Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

Hello Ben and all,
Because iPhone, iPad and iPod touch all run the same OS namely iOS, a 
release for iPhone implient necessarily a release for iPad and iPod 
touch in the same time as well.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Willem,

As far as the javax.sound.sampled  API goes you are right about it not
being very good. However, there are some decent alternatives like
Joal, a Java implimentation of OpenAL, which I've heard is pretty good
for cross-platform audio support. Since Mac OS, Linux, etc  uses
OpenAL using Joal for audio support seems like a good alternative to
the javax.sound.sampled API for games.

As far as input goes Java's AWT API stinks for games, but once again
there seems to be a good alternative in the works. There is an open
source input API for Java called JInput that I've heard is very
responsive and gets direct keyboard, mouse, and joystick input similar
to DirectInput. JInput might be worth a Java game developers time in
looking into for a basic input manager.

My point here is while one can't necessarily use DirectX or SDL in
Java there are various game APIs available for the language and that
are are fully cross-platform compatible.I haven't used Joal or JInput
myself personally, but I've heard some game developers say they are
much better than depending on AWT for keyboard/mouse input and the
Java default sound packages/APIs.

Though I do agree with your point about different Java runtimes.
Mobile devices tend to have a custom Java runtime and the packages
aren't necessarily the same as you would get with a different JRE for
another mobile device. Its up to the Java developer to figure out
which packages are the same and write software that shares a common
runtime environment rather than using some API that might be platform
specific. Its that inconsistancy that drives developers like myself
nuts.

Cheers!

On 12/2/11, Willem Venter dwill...@gmail.com wrote:
 Hi all.
 As I understand it, buying the IOS sdk costs $90. Then you probably
 have to learn objective c, as this is the only non runtime language I
 know of that you can program in on IOS. You need this to start
 developing, even if you wanted your app to be free. This is just
 another reason why an IOS version will cost money and why payed
 outsourcing is a good idea.

 As for java, from what I know java's sound support is not that great.
 It has the javax.sound and javax.sound.sample packages, but getting a
 workable sound interface will take more time. There is no
 functionality offfered by things like sdl, or sfml. The other option
 is something like lwjgl, but this still means that the app will be
 tied to only platforms supporting lwjgl. Although many mobile
 platforms run java, each run their own version of java with different
 packages. Android for example has a java implementation almost like
 the normal java with extra android packages. This is why it is much
 easier to write programs for the android platform.

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Re: [Audyssey] recruiting people for online tabletop rpg

2011-12-02 Thread Ian McNamara
Hi i've emailed you i'm deffinatly interested in this. love roleplaying smiley.

Ian McNamara
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Steady Goh
How about every text message sent have some experience and reputation points 
deducted? As for field kit, I think it should also heal the zombies near by 
which was hit but not dead yet.

锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 3:14 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update



ya. when there are more med kits, there is more time to keep updating
everyone on what he/she is doing at every moment! hahaha.

now i can just walk around with my axe and i won't die anymore because of
the tuns of med kits that i can get. maybe i should chat more, to make me
have to use more med kits, as i may be attacked while typing!!! hahahaha.
- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


not really. it only worked once and i was lucky to be able to switch chat 
to

radio mode that time. With too many players chatting away and reporting
every single detail, i shall forget about team play for now. Anyhow, looks
like the game has been adjusted in a way that more people are able to
manage. this is what made those people who are not so much into playing
coming in. I guess too many complains and jeremy have to give in a bit.
锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 9:51 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update



hi all. did the alt / key to turn of chat work for everyone? because when
i
press it, nothing happens.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot
of
time explaining it here.
The full download link is ready, but if you already have version 1.5b 
then

there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe
zone.
- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly
faster
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or 
killed

the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic
which
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would 
allow

some to play using only the keyboard, please respect that the game is
meant
to be played with the mouse.  What I mean by this is that if you are
playing
the game with only a keyboard, don't post suggestions or comments about
the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming 
of

the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but
not
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while 
ago

but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer 
chat

message.  It was quite long.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

Hi Thomas,
You are going to a central point here. As you know, I'm still a big java 
fan, I wrote past games in java, and upcoming games outside of the 
playroom will very likely to be in java again. Why I haven't written the 
playroom in java ? There is two reasons for this:


1. You might have experienced the problem I had with magic blocks most 
notablyy: speech via screen reader support was totally absent. I tried 
to arrange something myself using COM and DLL proxy libraries and failed 
to make something really reliable. All screen reader supports including 
SAPI were quite buggy and it mades the application to crash randomly, 
especially on 64 bit machines but also on 32 bit ones.
As reliable speech output via screen reader is a very capital point in 
the playroom, I had first to find a solution for that problem before 
going further, and nothing came to mind at that time.


2. The playroom is a little different to most of audiogames we have out 
there. It uses true windows GUI components, when most audiogames simply 
open a blank window and directly react to user input from there. Most 
audiogames actually use virtual menus and controls that are not shown on 
screen at all. Why this choice ? Again, there are multiple reasons:
a. Initially the playroom was in french only. At the very beginning, I 
received comments telling that it would be good to be able to play with 
braille display. As you know, direct speech output to screen reader does 
not use braille, and the easiest way to have all so different braille 
displays behaving correctly is to place text into standard controls so 
that the screen reader does the job nicely in the way the user usually 
set in his preferences.
b. I found also nice to be able to navigate through the game's text 
freely, to allow easy review, easy copy/paste, easy saving, and as easy 
to use as in normal applications. In fact this feature is quite rare, 
even on mud clients (where it's indeed a must-have in my opinion). I 
suffered not having easy review and copy/paste on mud clients I had, and 
I'm still suffering not having this feature on console windows and 
SSH... In playroom this is important because there's a lot of text to 
deal with, just like in a mud.
c. Using normal GUI components has a nice edge effect: it allows sighted 
people to play. Of course, the playroom is not as interesting for 
sighted people as other common games because there's no graphics, but 
still, I know that there are a couple of sighted players in the 
playroom, they wouldn't be able to play if I had used virtual menus and 
controls in a blank window.
To come back to java, standard GUI controls in java with a screen reader 
remain problematic: they are slow, sluggich and somewhat buggy. The bugs 
there are are very stupid indeed: before very latest jaws 13, backspace 
in an edit field says empty instead of the character being cleared, and 
NVDA sometimes says empty instead of reading a line of text in a edit 
field. For all screen readers, when you press up or down arrow sometimes 
it reads the old line instead of the one where you just arrived. Some 
less common screen readers don't support access bridge at all, etc. and 
don't forget the most important thing: java access bridge is no more 
actively maintained. In brief, all that is not very reliable, is not 
going to be more in the future, and this is not acceptable. You will 
tell me that there is scripting: yes, certainly. But if scripting is a 
working partial solution for experienced computer users, installing 
scripts is another problem on itself and especially if you aim to 
support multiple screen readers.. clearly not doable for less 
experienced computer users. And because the playroom is conceptually a 
simple game, it must be manageable by less experienced computer users as 
well.


This closes my probably longest english post.

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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-02 Thread Jim Kitchen

Hi Christina,

You are quite welcome.  I'm glad that you also enjoy the Audyssey list babble 
and thread reports.

BFN

Jim

The Bureau of Incomplete Statistics reports that one out of three

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

2011-12-02 Thread Jim Kitchen

Hi Alfredo_The_Music_maker,

No, the twice a week game chat robot is no longer there, but the once a month 
list rules robot is.

BFN

Jim

Not breaking the rules, just testing the elasticity...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi quentinC.
Your choice and reasoning regarding java is quite sound. I would also
not consider using java's ui with access bridge. Even using grid
layout or some other layout results are unpredictable and different on
different os's.

If you ever consider using your screen reader API from java, take a
look at the java native interface (jni). Once you've created a wrapper
it is easy to use. I think you can even use something like swig to
generate a useable entry point to use from java.

On 12/2/11, QuentinC quent...@cfardel.net wrote:
 Hi Thomas,
 You are going to a central point here. As you know, I'm still a big java
 fan, I wrote past games in java, and upcoming games outside of the
 playroom will very likely to be in java again. Why I haven't written the
 playroom in java ? There is two reasons for this:

 1. You might have experienced the problem I had with magic blocks most
 notablyy: speech via screen reader support was totally absent. I tried
 to arrange something myself using COM and DLL proxy libraries and failed
 to make something really reliable. All screen reader supports including
 SAPI were quite buggy and it mades the application to crash randomly,
 especially on 64 bit machines but also on 32 bit ones.
 As reliable speech output via screen reader is a very capital point in
 the playroom, I had first to find a solution for that problem before
 going further, and nothing came to mind at that time.

 2. The playroom is a little different to most of audiogames we have out
 there. It uses true windows GUI components, when most audiogames simply
 open a blank window and directly react to user input from there. Most
 audiogames actually use virtual menus and controls that are not shown on
 screen at all. Why this choice ? Again, there are multiple reasons:
 a. Initially the playroom was in french only. At the very beginning, I
 received comments telling that it would be good to be able to play with
 braille display. As you know, direct speech output to screen reader does
 not use braille, and the easiest way to have all so different braille
 displays behaving correctly is to place text into standard controls so
 that the screen reader does the job nicely in the way the user usually
 set in his preferences.
 b. I found also nice to be able to navigate through the game's text
 freely, to allow easy review, easy copy/paste, easy saving, and as easy
 to use as in normal applications. In fact this feature is quite rare,
 even on mud clients (where it's indeed a must-have in my opinion). I
 suffered not having easy review and copy/paste on mud clients I had, and
 I'm still suffering not having this feature on console windows and
 SSH... In playroom this is important because there's a lot of text to
 deal with, just like in a mud.
 c. Using normal GUI components has a nice edge effect: it allows sighted
 people to play. Of course, the playroom is not as interesting for
 sighted people as other common games because there's no graphics, but
 still, I know that there are a couple of sighted players in the
 playroom, they wouldn't be able to play if I had used virtual menus and
 controls in a blank window.
 To come back to java, standard GUI controls in java with a screen reader
 remain problematic: they are slow, sluggich and somewhat buggy. The bugs
 there are are very stupid indeed: before very latest jaws 13, backspace
 in an edit field says empty instead of the character being cleared, and
 NVDA sometimes says empty instead of reading a line of text in a edit
 field. For all screen readers, when you press up or down arrow sometimes
 it reads the old line instead of the one where you just arrived. Some
 less common screen readers don't support access bridge at all, etc. and
 don't forget the most important thing: java access bridge is no more
 actively maintained. In brief, all that is not very reliable, is not
 going to be more in the future, and this is not acceptable. You will
 tell me that there is scripting: yes, certainly. But if scripting is a
 working partial solution for experienced computer users, installing
 scripts is another problem on itself and especially if you aim to
 support multiple screen readers.. clearly not doable for less
 experienced computer users. And because the playroom is conceptually a
 simple game, it must be manageable by less experienced computer users as
 well.

 This closes my probably longest english post.

 ---
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Darren Duff
You are suppose to line up the sound of the zombie with the ping. IT's like
the cross hares. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, December 02, 2011 1:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.6b update

Lol I just played single player for a while. I got 275 kills with 53 percent
accuracy. Not too bad I guess. Had fun with the sniper. That ping is
annoying though, what's the purpose of it?
Sent with Thunderbird 3.1.14 portable.

On 11/29/2011 8:23 PM, Jeremy Kaldobsky wrote:
 I've posted version 1.6b.  I'm super short on time so I won't spend a lot
of time explaining it here.
 The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
 www.kaldobsky.com/audiogames/SwampPatch.zip

 Changes from version 1.5b to 1.6b
 -

 - Put the code back in that prevents guns from being fired in the safe
zone.
 - Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
 - I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
 - Killing stronger zombies now gives more experience.
 - Killing zombies with weaker weapons raises your reputation slightly
faster than if you use stronger weapons.
 - Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
 - The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
 - Corrected a code mix up that was causing the garbage network traffic
which was discovered in the past version.
 - The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
 - I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
 - Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
 - Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is meant
to be played with the mouse.  What I mean by this is that if you are playing
the game with only a keyboard, don't post suggestions or comments about the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
 - The grown rate for zombies has been increased by 20%.
 - Increased the server's drop rate for med kits.
 - Fixed a few small bugs related to the guard and how his voice was
transmitted.
 - I think I've fixed a bug that would cause people to have enough xp but
not level up.
 - Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
 - Fixed the bug that caused online chat messages to be played twice.
 - Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
 - Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

 ---
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 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
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 All messages are archived and can be searched and read at 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 If you ever consider using your screen reader API from java, take a
look at the java native interface (jni). Once you've created a wrapper
it is easy to use.

JNI wrapper for my screen reader API is already under construction. I 
carefully though on this and that's why I said in last post that my next 
forecoming game is likely to be in java again, because I don't need any 
concrete UI for games like magic blocks (In fact I greatly would like to 
do a much more complex game, something I would certainly never be 
capable of doing it in C or C++ (I'm not eased with C++ and C is unable 
to deal with object-oriented programming)). But that's for next coming 
games requiring no concrete UI, not for the playroom.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
Hi. It's good to hear. Like I said, swig almost does all the work of
making your java wrapper for you.

I've seen object oriented code in c, but I agree that it is not really
suited for object oriented programs. In theory you could use structs.

On 12/2/11, QuentinC quent...@cfardel.net wrote:
   If you ever consider using your screen reader API from java, take a
 look at the java native interface (jni). Once you've created a wrapper
 it is easy to use.

 JNI wrapper for my screen reader API is already under construction. I
 carefully though on this and that's why I said in last post that my next
 forecoming game is likely to be in java again, because I don't need any
 concrete UI for games like magic blocks (In fact I greatly would like to
 do a much more complex game, something I would certainly never be
 capable of doing it in C or C++ (I'm not eased with C++ and C is unable
 to deal with object-oriented programming)). But that's for next coming
 games requiring no concrete UI, not for the playroom.

 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
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[Audyssey] Friday's Out of Sight events

2011-12-02 Thread Charles Rivard
Here are the events scheduled for Friday, December 1st:


Scategories
8:00 PM eastern
Hosted by Rick and Julie
Location: Game Zone
Join Rick and Julie for a game. It's called Scatagories. We will have 3 teams 
and once the category is given, each team will have 30 seconds to give their 
answer to the captain who will submit it to the host. Come and try out another 
Out of site new game. Hope to see you all there. 


Family Feud
9:15 PM eastern
Hosted by Kate
Location:  Game Zone
Tonight, Kate will host Family Feud. Kate will ask questions from a survey of 
100 people and you try to come up with the 5 most popular answers.
It is loads of fun, so come on in and join us! 


Have a nice day, and thank goodness it's Friday!


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread lenron brown
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 Like I said, swig almost does all the work of
making your java wrapper for you.

NO. Swing has nothing to do with JNI wrappers.

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[Audyssey] am way excited! starbase orion!

2011-12-02 Thread Darren Harris
Ok people,

 

So i don't know if any of you remember my saying that am helping to beta
test a game for the iphone called starbase orion. 

 

Well in the first beta build I have seen some real improvements to the game.

 

The basic idea of the game is to build up your empire by either exploration
or conquest. You can choose your race or even make a custom one. The custom
race option isn't yet accessible but the developer is working on that. We're
testing things and refining things as we go. 

 

The whole game is turn based, you have to research, build explore design
ships and all sorts. I've only begun to scratch the surface with this game.
It's certainly not like your average browser based space game I can tell you
that right now.

 

You can give it a look on the ap store but it's not accessible in terms of
being able to play it yet. More to the point the build I have isn't on the
ap store yet I don't think. 

 

It's certainly exciting and it's great to be making a difference in the
mainstream world of games on the I devices!

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Jeremy Kaldobsky
In the next update I'm going to let you change the channel of your radio.  If 
your friends know you'll be using channel 4 then you can all switch to that one 
and not hear people on the other channels.  I don't plan to give official rules 
to the different channels, but I expect that the players themselves will be 
able to govern themselves pretty well with it.  I won't be surprised if certain 
channels end up being used by non English speaking players, or if others end up 
being used by the chat spammers who tell about their game in extreme detail.

 yes, but at the same time, its like a
 radio chatter between comrads in a 
 war zone. they aren't going to shut up for you, thats why
 you can turn 
 your radio off. lol.
 dallas


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Re: [Audyssey] am way excited! starbase orion!

2011-12-02 Thread fred olver
I'm sure you are very excited, but why did you post this if the game can not 
be used by most of us on the list? Is it like seeing the previews of 
up-coming movies that are coming to the theater that you won't remember 
after you leave the movie you are seeing? I'd rather you just told me when 
it is usable and ready for play.

Fred Olver
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 8:02 AM
Subject: [Audyssey] am way excited! starbase orion!


 Ok people,



 So i don't know if any of you remember my saying that am helping to beta
 test a game for the iphone called starbase orion.



 Well in the first beta build I have seen some real improvements to the 
 game.



 The basic idea of the game is to build up your empire by either 
 exploration
 or conquest. You can choose your race or even make a custom one. The 
 custom
 race option isn't yet accessible but the developer is working on that. 
 We're
 testing things and refining things as we go.



 The whole game is turn based, you have to research, build explore design
 ships and all sorts. I've only begun to scratch the surface with this 
 game.
 It's certainly not like your average browser based space game I can tell 
 you
 that right now.



 You can give it a look on the ap store but it's not accessible in terms of
 being able to play it yet. More to the point the build I have isn't on the
 ap store yet I don't think.



 It's certainly exciting and it's great to be making a difference in the
 mainstream world of games on the I devices!

 ---
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 gamers-unsubscr...@audyssey.org.
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 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Friday's Out of Sight events

2011-12-02 Thread joseph weakland

whats the gameszone

- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: audyssey gamers list gamers@audyssey.org
Sent: Friday, December 02, 2011 6:53 AM
Subject: [Audyssey] Friday's Out of Sight events



Here are the events scheduled for Friday, December 1st:


Scategories
8:00 PM eastern
Hosted by Rick and Julie
Location: Game Zone
Join Rick and Julie for a game. It's called Scatagories. We will have 3 
teams and once the category is given, each team will have 30 seconds to 
give their answer to the captain who will submit it to the host. Come and 
try out another Out of site new game. Hope to see you all there.



Family Feud
9:15 PM eastern
Hosted by Kate
Location:  Game Zone
Tonight, Kate will host Family Feud. Kate will ask questions from a survey 
of 100 people and you try to come up with the 5 most popular answers.

It is loads of fun, so come on in and join us!


Have a nice day, and thank goodness it's Friday!


---
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list,
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Willem Venter
When I wrote swig, I meant swig.

http://www.swig.org/Doc1.3/Java.html

On 12/2/11, QuentinC quent...@cfardel.net wrote:
   Like I said, swig almost does all the work of
 making your java wrapper for you.

 NO. Swing has nothing to do with JNI wrappers.

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kelvin Tan
yes great idea man jeremy! looking forward to the next update. i'll be keep 
my weapons till the next update before i donate them because i'm afraid that 
i will not get the rep points again! is the radio toggle working for 
everyone here? so far i think only me and steady are facing the problem of 
the alt / key not working.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:41 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


In the next update I'm going to let you change the channel of your radio. 
If your friends know you'll be using channel 4 then you can all switch to 
that one and not hear people on the other channels.  I don't plan to give 
official rules to the different channels, but I expect that the players 
themselves will be able to govern themselves pretty well with it.  I won't 
be surprised if certain channels end up being used by non English speaking 
players, or if others end up being used by the chat spammers who tell about 
their game in extreme detail.

 yes, but at the same time, its like a
 radio chatter between comrads in a
 war zone. they aren't going to shut up for you, thats why
 you can turn
 your radio off. lol.
 dallas


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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kelvin Tan
yes. love this idea! but maybe deducting 1 rep point per chat msg may be too 
heavy, maybe ever 3 chat msgs in 1 minute will cost u 1 rep point? i.e. if u 
were to send more than 3 chat msgs in 1 minute, it will cost u 1 rep point!

healing zombies will definitely make the game more fun. since u can heal 
those near u, so i think zombies should be included as well!
- Original Message - 
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 5:11 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


How about every text message sent have some experience and reputation points
deducted? As for field kit, I think it should also heal the zombies near by
which was hit but not dead yet.
锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 3:14 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


 ya. when there are more med kits, there is more time to keep updating
 everyone on what he/she is doing at every moment! hahaha.

 now i can just walk around with my axe and i won't die anymore because of
 the tuns of med kits that i can get. maybe i should chat more, to make me
 have to use more med kits, as i may be attacked while typing!!! hahahaha.
 - Original Message - 
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 10:53 AM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 not really. it only worked once and i was lucky to be able to switch chat
 to
 radio mode that time. With too many players chatting away and reporting
 every single detail, i shall forget about team play for now. Anyhow, looks
 like the game has been adjusted in a way that more people are able to
 manage. this is what made those people who are not so much into playing
 coming in. I guess too many complains and jeremy have to give in a bit.
 锦发/Steady Goh
 - Original Message - 
 From: Kelvin Tan k...@weiliankelvin.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 9:51 AM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 hi all. did the alt / key to turn of chat work for everyone? because when
 i
 press it, nothing happens.
 - Original Message - 
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: audyssey gamers@audyssey.org
 Sent: Wednesday, November 30, 2011 9:23 AM
 Subject: [Audyssey] Swamp, version 1.6b update


 I've posted version 1.6b.  I'm super short on time so I won't spend a lot
 of
 time explaining it here.
 The full download link is ready, but if you already have version 1.5b
 then
 there's no need to waste time downloading the larger file anyway.  Just
 download this small patch file and you will be updated to version 1.6b.
 www.kaldobsky.com/audiogames/SwampPatch.zip

 Changes from version 1.5b to 1.6b
 -

 - Put the code back in that prevents guns from being fired in the safe
 zone.
 - Finally went through and recoded the graphics.  They no longer bog down
 the slower computer systems.
 - I've done some optimization to various parts of the code to speed up
 zombie calculations.  This should also help with game performance.
 - Killing stronger zombies now gives more experience.
 - Killing zombies with weaker weapons raises your reputation slightly
 faster
 than if you use stronger weapons.
 - Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
 always being properly cleared if another player grabbed the loot or
 killed
 the zombie.
 - The server has been adjusted to better handle player positioning.  This
 should improve hearing eachother's weapons, voices, and foot steps.
 - Corrected a code mix up that was causing the garbage network traffic
 which
 was discovered in the past version.
 - The bug is fixed that let people donate a gun to the Safe zone but then
 still use it.
 - I've added a few new features to the server that help me monitor the
 players.  This is mostly for my own entertainment though.
 - Fixed a bug that prevented page up and page down from being used as an
 alternative to cycling through online messages.
 - Added a keyconfig.ini file which allows players to customize their
 controls.  If you ever mess up the file, just delete it and the game will
 create a new one next time you play.  Because this config file would
 allow
 some to play using only the keyboard, please respect that the game is
 meant
 to be played with the mouse.  What I mean by this is that if you are
 playing
 the game with only a keyboard, don't post suggestions or comments about
 the
 game being too difficult.  I have absolutely no intention of lowering the
 difficulty of the game to accomodate the restricted movement and aiming
 of
 the keyboard.  My apologies if this sounds harsh.
 - The grown rate for zombies has been increased by 20%.
 - Increased the server's drop rate for 

Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kai
Reputation cost for sending chat messages? what? I can't see how this makes 
any gameplay sense. I agree the chats can get annoying, but I sincerely hope 
a different approach will be taken. I likewise don't really understand the 
medkits healing zombies... I think a limit needs to be drawn somewhere, and 
some things should be purely beneficial, rather than modified just for 
feature's sake. Medkits heal players, and players need to load them one at a 
time. How much more need there be really?


I think that once Jeremy has the channel system in place, it should cure 
most of these problems.


What would be nice is if the channels had a frequency range from 20.000 to 
11,000.000. Pressing control slash would then let you enter in a frequency 
number, with 20.000 being the default, public channel.


If you're having issues with alt slash, delete your keyconfig.ini. It seemed 
to fix the problem for me.


I honestly would rather prefer Jeremy mend the bugs that are there and 
continue working on missions, rather than burdening him with more exotic 
game ideas.


Kai

- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 8:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


yes great idea man jeremy! looking forward to the next update. i'll be 
keep
my weapons till the next update before i donate them because i'm afraid 
that

i will not get the rep points again! is the radio toggle working for
everyone here? so far i think only me and steady are facing the problem of
the alt / key not working.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:41 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


In the next update I'm going to let you change the channel of your radio.
If your friends know you'll be using channel 4 then you can all switch to
that one and not hear people on the other channels.  I don't plan to give
official rules to the different channels, but I expect that the players
themselves will be able to govern themselves pretty well with it.  I won't
be surprised if certain channels end up being used by non English speaking
players, or if others end up being used by the chat spammers who tell 
about

their game in extreme detail.


yes, but at the same time, its like a
radio chatter between comrads in a
war zone. they aren't going to shut up for you, thats why
you can turn
your radio off. lol.
dallas



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If you have any questions or concerns regarding the management of the 
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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
18:48:00


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread lenron brown
i agree cant wait to see where this game goes

On 12/2/11, Kai kaixi...@sbcglobal.net wrote:
 Reputation cost for sending chat messages? what? I can't see how this makes
 any gameplay sense. I agree the chats can get annoying, but I sincerely hope
 a different approach will be taken. I likewise don't really understand the
 medkits healing zombies... I think a limit needs to be drawn somewhere, and
 some things should be purely beneficial, rather than modified just for
 feature's sake. Medkits heal players, and players need to load them one at a
 time. How much more need there be really?

 I think that once Jeremy has the channel system in place, it should cure
 most of these problems.

 What would be nice is if the channels had a frequency range from 20.000 to
 11,000.000. Pressing control slash would then let you enter in a frequency
 number, with 20.000 being the default, public channel.

 If you're having issues with alt slash, delete your keyconfig.ini. It seemed
 to fix the problem for me.

 I honestly would rather prefer Jeremy mend the bugs that are there and
 continue working on missions, rather than burdening him with more exotic
 game ideas.

 Kai

 - Original Message -
 From: Kelvin Tan k...@weiliankelvin.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 8:53 AM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 yes great idea man jeremy! looking forward to the next update. i'll be
 keep
 my weapons till the next update before i donate them because i'm afraid
 that
 i will not get the rep points again! is the radio toggle working for
 everyone here? so far i think only me and steady are facing the problem of
 the alt / key not working.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 10:41 PM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 In the next update I'm going to let you change the channel of your radio.
 If your friends know you'll be using channel 4 then you can all switch to
 that one and not hear people on the other channels.  I don't plan to give
 official rules to the different channels, but I expect that the players
 themselves will be able to govern themselves pretty well with it.  I won't
 be surprised if certain channels end up being used by non English speaking
 players, or if others end up being used by the chat spammers who tell
 about
 their game in extreme detail.

 yes, but at the same time, its like a
 radio chatter between comrads in a
 war zone. they aren't going to shut up for you, thats why
 you can turn
 your radio off. lol.
 dallas


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


 



 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
 18:48:00


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Re: [Audyssey] playroom on other platforms

2011-12-02 Thread Jorge Gonçalves

For me the cool thing would be playroom on android.
Android is growing a lot and more and more blind users are switching to 
android.

I have one, love it and it's very accessible.
I would love to have playroom on android.
Cheers,


Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

On 12/2/2011 4:05 PM, Willem Venter wrote:

When I wrote swig, I meant swig.

http://www.swig.org/Doc1.3/Java.html

On 12/2/11, QuentinCquent...@cfardel.net  wrote:

Like I said, swig almost does all the work of
making your java wrapper for you.

NO. Swing has nothing to do with JNI wrappers.

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Re: [Audyssey] playroom on other platforms

2011-12-02 Thread lenron brown
agreed it should be on android

On 12/2/11, Jorge Gonçalves jopo...@hotmail.com wrote:
 For me the cool thing would be playroom on android.
 Android is growing a lot and more and more blind users are switching to
 android.
 I have one, love it and it's very accessible.
 I would love to have playroom on android.
 Cheers,


 Jorge Gonçalves
 jopo...@hotmail.com
 Skype: joport3
 Twitter: www.twitter.com/goncalvesjorge
 Webpage: www.jorgegoncalves.com

 On 12/2/2011 4:05 PM, Willem Venter wrote:
 When I wrote swig, I meant swig.

 http://www.swig.org/Doc1.3/Java.html

 On 12/2/11, QuentinCquent...@cfardel.net  wrote:
 Like I said, swig almost does all the work of
 making your java wrapper for you.

 NO. Swing has nothing to do with JNI wrappers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

You'll get no argument from me. I for one agree with you on all
points, and that is why I don't use Java for any of my games.
Especially, for the Genesis Engine. The accessibility of Java
applications is too inconsistent between screen readers and different
platforms to make it a reliable option for an accessible game
developer such as you and I.

I chose C++ for many of the same reasons you did. First, reliable
access to DirectX, SAPI, screen readers, and anything else I want to
use in my games. Second, direct support of the Windows API and GUI
components that offers reliable accessibility for message boxes,
registration dialogs, and any other text I want to present on screen
to the end user. As you said the Java Access Bridge is no longer being
maintained now that Oricle has taken over Sun, and we don't really
know where Oricle is heading with Java accessibility currently. The
only way to avoid the issue with Java accessibility is to drop Swing
and use APIs like SWT, and JFace but that doesn't resolve everything
satisfactorally.

Plus as others have mentioned AWT Events are to slow for reliable
keyboard/mouse support in games, and javax.sound.sampled leaves a lot
to be desired. I just felt rather than use Joal for OpenAL support or
JInput for input support etc I would be better off with DirectX or
using OpenAL directly rather than through a Java wrapper.

Cheers!


On 12/2/11, QuentinC quent...@cfardel.net wrote:
 Hi Thomas,
 You are going to a central point here. As you know, I'm still a big java
 fan, I wrote past games in java, and upcoming games outside of the
 playroom will very likely to be in java again. Why I haven't written the
 playroom in java ? There is two reasons for this:

 1. You might have experienced the problem I had with magic blocks most
 notablyy: speech via screen reader support was totally absent. I tried
 to arrange something myself using COM and DLL proxy libraries and failed
 to make something really reliable. All screen reader supports including
 SAPI were quite buggy and it mades the application to crash randomly,
 especially on 64 bit machines but also on 32 bit ones.
 As reliable speech output via screen reader is a very capital point in
 the playroom, I had first to find a solution for that problem before
 going further, and nothing came to mind at that time.

 2. The playroom is a little different to most of audiogames we have out
 there. It uses true windows GUI components, when most audiogames simply
 open a blank window and directly react to user input from there. Most
 audiogames actually use virtual menus and controls that are not shown on
 screen at all. Why this choice ? Again, there are multiple reasons:
 a. Initially the playroom was in french only. At the very beginning, I
 received comments telling that it would be good to be able to play with
 braille display. As you know, direct speech output to screen reader does
 not use braille, and the easiest way to have all so different braille
 displays behaving correctly is to place text into standard controls so
 that the screen reader does the job nicely in the way the user usually
 set in his preferences.
 b. I found also nice to be able to navigate through the game's text
 freely, to allow easy review, easy copy/paste, easy saving, and as easy
 to use as in normal applications. In fact this feature is quite rare,
 even on mud clients (where it's indeed a must-have in my opinion). I
 suffered not having easy review and copy/paste on mud clients I had, and
 I'm still suffering not having this feature on console windows and
 SSH... In playroom this is important because there's a lot of text to
 deal with, just like in a mud.
 c. Using normal GUI components has a nice edge effect: it allows sighted
 people to play. Of course, the playroom is not as interesting for
 sighted people as other common games because there's no graphics, but
 still, I know that there are a couple of sighted players in the
 playroom, they wouldn't be able to play if I had used virtual menus and
 controls in a blank window.
 To come back to java, standard GUI controls in java with a screen reader
 remain problematic: they are slow, sluggich and somewhat buggy. The bugs
 there are are very stupid indeed: before very latest jaws 13, backspace
 in an edit field says empty instead of the character being cleared, and
 NVDA sometimes says empty instead of reading a line of text in a edit
 field. For all screen readers, when you press up or down arrow sometimes
 it reads the old line instead of the one where you just arrived. Some
 less common screen readers don't support access bridge at all, etc. and
 don't forget the most important thing: java access bridge is no more
 actively maintained. In brief, all that is not very reliable, is not
 going to be more in the future, and this is not acceptable. You will
 tell me that there is scripting: yes, certainly. But if scripting is a
 working partial solution for experienced computer users, 

Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Willem,

Yeah, C is not the best object oriented language. I like Microsoft's
C# .Net because its very similar to Java, is simpler than C/C++, and
is fully object oriented like Java. As far as that goes Microsoft's VB
.Net has also gone a long ways to making Visual Basic into a pure
object oriented programming language which rocks in my opinion. I
hated VB 6 but Visual Basic 9 isn't bad given that almost every object
oriented feature is there for oop programmers like myself to use.

Cheers!


On 12/2/11, Willem Venter dwill...@gmail.com wrote:
 Hi. It's good to hear. Like I said, swig almost does all the work of
 making your java wrapper for you.

 I've seen object oriented code in c, but I agree that it is not really
 suited for object oriented programs. In theory you could use structs.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

I've worked with JNI before on prior projects, but I don't think I
want to convert my games to Java. What I am likely to do myself is
upgrade the .Net version of my engine because its a lot easier to work
with than the current C++ version of the engine. Its very object
oriented like Java, is cross-platform using Mono, and I can access
DirectX via SlimDX. Plus I've already got a working engine. It just
needs to be updated to .Net 4.0 and have Managed DirectX replaced
using SlimDX instead.

However, I hear you about C. Its not that object oriented, and working
in C++ is difficult for large projects. I know I am getting fairly
annoyed with handling string conversions etc as it is 10 times more
difficult than it needs to be. In C# .Net if I want to convert an
integer variable to a string just do
number.ToString()
and it is done. In C I have to use a function like itoa() to convert
an integer  variable to a character string. Then, if I want to pass it
off to SAPI or Jaws I have to convert that from a char to to wchar
which is enough to drive anyone up the wall. Not to mention strcmp()
for comparing strings, strcpy() for copying one string to another, and
several other helper functions that are easier in .Net. So its things
like that I want to avoid in future projects myself.

Cheers!




On 12/2/11, QuentinC quent...@cfardel.net wrote:
   If you ever consider using your screen reader API from java, take a
 look at the java native interface (jni). Once you've created a wrapper
 it is easy to use.

 JNI wrapper for my screen reader API is already under construction. I
 carefully though on this and that's why I said in last post that my next
 forecoming game is likely to be in java again, because I don't need any
 concrete UI for games like magic blocks (In fact I greatly would like to
 do a much more complex game, something I would certainly never be
 capable of doing it in C or C++ (I'm not eased with C++ and C is unable
 to deal with object-oriented programming)). But that's for next coming
 games requiring no concrete UI, not for the playroom.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

 Plus as others have mentioned AWT Events are to slow for reliable
keyboard/mouse support in games, and javax.sound.sampled leaves a lot
to be desired.

For AWT it's not true for all games. For a small game like magic blocks, 
or even for games like SoundRTS or emtombed, I think that's not a big 
problem. That's the same situation as python with pygame I think.
However, I agree that for games where you really have to be fast like 
swamp, audio quake, top speed, MOTA, etc. that could be problematic. 
Gamepads are also more popular in that type of game.


For javax.sound basicly you can't do many things, right. But if you 
remember well, I made some time ago a small 3D audio library built on 
top of javax.sound. It is certainly a little slower than DirectX or 
XAudio, but it's far better than SDLMixer...




IN fact I would like to see a language as easy as java but as reliable 
as C/C++. Is C# as good candidate ? If yes, than I would just have to 
figure out how to import my newly created screen reader API. Learn the 
language and standard library shouldn't be too difficult. However with 
C# I can immediately forget about mac or linux ports... so there is also 
a cost. Could you advise me about C#, if you think this would be a good 
choice or not and why.




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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Richard Sherman
HI,

I too think that deducting rep points based on chat messages is not the 
answer. I worked too hard to get them up. and every now and then I like to 
do a little chatting.

As for the radio stand by, it wasn't working for me. I just deleted the 
keyconfig.ini file, and it is now working like it is supposed to.

Once again, Thanks to Jeremy for a great game. Looking forward to the next 
version.

- Original Message - 
From: Kai kaixi...@sbcglobal.net
Sent: Friday, December 02, 2011 10:07 AM


Reputation cost for sending chat messages? what? I can't see how this makes
any gameplay sense. I agree the chats can get annoying, but I sincerely hope
a different approach will be taken. I likewise don't really understand the
medkits healing zombies... I think a limit needs to be drawn somewhere, and
some things should be purely beneficial, rather than modified just for
feature's sake. Medkits heal players, and players need to load them one at a
time. How much more need there be really?

I think that once Jeremy has the channel system in place, it should cure
most of these problems.

What would be nice is if the channels had a frequency range from 20.000 to
11,000.000. Pressing control slash would then let you enter in a frequency
number, with 20.000 being the default, public channel.

If you're having issues with alt slash, delete your keyconfig.ini. It seemed
to fix the problem for me.

I honestly would rather prefer Jeremy mend the bugs that are there and
continue working on missions, rather than burdening him with more exotic
game ideas.

Kai


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

Actually, you can create cross-platform ports of your games using C#
because it is largely cross-platform. I know for sure Mac OS and Linux
have an open source .Net Framework called Mono that can run a number
of Windows apps written in C# 2.0 and 3.0.I've even written several
apps for Linux using Monodevelop, an open source IDE similar to Visual
C# 2008,  and using GTK-Sharp to create GUI apps for the Gnome desktop
and that are completely compatible with the Orca screen reader.There
is also a .Net wrapper for SDL called SdlDotNet for Windows, Mac, and
Linux meaning porting games to those platforms are possible using SDL
and the Mono Framework. Although, SdlDotNet is no better than PyGame
or any other SDL based game API, but is an option for certain
cross-platform games.

Not only that but Microsoft has several official versions of the .Net
Framework for XP, Vista, Windows 7, and Windows Server as well. There
is even an official Microsoft .Net Framework for Windows Mobile
devices which makes creating apps for smart phones and other devices
that use Windows Mobile a fairly painless process. So if you are
concerned about cross-platform development C# is fairly cross-platform
compatible these days. I can't tell you it is fully accessible on
Mac---as I have never tested it myself---but I've had excellent
success developing apps for Windows and Linux using C#.

As far as game APIs goes there are several available for C# .Net.
First, there is SlimDX which is an open source .Net wrapper for
DirectX. Its very stable, a lot simpler to work with than the native
C/C++ libraries, and has replaced Managed DirectX for .Net game
developers. Second, there is SdlDotNet---mentioned above--which is a
.Net wrapper for SDL for cross-platform .Net game development. Third,
there is a .Net version of SFML which I believe is also
cross-platform, and is a wrapper for the open source SFML API for Mac,
Linux, and Windows. In addition, to those any API that uses Windows
COM such as FMOD Ex, Jaws, SAPI, Window-Eyes, etc  can be used as
well. Obviously the strongest support is for Windows APIs and
technologies, but C# is rapidly becoming the Java of the future as
there are both commercial and open source developers writing new APIs
and libraries for the language all the time.

Finally, as far as the C# language its very similar to Java in a lot
of ways. The sintax is similar since both use a C-Style syntax, but
you will also notice that the .Net Framework has a lot of namespaces,
classes, and methods fairly similar to Java. For instance, to write a
line to the console do something like
System.Console.WriteLine (0, Hello World!);
and to get a line of text from the console
String cmd = System.Console.ReadLine ();
which as you can see is fairly similar to Java in naming and
convention. Its one of the big reasons why I began using C# as its
easy to learn, is similar enough to Java that your past experience
largely carries over, and .Net is now a core part of Windows Vista and
Windows 7. Even better yet System.Windows.Forms.dll  is a .Net wrapper
for the Windows API which means screen readers have no troubles with
the standard GUI controls etc, and you don't have to worry about
things like the Java Access Bridge as C# apps are very accessible on
Windows and can be made so on Linux by using GTK-Sharp.

As far as your screen reader API goes you don't need it. You can
rewrite it in C#, creat a COM wrapper for SAPI, Jaws, Window-Eyes,
SuperNova, etc and it will work fine.In order to make your existing
Speech API for C# .Net you will have to rewrite it in Managed C++ code
anyway and i don't see the point of using Managed C++ when you can
just do the same thing in C# saving yourself the grief of using two
different .Net languages.

Cheers!

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Orin
Well, if you make the game for the iPhone, you're making it for iOS, which is 
all the iOS devices.
So, there's no way to make it for a specific iPhone. If someone found a way to 
do that Apple would kill them.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 2, 2011, at 2:19 AM, Ben wrote:

 I believe that you are all being too specific if I may be so bold.  We do
 not want to tie it down to one IPhone but I recommend we take a new
 approach: an IOS version rather than an IPhone version, since also I
 don't have an IPhone myself.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Matheus Rheine
 Sent: 01 December 2011 21:59
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac
 
 hi quentinc,
 i would definitely prefer an iphone version, firstly because the playroom
 would be accessible on the go -- no matter where you are.. on the
 bus,school,street,etc. on the other hand if you developed the mac version
 first it would be just like the windows version but for mac users that are
 using mac can't play it with vmware fusion?
 besides, what games do we have for the iphone? we have simple word games,
 some other games that have a potential like papasangre, nightjar,etc. these
 games are good,however they are too short. others like aurifi are too
 buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
 that i consider enjoyable and playable, and now the de steno games, but we
 don't have the original
 monopoly,uno,1000 miles and other games that are extremely cool. it would
 use even more the potential that the iphone has in terms of gaming for us.
 i don't know how much i could pay,the brazilian store is hopefuly going to
 completely open the itunes store with songs,and i hope that games as well,
 in december,if yes,i'll be able to use a credit card to buy stuff, in this
 case i'd be able to pay some money,how much you think you would charge for
 it? 10,15? or more?
 thanks,and hope to see this project ported to ios in the future.
 -Mensagem original-
 De: QuentinC quent...@cfardel.net
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Quinta, 01 de Dezembro de 2011 14:38
 Assunto: [Audyssey] Poll: playroom on iPhone or on mac
 
 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there
 will be followings or not. In other words if nobody give a response, then I
 will conclude that nobody is interested and therefore will definitely give
 up the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or
 why not ? If you would have to choose between the two but not both in the
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably
 need to let such an application developped by a third partie.
 It will therefore certainly not be free. How much would you be ready to pay
 for that application ?
 The money whould be ideally shared between the developper of the application
 and a participation on server maintenance, in the best case 50-50, and in
 all case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Dallas O'Brien
i must agree. i see no point to making sending radio chatter cost 
points. that would be kinda like beeing in the battle field as a 
soldier, and beeing charged 5 bucks for every message you sent out! this 
is a game where you are a group of survivers, and the way you 
communicate to do things is via your radio!
the channels idea seems like a good one to me. perhaps if not freqs, 
then just channels.

dallas


On 3/12/2011 03:07, Kai wrote:
Reputation cost for sending chat messages? what? I can't see how this 
makes any gameplay sense. I agree the chats can get annoying, but I 
sincerely hope a different approach will be taken. I likewise don't 
really understand the medkits healing zombies... I think a limit needs 
to be drawn somewhere, and some things should be purely beneficial, 
rather than modified just for feature's sake. Medkits heal players, 
and players need to load them one at a time. How much more need there 
be really?


I think that once Jeremy has the channel system in place, it should 
cure most of these problems.


What would be nice is if the channels had a frequency range from 
20.000 to 11,000.000. Pressing control slash would then let you enter 
in a frequency number, with 20.000 being the default, public channel.


If you're having issues with alt slash, delete your keyconfig.ini. It 
seemed to fix the problem for me.


I honestly would rather prefer Jeremy mend the bugs that are there and 
continue working on missions, rather than burdening him with more 
exotic game ideas.


Kai

- Original Message - From: Kelvin Tan k...@weiliankelvin.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 8:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


yes great idea man jeremy! looking forward to the next update. i'll 
be keep
my weapons till the next update before i donate them because i'm 
afraid that

i will not get the rep points again! is the radio toggle working for
everyone here? so far i think only me and steady are facing the 
problem of

the alt / key not working.
- Original Message - From: Jeremy Kaldobsky 
jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:41 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update


In the next update I'm going to let you change the channel of your 
radio.
If your friends know you'll be using channel 4 then you can all 
switch to
that one and not hear people on the other channels.  I don't plan to 
give

official rules to the different channels, but I expect that the players
themselves will be able to govern themselves pretty well with it.  I 
won't
be surprised if certain channels end up being used by non English 
speaking
players, or if others end up being used by the chat spammers who tell 
about

their game in extreme detail.


yes, but at the same time, its like a
radio chatter between comrads in a
war zone. they aren't going to shut up for you, thats why
you can turn
your radio off. lol.
dallas



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All 

Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Steady Goh
I suggested deducting rep points so to lessen the chat and knew that 
spammers will disagree. but since we will have different channels, is good. 
chat spammers have their own channel and those who are more into game play 
have our own channel. I hope to turn my message back on and hope to have 
cooperative team play.

锦发/Steady Goh
- Original Message - 
From: Richard Sherman squir...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 6:58 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update



HI,

I too think that deducting rep points based on chat messages is not the
answer. I worked too hard to get them up. and every now and then I like to
do a little chatting.

As for the radio stand by, it wasn't working for me. I just deleted the
keyconfig.ini file, and it is now working like it is supposed to.

Once again, Thanks to Jeremy for a great game. Looking forward to the next
version.

- Original Message - 
From: Kai kaixi...@sbcglobal.net

Sent: Friday, December 02, 2011 10:07 AM


Reputation cost for sending chat messages? what? I can't see how this 
makes
any gameplay sense. I agree the chats can get annoying, but I sincerely 
hope

a different approach will be taken. I likewise don't really understand the
medkits healing zombies... I think a limit needs to be drawn somewhere, 
and

some things should be purely beneficial, rather than modified just for
feature's sake. Medkits heal players, and players need to load them one at 
a

time. How much more need there be really?

I think that once Jeremy has the channel system in place, it should cure
most of these problems.

What would be nice is if the channels had a frequency range from 20.000 to
11,000.000. Pressing control slash would then let you enter in a frequency
number, with 20.000 being the default, public channel.

If you're having issues with alt slash, delete your keyconfig.ini. It 
seemed

to fix the problem for me.

I honestly would rather prefer Jeremy mend the bugs that are there and
continue working on missions, rather than burdening him with more exotic
game ideas.

Kai


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Dakotah Rickard
I want to say that this game is amazing. I love it. I'm having issues
with stuff working from time to time, but it's working pretty well.

Also, news for interest's sake. A fellow playing by the name of Zander
is a friend of mine. He's a sighted player, and he loves this game.
Keep that in mind,  guys. This game could be a gap bridger. Rock on,
Jeremy.

Signed:
Dakotah Rickard

On 12/2/11, Dallas O'Brien dallas-obr...@bigpond.com wrote:
 i must agree. i see no point to making sending radio chatter cost
 points. that would be kinda like beeing in the battle field as a
 soldier, and beeing charged 5 bucks for every message you sent out! this
 is a game where you are a group of survivers, and the way you
 communicate to do things is via your radio!
 the channels idea seems like a good one to me. perhaps if not freqs,
 then just channels.
 dallas


 On 3/12/2011 03:07, Kai wrote:
 Reputation cost for sending chat messages? what? I can't see how this
 makes any gameplay sense. I agree the chats can get annoying, but I
 sincerely hope a different approach will be taken. I likewise don't
 really understand the medkits healing zombies... I think a limit needs
 to be drawn somewhere, and some things should be purely beneficial,
 rather than modified just for feature's sake. Medkits heal players,
 and players need to load them one at a time. How much more need there
 be really?

 I think that once Jeremy has the channel system in place, it should
 cure most of these problems.

 What would be nice is if the channels had a frequency range from
 20.000 to 11,000.000. Pressing control slash would then let you enter
 in a frequency number, with 20.000 being the default, public channel.

 If you're having issues with alt slash, delete your keyconfig.ini. It
 seemed to fix the problem for me.

 I honestly would rather prefer Jeremy mend the bugs that are there and
 continue working on missions, rather than burdening him with more
 exotic game ideas.

 Kai

 - Original Message - From: Kelvin Tan k...@weiliankelvin.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 8:53 AM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 yes great idea man jeremy! looking forward to the next update. i'll
 be keep
 my weapons till the next update before i donate them because i'm
 afraid that
 i will not get the rep points again! is the radio toggle working for
 everyone here? so far i think only me and steady are facing the
 problem of
 the alt / key not working.
 - Original Message - From: Jeremy Kaldobsky
 jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 10:41 PM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 In the next update I'm going to let you change the channel of your
 radio.
 If your friends know you'll be using channel 4 then you can all
 switch to
 that one and not hear people on the other channels.  I don't plan to
 give
 official rules to the different channels, but I expect that the players
 themselves will be able to govern themselves pretty well with it.  I
 won't
 be surprised if certain channels end up being used by non English
 speaking
 players, or if others end up being used by the chat spammers who tell
 about
 their game in extreme detail.

 yes, but at the same time, its like a
 radio chatter between comrads in a
 war zone. they aren't going to shut up for you, thats why
 you can turn
 your radio off. lol.
 dallas


 ---
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 gamers-unsubscr...@audyssey.org.
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 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 





 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
 18:48:00


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 All messages 

Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kelvin Tan
yes. agreed there steady. there will be a chit chat channel for chatters and 
another for those who are more into game play and less chat.
- Original Message - 
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 10:03 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


I suggested deducting rep points so to lessen the chat and knew that
spammers will disagree. but since we will have different channels, is good.
chat spammers have their own channel and those who are more into game play
have our own channel. I hope to turn my message back on and hope to have
cooperative team play.
锦发/Steady Goh
- Original Message - 
From: Richard Sherman squir...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 6:58 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


 HI,

 I too think that deducting rep points based on chat messages is not the
 answer. I worked too hard to get them up. and every now and then I like to
 do a little chatting.

 As for the radio stand by, it wasn't working for me. I just deleted the
 keyconfig.ini file, and it is now working like it is supposed to.

 Once again, Thanks to Jeremy for a great game. Looking forward to the next
 version.

 - Original Message - 
 From: Kai kaixi...@sbcglobal.net
 Sent: Friday, December 02, 2011 10:07 AM


 Reputation cost for sending chat messages? what? I can't see how this
 makes
 any gameplay sense. I agree the chats can get annoying, but I sincerely
 hope
 a different approach will be taken. I likewise don't really understand the
 medkits healing zombies... I think a limit needs to be drawn somewhere,
 and
 some things should be purely beneficial, rather than modified just for
 feature's sake. Medkits heal players, and players need to load them one at
 a
 time. How much more need there be really?

 I think that once Jeremy has the channel system in place, it should cure
 most of these problems.

 What would be nice is if the channels had a frequency range from 20.000 to
 11,000.000. Pressing control slash would then let you enter in a frequency
 number, with 20.000 being the default, public channel.

 If you're having issues with alt slash, delete your keyconfig.ini. It
 seemed
 to fix the problem for me.

 I honestly would rather prefer Jeremy mend the bugs that are there and
 continue working on missions, rather than burdening him with more exotic
 game ideas.

 Kai


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


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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11 
18:48:00


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Kelvin Tan
once the channels system of the radio is up, all would be solved i believe. 
we can just switch to a  channel that are not occupied by chat spammers.
- Original Message - 
From: Dallas O'Brien dallas-obr...@bigpond.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 8:02 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


i must agree. i see no point to making sending radio chatter cost
points. that would be kinda like beeing in the battle field as a
soldier, and beeing charged 5 bucks for every message you sent out! this
is a game where you are a group of survivers, and the way you
communicate to do things is via your radio!
the channels idea seems like a good one to me. perhaps if not freqs,
then just channels.
dallas


On 3/12/2011 03:07, Kai wrote:
 Reputation cost for sending chat messages? what? I can't see how this
 makes any gameplay sense. I agree the chats can get annoying, but I
 sincerely hope a different approach will be taken. I likewise don't
 really understand the medkits healing zombies... I think a limit needs
 to be drawn somewhere, and some things should be purely beneficial,
 rather than modified just for feature's sake. Medkits heal players,
 and players need to load them one at a time. How much more need there
 be really?

 I think that once Jeremy has the channel system in place, it should
 cure most of these problems.

 What would be nice is if the channels had a frequency range from
 20.000 to 11,000.000. Pressing control slash would then let you enter
 in a frequency number, with 20.000 being the default, public channel.

 If you're having issues with alt slash, delete your keyconfig.ini. It
 seemed to fix the problem for me.

 I honestly would rather prefer Jeremy mend the bugs that are there and
 continue working on missions, rather than burdening him with more
 exotic game ideas.

 Kai

 - Original Message - From: Kelvin Tan k...@weiliankelvin.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 8:53 AM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 yes great idea man jeremy! looking forward to the next update. i'll
 be keep
 my weapons till the next update before i donate them because i'm
 afraid that
 i will not get the rep points again! is the radio toggle working for
 everyone here? so far i think only me and steady are facing the
 problem of
 the alt / key not working.
 - Original Message - From: Jeremy Kaldobsky
 jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 02, 2011 10:41 PM
 Subject: Re: [Audyssey] Swamp, version 1.6b update


 In the next update I'm going to let you change the channel of your
 radio.
 If your friends know you'll be using channel 4 then you can all
 switch to
 that one and not hear people on the other channels.  I don't plan to
 give
 official rules to the different channels, but I expect that the players
 themselves will be able to govern themselves pretty well with it.  I
 won't
 be surprised if certain channels end up being used by non English
 speaking
 players, or if others end up being used by the chat spammers who tell
 about
 their game in extreme detail.

 yes, but at the same time, its like a
 radio chatter between comrads in a
 war zone. they aren't going to shut up for you, thats why
 you can turn
 your radio off. lol.
 dallas


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


 




 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
 18:48:00


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread QuentinC

I think I could try it out. I will download the SDK and try.
Am I absolutely obliged to use visual studio ? I don't want to buy it 
and I have heard that express version was not compatible with jaws or 
NVDA. Some time ago I tried 2008 express for C++ but it was very 
annoying to use. Compared to eclipse which it's free it's a pain.
Which version of C# do you recommand ? I have heard that latest 4.0 
might not be the best idea and would be reserved form windows vista and 
7, leaving XP users out.

And what about audio APIs ?

I'm sorry, I'm getting a little off topic, we may continue that 
discussion about C# on the developpers list or in private


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Johnny Tai
I must second that-this is the first game in a long long time, maybe since 
shades of doom, that made my heart speed up and my blood flow faster.
I actually looking forward to playing it- even with the aiming issue for me, 
that's saying alot.
I've waited for over 15 years for a game like this- from watching my 
brothers playing quake, resident evil series, silent hill, etc.
Thanks Jeremy, this rocks. 



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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread shaun everiss

well that would rock.
You could have the people that wanted to game, and those that wanted 
to game and chat.

At 10:03 a.m. 3/12/2011 +0800, you wrote:
I suggested deducting rep points so to lessen the chat and knew that 
spammers will disagree. but since we will have different channels, 
is good. chat spammers have their own channel and those who are more 
into game play have our own channel. I hope to turn my message back 
on and hope to have cooperative team play. é¦å'/Steady Goh - 
Original Message - From: Richard Sherman squir...@gmail.com 
To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, 
December 03, 2011 6:58 AM Subject: Re: [Audyssey] Swamp, version 
1.6b update  HI,   I too think that deducting rep points based on 
chat messages is not the  answer. I worked too hard to get them up. 
and every now and then I like to  do a little chatting.   As for 
the radio stand by, it wasn't working for me. I just deleted the  
keyconfig.ini file, and it is now working like it is supposed 
to.   Once again, Thanks to Jeremy for a great game. Looking 
forward to the next  version.   - Original Message -  
From: Kai kaixi...@sbcglobal.net  Sent: Friday, December 02, 
2011 10:07 AMReputation cost for sending chat messages? what? 
I can't see how this  makes  any gameplay sense. I agree the chats 
can get annoying, but I sincerely  hope  a different approach will 
be taken. I likewise don't really understand the  medkits healing 
zombies... I think a limit needs to be drawn somewhere,  and  some 
things should be purely beneficial, rather than modified just for  
feature's sake. Medkits heal players, and players need to load them 
one at  a  time. How much more need there be really?   I think 
that once Jeremy has the channel system in place, it should cure  
most of these problems.   What would be nice is if the channels 
had a frequency range from 20.000 to  11,000.000. Pressing control 
slash would then let you enter in a frequency  number, with 20.000 
being the default, public channel.   If you're having issues with 
alt slash, delete your keyconfig.ini. It  seemed  to fix the 
problem for me.   I honestly would rather prefer Jeremy mend the 
bugs that are there and  continue working on missions, rather than 
burdening him with more exotic  game ideas.   Kai---  
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-02 Thread Thomas Ward
Hi Quentin,

You should receive a private message from me on this subject in a few
minutes. I agree we should take it off list so we don't fill the list
with programming chit-chat.

Cheers!

On 12/2/11, QuentinC quent...@cfardel.net wrote:
 I think I could try it out. I will download the SDK and try.
 Am I absolutely obliged to use visual studio ? I don't want to buy it
 and I have heard that express version was not compatible with jaws or
 NVDA. Some time ago I tried 2008 express for C++ but it was very
 annoying to use. Compared to eclipse which it's free it's a pain.
 Which version of C# do you recommand ? I have heard that latest 4.0
 might not be the best idea and would be reserved form windows vista and
 7, leaving XP users out.
 And what about audio APIs ?

 I'm sorry, I'm getting a little off topic, we may continue that
 discussion about C# on the developpers list or in private

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[Audyssey] Swamp Connection Interrupted

2011-12-02 Thread Dakotah Rickard
I've got this thing going on. Connection interrupted. It's fixed now,
but will things resynchronize?

I've done a lot and I'm not sure when I last saved, but I've gained
thousands of experience since I think I last did.

I'm kind of freaking out.

Sgned:
Dakotah Rickard

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