Re: [Audyssey] USA Games News

2011-11-01 Thread QuentinC

Hello Thomas,

You may be interested in a small thing I began these last months.

I'm making a plain C DLL that automatically select the active screen 
reader to speak text, or optionally fallback to SAPI if no screen reader 
is available. It currently supports jaws, NVDA, system access and window 
eye. I'm also of course open to add other screen readers if someone can 
give me enough documentation.
Tell me if you want a download link with the DLL, the .a linking file, 
and a commented .h file.



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

2011-11-01 Thread QuentinC
About my new game score, I think it's not possible to add a multiplayer 
feature. It's really not a technical problem but more a gameplay problem.

If you have good ideas on how multiplayer game could work, let me know.


I already tried two options when the game was still called magic blocks 
and I was not satisfied.
1 - If all players play in the same board, then the game become quickly 
rather cahotic, and the strategy is allmost gone
2 - If each players plays in his own board, then the possible 
interaction between players are not so interesting, it's quite limited, 
for example by being able to cast bonuses to other players.



About the playroom now: what is broken ? Let me know !
Note that you have several ways to report a problem or ask something in 
playroom :
1 - For a quick and small help, you can chat with admins by starting 
your message by /help. Note that currently, infortunately for you, all 
my co-admins are all french.
2 - You can post in the english part of the playroom forum 
http://qcsalon.net/en/forum

or in the french part if you can speak french http://qcsalon.net/fr/forum
Just login with your playroom account
3 - You can post here in audissey
4 - You can post in audiogames.net forum
5 - You can contact me personnally, but only if the question is very 
specific and/or if you didn't get an answer with the above means


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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well since I am a heavy user of nvda on the espeak synth i am quite 
happy with that.

At 05:40 p.m. 31/10/2011 +0100, you 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] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks for the offer. What would the license be for using this dll of
yours in a commercial engine, and is it possible to get the source
code? I'm using Visual C++ so I'd prefer a Visual C++ *.lib rather
than a *.a file for MinGW.

Also I'd be interested to know where you got your documentation and
information. Right now I've got e-mails into Freedom Scientific, GW
Micro, Dolphin, etc on more information regarding their APIs. So I'd
like to know where you are getting the API headers, libs, and
documentation for this stuff. There doesn't seem to be anything on the
internet on the Jaws API, System Access API, or the GW Micro
Window-Eyes API.

On 11/1/11, QuentinC quent...@cfardel.net wrote:
 Hello Thomas,

 You may be interested in a small thing I began these last months.

 I'm making a plain C DLL that automatically select the active screen
 reader to speak text, or optionally fallback to SAPI if no screen reader
 is available. It currently supports jaws, NVDA, system access and window
 eye. I'm also of course open to add other screen readers if someone can
 give me enough documentation.
 Tell me if you want a download link with the DLL, the .a linking file,
 and a commented .h file.


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi,

Yeah, I know what you mean. I use NVDA so much ESpeak has sort of
grown on me. Although, I'd prefer playing games using a better TTS
engine/voice I've actually found myself playing USA Blackjack 2.0
using NVDA and ESpeak. I could switch over to Ivona Bryan or Amy but I
figure if I can live with ESpeak 12 hours a day for internet, e-mail,
word processing, etc I can live with it in games too. :D

On 11/1/11, shaun everiss sm.ever...@gmail.com wrote:
 well since I am a heavy user of nvda on the espeak synth i am quite
 happy with that.

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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Tom.

Well I'm hoping that the supernova api won't be that! secret, sinse I have 
pointed out to dolphin that it is necessary to get this support going in 
Supernova as well.


Hopefully they'll release it soon, but we'll see.

Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 2:30 AM
Subject: Re: [Audyssey] USA Games News



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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[Audyssey] Audyssey thread report for October 2011

2011-11-01 Thread Jim Kitchen


There were 117 thread titles. Here are the top 50. 

Swamp Ideas 28. 
Good news for all gamers! 21. 
Back to ce 19. 
Aprone's Dark Ruse RPG 17. 
Swamp, update to fix the errors 17. 
Swamp, zombie RPG by Aprone 15. 
core exiles help? 14. 
Darkruise Question 10. 
King of Dragon Pass 10. 
Castaways version 2.5, final mission 5 added. 9. 
Running Older Games on Windows 7 9. 
heloween game 8. 
Reaction 8. 
Runing dos box with screen reader. 8. 
cyberassault game update 7. 
football: 7. 
Interest in your Helpful Resources 7. 
saving a game. 7. 
Swamp, multiplayer update version 0.7b 7. 
USA Games News 7. 
Game sound emulator. 6. 
Reported problem with packman talks 6. 
syber assult. 6. 
USA Games and 64-bit Operating Systems 6. 
alter aeon advice needed 5. 
Core Exiles 5. 
FWD: Interest in your Helpful Resources 5. 
New Halloween Album 5. 
Screen readers working with DOS box. 5. 
A gift for all. 4. 
Accessibel Western games. 4. 
Audyssey babble report for September 2011 4. 
genesis 3d 4. 
Happy Halloween from PCS 4. 
HAPPY HALLOWEEN! 4. 
level 2 of awesome homer 4. 
new castaways disaster suggestion 4. 
A gift for all 3. 
Alter Aeon Halloween Event 3. 
Cluedo (cludo - pronunciation) 3. 
Difficulty, extras and game challenges 3. 
Finding someone to host some games. 3. 
flight Simulater? 3. 
game styles was, USA Games Halloween Project 3. 
Grizzly Gulch Question 3. 
GUI version of mapData applets 3. 
Here is those dos games. 3. 
playroom blocking users 3. 
quenton's playroom and window-eyes 3. 
question about placement of walls in castaways 3. 


Jim

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

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

2011-11-01 Thread Jim Kitchen


85 people posted 445 messages.

43 From, Jeremy Kaldobsky. 
41 From, Thomas Ward. 
31 From, dark. 
23 From, shaun everiss. 
20 From, john. 
18 From, michael barnes. 
17 From, Darren Harris. 
15 From, Christopher Bartlett. 
15 From, Jim Kitchen. 
13 From, Christina. 
12 From, Ian McNamara. 
10 From, alex wallis. 
9 From, Clement Chou. 
7 From, Jacob Kruger. 
7 From, pitermach. 
7 From, QuentinC. 
7 From, reinhard stebner. 
6 From, Dennis Towne. 
6 From, Yohandy. 
5 From, Bryan Peterson. 
5 From, Charles Rivard. 
5 From, dan cook. 
5 From, Kenny Peyatt. 
4 From, Alfredo_The_Music_maker. 
4 From, Dakotah Rickard. 
4 From, Jess Varnell. 
4 From, Johnny Tai. 
4 From, Lisa Hayes. 
4 From, Phil Vlasak. 
4 From, Ron Kolesar. 
4 From, william lomas. 
3 From, Cary. 
3 From, Connor Moser. 
3 From, Eleanor Robinson. 
3 From, fred olver. 
3 From, Kai. 
3 From, Michael Feir. 
3 From, michael maslo. 
3 From, MissWings. 
3 From, Stephen. 
3 From, Trouble. 
3 From, Valiant8086. 
2 From, Angela Lerma. 
2 From, burakyuksek. 
2 From, Darren Duff. 
2 From, darren harris. 
2 From, Hayden Presley. 
2 From, lenron brown. 
2 From, Michael Taboada. 
2 From, Richard Sherman. 
2 From, Sid. 
2 From, Sylvester Thomas. 
1 From, Allen. 
1 From, Ann. 
1 From, Brandon Misch. 
1 From, Bryan Mckinnish. 
1 From, Gamers List Guidelines Robot. 
1 From, Gary Whittington. 
1 From, goshawk on horseback. 
1 From, Greg Steel. 
1 From, James Howard. 
1 From, Jim J. 
1 From, joe quinn. 
1 From, John Snowling. 
1 From, Karl Belanger. 
1 From, Karl Belannger. 
1 From, Kelly Sapergia. 
1 From, Kristen Eisenberg. 
1 From, Matheus Rheine. 
1 From, Mich. 
1 From, Michael Gauler. 
1 From, Milos Przic. 
1 From, Nick Helms. 
1 From, Orin. 
1 From, Oriol Gómez. 
1 From, rishi mack. 
1 From, Robert Collett. 
1 From, Ron Schamerhorn. 
1 From, Shane Lowe. 
1 From, Sky Mundell. 
1 From, tim kilgore. 
1 From, Tom Randall. 
1 From, Tommy. 
1 From, venko ganev. 
1 From, Willem. 

Archive file size 1069042 bytes 


Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Keyboard hooks Was Re: USA Games News

2011-11-01 Thread Philip Bennefall

Hi Thomas,

There is an easy solution to fix this problem. I use it in BGT with no 
difficulties. You want to install a low level keyhook in the process using 
SetWindowsHookEx, and inside the hook callback you simply let all the 
keyboard events through. What happens then is that, since Jaws installs a 
low level keyhook as well, my own takes priority which means that I get 
control before Jaws does, and I can thus make the decision whether the key 
is supposed to be allowed through or not rather than leaving that choice up 
toJaws.


Hope this helps you. And please do not! use the keyboard events from Win32, 
they are sluggish in comparison to Direct X and they have other issues like 
the automatic repeats and lack of certain keys without special work arounds 
etc.


Kind regards

Philip Bennefall

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 3:41 AM
Subject: Re: [Audyssey] USA Games News


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] USA Games News

2011-11-01 Thread QuentinC

Hello,

I don't know much about licensing issues and I'm not sure of what to do 
in that area. I also dont' really know what to do about giving an access 
to the source code or not. One thing is sure, the project is very young, 
nothing for future is really decided, and the source code isn't made to 
facilitate reading (I don't want to waste time for that).


A binary only version is online here: 
http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look



Since gatehering information about screen readers API is quite hard, it 
might be nice to be able to collect all we know at the same central 
point and to start an open source project. I don't know. Maybe we could 
talk in private to discuss what would the best thing to do.
The benefit of associating could be good: for example you are a 
specialist of window eye, and myself I don't know that scrren reader at 
all (I was even unable to install a demo version on a XP VM), so you 
could probably improve the code concerning window eye.



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Re: [Audyssey] USA Games News

2011-11-01 Thread Michael Gauler

Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of them 
being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It seems 
that the new engine might not be totally stable, but this might have been 
fixed by now.
But the more important issue is that the new distribution of voices seems to 
be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't been 
made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for the 
individual products of both companies and for general availability of said 
products...
That's it, more information seems to be unavailable. 



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[Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Darren Duff
Hi.
 
Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 pistil
2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.
 
Well guess that's all for now.  Back to blasting zombies.
 
Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279

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

2011-11-01 Thread Yohandy

Quentin,
I'll let you know if I think of a workaround for these multiplayer issues. 
The biggest playroom problem I've found is that when you're playing games 
and one draws a card too fast, the client tries drawing multiple cards of 
the same type and crashes. I haven't played much in the playroom recently, 
so this may already be fixed. I also remember this other issue when playing 
1000 miles, although I'm not sure if it's specific to that game. anyway 
cards would basically get all switched around. I'd discard a red light for 
instance, and game would discard some other card. same when I play a card. 
That's what comes to mind. I'll post again if I remember something.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 3:14 AM
Subject: Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel


About my new game score, I think it's not possible to add a multiplayer 
feature. It's really not a technical problem but more a gameplay problem.

If you have good ideas on how multiplayer game could work, let me know.


I already tried two options when the game was still called magic blocks 
and I was not satisfied.
1 - If all players play in the same board, then the game become quickly 
rather cahotic, and the strategy is allmost gone
2 - If each players plays in his own board, then the possible interaction 
between players are not so interesting, it's quite limited, for example by 
being able to cast bonuses to other players.



About the playroom now: what is broken ? Let me know !
Note that you have several ways to report a problem or ask something in 
playroom :
1 - For a quick and small help, you can chat with admins by starting your 
message by /help. Note that currently, infortunately for you, all my 
co-admins are all french.
2 - You can post in the english part of the playroom forum 
http://qcsalon.net/en/forum

or in the french part if you can speak french http://qcsalon.net/fr/forum
Just login with your playroom account
3 - You can post here in audissey
4 - You can post in audiogames.net forum
5 - You can contact me personnally, but only if the question is very 
specific and/or if you didn't get an answer with the above means


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

2011-11-01 Thread QuentinC
The crash if junking cards too fast is a known bug. I don't know what's 
the problem, it doesn't occur locally (i.e. when I test the server in my 
own machine).


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

2011-11-01 Thread Yohandy
Perhaps an example will help. Let's say I'm junking a 50 miles and I do it 
too quickly. game tells me, are you sure you want to junk that card? I 
select yes, and game asks. are you sure you want to junk that card? I hit 
yes again. client crashes immediately. so what I do when this happens is I 
hit escape a couple of times to back out of those prompts and try junking 
that card again slowly. this time it works perfectly. as long as one doesn't 
select yes when that double prompt appears, the game won't crash. I'm using 
jaws, if this makes any difference. let me know if this helps!




From: QuentinC quent...@cfardel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 10:37 AM
Subject: Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel


The crash if junking cards too fast is a known bug. I don't know what's 
the problem, it doesn't occur locally (i.e. when I test the server in my 
own machine).


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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12, 
and I can't say i've noticed any appreciable difference betwene that version 
of scansoft daniel and the realspeak one, though I am not sure about other 
voices.


i actually stil use the Dolphin orphius voice alan with hal, because I find 
any encarnation of the realspeak voices not to respond quickly enough to my 
typing speed. Only eloquence and orphius can catch up, and the natural 
sounding English voice alan available from dolphin's site I find far more 
preferable to eloquence or orphius synths, thus being the perfect compromise 
betwene understandability and responsiveness.


Back to realspeak though, those prices are horrible! considdering seerprock 
and other freely available voices that run with sapi are only about 30 
dollars each, I have to wonder what the company is playing at. Ever sinse 
they started this proprietorial nonsense I've very rapidly lost any respect 
I had for them in the first place.


All I can see this doing is absolutely insuring that people will go to other 
companies like seerprock or kepstral for sapi voices, though sinse that's 
pretty much been happening ever sinse scansoft stopped selling freely 
useable voices it actually doesn't make as much difference.


If they want to shoot their business in the foot,  well let them, it's 
not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of 
them being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It 
seems that the new engine might not be totally stable, but this might have 
been fixed by now.
But the more important issue is that the new distribution of voices seems 
to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't 
been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for 
the individual products of both companies and for general availability of 
said products...

That's it, more information seems to be unavailable.

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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Kai
I've already submitted environmental / atmospheric sounds, but as it's very 
much an alpha project, I'm sure Jeremy's got that further down the list.


I don't know how you guys manage to stay alive so long, since I can never 
find enough ammo or weapons to keep me gunning, which forces me to the axe, 
which inevitably means death by zombie.


I've said as much on the audio game sforum, but I think f and g for 
scrolling through weapons is... ok. My problem is selecting the weapon, then 
having to reach across the keyboard with my left hand to put it into play. 
That's not to say another method of selecting weapons wouldn't be welcome, 
just that if f and g ar eintended to remain, then auto selection would 
probably be nice. Even with number row selection, though, the scroll wheel 
approach would still be nice for switching weapons on the mouse.


It'd be useful if f and g scrolled through and automatically made weapons 
active. These functions could then be tied to a mouse's scroll wheel, and 
pressing down on the scroll wheel would then reload the current weapon.


Medkits and other items could be scrolled through with  t and y or shift f 
and shift g, for instance.


The enter key would then be freed up for uses such as interacting with 
in-game objects, such as doors, buttons, etc.


I also think the beacon should sound at a lower pitch when its behind you, 
as I often have difficulty figuring out if I'm even walking towards the 
bloody thing. It also takes forever for it to sound if you're far away. 
Perhaps that time delay could be maxed out at 2 seconds. I know, could get 
annoying, but my theory is that if you've a beacon on, you're trying to find 
a place. You can always turn it off.


Likewise for zombie sounds. They seem to wait fairly long in between growls. 
I either need to make them longer, or they need to sound sooner.


Item generation seems extremely low to me, perhaps because other players 
keep beating me to them, but more likely that it's just fairly low. It'd be 
nneat to have zombies randomly drop clips and medkits, leaving weapons and 
other items to corpses.


There's probably a few other suggestions I've forgotten, but there you have 
it.


Kai

- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 01, 2011 6:37 AM
Subject: [Audyssey] my thoughts on swamp multy player.



Hi.

Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 
pistil

2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.

Well guess that's all for now.  Back to blasting zombies.

Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Darren Duff
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This message was checked by NOD32 antivirus system
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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Jeremy Kaldobsky
You shouldn't be able to hear zombies through walls, or at least they should be 
very very muffled.  I agree that switching weapons is currently very 
inconvenient so I plan to move some things around.  Your suggestion for putting 
them on the number keys actually makes the most sense especially since that is 
the common mainstream way of doing it.  I guess if I've taken the stance to 
make this game closely match mainstream controls, I should be doing the same 
thing with weapons haha.

Storing the music settings is also something I plan to have fixed for the next 
update.

 Hi.
  
 Ok. Here are my thoughts on the game after playing it for 2
 days.  I've
 gotten pretty good at gunning down zombies and staying
 alive for the most
 part.  The thing that throws me off is that you can
 hear zombies through
 walls. This makes it really hard to know if you can shoot
 at them without
 wasting ammo. Also. It might be good to move the beacons to
 the function
 keys and move weapons to the numbers row for quick access.
 i.e. ax 1 pistil
 2 What do others think? also, if you turn the music off
 when you start
 the game it needs to stay that way.  And we need some
 good environmental
 sounds too. Maybe  I can help with sounds.
  
 Well guess that's all for now.  Back to blasting
 zombies.
  
 Darren Duff.


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Dakotah Rickard
I have one question that ends up being a huge topic usually.

Right now, I can't seem to play in single player. That makes sense, if
this is a multi-player test, and that's fine, but what happens if you
can't connect to the internet? Also, is the server a dedicated server
that you, Jeremy, are hosting? Would it be possible to have a local
server for lan parties, no internet, etc.? I know that this is a test
version, and I'm not complaining, just asking, as some developers of
accessible and mainstream games alike don't like releasing server
software, and I want to know what to expect.

I love, love, love the map and the smooth multiplaying. It's
absolutely phenomenal.

Signed:
Dakotah Rickard

On 11/1/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 You shouldn't be able to hear zombies through walls, or at least they should
 be very very muffled.  I agree that switching weapons is currently very
 inconvenient so I plan to move some things around.  Your suggestion for
 putting them on the number keys actually makes the most sense especially
 since that is the common mainstream way of doing it.  I guess if I've taken
 the stance to make this game closely match mainstream controls, I should be
 doing the same thing with weapons haha.

 Storing the music settings is also something I plan to have fixed for the
 next update.

 Hi.

 Ok. Here are my thoughts on the game after playing it for 2
 days.  I've
 gotten pretty good at gunning down zombies and staying
 alive for the most
 part.  The thing that throws me off is that you can
 hear zombies through
 walls. This makes it really hard to know if you can shoot
 at them without
 wasting ammo. Also. It might be good to move the beacons to
 the function
 keys and move weapons to the numbers row for quick access.
 i.e. ax 1 pistil
 2 What do others think? also, if you turn the music off
 when you start
 the game it needs to stay that way.  And we need some
 good environmental
 sounds too. Maybe  I can help with sounds.

 Well guess that's all for now.  Back to blasting
 zombies.

 Darren Duff.


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Jeremy Kaldobsky
Dakotah, I will add the single player back into the game in a future update.  
I'm not sure that it will be in the very next update though, since I'm still 
trying to weed out a few multiplayer issues and it is easier to do while I'm 
still keeping them both separate.

The server is a dedicated server that is also running Castaways multiplayer.  
It is currently being supported by people's donations and I'm happy to say that 
it is already funded until late January by generous members of the community.  
Because the same server hosts both Castaways and Swamp, it's great to know the 
money is being stretched farther.  I have 1 more multiplayer game in 
development that I will also be running on it.  After that it will probably 
start requiring some creative tweaking in order to fit additional games on it, 
but that's a bridge we will cross when we come to it.

Would people be interested in hosting their own servers for LAN parties or 
private matches with friends?  I would have no problem releasing server 
software that would allow others to connect together on their own private 
servers.  Of course you'd need to understand how to forward ports, if everyone 
wasn't on the same LAN.  I can already see that such a feature would have 
people asking for a map editor, but honestly I don't have any plans for one at 
this time.  The maps for this game are quite involved and I don't know how I 
would handle it with audio.

I'm very glad you're enjoying the game!  :D

 I have one question that ends up
 being a huge topic usually.
 
 Right now, I can't seem to play in single player. That
 makes sense, if
 this is a multi-player test, and that's fine, but what
 happens if you
 can't connect to the internet? Also, is the server a
 dedicated server
 that you, Jeremy, are hosting? Would it be possible to have
 a local
 server for lan parties, no internet, etc.? I know that this
 is a test
 version, and I'm not complaining, just asking, as some
 developers of
 accessible and mainstream games alike don't like releasing
 server
 software, and I want to know what to expect.
 
 I love, love, love the map and the smooth multiplaying.
 It's
 absolutely phenomenal.
 
 Signed:
 Dakotah Rickard


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

2011-11-01 Thread Valiant8086
I have an issue with my touch pad where if I try to line up with a 
zombie with this game, I can't move in small increments. I either don't 
move or I move fairly quickly. I think if I slide my finger sideways 
slowly it doesn't turn my character at all. It's not at all similar to 
Papa Sangre's reaction to the same sort of movement. Does anyone else do 
this with a touch pad and does this happen to them too?




Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:

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] Audyssey babble report for October 2011

2011-11-01 Thread Christina
Hey, Jim.
Thanks as always for This.  October was a quiet month for the list, it seems.
Christina

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Tuesday, November 01, 2011 4:52 AM
Subject: [Audyssey] Audyssey babble report for October 2011



 85 people posted 445 messages.

 43 From, Jeremy Kaldobsky.
 41 From, Thomas Ward.
 31 From, dark.
 23 From, shaun everiss.
 20 From, john.
 18 From, michael barnes.
 17 From, Darren Harris.
 15 From, Christopher Bartlett.
 15 From, Jim Kitchen.
 13 From, Christina.
 12 From, Ian McNamara.
 10 From, alex wallis.
 9 From, Clement Chou.
 7 From, Jacob Kruger.
 7 From, pitermach.
 7 From, QuentinC.
 7 From, reinhard stebner.
 6 From, Dennis Towne.
 6 From, Yohandy.
 5 From, Bryan Peterson.
 5 From, Charles Rivard.
 5 From, dan cook.
 5 From, Kenny Peyatt.
 4 From, Alfredo_The_Music_maker.
 4 From, Dakotah Rickard.
 4 From, Jess Varnell.
 4 From, Johnny Tai.
 4 From, Lisa Hayes.
 4 From, Phil Vlasak.
 4 From, Ron Kolesar.
 4 From, william lomas.
 3 From, Cary.
 3 From, Connor Moser.
 3 From, Eleanor Robinson.
 3 From, fred olver.
 3 From, Kai.
 3 From, Michael Feir.
 3 From, michael maslo.
 3 From, MissWings.
 3 From, Stephen.
 3 From, Trouble.
 3 From, Valiant8086.
 2 From, Angela Lerma.
 2 From, burakyuksek.
 2 From, Darren Duff.
 2 From, darren harris.
 2 From, Hayden Presley.
 2 From, lenron brown.
 2 From, Michael Taboada.
 2 From, Richard Sherman.
 2 From, Sid.
 2 From, Sylvester Thomas.
 1 From, Allen.
 1 From, Ann.
 1 From, Brandon Misch.
 1 From, Bryan Mckinnish.
 1 From, Gamers List Guidelines Robot.
 1 From, Gary Whittington.
 1 From, goshawk on horseback.
 1 From, Greg Steel.
 1 From, James Howard.
 1 From, Jim J.
 1 From, joe quinn.
 1 From, John Snowling.
 1 From, Karl Belanger.
 1 From, Karl Belannger.
 1 From, Kelly Sapergia.
 1 From, Kristen Eisenberg.
 1 From, Matheus Rheine.
 1 From, Mich.
 1 From, Michael Gauler.
 1 From, Milos Przic.
 1 From, Nick Helms.
 1 From, Orin.
 1 From, Oriol Gómez.
 1 From, rishi mack.
 1 From, Robert Collett.
 1 From, Ron Schamerhorn.
 1 From, Shane Lowe.
 1 From, Sky Mundell.
 1 From, tim kilgore.
 1 From, Tom Randall.
 1 From, Tommy.
 1 From, venko ganev.
 1 From, Willem.

Archive file size 1069042 bytes

 Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-11-01 Thread Christopher Bartlett
Yes, I *hate* playing with my touchpad.  I end up stealing my wife's mouse
when I want to play because the control is so much better.  So Jeremy, you
are responsible for introducing marital issues into our gaming lives.
*grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, November 01, 2011 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I have an issue with my touch pad where if I try to line up with a 
zombie with this game, I can't move in small increments. I either don't 
move or I move fairly quickly. I think if I slide my finger sideways 
slowly it doesn't turn my character at all. It's not at all similar to 
Papa Sangre's reaction to the same sort of movement. Does anyone else do 
this with a touch pad and does this happen to them too?



Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:
 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] marvel verses capcom II-age of heroes on PS2, help needed

2011-11-01 Thread Johnny Tai
If anyone's got the layout of the character selection, it'd be nice if he/she 
can pass it this way- so I don't have to spend a hour figuring out who is whom. 
Also, need to find out how to unlock the hidden 28 characters- I can't find a 
guide for the PS2 version online lol.
Thanks a bunch
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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-11-01 Thread Valiant8086
I just bought an interesting little computer that has a touch screen. 
The only thing is, the touch screen is actually  a touch pad layered 
over the screen, at least, it presents itself as a touch pad to windows, 
and NVDA actually accidentally supports it, as it's not traditional 
touch UI. I wonder, and doubt, it's going to work with this game. Lol, 
but hey, what better excuse could a blind guy have to go out and buy one 
of those wee little tiny bluetooth mice, eh?



Sent with Thunderbird 3.1.14 portable.

On 11/1/2011 3:58 PM, Christopher Bartlett wrote:

Yes, I *hate* playing with my touchpad.  I end up stealing my wife's mouse
when I want to play because the control is so much better.  So Jeremy, you
are responsible for introducing marital issues into our gaming lives.
*grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, November 01, 2011 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I have an issue with my touch pad where if I try to line up with a
zombie with this game, I can't move in small increments. I either don't
move or I move fairly quickly. I think if I slide my finger sideways
slowly it doesn't turn my character at all. It's not at all similar to
Papa Sangre's reaction to the same sort of movement. Does anyone else do
this with a touch pad and does this happen to them too?



Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:

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

2011-11-01 Thread Jeremy Kaldobsky
Valiant, I haven't had this happen but it sounds like a sensitivity issue.  
I'll try to remember to add in a way to customize the sensitivity of the touch 
pad or mouse.


 I have an issue with my touch pad
 where if I try to line up with a zombie with this game, I
 can't move in small increments. I either don't move or I
 move fairly quickly. I think if I slide my finger sideways
 slowly it doesn't turn my character at all. It's not at all
 similar to Papa Sangre's reaction to the same sort of
 movement. Does anyone else do this with a touch pad and does
 this happen to them too?


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

2011-11-01 Thread Jeremy Kaldobsky
Valiant, the game Should support the touch screen or at least that was my 
intention.  I don't have one myself so I had no way to really verify that my 
code supports it properly.

Haha, Christopher!


 I just bought an interesting little
 computer that has a touch screen. 
 The only thing is, the touch screen is actually  a
 touch pad layered 
 over the screen, at least, it presents itself as a touch
 pad to windows, 
 and NVDA actually accidentally supports it, as it's not
 traditional 
 touch UI. I wonder, and doubt, it's going to work with this
 game. Lol, 
 but hey, what better excuse could a blind guy have to go
 out and buy one 
 of those wee little tiny bluetooth mice, eh?


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Darren Duff
Ok then not sure what to do about hearing them through walls. When I hear
them  it's as if they are in front of me and only after shooting and hearing
the bullet hit a wall do I figure it out.  Maybe there is something I am
doing wrong? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 01, 2011 2:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on swamp multy player.

You shouldn't be able to hear zombies through walls, or at least they should
be very very muffled.  I agree that switching weapons is currently very
inconvenient so I plan to move some things around.  Your suggestion for
putting them on the number keys actually makes the most sense especially
since that is the common mainstream way of doing it.  I guess if I've taken
the stance to make this game closely match mainstream controls, I should be
doing the same thing with weapons haha.

Storing the music settings is also something I plan to have fixed for the
next update.

 Hi.
  
 Ok. Here are my thoughts on the game after playing it for 2 days.  
 I've gotten pretty good at gunning down zombies and staying alive for 
 the most part.  The thing that throws me off is that you can hear 
 zombies through walls. This makes it really hard to know if you can 
 shoot at them without wasting ammo. Also. It might be good to move the 
 beacons to the function keys and move weapons to the numbers row for 
 quick access.
 i.e. ax 1 pistil
 2 What do others think? also, if you turn the music off when you 
 start the game it needs to stay that way.  And we need some good 
 environmental sounds too. Maybe  I can help with sounds.
  
 Well guess that's all for now.  Back to blasting zombies.
  
 Darren Duff.


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Jeremy Kaldobsky
It might be a bug.  I'll look in to it.


 Ok then not sure what to do about
 hearing them through walls. When I hear
 them  it's as if they are in front of me and only
 after shooting and hearing
 the bullet hit a wall do I figure it out.  Maybe there
 is something I am
 doing wrong? 


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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss

well supernova 12 has been using vocaliser automitive 5.52 for a while.
The quality is good but there are things like stutters and in some 
places american charicters and such are announced.

will pass this on.
At 02:14 p.m. 1/11/2011 +0100, you wrote:

Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to 
be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread shaun everiss

the game really rocks.
I find I am better with the axe especially with a group of zombies on my tail.
I come in swinging.
its really satisfying to go down fighting and taking 3 or so with me.
At 09:37 a.m. 1/11/2011 -0400, you wrote:

Hi.

Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 pistil
2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.

Well guess that's all for now.  Back to blasting zombies.

Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well I have plans when I upgrade to buy the us and uk versions as one 
200 buck package.

Eventually.
At 03:10 p.m. 1/11/2011 +, you wrote:

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse 
version 12, and I can't say i've noticed any appreciable difference 
betwene that version of scansoft daniel and the realspeak one, 
though I am not sure about other voices.


i actually stil use the Dolphin orphius voice alan with hal, because 
I find any encarnation of the realspeak voices not to respond 
quickly enough to my typing speed. Only eloquence and orphius can 
catch up, and the natural sounding English voice alan available from 
dolphin's site I find far more preferable to eloquence or orphius 
synths, thus being the perfect compromise betwene understandability 
and responsiveness.


Back to realspeak though, those prices are horrible! considdering 
seerprock and other freely available voices that run with sapi are 
only about 30 dollars each, I have to wonder what the company is 
playing at. Ever sinse they started this proprietorial nonsense I've 
very rapidly lost any respect I had for them in the first place.


All I can see this doing is absolutely insuring that people will go 
to other companies like seerprock or kepstral for sapi voices, 
though sinse that's pretty much been happening ever sinse scansoft 
stopped selling freely useable voices it actually doesn't make as 
much difference.


If they want to shoot their business in the foot,  well let 
them, it's not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - From: Michael Gauler michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems 
to be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

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[Audyssey] Swamp, version 0.8b update

2011-11-01 Thread Jeremy Kaldobsky
I've just posted version 0.8b.  Assuming I haven't introduced any new bugs, I 
think people will be quite happy with the improvements.

Changes from version 0.7b to 0.8b
-

- The item system has been removed for now, and now weapons have been moved up 
to the number keys.
- To use the beacons, you now hold Shift while pressing the number keys.
- Ammo is stored in each individual weapon, so if you loaded your pistol before 
switching to a shotgun then it will still be loaded when you switch back to it.
- Loot carrying corpses can be heard from twice as far away now, so it is 
easier to find them.
- When selecting a beacon, you will be told what direction you need to travel 
in.
- Using the Shift A and D keys is finally fixed, so that it takes your mouse 
rotation into consideration.
- Additional sounds have been added to multiplayer, including players being 
injured or killed.
- The Assault Rifle has been added to the game.
- Picking up a new gun will start it out loaded with 1 full clip.
- If you normally would have found a second gun that you already have, it will 
be converted into extra ammo instead.
- Pausing the Music should be remembered between games now.
- Zombies are more likely to growl while chasing you.
- The bug has been fixed that made gun shots go quiet at times.
- I've fixed a few bugs that were crashing the game for people.
- I've removed the announcements for when people join or leave the server.

www.kaldobsky.com/audiogames/Swamp.zip

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[Audyssey] Transylvania for iphone

2011-11-01 Thread michael barnes
Hey, everyone I need help with getting a game to be made accessible 
with voice over on the iphone.
The name of the game is Transylvania, and it's atext base game that 
have music and sound effects.
In this game you go through transylvania to save a princess who is trap 
in dracula's castle.
You must get through puzzles and different kind of things such as wolfs 
and bats and other creepy things.
The reason I need your help to get this game made accessible is their 
are parts of the game that voice over don't read and you need those 
items so you can get through the game.
Here is the email address for the developer that I spoke to on the 
phone a few minutes ago and he said that if I will get different people 
to request to make the game accessible with voice over he will do that.

So please help a fellow blind gamer to get a game made accessibele.
Here is the email thanks.
transylva...@oremobiledevelopment.com

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Re: [Audyssey] Transylvania for iphone

2011-11-01 Thread Ian McNamara
hi mike i emailed him as this game sounds really good i hope that we get some 
where with this it sounds a really good game.

Ian McNamara
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[Audyssey] email address.

2011-11-01 Thread Ian McNamara
Hi mike the game email address must be wrong just sent him an email and it came 
back undelivarable.

Ian McNamara
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Re: [Audyssey] email address.

2011-11-01 Thread michael barnes

That is the email that he gave me.
I can give you his contact number so anyone may contact him over the phone.
His number is 650-269-0730
That is a west coast number.
Hopefully people on here will help to get this game made accessible for 
the blind.

Thanks.

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Re: [Audyssey] email address.

2011-11-01 Thread Ian McNamara
ok wel i can't phone as i'm not from the u s but i do hope we can get this game 
made accessable donn't worry i'll look in to this.
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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread Dakotah Rickard
I would totally love to have server software. Port forwarding is
covered on several audiogames.net forums about soundRTS and Top Speed,
plus Audio Quake, so I don't think people should have many problems.

As for an editor as a dedicated program, yes some people would like
it, but I'd be happy just knowing how you create the maps. Frankly, I
wouldn't mind working with you or for others to create maps, as I have
pretty good spacial orientation and have made maps for games before.

Anyway, I'm off to try 0.8 and I'm sure it's great.


Signed:
Dakotah Rickard

On 11/1/11, shaun everiss sm.ever...@gmail.com wrote:
 the game really rocks.
 I find I am better with the axe especially with a group of zombies on my
 tail.
 I come in swinging.
 its really satisfying to go down fighting and taking 3 or so with me.
 At 09:37 a.m. 1/11/2011 -0400, you wrote:
Hi.

Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 pistil
2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.

Well guess that's all for now.  Back to blasting zombies.

Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well I'm hoping that the supernova api won't be that! secret, sinse I have
 pointed out to dolphin that it is necessary to get this support going in
 Supernova as well.

 Hopefully they'll release it soon, but we'll see.

 Beware the gRue!

 Dark.

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Re: [Audyssey] email address.

2011-11-01 Thread michael barnes

Sorry for giving the wrong email address.
Here is the right email address for all.
transylva...@roemobiledevelopment.com
Give that a try it will work.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Couldn't agree with you more. When I switched to NVDA last year and
decided not to upgrade Jaws or window-Eyes I began looking for decent
Sapi voices to use with NVDA. As far as I am concerned its hard to go
wrong investing in the Cereproc or Cepstral voices.

For one thing the prices are pretty low. I've got a few Cepstral
voices which only cost me $30 USD which is a good price considering
Ivona charges $45 per voice, and they are not proprietary. Cepstral
seems to be interested in making money honestly and intentionally keep
their prices low so just about anyone can afford their products who
wants them.

Another reason I like Cepstral is they were one of the first to get
their act together and upgraded their Swift 5 engine to 64-bit where
ATT, Cereproc, etc are still based on 32-bit engines. Since I owned a
couple of Swift 5 voices they didn't even charge me to upgrade from
32-bit to 64-bit, and they work with my games. So I'm not complaining
about their customer service and support at all.

So the way I see it is if RealSpeak,Eloquence, and the other
proprietary TTS engines continue to be high priced and continue with
this proprietarial non-sense let them blow their foot off. As you say
its not like they are the only game in town, and sooner or later
they'll get the message we don't need their products. There are
equally decent products around for a lot less money and the companies
who make them are much more honest in my opinion.

Cheers!


On 11/1/11, dark d...@xgam.org wrote:
 Hi Michael.

 Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12,
 and I can't say i've noticed any appreciable difference betwene that version
 of scansoft daniel and the realspeak one, though I am not sure about other
 voices.

 i actually stil use the Dolphin orphius voice alan with hal, because I find
 any encarnation of the realspeak voices not to respond quickly enough to my
 typing speed. Only eloquence and orphius can catch up, and the natural
 sounding English voice alan available from dolphin's site I find far more
 preferable to eloquence or orphius synths, thus being the perfect compromise
 betwene understandability and responsiveness.

 Back to realspeak though, those prices are horrible! considdering seerprock
 and other freely available voices that run with sapi are only about 30
 dollars each, I have to wonder what the company is playing at. Ever sinse
 they started this proprietorial nonsense I've very rapidly lost any respect
 I had for them in the first place.

 All I can see this doing is absolutely insuring that people will go to other
 companies like seerprock or kepstral for sapi voices, though sinse that's
 pretty much been happening ever sinse scansoft stopped selling freely
 useable voices it actually doesn't make as much difference.

 If they want to shoot their business in the foot,  well let them, it's
 not as if we don't have other options afterall.

 Beware the grue!

 Dark.

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Re: [Audyssey] email address.

2011-11-01 Thread Ian McNamara
hi mate emailed him now looking forward to maybey playing this game some time i 
think as many people should email him as possible even if you don't necessarly 
want to play the game at least it would help any blind gamer that does.

Ian McNamara
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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Michael,

Thanks for the info. Yeah, I was aware of the Vocalizer 5 name change,
but many of the people on this list are Jaws users. Therefore they
would think of those voices as RealSpeak Direct rather than Vocalizer.
So that's why I used the older more well known name in my article.

I wasn't aware a person could buy the Vocalizer 5 voices, and I'm glad
to know there is still a way to get them if a person is willing to buy
them. As for myself $300 is way too much money for two voices
considering I could have 10 Cepstral voices or 6 Ivona voices for that
price.  Once again, their shooting themselves in the foot if they
think the average person is going to pay that kind of money for TTS
output when something like the Ivona voices are just as good--maybe
even better---and a lot cheaper. its stupidity on their part.

Cheers!


On 11/1/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I don't know if you are aware of this, but there might be several problems
 coming the way of all JAWS and RealSpeak Direct users.
 Unfortunately no one in that the Speech Market except Ivona seems to be
 willing to give apropriate information about their products.
 I'll post this here in public, so that all people know of this, since the
 talk on games and speech engines has already started.
 First of all Nuance/Scansoft has developed several new voices. Some of them
 being in new languages and other ones give more choices for existing
 languages.
 First of all, the new voices are not named RealSpeak, but Vocalizer 5.
 The only company who does sell the new voices to end users is Koba Vision.
 There you have to pay more than $300 for two voices of your liking.
 However there are two problems with the new product. First of all, It seems
 that the new engine might not be totally stable, but this might have been
 fixed by now.
 But the more important issue is that the new distribution of voices seems to
 be of lesser quality than the RealSpeak Direct voices.
 The next thing you should know is that the new Scansoft voices haven't been
 made available to JAWS users up to now (the reason is unknown).
 Furthermore, the new voices can't be purchased from nextup.com for
 TextAloud, either.
 And the last piece of news is that Nuance and Loquendo are effectively
 becoming one company now and that again no one knows what this means for the
 individual products of both companies and for general availability of said
 products...
 That's it, more information seems to be unavailable.


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks. I'll take a look at your API, and let you know what I think.

As far as an open source project I think that would be a good idea,
but I see one potential problem with that and it deals with
proprietary licenses.

For instance, I am currently in communication with Dolphin--the makers
of SuperNova---and they seem to be overly protective of their screen
reader API and documentation. The first thing they said when I asked
about it is that I'd have to sign a non-disclosure agreement and fill
out some legal forms before they would even discuss it with me. That
kind of proprietary and  secretive license, prevents anyone of adding
support for SuperNova in any kind of open source project.

As for Window-Eyes I just got the developer information today and it
looks fairly straight forward. Beginning with Window-Eyes 7 GW Micro
has deprecated the GWSpeak.dll API in favor of connecting with
Window-Eyes through its script interface. It doesn't seem all that
complicated, but it does feel like an odd way to send messages to and
from a screen reader.

In any case I'm sure I can help you with Window-Eyes. I've used
Window-Eyes for at least twelve years---ever since Window-Eyes 3.1
came out--so I have the experience to help with it. The last version I
got before switching to NVDA was 7.5, and therefore have a fairly
current release to do testing with. I hope to have Window-Eyes support
added to my engine sometime before the week is out now that I have the
end user documentation and Window-Eyes SDK in hand.

Cheers!


On 11/1/11, QuentinC quent...@cfardel.net wrote:
 Hello,

 I don't know much about licensing issues and I'm not sure of what to do
 in that area. I also dont' really know what to do about giving an access
 to the source code or not. One thing is sure, the project is very young,
 nothing for future is really decided, and the source code isn't made to
 facilitate reading (I don't want to waste time for that).

 A binary only version is online here:
 http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look


 Since gatehering information about screen readers API is quite hard, it
 might be nice to be able to collect all we know at the same central
 point and to start an open source project. I don't know. Maybe we could
 talk in private to discuss what would the best thing to do.
 The benefit of associating could be good: for example you are a
 specialist of window eye, and myself I don't know that scrren reader at
 all (I was even unable to install a demo version on a XP VM), so you
 could probably improve the code concerning window eye.


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Re: [Audyssey] USA Games News

2011-11-01 Thread dan cook
Hi Thomas,
That sounds fantastic and was definitely interesting to read.  If
anyone deserves a decent break and a great time with family, you do.
I'm loving the ideas for g3d as it should hopefully bring audiogames
up to the next level.  also, i'm a huge wrestling fan, so superslam
sounds fantastic, especially if you can create wrestlers such as tna
or ring of honour guys if they arn't in the game.  have a brilliant
halloween and I hope you continue to enjoy what you're doing, as it
sounds like you are.

On 10/31/11, Thomas Ward thomasward1...@gmail.com wrote:
 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 

[Audyssey] audyssey starwars game from thomas?

2011-11-01 Thread Connor Moser

Hey thomas,
Is that starwars game stil worked on? because, the trailer is sounding great 
and I am so looking foward to it!
- Original Message - 
From: gamers-requ...@audyssey.org

To: gamers@audyssey.org
Sent: Tuesday, November 01, 2011 3:11 AM
Subject: Gamers Digest, Vol 68, Issue 83



Send Gamers mailing list submissions to
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When replying, please edit your Subject line so it is more specific
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Today's Topics:

  1. Re:  Swamp, multiplayer update version 0.7b (Darren Duff)
  2. Re:  A gift for all. (Bryan Mckinnish)
  3. Re:  Happy Halloween from PCS (william lomas)
  4. Re:  Happy Halloween from PCS (Phil Vlasak)
  5.  USA Games News (Eleanor Robinson)
  6. Re:  USA Games News (Thomas Ward)


--

Message: 1
Date: Mon, 31 Oct 2011 16:11:40 -0400
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b
Message-ID: 1C778484E40447FCAC912FDE3F3D84D7@darrenduff
Content-Type: text/plain; charset=US-ASCII

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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--

Message: 2
Date: Mon, 31 Oct 2011 16:16:30 -0400
From: Bryan Mckinnish 

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

2011-11-01 Thread Nikola Stojsic (NS studios)
Wow!
It's beautiful!
One thing is that moving pitch of the note not sounds unreal, like when
tried to do so in a bgt smile, anyways that's a base, the most difficult
lib, what to say next then?
Yes, that's supposed to be offline game...

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
aim: nikolastojsic
web site: http://www.nsstudios.tk


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of QuentinC
Sent: Monday, October 31, 2011 7:25 PM
To: Gamers Discussion list
Subject: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

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] andre louis's audio quake and how to play it

2011-11-01 Thread Connor Moser
okay. well, the only thing you do in audio quake, is running around, 
shooting people.


There are several maps, and I can give you a very ruff discription of them.
First, there's funnys map oh rama! it's basicly 2 floors. The uper floor 
consists of a complex network of plattforms, drop offs and stairs, to get 
down, the best thing would be to find your way down the network but you can 
allso fall down if you're not curfle.


If you fall down, You'll be in a rectangula room with a body of water some 
where in the center. Note that health packs are very rer down there you'll 
find more of ammo and ammor.

2: Boommap.

Well, this map is sort of broken because it needs a sound that it cant 
download, but you can stil play it. Thereis 1 room.

It's very small, so that fighting in this room is a good risk.

To esgape, there's a door in the west wall, leeding to a coridor with an 
elevator at the end.

The ellevator will bring you there where quod is.

Quod damage is a special boost which lets your attacks grow extreamly 
powerfull.
Also, there is a huge bunch of health packs just before the elevator. 
Natchuraly if you walk thru all of them your health is over 200.


There is another boost in the small room where you can start, it'ass called 
the ring of shadows.


The ring of shaddows makes you invisible

The drawback is that you can stil be hurd fireing.
The necst map is a paridise for gaining fraggs.

Not much explaining, spauning there setts you in a coridor which just is 
very long.
There is also a new boost, called the pentergramm of protection. while it's 
on, you cant be harmed.


the disadvantidge that players ofan use, they stand at the rear or frunt end 
of the coridor and snipe like crasy.


Then there's the melly, update 2, beter.

It has the 100 health and force boost so it's the most loved map.

You can walk foward, and will arive at a t-junction. if you go off to your 
right, you will come to a device which is making a rather funny noise.


After that device, the coridor turns to the left.

In the middle of this coridor is a door sett in the wall, which leeds to a 
square room and in the middle is the quod again.


You can then go off to another door, and it will bring you out on the other 
side, now this room is perfect for an esgape root.


If you not choose to enter the room, you can go on and there will be a turn 
to your left.


Turn down that pasage and you will find your self in another turn.
Turn that and you will find the 100 health boost! if you walk on you will 
come to another turn to the left.

And you will be set where you started.

The other and last map has no name. it's just a network of coridors.

----- Original Message - 
From: gamers-requ...@audyssey.org

To: gamers@audyssey.org
Sent: Monday, October 31, 2011 3:52 PM
Subject: Gamers Digest, Vol 68, Issue 79



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When replying, please edit your Subject line so it is more specific
than Re: Contents of Gamers digest...


Today's Topics:

  1.  on line games like basgit sim. (Ian McNamara)
  2.  andre Louis's audio quake and how to play it (Nick Helms)
  3.  USA Games News (Thomas Ward)
  4. Re:  syber assult. (dan cook)


--

Message: 1
Date: Mon, 31 Oct 2011 14:27:46 +
From: Ian McNamara ianandri...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] on line games like basgit sim.
Message-ID: 0fcefb86-bd6b-40dd-965b-aa806d0ea...@googlemail.com
Content-Type: text/plain; charset=us-ascii

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


--

Message: 2
Date: Sun, 30 Oct 2011 11:04:56 -0700
From: Nick Helms nick.he...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] andre Louis's audio quake and how to play it
Message-ID:
cadtjyplamabnn4w4v4wvidra+uwsjgexcqxcwe9kb09m8pm...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

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, 

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

2011-11-01 Thread Nikola Stojsic (NS studios)
Hello.

Basicly I found a way how to not get into crash.
Just when you pressed enter too fast just say no and on next question do
normally what you'd like.
It seems that it somehow opens a 2 message boxes in same time and then just
when you press yes gone in to the deth.

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
aim: nikolastojsic
web site: http://www.nsstudios.tk


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of QuentinC
Sent: Tuesday, November 01, 2011 3:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

The crash if junking cards too fast is a known bug. I don't know what's the
problem, it doesn't occur locally (i.e. when I test the server in my own
machine).

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

2011-11-01 Thread Nikola Stojsic (NS studios)
Hello, I'm not sure if my message passed throo list because I'm new member.

I just discovered that you can get out of the crash in the junk dialog when
press no, and then yes (because in this case 2 dialogs will appear, and if
you hit yes it will just gone in to the deth).


Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
aim: nikolastojsic
web site: http://www.nsstudios.tk


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Re: [Audyssey] my thoughts on swamp multy player.

2011-11-01 Thread David Mehler
Hello,

I would be interested in helping with hosting a server for the games.
I can put up a dedicated server if needed.

Thanks.
Dave.


On 11/1/11, shaun everiss sm.ever...@gmail.com wrote:
 the game really rocks.
 I find I am better with the axe especially with a group of zombies on my
 tail.
 I come in swinging.
 its really satisfying to go down fighting and taking 3 or so with me.
 At 09:37 a.m. 1/11/2011 -0400, you wrote:
Hi.

Ok. Here are my thoughts on the game after playing it for 2 days.  I've
gotten pretty good at gunning down zombies and staying alive for the most
part.  The thing that throws me off is that you can hear zombies through
walls. This makes it really hard to know if you can shoot at them without
wasting ammo. Also. It might be good to move the beacons to the function
keys and move weapons to the numbers row for quick access. i.e. ax 1 pistil
2 What do others think? also, if you turn the music off when you start
the game it needs to stay that way.  And we need some good environmental
sounds too. Maybe  I can help with sounds.

Well guess that's all for now.  Back to blasting zombies.

Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279


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

2011-11-01 Thread shaun everiss
Well though the game looks good, I have really no idea what to do, 
making a 3 note combo or so, it seems no matter where I go I always 
get something.
if I hit something to many times I lose but its a bit well would help 
if there was an objective.

At 04:27 p.m. 1/11/2011 +0100, you wrote:

Wow!
It's beautiful!
One thing is that moving pitch of the note not sounds unreal, like when
tried to do so in a bgt smile, anyways that's a base, the most difficult
lib, what to say next then?
Yes, that's supposed to be offline game...

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
twitter: nsstudios1
aim: nikolastojsic
web site: http://www.nsstudios.tk


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of QuentinC
Sent: Monday, October 31, 2011 7:25 PM
To: Gamers Discussion list
Subject: [Audyssey] Score, the new musical game, by QuentinC/Aminiel

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] USA Games News

2011-11-01 Thread Thomas Ward
Hi Shaun,

I suppose. However, I think it is more to do with commercial verses
open source development procedures. commercial software companies
generally are very private and tight lipped about their products and
hate to give any information away that could be potentially used by
their competition. For them money is the bottom line and everything
tends to be put on a need to know basis. Open source developers are
not as worried about financial concerns, not too concerned about their
competition, and can afford to be more open and freely helpful when it
comes to how their software works. Simply put, open source developers
are more concerned about the needs of those who they are writing the
software for rather than how much money is going into their individual
pockets.

For example, the developer of NVDA says he started the project because
he was tired of paying hundreds of dollars on screen readers and other
adaptive technology. He believes that access to a computer should cost
us no more than the average sighted user. I agree, and am glad NVDA
exists for those who can't afford Jaws, Window-Eyes, SuperNova, etc.
In any case the developer realizes that there are people who can not
afford a high priced screen reader, and that equal access to a
computer shouldn't cost us hundreds perhaps thousands we don't
necessarily have to give. His bottomline is universl accessibility for
everyone not thousands of dollars a year on income from the project.
Therefore in the long run NVDA has a lot going for it, and may become
the screen reader of choice for the majority of blind users who don't
get Jaws from their state agency or employer.

Plus NVDA is based on an off the shelf language like Python. Adding
Python modules to extend specific application support isn't that hard
given all the Python 2.7 manuals are online and freely available. Jaws
on the other hand uses a proprietary scripting language, and unless
you can figure it out by reading the existing source Freedom
Scientific expects Jaws scripters to fly to Florida, pay the big
bucks, and take their scripting classes. They can go jump in a lake as
far as I'm concerned. Nobody should have to take special classes to
learn to get the most out of their screen reader. However, it is and
always has been just another way to make money off the product as you
know.

Cheers!

On 11/2/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm all the older companies are more warried about their backsides
 than actually moving foreward.
 nvda is a opensource modern script based system.
 It is not owned as such in fact its prity open what you can do, I
 think its gpl based, so you can hack and slash at it all you want
 with in reason.

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[Audyssey] Game accessibility help.

2011-11-01 Thread michael barnes
Hey, earlier I wrote a message to the list about helping me getting the 
developers to make Transylvania on iphone accessible with voice over.

I gave the wrong email address so I'll give the right one this time.
To sum it up the developer of Transylvania for the iphone told me that 
if I can get alot of blind people to write him he would work on making 
the game accessible to voice over.

Here is the email address transylva...@roemobiledevelopment.com
Please help me and other blind gamers to get this task done?
Thanks for your help.

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Re: [Audyssey] audyssey starwars game from thomas?

2011-11-01 Thread Thomas Ward
Hi,

Well, right now any and all Star Wars games are on indefinite hold
because of two reasons.

One, as I have mentioned several times on list, Lucasfilm has been
very uncooperative with us in terms of licensing the Star Wars
trademarks, characters, etc. Which means if we can not obtain a valid
license from Lucasfilm any games we create with the Star Wars
trademark, characters, music, sounds, etc would technically be
illegal. We could get sued by Lucasfilm for developing and
redistributing a Star Wars product without proper license.

Two, there may be a legal way around this using the fair use
exceptions in the copyright laws, but if so that would mean we could
not proffit from the project in any way. The game would have to be
released as freeware, potentially open source for educational
purposes, and have all the proper copyright information stated in the
license agreement. Basically, what I'm saying is while we still would
like to create a Star Wars game its not exactly going to help USA
Games financially, and the game could still be a financial risk if
Lucasfilm feels that the game doesn't fall within the fair use
guidelines of the copyright laws.

Finally, as you know USA Games is working on Mysteries of the Ancients
and Raceway. As we have a few hundred preorders for those games
obviously those customers have to come first. We can't afford to spend
too much time on freeware projects when we have new and existing
customers waiting on our commercial products. So after we get those
projects out of the way we will see about some Star Wars games. No
promises though as it is a messy situation.

As far as a Star Wars trailer I'm not sure which one you mean. We
originally started a game back in 2005 or so and scrapped that one
ages ago. Then, I want to say early last year, we put up a preview of
our clone of Mysteries of the Sith. While we have a basic outline of
the project its nothing like a complete game. Just some test code.

Cheers!

On 11/1/11, Connor Moser connor.mo...@aon.at wrote:
 Hey thomas,
 Is that starwars game stil worked on? because, the trailer is sounding great
 and I am so looking foward to it!

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