Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread Thomas Ward
Hi Michael,

Bobby's Revenge is now available from my website
http://www.usagamesinteractive.com/freeware.php
as well as a few other free games. Have fun shooting Santa. :D

Cheers!


On 2/13/12, michael barnes c...@samobile.net wrote:
 Hey, I was wondering if anyone might have a copy of Bobby's Revenge,
 and Duck Hunter?
 If someone could dropbox or sendspace it to me that would be great!

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[Audyssey] Tuesday's Out of Sight events

2012-02-14 Thread Charles Rivard
Here are the events scheduled for Tuesday, February 14th:


Cooking in the Dark

1:00 PM eastern

Hosted by Debi

Location:  Cozy Kitchen

Cooking in the Dark
Where you do not need sight to cook tonight
Do you ever wonder if it is just as easy to cook as a blind person? Would you 
like to learn the best method for measuring vanilla without spilling it? What 
kind of method works best for telling the doneness of chicken? Or, what is the 
easiest way to prepare an omelet without sight? Join us every week to find out! 
Our hosts, Dale Campbell and Cheryl Cumings will give us the tips, tricks, and 
recipies that will show us that we can, cook in the dark!

Today's Valentine's recipes are:

Salmon Croquettes, Herb Tarter Sauce, Steamed Vegetables, and Sugar Free 
Pudding Parfait





The Sounds of Love and Romance

3:00 PM eastern

Hosted by Julie P.

Location:  MP3 room #1

Join Juolie P and friends in the mp3 room, at 3:00 PM eastern, for an  
afternoon of love and romantic songs. Come play your own or give Julie your 
request and she will do her best to find it and play it for you. I would love 
to know why the song you pick is meaningful to you. Happy Valentine's Day! 

 



Tech Talk and Tips

8:00 PM eastern

Hosted by OOS Tech Team

Location:  Technically Speaking

Join us every Tuesday for some helpful hints from our tech team.  Afterwards, 
they will be happy to answer your computer questions.





Valentine's Not So Newlywed, Newlywed Game
9:15 PM eastern
Hosted by Julie and Rick
Location:  Game Zone
Come join Rick and Julie at 9:15 PM eastern, in the game zone for our own Out 
of site's, Not so Newlywed, Newlywed Game. Watch as 5 new couples, who know 
nothing about each other,  try to give the same answers to outrageously funny 
questions.If you would like to be a contestant on the Not so Newlywed, 
Newlywed Game. please contact Julie P at luvhum...@gmail.com.


Have a sweet day!


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[Audyssey] Happy Valentine's Day

2012-02-14 Thread Thomas Ward
Hi everyone,

For everyone who celebrates it have a happy Valentine's Day.

Sincerely,
Thomas Ward
Co-Moderator of the Audyssey List

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Re: [Audyssey] Happy Valentine's Day

2012-02-14 Thread michael barnes

Yeah! Happy Valentine Day to you aswell.
I hope that everyone has a wonderful day.

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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread michael barnes

Hey, Thomas.
Do you have a copy of Duck Hunter by Conspirasoft?  Or do you know 
where I might can get it from?
I went to audiogames.net but the link is dead.  Thanks for hosting 
Bobby's Revenge!
I have played your Final Conflict game and I am enjoying it!  Can't 
wait for your MOTA game to be release!


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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread dark

Great tom, I'll update the db entries as well.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 14, 2012 4:00 PM
Subject: Re: [Audyssey] Duck Hunter Bobby's Revenge.



Hi Michael,

Bobby's Revenge is now available from my website
http://www.usagamesinteractive.com/freeware.php
as well as a few other free games. Have fun shooting Santa. :D

Cheers!


On 2/13/12, michael barnes c...@samobile.net wrote:

Hey, I was wondering if anyone might have a copy of Bobby's Revenge,
and Duck Hunter?
If someone could dropbox or sendspace it to me that would be great!

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list,

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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread Thomas Ward
Hi Michael,

Unfortunately no. I looked but I don't seem to have a setup for Duck
Hunter on my backup drive. I did have Bobby's Revenge though, and
that's why I put it up so quick.

As far as Final Conflict I'm glad you like it. I'm rather eager to get
version 2.0 out as it will be much better. However, with my other
current projects taking up the majority of the time I've not had much
time to devote to STFC these days.

Cheers!


On 2/14/12, michael barnes c...@samobile.net wrote:
 Hey, Thomas.
 Do you have a copy of Duck Hunter by Conspirasoft?  Or do you know
 where I might can get it from?
 I went to audiogames.net but the link is dead.  Thanks for hosting
 Bobby's Revenge!
 I have played your Final Conflict game and I am enjoying it!  Can't
 wait for your MOTA game to be release!

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


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[Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread michael barnes

Hey, awhile back someone had uploaded a updated sound pack for the Trek game.
I was wondering where I might could find that pack?  Thanks!

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[Audyssey] A question about the free wii game.

2012-02-14 Thread Ron Kolesar

Hi to all.
I just received my free wii supposably blind friendly game in today's snail 
mail.

Now my dad told me that it was something like sixteen yearos.
But it didn't say that it costed any money.
Just want to know it is a free game, is it not?
If not, I can ship it back?
Just was wondering if anyone had to give any funds for this free wii game.
Thanks.
Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] A question about the free wii game.

2012-02-14 Thread michael barnes

Hey, I didn't have to pay aswell.
The only thing that I found out yesterday while trying to play, is that 
the game only works on one type of Wii.
If you have a Wii from the US then sadly enough it won't run.  If you 
got your system from over seas then the game will work.

However if you get it to work please share on how you got it to work.

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Re: [Audyssey] A question about the free wii game.

2012-02-14 Thread Ron Kolesar

Thanks for this come back Mike.

Ron and Leader Dog Boz.

-Original Message- 
From: michael barnes

Sent: Tuesday, February 14, 2012 3:52 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] A question about the free wii game.

Hey, I didn't have to pay aswell.
The only thing that I found out yesterday while trying to play, is that
the game only works on one type of Wii.
If you have a Wii from the US then sadly enough it won't run.  If you
got your system from over seas then the game will work.
However if you get it to work please share on how you got it to work.

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



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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread kerry
Where could I find this game? You said you put it up, but where? Just
wondering.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 3:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Duck Hunter Bobby's Revenge.

Hi Michael,

Unfortunately no. I looked but I don't seem to have a setup for Duck
Hunter on my backup drive. I did have Bobby's Revenge though, and
that's why I put it up so quick.

As far as Final Conflict I'm glad you like it. I'm rather eager to get
version 2.0 out as it will be much better. However, with my other
current projects taking up the majority of the time I've not had much
time to devote to STFC these days.

Cheers!


On 2/14/12, michael barnes c...@samobile.net wrote:
 Hey, Thomas.
 Do you have a copy of Duck Hunter by Conspirasoft?  Or do you know
 where I might can get it from?
 I went to audiogames.net but the link is dead.  Thanks for hosting
 Bobby's Revenge!
 I have played your Final Conflict game and I am enjoying it!  Can't
 wait for your MOTA game to be release!

 --
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 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread kerry
Heh, sorry about that, just saw the link.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 12:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Duck Hunter Bobby's Revenge.

Hi Michael,

Bobby's Revenge is now available from my website
http://www.usagamesinteractive.com/freeware.php
as well as a few other free games. Have fun shooting Santa. :D

Cheers!


On 2/13/12, michael barnes c...@samobile.net wrote:
 Hey, I was wondering if anyone might have a copy of Bobby's Revenge,
 and Duck Hunter?
 If someone could dropbox or sendspace it to me that would be great!

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


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Re: [Audyssey] A question about the free wii game.

2012-02-14 Thread Clement Chou
That isn't the game's fault. The wii by default is region-specific. If you 
imported a game from Japan it wouldn't work on your wii. The only way to 
override that is illegal.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Tuesday, February 14, 2012 12:52 PM
Subject: Re: [Audyssey] A question about the free wii game.



Hey, I didn't have to pay aswell.
The only thing that I found out yesterday while trying to play, is that 
the game only works on one type of Wii.
If you have a Wii from the US then sadly enough it won't run.  If you got 
your system from over seas then the game will work.

However if you get it to work please share on how you got it to work.

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[Audyssey] The Zone BBS and Blind Adrenaline tournaments coming Feb 25 and 26

2012-02-14 Thread Che

   Hey gang,
  We're gonna be doing a set of tournaments Feb 25 and 26, 
inconjunction with The Zone BBS.
  There will be a hold em tournament on Saturday, Feb 25, and a spades 
tourney on sunday the 26th.
  You can win prizes, including free membership to The Zone BBS and BA, 
The Zone BBS points, and the best of all, cold hard cash.
  Everyone is eligible to play, even if you have an old trial account 
that has run out.

  For details, check out the official BA Zone BBS tournament page:
http://www.blindadrenaline.com/cardroom/events/ZoneTourney.html
  So get ready, and spread the word, its gonna be a blast.
 If you have any questions, email Che at:
blindadrenal...@gmail.com
  See ya on the tables,
  Che



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Re: [Audyssey] How to get the Code Factory games?

2012-02-14 Thread MamaPeach
There used to be a great mystery type game that I love to play from this 
company. I can't remember the name but I would love to get it too. It was 
sort of along the lines of a who done it type game.


-Original Message- 
From: michael barnes

Sent: Saturday, February 11, 2012 10:21 AM
To: gamers@audyssey.org
Subject: [Audyssey] How to get the Code Factory games?

Hey, I was wondering how I could get a copy of the Code Factory games?
Can someone please give me a copy of the games?  Thanks!

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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread Desiree Oudinot
Hi,
I have both games, and I uploaded them to Sendspace.
Bobby's Revenge:
http://www.sendspace.com/file/6mpn3f
Duck Hunter:
http://www.sendspace.com/file/4icton


On 2/13/12, michael barnes c...@samobile.net wrote:
 Hey, I was wondering if anyone might have a copy of Bobby's Revenge,
 and Duck Hunter?
 If someone could dropbox or sendspace it to me that would be great!

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[Audyssey] #d Music

2012-02-14 Thread Ken

Hello gamers,
after a 2-month difficulty with my web host, who insisted my site and email 
was up though it wasn't, I finally went back to my old email adress and got 
it up and running.  Conseuently, I've missed a lot of the discussions, but 
I'm sure that in no time I'll have picked up from where I left off.
I want to introduce yo to a whole new concept in audio games.  The game is 
still in early beta, and is quite clunky due to my lack of knowlege 
concerning the best way to move objects in 3d space with directx 8.  I know 
it can be done though, and I'm hoing to get some help on this.
This is a freeware game called 3d music.  In the next version, it'll be 
called Heywire, but it remains 3dmusic for this first testing round.  One of 
6 psychedelic songs are chosen at random, and it is your job to arrange the 
four speakers so that the music sounds good.  Currently, only one 
configuration is accepted by the computer as a win, but that will change in 
future versions.

Here's the link:
http://dl.dropbox.com/u/43484895/3DMusic.zip

There is no docuentation, but I'll give you the run down of how to play.

Keystrokes:
e, d, s, f: move the left speakers up, down, left, and right respectively.
I, k, j, l: move the right speakers up, down, left and right respectively.
Alternatively, you can use the mouse to move the speakers.  Click the left 
button to select the left speakers, and the right button to select the right 
speakers.

By default, the left speakers are selected.
Press enter to select between moving the front speakers and the rear 
speakers.  Front speakers are selected by default.
To attempt a win, press the space bar.  Any axis for any speaker that is 
lined up properly will be locked in, and you will no longer be able to move 
the locked speaker along that axis.  For example, if the left front speaker 
is the correct dstance to the left of you, and you press space, you will 
lock its x axis down and no longer be able to move it from left to right, 
though ou can still move it frontwards and backwards.
Alternatively, you can double click a mouse button to perform this lockdown 
function.
Sometimes it's hard to hear where a speaker is at, so you can audibly trace 
the wire that leads to the speaker in question.  Press a, ;, z, and slash to 
check on the front left, front right, rear left, and rear right speakers 
respectively.
When you lock down all four speakers, you win the level and go to the next 
one.
The speakers tend to drift a bit this way and that, and as the levels 
increase, so does the speed at which the speakers drift.  To temporarily 
lock down the speakers, press t.  To unlock them again, press t.
To mute the speakers, press g, h, b, and n for front left, front right, rear 
left and rear right respectively.
I know there will be bugs, but remember this is a very early beta.  Feedback 
and suggestions are welcome.

Ken Downey
from the nameless game company lol


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[Audyssey] Python and Interactive Fiction

2012-02-14 Thread Thomas Ward
Python and Interactive Fiction Games

by Thomas Ward

Feb. 14, 2012

For about a year I have been searching for the best language to
develop classic interactive text adventures like Zork, Arthur, Hitch
Hikers to the Galaxy, and various other famous games that have been
developed by interactive fiction companies and authors over the years.
When it comes to writing interactive fiction there is a large variety
of tools, languages, and interpreters available for an author to work
with. We have specific text adventure authoring systems such as
Adrift, Inform 7, and Tads as well as all the  other traditional
programming languages like C or C++ to choose from. The only problem
was I couldn't find a language that had the right balance of ease of
use but the ability to build extremely complex worlds and handle a lot
of stats. So while there were many options I felt there was no middle
ground which I'll explain in more detail below. However, Python seems
to fit all of my requirements because its easy to use, is
cross-platform, and is able to build extremely complex worlds and
handle a lot of stat checks and so on. None of the other choices
seemed to fit all of the requirements I was looking for.

For example, I started my quest with the Adrift 4.0 Generator and
Runner. To be fair it is a nice adventure system, and getting up and
running with a basic text adventure is fairly straight forward and
easy. The Generator allows the developer to bring up a simple dialog
box and then he or she can enter the required information into various
edit fields as well as check and uncheck attributes using standard
checkboxes. This makes creating adventures very easy as there is no
programming involved and it is a tool clearly designed for the layman.
Unfortunately, its this simplicity and ease of use that I also found
problematic and undesirable for my own work.

Having used full blown programming languages for roughly a decade I
found that Adrift didn't give me nearly the flexibility and control
over the game that I wanted. I couldn't integrate a d20 stats system,
nor could I write custom AI for various enemies in the game. It was
simply too generic for what I had in mind for my text adventures.

Another problem I found with Adrift is while the Generator and Runner
are designed for the Windows operating system environment it wasn't
fully supported on non-Windows platforms. The Scare interpreter is a
cross-platform Adrift Runner for Mac, Linux, and Windows, but lacked
many features available in the Windows Adrift Runner such as a fully
operational combat system. As a result only some Adrift adventures
were fully compatible with Scare, and there was no Linux or Mac Adrift
creation tools that I could find. It made Adrift adventures less than
fully cross-platform compatible which was another of my requirements.

To compound the issue Adrift Generator is not freeware. As a result I
would be paying for software that didn't really fit all of my personal
requirements where other text adventure systems are open source or
freeware. So it wasn't a good financial investment for me.

So I turned to Inform 7 which has a huge base of supporters and
developers, and seemed like a good alternative to Adrift. I have to
say my experience with Inform was also mixed. It definitely was more
cross-platform because the Inform development tools are available for
Windows, Linux, and Mac and the free Frotz interpreter is available
for just about any platform I could name. Plus interpreters like
Winfrotz TTS is an added bonus because all of the text messages are
automatically read aloud by Sapi compatible voices on Windows.
However, in the end Inform wasn't so golden either.

Although, Inform is a programming language I found it is too abstract.
In attempting to make the language for non-programmers to understand I
found  it too verbose, and over simplistic in cases. To create a
vampire you might type
The vampire is a Man
which creates a vampire object using the Man class in the body of your
script. The problem here is that Inform only has about 16 default
classes to choose from, and I'd prefer to do something like
Man vampire
which is the traditional way programmers declare new objects in code.
In short, while I found Inform much better supported, better designed
than something like Adrift, I simply did not like the language itself.

Over the next few months I spent time looking at Tads, Hugo, etc. One
by one I tried them, didn't like them for one reason or another, and
then chose not to use them. After a while I was convinced if I wanted
something more advanced I was going to have to basically write it
myself in C or C++ which wouldn't be ideal given the time and
complexity involved in writing my custom adventure system from
scratch. However, before I got that far I decided what I really needed
was a scripting language which falls somewhere between a full blown
programming language and the text adventure languages.

Scripting languages such as TCL, Perl, 

[Audyssey] Quinton's Playroom

2012-02-14 Thread MamaPeach
Is there a way, when using Quinton's Playroom, to stop from hearing who 
enetered the playroom and who left the playroom? Please, I sure hope so as 
this can really be overwhelming as people are constantly coming in and 
leaving. 



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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread Thomas Ward
Hi Kerry and all,

Bobby's Revenge is on the USA Games freeware page. Here is the link again.

http://www.usagamesinteractive.com/freeware.php

Cheers!


On 2/14/12, kerry ke...@tstt.net.tt wrote:
 Where could I find this game? You said you put it up, but where? Just
 wondering.



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Re: [Audyssey] Duck Hunter Bobby's Revenge.

2012-02-14 Thread michael barnes

Hey, Thomas.
Will you host Duck Hunter since there is a link to download it?  I also 
have other games that are nolonger being hosted, let me know if you 
would like me to send you a copy of them.


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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread Thomas Ward
Hi Michael,

I was the one who uploaded it. Its a soundpack I created some years
ago for Trek 2000, but its certainly better than the default sounds.
You can find it at
http://www.usagamesinteractive.com/downloads/gma-games/Treck-Soundpack.zip
and just unzip the wav files and copy and replace them over the
default GMA sounds.

Cheers!



On 2/14/12, michael barnes c...@samobile.net wrote:
 Hey, awhile back someone had uploaded a updated sound pack for the Trek
 game.
 I was wondering where I might could find that pack?  Thanks!

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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread Richard Sherman
HI Thomas,

Just tried to download the file and it did not work. Clicked on it and got a 
404 not found.

Rich
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, February 14, 2012 4:13 PM


Hi Michael,

I was the one who uploaded it. Its a soundpack I created some years
ago for Trek 2000, but its certainly better than the default sounds.
You can find it at
http://www.usagamesinteractive.com/downloads/gma-games/Treck-Soundpack.zip
and just unzip the wav files and copy and replace them over the
default GMA sounds.

Cheers!


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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread michael barnes

Hey, what programing language did David Greenwood wrote his game engine in?

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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread Phil Vlasak

Hi Michael,
David Greenwood wrote the GMA engine with Visual Basic 6 for Windows.
He started in 1998 and released Shades of Doom using the engine in 1999.
Phil

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Tuesday, February 14, 2012 6:40 PM
Subject: Re: [Audyssey] New sound pack for Trek 2000.


Hey, what programing language did David Greenwood wrote his game engine 
in?



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[Audyssey] Anyone wants a Nintendo Wii?

2012-02-14 Thread michael barnes

Hello, Gamers.
I am selling my Wii, if anyone is interrested in buying it please feel 
free to contact me!

I can also do a bidding on it aswell.
The bid will start at 125 or straight buy out is 175.
The Wii comes with the console with one remote and nunchuck, power 
adaptor and audio video jacks, and it is seven months old.

It will only play games that are made for the USA systems.

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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread Thomas Ward
Hi Rich,

Hthat's strange. Maybe I typed the download url wrong. Here it
is again. Try this and let me know if it works.

http://www.usagamesinteractive.com/downloads/gma-games/Trek-Soundpack.zip

On 2/14/12, Richard Sherman squir...@gmail.com wrote:
 HI Thomas,

 Just tried to download the file and it did not work. Clicked on it and got a
 404 not found.

 Rich

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Re: [Audyssey] New sound pack for Trek 2000.

2012-02-14 Thread Thomas Ward
Hi Michael,

David Greenwood wrote all of his games including his GMA Engine in
Visual Basic 6. Visual Basic 6 is pretty old now, and has been
replaced by Visual Basic 2010 on most modern Windows releases.

Cheers!


On 2/14/12, michael barnes c...@samobile.net wrote:
 Hey, what programing language did David Greenwood wrote his game engine in?

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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread David Mehler
Hi,

Not sure if this question is straying, but here goes, python the thing
I didn't like about it is keeping all the tabs straight? I'm not sure
if that's still relevant, but it was an impediment to me when I tried
it.

Dave

On 2/14/12, Thomas Ward thomasward1...@gmail.com wrote:
 Python and Interactive Fiction Games

 by Thomas Ward

 Feb. 14, 2012

 For about a year I have been searching for the best language to
 develop classic interactive text adventures like Zork, Arthur, Hitch
 Hikers to the Galaxy, and various other famous games that have been
 developed by interactive fiction companies and authors over the years.
 When it comes to writing interactive fiction there is a large variety
 of tools, languages, and interpreters available for an author to work
 with. We have specific text adventure authoring systems such as
 Adrift, Inform 7, and Tads as well as all the  other traditional
 programming languages like C or C++ to choose from. The only problem
 was I couldn't find a language that had the right balance of ease of
 use but the ability to build extremely complex worlds and handle a lot
 of stats. So while there were many options I felt there was no middle
 ground which I'll explain in more detail below. However, Python seems
 to fit all of my requirements because its easy to use, is
 cross-platform, and is able to build extremely complex worlds and
 handle a lot of stat checks and so on. None of the other choices
 seemed to fit all of the requirements I was looking for.

 For example, I started my quest with the Adrift 4.0 Generator and
 Runner. To be fair it is a nice adventure system, and getting up and
 running with a basic text adventure is fairly straight forward and
 easy. The Generator allows the developer to bring up a simple dialog
 box and then he or she can enter the required information into various
 edit fields as well as check and uncheck attributes using standard
 checkboxes. This makes creating adventures very easy as there is no
 programming involved and it is a tool clearly designed for the layman.
 Unfortunately, its this simplicity and ease of use that I also found
 problematic and undesirable for my own work.

 Having used full blown programming languages for roughly a decade I
 found that Adrift didn't give me nearly the flexibility and control
 over the game that I wanted. I couldn't integrate a d20 stats system,
 nor could I write custom AI for various enemies in the game. It was
 simply too generic for what I had in mind for my text adventures.

 Another problem I found with Adrift is while the Generator and Runner
 are designed for the Windows operating system environment it wasn't
 fully supported on non-Windows platforms. The Scare interpreter is a
 cross-platform Adrift Runner for Mac, Linux, and Windows, but lacked
 many features available in the Windows Adrift Runner such as a fully
 operational combat system. As a result only some Adrift adventures
 were fully compatible with Scare, and there was no Linux or Mac Adrift
 creation tools that I could find. It made Adrift adventures less than
 fully cross-platform compatible which was another of my requirements.

 To compound the issue Adrift Generator is not freeware. As a result I
 would be paying for software that didn't really fit all of my personal
 requirements where other text adventure systems are open source or
 freeware. So it wasn't a good financial investment for me.

 So I turned to Inform 7 which has a huge base of supporters and
 developers, and seemed like a good alternative to Adrift. I have to
 say my experience with Inform was also mixed. It definitely was more
 cross-platform because the Inform development tools are available for
 Windows, Linux, and Mac and the free Frotz interpreter is available
 for just about any platform I could name. Plus interpreters like
 Winfrotz TTS is an added bonus because all of the text messages are
 automatically read aloud by Sapi compatible voices on Windows.
 However, in the end Inform wasn't so golden either.

 Although, Inform is a programming language I found it is too abstract.
 In attempting to make the language for non-programmers to understand I
 found  it too verbose, and over simplistic in cases. To create a
 vampire you might type
 The vampire is a Man
 which creates a vampire object using the Man class in the body of your
 script. The problem here is that Inform only has about 16 default
 classes to choose from, and I'd prefer to do something like
 Man vampire
 which is the traditional way programmers declare new objects in code.
 In short, while I found Inform much better supported, better designed
 than something like Adrift, I simply did not like the language itself.

 Over the next few months I spent time looking at Tads, Hugo, etc. One
 by one I tried them, didn't like them for one reason or another, and
 then chose not to use them. After a while I was convinced if I wanted
 something more advanced I was going to have to basically write it
 

Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Thomas Ward
Hi Dave,

Yes, unfortunately, Python still requires that you use proper
indention rules when writing software. That's pretty much how it gets
away without using braces, brackets, and all the other trappings of
C/C++ by defining blocks of code based on indention and proper
spacing. That said, once you learn how to properly format your code
eventually it becomes second nature to you.

I guess in that respect I'm fortunate that I learned to format code
properly a long time ago, and have been doing it in Java, C++, Visual
Basic, you name it for what seems like forever. After a while its so
automatic to me that the fact Python absolutely requires me to indent
this statement one or two tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand
because when you have it enabled NVDA will announce your tabbed
indention as you write your code. It lets you hear how many times this
or that line has been indented with the tab key so you can determine
if you have indented it faar enough or not. Then, if you have access
to a braille display that is even better because you can follow the
formatting in braille. I don't have a braille display myself, but I've
heard people who prefer programming with one for that very reason.

Of course, Python is by no means the only option available here. Its
merely the one I liked best. Perl is equally up to writing text
adventures too, and it has a C style syntax for those people looking
for a more C/C++ look and feel to the language. If indenting is an
issue something like Perl might be a better substitute. Although, I
haven't used Perl in so long I'm not even sure what game specific APIs
and libraries are out there for Perl these days. :D

Anyway, bottom line, there are quite a lot of scripting languages
available Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't
sutible there is probably another one that will suit. Its just that
Python has pretty much become the adopted scripting language of choice
among open source developers, and there is quite a bit of interest in
creating games in Python these days.

Since PyGame came out, which is a Python wrapper for SDL, there have
been a number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source
world in large part because it was designed from the ground up to
target new programmers with little to no experience. Plus SDL has
always had a very simple design, that's why it is called Simple Direct
Media Layer, and PyGame actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python
for any kind of open source development I do. My game Star Trek: Final
Conflict was initially written in C++, then was rewritten in C# .NET,
and the new version has been written in Python. In part because I want
it to run on Linux, but I must confess the fact it is simpler than
either to use and speeds up development time its preferable to the
commercial programming languages.

Cheers!

On 2/14/12, David Mehler dave.meh...@gmail.com wrote:
 Hi,

 Not sure if this question is straying, but here goes, python the thing
 I didn't like about it is keeping all the tabs straight? I'm not sure
 if that's still relevant, but it was an impediment to me when I tried
 it.

 Dave


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[Audyssey] Where to get Shooting Range.

2012-02-14 Thread michael barnes
Hey, does anyone have or know where I can get Casey Mathews game call 
Shooting Range?

I would like to get that game.  Thanks!

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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread dark

Hi tom.

hal will read number of tabs at the start of lines too, though i will 
confess it's a feature I've never bothered to use, and the way I have the 
verbosity of Hal setup to read what I've written tabs are not read by 
default unless I specifically use the read line key, though this could be 
easily changed.


Jason alan once said something about writing entombed Ii in python, and 
including editer functions so that people could add stuff to the game, but 
was concerned about screen readers and reading tabs for this reason, but a 
couple of experiments showed it was quite possible even if you had to monkey 
with settings a little.


Beware the grue!

Dark. 



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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Ryan Strunk
There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff. 


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Test

2012-02-14 Thread Nicole Valicia Thompson-Andrews
How do I disable the log in when windows starts, I can't find that.
Nicole Andrews

Pen name Mellissa Green
Budding novelist
Tweet me



@greenNovelist
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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Willem Venter
I agree with Ryan here. Good formatting of code is like good spelling. 
Even if it sounds right it isn't necessarily right. It may also make 
your code harder to read from a screen.


You can try notepad++. It supports indentation reporting.
On 2/15/2012 6:01 AM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Happy Valentine's Day

2012-02-14 Thread Cara Quinn
Thomas, late getting back on this, but thanks bunches and Happy V-Day to you, 
yours, and the list as a whole!

Hugs,

Cara :)
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On Feb 14, 2012, at 9:10 AM, Thomas Ward wrote:

Hi everyone,

For everyone who celebrates it have a happy Valentine's Day.

Sincerely,
Thomas Ward
Co-Moderator of the Audyssey List

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