[Audyssey] Eric the kleric.

2011-05-21 Thread Ian McNamara
Hi got to the boss in eric the kleric doing the smash attack to try and beet 
him how do you beet him as i keep dying thanks very much Ian McNamara
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-21 Thread dark

Hi Tom.

i agree with respect to blind gamers' experience of what graphical games use 
as concepts, sinse obviously if you cannot see all the elements of a game 
like mario brothers say, you cannot know how these work mechanically and 
thus attempting to create an accessible version will always miss concepts, 
however I'm less certain on the experience front.


I've seen too many freeware developers of indi pc games to start believing 
that you need several millions, a big bunch of programmers and 
qualifications out of the ears to create good games.


Obviously resources help, but I'm less convinced they are a necessity, and 
as already mentioned experience just takes time and work to acquire anyway.


Beware the grue!

Dark. 



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Re: [Audyssey] Eric the kleric.

2011-05-21 Thread dark

Hi Ian.

You can't hit him until he has run out of power and starts charging up.

Avoid the bombs he chucks by going to the opposite side when you here one 
coming, and make certain you stay at the bottom of the screen sinse if you 
go too close to the boss at the wrong time he'll thump you.
when you've dodged several bombs, you'll here the boss start recharging. Run 
forward until scout says get him airik! then perform a slam attack to 
damage the boss.


Do this three or four times to defeat him.

Hth.

beware the grue!

Dark.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 12:52 PM
Subject: [Audyssey] Eric the kleric.


Hi got to the boss in eric the kleric doing the smash attack to try and 
beet him how do you beet him as i keep dying thanks very much Ian McNamara

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Re: [Audyssey] Speech on Blastbay products

2011-05-21 Thread Lori Duncan
Hi Philip, sorry for the delay in my getting this, but I just want to say 
how bolled over I am by the quality of this up-coming title!  The quality of 
sounds is just out-standing, and it sounds really exciting.  Could I suggest 
in place of Sappi Mike you record your own voice?  It was really good for 
the Q-9 audio game.  Also if you need any voice-overs I'll be more than 
happy to give it a shot.  You've seriously opened a door into the world of 
action games for the blind.  I'm letting my family listen to this and 
they're just open-mouthed at the quality.  I also like how you can save in 
mid-jump, it's handy for nervous players like me.  Can I ask what happens if 
you don't kill something?  For example I feel sorry for the small monkeys 
being killed smile  They sound cute.  Will you be adding a Review game 
sounds option to the main menu?  Again thanks for the preview, I'll be 
buying this for sure.  Best wishes from Lori Duncan
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 12:47 PM
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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[Audyssey] help with getting a I.F. game

2011-05-21 Thread michael barnes
Hey, I was wondering if anyone on the list might have the different 
apollo I.F. games.

If someone could please help me out that would be great.  Thanks.

--
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] Speech on Blastbay products

2011-05-21 Thread Bryan Peterson

The Sapi is just a placeholder. I think he said that in his speach.
We are the Knights who say...Ni!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, May 21, 2011 6:26 AM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi Philip, sorry for the delay in my getting this, but I just want to say 
how bolled over I am by the quality of this up-coming title!  The quality 
of sounds is just out-standing, and it sounds really exciting.  Could I 
suggest in place of Sappi Mike you record your own voice?  It was really 
good for the Q-9 audio game.  Also if you need any voice-overs I'll be 
more than happy to give it a shot.  You've seriously opened a door into 
the world of action games for the blind.  I'm letting my family listen to 
this and they're just open-mouthed at the quality.  I also like how you 
can save in mid-jump, it's handy for nervous players like me.  Can I ask 
what happens if you don't kill something?  For example I feel sorry for 
the small monkeys being killed smile  They sound cute.  Will you be 
adding a Review game sounds option to the main menu?  Again thanks for 
the preview, I'll be buying this for sure.  Best wishes from Lori Duncan
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 12:47 PM
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] Would anyone know what this error message is telling me and how to fix it?

2011-05-21 Thread Trouble
Ok, if your getting that code when you start IYP. Then its a IYP 
error and by going here you can find out how to make the debug file.

http://www.itsyourplane.com/diagnostics.asp
Now the code is telling you that it can not find the network. Need 
that file and system info sent to Robert unless you know why already.


At 06:10 PM 5/17/2011, you wrote:

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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Tim
trouble

Never offend people with style when you can offend them with substance.
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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[Audyssey] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
Lunimals version 2.0b has just been posted.  Sorry about the long delay between 
this update and the last one, but I think you'll all be happy with the changes. 
 I've implemented almost all of the suggestions people have given me, including 
things like adjusting game speed, sapi speaking speed, custom games, and quick 
tile information during game play.  I've fixed a ton of small bugs that people 
reported, and I've added a new prey animal (gophers) and a new predator 
(dingos) which fall into the master predator class and can be considered an 
entirely new eco system layer all by themselves.

Everyone can give mission 8 a try now, and I wish you luck, because it is quite 
a challenge!  Muhahaha (evil laugh)!

The custom games allow you to choose a dome, choose how much money you begin 
with, and enable or disable random dome disasters.  These games allow you to 
set your own rules rather than simply following along with the campaign quests. 
 Random disasters provide the occasional, unexpected problem to fix, if you 
choose to have them.

I've already begun work on the last 2 animals that will be added to the game. 
 I'm not sure yet, if there will be 10 total missions, or only 9, but either 
way I can finally see the light at the end of the tunnel.  Once I have time to 
finish up the next few animals and mission(s), Lunimals will finally be 
complete!  Yay!  Once that happens I will attempt to make the game support 
multiple languages.  I would, very much, appreciate volunteers to help me with 
the translating.  Once I'm ready, I'll post a file containing all of the game's 
dialog so that people can translate it and send it back to me.  I would like to 
know this game can be enjoyed by non English speaking players as well. 

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread Ian McNamara
this sounds brilliant where can we get your games from?

thanks very much.

Ian McNamara

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[Audyssey] Towers of War

2011-05-21 Thread Damien Pendleton
Hi,
Can anyone give me any hints as to how Towers of War should be played? I've 
tried it out for about a week now, building different towers etc, but I'm 
constantly losing on level 5 if not before.
Thanks.
Regards,
Damien.
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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
www.kaldobsky.com/audiogames/

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Re: [Audyssey] Speech on Blastbay products

2011-05-21 Thread Thomas Ward
Hi Lori,

As Philip said in the interview he'll be replacing the Sapi voices
when the game is done. The Sapi voice is just a place holder while he
creates the game.

HTH


On 5/21/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Philip, sorry for the delay in my getting this, but I just want to say
 how bolled over I am by the quality of this up-coming title!  The quality of
 sounds is just out-standing, and it sounds really exciting.  Could I suggest
 in place of Sappi Mike you record your own voice?  It was really good for
 the Q-9 audio game.  Also if you need any voice-overs I'll be more than
 happy to give it a shot.  You've seriously opened a door into the world of
 action games for the blind.  I'm letting my family listen to this and
 they're just open-mouthed at the quality.  I also like how you can save in
 mid-jump, it's handy for nervous players like me.  Can I ask what happens if
 you don't kill something?  For example I feel sorry for the small monkeys
 being killed smile  They sound cute.  Will you be adding a Review game
 sounds option to the main menu?  Again thanks for the preview, I'll be
 buying this for sure.  Best wishes from Lori Duncan

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

2011-05-21 Thread Thomas Ward
Hi Dark,

Maybe, but I do know also that the more complex the game the more
difficult it is to create. Sometimes attempting to add an advanced
concept to the game, if not correctly implamented, will cause the game
to break.

For example, remember back during beta 17 it was you or someone else
who braught up the subject of analog jumping. Well, I added it to beta
18, and while a bit buggy it seemed to work fine with DirectX. Well,
for beta 19 I recompiled the game with the cross-platform engine that
is mainly based on SDL and the analog jumping caused so many problems
I litterally had to take it out to get the game remotely stable again.
What I mean by that with SDL the analog jump system turned out to have
a number of side effects I didn't know about like if you jumped over a
fire pit as soon as Angela landed she'd start walking or running and
you couldn't stop her. She'd litterally continue running until she hit
a wall, ran into a trap, or would run right off a ledge and kill
herself. It was quite difficult to use, because it didn't happen all
the time but often enough to maret removal for the time being.

Basically, the moral of the story is although sometimes I and other VI
developers would like to incorperate some of these more mainstream
concepts like analog jumping there may be technical limitations or
issues preventing him/her from adding it. I'm certainly not saying
that adding an analog jump system etc is impossible, I'm sure it is,
but merely that since I've never done it before I came up with a poor
design that apparently worked with DirectX but totally went haywire
with SDL. I'm sure new game developers have the same sorts of issues
with trying to program similar advanced features or ideas when trying
to figure out the proper logic and functionality.

Cheers!


On 5/21/11, dark d...@xgam.org wrote:
 Hi Tom.

 i agree with respect to blind gamers' experience of what graphical games use
 as concepts, sinse obviously if you cannot see all the elements of a game
 like mario brothers say, you cannot know how these work mechanically and
 thus attempting to create an accessible version will always miss concepts,
 however I'm less certain on the experience front.

 I've seen too many freeware developers of indi pc games to start believing
 that you need several millions, a big bunch of programmers and
 qualifications out of the ears to create good games.

 Obviously resources help, but I'm less convinced they are a necessity, and
 as already mentioned experience just takes time and work to acquire anyway.

 Beware the grue!

 Dark.

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Re: [Audyssey] Towers of War

2011-05-21 Thread Pitermach
I used to be good at the thing... but havent' played it in a while... sadly, 
now the boars are a real pain. :D
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 7:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played? 
I've tried it out for about a week now, building different towers etc, but 
I'm constantly losing on level 5 if not before.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread mike maslo
What is the link?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, May 21, 2011 12:49 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Lunimals version 2.0b

Lunimals version 2.0b has just been posted.  Sorry about the long delay
between this update and the last one, but I think you'll all be happy with
the changes.  I've implemented almost all of the suggestions people have
given me, including things like adjusting game speed, sapi speaking speed,
custom games, and quick tile information during game play.  I've fixed a ton
of small bugs that people reported, and I've added a new prey animal
(gophers) and a new predator (dingos) which fall into the master predator
class and can be considered an entirely new eco system layer all by
themselves.

Everyone can give mission 8 a try now, and I wish you luck, because it is
quite a challenge!  Muhahaha (evil laugh)!

The custom games allow you to choose a dome, choose how much money you begin
with, and enable or disable random dome disasters.  These games allow you to
set your own rules rather than simply following along with the campaign
quests.  Random disasters provide the occasional, unexpected problem to fix,
if you choose to have them.

I've already begun work on the last 2 animals that will be added to the
game.  I'm not sure yet, if there will be 10 total missions, or only 9, but
either way I can finally see the light at the end of the tunnel.  Once I
have time to finish up the next few animals and mission(s), Lunimals will
finally be complete!  Yay!  Once that happens I will attempt to make the
game support multiple languages.  I would, very much, appreciate volunteers
to help me with the translating.  Once I'm ready, I'll post a file
containing all of the game's dialog so that people can translate it and send
it back to me.  I would like to know this game can be enjoyed by non English
speaking players as well. 

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread reinhard stebner
http://www.kaldobsky.com/audiogames/

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mike maslo
Sent: Saturday, May 21, 2011 4:54 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Lunimals version 2.0b

What is the link?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, May 21, 2011 12:49 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Lunimals version 2.0b

Lunimals version 2.0b has just been posted.  Sorry about the long delay
between this update and the last one, but I think you'll all be happy with
the changes.  I've implemented almost all of the suggestions people have
given me, including things like adjusting game speed, sapi speaking speed,
custom games, and quick tile information during game play.  I've fixed a ton
of small bugs that people reported, and I've added a new prey animal
(gophers) and a new predator (dingos) which fall into the master predator
class and can be considered an entirely new eco system layer all by
themselves.

Everyone can give mission 8 a try now, and I wish you luck, because it is
quite a challenge!  Muhahaha (evil laugh)!

The custom games allow you to choose a dome, choose how much money you begin
with, and enable or disable random dome disasters.  These games allow you to
set your own rules rather than simply following along with the campaign
quests.  Random disasters provide the occasional, unexpected problem to fix,
if you choose to have them.

I've already begun work on the last 2 animals that will be added to the
game.  I'm not sure yet, if there will be 10 total missions, or only 9, but
either way I can finally see the light at the end of the tunnel.  Once I
have time to finish up the next few animals and mission(s), Lunimals will
finally be complete!  Yay!  Once that happens I will attempt to make the
game support multiple languages.  I would, very much, appreciate volunteers
to help me with the translating.  Once I'm ready, I'll post a file
containing all of the game's dialog so that people can translate it and send
it back to me.  I would like to know this game can be enjoyed by non English
speaking players as well. 

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
Sorry Mike, I probably should have included the download link for those who 
don't already have it.
www.kaldobsky.com/audiogames/lunimals.zip

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Re: [Audyssey] Towers of War

2011-05-21 Thread dark

Hi Damien.

The two main things to take into account in towers of war, are position of 
towers, and strengths and weaknesses of towers.


Each towers range is circular, so when it says range 2.2, that's 2.2 squares 
around the tower in a circle not a cross.


so, the most strategic places to add towers are on squares with lots of path 
around them, such as on B7, D7 and e7 in the default map sinse the path 
loops around.


Next, think about the strengths and weaknesses of different towers as 
compared to your enemies.
frost towers will slow enemies down, so it's best to put them as close to 
the entry point of the path as humanly possible so as to get the maximum 
effect from your slowed down enemies.


Microwave towers, more than any other bennifit hugely from being as close to 
the path as possible, and are great for taking out smaller enemies, so 
having one for instance on the path corner at c3 in the default map can be a 
great option for getting rid of the hoards of bugs and boars, especially if 
you upgrade it's range (which also upse it's effective damage sinse anything 
in range of it will be constantly attacked.


The humble rifle tower is awsome when upgraded, so I'd advise upgrading them 
early, and not going for some of the higher damage towers like sniper towers 
or relativity towers until you've got the higher hp enemies to deal with.


I've actually got through the game on four kings mode with one frost tower, 
one microwave tower and two rifle towers, though I admit I had to be very 
careful with upgrades.


Hth.

beware the grue!

Dark.
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 6:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played? 
I've tried it out for about a week now, building different towers etc, but 
I'm constantly losing on level 5 if not before.

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

2011-05-21 Thread dark

Hi Tom.

I'd personally view analogue jumps as a very! complex feature indeed, where 
as say adding something like an extra arrow trap in an otherwise 2D game to 
give a vertical danger would seem less so, though i do take the point.


At the same time though, I don't think this is particularly an excuse for 
developers to only stick to simple games, just perhaps a reason why certain 
trade offs need to be made occasionally.


Look at the Mota switches. We have traded the extra fidly complexity, both 
of programming and of design, it would take for multiple switch types, but 
instead have other forms of trap such as the vanishing flaws to handle.


Beware the grue!

Dark. 



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Re: [Audyssey] Speech on Blastbay products

2011-05-21 Thread curt taubert
I agree.  I'll be getting it too.  Also, he did say in the speech that he 
would eventually have human voices instead of sapi5.  I personally like how 
sapi5 tells you your surroundings.


-Original Message- 
From: Lori Duncan

Sent: Saturday, May 21, 2011 7:26 AM
To: Philip Bennefall ; Gamers Discussion list
Subject: Re: [Audyssey] Speech on Blastbay products

Hi Philip, sorry for the delay in my getting this, but I just want to say
how bolled over I am by the quality of this up-coming title!  The quality of
sounds is just out-standing, and it sounds really exciting.  Could I suggest
in place of Sappi Mike you record your own voice?  It was really good for
the Q-9 audio game.  Also if you need any voice-overs I'll be more than
happy to give it a shot.  You've seriously opened a door into the world of
action games for the blind.  I'm letting my family listen to this and
they're just open-mouthed at the quality.  I also like how you can save in
mid-jump, it's handy for nervous players like me.  Can I ask what happens if
you don't kill something?  For example I feel sorry for the small monkeys
being killed smile  They sound cute.  Will you be adding a Review game
sounds option to the main menu?  Again thanks for the preview, I'll be
buying this for sure.  Best wishes from Lori Duncan
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 12:47 PM
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] Towers of War

2011-05-21 Thread Jeremy Kaldobsky
Dark, reading your post has made me miss playing the game, lol!  Boy it feels 
like forever since I last played it, and I'm quite tempted to download it to 
give it another go.  Yes, that's right, I did say download it haha.  The laptop 
I was using back then died on me, so I'll have to download it just like 
everyone else.

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Re: [Audyssey] Towers of War

2011-05-21 Thread fred olver
Okay, so I'll bite, where does one get this game, Towers of war???


Fred Olver

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 6:14 PM
Subject: Re: [Audyssey] Towers of War


 Dark, reading your post has made me miss playing the game, lol!  Boy it 
 feels like forever since I last played it, and I'm quite tempted to 
 download it to give it another go.  Yes, that's right, I did say download 
 it haha.  The laptop I was using back then died on me, so I'll have to 
 download it just like everyone else.

 ---
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 list,
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Re: [Audyssey] Towers of War

2011-05-21 Thread reinhard stebner
http://www.kaldobsky.com/audiogames/

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of fred olver
Sent: Saturday, May 21, 2011 7:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Towers of War

Okay, so I'll bite, where does one get this game, Towers of war???


Fred Olver

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 6:14 PM
Subject: Re: [Audyssey] Towers of War


 Dark, reading your post has made me miss playing the game, lol!  Boy it 
 feels like forever since I last played it, and I'm quite tempted to 
 download it to give it another go.  Yes, that's right, I did say download 
 it haha.  The laptop I was using back then died on me, so I'll have to 
 download it just like everyone else.

 ---
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 list,
 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

2011-05-21 Thread Thomas Ward
Hi Dark,

Right. However, like I said earlier I think a lot of it boils down to
either the developer doesn't know how to add this or that feature, or
they simply haven't experienced it before and thus never thought of
it.  I confess the idea of having a dart shoot you while jumping never
occured to me either. That is why end user suggestions are helpful is
maybe someone else will have an idea you didn't think of yourself.

For instance, take the poison darts in Mysteries of the Ancients. They
are pretty much borrowed straight out of Tomb Raider. What I mean by
that is there are hidden pressure plates in the floor and if you step
on one Angela will git stuck good with a poisoned dart/arrow. However,
if you can jump the pressure switch she'll avoid that trap. I don't
know how jumping would trigger that kind of dart.

On 5/21/11, dark d...@xgam.org wrote:
 Hi Tom.

 I'd personally view analogue jumps as a very! complex feature indeed, where
 as say adding something like an extra arrow trap in an otherwise 2D game to
 give a vertical danger would seem less so, though i do take the point.

 At the same time though, I don't think this is particularly an excuse for
 developers to only stick to simple games, just perhaps a reason why certain
 trade offs need to be made occasionally.

 Look at the Mota switches. We have traded the extra fidly complexity, both
 of programming and of design, it would take for multiple switch types, but
 instead have other forms of trap such as the vanishing flaws to handle.

 Beware the grue!

 Dark.

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread The Addictor
Mission eight?  LOL--I still can't complete Mission 5.  Just I'm must very 
good at strategy lol!  Love the game though, and I'm glad you're improving 
it.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:48 PM
Subject: [Audyssey] Lunimals version 2.0b


Lunimals version 2.0b has just been posted.  Sorry about the long delay 
between this update and the last one, but I think you'll all be happy with 
the changes.  I've implemented almost all of the suggestions people have 
given me, including things like adjusting game speed, sapi speaking speed, 
custom games, and quick tile information during game play.  I've fixed a 
ton of small bugs that people reported, and I've added a new prey animal 
(gophers) and a new predator (dingos) which fall into the master predator 
class and can be considered an entirely new eco system layer all by 
themselves.


Everyone can give mission 8 a try now, and I wish you luck, because it is 
quite a challenge!  Muhahaha (evil laugh)!


The custom games allow you to choose a dome, choose how much money you 
begin with, and enable or disable random dome disasters.  These games 
allow you to set your own rules rather than simply following along with 
the campaign quests.  Random disasters provide the occasional, unexpected 
problem to fix, if you choose to have them.


I've already begun work on the last 2 animals that will be added to the 
game.  I'm not sure yet, if there will be 10 total missions, or only 9, 
but either way I can finally see the light at the end of the tunnel.  Once 
I have time to finish up the next few animals and mission(s), Lunimals 
will finally be complete!  Yay!  Once that happens I will attempt to make 
the game support multiple languages.  I would, very much, appreciate 
volunteers to help me with the translating.  Once I'm ready, I'll post a 
file containing all of the game's dialog so that people can translate it 
and send it back to me.  I would like to know this game can be enjoyed by 
non English speaking players as well.


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Re: [Audyssey] Towers of War

2011-05-21 Thread The Addictor
Save up your money, because you earn interest.  That's the big key.  Start 
by putting two microwave towers in the middle of the path.  Then, as you 
save up money, put a frost tower and a poison tower at the very beginning. 
Put all these at the edge of the path.  Later you can keep adding towers, 
but where you position them is key.  For example, poison works slow, so 
don't put it anywhere but at the beginning of the path--same with frost. 
Cannons can go pretty much anywhere, and so can sniper rifles.  Microwaves 
shoot out their energy in all directions, so them at the turnings of the 
path.  Just remember not to add too much at once--one microwave tower should 
do for the first two levels.  Keep adding--slowly, and save often.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played? 
I've tried it out for about a week now, building different towers etc, but 
I'm constantly losing on level 5 if not before.

Thanks.
Regards,
Damien.
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