesn't
extend into my day to day real life. Just my in-game attitude.

As to the monkey killing aspect I agree. There are a number of games
were monkies are sometimes villains. In Tomb Raider, can't remember
which one, I had no issues blowing them away when they got in my way.
If it was a bad guy, AKA bad monkey, consider it a dead monkey in this
case. However, obviously its a game. I wouldn't harm a real live
monkey as I love nature, animals, and life in general.

Cheers!

On 5/19/11, dark  wrote:
> Hi Phil
>
> Personally i'm afraid i disagree. Monkey killing in context of games is a
> tradition that goes back to donkey kong on the nes.
>
> Mega man 2 had robotic monkies, Micky Mouse' castle of illusion on the Mega
> drive had evil monkies, general evilness of monkies is pretty well
> established in games.
>
> Actually in Tarzan junior the sfx used for the monkies I thought were
> particularly nasty, sinse they didn't sound cute, but as if they were about
> to kill you,  which they would do in a most unpleasant manner if you
> didn't get rid of them first.
>
> I'm afraid to people who object to thing x happening in a game, my reply
> is,  it's just a game!
>
> while politically I'm pretty opposed to war generally speaking, stick me
> behind the controls of a tank or a gun in a game like judgement day or Tank
> commander and I'll gladly turn into a psycho killing machine, mowing down as
> many enemies as I can!
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Thomas Ward
Hi,

Right. I can think of a number of games as well that gives you a moral
direction besides DND.

For example, Star Wars Jedi Knight was one such game. You played the
part of an aspiring Jedi Knight, Kile Katern, and you could select
your moral alignment from light side, dark side, or neutral. If you
were a light side character there were plenty of people you could
help, save, and you would try to kill as few enemies as possible by
using Jedi Force tricks like distract or blind them long enough to
escape. If you wanted to be a dark side character you gained points by
killing everything and everyone you see. A neutral character simply
killed only direct enemy threats and ignored the NPC characters that
were in distress or needed help. Quite frankly the neutral character
alignment roll was you don't give a care what happens to them. So in
that way I think the game suited just about everyones preference as
you didn't have to be an especially evil or immoral character to get
through the game, and a light sider would avoid confritation and
violence were the immoral character thrived on it.

Cheers!


On 5/19/11, Phil Vlasak  wrote:
> Hi Matheus,
> I am not against adult games with violence and sex.
> As long as they are sold as what they are.
> Most games take moral stands.
> One good example is Dungeons and Dragons.
> You can play that game but must decide if your character is evil, neutral,
> or good.
> If you play it as an evil character, you can kill any one and any thing.
> If neutral you should only kill creatures and beings that attack you or ones
> you need to survive.
> If good, you try not to kill anything if possible.
> There are consequences if you stray from your moral direction.
> For example you could be arrested if you harm an innocent creature or
> person.
> Many people would not like to play a game that required you to torture and
> kill and eat human babies to survive.
>
> Phil

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Thomas Ward
Hi Philip,

Yeah, exactly. I was about to bring that point up as well. I'm not
really sure what Phil is getting at because like you said if someone
can kill a human being in a game someone can certainly kill a monkey.

For instance, in Shades of Doom one of the characters, the insane
scientist, isn't really a threat. All he does is try to steel your
stuff, but he is more of a pest rather than any objective. If you
don't want to kill him you can lock him in a room or get to a section
of the level where he can't get too. Despite that I make it a polacy
if I hear him coming I line him up in my sites and blow him away with
whatever weapon I happen to be holding. If I can do that to a fellow
human being, who is completely imaginary  anyway, what's the
difference of killing an imaginary monkey?

The only thing I could suggest is giving the game a T for Teen type
rating. Admitedly the sounds when killing the monkies is a tad bit
disturbing. However, that's actually what makes the game good as you
don't want to be too casual about killing creatures if you don't have
too.

Cheers!


On 5/19/11, Philip Bennefall  wrote:
> Hi Phil,
>
> I have no disagreement with you when it comes to real life, but I can't
> agree that the same is true for games. If I can kill a man in a game, I can
> kill a monkey. I might place a rating on this game stating that it is not
> suitable for younger audiences, however.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

Hi Tom.

You are right about side scrollers.

thinking about this a bit further though, I do wonder if part of the issue 
comes from the fact we have! had such a boom in specifically arcade style 
games.


IWhile I think Liam did a great job with jd, I think the basic arcade 
principle of having a set of things you need to react to quickly in order to 
wrack up score is itself a limiting genre, afterallleft/right sterrio 
targiting is! sterrio, whether your shooting copters, planes, alien 
spaceships or whatever.


ditto with boppit or simon style games.

If however games involve a specific element of exploration and/or continuous 
plot, then even if all mechanics were exactly the same, the basic area of 
the game can be intrinsically different.


Suppose Phil were to create a packman talks Ii with the character and sfx.

By altering the layout of the levels, maybe sticking in some new enemies, he 
could create a game more than different enough from the original for people 
to be interested in buying, simply because! packman talks inolves physical 
exploration of a maze, and that maze can be altered irrispective of gameplay 
elements.
Mega man x 1 and mega man x 2 are pretty similar, indeed in one gameboy 
title megaman extreme, bosses and level elements from both games were 
included.


But because the enemies, locations, weapons and bosses changed, even though 
the core mechanics of the game didn't, the two games are very different to 
play.


As someone who played (and indeed owns), many of the side scrollers produced 
in the early nineties, I absolutely agree with you.


Look at Philip bennifalls perilous hearts and how many people have become 
interested just from the preview.


A side scroller set in the jungle?  isn't that a bit similar to Tarzan 
jr? or Q9?  heck no!


Beware the grue!

Dark. 



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Re: [Audyssey] Someone please provide a list of Aprone's games!

2011-05-19 Thread dark

Hi Yohandi.

Jeremy has actually done this himself on his website.

See http://www.kaldobsky.com/audiogames/ for a full list of audio games and 
handy access aplications he's written.


Towers of war and daytona also have pages on audiogames.net too, and 
lunimals will pretty soon as well.


Beware the grue!

Dark.
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:48 PM
Subject: [Audyssey] Someone please provide a list of Aprone's games!


Someone mentioned he had a lot of games out. I know of Towers of War, but 
that's about it. I haven't been keeping up with the accessible gaming 
market too much in the past few months. I tried Googling for a site, or 
somewhere where I could find a game list, but didn't find anything. I 
think he also had some non-gaming projects in the works from what I've 
heard. Is anyone able to provide some links to any of his programs/games? 
thank you!



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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark

In fairness though tom there is another side to this.

Several developers started as ameter devs and actually improved as they went 
along.


I'm thinking here both of people like rs games, and of philip bennefall 
himself.


going from 3D snake and duck blaster to the bgt engine itself is a pretty 
good idea of what a developer can do if they stick to things and keep 
learning.


Beware the grue!

Dark. 



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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread dark
I was rather counting that one as a stale mate, sinse it was voldemort's 
failed attempt to possess harry that ended the duel, not dumbledor, and the 
ministery were kicking down the door at the time hence why voldemort had to 
leg itt sinse even he would have trouble with about a hundred auras and 
order of the phenix members at once.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:43 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Dumbledore did beat Voldemort in the fifth book.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:11 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



for me Actually Muhammed, i thought the ending was correct.

skilled though harry was, him defeating voldemort in a magic duel just 
wouldn't have been believeable, not when even a wizard as skilled as 
dumbledor couldn't.


Voldemort actually defeated himself by attacking harry without realizing 
the truth about the elda wand, which seems very appropriate really.


Beware the grue!

Dark.

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[Audyssey] Fw: [aon-announce] Trail of the Wolf published!

2011-05-19 Thread dark
This came in on the news list from the gamebook site project.aon and will be 
of interest to anyone who enjoys gamebooks.


If you dont' know project.aon they have a page on audiogames.net.

all the lone wolf gamebooks are quite playable with a copy of the combat 
results table and a D10, say from the gma dice program.


enjoy!- Original Message - 
From: "Jonathan Blake" 

To: "Project Aon Announcements" 
Sent: Thursday, May 19, 2011 10:01 PM
Subject: [aon-announce] Trail of the Wolf published!



Lone Wolf has been abducted by the forces of the Dark God Naar and
imprisoned in a remote city-fortress on the border of the Darklands.
Subjected to relentless attacks by the minions of evil, the Supreme
Master of the Kai is surely doomed to die unless a rescue can be
effected swiftly and successfully.

In Trail of the Wolf, you must venture alone into the dreaded
stronghold of Gazad Helkona to find and free your leader. Can you
succeed in your vital mission . . . or will you fall foul of the
horrors that lurk within this Darklands city-fortress?

http://www.projectaon.org/en/Main/TrailOfTheWolf

We at Project Aon pray to Ishir and Kai for your success, Grand
Master.

For Sommerlund and the Kai!

Jonathan Blake
Project Aon

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Charles Rivard
If you don't take into consideration the difference between gaming and real 
life, you just might earn yourself a Darwin award and never even know it. 
(grin)


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:48 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



I agree. There is a big difference between games and real life. It
reminds me of the guy who thought he managed to enchant a broomstick
like in Harry Potter and jumped off a roof. While you can easily do
this in Sarah and the castle of witchcraft and wizardy, this would be
a bad idea in real life.


You should always know where the game stops and life begins, else life
could very quickly become interesting.

Right, I'm off to try and break into a bank...

On 5/19/11, Matheus Rheine  wrote:

i wonder why sighted games can contain brutal violence, not only against
human, but animals and everything, just as an example check out one of
the call of duty games, i think it was modern warfare 2, it had a scene
that you had to kill innocent peoples that were in the streets, there
was no way of avoiding it, and it was shocking.
now why blind games can't have that kind of stuff? we are special and
different peoples in a perfect world were violence is nonexistent? we 
can't

have adult
games? only games with adult words like hangman, concentration, etc?
i'm glad that you can choose to kill these monkeys and i really hope
that you add even human vs human combat in the game.
this email is not to offend you phil, but just to comment on what you
said, if these peoples don't like what they see in the game, it's easy,
philip is not forcing anyone to play it.
-Mensagem original-
De: "Phil Vlasak" 
Para: "Philip Bennefall" ,"Gamers Discussion list"

Data: Quinta, 19 de Maio de 2011 12:02
Assunto: Re: [Audyssey] periless hearts, was Speech on Blastbay products

Hi Philip,
I see a distinction between killing adult humans and monkeys.
Killing monkeys is like killing human children and babies.
Most of them are considered not aggressive and not as smart as adult 
humans.

It is good that you don't have to kill them to win the game.
Phil

- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:49 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

Personally I don't see this as a problem. You kill humans in games all 
the
time, and that's just as harmless as killing monkeys since in both 
cases,
it's obviously not real. You do not need to kill the monkeys in this 
game,
but you can. So if people don't want to, they don't have to. I think 
this

very much falls in the category of having to tell the difference between
real life and games, whether it be when killing humans or monkeys or
wolves etc.

Kind regards,

Philip Bennefall
- Original Message -
From: "Phil Vlasak" 
To: ; "Gamers Discussion list" 


Sent: Thursday, May 19, 2011 4:45 PM
Subject: periless hearts, was Speech on Blastbay products


Hi Philip,
Many people would object to the killing of monkeys in a game.
That is unless they could attack and harm you.
The same would apply to dogs and cats.
That is why in Monkey business, you can only net them and in Shades of
doom
the dogs are mutant and will attack you.
If you want monkeys in the game you could say they were carrying a 
disease

like rabies.Phil


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-
No virus found in this message.
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Version: 10.0.1321 / Virus Database: 1509/3647 - Release Date: 05/19/11




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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Ian McNamara
Hi the speach was brilliant and i really like the sound of the game.

Ian McNamara

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Phil Vlasak

Hi Thomas,
The key is that in Philip's game, the monkeys are not villains.
They don't hurt you. But if he did have them attack you then I would agree 
that killing them is justified.
They don't necessarily have to bite you, they could also be carrying 
something you need to survive.
One other suggestion is that they won't hurt you, but if you attack them, 
then they will fight back and try to kill you.



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Philip Bennefall

Hi Phil,

The chimpanzees work as you describe, e.g. they usually do not attack you 
for no reason, but they will sometimes defend themselves when threatened. 
The little monkeys are defenseless, which means that you do not need to 
interact with them. You can kill them but you don't have to, which I feel is 
the key point. If you think that it's unjust or uncomfortable for any 
reason, then simply ignore them and let them chatter away up in the trees.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 11:53 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


Hi Thomas,
The key is that in Philip's game, the monkeys are not villains.
They don't hurt you. But if he did have them attack you then I would agree
that killing them is justified.
They don't necessarily have to bite you, they could also be carrying
something you need to survive.
One other suggestion is that they won't hurt you, but if you attack them,
then they will fight back and try to kill you.


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[Audyssey] importing files from dropbox to frotz iphone app.

2011-05-19 Thread michael barnes
Hey, I downloaded the dropbox client on my computer, and I am trying to 
put some interactive fiction games on the frotz iphone app.
Can someone please walk me through the steps to put the file on the 
app?  Here is the name of the file Amfv.z4 which is a interactive 
fiction game call a mind.  Thanks for the help.


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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Phil Vlasak

Hi Philip,
One interesting possibility is if you kill a little monkey, then the older 
ones will attack you.

This would add a level of consequences to your actions.
I like games where you can't always kill everything but have to make a 
logical decision before acting.
I like games where some of the objects  you can pick up have no value and 
some are quite harmful.

Phil

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:01 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Phil,

The chimpanzees work as you describe, e.g. they usually do not attack you 
for no reason, but they will sometimes defend themselves when threatened. 
The little monkeys are defenseless, which means that you do not need to 
interact with them. You can kill them but you don't have to, which I feel 
is the key point. If you think that it's unjust or uncomfortable for any 
reason, then simply ignore them and let them chatter away up in the trees.


Kind regards,

Philip Bennefall



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Re: [Audyssey] importing files from dropbox to frotz iphone app.

2011-05-19 Thread Hayden Presley
Hi,
A Mind Forever Voyaging, eh? I didn't know ther was a Zcode version of that
one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Thursday, May 19, 2011 5:13 PM
To: gamers@audyssey.org
Subject: [Audyssey] importing files from dropbox to frotz iphone app.

Hey, I downloaded the dropbox client on my computer, and I am trying to 
put some interactive fiction games on the frotz iphone app.
Can someone please walk me through the steps to put the file on the 
app?  Here is the name of the file Amfv.z4 which is a interactive 
fiction game call a mind.  Thanks for the help.

-- 
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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread Hayden Presley
Hi,
That's a tricky one, actually; Voldemort would've had quite some trouble
with the complete order plus the aurors. One could say, however, that his
failed attempt to possess Harry distracted him long enough for Dumbledore to
beat him.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, May 19, 2011 3:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Harry Potter Trivia 2

I was rather counting that one as a stale mate, sinse it was voldemort's 
failed attempt to possess harry that ended the duel, not dumbledor, and the 
ministery were kicking down the door at the time hence why voldemort had to 
leg itt sinse even he would have trouble with about a hundred auras and 
order of the phenix members at once.

Beware the grue!

Dark.
- Original Message - 
From: "Shiny protector" 
To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:43 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2


> Dumbledore did beat Voldemort in the fifth book.
> - Original Message - 
> From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Thursday, May 19, 2011 7:11 PM
> Subject: Re: [Audyssey] Harry Potter Trivia 2
>
>
>> for me Actually Muhammed, i thought the ending was correct.
>>
>> skilled though harry was, him defeating voldemort in a magic duel just 
>> wouldn't have been believeable, not when even a wizard as skilled as 
>> dumbledor couldn't.
>>
>> Voldemort actually defeated himself by attacking harry without realizing 
>> the truth about the elda wand, which seems very appropriate really.
>>
>> Beware the grue!
>>
>> Dark.
>>
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>
>
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Re: [Audyssey] importing files from dropbox to frotz iphone app.

2011-05-19 Thread dark

Hi Haiden.

Actually sinse it was originally an infocom game I believe it was written in 
zcode to begin with and should be on http://if.illuminion.de/index.html with 
the other infocom games.


Beware the grue!

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

To: "'Gamers Discussion list'" 
Sent: Friday, May 20, 2011 12:06 AM
Subject: Re: [Audyssey] importing files from dropbox to frotz iphone app.



Hi,
A Mind Forever Voyaging, eh? I didn't know ther was a Zcode version of 
that

one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Thursday, May 19, 2011 5:13 PM
To: gamers@audyssey.org
Subject: [Audyssey] importing files from dropbox to frotz iphone app.

Hey, I downloaded the dropbox client on my computer, and I am trying to
put some interactive fiction games on the frotz iphone app.
Can someone please walk me through the steps to put the file on the
app?  Here is the name of the file Amfv.z4 which is a interactive
fiction game call a mind.  Thanks for the help.

--
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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread dark
I could be wrong Phil, but I actually got the idea that was! how philip's 
game worked.


if you attacked an animal, it got angry and attacked you, while if you tried 
to kill it and were sucessful it'd run.


Beware the grue!

Dark.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 10:53 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Thomas,
The key is that in Philip's game, the monkeys are not villains.
They don't hurt you. But if he did have them attack you then I would agree 
that killing them is justified.
They don't necessarily have to bite you, they could also be carrying 
something you need to survive.
One other suggestion is that they won't hurt you, but if you attack them, 
then they will fight back and try to kill you.



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Re: [Audyssey] importing files from dropbox to frotz iphone app.

2011-05-19 Thread michael barnes

Hey, Dark.
I have alot of the infocom games that I will be posting up for everyone 
to get.  However I really could use some help to put I.F. games in the 
frotz app.

Thanks.

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Re: [Audyssey] Harry Potter Trivia 2

2011-05-19 Thread Charles Rivard
Voldemort became part of Harry, knowing that if Dumbledor wanted to kill 
him, he would also have to kill Harry.  Voldemort's weakness was that he 
thought there was nothing worse than death.  Dumbledor knew better, and did 
not kill either of them.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Thursday, May 19, 2011 6:12 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi,
That's a tricky one, actually; Voldemort would've had quite some trouble
with the complete order plus the aurors. One could say, however, that his
failed attempt to possess Harry distracted him long enough for Dumbledore 
to

beat him.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, May 19, 2011 3:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Harry Potter Trivia 2

I was rather counting that one as a stale mate, sinse it was voldemort's
failed attempt to possess harry that ended the duel, not dumbledor, and 
the
ministery were kicking down the door at the time hence why voldemort had 
to

leg itt sinse even he would have trouble with about a hundred auras and
order of the phenix members at once.

Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:43 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Dumbledore did beat Voldemort in the fifth book.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 7:11 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



for me Actually Muhammed, i thought the ending was correct.

skilled though harry was, him defeating voldemort in a magic duel just
wouldn't have been believeable, not when even a wizard as skilled as
dumbledor couldn't.

Voldemort actually defeated himself by attacking harry without realizing
the truth about the elda wand, which seems very appropriate really.

Beware the grue!

Dark.

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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Charles Rivard
I got the impression that if the animals were occupied with other things and 
not interested in you, you were in no danger.  Attack them, and they 
retaliate.  If you merely injure them, they would run away.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 6:10 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


I could be wrong Phil, but I actually got the idea that was! how philip's 
game worked.


if you attacked an animal, it got angry and attacked you, while if you 
tried to kill it and were sucessful it'd run.


Beware the grue!

Dark.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Thursday, May 19, 2011 10:53 PM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products



Hi Thomas,
The key is that in Philip's game, the monkeys are not villains.
They don't hurt you. But if he did have them attack you then I would 
agree that killing them is justified.
They don't necessarily have to bite you, they could also be carrying 
something you need to survive.
One other suggestion is that they won't hurt you, but if you attack them, 
then they will fight back and try to kill you.



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Re: [Audyssey] periless hearts, was Speech on Blastbay products

2011-05-19 Thread Thomas Ward
Hi,

Lol! No kidding. There is a television show that actually has stories
about this kind of crazy thing all the time. The stupid ways people
whipe themselves out of existance is amazing. Some people don't seem
to make a destinction between games, movies, etc and reality.

For example, the funniest by far is the idiot who put a Jato, jet
assisted take off rocket, on his Chevy and tried to make a rocket car
out of it. He took his modified Chevy out to a five mile stretch near
his home, got the car up to like 60 MPH, and then activated the Jato.
Police on the seen of the accident said with in a second the car went
from 60 to 300 MPH, and the guy hit his breaks which only ripped the
tires off the car.  He skidded to the end of the five mile stretch,
hit an embankment, which cause the car to go airborn, and he flew 112
feet into the air before hitting the side of a mountain. Where upon he
exploded and the only parts they found left of the guy was his finger
nails buried in a part of the stearing wheel. The rest was insinerated
on impact. How is that for taking yourself out of existance?

Cheers!



On 5/19/11, Charles Rivard  wrote:
> If you don't take into consideration the difference between gaming and real
> life, you just might earn yourself a Darwin award and never even know it.
> (grin)
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

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Re: [Audyssey] Speech on Blastbay products

2011-05-19 Thread Alfredo_The_Music_maker
Ah, that makes more sense, you could have used an mp3 skype recording 
software to capture what the audience was saying, or rout your speakers 
to a virtual audio cable and have a program record it as wall. There are 
several ways to do it.


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[Audyssey] infocom games for all

2011-05-19 Thread michael barnes

Hey, here is the download zip for the infocom games that I have so enjoy.
http://dl.dropbox.com/u/29695335/infocom.zip

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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Jeremy Kaldobsky
I believe we are looking at the situation from different angles.  If I were 
simply looking for a marketable game, then I completely agree with you.  More 
money can be pulled from an an existing game design, as long as you twist the 
story and game play enough to be entertaining.  I, however, am not marketing my 
games, so my goals in creating them are not the same.

For me, when I am working on a game, I am trying to stand out and to offer up 
something new and innovative.  If 100 people specifically told me they would 
pay money for a pacman game that had a high score system, as an example, I 
probably still wouldn't make it simply because it goes against my efforts to 
innovate.  Some other developer, who has more of a marketing goal, would be 
able to swoop in and punch out exactly what the people are willing to pay money 
for.

You always need both kinds of people.  One group of developers profits by 
giving people what they specifically ask for, and the other group hopes to give 
people what they didn't even know they wanted yet.  Out of the two roads, I am 
clearly taking the more difficult, and less financially rewarding one.  lol, I 
suppose I am literally admitting that I'm foolish with how I do things.  Oh 
well, I guess I can't change what makes me happy, so I'll have to just continue 
down the road I've chosen.

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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Dark,

That's possible. Remember the VI gaming market as a whole hasn't had
much experience with games outside this community and maybe what
his/her friends/family play. This might contribute to the feeling of
well if there is a game like Tarzan Junior set in the jungle then
another side-scroller such as Perilous Hearts wouldn't sell. Of
course, as we've already heard the two games are quite different in
game play, and I'm certainly thinking of buying Perilous Hearts based
on what I've heard alone. So the side-scroller genre is far from
played out.

As far as arcade games I'm not sure it is totally played out either.
Remember you are only thinking of the virtical shooters like Space
Invaders. There are games like Time Pilot, Chopper Command, Topgun,
Air Wolf, and perhaps hundreds more that have never been tapped in the
arcade genre alone. We just need to tap those types of games.

Cheers!


On 5/19/11, dark  wrote:
> Hi Tom.
>
> You are right about side scrollers.
>
> thinking about this a bit further though, I do wonder if part of the issue
> comes from the fact we have! had such a boom in specifically arcade style
> games.
>
> IWhile I think Liam did a great job with jd, I think the basic arcade
> principle of having a set of things you need to react to quickly in order to
> wrack up score is itself a limiting genre, afterallleft/right sterrio
> targiting is! sterrio, whether your shooting copters, planes, alien
> spaceships or whatever.
>
> ditto with boppit or simon style games.
>
> If however games involve a specific element of exploration and/or continuous
> plot, then even if all mechanics were exactly the same, the basic area of
> the game can be intrinsically different.
>
> Suppose Phil were to create a packman talks Ii with the character and sfx.
>
> By altering the layout of the levels, maybe sticking in some new enemies, he
> could create a game more than different enough from the original for people
> to be interested in buying, simply because! packman talks inolves physical
> exploration of a maze, and that maze can be altered irrispective of gameplay
> elements.
> Mega man x 1 and mega man x 2 are pretty similar, indeed in one gameboy
> title megaman extreme, bosses and level elements from both games were
> included.
>
> But because the enemies, locations, weapons and bosses changed, even though
> the core mechanics of the game didn't, the two games are very different to
> play.
>
> As someone who played (and indeed owns), many of the side scrollers produced
> in the early nineties, I absolutely agree with you.
>
> Look at Philip bennifalls perilous hearts and how many people have become
> interested just from the preview.
>
> A side scroller set in the jungle?  isn't that a bit similar to Tarzan
> jr? or Q9?  heck no!
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Dark,

Yeah, I know. Trust me I've been there and done that myself. My first
games, so-called games, were pretty boring affairs. They would be
pretty laughable compared to what I'm creating now.

For instance, the first game I wrote was text-based and was suppose to
be something like a intergalactic gladiator type game. To give you an
idea of how lame this thing was you selected the type of alien
creature you wanted to fight and you would be placed in an arena with
the creature. You were then presented with a number of options like
fire your blaster pistol, fire your blaster rifle, throw thermal
detonator, swing light saber, etc. It was turn based and you basically
took turns chopping and shooting each other to death. Definitely
nothing very interesting to write home about. Now, look where I am
today.

Cheers!


On 5/19/11, dark  wrote:
> In fairness though tom there is another side to this.
>
> Several developers started as ameter devs and actually improved as they went
> along.
>
> I'm thinking here both of people like rs games, and of philip bennefall
> himself.
>
> going from 3D snake and duck blaster to the bgt engine itself is a pretty
> good idea of what a developer can do if they stick to things and keep
> learning.
>
> Beware the grue!
>
> Dark.

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