Re: [Audyssey] A gift for all

2011-10-31 Thread michael barnes

Hey, sorry about that.
I thought it was accessible since the iphone version was.
I guess next time I'll look at a game before I post it on here.
So once again I'm very sorry for this.
Thanks for understanding.

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Re: [Audyssey] A gift for all.

2011-10-31 Thread Michael Feir
A couple of points here. Giving that original game away is illegal.
It's still being sold. Also, the only thing which will play the game
in an accessible manner is the iPHONE. I bought the original game and
tried everything I could think of but there was no way to play it.
Apple has made Voiceover for the iPHONE in such a way that developers
are far more able to easily make games like King of Dragon Pass
accessible. The version for the iPHONE had to be programmed from
scratch. It's completely different than that PC version. Also, there's
the shere added content. The new King of Dragon Pass for IOS has a
bunch more scenes, treasures, and bug fixes that the old game doesn't
have.

On 10/30/11, Karl Belannger karl.belan...@comcast.net wrote:
 Please check the developer's site before posting something like this in the
 future. They are still selling the game for $20.

 Sent from my iPhone

 On Oct 30, 2011, at 10:45 PM, michael barnes c...@samobile.net wrote:

 Hey, everyone since there has been talk of the iphone game king of dragon
 pass on the list the past two days I want to give a free gift to all of
 you.
 The gift is the original version of game that was release for the pc back
 in 99.
 If you have a 32 bit windows machine then it will run.
 But if you have a 64 bit machine then you will need a vm to run a windows
 32 bit machine.
 So here is the download link for the game so enjoy.
 http://www.sendspace.com/file/4c2hu4

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http://www.thedam.org
2011--
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Join and share the silver lining in your life.
Group homepage:
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2010--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine 1996-2004
Check out my blog at:
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Re: [Audyssey] Alter Aeon and general mud help.

2011-10-31 Thread dark

Hi.

The bad news is, no I'm afraid you can't just go to the website and play in 
a brouser like with Sryth. This is because Muds, though text based are very 
different from brouser games.


Basically a mud is a text game slightly similar in look to interactive 
fiction,though very different in actual execution. Text continually appears 
on the screen in real time, meaning you need to respond to your commands as 
things happen. So for instance, you might have a room discription like in 
interactive fiction, but then a character will be described as entering or 
leaving the room irrispective of when you type in commands.


This probably sounds more complicated to explain than it actually is once 
you try it.


a mud client, such as vip mud or monkey turn is what you used to connect to 
muds and play them. This is usually just a matter of writing in connection 
information and getting started.


Trying alteraeon is very symple and quick, sinse Oriol gomez has made a 
special custom client for connecting to the game. This provides sounds and 
music, and has also got some special commands to make life easier, such as 
you can just press control f3 to get all items from a monsters corpse and 
sacrifice it rather than typing get all corpse, then sac corpse.


If you go to http://www.oriolg.es/mush.php and download and run the mush ino 
setup file, this will give you the alteraeon pack. Sinse I believe you use 
Jaws you probably won't even need to worry about setup with it. This should 
give you a good idea of what playing a mud is like, though bare in mind the 
sounds and music are all part of the musclient pack Oriol has prepared, and 
not part of the game itself which is just textual.


for other muds, try vip mud from www.gmagames.com. That is a very newbie 
friendly client, which has easy to understand menues and a logical and easy 
to read layout.


As to scripting and such, well that is a bit more complex, and something 
I've not got into too much myself beyond setting up the odd alias, but it's 
like a lot of things in computing, it only gets as complex as you need or 
want it to be.


Hth.

Beware the grue!

Dark.
- Original Message - 
From: MissWings misswi...@lorettotel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 31, 2011 1:47 AM
Subject: Re: [Audyssey] Alter Aeon and general mud help.


I've been wanting to investigate muds for a while, but don't know anything 
about where to start, or using a client.  Is it possible to go to the 
Alter Eon site and play it as if it were a Web browser, say like Sryth is, 
for example?  I've heard bits and pieces about various mud clients, but 
the whole scripting thing is beyond me.  Anyone have any recommendations 
for a total newbie who knows absolutely nothing about this, and where to 
start?


Jessica

At 05:34 PM 10/30/2011, you wrote:

Everyone,

The Alter Aeon halloween event is in full swing, and one of the things
we're doing this year is running a pumpkin cannon contest!  Cannons
have been set up both south of Vemarken and west of DragonTooth, and
players of any level are welcome to try their hand at shooting a
pumpkin the farthest without shredding it.  We'll be collecting the
names and distances of the top shooters and will give out prizes on
Tuesday, after the event is over.

The pumpkin cannon is a totally new event, and quite frankly, it's
really entertaining when you blow up the pumpkins instead of shooting
them.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

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[Audyssey] HAPPY HALLOWEEN!

2011-10-31 Thread michael barnes

Hey, everyone I hope everyone have a spooky creepy halloween.
I hope everyone get tricks or treats.

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Re: [Audyssey] syber assult.

2011-10-31 Thread dan cook
Hi Ian,
Cyber Assault is a sci-fi mud, which i personally feel is very
interesting, due to the many different pop culture references.  i
think the website is down however i'm not sure, so try typing
cyberassault.org or failing that, simply type it into google and/or
into mudconnect.com and see what you think before giving it a shot.
if you are new to muds in general, then it probably isn't the simplest
however its certainly manageable after a little while.
Hope this helps and sorry if its a bit cluttered, i've got to rush off
to class in a minute.

On 10/29/11, Ian McNamara ianandri...@googlemail.com wrote:
 Hi what is this game that was talked about and how can i get it.

 thanks very much.

 Ian McNamara

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Re: [Audyssey] syber assult.

2011-10-31 Thread Ian McNamara
hi will check this one out as i do like muds a lot and have a copy of vip mud 
wish there was a simpleer mud cliant for mac out there.

Ian McNamara
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Re: [Audyssey] HAPPY HALLOWEEN!

2011-10-31 Thread Jeremy Kaldobsky
Happy Halloween back to you Michael, and to everyone else as well!  :D

 Hey, everyone I hope everyone have a
 spooky creepy halloween.
 I hope everyone get tricks or treats.


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Re: [Audyssey] HAPPY HALLOWEEN!

2011-10-31 Thread Ian McNamara
Hi all yep happy haloween to every one and i hope your all doing well. not been 
on this list for a while so got to try and get back up to date with all the 
game news smiley.

Ian McNamara
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Re: [Audyssey] HAPPY HALLOWEEN!

2011-10-31 Thread Tommy

You too Michael!

Tommy

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[Audyssey] on line games like basgit sim.

2011-10-31 Thread Ian McNamara
Hi all are there any other good on line sports games besides baskit sim 
hattrick and freekick that are accessable and have detailed match comentary.

thanks very much.

Ian McNamara
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[Audyssey] andre Louis's audio quake and how to play it

2011-10-31 Thread Nick Helms
Hello all,
I've been interested in audio quake for a while now. My interest was
peeked when I saw several recent posts about Andre Louis's AQ server
and download links to a preconfigured version of AQ.
I downloaded and ran the setup file, and was able to successfully run
audio quake and connect to the gettey quake server.  Unfortunetly, I
was lost from that point on. I notice that Andre's readme is an
excellent resource for hotkeys, but gives no tipps on how to actualy
play the game. If anyone can post a link to a walkthrough or just
write a simple how to play doc, that would be amazing. Also, I've seen
several gamers make reference to various TeamTalk rooms, etc,  while
they gather and socialise while playing. If anyone can provide links,
addresses, etc, that would be amazing!
Thanks in advance.
best,
Nick

-- 
Nick Helms
P.L.U.R.

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[Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
USA Games News

October 31, 2011

Introduction

Hello everyone, and welcome to another edition of the USA Games News.
As we haven't put out a press release in quite some time and today is
Halloween we thought now would be a good time to bring the community
up to date with the latest changes and news.

First, an apology is in order. Late in September we mentioned we were
considering putting out a game for Halloween. At the time it was
something we could do fairly quickly, and because we weren't going to
market the game we were not going to add all the features we could.
Which means the game probably would have not been up to our usual
standards to begin with.

However, early on in production we realized that we did not
necessarily have all the music and sound effects necessary to create a
game of the type we had in mind. We were looking at investing a few
hundred in music and sounds, and since we had just purchased new
64-bit laptops there was no money to speak of for sounds and music for
this production. The end result would have been cheaply done without
it, and to do the game right we would have to end up charging for it.
So that didn't square well with us.

The other issue was time. Once October got started my wife and I were
constantly busy with one thing or another. Halloween parties, a fall
cookout, antique festivals, or just sitting back and watching
Halloween movies on TV. Basically, it came down to a choice of working
on a game for little to no money, or spending that time with our
family and friends. In the end the family/friends won out, and before
we had time to really get a serious start on it there was no time left
to work on the project before Halloween was upon us.

So at this point the Halloween game  is not completely abandoned but
has been postponed. Since there is only about two months until
Christmas we need to get things back on track in terms of our
commercial projects. Mysteries of the Ancients is nearing
completion---as will be discussed at further length in this news
letter---and Raceway still needs a lot of work to be completed before
we can have any kind of public beta or demo. So our development
schedule is pretty full until the end of the year on our main titles.

We would like to apologize for not delivering this game as intended,
and we hope next year we will be able to have more time to spend on it
for next Halloween. Until then though we have our hands full with
other projects.

Genesis 3D

One of the projects that has been getting a lot of work over the last
month or so is our Genesis Engine, G3D, which we think will help
improve all of our projects. It will speed up development time in the
future as well as add some more flexibility in the kinds of games we
can create.

For instance, we've been looking at creating an RPG style game for
quite some time, but unfortunately with that type of game prerecorded
speech is totally impractical.  There is no way to add custom names,
classes, or weapons to a game without recording the files and having
the game load and playback the wav file. Not to mention with that kind
of game its easy to have hundreds of weapons, special items, and
several characters and places all that would have to be prerecorded.
It goes without saying that recording and editing hundreds perhaps
thousands of speech clips take a very very long time to do.  Finally,
the worst part is because all of the speech clips are prerecorded
there is no way to change the pitch, rate, volume, or voice on the
fly. If that needs to be changed it requires rerecording, editing, and
testing  everything from scratch. Its such a time consuming process
that it is not really ideal for any kind of game let alone a large RPG
type game.

One thing we briefly looked at was some kind of text-based user
interface. We wrote a simple blackjack game, drew a standard window,
added a textbox, and printed text to the screen. It worked, but wasn't
a good solution to the problem mainly because in order to read the
text on the screen the player constantly had to review the screen with
the Jaws, Window-Eyes, or NVDA review cursor. If a gamer wanted the
text to be spoken automatically they'd have to use frames, user
windows, or write scripts to capture the new text and speak it aloud.
Needless to say it really wasn't a good option either.

This, of course, leaves us with something like SAPI support. SAPI
support is fine, but there are a few issues that make it less than
ideal as well.

The first issue is available voices. A lot of people--including
myself---have recently purchased new 64-bit computers running Windows
7. Unfortunately, most of the voices out there from ATT, Cereproc,
etc are 32-bit voices only. While most 32-bit voices will run on a
64-bit version of Windows 7 it is still problematic to get some games
and applications to use them. I've actually had applications and games
crash when using a 32-bit voice where the same application or game
runs fine when using a 64-bit voice like 

Re: [Audyssey] syber assult.

2011-10-31 Thread dan cook
as do I, as i'm planning on getting one at some point.  glad i could
help by the way.

On 10/31/11, Ian McNamara ianandri...@googlemail.com wrote:
 hi will check this one out as i do like muds a lot and have a copy of vip
 mud wish there was a simpleer mud cliant for mac out there.

 Ian McNamara
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Re: [Audyssey] on line games like basgit sim.

2011-10-31 Thread dark

Hi.

If you go to the www.whitestick.co.uk site and check out their games to 
play online page, there are several accessible sports games there such as a 
rugby management and cricket management game.


How good they are and what sort of commentary they have I don't know, sinse 
sport isn't as much my thing, but they are certainly accessible if on that 
page.
- Original Message - 


Hth.

Beware the grue!

Dark.
From: Ian McNamara ianandri...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 31, 2011 2:27 PM
Subject: [Audyssey] on line games like basgit sim.


Hi all are there any other good on line sports games besides baskit sim 
hattrick and freekick that are accessable and have detailed match 
comentary.


thanks very much.

Ian McNamara
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Re: [Audyssey] syber assult.

2011-10-31 Thread Ian McNamara
yep any other muds you know of that you play feel free to let me know if you 
wish to keep in contact off list here are details.

email ianandri...@googlemail.com

skype heeman2730

twitter ianmcnamara

facebook ianandriggs
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Re: [Audyssey] USA Games News

2011-10-31 Thread dark

Hi Tom.

I'm sorry the halloween game didn't work out, but hopefully we'll have 
something good to play from usa games before the end of the year.


Just as to the situation with the Supernova Api used for access (Hal has 
been renamed supernova screen reader for some reason).


dolphin actually have it (it's been used in Quitter and supported libraries 
which is why blockparty outputs to Supernova), however they haven't made a 
general public release. Why?  because they haven't had time to document 
the api!


I did explain to them that this is absolutely ridiculous! I've had people 
say quite legitimately that they don't choose to use supernova becuase of 
the lack of support from certain programs, and it is true that when a game 
or other application is reliant on sending text directly to a screen reader 
rather than printing it on the screen, it's not really useable with 
Supernova currently.


Dolphin stated they were! going to fix this when they'd finished supernova 
12.5, with it's rewrite of internet support, and sinse that's now done, I'm 
hopeful the Api should be showing up soon,  indeed were I not busy guide 
dog training currently I'd phone them and see where it currently is.


Hopefully when it is actually fixed supporting Supernova with directly sent 
text will be no more difficult than with Window eyes, Jaws or any other 
program.


As regards the review curser though, that really is one of the strengths of 
Supernova. It for instance automatically reviews columns logically which is 
why games liek Smugglers are easier, and also has great ways of moving 
around the screen, my favourite of which is the find feature which can go to 
any text.


This is why I generally myself don't find games that require it such as if 
titles or old dos games like piledriver or fallthru difficult to play, 
indeed while the direct output method is fine too (I can always use sapi as 
I usually do), I wasn't unhappy with usa blackjack for this reason myself.


Beware the grue!

dark. 



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Re: [Audyssey] syber assult.

2011-10-31 Thread Dennis Towne
Ian,

I help run the MUD Alter Aeon if you're interested.  Over half our
playerbase is blind and a lot of our players use the Oriol's MushZ
client and soundpack.  Alter Aeon is a fantasy MUD, so it might not
work for you if you're looking for a sci-fi or futuretech themed game.
 The web page address is:

http://www.alteraeon.com

You can download Oriol's MushZ client from:

http://oriolg.es/mush.php

Happy playing!

Dennis Towne


On Mon, Oct 31, 2011 at 11:34 AM, Ian McNamara
ianandri...@googlemail.com wrote:
 yep any other muds you know of that you play feel free to let me know if you 
 wish to keep in contact off list here are details.

 email ianandri...@googlemail.com

 skype heeman2730

 twitter ianmcnamara

 facebook ianandriggs
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Re: [Audyssey] USA Games News

2011-10-31 Thread pitermach

This news article made me curious about something.
Have you been able to work around the jaws keyboard trap issue? I guess 
you understand what I mean. Even then I'm not sure how well you could 
play a game like MOTA with it running, since it does make the keyboard 
sort of sluggish in some parts (scraping in a sound editor for instance)
Over all though i'm glad things are progressing. Being a NVDA user 
myself I really like using it as speech output in games. You could argue 
how Espeak/eloquence fits into a mood of a game, but hey. What ever 
works for someone just works.



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[Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Jeremy Kaldobsky
Just in time for Halloween, I've released the next Swamp update!  I want 
everyone to go into this realizing that I have rushed several things and it 
still needs a lot of work.  That being said, I think it is working well enough 
for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and 
MP5.
- Items can be found by listening for the sound of flies on a dead body.  Walk 
over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to use 
them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running 
speed now requires W + Shift.
- W now serves as a directional navigation helper.
- Use / to chat to others who are online.   and  will scroll you through past 
messages, though it needs a lot of work still.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant 
zombies.  Each has its own sounds and attributes.
- When you select a new weapon from your inventory, you will have to reload the 
gun even if it had bullets in it when you last used it.  It's something I'll 
fix later.
- I've noticed a bug that will sometimes randomly lower the volume of your gun 
as you fire.  I haven't tracked down the cause yet.
- You can pause the game's background music by pressing the pause/break key.

In this entirely multiplayer update of Swamp, the game world is populated with 
a bunch of zombies and items to find.  As people kill zombies or find loot, new 
ones are created and placed around the map by the server.  This means you will 
never run out of zombies to kill, or new items to find.  I encourage everyone 
to give it a try, but please do remember that I'm aware it is pretty crude at 
the moment.  I have been busy and barely got this thing ready in time for the 
actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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[Audyssey] Score, the new musical game, by QuentinC/Aminiel

2011-10-31 Thread QuentinC

Hello listers,
I'm happy to present you a small new old game

If you knew magic blocks, you will find in score the same game but a 
revisited concept. Instead of blocks, you have now musical notes ! I 
think the game is much so nice that way.


For those who didn't know magic blocks before, you can anyway try if you 
wish. I will explain the game principle later if you want to.


This is an early beta, I haven't written any documentation at the 
moment. It has probably some bugs...


The game should work with jaws, NVDA, system access, window eye, or 
SAPI. Feel free to ask questions and leave comments.


Direct download: http://vrac.quentinc.net/audiogames/score-en.zip (~500 KB)

Game tipp 1: use arrow keys to navigate through the grid and space to 
drop the notes
Game tipp 2:  You can get bonuses ! Press D, F, Q, R and N to use them, 
add shift to know how many you have. Guess what they do and how you can 
win them ! In easy and normal difficulty you start with some bonuses.


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Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

2011-10-31 Thread Ian McNamara
hi is this part of the playroom or is it a seprat game? 

Ian McNamara

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[Audyssey] Happy Halloween from PCS

2011-10-31 Thread Phil Vlasak

Hi Folks,
Happy Halloween!
Here is a preview of the Sarah Game version 1.2 
with a Halloween kiss. 
http://www.pcsgames.net/sarah2011.mp3



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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Christopher Bartlett
Wow, this sounds cool.  Looking forward to testing.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 31, 2011 12:53 PM
To: audyssey
Subject: [Audyssey] Swamp, multiplayer update version 0.7b

Just in time for Halloween, I've released the next Swamp update!  I want
everyone to go into this realizing that I have rushed several things and it
still needs a lot of work.  That being said, I think it is working well
enough for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the
game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and
MP5.
- Items can be found by listening for the sound of flies on a dead body.
Walk over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to
use them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running
speed now requires W + Shift.
- W now serves as a directional navigation helper.
- Use / to chat to others who are online.   and  will scroll you through
past messages, though it needs a lot of work still.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant
zombies.  Each has its own sounds and attributes.
- When you select a new weapon from your inventory, you will have to reload
the gun even if it had bullets in it when you last used it.  It's something
I'll fix later.
- I've noticed a bug that will sometimes randomly lower the volume of your
gun as you fire.  I haven't tracked down the cause yet.
- You can pause the game's background music by pressing the pause/break key.

In this entirely multiplayer update of Swamp, the game world is populated
with a bunch of zombies and items to find.  As people kill zombies or find
loot, new ones are created and placed around the map by the server.  This
means you will never run out of zombies to kill, or new items to find.  I
encourage everyone to give it a try, but please do remember that I'm aware
it is pretty crude at the moment.  I have been busy and barely got this
thing ready in time for the actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Ian McNamara
hello what is this game about?

Ian McNamara

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Jeremy Kaldobsky
I wanted to pop in and mention that there was a problem with the radar not 
working on the first file I uploaded.  If the arrow keys are not turning on the 
different radar modes, you will need to download again because I've fixed the 
file and posted it again.  The link is the same, and the version number hasn't 
changed.

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Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

2011-10-31 Thread QuentinC

It is completely separate from the playroom.

IN fact, you may remember that magic blocks appeared for a couple of 
hours in the playroom. I had to give up the playroom version because it 
took too many CPU time to the server. This one is the local version, 
solo game only.


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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Christopher Bartlett
Also, shift-direction keys are still out of sync with current mouse heading.
I've sent you a debug.txt file from a suddenly terminated game.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 31, 2011 3:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I wanted to pop in and mention that there was a problem with the radar not
working on the first file I uploaded.  If the arrow keys are not turning on
the different radar modes, you will need to download again because I've
fixed the file and posted it again.  The link is the same, and the version
number hasn't changed.

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Jeremy Kaldobsky
Oh yes, I totally forgot to fix the shift-direction keys being out of sync with 
current mouse heading.  I have it written down so that I remember to fix it 
later.  Also thanks for the debug file, I'll look in to that when I get time.

 Also, shift-direction keys are still
 out of sync with current mouse heading.
 I've sent you a debug.txt file from a suddenly terminated
 game.
 
     Chris Bartlett


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Re: [Audyssey] A gift for all.

2011-10-31 Thread Orin
It's just too bad this gift is inaccessible.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Oct 30, 2011, at 10:45 PM, michael barnes wrote:

 Hey, everyone since there has been talk of the iphone game king of dragon 
 pass on the list the past two days I want to give a free gift to all of you.
 The gift is the original version of game that was release for the pc back in 
 99.
 If you have a 32 bit windows machine then it will run.
 But if you have a 64 bit machine then you will need a vm to run a windows 32 
 bit machine.
 So here is the download link for the game so enjoy.
 http://www.sendspace.com/file/4c2hu4
 
 -- 
 Email services provided by the System Access Mobile Network.  Visit 
 www.serotek.com to learn more about accessibility anywhere.
 
 
 ---
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 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Darren Duff
One thing I would like to see is a small training mode for those of us that
are new to the mouse aiming methid. I like it but I am still getting use too
it... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 31, 2011 12:53 PM
To: audyssey
Subject: [Audyssey] Swamp, multiplayer update version 0.7b

Just in time for Halloween, I've released the next Swamp update!  I want
everyone to go into this realizing that I have rushed several things and it
still needs a lot of work.  That being said, I think it is working well
enough for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the
game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and
MP5.
- Items can be found by listening for the sound of flies on a dead body.
Walk over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to
use them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running
speed now requires W + Shift.
- W now serves as a directional navigation helper.
- Use / to chat to others who are online.   and  will scroll you through
past messages, though it needs a lot of work still.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant
zombies.  Each has its own sounds and attributes.
- When you select a new weapon from your inventory, you will have to reload
the gun even if it had bullets in it when you last used it.  It's something
I'll fix later.
- I've noticed a bug that will sometimes randomly lower the volume of your
gun as you fire.  I haven't tracked down the cause yet.
- You can pause the game's background music by pressing the pause/break key.

In this entirely multiplayer update of Swamp, the game world is populated
with a bunch of zombies and items to find.  As people kill zombies or find
loot, new ones are created and placed around the map by the server.  This
means you will never run out of zombies to kill, or new items to find.  I
encourage everyone to give it a try, but please do remember that I'm aware
it is pretty crude at the moment.  I have been busy and barely got this
thing ready in time for the actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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_ NOD32 EMON 6590 (20111031) information _

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Re: [Audyssey] A gift for all.

2011-10-31 Thread Bryan Mckinnish

Hi.
Actually, after the intro music, it takes a minute or so to load, and it 
has some text that's read with the virtual cursor.

I'm not sure what to do after that.
Bryan Mckinnish

On 10/31/2011 4:03 PM, Orin wrote:

It's just too bad this gift is inaccessible.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Oct 30, 2011, at 10:45 PM, michael barnes wrote:


Hey, everyone since there has been talk of the iphone game king of dragon pass 
on the list the past two days I want to give a free gift to all of you.
The gift is the original version of game that was release for the pc back in 99.
If you have a 32 bit windows machine then it will run.
But if you have a 64 bit machine then you will need a vm to run a windows 32 
bit machine.
So here is the download link for the game so enjoy.
http://www.sendspace.com/file/4c2hu4

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


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Re: [Audyssey] Happy Halloween from PCS

2011-10-31 Thread william lomas
when will that version be out i thought we had previews last year too?

On Oct 31, 2011, at 6:40 PM, Phil Vlasak wrote:

 Hi Folks,
 Happy Halloween!
 Here is a preview of the Sarah Game version 1.2 with a Halloween kiss. 
 http://www.pcsgames.net/sarah2011.mp3
 
 
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Re: [Audyssey] Happy Halloween from PCS

2011-10-31 Thread Phil Vlasak

Hi William,
I had the game almost finished last year when GMA updated the panning of 
sounds. Then I had to wait several months to have the new engine sound 
packing and windows 7 adjustments.

Then I decided to add a new level, the grounds of the school.
That led to changing the final level so that you don't end the game by 
winning the Quidditch match in the Update.
There are three new ways to end the game, and I preview two of them during 
the year.

The third has to do with the maze.
Phil

- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 31, 2011 4:47 PM
Subject: Re: [Audyssey] Happy Halloween from PCS



when will that version be out i thought we had previews last year too?



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[Audyssey] USA Games News

2011-10-31 Thread Eleanor Robinson

Thomas,

John and I feel your pain.
We've been sitting here reading your latest USA Games News; informative 
as usual.


We use SAPI and JAWS in our games. Both are a pain.

SAPI crashes sometimes, not always, on our 64-bit machines; though it 
works fine on our 32-bit machines. Our examination of the Windows error 
logs confirms that the crash is in their SAPI DLL.


Your information about the 64-32 bit-ness of the voices is helpful to us 
there. Now we don't have to spend a whole lot of time looking for 
non-existent bugs in our code. (John says Yea!)


Suspect that all of us will just have to endure the occasional crash on 
a 64-bit machine until our gamers replace their voices. At least our 
stuff automatically saves at each step, so people don't lose their games.


And JAWS won't work at all on a 64-bit machine; but you know all about that.

Oddly enough, we're seriously looking into using recorded voices (MP3) 
for the second release of our Sounds Like game. The first release is 
in QA right now. Ryan, our chief Beta tester says some of the words are 
hard to understand. And Kelly commented on sound quality in his recent 
review of our stuff.  So we take this seriously.


Since a word game is not nearly as complex as the RPG's you're doing, we 
think that using sound files might not be too resource intensive. Just 
gotta get Cyndi in front of the mike. (But she's off doing paying acting 
gigs right now.)


Thanks for your timely information. (John says yea again!)

Eleanor and John
7-128 Software


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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Glad to be of some assistance. A lot of what I talked about is
personal experience testing, experimenting, and tracking down
stability issues with games on my 64-bit copy of Windows 7.

For instance, I've got a lot of Jim Kitchens games installed on this
box. As you know they use SAPI for speech output. I wanted to know if
it was the games themselves or SAPI that were crashing. Turns out
through trial and error if I use a true 64-bit voice like Microsoft
Anna or Ivona Bryan the games run fine. If I use an older  32-bit
voice the games have a tendancy to crash more often than not. That
made me a little hesitant to rely on SAPI alone for speech output in
my own games because if the user is using the wrong voice there could
be stability issues.

So what I'm doing to resolve that problem is adding multiple speech
services to the engine Jaws, NVDA, SAPI, and probably other screen
readers as well. That way if one doesn't work or suit someone they can
simply go into the program settings and change the speech service to
something more to their needs. So far its working out pretty well.

For the past year or so I've become a big NVDA user, and prefer using
it over Jaws and Window-Eyes. Its pretty cool to go into one of my
games, change the default speech service to NVDA, and have everything
spoken using NVDA. Its a lot more seamless and responsive than what
we've been doing with STFC,  MOTA, etc using prerecorded speech clips.

So I'm glad I have helped by sharing my experiences. I've done a lot
of testing trying to find a stable way to get spoken feedback to the
end user, and there is no one size fits all solution. A combination of
solutions is better than sticking to any single solution from what
I've seen so far. If you can contact the screen reader through its API
like the JFW API, NVDA Controller Client, etc its even better yet. Its
pretty likely that there will be a high degree of accessibility out of
the box.

Cheers!


On 10/31/11, Eleanor Robinson elea...@7128.com wrote:
 Thomas,

 John and I feel your pain.
 We've been sitting here reading your latest USA Games News; informative
 as usual.

 We use SAPI and JAWS in our games. Both are a pain.

 SAPI crashes sometimes, not always, on our 64-bit machines; though it
 works fine on our 32-bit machines. Our examination of the Windows error
 logs confirms that the crash is in their SAPI DLL.

 Your information about the 64-32 bit-ness of the voices is helpful to us
 there. Now we don't have to spend a whole lot of time looking for
 non-existent bugs in our code. (John says Yea!)

 Suspect that all of us will just have to endure the occasional crash on
 a 64-bit machine until our gamers replace their voices. At least our
 stuff automatically saves at each step, so people don't lose their games.

 And JAWS won't work at all on a 64-bit machine; but you know all about that.

 Oddly enough, we're seriously looking into using recorded voices (MP3)
 for the second release of our Sounds Like game. The first release is
 in QA right now. Ryan, our chief Beta tester says some of the words are
 hard to understand. And Kelly commented on sound quality in his recent
 review of our stuff.  So we take this seriously.

 Since a word game is not nearly as complex as the RPG's you're doing, we
 think that using sound files might not be too resource intensive. Just
 gotta get Cyndi in front of the mike. (But she's off doing paying acting
 gigs right now.)

 Thanks for your timely information. (John says yea again!)

 Eleanor and John
 7-128 Software


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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi Dark,

Well, when you find out something about Super Nova's API let me know.
This issue of not documenting the API is a common problem with screen
readers in general. Its driving me slightly nuts.

For instance, if a developer wants to know how to access NVDA via its
Controller Client its no biggy. There is a decent amount of free API
documentation not to mention source code too look at. Jaws on the
other hand is a totally different story. A developer wants to know how
to access and use the JFW API the developer has to contact them
directly, talk to their technical support, and then they'll e-mail the
developer documentation as well as the headers and libs for the API.
Why they don't put it up on the website I'll never know. The guys over
at Freedom Scientific created the API so applications would support
their screen reader, but when a developer asks about it they treat it
like top secret information or something. Like go figure. They want
third-party developers to support Jaws or not?

Cheers!


On 10/31/11, dark d...@xgam.org wrote:
 Hi Tom.

 I'm sorry the halloween game didn't work out, but hopefully we'll have
 something good to play from usa games before the end of the year.

 Just as to the situation with the Supernova Api used for access (Hal has
 been renamed supernova screen reader for some reason).

 dolphin actually have it (it's been used in Quitter and supported libraries
 which is why blockparty outputs to Supernova), however they haven't made a
 general public release. Why?  because they haven't had time to document
 the api!

 I did explain to them that this is absolutely ridiculous! I've had people
 say quite legitimately that they don't choose to use supernova becuase of
 the lack of support from certain programs, and it is true that when a game
 or other application is reliant on sending text directly to a screen reader
 rather than printing it on the screen, it's not really useable with
 Supernova currently.

 Dolphin stated they were! going to fix this when they'd finished supernova
 12.5, with it's rewrite of internet support, and sinse that's now done, I'm
 hopeful the Api should be showing up soon,  indeed were I not busy guide
 dog training currently I'd phone them and see where it currently is.

 Hopefully when it is actually fixed supporting Supernova with directly sent
 text will be no more difficult than with Window eyes, Jaws or any other
 program.

 As regards the review curser though, that really is one of the strengths of
 Supernova. It for instance automatically reviews columns logically which is
 why games liek Smugglers are easier, and also has great ways of moving
 around the screen, my favourite of which is the find feature which can go to
 any text.

 This is why I generally myself don't find games that require it such as if
 titles or old dos games like piledriver or fallthru difficult to play,
 indeed while the direct output method is fine too (I can always use sapi as
 I usually do), I wasn't unhappy with usa blackjack for this reason myself.

 Beware the grue!

 dark.


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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Ah, that's still one of the issues I'm working on. When using Jaws for
speech output there is a keyboard trapping issue I've not found a good
way around yet. I did put the JFW demo to sleep and that seemed to
work, but even though it frees up the keyboard its not as responsive
as using say NVDA, because I think Jaws still tries to capture or trap
the keyboard in the background. It is pretty problematic right now. I
may have to switch over to standard keyboard events rather than using
DirectX to fix that issue.

However, as for ESpeak and Eloquence I don't think they fit well into
a game environment, but its whatever works. With newer versions of
Jaws like Jaws 12 there is plenty of RealSpeak Direct voices like Tom,
Karen, Jennifer, Daniel, etc so all the user has to do is download and
install a RealSpeak direct voice, set Jaws up to use that, and the
game will use the RealSpeak voices instead of Eloquence. So hopefully
it is things like that which will provide a better solution than just
ESpeak or Eloquence.

Cheers!




On 10/31/11, pitermach piterm...@gmail.com wrote:
 This news article made me curious about something.
 Have you been able to work around the jaws keyboard trap issue? I guess
 you understand what I mean. Even then I'm not sure how well you could
 play a game like MOTA with it running, since it does make the keyboard
 sort of sluggish in some parts (scraping in a sound editor for instance)
 Over all though i'm glad things are progressing. Being a NVDA user
 myself I really like using it as speech output in games. You could argue
 how Espeak/eloquence fits into a mood of a game, but hey. What ever
 works for someone just works.


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Re: [Audyssey] Happy Halloween from PCS

2011-10-31 Thread Thomas Ward
Phil, stop torturing us and release the game! Grin.

Seriously, its a great preview. Keep up the good work. Can hardly wait
to try 1.2 out. I noticed some of the music and background ambiance is
slightly different.

On 10/31/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 Happy Halloween!
 Here is a preview of the Sarah Game version 1.2
 with a Halloween kiss.
 http://www.pcsgames.net/sarah2011.mp3


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Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

2011-10-31 Thread Yohandy
I tried this game when it was available in the playroom, and unfortunately I 
couldn't figure out how to play it. You say it's not possible to add it to 
the playroom, and this is understandable. however is it possible for you to 
add multiplayer features to it? Playing any game locally nowadays gets so 
boring for me as a mainstream gamer, mainly due to the fact most mainstream 
games have online support. It's become almost a standard gaming feature, and 
it's so sad that so many audio game devs don't include this. also, now 
you're posting on here, how can one get a hold of a dev in the playroom? 
It's really discouraging to find a broken feature and not be able to report 
it to anyone.





- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 31, 2011 3:15 PM
Subject: Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel



It is completely separate from the playroom.

IN fact, you may remember that magic blocks appeared for a couple of hours 
in the playroom. I had to give up the playroom version because it took too 
many CPU time to the server. This one is the local version, solo game 
only.


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