Re: [Audyssey] project yugioh - english version ready, need testers!

2011-05-25 Thread dark
I'll be interested to see where this one goes matheus sinse other than the 
combat in metroplexities, no ccgs or similar are available at all in an 
accessible form,  thoug- I'd imagine though translating all! rules and 
such into a game cvould be quite a time consuming process.


I'll be glad to play it when the translation is complete.

beware the grue!

Dark.
- Original Message - 
From: Matheus Rheine an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, May 24, 2011 12:00 AM
Subject: [Audyssey] project yugioh - english version ready, need testers!



hey everyone.
some years ago i said i was going to translate a yugioh game to english
using my vipmud scripting skills.
however it did not happen for various reasons. it's really hard to
translate a program using only scripts.
some things just weren't working properly at all.
but now the main developer sent an email to me 10 minuts ago saying that
the beta version of the yugioh translation is complete, even the manual
explaining how to play, everything!!!
you know what's the best? it's a online game, and we have no game that's
similar to this one. if you ever watched yugioh you will know what i
mean. we have lots of cardgames like solitaire, spades, poker,
blackjack, no thanks. i'm not interested in it, it's quite nice to play
sometimes, but i want something much more advanced and more
entertaining.
in this game you have a deck of cards and should add monsters, spells
and traps to it. in total there are more than 300 cards, so the
combinations are unlimited. no game is going to be  the same.
i'm playing it for years and it's still a lot of fun to play.
you will even be able to play with sighted peoples and peoples from
brazil, since the game is running in the same room.
to make it work, do the following:
be warned that the first part to connect is in portuguese.
point your favorite telnet client to
intervox.nce.ufrj.br
port 1963
when you're connected it will ask you to press enter. just do so and
some more messages will come, saying the number of peoples connected in
the chatroom. we're not interested in this information, ignore it
altogether and type -cartas remember to include the - before the word
cartas
to go to the room that's always open and have the bot that we're
interested in running.
ok, now we are in the room, you should press - to disable it from
appearing before the messages, it's anoying!
now it will say in the end of the messages that if you want to play in
english you should just type eng1.
do it and start reading the manual, it's everything in english! well not
100% for now because remember that it's just an initial version, however
it will be improved.
hope you all enjoy it.
best regards.

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Re: [Audyssey] pcs games question?

2011-05-25 Thread dark

Hi Phil.

though I'm not sure how easy it would be to just get into a reaction mode 
this doesn't actually sound much like savage gambit, especially with the key 
combos to block and ability to move forward and back.


I'd be interested to try it,  though on my current keyboard the six pack 
isn't really a six pack sinse the delete key is larger than usual and insert 
is somewhere else (I'm actually glad Hal doesn't use it as a key combo for 
that reason).n


So playing it on that keyboard could be interesting - as could playing 
on a laptop infact.


Beware the gRue!

Dark. 



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

2011-05-25 Thread dark

Hi tom.

Well that is a pest regarding the harpies flight, though on the pluss side 
having the ability to include vertical combat elements in a 2D game would be 
highly needed in the genesis engine I think if you were planning on creating 
games similar to mega man, castlevania etc.


So it might be a good exercise for the future anyway.

Beware the Grue!

Dark. 



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Re: [Audyssey] What is the differance between these games?

2011-05-25 Thread dark

Hmmm michael I'm a litle confused at this question.

Mississippi is a game about trading and commerce primarily intended to be 
played with other people at the same computer where you buy and sell stuff 
and try to turn a prophit.


A game like trek 2000 or final conflict you control a number of starships 
and try to destroy the opposing forces.


they're not really similar in the least as the hole objective and mode of 
operating is different though both are stratogy, pluss in mississippi there 
is no computer opponent to play against anyway.


Beware the grue!

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

To: gamers@audyssey.org
Sent: Wednesday, May 25, 2011 6:55 AM
Subject: [Audyssey] What is the differance between these games?


Hey, I was wondering what the differance between Mississippi and a game 
like the Trek 2000, or Final conflict?
I n Mississippi I know you can put businesses in different places but do 
you controll those businesses?  Or is this game like those strategies 
games where you controll more then one character?


--
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] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

great.
So again we have this issue.
I am downloading it now but wander if I should hold off I couldn't 
finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or 15.

At 02:44 p.m. 25/05/2011, you wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 24, 2011 9:19 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA beta 19 released!

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release


==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing


==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

in beta 16 we had sfml which had videocard issues.
This shouldn't be a problem on most newer systems but laptops and 
some other manufacturers are especially prone on having custom 
drivers which can not be updated at all necessarily.

At 03:01 p.m. 25/05/2011, you wrote:

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
I also think that was before you went to DirectX for panning but I 
could be wrong.

Phil


- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 10:53 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger karl.belan...@comcast.net wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl


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Re: [Audyssey] audio tutorial please

2011-05-25 Thread Tim Kilgore
I think just a picture of the choices and how to make them.  I just do 
better with audio tutorials.


Thanks for any help you can give.  A general overview of how to write a 
gamebook would help.


Thanks

Tim
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 10:20 PM
Subject: Re: [Audyssey] audio tutorial please


An audio tutorial?  What features have you stumped?  Let me know and I'll 
work on one.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Tim Kilgore tim8...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 6:48 PM
Subject: [Audyssey] audio tutorial please


Hey can some one please make an audio tutorial of the dauk gru program? 
I can't seem to get a handle on it.


Tim
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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread burakyuksek

Ah good new!
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 4:19 AM
Subject: [Audyssey] MOTA beta 19 released!



Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Phil Vlasak

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters 
got

in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] pcs games question?

2011-05-25 Thread Phil Vlasak

Hi Dark,
When we picked that key combination, most keyboards had the six pack right 
above the arrow keys so you could stab at any of the boxing keys with your 
right hand, or left if you moved the keyboard over.
This would be a problem with newer keyboards and laptops or net books as 
they don't have the space for the traditional layout.

If a windows conversion was made, we would probably specify the
j, k, l keys for body work, and u, i, o, for head work
and m, and period, for kicking.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 2:41 AM
Subject: Re: [Audyssey] pcs games question?



Hi Phil.

though I'm not sure how easy it would be to just get into a reaction mode 
this doesn't actually sound much like savage gambit, especially with the 
key combos to block and ability to move forward and back.


I'd be interested to try it,  though on my current keyboard the six 
pack isn't really a six pack sinse the delete key is larger than usual and 
insert is somewhere else (I'm actually glad Hal doesn't use it as a key 
combo for that reason).n


So playing it on that keyboard could be interesting - as could playing 
on a laptop infact.


Beware the gRue!

Dark.




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[Audyssey] mota

2011-05-25 Thread william lomas
hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the levels and be 
done with it?
all these betas are now getting rediculous, i know you and I want mac support 
as well Thomas but most of us are on windows, not Linux. 
I'll be dead by the time you release a game you actually have created yourself 
*smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all of us on the 
list here can empathize but surely if you just worked on the other levels beta 
18 was fine as it was in my view, and then you can work on titles like an fps 
game, that you as a developer, really wish to work on.

WIll


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[Audyssey] yugioh manual

2011-05-25 Thread Matheus Rheine
hi all, remember the game that i was talking about yesterday?
now the manual is fixed and working, you can access it either by
connecting to the game or by accessing this dropbox link.
http://dl.dropbox.com/u/1695866/yugioh.txt
thanks and best regards

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss
Well I played mota, and wll being in front of an item works but hmmm 
Its  hardish something I will have to get used to I guess.


At 11:16 p.m. 25/05/2011, you wrote:

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got
in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1375 / Virus Database: 1509/3657 - Release Date: 05/24/11



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Re: [Audyssey] mota

2011-05-25 Thread shaun everiss
well I think beta 17 was easier the platforms especially the ones in 
level2 are a real mennace.
To be honest though the old directx was good enough, after that maybe 
you could convert.
This game has got tricky, but there is no real pan, now sound jumps 
round like a rabbit.

The scope does not always sound at the right time either.
At 11:47 p.m. 25/05/2011, you wrote:

hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the 
levels and be done with it?
all these betas are now getting rediculous, i know you and I want 
mac support as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have 
created yourself *smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all 
of us on the list here can empathize but surely if you just worked 
on the other levels beta 18 was fine as it was in my view, and then 
you can work on titles like an fps game, that you as a developer, 
really wish to work on.


WIll


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Re: [Audyssey] mota

2011-05-25 Thread Matheus Rheine
hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.
-Mensagem original-
De: william lomas will.d.lo...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 25 de Maio de 2011 12:47
Assunto: [Audyssey] mota

hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the levels and be 
done with it?
all these betas are now getting rediculous, i know you and I want mac support 
as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have created yourself 
*smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all of us on the 
list here can empathize but surely if you just worked on the other levels beta 
18
was fine as it was in my view, and then you can work on titles like an fps 
game, that you as a developer, really wish to work on.

WIll


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[Audyssey] Bowling

2011-05-25 Thread Jim Kitchen

Hi,

Speaking of bowling, I've got a gentleman asking me if I know where he might 
buy a bowling rail.  I was hoping that someone here might know.

Thanks.

BFN

Jim

Shopping tip: You can get shoes for 85 cents at the bowling alley.

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

2011-05-25 Thread Charles Rivard
I'll send that info to the list when I get home.

Shepherds are the best beasts!

On May 25, 2011, at 8:14 AM, Jim Kitchen j...@kitchensinc.net wrote:

 Hi,
 
 Speaking of bowling, I've got a gentleman asking me if I know where he might 
 buy a bowling rail.  I was hoping that someone here might know.
 
 Thanks.
 
 BFN
 
Jim
 
 Shopping tip: You can get shoes for 85 cents at the bowling alley.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Speech on Blastbay products

2011-05-25 Thread Philip Bennefall

Hi Lori,

There is a little puzzle related to the food in level 1, in fact, so I won't 
spoil it here just yet. The vultures are currently just a sound sequence 
rather than actual game characters. They are primarily there to clean up 
dead bodies, as they would otherwise pile up very quickly considering that 
the animals will sometimes fight each other as well.


Kind regards,

Philip Bennefall
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 12:08 PM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi Philip yes that makes sense, I'm glad your voice is still going to be in
it, it's got a really good clear sound and is a joy to listen too.  It would
be interesting to find out what you do with the food in the firdt level when
you've got it, do you light a fire and eat it?  I wonder what cooked monkey
would taste like :)  I like the vultures which come down after something has
died, do they attack you too?  I really hope your cold goes soon, it's
raining buckets cats and dogs here at the moment so am just staying inside
today.  Take care from Lori
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 5:34 PM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi Lori,

Sorry for taking so long before writing back, I have had a horrible cold
over the last few days but am back up and running now.

I will definitely be replacing Sapi with a human voice. It will not be my
own though as I am playing the main character and I don't want to overuse
my voice. As for what happens if you don't kill the monkeys, nothing. If
you like them, you can just ignore them and let them happily go about
their business. I can't guarantee that the leopards and boars will feel as
kindly towards them, though.

As for a learn game sounds menu, I don't actually think I'll have one.
Most of the sounds are self explanatory, and those that are not will be
thoroughly described in the manual. If I end up with some really obscure
ones that are hard to explain, i'll reconsider that. A game like Q9 needed
it because there were things like the fields and the demons etc which are
not real things, and their sounds could not really be described in text.
Does that make sense?

Kind regards,

Philip Bennefall
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 2:26 PM
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] Speech on Blastbay products

2011-05-25 Thread Lori Duncan
Lol it's always fun to hear animals get in each others way, you can go out 
of reach and listen to the result :)
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 2:41 PM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi Lori,

There is a little puzzle related to the food in level 1, in fact, so I 
won't spoil it here just yet. The vultures are currently just a sound 
sequence rather than actual game characters. They are primarily there to 
clean up dead bodies, as they would otherwise pile up very quickly 
considering that the animals will sometimes fight each other as well.


Kind regards,

Philip Bennefall
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 12:08 PM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi Philip yes that makes sense, I'm glad your voice is still going to be 
in
it, it's got a really good clear sound and is a joy to listen too.  It 
would
be interesting to find out what you do with the food in the firdt level 
when
you've got it, do you light a fire and eat it?  I wonder what cooked 
monkey
would taste like :)  I like the vultures which come down after something 
has

died, do they attack you too?  I really hope your cold goes soon, it's
raining buckets cats and dogs here at the moment so am just staying inside
today.  Take care from Lori
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 5:34 PM
Subject: Re: [Audyssey] Speech on Blastbay products



Hi Lori,

Sorry for taking so long before writing back, I have had a horrible cold
over the last few days but am back up and running now.

I will definitely be replacing Sapi with a human voice. It will not be my
own though as I am playing the main character and I don't want to overuse
my voice. As for what happens if you don't kill the monkeys, nothing. If
you like them, you can just ignore them and let them happily go about
their business. I can't guarantee that the leopards and boars will feel 
as

kindly towards them, though.

As for a learn game sounds menu, I don't actually think I'll have one.
Most of the sounds are self explanatory, and those that are not will be
thoroughly described in the manual. If I end up with some really obscure
ones that are hard to explain, i'll reconsider that. A game like Q9 
needed

it because there were things like the fields and the demons etc which are
not real things, and their sounds could not really be described in text.
Does that make sense?

Kind regards,

Philip Bennefall
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 2:26 PM
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] pcs games question?

2011-05-25 Thread dark

Hi Phil.

I'm not usualy as much a fan of the letter keys for spacial functions, but 
in this case I do think that's a good idea indeed if you ever make a windows 
port of the game.


I'm not actually sure why my desktop keyboard has such a strange layout, 
sinse it's not one of those tiny miner ones, it's just that it has an 
unusually large enter key, with pg up and down to one side and home and end 
above.


goodness knows why.

Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 12:25 PM
Subject: Re: [Audyssey] pcs games question?



Hi Dark,
When we picked that key combination, most keyboards had the six pack right 
above the arrow keys so you could stab at any of the boxing keys with your 
right hand, or left if you moved the keyboard over.
This would be a problem with newer keyboards and laptops or net books as 
they don't have the space for the traditional layout.

If a windows conversion was made, we would probably specify the
j, k, l keys for body work, and u, i, o, for head work
and m, and period, for kicking.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 2:41 AM
Subject: Re: [Audyssey] pcs games question?



Hi Phil.

though I'm not sure how easy it would be to just get into a reaction mode 
this doesn't actually sound much like savage gambit, especially with the 
key combos to block and ability to move forward and back.


I'd be interested to try it,  though on my current keyboard the six 
pack isn't really a six pack sinse the delete key is larger than usual 
and insert is somewhere else (I'm actually glad Hal doesn't use it as a 
key combo for that reason).n


So playing it on that keyboard could be interesting - as could 
playing on a laptop infact.


Beware the gRue!

Dark.




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Re: [Audyssey] mota

2011-05-25 Thread Bryan Peterson
Oh I'm all for that, but I almost feel it would have been better for him to 
release the WIndows version first and then he could have worked on the Mac 
version solidly without having to worry about possibly causing problems with 
the WIndows version.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 8:03 AM
Subject: Re: [Audyssey] mota



If the vgame can be
made to be played on platforms other than Windows, I'd say to go for it, 
as long as Windows users aren't left out.  Gamers other than Windows users 
need games, too.


Shepherds are the best beasts!

On May 25, 2011, at 7:01 AM, Matheus Rheine an...@bol.com.br wrote:


hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.
-Mensagem original-
De: william lomas will.d.lo...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 25 de Maio de 2011 12:47
Assunto: [Audyssey] mota

   hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the levels 
and be done with it?
all these betas are now getting rediculous, i know you and I want mac 
support as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have created 
yourself *smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all of us 
on the list here can empathize but surely if you just worked on the other 
levels beta 18
was fine as it was in my view, and then you can work on titles like an 
fps game, that you as a developer, really wish to work on.


WIll



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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Will,

First, I understand your frustration, but you must have missed my
message to Phil about my plans for beta 20 which will likely be 1.0
rc1. What I mean by that is now that I have finally merged the Windows
G3D Engine and the Linux G3D Engine into a single cross-platform
engine I can focus my attention specifically on levels 3 through 12,
adding the game registration, etc. All of that shouldn't take more
than a month. As I also said I'm looking for a mid summer release
schedule. So you aren't going to be deaf, old, and gray before this
thing comes out. I can pretty much say end of Auggest latest.

Second, the problem with using the G3D 2.0 Windows engine and
finishing MOTA using that is that the 2.0 engine and the 3.0 engine
are not fully compatible. There are a number of differences in the
types of parameters required to initialize certain functions, pan
sounds, set volume, whatever.

For instance, the FMOD Ex API which I have integrated into the G3D 3.0
cross-platform engine has a volume range of 0.0, off, to 1.0 full
volume. DirectSound, via Streemway, used in the 2.0 engine has a
volume range of 0, full volume, and -1, off. There is no easy way
to wrap the volume controls and make them take the same range of
parameters without a lot of extra effort.

The bottom line here is that with differences like that in the two
versions of the G3D Engine it is going to dramatically slow down
development because I'll essentually be developing two different
versions of the game instead of one. Any changes I make to the Windows
version of the game I'll have to repete in the non-Windows version of
the game. Meaning double the time, work, and effort to create the
game. Not the ideal situation. And I know what you are going to say.
Why not completely forget about Mac, Linux, etc and just create the
Windows version?

Simple. I'm no longer using Windows full time. I've already decided I
am not paying tu upgrade to the next version of Microsoft Windows, and
Windows 7 is basically the last version I intend to own unless I get a
copy with a new PC. Otherwise my future will be on a Linux PC, and I'm
looking at buying a Mac instead of a PC next time around. So Windows
is history as far as I am concerned. At most I'll use Windows via
Fusion, Bootcamp, VMWare, or something like that for the apps and
games I've already purchased, but me Windows are going our separate
ways, and because of that I intend to take my games and other software
projects with me to the new platform. Otherwise if I can't do that
there is absolutely no point in writing them.

I'm sorry if that sounds harsh, but it is reality. I'm not going to
put time into creating games and other software specifically for
Windows users only to end up rewriting them from scratch for myself.
That's not only stupid that's utterally pointless if there is a way to
design the software product to meet the needs of Windows users as well
as my needs as well. I've actually done that with the Genesis 3D 3.0
engine. The game runs identically on Windows and Linux, and expect
with a bit of tweeking and a few bug fixes will be a decent
cross-platform engine. Why would I throw the lass two months of work
away just to pander to the Windows users?

HTH


On 5/25/11, william lomas will.d.lo...@gmail.com wrote:
   hi tom et al,


 can't you just release mota as it was in beta 18 i.e. finish the levels and
 be done with it?
 all these betas are now getting rediculous, i know you and I want mac
 support as well Thomas but most of us are on windows, not Linux.
 I'll be dead by the time you release a game you actually have created
 yourself *smile* or too deaf to play.
 You keep on saying how you are irritated with the project, and all of us on
 the list here can empathize but surely if you just worked on the other
 levels beta 18 was fine as it was in my view, and then you can work on
 titles like an fps game, that you as a developer, really wish to work on.

 WIll

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Bryan,

Yeah, but as I just explained to Will that's too much work. The G3D
Windows version and the cross-platform version are fairly different
which requires a number of changes to the MOTA code itself. Things
like panning, setting volume, changing pitch, initializing an
application window, etc are completely different. Different enough it
would take at least a couple of weeks of editing, like I just did, to
make the MOTA code compile with the new 3.0 engine. I've already done
that work. Why would I go back to beta 18 and the older 2.0 Windows
engine and build on that when I've already converted the code to use
the new engine?

The way I see it is kind of like this. The Windows users are asking me
to go back to beta 18, and create a Windows specific version. Since
that isn't compatible with the new engine, is deprecated code as far
as I'm concern, it would probably turn out something like this. I
released MOTA 1.0 as a Windows only version using the older 2.0
engine. All future games would be designed on the new 3.0 engine
regardless of how they feel about it. People would want me to upgrade
MOTA 1.0, add levels, new features, and I reply, sorry, I'm not
upgrading that game, because it was built on an older version of the
G3D Engine and would take too much work to upgrade.

Obviously, an answer like that would go over like a led baloon. People
wouldn't want to hear that because I have personally chosen to use Mac
or Linux, not Windows, and have decided to move in that direction that
I'm just completely abandoning everything for Windows. So I think what
I'm doing is the best for everyone. I can continue to create my games
using Linux or Mac, and since I plan to have at least one Windows
computer around for business purposes I can cross compile/port my
games to Windows. Then I can sell, maintain, and support Windows
versions of my products. Otherwise its not worth my time to create
Windows products as a separate product from the ones I'm currently
creating for non-Windows platforms.

In a way, its kind of like the way Windows developers view Mac and
Linux in reverse. I've heard things like there is no money in it, they
don't use Mac/Linux so its not worth their personal time, etc. In
other words creating non-Windows versions of their software is going
out of their way to do it. Well, I consider writing Windows versions
of my games going out of my way, because I have no use for them
myself. I'm using a fully operational Linux laptop with Ubuntu 10.04
LTS  and that's where I spend 99% of my time. Therefore, it only seems
logical that my games should be Linux compatible since that is what I
primarily use on a daily basis.

Cheers!


On 5/25/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Oh I'm all for that, but I almost feel it would have been better for him to
 release the WIndows version first and then he could have worked on the Mac
 version solidly without having to worry about possibly causing problems with
 the WIndows version.
 We are the Knights who say...Ni!

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
HI Charles,

Thank you. I'm glad you understand my point-of-view. As you said
non-Windows users need games too. We have been left out for far too
long and I intend to begin changing that by making more games
available for non-Windows platforms while maintaining some degree of
support for Windows as well.

I think everyone who uses Windows should try and imagine this. Let's
use an unrealistic but hypathetical situation where all the major game
devs whent out and baught Macs and decided one day they are no longer
going to create games for Windows. If they wanted to play new
accessible games they'd have to buy a Mac computer. I'm sure they
would be upset, disappointed, and perhaps feel a bit slighted that
their operating system is no longer supported at all. Well, that's
kind of how I feel when games aren't being made for non-Windows
platforms like Linux. I see all these new great games being made like
Time of Conflict, for example, or Philip's new game and the only way I
can play them is to spend extra money for Windows to play them. I
can't choose a version for Linux specifically which would make me more
inclined to buy them.

Mind you, I'm not wining or complaining about this, but just
explaining how things are. Since I am a fully qualified software
developer with at least 12 years experience I'm the perfect person to
begin developing non-Windows games. I've got the time, experience,
skills, and the desire to do it regardless of financial motivation.
That's why I'm doing it.

Cheers!







On 5/25/11, Charles Rivard woofer...@sbcglobal.net wrote:
 If the vgame can be
 made to be played on platforms other than Windows, I'd say to go for it, as
 long as Windows users aren't left out.  Gamers other than Windows users need
 games, too.

 Shepherds are the best beasts!

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine an...@bol.com.br wrote:
 hi will, i totaly agree with you. look what has been changed in this
 beta! removed joystick support and mouse support! it wasn't perfect but
 at least it worked, pluss the audio with fmod, going back to sdl, i
 think that you will create mota in all the programming languages
 available, lol. just kidding man, but onestly you aren't going to sell
 more copies by adding linux or mac support, yep, you might get some more
 peoples to buy the game, like 10 or so, but that's it(that's my point of
 view at least) and if linux or mac users can play the game, there's
 always the vm possibilities for now. see, while others are working on
 new titles you're announcing new betas of mota for more than 2 years,
 pluss if we count mysteries of aztecs and montezumas revenge / return i
 can't even count...
 even the developers that develope game for the sighted stick with
 windows most of the time(unless there's a very good platform that allow
 then to use and create the game in more than one system, like steam)
 you will never be able to make everyone happy. if i were you i wouldn't
 announce these betas to the list, i would simple design the game the way
 i wanted and point. yep, there's the preordering issue, but you're a
 different developer, you're not james north and you don't need to give
 *the same* product that he was going to release, and also because some
 peoples preordered it doesn't mean that all the requests should be added
 just because they preordered it, or because you need to finish the
 project fast.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Shaun,

If you are talking about the analog jumps they aren't even in beta 19.
So you might have less problems playing beta 19. In any case from here
on out beta 19 will be the platform I'll be working from. I'll
probably release patches, updates, bug fixes for that release so
you'll need the main setup file until I say other wise.

Cheers!


On 5/25/11, shaun everiss sm.ever...@gmail.com wrote:
 great.
 So again we have this issue.
 I am downloading it now but wander if I should hold off I couldn't
 finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or
 15.

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Re: [Audyssey] mota

2011-05-25 Thread Greg Wocher

Hello Thomas,
I completely understand where you are coming from.  I have recently 
installed Vinux on my old Acer Aspire 1 netbook.  I may here soon download 
and install your version for Linux and see how it goes.  I am on the Vinux 
and Orca lists and I am seeing new members all the time.  I could actually 
see a market for your games in other countries since there seems to be quite 
a bit of linux users in other countries other than the U.S.

Happy Gaming,
Greg W.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 6:33 PM
Subject: Re: [Audyssey] mota



Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine an...@bol.com.br wrote:

hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.


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Re: [Audyssey] mota

2011-05-25 Thread Charles Rivard
I know, from the beginning, that your reasoning for creating the game to 
work on the format of your personal choice was so that you, in fact, could 
play it using that platform.  And, as you have numerously pointed out, that 
market is still growing, and will be profitable.  There aren't enough games 
for that market, so it is a very good sound idea.


As for the removal of joystick and mouse support, this has been done before 
in order to test game operation, and it will be added back in before the 
final release.  I have no idea where anyone at all got the idea that you 
removed it permanently.  You never even hinted at such a notion.


---
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: Wednesday, May 25, 2011 5:33 PM
Subject: Re: [Audyssey] mota



Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine an...@bol.com.br wrote:

hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Phil,

As Willem and I were just discussing off list the issue is that FMOD
and DirectSound use two completely different mathematical scales to
pan sounds and control volume. DirectSound uses a Linear scale to roll
off where FMOD, OpenAL, and XAudio2 use a Logarithmic  scale to roll
off. What I'm going to have to eventually do is create a linniar to
Logarithmic converter which will allow me to pan sounds similar to
DirectSound but convert them to a Logarithmic setting. Its probably
not that hard to do, but I wanted to see how well the new engine
worked in general before attending to these miner issues like this.

Of course, as usual the winers and complainers decided to focus on
this one single issue and run with it. They are making a bigger deal
out of this than it marets. The game is certainly playable as is, and
eventually I'm certain I'll find a decent conversion from DirectSound
to FMOD. It just requires a bit of patients and understanding from the
community at large. I'm getting neither. Instead I'm getting swamped
with moaning, growning, and complaining about it. That's not helping
things.

Cheers!



On 5/25/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
 Then far right would be 1.0, and one step closer would be 0.5
 then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

 Is this what you tried to do?
 Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi,

Yeah, but we aren't using SFML any more. The 3.0 G3D Engine uses SDL
1.2.13. That doesn't have any video issues that I am aware of. In
fact, over all the new 3.0 engine is rock solid stable. Other than the
audio and support for some game controllers like joysticks and mice
the engine is ready to roll.

Cheers!


On 5/25/11, shaun everiss sm.ever...@gmail.com wrote:
 in beta 16 we had sfml which had videocard issues.
 This shouldn't be a problem on most newer systems but laptops and
 some other manufacturers are especially prone on having custom
 drivers which can not be updated at all necessarily.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hi, I have a question to ask. Could you explain how the === separator
 works? Why not use an html separator. I am sure that would work fine as
 well.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Greg,

That's very true. If we look atsay the US, UK, and Canadian markets
Windows is clearly the big winner, but if we look at foreign markets
Linux has had a dramatic inpact on home and industry software world
wide. In what we would call the third-world markets those people can
not afford top dollar prices for Microsoft Windows and they have
turned to Linux to supply their software needs. Where in the USA Linux
ranks third in the OS market I've heard of some foreign markets where
Linux PCs out rank Windows two to one. So the people saying I'll only
make 10 sales is understating the fact that Linux actually has a
larger influence outside the United States, Canada, etc. Its just a
matter of trying to market my products for those potential customers
and non-US markets.

Not only that, but the USA economically isn't doing too good. People
living on SSI have not gotten a cost of livining crease in two or
three years even though the price of everything from gas, to food, to
everyday household items have gone way up in price. Its possible if
this continues blind American gamers won't have the financial means to
hang onto their high priced Windows software, upgrade, etc. Then what?

Well, they have two choices. They can stick with their old computers
and hope for things to financially improve, or they can pick a cheaper
low cost solution like Linux. I'm at least giving them that opertunity
to pick Windows or Linux, and their product keys will work with both
versions. I don't think people should have to choose one opperating
system over another simply because a developer decides not to support
a non-Windows OS and platform for reason x.

Cheers!


On 5/25/11, Greg Wocher gwblindm...@gwblindman.org wrote:
 Hello Thomas,
 I completely understand where you are coming from.  I have recently
 installed Vinux on my old Acer Aspire 1 netbook.  I may here soon download
 and install your version for Linux and see how it goes.  I am on the Vinux
 and Orca lists and I am seeing new members all the time.  I could actually
 see a market for your games in other countries since there seems to be quite
 a bit of linux users in other countries other than the U.S.
 Happy Gaming,
 Greg W.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Mich
hi Tom. I think he is talking about the separations in the manuwil to 
separate the different sections of the text. some of them use a +++ hth. 
from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 25, 2011 7:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Charles,

Well, I think I do. The fact of the matter is most people don't really
know or fully realise how developers work, operate, etc. Most projects
have a roadmap, sort of a master todo list/schedule, that states what
needs to be done and when the developer plans to work on that
particular issue. Linux projects, for example, generally have a public
roadmap you can read online that gives you a rough idea of what Gnome
3.2 willl contain as well as other updates or changes to various
programs. Well, I'm no different in that respect other than I never
publish my notes online. Perhaps I should start doing it.

Basically, I have this master list that says ok, joystick/mouse
support isn't working, so I'll take it out and add it before 1.0 goes
live. If I need to I'll use the DirectX input libraries for it until I
find another way to do it properly with SDL etc. Since I haven't made
my master notes publically available I think people like Mattheus
assumed the worst. I removed joystick support in beta 19 so he assumed
it was perminitly removed rather than temperarily removed. I see where
he got his assumptions even though it turns out to be a bit eronious
and short sighted because he isn't seeing the big picture here.

Cheers!




On 5/25/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I know, from the beginning, that your reasoning for creating the game to
 work on the format of your personal choice was so that you, in fact, could
 play it using that platform.  And, as you have numerously pointed out, that
 market is still growing, and will be profitable.  There aren't enough games
 for that market, so it is a very good sound idea.

 As for the removal of joystick and mouse support, this has been done before
 in order to test game operation, and it will be added back in before the
 final release.  I have no idea where anyone at all got the idea that you
 removed it permanently.  You never even hinted at such a notion.

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

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Bryan Peterson

I think he was talking about the User's Gide.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 25, 2011 5:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] pcs games question?

2011-05-25 Thread Thomas Ward
Hi Phil,

Yeah, some kind of remapping would be essential for laptops. The one
you mentioned sounds like a good compromise. I myself am running a
notebook most of the time and the del, insert, home, end, and page
up/down keys are nowhere near each other making Red Dragon impossible
to play on my laptop configuration.

That said, you know what I think would be even better? I think we
should add some sort of custom keyboard profiler that would allow
people to remap the keys. The reason I say that is I've had a few
request over the past couple of years to make some way to map keys as
some people are lefties etc and wwould rather use something like a, s,
d, and w to move around. That makes sense to me and could be
acomplished by remapping j, k, l, and i to the other side of the home
row. What do you think?

Cheers!




On 5/25/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Dark,
 When we picked that key combination, most keyboards had the six pack right
 above the arrow keys so you could stab at any of the boxing keys with your
 right hand, or left if you moved the keyboard over.
 This would be a problem with newer keyboards and laptops or net books as
 they don't have the space for the traditional layout.
 If a windows conversion was made, we would probably specify the
 j, k, l keys for body work, and u, i, o, for head work
 and m, and period, for kicking.
 Phil

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Re: [Audyssey] pcs games question?

2011-05-25 Thread Charles Rivard
Hmm.  What a way to get into Tenpin Alley, which must be purchased 
separately?  (grin)


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 7:10 PM
Subject: Re: [Audyssey] pcs games question?



Hi Dark,
I am planning to have one city map that you drive around on but each level 
of the game will include several building interiors.
When you get out of your car and go into a building, the game will 
teleport you into that room or building.

For example
You start the game in the police station. You get a report that a bank is 
robbed. You climb in your police car and zoom over to the bank. If you get 
there fast enough you might catch the robber still in the bank.
If you take longer he might be running down the street or getting into a 
car, and you have to chase him.
Once you stop the robber, you need to subdue him, either by shooting him, 
using a taser gun, pepper spray, night stick or punching him. Then putting 
on handcuffs and stripping him nude.

Then hog tying him and throwing him into the back of the car.
Then grabbing the bags of money and putting them into  your trunk.
Followed by driving back to the police station, and throwing him in jail.
Then driving to the doughnut shop and using the banks money for buying 
them for all your fellow cops.
Unfortunately, each  doughnut  you eat will lower your health so you will 
need to drink many cups of coffee to bring it back to normal.

Then you will have to find a place to go as your bladder will be filled.
You visit a local bowling alley, and before going to the bathroom, you 
stop to bowl a few frames.

Finally it is off to the men's room. As you start to go, a
gelatinous blob will grab...

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 7:08 PM
Subject: Re: [Audyssey] pcs games question?



Hi Phil.

Indeed, that does sound different, I'll be interested to see how things 
work sinse rebound plays quite a bit more like Jim's pong in terms of 
hereing the bouncing ball, with sounds of power ups and monster coming 
down at you but the blocks themselves not making noise unless they're 
hit.


I did wonder about the boxing game sinse we could probably do with 
something different here, but if it is similar to savage gambit fair 
enough.


The cops game from your description sounds awsome, I especially like the 
idea of getting in and out of your police car as well as exploring 
buildings to catch crooks.


Is the game planned to have different audio maps? how about different 
missions eg, different crooks to catch?


Of course if you'd prefer to keep information low until you have time to 
release fair enough, I'm just curious.


Beware the grue!

dark.

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[Audyssey] question on inform 7

2011-05-25 Thread michael barnes
Hey, does anyone know if inform 7 will let me have a game do random 
things?  Example when you play a dice game or a card or board game 
random things happen.
If you play blackjack you might get a five to start with but some of 
the I.F. games I have play the same thing happens.
I am still going to work on some games and when I finish I'll have a 
website for people to get the games.

Thanks.

--
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Re: [Audyssey] pcs games question?

2011-05-25 Thread Phil Vlasak

Hi Thomas,
I am all for having a keyboard ini file like the GMA engine has.
But I like the feature for re-mapping hot keys as part of the game rather 
than forcing  them to manually alter a text file.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 8:58 PM
Subject: Re: [Audyssey] pcs games question?



Hi Phil,

Yeah, some kind of remapping would be essential for laptops. The one
you mentioned sounds like a good compromise. I myself am running a
notebook most of the time and the del, insert, home, end, and page
up/down keys are nowhere near each other making Red Dragon impossible
to play on my laptop configuration.

That said, you know what I think would be even better? I think we
should add some sort of custom keyboard profiler that would allow
people to remap the keys. The reason I say that is I've had a few
request over the past couple of years to make some way to map keys as
some people are lefties etc and wwould rather use something like a, s,
d, and w to move around. That makes sense to me and could be
acomplished by remapping j, k, l, and i to the other side of the home
row. What do you think?

Cheers!




On 5/25/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Dark,
When we picked that key combination, most keyboards had the six pack 
right
above the arrow keys so you could stab at any of the boxing keys with 
your

right hand, or left if you moved the keyboard over.
This would be a problem with newer keyboards and laptops or net books as
they don't have the space for the traditional layout.
If a windows conversion was made, we would probably specify the
j, k, l keys for body work, and u, i, o, for head work
and m, and period, for kicking.
Phil


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1375 / Virus Database: 1509/3659 - Release Date: 05/25/11




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Re: [Audyssey] pcs games question?

2011-05-25 Thread Phil Vlasak

Hi Charles,
Yeah, in Ten Pin Alley if you don't hit a key, eventually the announcer will 
go off to the bathroom, I think.

Or he will fall asleep and snore.
It is quite an Easter egg.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 9:29 PM
Subject: Re: [Audyssey] pcs games question?


Hmm.  What a way to get into Tenpin Alley, which must be purchased 
separately?  (grin)


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 7:10 PM
Subject: Re: [Audyssey] pcs games question?



Hi Dark,
I am planning to have one city map that you drive around on but each 
level of the game will include several building interiors.
When you get out of your car and go into a building, the game will 
teleport you into that room or building.

For example
You start the game in the police station. You get a report that a bank is 
robbed. You climb in your police car and zoom over to the bank. If you 
get there fast enough you might catch the robber still in the bank.
If you take longer he might be running down the street or getting into a 
car, and you have to chase him.
Once you stop the robber, you need to subdue him, either by shooting him, 
using a taser gun, pepper spray, night stick or punching him. Then 
putting on handcuffs and stripping him nude.

Then hog tying him and throwing him into the back of the car.
Then grabbing the bags of money and putting them into  your trunk.
Followed by driving back to the police station, and throwing him in jail.
Then driving to the doughnut shop and using the banks money for buying 
them for all your fellow cops.
Unfortunately, each  doughnut  you eat will lower your health so you will 
need to drink many cups of coffee to bring it back to normal.

Then you will have to find a place to go as your bladder will be filled.
You visit a local bowling alley, and before going to the bathroom, you 
stop to bowl a few frames.

Finally it is off to the men's room. As you start to go, a
gelatinous blob will grab...

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 7:08 PM
Subject: Re: [Audyssey] pcs games question?



Hi Phil.

Indeed, that does sound different, I'll be interested to see how things 
work sinse rebound plays quite a bit more like Jim's pong in terms of 
hereing the bouncing ball, with sounds of power ups and monster coming 
down at you but the blocks themselves not making noise unless they're 
hit.


I did wonder about the boxing game sinse we could probably do with 
something different here, but if it is similar to savage gambit fair 
enough.


The cops game from your description sounds awsome, I especially like the 
idea of getting in and out of your police car as well as exploring 
buildings to catch crooks.


Is the game planned to have different audio maps? how about different 
missions eg, different crooks to catch?


Of course if you'd prefer to keep information low until you have time to 
release fair enough, I'm just curious.


Beware the grue!

dark.

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[Audyssey] Lunimals mission 3?

2011-05-25 Thread Cary
hey guys
I just started playing the lunimals game a couple days ago. I'm not normally
into strategy games but this one looked kinda cool so I thought I'd give it
a try and I really like it. but I can't get past the first quest of mission
3. I think what is happening is that the mice are overpopulating and causing
the rabbits to die out. I don't know how to prevent this, though, because
the dome starts out with 0 power so I can't sell or kill the mice off. and
by the time I wait until I do have sufficient power most of the rabbits I
have are dead.  Can someone give me some tips?  I kinda suck at strategy
games so I'm probably missing something obvious but I don't know...
Thanks
-Cary


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[Audyssey] game installation curiosity

2011-05-25 Thread Charles Rivard
I just installed beta 19 of MOTA, and a thought crossed my mind.  Did you 
notice that the I do not agree radio button was checked by default?  I've 
noticed this during other game installations as well, and wonder why the I 
agree button isn't the one that is usually checked.  Just a thought of 
curiosity.

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[Audyssey] Materiamagica and Alteraeon questions

2011-05-25 Thread The Addictor
I went on PCSGames website and, seeing the link for Materiamagica, I decided to 
try it.  I have the mush-z client, so I pointed it to the site and it connected 
fine, but I had to use the mouse to read the output window, something that's 
done automatically when I play Alteraeon.  I'm using NVDA, and I need to know 
what to do to configure Magica to read automatically.
Also, how do I turn the volume of sounds down in Alteraeon?  It's great stuff, 
those sounds, but they override the sapi voice.  Thanks.

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] game installation curiosity

2011-05-25 Thread Thomas Ward
Hi Charles,

Having I Disagree automatically checked by default is standard
installation procedure, and for one very good reason. The main one is
that in order to continue with the installation of the software you
must implicitly agree to the terms of the license agreement and then
are bound by it legally. Basically, from a legal standpoint checking I
Agree and then clicking Next is the software equal of signing your
name on the dotted line.  Its a contract between you and company x,
and like all contracts it isn't legally binding until you sign your
name on the dotted line, or in this case click the I Agree checkbox
implicitly stating your agreement to the contract. In short, its just
a legal formality everyone abides by, and the courts will uphold the
fact you made a intentional choice to check the I Agree checkbox
agreeing to the contract thus making it legally binding in a court of
law.

HTH


On 5/25/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I just installed beta 19 of MOTA, and a thought crossed my mind.  Did you
 notice that the I do not agree radio button was checked by default?  I've
 noticed this during other game installations as well, and wonder why the I
 agree button isn't the one that is usually checked.  Just a thought of
 curiosity.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.
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Re: [Audyssey] mota

2011-05-25 Thread Willem

Hi thomas.
In my opinion you inform the community very well and publishing your roadmap 
online is not necisary, so if you change your mind people will not jump onto 
your case as they already do.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 26, 2011 2:31 AM
Subject: Re: [Audyssey] mota



Hi Charles,

Well, I think I do. The fact of the matter is most people don't really
know or fully realise how developers work, operate, etc. Most projects
have a roadmap, sort of a master todo list/schedule, that states what
needs to be done and when the developer plans to work on that
particular issue. Linux projects, for example, generally have a public
roadmap you can read online that gives you a rough idea of what Gnome
3.2 willl contain as well as other updates or changes to various
programs. Well, I'm no different in that respect other than I never
publish my notes online. Perhaps I should start doing it.

Basically, I have this master list that says ok, joystick/mouse
support isn't working, so I'll take it out and add it before 1.0 goes
live. If I need to I'll use the DirectX input libraries for it until I
find another way to do it properly with SDL etc. Since I haven't made
my master notes publically available I think people like Mattheus
assumed the worst. I removed joystick support in beta 19 so he assumed
it was perminitly removed rather than temperarily removed. I see where
he got his assumptions even though it turns out to be a bit eronious
and short sighted because he isn't seeing the big picture here.

Cheers!




On 5/25/11, Charles Rivard woofer...@sbcglobal.net wrote:

I know, from the beginning, that your reasoning for creating the game to
work on the format of your personal choice was so that you, in fact, 
could
play it using that platform.  And, as you have numerously pointed out, 
that
market is still growing, and will be profitable.  There aren't enough 
games

for that market, so it is a very good sound idea.

As for the removal of joystick and mouse support, this has been done 
before

in order to test game operation, and it will be added back in before the
final release.  I have no idea where anyone at all got the idea that you
removed it permanently.  You never even hinted at such a notion.

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Re: [Audyssey] Materiamagica and Alteraeon questions

2011-05-25 Thread Oriol Gómez
The volume in alter aeon is controlled by the f11 and f12 keys.
As for materia magica you need to import mushReader so it will talk.
To do this you hit ctrl shift p, add alt a and look for mushreader.xml

hth

On 5/26/11, The Addictor kenwdow...@neo.rr.com wrote:
 I went on PCSGames website and, seeing the link for Materiamagica, I decided
 to try it.  I have the mush-z client, so I pointed it to the site and it
 connected fine, but I had to use the mouse to read the output window,
 something that's done automatically when I play Alteraeon.  I'm using NVDA,
 and I need to know what to do to configure Magica to read automatically.
 Also, how do I turn the volume of sounds down in Alteraeon?  It's great
 stuff, those sounds, but they override the sapi voice.  Thanks.

 Ken Downey
 The Addictor
 www.TheAddictor.com
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