[Audyssey] good SSFIV match

2011-08-01 Thread Clement Chou
Here is a better quality than what Yohandy's been saying... the stream is good 
in this one and you can hear the commentators and the game.
http://dl.dropbox.com/u/3394499/EVO%202011%20-%20SSF4%20AE%20-%20Daigo%20%28Yun%29%20vs%20Tokido%20%28Akuma%29.mp3

Daigo umahara himself.. enjoy.
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Re: [Audyssey] About the mag

2011-08-01 Thread darren harris
Hi tom,

I look forward to trying that out when the game comes out of beta. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 August 2011 01:38
To: Gamers Discussion list
Subject: Re: [Audyssey] About the mag

Hi Darren,

Agreed. That was basically my point in my prior post on comparing Pull
to Duck Hunt. I don't think we should just accept a lower standard
because it is quicker, easier, it was a first game, whatever. There
are clear cut features that are easy enough to put in place and for
reasons only known to the developers who create the audio games they
aren't always followed or added.

For instance, take the analog jump system in Mysteries of the
Ancients. I've gotten a number of complaints about it simply because a
lot of VI gamers aren't use to timing a jump. Yet analog jumping has
been in about every mainstream game i can think of from Montezuma's
Revenge, to Super Mario Brothers, to Donkey Kong, to Tomb Raider. It
was actually something quite simple to add, and I find it a bit
surprising that I'm currently the only audio game developer using that
type of jump system in my games. That's just a small example of how
there is an existing standard in mainstream games that hasn't yet made
it into wide use in audio games yet.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Well in the end, fact always wins over fiction. So really to be blunt
again,
 people need to stop burying their heads in the sand and face the music.
 These simple games aren't going to cut it in the real world. They're good
to
 practice on I can see the logic in that in terms of how to get code
working,
 but equally that doesn't to my mind justify a release each time. how many
 space invader clones do we have now? the only thing that hasn't really
been
 cloned to death is packman which is good because the job that Phil did
with
 packman talks is a masterpiece in it's own right.

 The facts are these:

 1. Developers are indeed starting from scratch and learning as they go.
This
 I accept and openly acknowledge. I can't programme for the life of me so
I'm
 not going to sit here and debate how easy or difficult x game is to
create.
 2. whether a person is self-taught or whether you go to school and learn,
we
 all have to start somewhere. Again I totally accept this. But with
 experience comes improved quality of product. It's just the same as with
any
 business venture. The longer you are in a given business providing you
 survive, the more you can refine and train yourself to do better, produce
a
 better product or service. So to put this into the gaming context, the
more
 you progress the better games you can produce and also there's plenty of
 knowledge and resources here to draw upon.

 In the mainstream gaming community, too much cloning will simply bore
people
 and you won't have the attention you once had. Which in the long run can
and
 will only serve to damage you.

 If the Audyssey Magazine is constantly full of these clones and there
isn't
 an effective streamlining process, then it will kill the Magazine. pure
and
 simple. Thus why gaming Magazines have a rating system for games and not
 everything gets in.

 At the end of the day, it's the people that drive the types of games that
 are produced and it's the Magazines that effectively report back to the
 people. So my question is, in order to support the masses, are we going to
 just accept that there can be a ton of low budget games out there to play
 that aren't too different from each other? or is a little time and
patients
 worth the increase in the quality of game? That is the trade-off isn't it.
 personally I'm content to sit back and see what happens. In other words,
let
 the developers do what they're best at. Let the newbies learn how to
develop
 to a set standard thus over time the wait will be less because the more
 progressing developers there are out there, the increase in titles we'll
see
 over time.

 If you yourself were working in the mainstream community and it was taking
 as long as it's taking you now to develop your game, the simple fact is
that
 until your game is released, people will go and play other titles because
 they are available and there. by adhering and accepting the lower quality
 games we're doing ourselves much more harm than good in the long run in my
 opinion.



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Re: [Audyssey] good SSFIV match

2011-08-01 Thread Sarah Haake

Hi Yohandi, Clement and others,

I actually listened to all these matches and it's true, we probably 
never will get to such technical hights. *lol*
Well, besides that I get a little sad because I have to wait for my new 
laptop before I can play Street Fighter IV again, my current one is just 
way to slow for this game.


But these matches are really great and I really don't want to know how 
many sleepless nights it took to get all this down so well. *grins*


Best regards
Sarah 



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[Audyssey] Audyssey babble report for July 2011

2011-08-01 Thread Jim Kitchen


112 people posted 1703 messages.

258 From, dark. 
202 From, Jeremy Kaldobsky. 
193 From, Thomas Ward. 
94 From, Jim Kitchen. 
74 From, shaun everiss. 
60 From, darren harris. 
60 From, Hayden Presley. 
52 From, Christina. 
48 From, Bryan Peterson. 
39 From, Christopher Bartlett. 
33 From, Charles Rivard. 
27 From, alex wallis. 
24 From, Ron Schamerhorn. 
20 From, Phil Vlasak. 
19 From, Shane Lowe. 
19 From, Yohandy. 
18 From, Willem. 
17 From, Che. 
16 From, Curt Taubert. 
15 From, burakyuksek. 
15 From, Zachary Kline. 
14 From, Darren Duff. 
14 From, william lomas. 
12 From, Clement Chou. 
12 From, Jack F. 
12 From, Milos Przic. 
12 From, Valiant8086. 
11 From, Amanda Burt. 
11 From, Damien C. Pendleton. 
11 From, Karl Belanger. 
10 From, Ben. 
10 From, Oriol Gómez. 
10 From, Richard Sherman. 
9 From, brian glass. 
9 From, Jacob Kruger. 
9 From, john. 
8 From, David Mehler. 
8 From, Kelly Sapergia. 
7 From, Alfredo. 
7 From, Lisa Hayes. 
7 From, Sky Mundell. 
6 From, Dakotah Rickard. 
6 From, Kelvin Tan. 
6 From, Lori Duncan. 
6 From, mattias. 
6 From, michael barnes. 
6 From, Shane Davidson. 
6 From, Trouble. 
5 From, Greg Steel. 
5 From, Mauricio Almeida. 
5 From, Michael Taboada \(AI5HF\). 
5 From, Ryan Strunk. 
5 From, simon dowling. 
5 From, Willem Venter. 
4 From, Courtney Curran. 
4 From, Dallas O'Brien. 
4 From, Dennis Towne. 
4 From, fred olver. 
4 From, GreyMatter Info. 
4 From, Jess Varnell. 
4 From, Kenny Peyatt. 
4 From, lori duncan. 
4 From, Matheus Rheine. 
4 From, Richard Claridge. 
4 From, Siddhant Jain. 
4 From, Tim Kilgore. 
3 From, aadorno1. 
3 From, Alfredo Castaneda. 
3 From, BlindLee55. 
3 From, Cary. 
3 From, djc. 
3 From, Loravara. 
3 From, Mich. 
3 From, Sarah Haake. 
2 From, austin pinto. 
2 From, Bill Dengler. 
2 From, Bob Montowski. 
2 From, Bogdan Muresan. 
2 From, bryant walker. 
2 From, darren_g_harris. 
2 From, James Howard. 
2 From, mike maslo. 
2 From, Orin. 
2 From, Petr Bláha. 
2 From, Rick. 
2 From, Ron Kolesar. 
2 From, Ryan Conroy. 
2 From, Steven Strait. 
2 From, Tyriannette T. Snowden. 
1 From, Angela Lerma. 
1 From, Angellko21. 
1 From, Ann. 
1 From, David Chung. 
1 From, Dean Masters. 
1 From, Desiree Oudinot. 
1 From, Eleanor Robinson. 
1 From, Gamers List Guidelines Robot. 
1 From, Gary Whittington. 
1 From, Hayden. 
1 From, Jane. 
1 From, Joe Quinn. 
1 From, Johnny Tai. 
1 From, Kai. 
1 From, Keao Wright. 
1 From, kev lyon. 
1 From, Konsta Ranta. 
1 From, lirin. 
1 From, Matthew Alvernaz. 
1 From, Michael Taboada. 
1 From, Oriol Gómez (iPhone). 
1 From, Tom Randall. 
1 From, Tommy. 

Archive file size 4564659 bytes 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for July 2011

2011-08-01 Thread Jim Kitchen


There were 283 thread titles. Here are the top 50. 

Startrek tng trivia error 64. 
I broke castaways, plus soldiers and knights 50. 
About the mag 46. 
Getting Frustrated with Level 1 of Awesome Homer 40. 
recovering game information 40. 
Awesome Homer 38. 
General Gaming Info 38. 
Getting the Chainsaw in Awesome Homer 29. 
Programming elitists was: Re: Jeremy's incredibleprogramming speed 29. 
Castaways, frustrated with the ship 28. 
win trucker question 28. 
Castaways 1.0b thoughts and impressions. 26. 
A Sincere Apology to the List 25. 
This is all crazy 22. 
Troopanum to the insane power^^! 22. 
Castaways v0.3b 21. 
Castaways, translated in to other languages. 21. 
going off list 17. 
Help with a Mac 17. 
Suggestion for Castaways 17. 
Awesome Homer confusion 15. 
castaways 15. 
farm management in castaways 15. 
A Sighted view on Bridging the Gap. 14. 
Castaways, 1 week milestone reached! 14. 
Finding castaways 14. 
I'm Leaving the List 14. 
Jeremy's incredible programming speed and miscthoughtswas Re: Castaways, 1 week milestone reached! 14. 
To all members 14. 
any good space games out there? 13. 
beating the game and the other difficulty levels 13. 
jaws support in castaways and other games 13. 
question about farms in castaways 13. 
Castaways, version 0.9b 12. 
Castaways: job specialization 12. 
golf game 12. 
Seeking Adventure or Strategy Games 12. 
castaways version 1.4b, with Jaws support! 11. 
has anybody tried astro wars? 11. 
i finaly beat the awesome homer! 11. 
Mota link 11. 
MOTA Voice Output 11. 
Mushclient scripts? 11. 
Possible Bug in Castaways 11. 
Castaways questions 10. 
Castaways Suggestion: Mothers 10. 
Castaways, version 0.8b 10. 
Castaways: Stone Masons 10. 
Trying to beat level 7 in SD 10. 
Alter Aeon Thief class update 9. 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2011-08-01 Thread darren harris
Hi all,

Well I'm becoming quite addicted to this game. It's rather fun I must say.

Below is a link you can use to go take a look at the game.

It's my personal link. When ever it's clicked on I get points and stuff and
you will too. give it a go it's rather enjoyable. 



http://uc.GamesTotal.com/?tft=299ju



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Re: [Audyssey] About the mag

2011-08-01 Thread Thomas Ward
Hi Jeremy,

Right. In that way we are thinking quite a lot alike. We each see
things that could be improved, new types of games to add to the
community, and all of it is to the good.

I also like your idea of someone writing an article in the Audyssey
Magazine covering various development aspects like game ideas,
features, control features, level layouts, etc that have been
successful and that worked out well for the game players at large. I
myself am experimenting with such issues right now in Mysteries of the
Ancients as some of the features I've added were not really tried in
an audio only format before. One of those is an analog jump system.
Which isn't really hard to add, but has been largely avoided until
now.

Of course, analog jumping has been present in every mainstream game
from Montezuma's Revenge, to Donkey Kong, to Super Mario Brothers,
right up to the present. The problem with that is though that since
you have to time or gauge the length of a jump that sometimes requires
a bit of site to see weather or not you need to do a short hop, a
short jump, or a very big jump to overcome the trap ahead. One way I
have dealt with this issue is by changing the pitch of the pits so you
can hear if the pit is large or small. A large chasm will have a
deeper wind sound than a smaller one. If a player comes upon a deep
windy sounding pit sound he or she might consider giving Angela a
run-up before jumping. If the chasm wind sound sounds higher he or she
can try and perform a standing jump. It is actually pretty accessible,
and I've found analog jumping can be just as accessible in an audio
only format as in a video format.


The only catch I think I've ran into in regards to analog jumping is
the players themselves. Many of them are use to a fixed jump, IE a
fixed length to jump, and often let up on the jump keys too quick or
too late ending up in the fire, lava, spikes, etc. I think though that
this issue can be solved with time and practice as its a slightly more
advanced type of jump than they are use to and they need time and
practice to get use to it.

Cheers!


On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Thank you Thomas.  It seems like we are on the same page here.  Of course we
 are concentrating on different things, the common thread is that we are
 seeing the importance of pushing forward.  You are hoping to push higher
 standards of development, I am trying to push for some different ideas that
 I haven't seen here, while I'm sure others are pushing for new interface
 ideas for existing game types.  In the future we need all of these things,
 and more!  We can't expect anyone to work on everything, but as long as we
 can get people pushing forward in their own unique way, it opens the door
 for the advancements to be combined.  It is inevitable that future
 developers will use game ideas someone had to pioneer, develop them to a
 quality standard someone had to push to happen, and use far greater controls
 which someone took the time to envision.  A person pushing advancements down
 any path, will eventually work its way into everything else.

 I wouldn't be qualified to handle this, but if anyone else feels up to it, I
 know what kind of articles I would be very interested in reading.  Pick some
 style of game that is popular now, I'll use side scroller as an example.
 Write about the earlier games that used the style, pointing out how each
 improved the style and raised the bar for the next game.  I would love to
 read about game ideas, control features, level layouts, and so forth that
 clearly worked well and then showed up in later games.  Detailing how
 changes solved past problems, and bringing attention to what problems still
 seem to exist today, will help encourage people to theorize their own
 solutions to the problems.  Just off of the top of my head, how pits or
 raised platforms are handled seems to be something of a current issue.
 People have tried different approaches in games, and I'm sure there Has! to
 have been a steady stream of advancement in this area.  I'm sure the
 sidescroller
  developers have ideas for how to further improve them down the road also.
 This kind of stuff is very interesting to me, because it would shed light on
 a puzzle which has been passed from developer to developer.  I might learn
 that my idea has been tried by someone, and I could read about how well or
 poorly it was received by the players.  Hopefully it would breed discussion,
 and speed up the rate of new advancements.

 I'm just tossing ideas out there.  It is always annoying when someone
 suggests that a job be done, but doesn't volunteer to do it himself, lol!
 For that, I apologize everyone!  :)

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Re: [Audyssey] About the mag

2011-08-01 Thread darren harris
I think the problem is better the devil you know than the devil you don't.

In some ways the audio games community certainly our side of it has been
going round in circles for quite a few years with a few acceptions. So
really what needs to happen is for people to realise that there is something
good to be had from breaking the cycle.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 August 2011 10:06
To: Gamers Discussion list
Subject: Re: [Audyssey] About the mag

Hi Jeremy,

Right. In that way we are thinking quite a lot alike. We each see
things that could be improved, new types of games to add to the
community, and all of it is to the good.

I also like your idea of someone writing an article in the Audyssey
Magazine covering various development aspects like game ideas,
features, control features, level layouts, etc that have been
successful and that worked out well for the game players at large. I
myself am experimenting with such issues right now in Mysteries of the
Ancients as some of the features I've added were not really tried in
an audio only format before. One of those is an analog jump system.
Which isn't really hard to add, but has been largely avoided until
now.

Of course, analog jumping has been present in every mainstream game
from Montezuma's Revenge, to Donkey Kong, to Super Mario Brothers,
right up to the present. The problem with that is though that since
you have to time or gauge the length of a jump that sometimes requires
a bit of site to see weather or not you need to do a short hop, a
short jump, or a very big jump to overcome the trap ahead. One way I
have dealt with this issue is by changing the pitch of the pits so you
can hear if the pit is large or small. A large chasm will have a
deeper wind sound than a smaller one. If a player comes upon a deep
windy sounding pit sound he or she might consider giving Angela a
run-up before jumping. If the chasm wind sound sounds higher he or she
can try and perform a standing jump. It is actually pretty accessible,
and I've found analog jumping can be just as accessible in an audio
only format as in a video format.


The only catch I think I've ran into in regards to analog jumping is
the players themselves. Many of them are use to a fixed jump, IE a
fixed length to jump, and often let up on the jump keys too quick or
too late ending up in the fire, lava, spikes, etc. I think though that
this issue can be solved with time and practice as its a slightly more
advanced type of jump than they are use to and they need time and
practice to get use to it.

Cheers!


On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Thank you Thomas.  It seems like we are on the same page here.  Of course
we
 are concentrating on different things, the common thread is that we are
 seeing the importance of pushing forward.  You are hoping to push higher
 standards of development, I am trying to push for some different ideas
that
 I haven't seen here, while I'm sure others are pushing for new interface
 ideas for existing game types.  In the future we need all of these things,
 and more!  We can't expect anyone to work on everything, but as long as we
 can get people pushing forward in their own unique way, it opens the door
 for the advancements to be combined.  It is inevitable that future
 developers will use game ideas someone had to pioneer, develop them to a
 quality standard someone had to push to happen, and use far greater
controls
 which someone took the time to envision.  A person pushing advancements
down
 any path, will eventually work its way into everything else.

 I wouldn't be qualified to handle this, but if anyone else feels up to it,
I
 know what kind of articles I would be very interested in reading.  Pick
some
 style of game that is popular now, I'll use side scroller as an example.
 Write about the earlier games that used the style, pointing out how each
 improved the style and raised the bar for the next game.  I would love to
 read about game ideas, control features, level layouts, and so forth that
 clearly worked well and then showed up in later games.  Detailing how
 changes solved past problems, and bringing attention to what problems
still
 seem to exist today, will help encourage people to theorize their own
 solutions to the problems.  Just off of the top of my head, how pits or
 raised platforms are handled seems to be something of a current issue.
 People have tried different approaches in games, and I'm sure there Has!
to
 have been a steady stream of advancement in this area.  I'm sure the
 sidescroller
  developers have ideas for how to further improve them down the road also.
 This kind of stuff is very interesting to me, because it would shed light
on
 a puzzle which has been passed from developer to developer.  I might learn
 that my idea has been tried by someone, and I could read about how well or
 poorly it was received by the 

Re: [Audyssey] About the mag

2011-08-01 Thread Thomas Ward
Hi Shaun,

I'm afraid you completely missed the point. Weather someone has
updated equipment, programs in language x, whatever really has nothing
to do with it. It has more to do with the fact there are certain
common features I would call standards in mainstream games that don't
often get included in audio games because the developer doesn't know
about them or he or she doesn't know how to program it. Either way it
is something of a problem as we are in a sense accepting a lower
standard or quality of games because of it.

I'll return to my comparison of Pull to Dunk Hunt I posted to the list
yesterday. Pull is a simple game in concept, which is perfectly fine
as far as that goes, but it lacks many common features a game like
Duck Hunt has which would improve the game play if they were added.
Things like increasing the speed of the clay pigeons after each round,
randomly changing the direction where the clay pigeons are launched
from, add more clay pigeons to target, a dedicated scoring system,
high score board, perhaps two-player mode, etc isn't really all that
much to ask. These are fairly simple additions or features that could
be made to improve the game to make it more like mainstream games of
that genre or type. You see what I mean?

This has absolutely nothing to do with system specs, 64bit, and all
this stuff you seem to think is required to catch up to the
mainstream. I'd agree if we were talking Doom 3D or Star Wars Battle
Front with 3d graphics etc, but we aren't. We are talking about how
various games, even simple games like Pull, could be improved just by
adding more challenges, features, etc more commonly found in
mainstream games. In fact, I can safely  say a game like Pull could be
written in something like visual Basic 6, DirectX 7, and built for
Windows 95, a Pentium 133 processor, and 32 MB of ram, and still
support all of the mainstream features I mentioned above. These kinds
of things don't necessarily  require huge changes in the game or state
of the art hardware and software.

The same kinds of changes could be suggested about a game like Sarah.
Now, I'm a big fan of SCW, play it all the time, but there are things
here and there I think would make the game just a bit better. One of
those is rather than faking 3d movement by having Sarah flying on the
broom by setting a flag it would be a bit more realistic to rewrite
the game with full realistic 3d movement so Sarah can fly up/down,
left/right, forward/backward on the broom in 3d space. The same holds
for the pond/lake where Sarah should be able to swim up/down,
left/right, forward/backward, but she can't. It would be nice to
rewrite the map of Hogwarts so the rooms line up on top of each other
rather than the basement being basically just another room or area of
the same floor. The problem is that everything in Sarah is pancake
flat and that's not at all realistic. It isn't something a mainstream
developer would necessarily do given the same type of game. However,
I'm well aware the GMA Engine doesn't really have the ability to do
what I suggest, which is too bad, but all the same that's not really
my point. Its just that we often get use to overlooking features and
development standards often found in the mainstream game industry when
creating a similar type of game, and I honestly feel that we are
cutting ourselves short because of it.

Cheers!


On 7/31/11, shaun everiss sm.ever...@gmail.com wrote:
 well tom its safe to say that most of us here are just starting.
 Most don't have your background.
 I sertainly don't.
 When I started the most complex game I knew was intergalactic battle
 a graphics/menu game.
 Yes compaired to mainstream we are probably not that attractive.
 The point is that we have been stagnating in emulated arcade.
 Its not a bad thing but if we need to move foreward we will have to
 bite the bullet and try to go mainstream etc.
 Which brings up an interesting thing.
 Unless you are sighted and know what stuff was  then you won't know
 what to really do.
 I have never been sighted in my life.
 You can go left right up down run left and right and jump.
 I know that mainstream stuff goes so much more than that.
 But there are limits in sounds, the number of sounds, etc.
 Then there is the fact most of us don't have updated equipment.
 And even if we have its not the most up to date.
 Ie I have what would be quite an ancient second generation dulecore
 with no real hard drive or memmory requirements running on an
 extremely insecure os, and old ish hardware that won't go anywhere
 and being unable to run major things.
 We are limited at least for a while to the fact most people will
 still have 32 bit systems.
 I know for a fact a few still have single core systems.
 Some may still use dos 6 and win98 still.
 With acceptions with those with linux or apple mac systems Hmmm not sure.
 Basically we are stuck with simple for a while I think until we get
 64 bit fully then we will be behind again.

 So before we move 

Re: [Audyssey] Audyssey babble report for July 2011

2011-08-01 Thread Thomas Ward
Hi,

Wow! Dark definitely wins the chat award for this month. He has me
beat by 65 messages. I'm losing my touch. I'll get you next time,
Gadget. Next time. Hehehehe.

Cheers!

On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote:

  112 people posted 1703 messages.

  258 From, dark.
  202 From, Jeremy Kaldobsky.
  193 From, Thomas Ward.
  94 From, Jim Kitchen.
  74 From, shaun everiss.
  60 From, darren harris.
  60 From, Hayden Presley.
  52 From, Christina.
  48 From, Bryan Peterson.
  39 From, Christopher Bartlett.
  33 From, Charles Rivard.
  27 From, alex wallis.
  24 From, Ron Schamerhorn.
  20 From, Phil Vlasak.
  19 From, Shane Lowe.
  19 From, Yohandy.
  18 From, Willem.
  17 From, Che.
  16 From, Curt Taubert.
  15 From, burakyuksek.
  15 From, Zachary Kline.
  14 From, Darren Duff.
  14 From, william lomas.
  12 From, Clement Chou.
  12 From, Jack F.
  12 From, Milos Przic.
  12 From, Valiant8086.
  11 From, Amanda Burt.
  11 From, Damien C. Pendleton.
  11 From, Karl Belanger.
  10 From, Ben.
  10 From, Oriol Gómez.
  10 From, Richard Sherman.
  9 From, brian glass.
  9 From, Jacob Kruger.
  9 From, john.
  8 From, David Mehler.
  8 From, Kelly Sapergia.
  7 From, Alfredo.
  7 From, Lisa Hayes.
  7 From, Sky Mundell.
  6 From, Dakotah Rickard.
  6 From, Kelvin Tan.
  6 From, Lori Duncan.
  6 From, mattias.
  6 From, michael barnes.
  6 From, Shane Davidson.
  6 From, Trouble.
  5 From, Greg Steel.
  5 From, Mauricio Almeida.
  5 From, Michael Taboada \(AI5HF\).
  5 From, Ryan Strunk.
  5 From, simon dowling.
  5 From, Willem Venter.
  4 From, Courtney Curran.
  4 From, Dallas O'Brien.
  4 From, Dennis Towne.
  4 From, fred olver.
  4 From, GreyMatter Info.
  4 From, Jess Varnell.
  4 From, Kenny Peyatt.
  4 From, lori duncan.
  4 From, Matheus Rheine.
  4 From, Richard Claridge.
  4 From, Siddhant Jain.
  4 From, Tim Kilgore.
  3 From, aadorno1.
  3 From, Alfredo Castaneda.
  3 From, BlindLee55.
  3 From, Cary.
  3 From, djc.
  3 From, Loravara.
  3 From, Mich.
  3 From, Sarah Haake.
  2 From, austin pinto.
  2 From, Bill Dengler.
  2 From, Bob Montowski.
  2 From, Bogdan Muresan.
  2 From, bryant walker.
  2 From, darren_g_harris.
  2 From, James Howard.
  2 From, mike maslo.
  2 From, Orin.
  2 From, Petr Bláha.
  2 From, Rick.
  2 From, Ron Kolesar.
  2 From, Ryan Conroy.
  2 From, Steven Strait.
  2 From, Tyriannette T. Snowden.
  1 From, Angela Lerma.
  1 From, Angellko21.
  1 From, Ann.
  1 From, David Chung.
  1 From, Dean Masters.
  1 From, Desiree Oudinot.
  1 From, Eleanor Robinson.
  1 From, Gamers List Guidelines Robot.
  1 From, Gary Whittington.
  1 From, Hayden.
  1 From, Jane.
  1 From, Joe Quinn.
  1 From, Johnny Tai.
  1 From, Kai.
  1 From, Keao Wright.
  1 From, kev lyon.
  1 From, Konsta Ranta.
  1 From, lirin.
  1 From, Matthew Alvernaz.
  1 From, Michael Taboada.
  1 From, Oriol Gómez (iPhone).
  1 From, Tom Randall.
  1 From, Tommy.

 Archive file size 4564659 bytes

  Jim

 Kitchen's Inc, for games that are up to 110 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] Audyssey babble report for July 2011

2011-08-01 Thread darren harris
Lol I loved those cartoons! Couldn't stand the movie though but the cartoons
rocked! Hmmm now I'm going to have to see what's on YouTube now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 August 2011 11:08
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for July 2011

Hi,

Wow! Dark definitely wins the chat award for this month. He has me beat by
65 messages. I'm losing my touch. I'll get you next time, Gadget. Next
time. Hehehehe.

Cheers!

On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote:

  112 people posted 1703 messages.

  258 From, dark.
  202 From, Jeremy Kaldobsky.
  193 From, Thomas Ward.
  94 From, Jim Kitchen.
  74 From, shaun everiss.
  60 From, darren harris.
  60 From, Hayden Presley.
  52 From, Christina.
  48 From, Bryan Peterson.
  39 From, Christopher Bartlett.
  33 From, Charles Rivard.
  27 From, alex wallis.
  24 From, Ron Schamerhorn.
  20 From, Phil Vlasak.
  19 From, Shane Lowe.
  19 From, Yohandy.
  18 From, Willem.
  17 From, Che.
  16 From, Curt Taubert.
  15 From, burakyuksek.
  15 From, Zachary Kline.
  14 From, Darren Duff.
  14 From, william lomas.
  12 From, Clement Chou.
  12 From, Jack F.
  12 From, Milos Przic.
  12 From, Valiant8086.
  11 From, Amanda Burt.
  11 From, Damien C. Pendleton.
  11 From, Karl Belanger.
  10 From, Ben.
  10 From, Oriol Gómez.
  10 From, Richard Sherman.
  9 From, brian glass.
  9 From, Jacob Kruger.
  9 From, john.
  8 From, David Mehler.
  8 From, Kelly Sapergia.
  7 From, Alfredo.
  7 From, Lisa Hayes.
  7 From, Sky Mundell.
  6 From, Dakotah Rickard.
  6 From, Kelvin Tan.
  6 From, Lori Duncan.
  6 From, mattias.
  6 From, michael barnes.
  6 From, Shane Davidson.
  6 From, Trouble.
  5 From, Greg Steel.
  5 From, Mauricio Almeida.
  5 From, Michael Taboada \(AI5HF\).
  5 From, Ryan Strunk.
  5 From, simon dowling.
  5 From, Willem Venter.
  4 From, Courtney Curran.
  4 From, Dallas O'Brien.
  4 From, Dennis Towne.
  4 From, fred olver.
  4 From, GreyMatter Info.
  4 From, Jess Varnell.
  4 From, Kenny Peyatt.
  4 From, lori duncan.
  4 From, Matheus Rheine.
  4 From, Richard Claridge.
  4 From, Siddhant Jain.
  4 From, Tim Kilgore.
  3 From, aadorno1.
  3 From, Alfredo Castaneda.
  3 From, BlindLee55.
  3 From, Cary.
  3 From, djc.
  3 From, Loravara.
  3 From, Mich.
  3 From, Sarah Haake.
  2 From, austin pinto.
  2 From, Bill Dengler.
  2 From, Bob Montowski.
  2 From, Bogdan Muresan.
  2 From, bryant walker.
  2 From, darren_g_harris.
  2 From, James Howard.
  2 From, mike maslo.
  2 From, Orin.
  2 From, Petr Bláha.
  2 From, Rick.
  2 From, Ron Kolesar.
  2 From, Ryan Conroy.
  2 From, Steven Strait.
  2 From, Tyriannette T. Snowden.
  1 From, Angela Lerma.
  1 From, Angellko21.
  1 From, Ann.
  1 From, David Chung.
  1 From, Dean Masters.
  1 From, Desiree Oudinot.
  1 From, Eleanor Robinson.
  1 From, Gamers List Guidelines Robot.
  1 From, Gary Whittington.
  1 From, Hayden.
  1 From, Jane.
  1 From, Joe Quinn.
  1 From, Johnny Tai.
  1 From, Kai.
  1 From, Keao Wright.
  1 From, kev lyon.
  1 From, Konsta Ranta.
  1 From, lirin.
  1 From, Matthew Alvernaz.
  1 From, Michael Taboada.
  1 From, Oriol Gómez (iPhone).
  1 From, Tom Randall.
  1 From, Tommy.

 Archive file size 4564659 bytes

  Jim

 Kitchen's Inc, for games that are up to 110 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at 
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 list, please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-08-01 Thread Kelvin Tan
1 more that i forgot to mention. when i press control s to assign someone as 
a stone mason, it will assign that person to the next job thats on the right 
of the stone mason job. depending on what buildings u have up at the time, 
the assignment will not be correct. i think there is a key clash for the s 
key when control s is pressed, it somehow added another s after that.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Sunday, July 31, 2011 11:34 PM
Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and 
leatherworkers


Version 1.5b has just been posted.  I am still working on the multi language 
feature, the multiplayer features, and the ability to change the priorities 
of your workers, but I did get enough stuff done that I felt a new update 
was in order.

When you go to play a mission, you will notice a new field in the menu list. 
Default map means that you will play the mission using the map designed to 
go along with this mission.  Pressing enter on this selection will change it 
to Random map.  Random maps will provide an extra challenge, because they 
were not specifically designed to control how quickly things happened.  For 
example, if there is randomly more open space leading off of the map, then 
Goblins will have more places to invade in from.

To keep things as stable as possible, picking the random map option actually 
randomizes in a somewhat unusual way.  The size of the map will remain the 
same, and water landmarks will not be changed.  All of the trees and rocks 
are randomly moved around but you still end up with the same number of each. 
Also, the number of trees and rocks that normally fell along the outer edges 
of the map will still be the same, as an effort to give the Goblins 
approximately the same number of ways into your land.

When you use delete to destroy a building you have already built, you will 
receive half of the construction materials back as salvaged supplies.  If 
the number of supplies can't be evenly divided in half, it is rounded up to 
the next whole number.  So destroying a house, which originally cost you 3 
lumber and 3 bricks, would give you 2 lumber and 2 bricks back.

To balance things differently, Butchers are only able to create a fur 33 
percent of the time they work on an animal carcass.  Many users reported a 
huge stockpile of furs building up as they played, and I felt the need to 
change things around a little.  Upgraded butchers are 66 percent successful 
at salvaging furs.

Monks no longer use cloth to create tomes!  Peasants will carry furs to your 
new Tannery, where a leatherworker will transform 1 fur into 1 piece of 
leather.  3 pieces of leather are now required to create a tome.  The 
leather working chain will be expanded upon in mission 3, when that is 
eventually added.  Monks now take 25 percent less time to create a tome, and 
unlike any other job, they will tell you how close they are to competition 
when you check on their progress.  Monks now double as leatherworkers.

Leatherworkers will double as butchers, when they have free time.

Hopefully combining the suggestions of so many people, the message mute list 
has finally been finished.  Press shift and ` (grauve key) to bring it up, 
arrow through it, and press enter to toggle the settings.  These settings 
are remembered from game to game, so don't forget that you've muted 
something.  Rather than being job specific, many of the messages are now 
more generalized ideas such as the delivery of raw materials.  As always, 
I'm open to suggestions for adjusting this system, so please give it a try 
and see if you like it.

The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been 
updated.  the Jobs guide now includes information about how upgrading 
different jobs changes them.

---
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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.






No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3800 - Release Date: 07/31/11 
06:41:00


---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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If you have any questions or concerns 

Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-08-01 Thread Kelvin Tan
hi. i just successfuly completed mission 2! i think i found a few bugs. from 
what i understand from this new version, monks can also double as leather 
workers, but what happens each time is that they took my fur, but it just 
disappeared off the face of the earth. when i use the d and f keys to go to 
the monk, the game tells me that the monk is replacing as a leather worker, 
but a leather wasn't produce at all. the same thing is happening when 
tailors replaces a weether. the yarn just got absorbed. i'm quite sure about 
the monk bug because i intentionally did not allocate any leather workers 
and see where all my furs in my tamary went. maybe the monks decided to eat 
them! hahaha.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Sunday, July 31, 2011 11:34 PM
Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and 
leatherworkers


Version 1.5b has just been posted.  I am still working on the multi language 
feature, the multiplayer features, and the ability to change the priorities 
of your workers, but I did get enough stuff done that I felt a new update 
was in order.

When you go to play a mission, you will notice a new field in the menu list. 
Default map means that you will play the mission using the map designed to 
go along with this mission.  Pressing enter on this selection will change it 
to Random map.  Random maps will provide an extra challenge, because they 
were not specifically designed to control how quickly things happened.  For 
example, if there is randomly more open space leading off of the map, then 
Goblins will have more places to invade in from.

To keep things as stable as possible, picking the random map option actually 
randomizes in a somewhat unusual way.  The size of the map will remain the 
same, and water landmarks will not be changed.  All of the trees and rocks 
are randomly moved around but you still end up with the same number of each. 
Also, the number of trees and rocks that normally fell along the outer edges 
of the map will still be the same, as an effort to give the Goblins 
approximately the same number of ways into your land.

When you use delete to destroy a building you have already built, you will 
receive half of the construction materials back as salvaged supplies.  If 
the number of supplies can't be evenly divided in half, it is rounded up to 
the next whole number.  So destroying a house, which originally cost you 3 
lumber and 3 bricks, would give you 2 lumber and 2 bricks back.

To balance things differently, Butchers are only able to create a fur 33 
percent of the time they work on an animal carcass.  Many users reported a 
huge stockpile of furs building up as they played, and I felt the need to 
change things around a little.  Upgraded butchers are 66 percent successful 
at salvaging furs.

Monks no longer use cloth to create tomes!  Peasants will carry furs to your 
new Tannery, where a leatherworker will transform 1 fur into 1 piece of 
leather.  3 pieces of leather are now required to create a tome.  The 
leather working chain will be expanded upon in mission 3, when that is 
eventually added.  Monks now take 25 percent less time to create a tome, and 
unlike any other job, they will tell you how close they are to competition 
when you check on their progress.  Monks now double as leatherworkers.

Leatherworkers will double as butchers, when they have free time.

Hopefully combining the suggestions of so many people, the message mute list 
has finally been finished.  Press shift and ` (grauve key) to bring it up, 
arrow through it, and press enter to toggle the settings.  These settings 
are remembered from game to game, so don't forget that you've muted 
something.  Rather than being job specific, many of the messages are now 
more generalized ideas such as the delivery of raw materials.  As always, 
I'm open to suggestions for adjusting this system, so please give it a try 
and see if you like it.

The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been 
updated.  the Jobs guide now includes information about how upgrading 
different jobs changes them.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.






No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3800 - Release Date: 07/31/11 
06:41:00


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send 

Re: [Audyssey] About the mag

2011-08-01 Thread Darren Duff
 volunteer to do it himself, lol!
 For that, I apologize everyone!  :)

---
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send E-mail to gamers-unsubscr...@audyssey.org.
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please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 6339 (20110731) information _

This message was checked by NOD32 antivirus system http://www.eset.com

  

_ NOD32 EMON 6340 (20110801) information _

This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 6340 (20110801) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Audyssey babble report for July 2011

2011-08-01 Thread Shane Lowe

very nice Tom. smiles

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 6:08 AM
Subject: Re: [Audyssey] Audyssey babble report for July 2011


Hi,

Wow! Dark definitely wins the chat award for this month. He has me
beat by 65 messages. I'm losing my touch. I'll get you next time,
Gadget. Next time. Hehehehe.

Cheers!

On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote:


 112 people posted 1703 messages.

 258 From, dark.
 202 From, Jeremy Kaldobsky.
 193 From, Thomas Ward.
 94 From, Jim Kitchen.
 74 From, shaun everiss.
 60 From, darren harris.
 60 From, Hayden Presley.
 52 From, Christina.
 48 From, Bryan Peterson.
 39 From, Christopher Bartlett.
 33 From, Charles Rivard.
 27 From, alex wallis.
 24 From, Ron Schamerhorn.
 20 From, Phil Vlasak.
 19 From, Shane Lowe.
 19 From, Yohandy.
 18 From, Willem.
 17 From, Che.
 16 From, Curt Taubert.
 15 From, burakyuksek.
 15 From, Zachary Kline.
 14 From, Darren Duff.
 14 From, william lomas.
 12 From, Clement Chou.
 12 From, Jack F.
 12 From, Milos Przic.
 12 From, Valiant8086.
 11 From, Amanda Burt.
 11 From, Damien C. Pendleton.
 11 From, Karl Belanger.
 10 From, Ben.
 10 From, Oriol Gómez.
 10 From, Richard Sherman.
 9 From, brian glass.
 9 From, Jacob Kruger.
 9 From, john.
 8 From, David Mehler.
 8 From, Kelly Sapergia.
 7 From, Alfredo.
 7 From, Lisa Hayes.
 7 From, Sky Mundell.
 6 From, Dakotah Rickard.
 6 From, Kelvin Tan.
 6 From, Lori Duncan.
 6 From, mattias.
 6 From, michael barnes.
 6 From, Shane Davidson.
 6 From, Trouble.
 5 From, Greg Steel.
 5 From, Mauricio Almeida.
 5 From, Michael Taboada \(AI5HF\).
 5 From, Ryan Strunk.
 5 From, simon dowling.
 5 From, Willem Venter.
 4 From, Courtney Curran.
 4 From, Dallas O'Brien.
 4 From, Dennis Towne.
 4 From, fred olver.
 4 From, GreyMatter Info.
 4 From, Jess Varnell.
 4 From, Kenny Peyatt.
 4 From, lori duncan.
 4 From, Matheus Rheine.
 4 From, Richard Claridge.
 4 From, Siddhant Jain.
 4 From, Tim Kilgore.
 3 From, aadorno1.
 3 From, Alfredo Castaneda.
 3 From, BlindLee55.
 3 From, Cary.
 3 From, djc.
 3 From, Loravara.
 3 From, Mich.
 3 From, Sarah Haake.
 2 From, austin pinto.
 2 From, Bill Dengler.
 2 From, Bob Montowski.
 2 From, Bogdan Muresan.
 2 From, bryant walker.
 2 From, darren_g_harris.
 2 From, James Howard.
 2 From, mike maslo.
 2 From, Orin.
 2 From, Petr Bláha.
 2 From, Rick.
 2 From, Ron Kolesar.
 2 From, Ryan Conroy.
 2 From, Steven Strait.
 2 From, Tyriannette T. Snowden.
 1 From, Angela Lerma.
 1 From, Angellko21.
 1 From, Ann.
 1 From, David Chung.
 1 From, Dean Masters.
 1 From, Desiree Oudinot.
 1 From, Eleanor Robinson.
 1 From, Gamers List Guidelines Robot.
 1 From, Gary Whittington.
 1 From, Hayden.
 1 From, Jane.
 1 From, Joe Quinn.
 1 From, Johnny Tai.
 1 From, Kai.
 1 From, Keao Wright.
 1 From, kev lyon.
 1 From, Konsta Ranta.
 1 From, lirin.
 1 From, Matthew Alvernaz.
 1 From, Michael Taboada.
 1 From, Oriol Gómez (iPhone).
 1 From, Tom Randall.
 1 From, Tommy.

Archive file size 4564659 bytes

 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2011-08-01 Thread Jeremy Kaldobsky
Kai, I'm glad you're enjoying the game, and you've made some very good 
suggestions.  There were a lot, so I will just say that I've copied them all 
down, rather than commenting on each one individually, lol.  A few of them, 
like the issues with the tomes, have been noticed by other people as well, I 
just haven't gotten around to fixing them yet.  Hopefully in the next version 
you'll see many of these fixes, and thanks again!

 Greetings Jeremy et al.
 
 Really loving Castaways. Strategy games like this can
 entertain me for hours
 on end, and you've done a great job on this one.
 Below are a few observations and suggestions I have on the
 game as of 1.4B
 (I'll be updating to 1.5B soon):
 
 * Destroying a building leaves you in the menu entry for
 that item, perhaps
 it should drop you back to the map, the way constructing
 one does?
 
 * Could the key assignments be changed a bit? Shift +
 letter to move to a
 column as normal, alt+letter to perform a special function,
 CTRL + letter to
 jump between career choices.
 
 * If this command scheme is implemented, perhaps the input
 algorithm could
 be updated? It currently passes a modified command through
 all available
 functions for that letter. Pressing Shift + E, for
 instance, moves me to
 that column, but also navigates through my list of
 occupations. Similarly,
 Shift + U performs an upgrade on a target, but also takes
 me to that Column.
 
 *Tomes should only work on the base career, not any
 substitutions. I've gone
 to upgrade a builder who was currently working as a
 peasant, only to have it
 become a surf, not an architect.
 
 * Assuming the above suggestion is implemented: If an
 upgrade target is
 currently occupied with another job, the upgrade should
 queue itself, rather
 than instantly changing the target.
 
 * In the line which states that a mother cannot be assigned
 a job, it says:
 is be without its mother. The is should be a to.
 
 * Could pressing f1 within the buildings list give the
 description for that
 kind of building? The only way to see that description
 currently is to queue
 the building for construction, then enter its menu and
 arrow down to the
 description (or, of course, to look in the included RTF).
 
 * I think there's a small typo with the second occurrence
 of upgraded in
 the help message displayed when hitting u.
 
 * In that same message, it says: But the ones that can,
 permanently locked
 in place. Should be something like: but the ones that can
 are permanently
 locked in place.
 
 * When changing to an output mode (JAWS, Window-Eyes, Etc),
 alt-tabbing away
 than back to the game window sometimes displays erroneous
 data at the top
 (It says Window-Eyes support for me, though I'm clearly
 using JAWS mode). It
 strangely doesn't do it if I first hit an arrow key to move
 to another map
 sector, then do the window switching.
 
 * Small suggestion: Can we hit f2 or n when highlighting
 a person to
 rename him/her? Probably shouldn't work on settlers gotten
 through
 multiplayer mode, though.
 
 Awesome work, as always.
 
 Kai


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Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-08-01 Thread Jeremy Kaldobsky
Kelvin, that's very odd indeed.  I haven't encountered that weird behavior when 
I played through myself, so if you happen to have a saved game file I would 
appreciate having it sent to me.

 hi. i just successfuly completed
 mission 2! i think i found a few bugs. from 
 what i understand from this new version, monks can also
 double as leather 
 workers, but what happens each time is that they took my
 fur, but it just 
 disappeared off the face of the earth. when i use the d and
 f keys to go to 
 the monk, the game tells me that the monk is replacing as a
 leather worker, 
 but a leather wasn't produce at all. the same thing is
 happening when 
 tailors replaces a weether. the yarn just got absorbed. i'm
 quite sure about 
 the monk bug because i intentionally did not allocate any
 leather workers 
 and see where all my furs in my tamary went. maybe the
 monks decided to eat 
 them! hahaha.


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Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-08-01 Thread Jeremy Kaldobsky
I'll look into this one as well.  I think you're probably right, there is 
probably an older line of code also trying to process the S key for another 
function.

 1 more that i forgot to mention. when
 i press control s to assign someone as 
 a stone mason, it will assign that person to the next job
 thats on the right 
 of the stone mason job. depending on what buildings u have
 up at the time, 
 the assignment will not be correct. i think there is a key
 clash for the s 
 key when control s is pressed, it somehow added another s
 after that.


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Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-08-01 Thread Kelvin Tan
sorry man. i did not have a save game on that time, i will save a game after 
i encounter the monk/tailor thingy again next time ok.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 9:35 PM
Subject: Re: [Audyssey] Castaways version 1.5b Random maps, muting,and 
leatherworkers


Kelvin, that's very odd indeed.  I haven't encountered that weird behavior 
when I played through myself, so if you happen to have a saved game file I 
would appreciate having it sent to me.

 hi. i just successfuly completed
 mission 2! i think i found a few bugs. from
 what i understand from this new version, monks can also
 double as leather
 workers, but what happens each time is that they took my
 fur, but it just
 disappeared off the face of the earth. when i use the d and
 f keys to go to
 the monk, the game tells me that the monk is replacing as a
 leather worker,
 but a leather wasn't produce at all. the same thing is
 happening when
 tailors replaces a weether. the yarn just got absorbed. i'm
 quite sure about
 the monk bug because i intentionally did not allocate any
 leather workers
 and see where all my furs in my tamary went. maybe the
 monks decided to eat
 them! hahaha.


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[Audyssey] High score list for developers

2011-08-01 Thread Jeremy Kaldobsky
Ryan, your post yesterday gave me an idea that I wanted to run past you, and 
really everyone for that matter.  It occurred to me that quite a few arcade 
style games get posted, that don't support online high score lists.  In most 
cases I'm sure this is due to lack of equipment or not knowing how to handle 
the server side of things.  Since I've got the community supporting a server 
for my games, I thought I could help solve those 2 barriers that have been 
getting in the way.

I'm still figuring out how best to set this up, but here is the idea.  I 
adjusted the software on my server to handle high score lists.  Developers who 
have games will contact me and I'll send them an 11 digit password along with a 
small 8kb file called hsa.exe.  In your game, written in python I believe, you 
can simply run that file and pass it a command line argument that contains the 
password, the person's score, and their player name.  Obviously your game would 
have to have its own way of getting the player's name, but that's nothing 
difficult.  The little program contacts my server and passes the information 
along, all in the background, with no one even knowing what happened.  The 
server accepts the data if the password is correct, and it does the work of 
putting them on your high score list based on score.  When people view the 
webpage, they can easily see the rankings.

Here is the example I currently have running, for testing purposes.
http://www.kaldobsky.com/audiogames/highscores.htm
The webpage side of things probably needs to be made more accessible, but 
please take a look.  

Each different setting of your game, like grid size, number of blocks, and so 
forth, would have its own password so that it would have its own high score 
list.  The 2 lines at the top, the 1 line at the bottom, and the number of 
people in the high score list can all be set using a separate admin program 
that I would also give out to the developers.  The tiny hsa.exe file would be 
sent along with your games, but the admin program would be kept with you of 
course.

I'm just wondering if this type of idea would provide easy high score tracking 
for our large group of developers that aren't already using high score lists.  
With this test high score list I've got running, I'm encouraging people to play 
around with it and see how it works.  The hsa.exe file can be downloaded here.
www.kaldobsky.com/audiogames/hsa.zip
Just put it into your game's directory, and execute it with the command 
argument from within your game.  The password for this practice score list is 
398-093-129, so here are some specific examples of how you can submit high 
scores.

If you had a player named Goblin, and he just ended a game with 45 points, here 
is how you could submit that score from within a python game.
import os
os.system(hsa.exe 398-093-129,45,Goblin)

From within a Visual basic 6 game.
x = shell(hsa.exe 398-093-129,45,Goblin,0)

Or even from a dos batch file.
hsa.exe 398-093-129,45,Goblin

Give it a try and please let me know if you guys think this is a good idea, and 
if you think other developers would actually want to use it.

 Hey Jeremy,
 Thanks for the kind words.
 High score posting is something I'd like to move to
 eventually. I'll need to
 learn to work with the web development side of things
 first, though. Since I
 intend for the rest of my titles to have a great deal of
 focus on
 multiplayer, I'll have an excellent opportunity to do that
 learning. I'll
 also need to work in some sort of limitation system so that
 players who are
 careful and strategic don't end up losing out to people who
 just crush
 things pell-mell and get lucky. And then there's the fact
 that a game set to
 gigantic, megashift, 3 types can't, in my experience, be
 lost. It sure is
 fun to break things, though.
 Ryan


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Re: [Audyssey] High score list for developers

2011-08-01 Thread Philip Bennefall

Hi Jeremy,

While I already have my own score server that I built especially for use in 
BGT, I just wanted to say that I think this is an absolutely fabulous idea. 
You have a very simple approach that will work regardless of programming 
language, as long as the environment at hand can call external processes. 
Two things you may want to consider:


1. Returning a value from the main function that can be picked up by the 
caller, in order to determine the result of the operation. 0 could mean that 
the user's score was accepted but not high enough to make the top x 
(whatever you decide upon), another positive value could indicate the user's 
ranking and a negative value could be an error code. Not everyone may be 
able to or interested in picking up this value, but I personally think it'd 
be a great feature to provide.


2. If you are writing this in Vb 6, you should make it clear that developers 
need to package the vb 6 runtime libraries in their installer in order for 
the score posting to work. I can imagine that some might overlook this 
otherwise, and then wonder why the score posting isn't functioning )=.


Again, an excellent initiative and I hope it's picked up by other 
developers.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 4:01 PM
Subject: [Audyssey] High score list for developers


Ryan, your post yesterday gave me an idea that I wanted to run past you, and 
really everyone for that matter.  It occurred to me that quite a few arcade 
style games get posted, that don't support online high score lists.  In most 
cases I'm sure this is due to lack of equipment or not knowing how to handle 
the server side of things.  Since I've got the community supporting a server 
for my games, I thought I could help solve those 2 barriers that have been 
getting in the way.


I'm still figuring out how best to set this up, but here is the idea.  I 
adjusted the software on my server to handle high score lists.  Developers 
who have games will contact me and I'll send them an 11 digit password along 
with a small 8kb file called hsa.exe.  In your game, written in python I 
believe, you can simply run that file and pass it a command line argument 
that contains the password, the person's score, and their player name. 
Obviously your game would have to have its own way of getting the player's 
name, but that's nothing difficult.  The little program contacts my server 
and passes the information along, all in the background, with no one even 
knowing what happened.  The server accepts the data if the password is 
correct, and it does the work of putting them on your high score list based 
on score.  When people view the webpage, they can easily see the rankings.


Here is the example I currently have running, for testing purposes.
http://www.kaldobsky.com/audiogames/highscores.htm
The webpage side of things probably needs to be made more accessible, but 
please take a look.


Each different setting of your game, like grid size, number of blocks, and 
so forth, would have its own password so that it would have its own high 
score list.  The 2 lines at the top, the 1 line at the bottom, and the 
number of people in the high score list can all be set using a separate 
admin program that I would also give out to the developers.  The tiny 
hsa.exe file would be sent along with your games, but the admin program 
would be kept with you of course.


I'm just wondering if this type of idea would provide easy high score 
tracking for our large group of developers that aren't already using high 
score lists.  With this test high score list I've got running, I'm 
encouraging people to play around with it and see how it works.  The hsa.exe 
file can be downloaded here.

www.kaldobsky.com/audiogames/hsa.zip
Just put it into your game's directory, and execute it with the command 
argument from within your game.  The password for this practice score list 
is 398-093-129, so here are some specific examples of how you can submit 
high scores.


If you had a player named Goblin, and he just ended a game with 45 points, 
here is how you could submit that score from within a python game.

import os
os.system(hsa.exe 398-093-129,45,Goblin)


From within a Visual basic 6 game.

x = shell(hsa.exe 398-093-129,45,Goblin,0)

Or even from a dos batch file.
hsa.exe 398-093-129,45,Goblin

Give it a try and please let me know if you guys think this is a good idea, 
and if you think other developers would actually want to use it.



Hey Jeremy,
Thanks for the kind words.
High score posting is something I'd like to move to
eventually. I'll need to
learn to work with the web development side of things
first, though. Since I
intend for the rest of my titles to have a great deal of
focus on
multiplayer, I'll have an excellent opportunity to do that
learning. I'll
also need to work in some sort of 

Re: [Audyssey] High score list for developers

2011-08-01 Thread Jeremy Kaldobsky
Thanks Philip, I really do like your idea of returning a value to indicate 
those situations!  Very nice idea indeed.  I haven't really used BGT, do you 
happen to know how the language would execute the external program?  I'd like 
to put an example for BGT, since I'm sure many of my target developers will be 
using it.

 Hi Jeremy,
 
 While I already have my own score server that I built
 especially for use in BGT, I just wanted to say that I think
 this is an absolutely fabulous idea. You have a very simple
 approach that will work regardless of programming language,
 as long as the environment at hand can call external
 processes. Two things you may want to consider:
 
 1. Returning a value from the main function that can be
 picked up by the caller, in order to determine the result of
 the operation. 0 could mean that the user's score was
 accepted but not high enough to make the top x (whatever you
 decide upon), another positive value could indicate the
 user's ranking and a negative value could be an error code.
 Not everyone may be able to or interested in picking up this
 value, but I personally think it'd be a great feature to
 provide.
 
 2. If you are writing this in Vb 6, you should make it
 clear that developers need to package the vb 6 runtime
 libraries in their installer in order for the score posting
 to work. I can imagine that some might overlook this
 otherwise, and then wonder why the score posting isn't
 functioning )=.
 
 Again, an excellent initiative and I hope it's picked up by
 other developers.
 
 Kind regards,
 
 Philip Bennefall


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Re: [Audyssey] High score list for developers

2011-08-01 Thread Philip Bennefall

Hi Jeremy,

A blocking process call would look as follows in BGT:

run(hsa.exe, 398-093-129,45,Goblin, true, true);

The run function has the following signature:

bool run(string filename, string command_line, bool wait_for_completion, 
bool background)


In other words we are running the process in the background (e.g. with no 
visible window even if the application does have one), and we are waiting 
for it to complete before our script thread continues executing. Currently 
it is not possible to pick up the process return code from within BGT but if 
you end up adding bindings for BGT and they are used, I will certainly 
implement this feature.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 4:18 PM
Subject: Re: [Audyssey] High score list for developers


Thanks Philip, I really do like your idea of returning a value to indicate 
those situations!  Very nice idea indeed.  I haven't really used BGT, do you 
happen to know how the language would execute the external program?  I'd 
like to put an example for BGT, since I'm sure many of my target developers 
will be using it.



Hi Jeremy,

While I already have my own score server that I built
especially for use in BGT, I just wanted to say that I think
this is an absolutely fabulous idea. You have a very simple
approach that will work regardless of programming language,
as long as the environment at hand can call external
processes. Two things you may want to consider:

1. Returning a value from the main function that can be
picked up by the caller, in order to determine the result of
the operation. 0 could mean that the user's score was
accepted but not high enough to make the top x (whatever you
decide upon), another positive value could indicate the
user's ranking and a negative value could be an error code.
Not everyone may be able to or interested in picking up this
value, but I personally think it'd be a great feature to
provide.

2. If you are writing this in Vb 6, you should make it
clear that developers need to package the vb 6 runtime
libraries in their installer in order for the score posting
to work. I can imagine that some might overlook this
otherwise, and then wonder why the score posting isn't
functioning )=.

Again, an excellent initiative and I hope it's picked up by
other developers.

Kind regards,

Philip Bennefall



---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] High score list for developers

2011-08-01 Thread Jeremy Kaldobsky
Excellent!  Thanks Philip, and I've actually just uploaded a new version of 
hsa.exe (high score automator) that includes the necessary runtime files in the 
zip and it also passes return codes.  For now, it only returns 0 for success 
and -1 for failure.  Knowing where you placed on the list will require me to 
change around much of the server code so I'll save that for later. 

 Hi Jeremy,
 
 A blocking process call would look as follows in BGT:
 
 run(hsa.exe, 398-093-129,45,Goblin, true, true);
 
 The run function has the following signature:
 
 bool run(string filename, string command_line, bool
 wait_for_completion, bool background)
 
 In other words we are running the process in the background
 (e.g. with no visible window even if the application does
 have one), and we are waiting for it to complete before our
 script thread continues executing. Currently it is not
 possible to pick up the process return code from within BGT
 but if you end up adding bindings for BGT and they are used,
 I will certainly implement this feature.
 
 Kind regards,
 
 Philip Bennefall


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[Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

---
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Bryan Peterson
I'd rather have a delayed and as bug-free as possible MOTA than a rushed one 
with loads of unsquashed bugs.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 11:31 AM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
I say do what ya gotta do man. We can wait for it 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 1:32 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Development setbacks

Hi everyone,

I know a number of you have asked about beta 21. Many of you have noticed
that the Mysteries of the Ancients home page says beta 21 on the website,
but there is no download available. Well, here is the reason why.

Anyone who has been programming for any length of time knows that 25% of the
time is actually spent on writing/designing the software and the other 75%
is spent on debugging or trying to fix it. I must confess that I am no
exception to the rule. In particular Mysteries of the Ancients is no
exception either, and  I've got a hard lesson in if it isn't broke don't try
to fix it. Reason being after a month of trying to fix Mysteries of the
Ancients beta 20 I've come to realize what I have on my hands is a big
problem. Oh, it can be fixed but how I plan to resolve the problem is likely
to set us back somewhat in the process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the cross-platform
engine. Along the way I fixed a number of bugs present in beta 18, but of
course people weren't too happy about FMOD Ex for audio. So I thought, no
big deal. I'll just change everything back, recompile, and it will work just
fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it with the
Windows G3D engine the game has never worked quite right ever since. The
game crashes when you alt+tab away from the window, torches burn out after
25 seconds or so, levers reset before they are suppose to, Angela sometimes
instantly dies after getting attacked by a Harpy, and all sorts of unusual
bugs like that. I've fixed or addressed some of the bugs, but not all of
them. After a month of trying to correct them one by one I've given up
trying on the current version. I've concluded while the bugs might be
fixable there might be a simpler but slightly less desirable alternative to
the problem which I will explain below.

As many of you know I use a Linux computer for much of my day to day work.
One of the programming tools I have installed is called subversion. What
subversion does for a developer like myself is I can checkin or backup
changes to an ongoing project and it will catalog and store every single
version of the source code being worked on. So if I want to return to an
older release it is easy as logging into subversion and telling it I want to
checkout the 0.18 source code and it will download the 0.18 source code to
my project directory. This makes it a simple matter for a developer to roll
back to a prior release if necessary. In this case I think it is more than
necessary.

So what I plan to do is delete the beta 20/21 source code and checkout 0.18,
beta 18, from subversion since I know that version wasn't nearly as buggy as
beta 20. Once I checkout the beta 18 source code from subversion I can
attempt to patch it with some of the changes, but as I've forgotten what
exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21.
Plus some features such as speech interrupt were added later and won't be
available to you until I go back in and add that support to Mysteries of the
Ancients. Basically, as I said earlier this will set us back on our
development schedule, but I think this is a necessary measure as it is the
only way I can think of to correct some of these bugs that simply were not
present in beta 18 and earlier. So here is the plan.

I'm going to checkout beta 18 this afternoon, work on a patch to bring beta
18 more or less up to current, and release that as beta 21. Once we test
that, find any bugs that need fixed, features that need to be put back in,
etc I'll release an update, beta 22, to resolve any left over issues in
trying to upgrade beta 18 to current. It could take a couple of weeks to
really get everything back up to speed so to speak, but I think the problem
is fixable. It will just take a little time and patients on everyone's part.

Cheers!

---
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread william lomas
@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
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Re: [Audyssey] Audyssey babble report for July 2011

2011-08-01 Thread Christina
This is very interesting.  Thanks.
I'd like to say that I'm more talkative and opinionated than I thought...  But 
I can't honestly say I'm surprised.  ;)
Christina

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Monday, August 01, 2011 4:10 AM
Subject: [Audyssey] Audyssey babble report for July 2011



 112 people posted 1703 messages.

 258 From, dark.
 202 From, Jeremy Kaldobsky.
 193 From, Thomas Ward.
 94 From, Jim Kitchen.
 74 From, shaun everiss.
 60 From, darren harris.
 60 From, Hayden Presley.
 52 From, Christina.
 48 From, Bryan Peterson.
 39 From, Christopher Bartlett.
 33 From, Charles Rivard.
 27 From, alex wallis.
 24 From, Ron Schamerhorn.
 20 From, Phil Vlasak.
 19 From, Shane Lowe.
 19 From, Yohandy.
 18 From, Willem.
 17 From, Che.
 16 From, Curt Taubert.
 15 From, burakyuksek.
 15 From, Zachary Kline.
 14 From, Darren Duff.
 14 From, william lomas.
 12 From, Clement Chou.
 12 From, Jack F.
 12 From, Milos Przic.
 12 From, Valiant8086.
 11 From, Amanda Burt.
 11 From, Damien C. Pendleton.
 11 From, Karl Belanger.
 10 From, Ben.
 10 From, Oriol Gómez.
 10 From, Richard Sherman.
 9 From, brian glass.
 9 From, Jacob Kruger.
 9 From, john.
 8 From, David Mehler.
 8 From, Kelly Sapergia.
 7 From, Alfredo.
 7 From, Lisa Hayes.
 7 From, Sky Mundell.
 6 From, Dakotah Rickard.
 6 From, Kelvin Tan.
 6 From, Lori Duncan.
 6 From, mattias.
 6 From, michael barnes.
 6 From, Shane Davidson.
 6 From, Trouble.
 5 From, Greg Steel.
 5 From, Mauricio Almeida.
 5 From, Michael Taboada \(AI5HF\).
 5 From, Ryan Strunk.
 5 From, simon dowling.
 5 From, Willem Venter.
 4 From, Courtney Curran.
 4 From, Dallas O'Brien.
 4 From, Dennis Towne.
 4 From, fred olver.
 4 From, GreyMatter Info.
 4 From, Jess Varnell.
 4 From, Kenny Peyatt.
 4 From, lori duncan.
 4 From, Matheus Rheine.
 4 From, Richard Claridge.
 4 From, Siddhant Jain.
 4 From, Tim Kilgore.
 3 From, aadorno1.
 3 From, Alfredo Castaneda.
 3 From, BlindLee55.
 3 From, Cary.
 3 From, djc.
 3 From, Loravara.
 3 From, Mich.
 3 From, Sarah Haake.
 2 From, austin pinto.
 2 From, Bill Dengler.
 2 From, Bob Montowski.
 2 From, Bogdan Muresan.
 2 From, bryant walker.
 2 From, darren_g_harris.
 2 From, James Howard.
 2 From, mike maslo.
 2 From, Orin.
 2 From, Petr Bláha.
 2 From, Rick.
 2 From, Ron Kolesar.
 2 From, Ryan Conroy.
 2 From, Steven Strait.
 2 From, Tyriannette T. Snowden.
 1 From, Angela Lerma.
 1 From, Angellko21.
 1 From, Ann.
 1 From, David Chung.
 1 From, Dean Masters.
 1 From, Desiree Oudinot.
 1 From, Eleanor Robinson.
 1 From, Gamers List Guidelines Robot.
 1 From, Gary Whittington.
 1 From, Hayden.
 1 From, Jane.
 1 From, Joe Quinn.
 1 From, Johnny Tai.
 1 From, Kai.
 1 From, Keao Wright.
 1 From, kev lyon.
 1 From, Konsta Ranta.
 1 From, lirin.
 1 From, Matthew Alvernaz.
 1 From, Michael Taboada.
 1 From, Oriol Gómez (iPhone).
 1 From, Tom Randall.
 1 From, Tommy.

Archive file size 4564659 bytes

 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2011-08-01 Thread Thomas Ward
Hi Bryan,

Smile. Any sensable person would want that. I just posted that message
to let everyone know the score here that I basically screwed the
source for Mysteris of the Ancients beyond repair when I converted it
to run on Linux and then back again, and somewhere along the line I
introduced some buggy and extremely unstable code into the mix I'm
having troubles tracking down and fixing. The best thing to do, at
least from my opinion, is go back to a truly stable release, beta 18,
and try and perform the upgrades I was doing with a more stable
version to begin with.

Cheers!

On 8/1/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I'd rather have a delayed and as bug-free as possible MOTA than a rushed one
 with loads of unsquashed bugs.
 We are the Knights who say...Ni!

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Re: [Audyssey] good SSFIV match

2011-08-01 Thread Clement Chou
And this is just it. I think, if we really tried, we could get to 
this level. There's enough audio detail in SSFIV that no movement is 
missed. The disabled SF player I was talking about said on an 
interview, There's no limits what you can do if you want to play 
competetively. I just tried my hardest because I love SF and I love 
competing. And I personally think it's true. I've gone up against 
pretty good people with a lot of experience if their SF profile cards 
online say much, and won. How? I used unconventional strategy to 
catch people off guard... but that's all I'll say. Can't expose all 
my secrets! lol.


At 01:01 AM 01/08/2011, you wrote:

Hi Yohandi, Clement and others,

I actually listened to all these matches and it's true, we probably 
never will get to such technical hights. *lol*
Well, besides that I get a little sad because I have to wait for my 
new laptop before I can play Street Fighter IV again, my current one 
is just way to slow for this game.


But these matches are really great and I really don't want to know 
how many sleepless nights it took to get all this down so well. *grins*


Best regards
Sarah

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi Will,

I don't know where you get six years from. I started Mysteries of the
Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to
six years of development time do you?

Anyway, to answer your question the reason I'm putting out the public
betas instead of holding off for 1.0 is that people can test it and
point out bugs and issues I otherwise might overlook. If I released
1.0 without these public betas there may be some bugs or issues I
overlooked and I'd in a sense be doing then what I'm already doing now
in testing the game after the fact.

HTH



On 8/1/11, william lomas will.d.lo...@gmail.com wrote:
 we have been waiting for six years a few weeks no different now lol
 the game will be out eventually but why not just wait for version 1 as i
 think eventually people will lose interest
 most of us buying it have played levels 1 and 2 for the last ten or so betas

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi Darren,

Smile. I wasn't planning on doing anything else. Just wanted to give
everyone a heads up what to expect. The easiest way to forestall
questions is to answer them ahead of time.

Cheers!

On 8/1/11, Darren Duff duff...@gmail.com wrote:
 I say do what ya gotta do man. We can wait for it

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
Indeed. Fair enough then 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 2:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi Darren,

Smile. I wasn't planning on doing anything else. Just wanted to give
everyone a heads up what to expect. The easiest way to forestall questions
is to answer them ahead of time.

Cheers!

On 8/1/11, Darren Duff duff...@gmail.com wrote:
 I say do what ya gotta do man. We can wait for it

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
on everyone's part.
 
 Cheers!
 
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread john
Honestly, I can't say how happy I am that you're going back to beta 18. I've 
probably spent well over 24 hours playing that over and over, and already 
consider it a finished product.
   The only thing I'd like to request, as the harpee poison bug seems to be 
fixed in later versions, is that chance of running into harpees be 
decreased; poison makes them much more lethal, and it's hard enough to beat 
the game on anything over beginner even without the poison!


Congratulations and thanks for the update,
John.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, August 01, 2011 1:31 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Ron Schamerhorn
 think the 
 problem
 is fixable. It will just take a little time and patients on everyone's 
 part.

 Cheers!

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Re: [Audyssey] good SSFIV match

2011-08-01 Thread Yohandy

Clement,
Here's the million dollar question: how many people blind or otherwise, are 
dedicated enough to sit there literally for hours, trying to get as good as 
we possibly can? to win these tournaments, you gotta practice around 14 
hours a day. loving street fighter isn't enough. you gotta dream about it, 
eat with a controller in your hands, you need to have a ps3 or xbox 
installed in your car, so that when you get a brilliant idea for a Guile 
combo you can test it out immediately before you forget. funny thing is I'm 
probably not exaggerating hahaha. these are people who's online record is 
something like 3895 wins and 38 losses lol.






From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 2:49 PM
Subject: Re: [Audyssey] good SSFIV match


And this is just it. I think, if we really tried, we could get to this 
level. There's enough audio detail in SSFIV that no movement is missed. 
The disabled SF player I was talking about said on an interview, There's 
no limits what you can do if you want to play competetively. I just tried 
my hardest because I love SF and I love competing. And I personally think 
it's true. I've gone up against pretty good people with a lot of 
experience if their SF profile cards online say much, and won. How? I used 
unconventional strategy to catch people off guard... but that's all I'll 
say. Can't expose all my secrets! lol.


At 01:01 AM 01/08/2011, you wrote:

Hi Yohandi, Clement and others,

I actually listened to all these matches and it's true, we probably never 
will get to such technical hights. *lol*
Well, besides that I get a little sad because I have to wait for my new 
laptop before I can play Street Fighter IV again, my current one is just 
way to slow for this game.


But these matches are really great and I really don't want to know how 
many sleepless nights it took to get all this down so well. *grins*


Best regards
Sarah

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 I'm guessing this was intended to be somewhat humourous.  Well to put it
 bluntly itwent over like a lead balloon.
   Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.


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[Audyssey] Mistress of the Ancients.

2011-08-01 Thread Phil Vlasak

Games we'd like to play.
Mistress of the Ancients.
by Phil Vlasak
Hanging out in the Hall of Wisdom, you play the goddess Athena, or as the 
other creatures call her,Mistress of the Ancients. When you detect a puny 
human, Angela Carter,  invading her tomb, you command your horde of 
followers to go after the girl, and pound her into the floor like they did 
with all the previous invaders.


As the goddess, you have many guardians to command, including armored 
centaurs, skeleton warriors, flying harpies, and undead zombies.
 And once the threat is exterminated, you command your followers to clean 
up the tomb, as it is overflowing with all those discarded weapons, ammo and 
assorted treasure then bring it back to her so she can fill her Hall of 
goodies with them.




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 2:49 PM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi Bryan,

Smile. Any sensable person would want that. I just posted that message
to let everyone know the score here that I basically screwed the
source for Mysteris of the Ancients beyond repair.




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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Tim Kilgore

Hey man.  Do what you gotta do.  I'm behind you.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 12:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

---
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[Audyssey] possibly 2 more bugs in castaways

2011-08-01 Thread Richard Sherman
Hi,

Noticed a couple of possible bugs worth mentioning:

1. Finished a game of mission 1 with version 1.5 last night. I noticed that 
when I have 1 yarn in the textile factory, the weaver will not seem to weave 
it into cloth. He just stood there. it seems that this has also happened at 
other locations, but cannot be sure. Will make a better mental note next 
time.

2. I had a ship going, and only needed 1 more cloth. The weaver was in the 
process of making that 1 cloth. I told him to become a builder when done. 
When he was done, the weaver was a builder, but the cloth was no where to be 
found. It wasn't in the supplies, and never got to the ship. Had to repeat 
the process all over. Waiting till the game said the cloth was made before 
giving him another job did the trick.

This also happened in mission 2 of version 1.4 with the tailor weaving a 
cloak. I told him to go to another job when done, and he did. but the cloak 
never got into my supplies.

Thanks for a great game.

rich 


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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Shane Davidson
might I suggest you release to the private beta team before going public?
Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 I'm guessing this was intended to be somewhat humourous.  Well to put it
 bluntly itwent over like a lead balloon.
   Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.


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Re: [Audyssey] possibly 2 more bugs in castaways

2011-08-01 Thread Jeremy Kaldobsky
It actually takes 2 yarn to make 1 cloth, so that was the problem there.  I'm 
looking in to the bug with changing jobs.  I haven't experienced it myself, but 
if it has happened to you twice than it must be something I just haven't 
spotted yet.  Thanks for letting me know.

 Hi,
 
 Noticed a couple of possible bugs worth mentioning:
 
 1. Finished a game of mission 1 with version 1.5 last
 night. I noticed that 
 when I have 1 yarn in the textile factory, the weaver will
 not seem to weave 
 it into cloth. He just stood there. it seems that this has
 also happened at 
 other locations, but cannot be sure. Will make a better
 mental note next 
 time.
 
 2. I had a ship going, and only needed 1 more cloth. The
 weaver was in the 
 process of making that 1 cloth. I told him to become a
 builder when done. 
 When he was done, the weaver was a builder, but the cloth
 was no where to be 
 found. It wasn't in the supplies, and never got to the
 ship. Had to repeat 
 the process all over. Waiting till the game said the cloth
 was made before 
 giving him another job did the trick.
 
 This also happened in mission 2 of version 1.4 with the
 tailor weaving a 
 cloak. I told him to go to another job when done, and he
 did. but the cloak 
 never got into my supplies.
 
 Thanks for a great game.
 
 rich 

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread john
Shane, I think that point of offering the betas at all is so that everyone 
can comment on the game. If Thomas were to set up some kind of private team, 
this would limit the number of people that could help with the beta.
   From my personal perspective, offering the game to a private team would 
really! cut down on the amount of enjoyment a player could get. As I said in 
an earlier email, I've spent well over 24 hours playing beta 18, and it 
hasn't gotten old.


Just my personal opinions,
John.

--
From: Shane Davidson sh...@shaned.net
Sent: Monday, August 01, 2011 6:58 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Development setbacks


might I suggest you release to the private beta team before going public?
Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:

I'm guessing this was intended to be somewhat humourous.  Well to put it
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
It will take a couple of weeks to fix?  Only a couple of weeks?  As a gamer, 
to me, it's worth the wait.  Start with what almost works and resume the 
work from there.  That's a lot better than having to deal with the cascading 
effect of fixing bug A which causes bug B, C, and D, then fixing B which 
causes bug E and so on.  I think you're taking the sensible approach.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 12:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Willem
Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.

On 8/2/2011 1:18 AM, john wrote:
Shane, I think that point of offering the betas at all is so that 
everyone can comment on the game. If Thomas were to set up some kind 
of private team, this would limit the number of people that could help 
with the beta.
   From my personal perspective, offering the game to a private team 
would really! cut down on the amount of enjoyment a player could get. 
As I said in an earlier email, I've spent well over 24 hours playing 
beta 18, and it hasn't gotten old.


Just my personal opinions,
John.

--
From: Shane Davidson sh...@shaned.net
Sent: Monday, August 01, 2011 6:58 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Development setbacks

might I suggest you release to the private beta team before going 
public?

Just a suggestion.

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

Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
I'm guessing this was intended to be somewhat humourous.  Well to 
put it

bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Hayden Presley
Hi,
I thought I remembered Thomas having one, ut if I recollect correctly he was
having...issues with them.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Monday, August 01, 2011 6:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.
On 8/2/2011 1:18 AM, john wrote:
 Shane, I think that point of offering the betas at all is so that 
 everyone can comment on the game. If Thomas were to set up some kind 
 of private team, this would limit the number of people that could help 
 with the beta.
From my personal perspective, offering the game to a private team 
 would really! cut down on the amount of enjoyment a player could get. 
 As I said in an earlier email, I've spent well over 24 hours playing 
 beta 18, and it hasn't gotten old.

 Just my personal opinions,
 John.

 --
 From: Shane Davidson sh...@shaned.net
 Sent: Monday, August 01, 2011 6:58 PM
 To: 'Gamers Discussion list' gamers@audyssey.org
 Subject: Re: [Audyssey] MOTA Development setbacks

 might I suggest you release to the private beta team before going 
 public?
 Just a suggestion.

 -Original Message-
 From: gamers-boun...@audyssey.org 
 [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Monday, August 01, 2011 4:35 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Development setbacks

 Hi,

 No kidding. I've tried really hard to produce a decent product, and
 yes there have been unforeseen setbacks like this one that knocks us
 off schedule. Its definitely not something to joke about. To modify an
 old expression, stuff happens.

 Ironically, after I sent this post I tried to compile beta 18 and
 experienced some of the same bugs so it would appear the problem is in
 the engine, IE the core, and not the game source itself. So I looked
 and bingo there was a line of code I copied from the cross-platform
 version of the engine in there which was calling the UpdateGameState()
 function when it shouldn't be and it totally threw the timing out of
 wack. I removed it, recompiled the library, and linked it into beta 20
 and several bugs vanished at once. However, there are still a few bugs
 I've got to track down, but it would appear this situation isn't as
 bad or hopeless as I first thought. The upside is that instead of two
 or three weeks maybe I can release beta 21 in a couple of days.

 Cheers!

 On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 I'm guessing this was intended to be somewhat humourous.  Well to 
 put it
 bluntly itwent over like a lead balloon.
   Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.


 ---
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Hayden Presley
Hi Thomas,
That is excellent news. Might I ask, however, is this the BETA 1`, I.E., the
one that fixes bugs in BETA 20, or the BETA 21 that will be more or less
BETA 18 in an up-to-date state? Ah well, as you said, stuff happens.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Monday, August 01, 2011 6:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Shane, I think that point of offering the betas at all is so that everyone 
can comment on the game. If Thomas were to set up some kind of private team,

this would limit the number of people that could help with the beta.
From my personal perspective, offering the game to a private team would 
really! cut down on the amount of enjoyment a player could get. As I said in

an earlier email, I've spent well over 24 hours playing beta 18, and it 
hasn't gotten old.

Just my personal opinions,
John.

--
From: Shane Davidson sh...@shaned.net
Sent: Monday, August 01, 2011 6:58 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Development setbacks

 might I suggest you release to the private beta team before going public?
 Just a suggestion.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Monday, August 01, 2011 4:35 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Development setbacks

 Hi,

 No kidding. I've tried really hard to produce a decent product, and
 yes there have been unforeseen setbacks like this one that knocks us
 off schedule. Its definitely not something to joke about. To modify an
 old expression, stuff happens.

 Ironically, after I sent this post I tried to compile beta 18 and
 experienced some of the same bugs so it would appear the problem is in
 the engine, IE the core, and not the game source itself. So I looked
 and bingo there was a line of code I copied from the cross-platform
 version of the engine in there which was calling the UpdateGameState()
 function when it shouldn't be and it totally threw the timing out of
 wack. I removed it, recompiled the library, and linked it into beta 20
 and several bugs vanished at once. However, there are still a few bugs
 I've got to track down, but it would appear this situation isn't as
 bad or hopeless as I first thought. The upside is that instead of two
 or three weeks maybe I can release beta 21 in a couple of days.

 Cheers!

 On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 I'm guessing this was intended to be somewhat humourous.  Well to put it
 bluntly itwent over like a lead balloon.
   Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Checked by AVG - www.avg.com
Version: 10.0.1390 / Virus Database: 1518/3804 - Release Date: 08/01/11


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[Audyssey] I need some Logitech f510 advice.

2011-08-01 Thread Ron Kolesar

To all who use the Logitech f510 gamepad.
I notice the following for Three D Velocity.
For the right hand stick.
I have to pull the stick to the left to increase the speed instead of 
pulling the stick forward.
Also, to find the long solid lock on target tone I have to move the stick 
forwards or backwars instead of moving the stick left or right or port and 
or starbard.
Now I had sighted assistance when I set the gamepad up and the stciks were 
in the center.

I just got word back from the TDV list and it isn't a tdv problem.
Can anyone help me to set the right hand stick so that it works in the 
correct directions for what I would like it to do?

Many Many Thanks.
Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
If you're saying that a beta team will get a bug free product to the public 
in a day or two, think again.  (grin)


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 6:49 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.

On 8/2/2011 1:18 AM, john wrote:
Shane, I think that point of offering the betas at all is so that 
everyone can comment on the game. If Thomas were to set up some kind of 
private team, this would limit the number of people that could help with 
the beta.
   From my personal perspective, offering the game to a private team 
would really! cut down on the amount of enjoyment a player could get. As 
I said in an earlier email, I've spent well over 24 hours playing beta 
18, and it hasn't gotten old.


Just my personal opinions,
John.

--
From: Shane Davidson sh...@shaned.net
Sent: Monday, August 01, 2011 6:58 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Development setbacks

might I suggest you release to the private beta team before going 
public?

Just a suggestion.

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

Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
I'm guessing this was intended to be somewhat humourous.  Well to put 
it

bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



---
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
And, knowing your ornery ways, we'll see a lot of those dastardly dudes, 
won't we?  (grin)


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 3:43 PM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi John,

Hmmm...There isn't really an easy way to decrease the number of
harpies in the game since that is completely random. There are usually
three or four per level. Even if I did reduce the number of harpies
I'm concerned that would make the game too easy. The skeletons for
example are pretty much a bunch of push overs and the zombies, while
harder to kill, still aren't a serious challenge. Its the centaurs and
harpies that are the real challenge when it comes to normal enemies.

Cheers!


On 8/1/11, john jpcarnemo...@live.com wrote:
Honestly, I can't say how happy I am that you're going back to beta 18. 
I've

probably spent well over 24 hours playing that over and over, and already
consider it a finished product.
The only thing I'd like to request, as the harpee poison bug seems to 
be

fixed in later versions, is that chance of running into harpees be
decreased; poison makes them much more lethal, and it's hard enough to 
beat

the game on anything over beginner even without the poison!

Congratulations and thanks for the update,
John.


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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard

Harpies add replay value.

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: john jpcarnemo...@live.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 2:41 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Honestly, I can't say how happy I am that you're going back to beta 18. I've
probably spent well over 24 hours playing that over and over, and already
consider it a finished product.
   The only thing I'd like to request, as the harpee poison bug seems to be
fixed in later versions, is that chance of running into harpees be
decreased; poison makes them much more lethal, and it's hard enough to beat
the game on anything over beginner even without the poison!

Congratulations and thanks for the update,
John.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, August 01, 2011 1:31 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, no big deal. I’ll just change everything back,
recompile, and it will work just fine. Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.


Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
, to resolve any left over issues in
trying to upgrade beta 18 to current. It could take a couple of weeks to
really get everything back up to speed so to speak, but I think the 
problem
is fixable. It will just take a little time and patients on everyone's 
part.


Cheers!

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[Audyssey] servey down

2011-08-01 Thread shaun everiss

Hi.
Ok just to tell all of you the survey I made is down after it ran its course.
Basically I was seeing if I could make one and to get some feedback.
It sucked and That was fine because I didn't care.
It was just a really big trial.
Put stuff in my forum topic if you want to do something with all that.


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Re: [Audyssey] Mistress of the Ancients.

2011-08-01 Thread Charles Rivard

Where's beta 1.0?

---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 3:54 PM
Subject: [Audyssey] Mistress of the Ancients.



Games we'd like to play.
Mistress of the Ancients.
by Phil Vlasak
Hanging out in the Hall of Wisdom, you play the goddess Athena, or as the 
other creatures call her,Mistress of the Ancients. When you detect a puny 
human, Angela Carter,  invading her tomb, you command your horde of 
followers to go after the girl, and pound her into the floor like they did 
with all the previous invaders.


As the goddess, you have many guardians to command, including armored 
centaurs, skeleton warriors, flying harpies, and undead zombies.
 And once the threat is exterminated, you command your followers to clean 
up the tomb, as it is overflowing with all those discarded weapons, ammo 
and assorted treasure then bring it back to her so she can fill her Hall 
of goodies with them.




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 2:49 PM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi Bryan,

Smile. Any sensable person would want that. I just posted that message
to let everyone know the score here that I basically screwed the
source for Mysteris of the Ancients beyond repair.




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[Audyssey] help with football game.

2011-08-01 Thread michael barnes
Hey, I was wondering if someone would please give me a little help with 
madden on the iphone.

The help I need is how is the controller layout?

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Re: [Audyssey] High score list for developers

2011-08-01 Thread Ryan Strunk
Jeremy,
I think this is an awesome idea, and it's nice of you to take that on. As
regards block party, though, I wonder if score posting is a route we really
want to go down, mainly because of the huge amount of possible scoreboards.
3 to 8 block types, 4 board sizes, 4 game modes ... that's 96 possible
scoreboards. I would love any feedback on how we could streamline/simplify
this, however.
For future titles this will be awesome! Thanks again.
Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, August 01, 2011 9:02 AM
To: Gamers Discussion list
Subject: [Audyssey] High score list for developers

Ryan, your post yesterday gave me an idea that I wanted to run past you, and
really everyone for that matter.  It occurred to me that quite a few arcade
style games get posted, that don't support online high score lists.  In most
cases I'm sure this is due to lack of equipment or not knowing how to handle
the server side of things.  Since I've got the community supporting a server
for my games, I thought I could help solve those 2 barriers that have been
getting in the way.

I'm still figuring out how best to set this up, but here is the idea.  I
adjusted the software on my server to handle high score lists.  Developers
who have games will contact me and I'll send them an 11 digit password along
with a small 8kb file called hsa.exe.  In your game, written in python I
believe, you can simply run that file and pass it a command line argument
that contains the password, the person's score, and their player name.
Obviously your game would have to have its own way of getting the player's
name, but that's nothing difficult.  The little program contacts my server
and passes the information along, all in the background, with no one even
knowing what happened.  The server accepts the data if the password is
correct, and it does the work of putting them on your high score list based
on score.  When people view the webpage, they can easily see the rankings.

Here is the example I currently have running, for testing purposes.
http://www.kaldobsky.com/audiogames/highscores.htm
The webpage side of things probably needs to be made more accessible, but
please take a look.  

Each different setting of your game, like grid size, number of blocks, and
so forth, would have its own password so that it would have its own high
score list.  The 2 lines at the top, the 1 line at the bottom, and the
number of people in the high score list can all be set using a separate
admin program that I would also give out to the developers.  The tiny
hsa.exe file would be sent along with your games, but the admin program
would be kept with you of course.

I'm just wondering if this type of idea would provide easy high score
tracking for our large group of developers that aren't already using high
score lists.  With this test high score list I've got running, I'm
encouraging people to play around with it and see how it works.  The hsa.exe
file can be downloaded here.
www.kaldobsky.com/audiogames/hsa.zip
Just put it into your game's directory, and execute it with the command
argument from within your game.  The password for this practice score list
is 398-093-129, so here are some specific examples of how you can submit
high scores.

If you had a player named Goblin, and he just ended a game with 45 points,
here is how you could submit that score from within a python game.
import os
os.system(hsa.exe 398-093-129,45,Goblin)

From within a Visual basic 6 game.
x = shell(hsa.exe 398-093-129,45,Goblin,0)

Or even from a dos batch file.
hsa.exe 398-093-129,45,Goblin

Give it a try and please let me know if you guys think this is a good idea,
and if you think other developers would actually want to use it.


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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss
 that need fixed, features that need to be put back in,
 etc I'll release an update, beta 22, to resolve any left over issues in
 trying to upgrade beta 18 to current. It could take a couple of weeks to
 really get everything back up to speed so to speak, but I think the problem
 is fixable. It will just take a little time and patients on 
everyone's part.


 Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss

true tom.
At 06:54 a.m. 2/08/2011, you wrote:

Hi Will,

I don't know where you get six years from. I started Mysteries of the
Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to
six years of development time do you?

Anyway, to answer your question the reason I'm putting out the public
betas instead of holding off for 1.0 is that people can test it and
point out bugs and issues I otherwise might overlook. If I released
1.0 without these public betas there may be some bugs or issues I
overlooked and I'd in a sense be doing then what I'm already doing now
in testing the game after the fact.

HTH



On 8/1/11, william lomas will.d.lo...@gmail.com wrote:
 we have been waiting for six years a few weeks no different now lol
 the game will be out eventually but why not just wait for version 1 as i
 think eventually people will lose interest
 most of us buying it have played levels 1 and 2 for the last ten 
or so betas


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[Audyssey] match analysis

2011-08-01 Thread Clement Chou
I know that not many people watched the match I posted up from evo. 
But for those of you who did watch it... there's a couple things I'd 
like to point out. If you can watch it again and see if you can pick 
it up. Notice how Daigo seems to be going nuts with Yun, the 
character he's playing... and just wailing on Akuma over and over 
again. If you watch and observe, you'll notice that he pauses just 
long enough to give Tokido, his opponent, something to work with... 
but that is what fighting gamers call mindgames and baiting. The 
pauses were to do with spacing as well, but mostly what Daigo was 
doing was getting out of the red zone and seeing what Tokido would do 
with Akuma. The trick with Yun is, he is only good up close because 
of his lack of a projectile. He has a move that basically does a 
diving kick in towards his opponents and that's his method of closing 
in. Once he's in, the idea is to hit the opponent hard and hit them 
fast. In this match, you'll notice that once Yun landed a hit, Daigo 
immediately went into a combo. This is partially due to Yun's nature 
as a rushdown character but also due to the fact that Akuma has low 
health and is easily stunned. Yun in the right hands is someone you 
don't want to mess with... and Daigo Umahara is one of those 
someones. For those who play SF but don't know who daigo is, he is 
basically the player who is most well-known in the world for his 
prowess at the game. He's been playing since SF 2 back in the 90s and 
is an amazing player. In fact, playing SF is a full-time Job for 
him... especially in Japan where tournaments are regularly held and 
regularly have cash as prizes.


Well, there you have it. Some of my own brief comments about the 
match and a bit of background on daigo... questions, comments are 
welcome as usual.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss

well thats good to know.
At 08:34 a.m. 2/08/2011, you wrote:

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, stuff happens.

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 I'm guessing this was intended to be somewhat humourous.  Well to put it
 bluntly itwent over like a lead balloon.
   Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.


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Re: [Audyssey] About the mag

2011-08-01 Thread Charles Rivard
I see where you're shooting from.  I certainly see how these additions make 
an extremely simple game into one that has a lot of challenge and replay 
value.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:18 PM
Subject: Re: [Audyssey] About the mag



Hi Charles and all,

Yes and no. Certainly it helps to have a large team of developers,
lots of money for bigger and better games, etc but that's not really
what Darren and I are getting at all. It has more to do with specific
features and standards that have already been set by mainstream games
similar to the one in which you intend to create. Even simple games
have standards already set by mainstream developers that should
attempt to be met when and where possible. Here is a clear cut example
of what I mean.

For instance, I'm going to compare the game Pull to a mainstream game
similar to it, and hopefully shed some constructive criticism how Pull
could be better if just a few features were added that is common in
mainstream arcade games. Now, I am fully aware it was the developers
first release, the developer is totally new programmer, and so on but
the fact still remains it has a ways to go to compare to a similar
mainstream game. At the moment the closest thing that comes to mind is
Duck Hunt for the classic NES.

In Pull someone launches clay pigeons from the left, they pass in
front of you, and you must load your shotgun and shoot them.  In Duck
Hunt Ducks will appear from the left or the right and pass in front of
you, and you must shoot them down. As I said its a similar concept,
but that's where the similarities begin and end as Duck Hunt is in
many respects a more complex game.

First, is the matter of difficulty or challenge. In Pull the speed of
the pigeons doesn't seem to change from round to round so you can
litterally keep shooting them and the game doesn't seem to get any
harder. In Duck Hunt every round or level gets a bit faster making it
harder and harder to shoot the ducks because the speed increases as
you rack up the rounds.

Second, is alternative directions. In Pull the pigeons always start
from the left side and fly right. In Duck Hunt ducks can start from
either the left or right, and it seems to be pretty random. So that
can throw you off as you never know which side the target will be
coming from.

Third, is multiple targets. In Pull there only seems to be a maximum
of one pigeon at a time. In Duck Hunt, depending on difficulty,  you
might have one, two, and sometimes three ducks on screen at once
making it much more challenging to get them all before they fly off
screen.

Fourth, two-player mode. In Pull there is only a single player mode.
In Duck Hunt, like most classic arcade games, it allowed you to set
the game up for single-player or two-player mode so you and a friend
could compete for the highest score.

Finally, the ability to actually aim your gun. In Pull the shotgun is
fixed dead center in the screen and won't allow you to move the gun
around. In Duck Hunt there was a NES controller, a gun that plugged
into the console, that allowed you to move the gun around on the
screen, site ducks, and shoot them down. You weren't just fixed in one
place.

As I said all of these points are raised in the hopes that they will
be taken as constructive criticism, and more over what I am suggesting
here isn't all that difficult for a single developer to add. It is not
necessarily comparing grapes to grapefruit, because I'm comparing two
games that are similar enough to each other to share the same kinds of
features, same type of game play, but don't have the same features or
quality because the developer probably didn't think those features
were necessary. Its simply that there are standards that have been set
by companies like Nintendo, even for a simple game like Duck Hunt, and
anything less than similar features and game play is below what I and
many mainstream gamers would see as par for that type of game. Many of
these improvements don't have to be particularly major, but it would
help if the developer would do his or her best to meet some kind of
mainstream standards like that when and where possible. The game
doesn't have to be the next Shades of Doom or Mysteries of the
Ancients to be mainstream quality. It just requires researching what
similar games have and try to add those kinds of features to their own
game if at all possible.

Cheers!



On 7/31/11, Charles Rivard woofer...@sbcglobal.net wrote:

Then again, if you were working for a company that produces mainstream
games, there would be a whole group of co-workers.  In our community, 
there

are not.  There would be a huge budget from which to draw, and in our
community, there is not.  You would make a very good salary doing what 
you
do, and in our community, you are not.  To me, unless I'm