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

2011-05-20 Thread shaun everiss

Well I was in new zealand.
I got my first net enabled system in 1995, and my first modem in 1996-1997.
Yes I knew of bbs stuff being round but it was all us based never here.
At 12:18 a.m. 20/05/2011, you wrote:


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

2011-05-20 Thread shaun everiss

well My history is quite broken.
I was not round the time of infocom, born in that time yes but only 
knew after I got the net.

By the time I started audyssey it was up to issue 24 or 25.
Hack it yourself is the term I use for those that with the bgt and 
other scripting languages just put stuff together, sure its not near 
as pro as conercial companies but its something.

Like diy if you get my meaning.

My history started in 1996.
By then companies like pcs and to some extent gma, and even 
kitchensinc were on the way to actually going online.

Esp was not far off and what became draconis was not far either.
L-works came in the middle.
It was only after pb-games came and went to blast bay that  I 
actually fully came into the fold.


And Lets not  forget the companies that never were.
Surreal horisons came, and started a promising game idea called  torrent.
They dissapeared though, then came came starbase defender which was 
abandoned due to other commitments.


Then there was oriol games which ended after one of the devs did not 
want to release the first comercial title.



Ok, so things have settled down.

We are in the period right now where all the moving and groving is done.
A lot of major companies have changed hands.
Single devs have come online to as themselves.
The main companies are the 3 origionals, being kitchensinc, pcs and gma.

then draconis and l-works
Lastly usagames and  blastbay which are new.
Oh and blindsoftware also fits in with the top 3 in that list.
Then there are the developers making audiogames.net including its 
forums, bpc and maybe a handfull of freelance students, and hackers 
who have had or still have projects on the go.


Also remember that from 1985 to at least 1996 it was all dos.
from then till about 2009 it was windows.
Now its multiplatform and iphone to some extent and maybe android 
with braillesoft's releases.


I'd like a full history myself though since there is probably more 
history before 1996, I know there was way back to the 80s, and 
judging with some speech recordings I heard on a demo tape a bit ago 
70s and maybe even 60s.
But I was born in 82, and Lived netless through the years up to 1996 
with no knowledge outside my small world, we did not use compuserve, 
bbs's or anything like that.


At 02:42 a.m. 20/05/2011, you wrote:

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 

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

2011-05-20 Thread shaun everiss
on that note geremy, I think a game of you being absentminded would 
actually rock.
You would have to complete sertain things to finnish your day or 
whatever like mission objectives to do things.
You could forget things, get mad, check things, swear at the cat, 
kick the wall, etc.
Would be a laugh, I mean I havn't actually met anyone absentminded, 
though A friend's brother I know, has left at least 14  jackets 4 
laptops, 6 phones and a host of other things at airports.

He has also left his car running for 4 days unlocked till he ran out  of fuel.
so yeah.
At 02:42 a.m. 20/05/2011, you wrote:

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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Re: [Audyssey] phrase madness bug

2011-05-20 Thread shaun everiss

Well its not like just anyone could do that.
But its something that needs fixing, bugs are posted to the list, and 
well, it needs fixing.
And we are open, I could have easily not told the list or you and 
just gone on and pirated away but I reported the bug about it 
installing and this is no exception.

At 04:45 a.m. 20/05/2011, you wrote:

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 sm.ever...@gmail.com
To: gamers@audyssey.org
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] Phrase Madness Contest: a chance to win $20

2011-05-20 Thread shaun everiss
hmmm, I think you should start the contest after you fix the rather 
nasty hole in registration, as it wouldn't be fair for those to just 
fall in a pit and get in.

At 06:16 a.m. 20/05/2011, you wrote:
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] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Jeremy Kaldobsky
Luckily I'm not quite that bad haha!

 Date: Friday, May 20, 2011, 3:23 AM
 on that note geremy, I think a game
 of you being absentminded would actually rock.
 You would have to complete sertain things to finnish your
 day or whatever like mission objectives to do things.
 You could forget things, get mad, check things, swear at
 the cat, kick the wall, etc.
 Would be a laugh, I mean I havn't actually met anyone
 absentminded, though A friend's brother I know, has left at
 least 14  jackets 4 laptops, 6 phones and a host of
 other things at airports.
 He has also left his car running for 4 days unlocked till
 he ran out  of fuel.
 so yeah.

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Re: [Audyssey] phrase madness bug

2011-05-20 Thread william lomas
where i get the game

On 20 May 2011, at 08:26, shaun everiss wrote:

 Well its not like just anyone could do that.
 But its something that needs fixing, bugs are posted to the list, and well, 
 it needs fixing.
 And we are open, I could have easily not told the list or you and just gone 
 on and pirated away but I reported the bug about it installing and this is no 
 exception.
 At 04:45 a.m. 20/05/2011, you wrote:
 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 sm.ever...@gmail.com
 To: gamers@audyssey.org
 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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 please send E-mail to gamers-ow...@audyssey.org.
 
 
 
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Hayden Presley
Hi Charles,
Um...just curious but are you classifying JD as a sidescroller?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, May 19, 2011 8:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

Are Judgment Day, Super Liam, and the betas of MOTA the same?  Even though 
they are side scrollers, no.  This is why I don't think that the attitude of

not creating a side scroller because they already exist is not the way to 
look at what to produce.  I have an idea for a bowling game.  How many of 
them exist for blind gamers to play with absolutely not one bit of sighted 
assistance from start to finish?  Should I produce it?  Should I get 
together with a programmer and share the rewards because I don't know 
programming?  Or should I forget it because of what already exists.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 7:57 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed


 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 d...@xgam.org 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] importing files from dropbox to frotz iphone app.

2011-05-20 Thread dark

Hi Michael.

I'm afraid sinse I don't have an Iphone I'm not sure how Iphone frotz works.

for winfrotz you just open the correct game file the way you would in any 
application.


this is usually a file with a z8 or z5 extention, or sometimes zip, dat or 
blorb, but all will open with winfrotz (zip and dat files for infocom games 
are not the same as the normal types in windows, they were just the names 
that infocom used for their story files back in the 80s).


As for sticking stuff on dropbox michael, I'm afraid I don't see the need, 
sinse all are available from http://if.illuminion.de/index.html anyway.


which i believe has the full infocom collection, though if you've managed to 
find any that aren't on that site feel free.


Beware the grue!

Dark.

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Friday, May 20, 2011 12:52 AM
Subject: Re: [Audyssey] importing files from dropbox to frotz iphone app.



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

2011-05-20 Thread dark
I'm not sure really haiden, sinse if I remember rightly, Voldemort cut the 
duel short by possessing harry, then when that didn't work he did a runner, 
rather than dumbledor actually forcing him to flee.


Hence why i tend to view it as a stale mate.

Beware the grue!


Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 20, 2011 12:12 AM
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 muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
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 d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
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

2011-05-20 Thread dark
Not sure about that charles, we'll just have to see when Philip releases the 
game.


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 12:56 AM
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products


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.


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

To: Gamers Discussion list gamers@audyssey.org
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 p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
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

2011-05-20 Thread dark

Well if you've got to go, that is a pretty awsome way I think.

My favourite of those stories was the man who went boating with his sons in 
a copper bottomed boat in Australia. a storm blue up and all the other boats 
on the lake put to shore.


the mans son mentioned that perhaps they should do the same, but the chap 
replied hay, we're fine! and standing up against the copper mast yelled 
Come on god! let me have it! where upon he was struck by lightning, ;D.


Beware the Grue!

Dark. 



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

2011-05-20 Thread dark

Hi Jeremy.

I personally wasn't thinking markitability at all, in fact such things are 
pretty much not my concern usuall.


However, I can think of a fair few examples where similar games have been 
created simply by people who wanted to show their superiority in level 
design and working with an established concept.


Take for instance one of my favourite freeware windows projects, T2002.

the developers built an engine to run the amigar platform game turrican on a 
pc, with original music and graphics. Then however they released a level 
editer all for nothing.


the editer has sinse been used by some very tallented designers to create 
over 150 extra levels for the game, all with different layout and structure, 
many with unique graphics and music, but all using the same Turrican 
gameplay and weaponry.


This is not to do with markitability, sinse everything is freeware, simply 
it is people's love of the concept of the Turrican idea, and their desire to 
take it to new places, indeed many of the new levels use far higher quality 
sfx, music and graphics than were ever possible with the original game, or 
were included with the original T2002 release.


If I personally ever get to the point of developing, it will not stop me if 
someone has created a similar game, provided what I am doing is absolutely 
my own design and idea.


Take for instance the fps example.

Were I to create an fps, it would have my! plot, my! weaponry, and my! 
characters, as well as levels and puzles designed by me.


this to my mind would be more than enough to make it a unique game for 
people to play, and would give me personally enough satisfaction to 
create,  indeed if I had the skills and the gma engine was stil 
available this is something I'd actually considder doing.


Beware the grue!

Dark. 



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

2011-05-20 Thread dark

Hi Tom.

Your knolidge of the early arcade games is probably better than mine, sinse 
the sort of games I grew up playing in the arcades were things like double 
dragon, ninja turtles, mortal combat and street fighter 2.
One issue I have noticed though, is when adapting an arcade game, some 
developers sacrifice gameplay complexities that differenciate the game from 
others for reasons of audio.


Take Liams duckhunt game.

the original duckhunt had objects moving at not only faster speed, but any 
angle, and you had to targit not just left and right, but up and down as 
well.


because though Liam missed completely the vertical dimention sinse that's 
harder to show in audio, the game plays much like space invaders, where as 
originally it wouldn't.


Actually I do rather wish Liam had inserted some vertical targiting, even if 
this meant altering the nes sfx of the ducks or inserting some extra sound 
such as wind to show vertical position, simply because this would've made 
the game less like the usual left/right targiting affair.


Pipe is another one.

In the graphical version, it's not just a matter of physically scrolling 
through a number of pipes one of which will fit, but actually logically 
working out amount of space available vs the pipes you have in a very quick 
manner, but once again, this concept was removed from the audio version.


I think that is my real objection to the arcade genre, that sinse the amount 
of information possible to show in audio is less than in a graphical game, 
games have been simplified down to something of a baseline.


Take something like asteroids.

Yes, it may be possible to show rocks blowing up into smaller rocks and your 
spaceship avoiding them in audio, but in no sense could you easily show a 
huge screen with your ship in the center with a 360 degree field of fire all 
around you and asteroids coming from all angles.


I would be reasonably willing to bet that were a developer to create an 
audio asteroids, one of the first design changes they'd make would be to 
reduce the game to only a left/right field of fire to save on audio.


Beware the grue!

Dark. 



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[Audyssey] Philip Benefal - superstar

2011-05-20 Thread Eleanor Robinson
Hi Gamers, just wanted to let you know that Philip was a speaker at the 
Games for Health Conference Accessibility Day in Boston, MA last Tuesday 
and was very well received.  He talked about the BGT game development 
program and then demoed an upcoming game.  There was a lot of 
conversation after his presentation about the quality of the audio game 
he demonstrated and how people felt like they were right in the jungle.  
The audience, all sighted folk, were impressed.  So thanks Philip.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] Philip Benefal - superstar

2011-05-20 Thread Philip Bennefall

Hi Elinor,

Thank you for the complements and for passing on some audience feedback. I 
actually posted a link to the recording of the speech a couple of days ago 
to this list. You can grab it at:

http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Let me say also that I very much enjoyed the event, and thanks to all those 
who set it up!


Kind regards,

Philip Bennefall
- Original Message - 
From: Eleanor Robinson elea...@7128.com

To: gamers@audyssey.org
Sent: Friday, May 20, 2011 2:32 PM
Subject: [Audyssey] Philip Benefal - superstar


Hi Gamers, just wanted to let you know that Philip was a speaker at the
Games for Health Conference Accessibility Day in Boston, MA last Tuesday
and was very well received.  He talked about the BGT game development
program and then demoed an upcoming game.  There was a lot of
conversation after his presentation about the quality of the audio game
he demonstrated and how people felt like they were right in the jungle.
The audience, all sighted folk, were impressed.  So thanks Philip.

Eleanor Robinson
7-128 Software

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

2011-05-20 Thread Charles Rivard

Not really.  I put the game there by accident.  Oops?

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 20, 2011 5:47 AM
Subject: Re: [Audyssey] the spirit of game production- 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,
Um...just curious but are you classifying JD as a sidescroller?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, May 19, 2011 8:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

Are Judgment Day, Super Liam, and the betas of MOTA the same?  Even though
they are side scrollers, no.  This is why I don't think that the attitude 
of


not creating a side scroller because they already exist is not the way to
look at what to produce.  I have an idea for a bowling game.  How many of
them exist for blind gamers to play with absolutely not one bit of sighted
assistance from start to finish?  Should I produce it?  Should I get
together with a programmer and share the rewards because I don't know
programming?  Or should I forget it because of what already exists.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 7:57 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



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 d...@xgam.org 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:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Jeremy Kaldobsky
As I've said, I do understand that some developers don't care if an idea is 
already out there, and I even understand why they feel that way.  My earlier 
statement was just to let everyone know that I personally don't do thing that 
way, and I assume I'm not alone in that way of thinking.

As a good example, I have just removed my NES duck hunt recreation from my list 
of games to make ROFL!  I hadn't really done much coding on it anyways, so I'm 
not bothered to toss it aside.

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Re: [Audyssey] Harry Potter Trivia 2

2011-05-20 Thread Shiny protector
I don't know, maybe Dumbledore beat Voldemort because he understood love, 
and Voldemort did not. I don't think Voldemort would have had trouble that 
much, because he could have casted a really powerful dark arts spell at the 
order members. Voldemort is much more powerful than them.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 20, 2011 12:12 AM
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 muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
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 d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
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] Harry Potter Trivia 2

2011-05-20 Thread Bryan Peterson
Only as long as at least one of his Horcruxes remained intact. If not then 
all it would have taken was one lucky shot from an Auror or Order member to 
bring him down.

We are the Knights who say...Ni!
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 10:37 AM
Subject: Re: [Audyssey] Harry Potter Trivia 2


I don't know, maybe Dumbledore beat Voldemort because he understood love, 
and Voldemort did not. I don't think Voldemort would have had trouble that 
much, because he could have casted a really powerful dark arts spell at the 
order members. Voldemort is much more powerful than them.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 20, 2011 12:12 AM
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 muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
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 d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
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] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Thomas Ward
Hi Dark,

Yeah, I do see your point. A lot of the arcade games we have were
simplified for practical reasons. With Montezuma's Revenge, for
example, I did simplify things for very practical reasons. The one big
one being its hard to actually convey certain information through an
audio only medium.

For instance, the skulls. In my version the skulls only moved left
right, and you had to jump over them. There were certainly that kind
of skull in the original, but I totally left out the bouncing skulls.
I.E. the ones that were bouncing up and down. Those were trickier
because you had to run underneath them without them landing on you and
killing you instantly. I could never figure out a logical way to tell
you when a skull was up in the air and when it would be safe to run
under it before it landed. Yeah, yeah, people will say use pitch
changes  etc, but then the skulls sounded really weird and the speed
was so fast even with pitch changes you couldn't keep up. Trust me, I
tried it and I could never figure out a way to identify how and when
to run under a bouncing skull so left it out.

I think that other games lack features of the original mainstream
concepts for similar reasons. Its difficult, if not impossible, to
convey everything to a blind user through audio. Therefore we end up
with a sort of half-way game that is maybe 80% like the original idea,
but lacks a few advanced or more complex game play elements here and
there.

However, as far as Asteroids goes I don't think that type of game
would have to be converted to a 2d platformer at all. If anything else
now that I have Genesis 3D and Philip has BGT it should be relatively
easy to create a 3d Asteroids game with asteroids in true 3d space.
I.E. AAsteroids above and below the player as well as left, right, and
behind you. Now, that would be something worth playing. As an arcade
game it could get pretty advanced in navigation, math, and Physics and
might double as a type of flight simulator as well as an arcade game.

Cheers!


On 5/20/11, dark d...@xgam.org wrote:
 Hi Tom.

 Your knolidge of the early arcade games is probably better than mine, sinse
 the sort of games I grew up playing in the arcades were things like double
 dragon, ninja turtles, mortal combat and street fighter 2.
 One issue I have noticed though, is when adapting an arcade game, some
 developers sacrifice gameplay complexities that differenciate the game from
 others for reasons of audio.

 Take Liams duckhunt game.

 the original duckhunt had objects moving at not only faster speed, but any
 angle, and you had to targit not just left and right, but up and down as
 well.

 because though Liam missed completely the vertical dimention sinse that's
 harder to show in audio, the game plays much like space invaders, where as
 originally it wouldn't.

 Actually I do rather wish Liam had inserted some vertical targiting, even if
 this meant altering the nes sfx of the ducks or inserting some extra sound
 such as wind to show vertical position, simply because this would've made
 the game less like the usual left/right targiting affair.

 Pipe is another one.

 In the graphical version, it's not just a matter of physically scrolling
 through a number of pipes one of which will fit, but actually logically
 working out amount of space available vs the pipes you have in a very quick
 manner, but once again, this concept was removed from the audio version.

 I think that is my real objection to the arcade genre, that sinse the amount
 of information possible to show in audio is less than in a graphical game,
 games have been simplified down to something of a baseline.

 Take something like asteroids.

 Yes, it may be possible to show rocks blowing up into smaller rocks and your
 spaceship avoiding them in audio, but in no sense could you easily show a
 huge screen with your ship in the center with a 360 degree field of fire all
 around you and asteroids coming from all angles.

 I would be reasonably willing to bet that were a developer to create an
 audio asteroids, one of the first design changes they'd make would be to
 reduce the game to only a left/right field of fire to save on audio.

 Beware the grue!

 Dark.


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

2011-05-20 Thread Thomas Ward
Hi Charles,

Ummm...Judgment Day is not a side-scroller. Its a virtical shooter in
the style of SpaceInvaders etc.

Cheers!


On 5/19/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Are Judgment Day, Super Liam, and the betas of MOTA the same?  Even though
 they are side scrollers, no.  This is why I don't think that the attitude of
 not creating a side scroller because they already exist is not the way to
 look at what to produce.  I have an idea for a bowling game.  How many of
 them exist for blind gamers to play with absolutely not one bit of sighted
 assistance from start to finish?  Should I produce it?  Should I get
 together with a programmer and share the rewards because I don't know
 programming?  Or should I forget it because of what already exists.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, May 19, 2011 7:57 PM
 Subject: Re: [Audyssey] the spirit of game production -
 Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed


 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 d...@xgam.org 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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[Audyssey] An idea for q9

2011-05-20 Thread Shiny protector
Hi,

I thought of an idea for Q9. How about if he has aleon magic like ET has? That 
would be quite cool. 
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Re: [Audyssey] Philip Benefal - superstar

2011-05-20 Thread dark

Hi Eleanor.

Amusingly enough, Philip archived the talk and then posted a recording to 
the list quite recently, so we got to here it too.


I'm glad though it was so well recieved and that people in boston 
appreciated the work Philip's done.


Beware the grue!

Dark.
- Original Message - 
From: Eleanor Robinson elea...@7128.com

To: gamers@audyssey.org
Sent: Friday, May 20, 2011 1:32 PM
Subject: [Audyssey] Philip Benefal - superstar


Hi Gamers, just wanted to let you know that Philip was a speaker at the 
Games for Health Conference Accessibility Day in Boston, MA last Tuesday 
and was very well received.  He talked about the BGT game development 
program and then demoed an upcoming game.  There was a lot of conversation 
after his presentation about the quality of the audio game he demonstrated 
and how people felt like they were right in the jungle.  The audience, all 
sighted folk, were impressed.  So thanks Philip.


Eleanor Robinson
7-128 Software

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

2011-05-20 Thread dark

Hi tom.

I'm not saying that simplification in audio isn't needed sinse obviously the 
amount of information you can display in audio is much smaller, however 
there are occasions I feel where a developer has simplified things rather 
too much thus leading to a fairly basic left/right sterrio targiting affair.


Myself, what I'd prefer to see is instead of developers saying well concept 
x isn't possible and simplifying the game, adding something extra in 
instead which adds another layer of complexity to the game.


Say for instance in montizuma's revenge, if you decided bouncing skulls 
weren't workable have some other form of hazard added to the game instead 
which you could! show in audio, and would add in an enemy or layer of 
complexity to the game that you were missing with the skull movements.


for instance, have firing horizontal arrows which would hit you either when 
jumping in the air or when climbing up and down ropes if you didn't time 
things correctly.


Like the bouncing skulls these would add an element of danger into the game 
which specifically targited vertical movement, but would be quite possible 
to show in audio.


A good example of where this has been done is actually in both alien outback 
and troopanum.


Admitting that it is not possible to have 30 or so invaders on screen at 
once in an audio game, developers instead made different types of ships to 
make life interesting, and in alien outback, gave those ships unique attacks 
and weaponry such as bombs.


ditto with the esp pinball tables and their minigames, sinse obviously it's 
not possible to include quite as much in an audio table as a graphical one 
simply for purposes of the scan, however by including some more complex 
routes and gameplay changes they give a similarly tricky experience.


Beware the grue!

Dark. 



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[Audyssey] Moderator Reminder: Re: Harry Potter Trivia 2

2011-05-20 Thread Damien Pendleton

Hi guys,
The debate of who fought who and who did what in Harry Potter is all very 
interesting, however I believe Jim now has the answer to the question which 
originally sparked this discussion. Therefore may I please ask that we begin 
to bring this topic to a close, as it is straying away from gaming.

Thanks.
Regards,
Damien Pendleton,
Co-Moderator.


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

2011-05-20 Thread Charles Rivard
One concept that I thought would be hard to convey by sound was in the beta 
of Montezuma's Revenge.  The floating coin.  It took me a minute to figure 
out that it was floating.  I was either too high, or I was too low.  Hmm. 
It was in the middle??  I thought that was a neat little puzzle.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 12:32 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Dark,

Yeah, I do see your point. A lot of the arcade games we have were
simplified for practical reasons. With Montezuma's Revenge, for
example, I did simplify things for very practical reasons. The one big
one being its hard to actually convey certain information through an
audio only medium.

For instance, the skulls. In my version the skulls only moved left
right, and you had to jump over them. There were certainly that kind
of skull in the original, but I totally left out the bouncing skulls.
I.E. the ones that were bouncing up and down. Those were trickier
because you had to run underneath them without them landing on you and
killing you instantly. I could never figure out a logical way to tell
you when a skull was up in the air and when it would be safe to run
under it before it landed. Yeah, yeah, people will say use pitch
changes  etc, but then the skulls sounded really weird and the speed
was so fast even with pitch changes you couldn't keep up. Trust me, I
tried it and I could never figure out a way to identify how and when
to run under a bouncing skull so left it out.

I think that other games lack features of the original mainstream
concepts for similar reasons. Its difficult, if not impossible, to
convey everything to a blind user through audio. Therefore we end up
with a sort of half-way game that is maybe 80% like the original idea,
but lacks a few advanced or more complex game play elements here and
there.

However, as far as Asteroids goes I don't think that type of game
would have to be converted to a 2d platformer at all. If anything else
now that I have Genesis 3D and Philip has BGT it should be relatively
easy to create a 3d Asteroids game with asteroids in true 3d space.
I.E. AAsteroids above and below the player as well as left, right, and
behind you. Now, that would be something worth playing. As an arcade
game it could get pretty advanced in navigation, math, and Physics and
might double as a type of flight simulator as well as an arcade game.

Cheers!


On 5/20/11, dark d...@xgam.org wrote:

Hi Tom.

Your knolidge of the early arcade games is probably better than mine, 
sinse
the sort of games I grew up playing in the arcades were things like 
double

dragon, ninja turtles, mortal combat and street fighter 2.
One issue I have noticed though, is when adapting an arcade game, some
developers sacrifice gameplay complexities that differenciate the game 
from

others for reasons of audio.

Take Liams duckhunt game.

the original duckhunt had objects moving at not only faster speed, but 
any

angle, and you had to targit not just left and right, but up and down as
well.

because though Liam missed completely the vertical dimention sinse that's
harder to show in audio, the game plays much like space invaders, where 
as

originally it wouldn't.

Actually I do rather wish Liam had inserted some vertical targiting, even 
if
this meant altering the nes sfx of the ducks or inserting some extra 
sound

such as wind to show vertical position, simply because this would've made
the game less like the usual left/right targiting affair.

Pipe is another one.

In the graphical version, it's not just a matter of physically scrolling
through a number of pipes one of which will fit, but actually logically
working out amount of space available vs the pipes you have in a very 
quick

manner, but once again, this concept was removed from the audio version.

I think that is my real objection to the arcade genre, that sinse the 
amount
of information possible to show in audio is less than in a graphical 
game,

games have been simplified down to something of a baseline.

Take something like asteroids.

Yes, it may be possible to show rocks blowing up into smaller rocks and 
your

spaceship avoiding them in audio, but in no sense could you easily show a
huge screen with your ship in the center with a 360 degree field of fire 
all

around you and asteroids coming from all angles.

I would be reasonably willing to bet that were a developer to create an
audio asteroids, one of the first design changes they'd make would be to
reduce the game to only a left/right field of fire to save on audio.

Beware the grue!

Dark.


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Re: [Audyssey] An idea for q9

2011-05-20 Thread Bryan Peterson

That doesn't fit into the context of the game
We are the Knights who say...Ni!
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 11:46 AM
Subject: [Audyssey] An idea for q9



Hi,

I thought of an idea for Q9. How about if he has aleon magic like ET has? 
That would be quite cool.

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[Audyssey] Philip Benefal - superstar

2011-05-20 Thread Eleanor Robinson
I wrote the Email when I had just gotten back from the conference and 
before I plowed through the hundred plus Emails I had in my inbox.  I'm 
glad you all had a chance to hear it since I thought it was one of the 
better presentations.


I finally got through the mailbox and now plan to chill for the rest of 
the day!!  Conferencing is tiring!!  But you learn a lot.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] An idea for q9

2011-05-20 Thread Thomas Ward
Hi,

Na, doesn't sound very cool to me. I like Q9 the way it is. Adding
magic etc would be too weird.

Cheers!


On 5/20/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi,

 I thought of an idea for Q9. How about if he has aleon magic like ET has?
 That would be quite cool.
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[Audyssey] Dan Z Games

2011-05-20 Thread Dean Masters
I recently downloaded the Dan Z games from USA Interactive. I installed them 
on my windows 7 64 bit PC. then I copied the patches to the folders where 
the games were installed and then ran the patches as administrator.


Now when registering the program it tells me how many days until the program 
expires or one has expired. Is there anything else I can do to get these 
games from being trial versions?


Dean 



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Re: [Audyssey] An idea for q9

2011-05-20 Thread dark
The only thing I'd personally like in q9 is some vertical movement and maybe 
extra levels, but it sounds like we're getting this in Philip's new game 
anyway.


Beware the grue!

Dark. 



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

2011-05-20 Thread Hayden Presley
Hi,
Lol...interesting stories both; it seems really immoral to laugh at them,
but...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, May 20, 2011 6:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] periless hearts, was Speech on Blastbay products

Well if you've got to go, that is a pretty awsome way I think.

My favourite of those stories was the man who went boating with his sons in 
a copper bottomed boat in Australia. a storm blue up and all the other boats

on the lake put to shore.

the mans son mentioned that perhaps they should do the same, but the chap 
replied hay, we're fine! and standing up against the copper mast yelled 
Come on god! let me have it! where upon he was struck by lightning, ;D.

Beware the Grue!

Dark. 


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

2011-05-20 Thread Hayden Presley
Hi,
Hmmm...I don't recall if it was, and I believe the interpreter I had did not
work with some of them, such as the Lurking Horror which was a .zip file.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, May 19, 2011 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] importing files from dropbox to frotz iphone app.

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 hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
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.

 -- 
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] Harry Potter Trivia 2

2011-05-20 Thread Hayden Presley
Hi Muhammed,
Ok...I'd prefer taking this off list, so message me so I can explain why
that wasn't actually what happened.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Thursday, May 19, 2011 12:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Harry Potter Trivia 2

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 d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
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 j...@kitchensinc.net
 To: dark Gamers@audyssey.org
 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] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Hayden Presley
HI Jeremy,
I'm confused. When did you come p with an idea for Daytona?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, May 19, 2011 9:57 AM
To: Gamers Discussion list
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] the spirit of game production - Re: brings back memories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Hayden Presley
Hi Dark,
When you put it like that, one can't help thinking that we have, as blind
gamers, have just lived through a 30 year period in 10 years or so.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 18, 2011 10:54 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] the spirit of game production - Re: brings back
memories - Re: Fw: BlindSoftware.comBlog Feed

Hi Tom.

Amusing, angela in an empty level?  that would be a pain to get past, 
the vacuume of the ancients! ;D.

I must confess, having had to monitor most of the releases over the last few

years I don't think your correct in terms of saying we've missed out on a 
boom in games, rather I'd say that at the moment the emphasis has changed.

Back when Gma, bsc and presumably esp were working ten years ago, it seems a

lot of developers had the thought of creating games of the 80's and 90's in 
an accessible form, just as Dan and justin said in the troop podcast.

There then seemed to be a boom on such games, alien outback, pipe, the 
original plans for monti, superliam, jim kitchins' Mac1 game etc.

Obviously though like everything else, there was a boom and bust syndrome 
and people's expectations and desires changed. People started to say we've 
got enough wrack up score style affairs, what next?

I even remember when Liam released judgement day, there were those who's 
reaction was oooh no, not another one

now, it seems we have two catagories of games. Free or fun affairs which are

made either by start out devs with bgt, or by experienced devs for fun, 
which tend to be arcade games but don't tend to wrack up a huge amount of 
interest, and serious! games, which have huge amounts of options, levels, 
game modes or whatever.

Of course like any trend there are some exceptions such as Q9, but generally

it seems now the average accessible game player has higher expectations of 
what they will play, and what they expect if paying for a game, than 
previously.

Were bsc to release something like troopanum now, the reaction I think would

be what,  you expect us to pay money for something like this?

This is however just the way game developement seems to work. from the 
players perspective it's a difference in demand and supply, while from the 
developers' it's a different spur to your creative talent,  sinse like 
anything else artistic which you put your own time and effort into, your own

individually created game has to be! individually yours even if it is 
created with community in put.

That's again a nice aspect of the gaming community, such things can be 
discussed, tested, thought over etc, rather than some big evil company boss 
saying make this, sinse we sell more of these and the advertizing says 
it'll appeal to people

This is just what Mr. Marx meant when he spoke about the alienation of 
labour, and the online community is a pretty good example of something which

doesn't fall into that very nasty hole.

But before I go into a socialist wrant i'll stop ;D.

Beware the grue!

Dark. 


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

2011-05-20 Thread Thomas Ward
Hi Charles,

Floating coin? There were no floating coins in Montezuma's Revenge.
There were floating gems you had to jump up and catch. Some times you
had to swing off a rope to catch one while swinging or jumping to the
floor. That one wasn't too bad as you could get good at listening to
where it was and figure it out after a while.

HTH


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
 One concept that I thought would be hard to convey by sound was in the beta
 of Montezuma's Revenge.  The floating coin.  It took me a minute to figure
 out that it was floating.  I was either too high, or I was too low.  Hmm.
 It was in the middle??  I thought that was a neat little puzzle.

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

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

2011-05-20 Thread Thomas Ward
Hi Dark,

Sure, but then again let's not forget most of our devs aren't trained
professionals at this sort of thing. As a result they only program
what they know how to do, sometimes that is pretty simple from a
gaming point of view, or they themselves don't know any different. I
think as we've said before a lot of blind gamers have no idea of what
mainstream games are like, and don't really have anything to compare
their games to. So when someone like you or I come along, play it, its
easy to point out the lack of some more complex game play concepts
maybe they never considered before because they never played anything
like that themselves.

HTH


On 5/20/11, dark d...@xgam.org wrote:
 Hi tom.

 I'm not saying that simplification in audio isn't needed sinse obviously the
 amount of information you can display in audio is much smaller, however
 there are occasions I feel where a developer has simplified things rather
 too much thus leading to a fairly basic left/right sterrio targiting affair.

 Myself, what I'd prefer to see is instead of developers saying well concept
 x isn't possible and simplifying the game, adding something extra in
 instead which adds another layer of complexity to the game.

 Say for instance in montizuma's revenge, if you decided bouncing skulls
 weren't workable have some other form of hazard added to the game instead
 which you could! show in audio, and would add in an enemy or layer of
 complexity to the game that you were missing with the skull movements.

 for instance, have firing horizontal arrows which would hit you either when
 jumping in the air or when climbing up and down ropes if you didn't time
 things correctly.

 Like the bouncing skulls these would add an element of danger into the game
 which specifically targited vertical movement, but would be quite possible
 to show in audio.

 A good example of where this has been done is actually in both alien outback
 and troopanum.

 Admitting that it is not possible to have 30 or so invaders on screen at
 once in an audio game, developers instead made different types of ships to
 make life interesting, and in alien outback, gave those ships unique attacks
 and weaponry such as bombs.

 ditto with the esp pinball tables and their minigames, sinse obviously it's
 not possible to include quite as much in an audio table as a graphical one
 simply for purposes of the scan, however by including some more complex
 routes and gameplay changes they give a similarly tricky experience.

 Beware the grue!

 Dark.

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

2011-05-20 Thread Charles Rivard
Ah.  They were jewels, not coins.  I haven't played the demo in a long time, 
and it shows.  (grin)


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 5:31 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

Floating coin? There were no floating coins in Montezuma's Revenge.
There were floating gems you had to jump up and catch. Some times you
had to swing off a rope to catch one while swinging or jumping to the
floor. That one wasn't too bad as you could get good at listening to
where it was and figure it out after a while.

HTH


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
One concept that I thought would be hard to convey by sound was in the 
beta
of Montezuma's Revenge.  The floating coin.  It took me a minute to 
figure

out that it was floating.  I was either too high, or I was too low.  Hmm.
It was in the middle??  I thought that was a neat little puzzle.

---
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heart.


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

2011-05-20 Thread Jeremy Kaldobsky
I spent the first 2 weeks of January on vacation in Florida.  I don't remember 
how many days into the vacation it was, but I came up with the idea for 
Daytona, and programmed it, while I was there on the beach.  My guess is that 
I've misrepresented the date Rail racer came out, and that's why you're asking. 
 I guess I don't actually know when it officially came out, but right around 
the time I programmed Daytona I saw a lot of posts on the forum for the release 
of Rail racer.  I assumed it had just come out.  OH I SEE MY MISTAKE!  I have 
been saying Rail racer, but I was thinking of Top Speed 3!  Whoops, I can see 
why that was very confusing, please forgive that mistake lol.

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

2011-05-20 Thread Thomas Ward
Hi Charles,

Smile. Definitely does. Speaking of Montezuma's Revenge I've got plans
to bring that game back. Well, not Montezuma's Revenge exactly but I
am thinking of a game that is a cross between Montezuma's Revenge and
Pitfall. Anyway, something in that style and genre at least which will
be more like the classic side-scrollers of the 80's rather than the
high tech games like MOTA.

Cheers!


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Ah.  They were jewels, not coins.  I haven't played the demo in a long time,
 and it shows.  (grin)

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

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Re: [Audyssey] An idea for q9

2011-05-20 Thread Thomas Ward
Hi Dark,

Yes, I think we can let Q9 be. Philip's new game sounds like it will
fit the bill quite nicely, and has all the features Q9 lacks. Besides
there is room for both. Q9 was originally designed for children and as
a childrens game it works nicely. Not too complex and is both amusing
and cute.

On 5/20/11, dark d...@xgam.org wrote:
 The only thing I'd personally like in q9 is some vertical movement and maybe
 extra levels, but it sounds like we're getting this in Philip's new game
 anyway.

 Beware the grue!

 Dark.


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

2011-05-20 Thread Charles Rivard
Will it be Montezuma's Fall?, or Pit Revenge.  If it is sort of a cross 
between those two games, that's the best I can think of off the top of my 
head.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 6:32 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

Smile. Definitely does. Speaking of Montezuma's Revenge I've got plans
to bring that game back. Well, not Montezuma's Revenge exactly but I
am thinking of a game that is a cross between Montezuma's Revenge and
Pitfall. Anyway, something in that style and genre at least which will
be more like the classic side-scrollers of the 80's rather than the
high tech games like MOTA.

Cheers!


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
Ah.  They were jewels, not coins.  I haven't played the demo in a long 
time,

and it shows.  (grin)

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


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Re: [Audyssey] Dan Z Games

2011-05-20 Thread Thomas Ward
Hi Dean,

Hmmm..It doesn't look like the patches took for some reason. I think
the best solution would probably be fore me to install the games,
patch them, and create a new setup file for them with all patches
included. As it doesn't look like they were successfully patched.

On 5/20/11, Dean Masters dwmast...@earthlink.net wrote:
 I recently downloaded the Dan Z games from USA Interactive. I installed them
 on my windows 7 64 bit PC. then I copied the patches to the folders where
 the games were installed and then ran the patches as administrator.

 Now when registering the program it tells me how many days until the program
 expires or one has expired. Is there anything else I can do to get these
 games from being trial versions?

 Dean


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

2011-05-20 Thread Thomas Ward
Hi Charles,

At this point the game is nothing more than an idea. However, it
definitely would not be one of those names. :D

All I can tell you is the idea will probably be set in South America
and probably deal with some Mayan or Inca  ruins instead of Aztec
ruins. The only problem I have with the idea now is I'm not sure
weather I should make this another Tomb Hunter game involving Angela
Carter, or go true retro and use a male explorer etc like Montezuma's
Revenge and Pitfall. I.E. a seperate game with no connection to the
Tomb Hunter games. Although, I think another Tomb Hunter game might be
more marketable as those games would have full 3d movement, sound, etc
where the other idea would be a retro side-scroller  like Pitfall or
something like that.

Cheers!


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Will it be Montezuma's Fall?, or Pit Revenge.  If it is sort of a cross
 between those two games, that's the best I can think of off the top of my
 head.

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

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

2011-05-20 Thread Charles Rivard
I'd say that, as it might be more marketable as another of an already 
existing series, that's the way I'd go.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 20, 2011 6:53 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

At this point the game is nothing more than an idea. However, it
definitely would not be one of those names. :D

All I can tell you is the idea will probably be set in South America
and probably deal with some Mayan or Inca  ruins instead of Aztec
ruins. The only problem I have with the idea now is I'm not sure
weather I should make this another Tomb Hunter game involving Angela
Carter, or go true retro and use a male explorer etc like Montezuma's
Revenge and Pitfall. I.E. a seperate game with no connection to the
Tomb Hunter games. Although, I think another Tomb Hunter game might be
more marketable as those games would have full 3d movement, sound, etc
where the other idea would be a retro side-scroller  like Pitfall or
something like that.

Cheers!


On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:

Will it be Montezuma's Fall?, or Pit Revenge.  If it is sort of a cross
between those two games, that's the best I can think of off the top of my
head.

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


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[Audyssey] Here is how you put I.F. games on the frotz iphone app.

2011-05-20 Thread michael barnes
Hey, everyone I finally got instruction on how to put games on the 
iphone frotz app.
But first I must take this quick time to thank Joseph all so known by 
GMAIL on the list.
Here is the way you transfer files to frotz iphone app it is very easy 
to do after Joseph took the time to help me.
First go in the frotz app then go to settings and select file transfer 
and then press the start button.
There will be a web address you need to go to.  When you go to that 
address click on the button that call browse and go to where you have 
the zCode file and press enter on it.
Then go to the submit button and wait a few minutes.  Once your browser 
have reloaded then go down the list to make sure the game have been 
upload to the app.
Once again thanks alot Joseph for your help and for doing what nobody 
else would do is to walk me through something my first time.


--
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Re: [Audyssey] Here is how you put I.F. games on the frotz iphone app.

2011-05-20 Thread Gmail
No problem Michael, your very welcome it was actually quite easy :-)

Sent from my iPhone

On May 20, 2011, at 11:09 PM, michael barnes c...@samobile.net wrote:

 Hey, everyone I finally got instruction on how to put games on the iphone 
 frotz app.
 But first I must take this quick time to thank Joseph all so known by GMAIL 
 on the list.
 Here is the way you transfer files to frotz iphone app it is very easy to do 
 after Joseph took the time to help me.
 First go in the frotz app then go to settings and select file transfer and 
 then press the start button.
 There will be a web address you need to go to.  When you go to that address 
 click on the button that call browse and go to where you have the zCode file 
 and press enter on it.
 Then go to the submit button and wait a few minutes.  Once your browser have 
 reloaded then go down the list to make sure the game have been upload to the 
 app.
 Once again thanks alot Joseph for your help and for doing what nobody else 
 would do is to walk me through something my first time.
 
 -- 
 Email services provided by the System Access Mobile Network.  Visit 
 www.serotek.com to learn more about accessibility anywhere.
 
 
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Thomas Ward
Hi Charles,

Yeah, that's what I've been thinking.  The idea is perfect for another
Tomb Hunter adventure starring Angela Carter, and instead of
completely writing a new back story for the character I simply add to
the one that is there. Plus with MOTA coming along smoothly now that I
have most of the bugs worked out of the new cross-platform engine I
can go to town creating another game of this nature.

On 5/20/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I'd say that, as it might be more marketable as another of an already
 existing series, that's the way I'd go.

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

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