Re: [Audyssey] another possible mota bug

2011-08-27 Thread john
I'm no experienced programmer, but what comes directly to mind 
would be some kind of if statement that checked whether or not 
the platform existed. If it did, the surface would be platform. 
If not, the surface of dropoff. The only reason this might fail 
is that the character will fall on any other location on the 
platform.


- Original Message -
From: Thomas Ward Ok, that's strange. Although, I think I have an idea what is 
going on.

Problem is that it will be difficult but not impossible to fix.

Basically, when you walk the surface under Angela's feet is 
updated

according to what is straight ahead. So if Angela is walking a
platform and the next step is a drop off it stops you from 
moving, but

the surface saved at that location is drop off. Problem is if the
platform vanishes and your surface constant is dropoff instead of
platform Angela won't fall because the surface constant is the 
same as

the actual position. I'll have to figure out how to rewrite the
walk/run code to correct this behavior.

Cheers!


On 8/26/11, john  wrote:
Hi, This is really something I should have reported a while ago
(I noticed in in beta 18). The bug is that when you're on a
vanishing platform, and you move to the start or end positions
(I'm less sure about the former, but I believe it worked) and 
the

platform turns off, you don't fall. If you try to move or jump
straight up, you die but you still have the ability to jump over
to the ledge on either end of the platform. I do have a 
recording

of this if you'd like it. The bug is always consistent.

P.S: if it helps, I'm running windows 7sp1x64.

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Re: [Audyssey] another possible mota bug

2011-08-27 Thread john
Hmmm, sorry for the double post, but another way to handle this 
might be to check if the platform's timer was still running, i.e. 
the platform sound was still playing. If it was, all the surfaces 
between the start and end are platform, if not, they're droppoff. 
I don't really know c++, but the coe could look like:

if (timer check)==true
{
if playposition>=(start of platform)&&playposition<=(end 
platform) surface=platform

}
else surface=dropoff.

Just some thoughts, sorry for the extra traffic.

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Re: [Audyssey] Some Nujam demonstrations.

2011-08-27 Thread shaun everiss

tom there is a podcast on blindcooltech.com if you look for it.
it was reviewed once.
At 03:46 p.m. 27/08/2011, you wrote:

Hi Yohandy,

Calm down. That's what I'm trying to find out. I have never owned one
of these NuJam toys so I am trying to determine weather it is just a
toy or is a type of game. That's the point of inquary here. You stated
below it has a high score after a session. That would make it more
like a game than I first thought, and no I didn't know anything about
the scoring until you braught it up.


The point I want to make here is the shape of the game has nothing to
do with it. Obviously BopIt and Rock Band have been classified as
games on this list for a long time, and I have personally experienced
both first hand. So naturally i would not restrict talking about them
on list. With your NuJam, however, I confess I don't know anything
about it. I've seen them in stores and had always assumed they were
just a basic toy guitar more or less like any other toy guitar you can
buy from Wal-Mart, K-Mart, whatever. If I"m wrong about that I'm
sorry. Excuse my ignorance, but all I want to know from you is in what
way is the NuJam a game and not just a basic toy guitar?

Thanks.


On 8/26/11, Yohandy  wrote:
> Thomas,
> To be totally honest, I think you're being a bit unfair here. how is this
> toy not classified as a game? it isn't as if I'm playing dolls or 
something.
> this thing you need to strum, twist the neck etc. also, you get a 
high score

> at the end of a session. are you saying that just because it is guitar
> shaped and a toy, that it isn't considered a gaming device? so the bop it
> isn't considered a game either, just a toy? how about rock band? you insert
> a disc into the console, but the game is played with instrument-shaped
> controllers. if moderators are going to get all strict about this, then
> there should be some clear definitions of what you guys consider games on
> this list.
>
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Friday, August 26, 2011 11:04 PM
> Subject: Re: [Audyssey] Some Nujam demonstrations.
>
>
>> Hi Yohandy,
>>
>> As I recall the NuJam was a electronic toy of an electric guitar
>> right? If that's the case then it would be classified as a toy and not
>> a game. If that's the case as moderator I have to ask you to take this
>> topic off list as it isn't game related.
>>
>> Thanks.
>>
>>
>> On 8/26/11, Yohandy  wrote:
>>> I bet some of you remember this toy. It's a hasbro toy called the
>>> NuJam,
>>> and in my opinion, one of the best electronic toys ever made. Why it was
>>> discontinued is anyone's guess. If you guys want one, your best bet is to
>>> ebay them as they're no longer being sold anywhere. I got lucky that I
>>> managed to get another one to be honest. I had one before and it broke.
>>> lucky for me, I managed to grab a brand new one on ebay cheaply. Anyhow,
>>> the
>>> first file I'll be sharing is a free jam session. this thing turned out
>>> quite good I think. If you guys still have this toy, I dare you to try
>>> and
>>> beat my awesome epic jamming session. hahaha. second one is a rhythm jam
>>> playthrough. you'll have to listen to see how it turned out. there's more
>>>
>>> to
>>> this toy, so if you wanna hear more let me know and I'll be happy to
>>> upload.
>>> here it is!
>>> best free jam ever:
>>> http://www.sendspace.com/file/k09vqb
>>> Rhythm jam playthrough on normal:
>>> http://www.sendspace.com/file/oy2sqh
>>>
>>>
>>>
>>>
>>>
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>>
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Re: [Audyssey] Some Nujam demonstrations.

2011-08-27 Thread Thomas Ward
Hi Yohandy,

No problem. I'm satisfied the NuJam is on topic. That's all I wanted
to know. Sorry, for making an issue of this. :D

Cheers!

On 8/27/11, Yohandy  wrote:
> Thomas,
> Sorry about that. I got a little defensive. I assumed you already knew what
> the nujam was for some reason. oops. I must've not read your email properly
> or something. Happens on these lists sometimes haha. the nujam is pretty
> much like the bop it, except it's sort of guitar shaped. kinda funny how all
> these electronic toys are similar to each other lol. it has several games,
> one of which you get a list of commands and you need to play it back. if you
> play it in rhythm you get a higher rhythm bonus. which doesn't affect the
> game but it's kinda cool to have anyway. then there's a bop it style game
> where you get 1 command at a time and you must play it back. unlike bop it,
> this toy has some cool modifiers that increase the challenge, such as double
> time for example, which essentially doubles the speed. Let me know if you
> have any more questions.

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Re: [Audyssey] another possible mota bug

2011-08-27 Thread Thomas Ward
Hi John,

Actually, the game does that already. The problem is, and how I plan
to fix the problem, is that the surface constant doesn't get reset
when Angela stops. So if there is a drop off, for example, the surface
constant sstill should be the platform since she is standing on it.
She's obviously not standing on the drop off itself. I've been looking
at the code and it doesn't look look like it is too hard to fix. All I
need is a check to reset the surface constant when Angela stops to
find out what she is standing on currently rather than what she would
be standing on during her next step.

Cheers!

On 8/27/11, john  wrote:
> I'm no experienced programmer, but what comes directly to mind
> would be some kind of if statement that checked whether or not
> the platform existed. If it did, the surface would be platform.
> If not, the surface of dropoff. The only reason this might fail
> is that the character will fall on any other location on the
> platform.

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Re: [Audyssey] another possible mota bug

2011-08-27 Thread Thomas Ward
Hi John,

As I said that's not really the problem. The game already has a check
similar to that in place. Most of the time it works. Its just when
Angela nears the edge of the platform the surface constants get set to
the wrong values causing it to screw up.

Cheers!


On 8/27/11, john  wrote:
> Hmmm, sorry for the double post, but another way to handle this
> might be to check if the platform's timer was still running, i.e.
> the platform sound was still playing. If it was, all the surfaces
> between the start and end are platform, if not, they're droppoff.
> I don't really know c++, but the coe could look like:
> if (timer check)==true
> {
> if playposition>=(start of platform)&&playposition<=(end
> platform) surface=platform
> }
> else surface=dropoff.
>
> Just some thoughts, sorry for the extra traffic.
>
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Re: [Audyssey] mota beta 22 thoughts

2011-08-27 Thread Michael Gauler

Hi again,
And that's why I said I had performed my own search for sounds and found 
nothing.
I know that the sounds of Elite Force were from Raven Software, but that 
doesn't say anything about their creator.
And yes, some sounds of Star Trek Nemesis might be found within the Sound 
Storm Library, but I think that would have been to big and expensive for 
you...
That thing consists of 50,000 sounds delivered on an external harddrive and 
costs $6,000!!!
And we all know that the important sounds (explosions, impacts and weapons) 
of Nemesis are not really canon like in comparison to all other canon Trek 
sources.

But that's a bit far away from the important things.
I mean, why should a company create a licensed product to a protected name 
and theoretically could have all resources of that product at hand and do a 
half finished job by not using all the tools they could get.

Of course, we could argue that money might be an issue, maybe that is so.
But when you hahave two different fan production teams )one for mainly Trek 
fan films) and one for purely Trek fan audio dramas and they have better 
quality sounds than a big mainstream company, well I think then something is 
really not right. 



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Re: [Audyssey] Why I want older versions of the games

2011-08-27 Thread Michael Gauler

Hi Thomas,
I am no expert in copyright issues. And if that was not Enough, I am not 
living in the USA, so I also don't know USA copyright laws.
For that it is not the least bit surprising to find out I don't know 
something.
But what I never got in the first place was why you changed the Montezuma's 
Revenge first to Montezuma's Return if staying with it could have possibly 
avoided the entire matter.
Don't get me wrong here: I have nothing against a greg temple instead of an 
Aztec one...

But it is still disapointing to not have a proper ending to the old game.
And this is again not meant as an insult to you or your company, but to have 
22 public versions with not more than two levels max when the last nearly 
finished release had six levels is a bit frustrating (you have to wait) of 
course...
Also, what was the problem with the last version Called Tomb Hunter 
Mysteries of the Aztecs?
That was your character, and your music or someone whoose music you bought, 
right?
The only sad thing is that Montezuma's Return beta 9 had the best of all 
main themes I have known for Audio games if you don't count  dramatic 
themes.
And the Music of the Mysteries of the Aztecs Beta 1 ( primarily the  last 
public version's main theme) would have been even better if it was not too 
quiet and in full 44100 KHZ instead of only 22050 KHZ... 



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Re: [Audyssey] Why I want older versions of the games

2011-08-27 Thread Bryan Peterson
As I recall there were two reasons. THe first was that he originally thought 
there would be less likelyhood of running into copyright issues if he 
changed the name of the game. And obviously he wasn't aware of the fact 
there was already a game called Montezuma's Return. The second reason is 
that in the US at least, Montezuma's Revenge is slang for shall we say, a 
nasty case of the flue. And according to history the actual Emperor 
Montezuma suffered from poor health for most of his life and so Thomas felt 
that it would be in bad taste to use the term as the title for a game. And 
I'm assuming it hadn't yet evolved it's alternate meaning at the time when 
Parker Brothers released the original Arcade game, or if it had it wasn't 
yet in popular usage.

We are the Knights who say...Ni!
- Original Message - 
From: "Michael Gauler" 

To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 10:08 AM
Subject: Re: [Audyssey] Why I want older versions of the games



Hi Thomas,
I am no expert in copyright issues. And if that was not Enough, I am not 
living in the USA, so I also don't know USA copyright laws.
For that it is not the least bit surprising to find out I don't know 
something.
But what I never got in the first place was why you changed the 
Montezuma's Revenge first to Montezuma's Return if staying with it could 
have possibly avoided the entire matter.
Don't get me wrong here: I have nothing against a greg temple instead of 
an Aztec one...

But it is still disapointing to not have a proper ending to the old game.
And this is again not meant as an insult to you or your company, but to 
have 22 public versions with not more than two levels max when the last 
nearly finished release had six levels is a bit frustrating (you have to 
wait) of course...
Also, what was the problem with the last version Called Tomb Hunter 
Mysteries of the Aztecs?
That was your character, and your music or someone whoose music you 
bought, right?
The only sad thing is that Montezuma's Return beta 9 had the best of all 
main themes I have known for Audio games if you don't count  dramatic 
themes.
And the Music of the Mysteries of the Aztecs Beta 1 ( primarily the  last 
public version's main theme) would have been even better if it was not too 
quiet and in full 44100 KHZ instead of only 22050 KHZ...


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[Audyssey] Castaways version 1.9b with manual training and merchant cart working.

2011-08-27 Thread Jeremy Kaldobsky
I've just posted version 1.9b which has a handful of important changes.

I've fixed the few bugs people had reported, including the inability to mute 
some message types, soldiers being listed in job categories they weren't 
supposed to be in, and long chat messages showing up as being blank.

In the last update I made the AI better at deciding what troop type soldiers 
should train to become, but I've taken that in a new direction now.  Soldiers 
will never train by themselves, even when you have armor and such in the 
barracks.  Just like using a tome, select a soldier and press U to bring up a 
menu allowing you to pick how they will train!  Of course, you must still have 
the needed items in your barracks before it will let you train that type of 
troop.

Wine was used less than any other food type simply because it was technically 
no different than the others but it was harder to produce.  As an extra 
incentive, any of your people who currently have wine in their stomachs will 
perform their jobs 10 percent faster.  This extra bonus doesn't take away from 
wine's usual energy, so it still acts as a food just like it did before.  
Hopefully this will encourage more people to work on wine production.

Multiplayer co-op has undergone some extreme changes.  I'm still working on the 
battling multiplayer modes, but in the mean time I wanted to release these 
changes that are part of the foundation for the stuff yet to come.  This will 
also allow people to test for bugs and provide feedback about it.  Jobs no 
longer automatically change for your online representative.  I thought it was a 
cool idea, but it has been quite annoying to many people and I figured I would 
try removing it to see how it goes.  Some people would change jobs constantly 
which caused other players to see the job change messages over and over, and if 
someone picked a job you didn't want around, there was nothing you could do 
about it.  For example, if you weren't making wine but a person's multiplayer 
representative was a cooper, tons of your lumber would be being turned into 
useless barrels with no convenient way for you to put an end to it.  As it 
stands now, all multiplayer people
 will show up as peasants and are locked in to that job position.

The merchant cart is finished now.  In a multiplayer game build a merchant 
cart, assign a merchant, and press Backspace on the building.  A menu will 
allow you to choose who to send supplies to and how much of everything you wish 
to send.  Sending the supplies will arrive at the other person almost 
instantly, but your merchant will spend time "traveling" and will be unable to 
help in your settlement until he gets back.  This is meant to provide a little 
bit of an extra cost to sending supplies.  Each time you wish to send supplies, 
it requires a merchant.  You could be helping 10 different friends at once, but 
it would require you to dedicate 10 people as merchants for a while.

I know you're probably already thinking of how many ways people could cheat 
using the merchant cart.  That is very true, and there's no sense in hiding 
that fact.  While playing Co-op multiplayer, it is just like Single player in 
the sense that you should do whatever brings you the most entertainment as you 
play.  If Saving your game every 5 seconds so you can avoid any injuries is fun 
for you, then by all means go for it.  It isn't hurting anyone.  In this spirit 
of innocent fun, hopefully people will understand that can abuse the merchant 
cart to get an extra advantage, and that there is nothing technically wrong 
with that.  For me personally, I would like to play Co-op on the hard 
difficulty with the absolute worst fault I can get.  It would be super hard and 
I would actually have fun depending on my team of multiplayer friends to help 
me survive!  lol!

While I work on the other multiplayer mode, I am trying to limit the number of 
ways people can cheat or get an unfair advantage, because the future mode will 
have players competing and therefore cheating is actually "hurting" the other 
people.

There are many server and game changes that are happening behind the scenes, 
but those really aren't anything people will appreciate yet.  The good news is 
that much of the foundation is in place for me to do the competitive 
multiplayer mode.

Oh yeah, for fun I've hidden a very popular Cheat code in Castaways.  I wonder 
how long it will be before someone figures it out, but to enter the code simply 
type it and press enter during your game.  Obviously if you don't type the 
correct code you will not see any special message, and will probably have done 
a few random things in your settlement by pressing those random keys, hahaha!

For those of you who don't remember the link, it is here.
www.kaldobsky.com/audiogames/castaways.zip

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You can make changes or update yo

[Audyssey] aprone's games

2011-08-27 Thread john

Hi all, and Aprone in particular,
	I've been playing through all of these games as they've come 
out, and I was wondering if you ever intend to officially remove 
them from beta. Lunimals in particular, is (in my opinion) 
totally complete, and I'd like to see the beta flag removed. 
Also, towers of war hasn't been updated in a while, and (again in 
my opinion) is complete. Regarding the latter, it really wouldn't 
take that much to change the welcome audio to no longer state the 
game in is beta. I'm not aware of the programming and version 
information behind the scenes, but if you like, I can send you 
the updated file.


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[Audyssey] Fantasy Football Accessible Liberty League 2011

2011-08-27 Thread Gary Whittington
Crash, time to report in.

Brought to by ablindsite Playball.ws and shadowbeam.

Game with other blind fantasy manager in this year's
2011 FALL.

http://www.fanstarpro.com/football/fall/index.php 

Also coming from Crash the longest running accessible NFL pool.

Hi, friends, Crash here, who brings you Jaws scripts for Sport Sim games.
For those looking to putting a team togheter with other blind managers, their 
friends and family members.
Free to join just send me at 

gary...@cableone.net
Subject "I want to take part in the league

Or Just do a reply to this email. 
FALL (Football Accessible Liberty League" presented on
FanStar, where the blind will soon have their draft.
A Live accessible draft.

If you join in time, you can take part in the draft.
There will be available team in the draft and will make picks on the draft 
order of the last manager..
New teams created will have the team default draft order.
These team will be removed if not confirmed by any new managers.

As a member in the league, instructions on many subjects will help lyou get 
started.
So, if your a fantasy manager or looking to find what its all about.

IN the FALL, I only expect the manager to keep their team competitve.
And during this time you and your team may go on the Bubble.
While getting email from me about your team.
During this time teams may be in the bubble.
The bubble team is a team that will need to have a another team to joins or 
have to settle for the "Available Team".
So, check any emails from me, I may ask replly or do something with your team 
info to confirm your team.

Good Luck.
Gary Commissioner of FALL
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Re: [Audyssey] Why I want older versions of the games

2011-08-27 Thread Michael Gauler

That's even worse...
I mean, such a meaning...
But if you don't life in the USA, you don't know such things...
So, this whole mess could maybe never been so bad...
Shame really.
Allthough the new mota game surely will be at least the same in quality, 
maybe even better. 



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Re: [Audyssey] Some Nujam demonstrations.

2011-08-27 Thread Gary Whittington

Hmmm.  Thought this had to deal with Ted Nuget.

I am trying to invent the Blind Yard Dart.

Called Blimo.
Flying metal darts that have beeping noice on the way down and the sound of 
a bomb falling on the way down.

Million dallar out there.

Crash
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Friday, August 26, 2011 4:06 PM
Subject: [Audyssey] Some Nujam demonstrations.


   I bet some of you remember this toy. It's a hasbro toy called the 
NuJam, and in my opinion, one of the best electronic toys ever made. Why 
it was discontinued is anyone's guess. If you guys want one, your best bet 
is to ebay them as they're no longer being sold anywhere. I got lucky that 
I managed to get another one to be honest. I had one before and it broke. 
lucky for me, I managed to grab a brand new one on ebay cheaply. Anyhow, 
the first file I'll be sharing is a free jam session. this thing turned 
out quite good I think. If you guys still have this toy, I dare you to try 
and beat my awesome epic jamming session. hahaha. second one is a rhythm 
jam playthrough. you'll have to listen to see how it turned out. there's 
more to this toy, so if you wanna hear more let me know and I'll be happy 
to upload. here it is!

best free jam ever:
http://www.sendspace.com/file/k09vqb
Rhythm jam playthrough on normal:
http://www.sendspace.com/file/oy2sqh





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[Audyssey] shades of doom recordings

2011-08-27 Thread john
Hi all, I was wondering if anyone knew of some complete game 
recordings done of sod on a difficulty level of higher than one. 
If so, could you let me know where I can find them, or send me an 
archive? I can handle split archives, and can send you another 
email address, if file size is a serious issue. Also, I've been 
wondering if there are any recordings (not reviews) done of 
version 1.0.


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Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-27 Thread Christina
Cool.
I can't wait to try out the merchant cart!
Thanks.
Christina

- Original Message - 
From: "Jeremy Kaldobsky" 
To: "audyssey" 
Sent: Saturday, August 27, 2011 2:49 PM
Subject: [Audyssey] Castaways version 1.9b with manual training and 
merchantcart working.


I've just posted version 1.9b which has a handful of important changes.

I've fixed the few bugs people had reported, including the inability to mute 
some message types, soldiers being listed in job 
categories they weren't supposed to be in, and long chat messages showing up as 
being blank.

In the last update I made the AI better at deciding what troop type soldiers 
should train to become, but I've taken that in a 
new direction now.  Soldiers will never train by themselves, even when you have 
armor and such in the barracks.  Just like 
using a tome, select a soldier and press U to bring up a menu allowing you to 
pick how they will train!  Of course, you must 
still have the needed items in your barracks before it will let you train that 
type of troop.

Wine was used less than any other food type simply because it was technically 
no different than the others but it was harder 
to produce.  As an extra incentive, any of your people who currently have wine 
in their stomachs will perform their jobs 10 
percent faster.  This extra bonus doesn't take away from wine's usual energy, 
so it still acts as a food just like it did 
before.  Hopefully this will encourage more people to work on wine production.

Multiplayer co-op has undergone some extreme changes.  I'm still working on the 
battling multiplayer modes, but in the mean 
time I wanted to release these changes that are part of the foundation for the 
stuff yet to come.  This will also allow 
people to test for bugs and provide feedback about it.  Jobs no longer 
automatically change for your online representative. 
I thought it was a cool idea, but it has been quite annoying to many people and 
I figured I would try removing it to see how 
it goes.  Some people would change jobs constantly which caused other players 
to see the job change messages over and over, 
and if someone picked a job you didn't want around, there was nothing you could 
do about it.  For example, if you weren't 
making wine but a person's multiplayer representative was a cooper, tons of 
your lumber would be being turned into useless 
barrels with no convenient way for you to put an end to it.  As it stands now, 
all multiplayer people
 will show up as peasants and are locked in to that job position.

The merchant cart is finished now.  In a multiplayer game build a merchant 
cart, assign a merchant, and press Backspace on 
the building.  A menu will allow you to choose who to send supplies to and how 
much of everything you wish to send.  Sending 
the supplies will arrive at the other person almost instantly, but your 
merchant will spend time "traveling" and will be 
unable to help in your settlement until he gets back.  This is meant to provide 
a little bit of an extra cost to sending 
supplies.  Each time you wish to send supplies, it requires a merchant.  You 
could be helping 10 different friends at once, 
but it would require you to dedicate 10 people as merchants for a while.

I know you're probably already thinking of how many ways people could cheat 
using the merchant cart.  That is very true, and 
there's no sense in hiding that fact.  While playing Co-op multiplayer, it is 
just like Single player in the sense that you 
should do whatever brings you the most entertainment as you play.  If Saving 
your game every 5 seconds so you can avoid any 
injuries is fun for you, then by all means go for it.  It isn't hurting anyone. 
 In this spirit of innocent fun, hopefully 
people will understand that can abuse the merchant cart to get an extra 
advantage, and that there is nothing technically 
wrong with that.  For me personally, I would like to play Co-op on the hard 
difficulty with the absolute worst fault I can 
get.  It would be super hard and I would actually have fun depending on my team 
of multiplayer friends to help me survive! 
lol!

While I work on the other multiplayer mode, I am trying to limit the number of 
ways people can cheat or get an unfair 
advantage, because the future mode will have players competing and therefore 
cheating is actually "hurting" the other people.

There are many server and game changes that are happening behind the scenes, 
but those really aren't anything people will 
appreciate yet.  The good news is that much of the foundation is in place for 
me to do the competitive multiplayer mode.

Oh yeah, for fun I've hidden a very popular Cheat code in Castaways.  I wonder 
how long it will be before someone figures it 
out, but to enter the code simply type it and press enter during your game.  
Obviously if you don't type the correct code you 
will not see any special message, and will probably have done a few random 
things in your settlement by pressing those 

[Audyssey] Questions about Top Speed 2 and 3

2011-08-27 Thread Michael Gauler
Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both games can be 
found and which is permanent, meaning not just a dropbox or sendspace link of 
one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related stuff could 
be found, but if I remember correctly, this source is gone for years.
And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation tools like 
for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and that is the 
apparent lack of any publicly available language packs for the latest title at 
all...
Are there only English speaking players novadays or is it taking so long to do 
a translation in any language now?
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Re: [Audyssey] aprone's games

2011-08-27 Thread Jeremy Kaldobsky
John, you are right that I should probably go back and remove the "beta" status 
from those games.  I guess for all of them, I hoped I'd eventually go back and 
add more to them, although realistically that doesn't seem like it's going to 
happen.  I keep pushing forward with new stuff, so I don't have time to revisit 
the older games.  If you've edited that file, I'd be happy to use it.

> Hi all, and Aprone in particular,
>     I've been playing through all of these
> games as they've come out, and I was wondering if you ever
> intend to officially remove them from beta. Lunimals in
> particular, is (in my opinion) totally complete, and I'd
> like to see the beta flag removed. Also, towers of war
> hasn't been updated in a while, and (again in my opinion) is
> complete. Regarding the latter, it really wouldn't take that
> much to change the welcome audio to no longer state the game
> in is beta. I'm not aware of the programming and version
> information behind the scenes, but if you like, I can send
> you the updated file.
> 
> ---


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Re: [Audyssey] aprone's games

2011-08-27 Thread john

Hi aprone,
	I don't currently have access to my laptop (I'm writing this 
on my braillenote), so can't currently edit the file, but I'll 
send it to you first thing tomorrow.


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Re: [Audyssey] Why I want older versions of the games

2011-08-27 Thread Bryan Peterson

No maybe about it. It'll definitely be better.
We are the Knights who say...Ni!
- Original Message - 
From: "Michael Gauler" 

To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 2:35 PM
Subject: Re: [Audyssey] Why I want older versions of the games



That's even worse...
I mean, such a meaning...
But if you don't life in the USA, you don't know such things...
So, this whole mess could maybe never been so bad...
Shame really.
Allthough the new mota game surely will be at least the same in quality, 
maybe even better.


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list,
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Re: [Audyssey] shades of doom recordings

2011-08-27 Thread Darren Duff
Why would you want a recording of the intire game playthrough? That would
spoil the game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, August 27, 2011 4:54 PM
To: gamers
Subject: [Audyssey] shades of doom recordings

Hi all, I was wondering if anyone knew of some complete game recordings done
of sod on a difficulty level of higher than one. 
If so, could you let me know where I can find them, or send me an archive? I
can handle split archives, and can send you another email address, if file
size is a serious issue. Also, I've been wondering if there are any
recordings (not reviews) done of version 1.0.

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Re: [Audyssey] aprone's games

2011-08-27 Thread Jeremy Kaldobsky
Sounds good sir, and thanks in advance.

> Hi aprone,
>     I don't currently have access to my
> laptop (I'm writing this on my braillenote), so can't
> currently edit the file, but I'll send it to you first thing
> tomorrow.


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Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-27 Thread Jeremy Kaldobsky
Christina, thanks again for the supplies when we played earlier.  Now that my 
city is walled in I've put the materials you gave me to good use and my 
settlement is back stable again producing all of the food it needs.  It's just 
a matter of building each catapult now.  I have the space and most of the 
supplies I need to finish them all.  I think I'll try hard mode next time, just 
to see if I can survive.

> Cool.
> I can't wait to try out the merchant cart!
> Thanks.
> Christina


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Re: [Audyssey] shades of doom recordings

2011-08-27 Thread john
Simply because, I have absolutely no idea how someone could 
survive anything higher than difficulty level one. I can barely 
do it with training mode as a helper. Also, I've listened to the 
walkthrough posted on raul's site, so a playthrough wouldn't 
really be a spoiler.
	Also on the subject of spoiler's, if a game is good enough 
(which all of gma's games are) hereingt a recording of it should 
have no impact on the amount of enjoyment you get.


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Re: [Audyssey] Castaways version 1.9b with manual training andmerchantcart working.

2011-08-27 Thread Christina
You're very welcome.  I was happy to help.

I really like this merchant cart.
Christina

- Original Message - 
From: "Jeremy Kaldobsky" 
To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 5:54 PM
Subject: Re: [Audyssey] Castaways version 1.9b with manual training 
andmerchantcart working.


Christina, thanks again for the supplies when we played earlier.  Now that my 
city is walled in I've put the materials you 
gave me to good use and my settlement is back stable again producing all of the 
food it needs.  It's just a matter of 
building each catapult now.  I have the space and most of the supplies I need 
to finish them all.  I think I'll try hard mode 
next time, just to see if I can survive.



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Re: [Audyssey] shades of doom recordings

2011-08-27 Thread Darren Duff
Rather then listening to a recording why don't you try and get better at it
by playing the game the hole way through on a higher difficulty?  Believe me
it's doable I know because I have done it on level 5 before. It took a long
time and it's been many years but I have done it I can tell you that's much
more fun then listening to someone else doing it. Just a thought. IF you
were to get a recording I would think someone could record at least level
one on a higher difficulty. I don't think you are going to find someone that
would record the entire game for you... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Saturday, August 27, 2011 6:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] shades of doom recordings

Simply because, I have absolutely no idea how someone could survive anything
higher than difficulty level one. I can barely do it with training mode as a
helper. Also, I've listened to the walkthrough posted on raul's site, so a
playthrough wouldn't really be a spoiler.
Also on the subject of spoiler's, if a game is good enough (which
all of gma's games are) hereingt a recording of it should have no impact on
the amount of enjoyment you get.

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[Audyssey] An interesting forward.

2011-08-27 Thread fred olver
This was sent to a list I subscribe to and thought some of you might like to 
offer a helping hand.

I'm the founder of a Detroit startup called Are You a Human.  We use
games to validate that users online are real people.  We replace the
squiggly text known as CAPTCHAs that you see when you are buying
tickets or registering for a new account on a website.  As part of our
product, we are developing audio games for the visually impaired.
Current CAPTCHAs have an audio option that is not fun, and we want to
fix that.  I'm looking for some visually impaired individuals to test our audio 
games.  

REID TATORIS  |  Co-Founder  |  Are You a Human?  |
r...@areyouahuman.com  |  248.703.3281


http://www.dealingwithvisionloss.com  For some of us it's a way of life and for 
some of us it just makes life easier. Fred Olver
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Re: [Audyssey] An interesting forward.

2011-08-27 Thread Alfredo_The_Music_maker

Hello,
I would definitely like to test these games. How do I subscribe?
Alfredo

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Re: [Audyssey] aprone's games

2011-08-27 Thread lenron brown
on cast aways how do i register the files to play multi playier i keep
getting erra messages

On 8/27/11, Jeremy Kaldobsky  wrote:
> Sounds good sir, and thanks in advance.
>
>> Hi aprone,
>>     I don't currently have access to my
>> laptop (I'm writing this on my braillenote), so can't
>> currently edit the file, but I'll send it to you first thing
>> tomorrow.
>
>
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Re: [Audyssey] aprone's games

2011-08-27 Thread Christina
You select multiplayer when you first start the game.  After you hit "Play the 
game" and go through your options there.

What error message are you getting?
Christina

- Original Message - 
From: "lenron brown" 
To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 8:55 PM
Subject: Re: [Audyssey] aprone's games


on cast aways how do i register the files to play multi playier i keep
getting erra messages

On 8/27/11, Jeremy Kaldobsky  wrote:
> Sounds good sir, and thanks in advance.
>
>> Hi aprone,
>> I don't currently have access to my
>> laptop (I'm writing this on my braillenote), so can't
>> currently edit the file, but I'll send it to you first thing
>> tomorrow.
>
>
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Re: [Audyssey] aprone's games

2011-08-27 Thread lenron brown
it says i have to register 2 files and i dont know how

On 8/27/11, Christina  wrote:
> You select multiplayer when you first start the game.  After you hit "Play
> the game" and go through your options there.
>
> What error message are you getting?
> Christina
>
> - Original Message -
> From: "lenron brown" 
> To: "Gamers Discussion list" 
> Sent: Saturday, August 27, 2011 8:55 PM
> Subject: Re: [Audyssey] aprone's games
>
>
> on cast aways how do i register the files to play multi playier i keep
> getting erra messages
>
> On 8/27/11, Jeremy Kaldobsky  wrote:
>> Sounds good sir, and thanks in advance.
>>
>>> Hi aprone,
>>> I don't currently have access to my
>>> laptop (I'm writing this on my braillenote), so can't
>>> currently edit the file, but I'll send it to you first thing
>>> tomorrow.
>>
>>
>> ---
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Re: [Audyssey] aprone's games

2011-08-27 Thread Christina
Sorry, no idea.
Christina

- Original Message - 
From: "lenron brown" 
To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 9:39 PM
Subject: Re: [Audyssey] aprone's games


it says i have to register 2 files and i dont know how

On 8/27/11, Christina  wrote:
> You select multiplayer when you first start the game.  After you hit "Play
> the game" and go through your options there.
>
> What error message are you getting?
> Christina
>
> - Original Message -
> From: "lenron brown" 
> To: "Gamers Discussion list" 
> Sent: Saturday, August 27, 2011 8:55 PM
> Subject: Re: [Audyssey] aprone's games
>
>
> on cast aways how do i register the files to play multi playier i keep
> getting erra messages
>
> On 8/27/11, Jeremy Kaldobsky  wrote:
>> Sounds good sir, and thanks in advance.
>>
>>> Hi aprone,
>>> I don't currently have access to my
>>> laptop (I'm writing this on my braillenote), so can't
>>> currently edit the file, but I'll send it to you first thing
>>> tomorrow.
>>
>>
>> ---
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>>
>
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Re: [Audyssey] An interesting forward.

2011-08-27 Thread Ryan Conroy
Hi,

How do I contact the person in charge of this? I'd like to help.

Ryan

-- Original Message --
From: "fred olver" 
To: "Gamers Discussion list" 
Cc: blin...@babel-fish.us
Subject: [Audyssey] An interesting forward.
Date: Sat, 27 Aug 2011 17:49:32 -0500

This was sent to a list I subscribe to and thought some of you might like to 
offer a helping hand.

I'm the founder of a Detroit startup called Are You a Human.  We use
games to validate that users online are real people.  We replace the
squiggly text known as CAPTCHAs that you see when you are buying
tickets or registering for a new account on a website.  As part of our
product, we are developing audio games for the visually impaired.
Current CAPTCHAs have an audio option that is not fun, and we want to
fix that.  I'm looking for some visually impaired individuals to test our audio 
games.  

REID TATORIS  |  Co-Founder  |  Are You a Human?  |
r...@areyouahuman.com  |  248.703.3281


http://www.dealingwithvisionloss.com  For some of us it's a way of life and for 
some of us it just makes life easier. Fred Olver
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  Hi,

Penny Stock Jumping 3000%
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Re: [Audyssey] An interesting forward.

2011-08-27 Thread fred olver
his email is in the message I sent out, at the bottom.

Fred

- Original Message - 
From: "Ryan Conroy" 
To: 
Sent: Saturday, August 27, 2011 9:46 PM
Subject: Re: [Audyssey] An interesting forward.


> Hi,
>
> How do I contact the person in charge of this? I'd like to help.
>
> Ryan
>
> -- Original Message --
> From: "fred olver" 
> To: "Gamers Discussion list" 
> Cc: blin...@babel-fish.us
> Subject: [Audyssey] An interesting forward.
> Date: Sat, 27 Aug 2011 17:49:32 -0500
>
> This was sent to a list I subscribe to and thought some of you might like 
> to offer a helping hand.
>
> I'm the founder of a Detroit startup called Are You a Human.  We use
> games to validate that users online are real people.  We replace the
> squiggly text known as CAPTCHAs that you see when you are buying
> tickets or registering for a new account on a website.  As part of our
> product, we are developing audio games for the visually impaired.
> Current CAPTCHAs have an audio option that is not fun, and we want to
> fix that.  I'm looking for some visually impaired individuals to test our 
> audio games.
>
> REID TATORIS  |  Co-Founder  |  Are You a Human?  |
> r...@areyouahuman.com  |  248.703.3281
>
>
> http://www.dealingwithvisionloss.com  For some of us it's a way of life 
> and for some of us it just makes life easier. Fred Olver
> ---
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>  Hi,
> 
> Penny Stock Jumping 3000%
> Sign up to the #1 voted penny stock newsletter for free today!
> http://thirdpartyoffers.juno.com/TGL3131/4e59ac3113daa97dd4st01vuc
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Re: [Audyssey] An interesting forward.

2011-08-27 Thread fred olver
No subscription, send the guy an email. His address is at the bottom of the 
message.

Fred

- Original Message - 
From: "Alfredo_The_Music_maker" 
To: "Gamers Discussion list" 
Sent: Saturday, August 27, 2011 6:18 PM
Subject: Re: [Audyssey] An interesting forward.


> Hello,
> I would definitely like to test these games. How do I subscribe?
> Alfredo
>
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Re: [Audyssey] aprone's games

2011-08-27 Thread Jeremy Kaldobsky
In the castaways readme.txt file it contains instructions for registering 
direct X7.  You will use those same instructions, but instead of the dx7vb.dll 
file, you will be registering MSINET.OCX and MSWINSCK.OCX.  Please let us know 
if you have any trouble following along with the register instructions.

> on cast aways how do i register the
> files to play multi playier i keep
> getting erra messages


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Re: [Audyssey] aprone's games

2011-08-27 Thread lenron brown
ok am i suposed to put them  in the syswow64 folder as well

On 8/28/11, Jeremy Kaldobsky  wrote:
> In the castaways readme.txt file it contains instructions for registering
> direct X7.  You will use those same instructions, but instead of the
> dx7vb.dll file, you will be registering MSINET.OCX and MSWINSCK.OCX.  Please
> let us know if you have any trouble following along with the register
> instructions.
>
>> on cast aways how do i register the
>> files to play multi playier i keep
>> getting erra messages
>
>
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