Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread shaun everiss

swamp is sertainly better.
however that doesn't mean you can't create a campaign and upload it.
obviously you would have to have a swampish style to it with 
objectives fitting one maybe I may look at that who knows.


At 04:56 PM 5/4/2013, you wrote:

Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!


On 5/3/13, Charles Rivard  wrote:
> The mouse demo??
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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[Audyssey] Hey.

2013-05-03 Thread Nicole white
my apologies to the community if i have offended anyone.
Are we all still friends on here?
i kind of needed help with something.
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Re: [Audyssey] Help starting a couple quests.

2013-05-03 Thread Richard Sherman
HI,

One thing that might help is to check out the web at

http://alteraeon.com:8080/quests

This might give you some info on quests.

The 2 quests are:

1. The kitten. It is being held by a character named Roy. He is hidden so 
you will have to search for him.

2. The lost boy. The boy will find you, or you will find him. Once he starts 
to follow you, find his mother. When he walks in the room you will know it.

I have put spoilers below to further explain how the quests go if you should 
wish to know.

One nice thing about that town is if you have the lock pick skill. Use it 
lots there to improve it since most of the doors there are locked.

good luck.

Shermanator

Spoiler space ahead. Spoiler space ahead. Alert! Alert!

S
P
O
I
L
E
R

S
P
A
C
E

Now that the formalities are over with. Proceed at your own risk.

For the kitten quest with Roy. He is just inside the entrance at the north 
side of the town. just north of the docks. When you find him, just type in 
Oz kit. If you are good, the cat will be set free. If you are evil, you will 
bite the head off.

The lost Childs mother is up the hill to the west. Walk in and it should say 
a mother with her kids. The house has a door broken that cannot be shut.

end of spoiler.
- Original Message - 
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 6:50 PM


I'm inBandera Azul i Alter Aeon and I'm having trouble finding who to
talk to to start a couple quests. I completed the one where I teach the
punk kid a lesson, but I can't seem to find the one about finding the
lost child and the one about the kitten. Of course I'll be taking the
good path for both (and anyway being a cat person in real life I could
never imagine eating one). But since most everybody in that village
speaks Spanish or an approximation thereof I'm not sure what to do. I
posted on the Newbie channel but all tey said was tat important people
speak English. The problem is I found maybe two or three such people and
none of them seem related to these two quests.


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Re: [Audyssey] MOTA questions

2013-05-03 Thread Thomas Ward
Hi Charles,

Hmm...To be honest I haven't decided. Since they were released to the
general public and there are no legal restrictions I suppose if you
want to keep them and continue playing them go ahead and do so.
Although, the games themselves are technically abandonware now the
sounds, music, characters, etc are still the property of USA Games and
will be used in Ark of Hope so as long as people don't take my
intellectual property  rights I'm fine with people playing the old
betas. Basically, I am not going to support them, but I am not going
to be a jerk and say don't play them either.

Cheers!

On 5/3/13, Charles Rivard  wrote:
> Tom:  What should, and what should we not, do with the MOTA betas?  Thanks.
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Thomas Ward
Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!


On 5/3/13, Charles Rivard  wrote:
> The mouse demo??
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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[Audyssey] Help starting a couple quests.

2013-05-03 Thread Bryan Peterson
I'm inBandera Azul i Alter Aeon and I'm having trouble finding who to 
talk to to start a couple quests. I completed the one where I teach the 
punk kid a lesson, but I can't seem to find the one about finding the 
lost child and the one about the kitten. Of course I'll be taking the 
good path for both (and anyway being a cat person in real life I could 
never imagine eating one). But since most everybody in that village 
speaks Spanish or an approximation thereof I'm not sure what to do. I 
posted on the Newbie channel but all tey said was tat important people 
speak English. The problem is I found maybe two or three such people and 
none of them seem related to these two quests.


--
But thou must!


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Re: [Audyssey] Vector Projection

2013-05-03 Thread john
This was really interesting. Time to start archiving these for 
the future heh.


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Re: [Audyssey] working alone was Getting the key to the lockbox?

2013-05-03 Thread Bryan Peterson
His name is Loren. He's a Mage/ClericThief who's at tis moment tring to 
complete the quests in Bandera Azul.


But thou must!

On 5/3/2013 3:43 PM, Richard Sherman wrote:

HI,

Not a single problem with working alone. But keep in mind that in many
occasions you get more exp working in groups. And later on the quests and
monsters get tougher so grouping is advised.

BTW, what is the name of your character in Alter?

Shermanator
- Original Message -
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 3:22 PM


I prefer to work alone.

But thou must!


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Re: [Audyssey] Vector Projection

2013-05-03 Thread Raul A. Gallegos
Hey Kara, this is super. I can actually follow this without getting too 
lost. It makes me think of what some games, like Lone Wolf may go 
through when David programmed it.


However the first thing i thought of when I read the message from you 
was the following.


What's your vector Victor. This is Captain Over over. Roger Roger, huh? 
What?


Take care.

--
Raul A. Gallegos
I didn't slap you, I simply high fived your face. - Sheldon Cooper
Twitter and Facebook user ID: rau47

On 5/3/2013 11:28 AM, Cara Quinn wrote:

Hi all,

Well I'm done responding to list craziness and since you get what you focus on, 
I'm focusing on cool game mechanics! :)

I'd like to take my earlier notes on vectors and such, a step further to a 
process called projection.

When you project a vector on to another vector, you're simply adding the 
components of one vector to the components of another. As in:

0,2,0 + 1,0,0 = 1,2,0

So this process is just adding the x, y, and z components of each vector 
separately as in:

0 + 1 = 1

2 + 0 = 2

0 + 0 = 0

So this is great but why would we want to do this?

Let's think of the first vector above (0,2,0) as perhaps a boat on an ocean. 
This boat is traveling north in our game world, at 2 units per some amount of 
time.

Let's think of the second vector as a wind blowing toward the east at 1 unit 
per some amount of time. You can see where I'm going with this. ;)

If we apply the wind to the boat's motion, we end up with the boat traveling to 
the coordinates 1,2,0 at the end of our given amount of time.

If the boat captain continues to steer the boat due north at the same speed 
(0,2,0) the wind will still be blowing due east (1,0,0) and thus again blow the 
boat to the ending coordinates of (1,2,0) again as the next unit of time passes.

We can actually use projection to simulate various forces acting on entities in 
our game world; wind, thrust, gravity, drag, friction. etc.

Let's look at the above projection in a different way now. Instead of the boat 
captain steering the boat against the wind, perhaps the captain is asleep and 
the boat is adrift. Don't worry, we won't let him go very far. :)

So we have our boat starting out moving north at (0,2,0).

We have our wind steadily blowing at (1,0,0).

Project the wind on to the boat's motion and you end up with the boat at (1,2,0)

What happens if the boat simply keeps moving in its new direction?

1,2,0 + 1,0,0 = 2,2,0

Our boat is now moving northeast. -And the wind keeps blowing.

2,2,0 + 1,0,0 = 3,2,0

Our boat is now traveling east-northeast.

This looks right at a glance, but let's look at what's really happening here. 
If you notice, our boat is actually speeding up and our calculations are off.

Even though the above looks like physics, we haven't really taken any physics 
into account here. -And, rather than go into a lot of physics in this note, 
let's stay with a simple aspect of this boat's travel.

In an earlier note I gave the example of a runner continuously accelerating and 
we illustrated this with an ever-increasing vector length. Well if you notice, 
our boat's vector of travel keeps getting longer as the wind keeps blowing. If 
we kept projecting the wind vector on to the boat's travel vector, the x 
coordinate would just keep in creasing and increasing and increasing until our 
boat would basically be traveling faster than any other boat I know of! :) -And 
it still wouldn't stop there! :)

Obviously a wind of only 1 unit over time shouldn't be causing another object 
to go faster and faster and faster.

So what have we missed? We haven't been taking the length or magnitude of our 
vector into account.

So how does this help us?

We know that our boat originally traveled at 2 units over time. So our boat;s 
vector of travel has a magnitude of 2 units. When we project the wind vector on 
to it, we are adding magnitude to the vector.

Remember we ended up with 1,2,0

So rather than leave it there, let's check the magnitude of this vector.

We do this with the Pythagoras theorem.



1 * 1 is 1

2 * 2 is 4

0 * 0 is 0

1 + 4 + 0 is 5

the square root of 5 is 2.23606797749979

2.24 for our uses…

So our boat is now traveling faster than it's usual 2 units. As I said, we can 
take quite a lot into account here but for now let's just go with the idea that 
we really only want our boat ever traveling at 2 units over a given time.

We can magnify our current vector so its length (the boat's velocity) is still 
2 units but traveling in its new direction.

Remember, we do this by dividing our vector by it's current length and then 
multiplying by the length we want it to have.

So this would look like:

1 / 2.24 * 2 = 0.8928

2 / 2.24 * 2 = 1.7857

0 / 2.24 * 2 = 0

So the vector of travel we end up with is:

0.8928,1.7857,0


Okay, so it's just not as pretty as our earlier vectors but the computer 
doesn't care. it will still be able to work with it just as effectively in a 
gaming situation.

So this is actually the ne

Re: [Audyssey] working alone was Getting the key to the lockbox?

2013-05-03 Thread Richard Sherman
HI,

Not a single problem with working alone. But keep in mind that in many 
occasions you get more exp working in groups. And later on the quests and 
monsters get tougher so grouping is advised.

BTW, what is the name of your character in Alter?

Shermanator
- Original Message - 
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 3:22 PM


I prefer to work alone.

But thou must!


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[Audyssey] newbee

2013-05-03 Thread wayne17a
Thanks I found out what I was doing wrong it was a spelling mistake so all
is well in that sense thanks any way

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Re: [Audyssey] Getting the key to the lockbox?

2013-05-03 Thread Bryan Peterson

I prefer to work alone.

But thou must!

On 5/3/2013 2:58 PM, Richard Sherman wrote:

Hi,

congrats.

As for the dragon, I have a suggestion. Group with someone who also has to
do the quest. Since there is nothing to get but kill the lady, all the
members of the group get credit for the kill. Plus groups tend to get more
exp and then you don't have to go it alone. A win win situation.

If the quest is something you need to collect to prove your quest. Tag with
someone,, complete it once, then go back later after it repops. Quest should
be easier the second time so it should go faster. Then you know what you
need to do or not do. Again, a win win situation.

Good luck.

Shermanator
- Original Message -
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 2:42 PM
Subject: Re: [Audyssey] Getting the key to the lockbox?

I never thought of that. I just sacrificed each pile after looking at it
until I found the one. LOL. I also didn't steal the money. Now I'm just
exploring Slo to find new quests to try and gain some more levels before
I take on the cult in the Stone Dragon.

But thou must!


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Re: [Audyssey] Getting the key to the lockbox?

2013-05-03 Thread Richard Sherman
Hi,

congrats.

As for the dragon, I have a suggestion. Group with someone who also has to 
do the quest. Since there is nothing to get but kill the lady, all the 
members of the group get credit for the kill. Plus groups tend to get more 
exp and then you don't have to go it alone. A win win situation.

If the quest is something you need to collect to prove your quest. Tag with 
someone,, complete it once, then go back later after it repops. Quest should 
be easier the second time so it should go faster. Then you know what you 
need to do or not do. Again, a win win situation.

Good luck.

Shermanator
- Original Message - 
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 2:42 PM
Subject: Re: [Audyssey] Getting the key to the lockbox?

I never thought of that. I just sacrificed each pile after looking at it
until I found the one. LOL. I also didn't steal the money. Now I'm just
exploring Slo to find new quests to try and gain some more levels before
I take on the cult in the Stone Dragon.

But thou must! 


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Re: [Audyssey] Getting the key to the lockbox?

2013-05-03 Thread Bryan Peterson
I never thought of that. I just sacrificed each pile after looking at it 
until I found the one. LOL. I also didn't steal the money. Now I'm just 
exploring Slo to find new quests to try and gain some more levels before 
I take onthe cult in the Stone Dragon.


But thou must!

On 5/3/2013 2:34 PM, Richard Sherman wrote:

Hi,

many times in a room, there are multiple items red off to you. This is one
such place. In that room are multiple piles of trash. So to look at pile 2,
you would type in l 2.pile, and so on. what you seek is under one of those
piles.

One thing I have learned is that 99% of the time, what the game tells you,
it is because it is relevant to to the game. So you have to listen carefully
to what is said. many times it takes a look, a search, a push, a move, and
then you get your answer. So don't give up. That is the fun of the
exploration.

BTW, I never stole the money. I gave the priest the key. And it took me a
while to find the shrew and find the key. perseverance will pay off

Good luck. HTH.

Shermanator
- Original Message -
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 12:38 PM


Ok, so I'm working on the quests in Hildabradt. I've completed three but
I can't seem to find the key to the lockbox for the preacher. I kill the
shrew but I can't see to find the key. I search the junk and it always
says it contains nothing.




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Re: [Audyssey] Getting the key to the lockbox?

2013-05-03 Thread Richard Sherman
Hi,

many times in a room, there are multiple items red off to you. This is one 
such place. In that room are multiple piles of trash. So to look at pile 2, 
you would type in l 2.pile, and so on. what you seek is under one of those 
piles.

One thing I have learned is that 99% of the time, what the game tells you, 
it is because it is relevant to to the game. So you have to listen carefully 
to what is said. many times it takes a look, a search, a push, a move, and 
then you get your answer. So don't give up. That is the fun of the 
exploration.

BTW, I never stole the money. I gave the priest the key. And it took me a 
while to find the shrew and find the key. perseverance will pay off

Good luck. HTH.

Shermanator
- Original Message - 
From: "Bryan Peterson" 
Sent: Friday, May 03, 2013 12:38 PM


Ok, so I'm working on the quests in Hildabradt. I've completed three but
I can't seem to find the key to the lockbox for the preacher. I kill the
shrew but I can't see to find the key. I search the junk and it always
says it contains nothing.

-- 
But thou must!


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Re: [Audyssey] newbee ox?

2013-05-03 Thread Richard Sherman
HI,

I see you already got an answer to this.

I do have 2 suggestions:

1. Use the help system in the game. Dennis has put a lot of time into it and 
it is well worth it. I commend him on an excellent help system. Just type in 
help, a space, and what you want help with.

2. use the newbie channel. It is there so you might as well use it. Just 
type in newbie first, a space, and then ask your question. Many helpful 
people there. Who knows. You might even get a god to answer you.

My reason for posting this is to help you get an answer as quicly as 
possible. Since the help system is so good, and you are right there, you 
just might get an answer much faster than posting it here.

If all else fails, ask here or join the alter group. That group is thru 
Google. The subcription address is

alteraeon+subscr...@googlegroups.com.

Good luck. HTH.

Shermanator
- Original Message - 
From: "wayne17a" 
Sent: Friday, May 03, 2013 1:14 PM


Hello sorry for hijacking your message but I have just installed
alter aeon and can anybody please tell me the step by step instruction on
how to practice spells only I have no idea on how to do this I am at a camp
and found out how to level but after typing list I don't know how to learn
the spells thanks in advance
Wayne c


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Re: [Audyssey] newbee ox?

2013-05-03 Thread Bryan Peterson
Type learn then the spell name. The same for practicing. Tpe Practice 
then the spell name. owever you can only Practice each spell a few 
times. The rest of your training comes from just casting it over and 
over again.


But thou must!

On 5/3/2013 1:14 PM, wayne17a wrote:

Hello sorry for hijacking your message but I have just installed
alter aeon and can anybody please tell me the step by step instruction on
how to practice spells only I have no idea on how to do this I am at a camp
and found out how to level but after typing list I don't know how to learn
the spells thanks in advance
Wayne c

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Friday, May 03, 2013 2:39 PM
To: Gamers Discussion list
Subject: [Audyssey] Getting the key to the lockbox?

Ok, so I'm working on the quests in Hildabradt. I've completed three but
I can't seem to find the key to the lockbox for the preacher. I kill the
shrew but I can't see to find the key. I search the junk and it always
says it contains nothing.




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[Audyssey] newbee ox?

2013-05-03 Thread wayne17a
Hello sorry for hijacking your message but I have just installed
alter aeon and can anybody please tell me the step by step instruction on
how to practice spells only I have no idea on how to do this I am at a camp
and found out how to level but after typing list I don't know how to learn
the spells thanks in advance 
Wayne c

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Friday, May 03, 2013 2:39 PM
To: Gamers Discussion list
Subject: [Audyssey] Getting the key to the lockbox?

Ok, so I'm working on the quests in Hildabradt. I've completed three but 
I can't seem to find the key to the lockbox for the preacher. I kill the 
shrew but I can't see to find the key. I search the junk and it always 
says it contains nothing.

-- 
But thou must!


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Re: [Audyssey] Audyssey babble report for April 2013

2013-05-03 Thread Jim Kitchen

Hi James,

You are quite welcome.  I guess that there are a few of us that like stats, 
like about the list traffic.

Have a good one.

BFN

- Original Message -
Hi Jim

   Sorry I didn't say it earlier, but thank you once again. I do look 
forered to your reports every month.


bfn
James

--

Jim

I remember when I used to peek and poke.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Getting the key to the lockbox?

2013-05-03 Thread Bryan Peterson
Ok, so I'm working on the quests in Hildabradt. I've completed three but 
I can't seem to find the key to the lockbox for the preacher. I kill the 
shrew but I can't see to find the key. I search the junk and it always 
says it contains nothing.


--
But thou must!


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Re: [Audyssey] Vector Projection

2013-05-03 Thread James Bartlett

Hello there

   Thank you for sharing that. That is a very cool thing to know, and you 
have a good weekend to.


bfn
James 



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Re: [Audyssey] Vector Projection

2013-05-03 Thread Ken The PionEar

Nice. Please keep it coming!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 12:28 PM
Subject: [Audyssey] Vector Projection


Hi all,

Well I'm done responding to list craziness and since you get what you focus 
on, I'm focusing on cool game mechanics! :)


I'd like to take my earlier notes on vectors and such, a step further to a 
process called projection.


When you project a vector on to another vector, you're simply adding the 
components of one vector to the components of another. As in:


0,2,0 + 1,0,0 = 1,2,0

So this process is just adding the x, y, and z components of each vector 
separately as in:


0 + 1 = 1

2 + 0 = 2

0 + 0 = 0

So this is great but why would we want to do this?

Let's think of the first vector above (0,2,0) as perhaps a boat on an ocean. 
This boat is traveling north in our game world, at 2 units per some amount 
of time.


Let's think of the second vector as a wind blowing toward the east at 1 unit 
per some amount of time. You can see where I'm going with this. ;)


If we apply the wind to the boat's motion, we end up with the boat traveling 
to the coordinates 1,2,0 at the end of our given amount of time.


If the boat captain continues to steer the boat due north at the same speed 
(0,2,0) the wind will still be blowing due east (1,0,0) and thus again blow 
the boat to the ending coordinates of (1,2,0) again as the next unit of time 
passes.


We can actually use projection to simulate various forces acting on entities 
in our game world; wind, thrust, gravity, drag, friction. etc.


Let's look at the above projection in a different way now. Instead of the 
boat captain steering the boat against the wind, perhaps the captain is 
asleep and the boat is adrift. Don't worry, we won't let him go very far. :)


So we have our boat starting out moving north at (0,2,0).

We have our wind steadily blowing at (1,0,0).

Project the wind on to the boat's motion and you end up with the boat at 
(1,2,0)


What happens if the boat simply keeps moving in its new direction?

1,2,0 + 1,0,0 = 2,2,0

Our boat is now moving northeast. -And the wind keeps blowing.

2,2,0 + 1,0,0 = 3,2,0

Our boat is now traveling east-northeast.

This looks right at a glance, but let's look at what's really happening 
here. If you notice, our boat is actually speeding up and our calculations 
are off.


Even though the above looks like physics, we haven't really taken any 
physics into account here. -And, rather than go into a lot of physics in 
this note, let's stay with a simple aspect of this boat's travel.


In an earlier note I gave the example of a runner continuously accelerating 
and we illustrated this with an ever-increasing vector length. Well if you 
notice, our boat's vector of travel keeps getting longer as the wind keeps 
blowing. If we kept projecting the wind vector on to the boat's travel 
vector, the x coordinate would just keep in creasing and increasing and 
increasing until our boat would basically be traveling faster than any other 
boat I know of! :) -And it still wouldn't stop there! :)


Obviously a wind of only 1 unit over time shouldn't be causing another 
object to go faster and faster and faster.


So what have we missed? We haven't been taking the length or magnitude of 
our vector into account.


So how does this help us?

We know that our boat originally traveled at 2 units over time. So our 
boat;s vector of travel has a magnitude of 2 units. When we project the wind 
vector on to it, we are adding magnitude to the vector.


Remember we ended up with 1,2,0

So rather than leave it there, let's check the magnitude of this vector.

We do this with the Pythagoras theorem.



1 * 1 is 1

2 * 2 is 4

0 * 0 is 0

1 + 4 + 0 is 5

the square root of 5 is 2.23606797749979

2.24 for our uses…

So our boat is now traveling faster than it's usual 2 units. As I said, we 
can take quite a lot into account here but for now let's just go with the 
idea that we really only want our boat ever traveling at 2 units over a 
given time.


We can magnify our current vector so its length (the boat's velocity) is 
still 2 units but traveling in its new direction.


Remember, we do this by dividing our vector by it's current length and then 
multiplying by the length we want it to have.


So this would look like:

1 / 2.24 * 2 = 0.8928

2 / 2.24 * 2 = 1.7857

0 / 2.24 * 2 = 0

So the vector of travel we end up with is:

0.8928,1.7857,0


Okay, so it's just not as pretty as our earlier vectors but the computer 
doesn't care. it will still be able to work with it just as effectively in a 
gaming situation.


So this is actually the new direction and speed of our boat as the wind 
blows it.


[Audyssey] Vector Projection

2013-05-03 Thread Cara Quinn
Hi all,

Well I'm done responding to list craziness and since you get what you focus on, 
I'm focusing on cool game mechanics! :)

I'd like to take my earlier notes on vectors and such, a step further to a 
process called projection.

When you project a vector on to another vector, you're simply adding the 
components of one vector to the components of another. As in:

0,2,0 + 1,0,0 = 1,2,0

So this process is just adding the x, y, and z components of each vector 
separately as in:

0 + 1 = 1

2 + 0 = 2

0 + 0 = 0

So this is great but why would we want to do this?

Let's think of the first vector above (0,2,0) as perhaps a boat on an ocean. 
This boat is traveling north in our game world, at 2 units per some amount of 
time.

Let's think of the second vector as a wind blowing toward the east at 1 unit 
per some amount of time. You can see where I'm going with this. ;)

If we apply the wind to the boat's motion, we end up with the boat traveling to 
the coordinates 1,2,0 at the end of our given amount of time.

If the boat captain continues to steer the boat due north at the same speed 
(0,2,0) the wind will still be blowing due east (1,0,0) and thus again blow the 
boat to the ending coordinates of (1,2,0) again as the next unit of time passes.

We can actually use projection to simulate various forces acting on entities in 
our game world; wind, thrust, gravity, drag, friction. etc.

Let's look at the above projection in a different way now. Instead of the boat 
captain steering the boat against the wind, perhaps the captain is asleep and 
the boat is adrift. Don't worry, we won't let him go very far. :)

So we have our boat starting out moving north at (0,2,0).

We have our wind steadily blowing at (1,0,0).

Project the wind on to the boat's motion and you end up with the boat at (1,2,0)

What happens if the boat simply keeps moving in its new direction?

1,2,0 + 1,0,0 = 2,2,0

Our boat is now moving northeast. -And the wind keeps blowing.

2,2,0 + 1,0,0 = 3,2,0

Our boat is now traveling east-northeast.

This looks right at a glance, but let's look at what's really happening here. 
If you notice, our boat is actually speeding up and our calculations are off.

Even though the above looks like physics, we haven't really taken any physics 
into account here. -And, rather than go into a lot of physics in this note, 
let's stay with a simple aspect of this boat's travel.

In an earlier note I gave the example of a runner continuously accelerating and 
we illustrated this with an ever-increasing vector length. Well if you notice, 
our boat's vector of travel keeps getting longer as the wind keeps blowing. If 
we kept projecting the wind vector on to the boat's travel vector, the x 
coordinate would just keep in creasing and increasing and increasing until our 
boat would basically be traveling faster than any other boat I know of! :) -And 
it still wouldn't stop there! :)

Obviously a wind of only 1 unit over time shouldn't be causing another object 
to go faster and faster and faster.

So what have we missed? We haven't been taking the length or magnitude of our 
vector into account.

So how does this help us?

We know that our boat originally traveled at 2 units over time. So our boat;s 
vector of travel has a magnitude of 2 units. When we project the wind vector on 
to it, we are adding magnitude to the vector.

Remember we ended up with 1,2,0

So rather than leave it there, let's check the magnitude of this vector.

We do this with the Pythagoras theorem.



1 * 1 is 1

2 * 2 is 4

0 * 0 is 0

1 + 4 + 0 is 5

the square root of 5 is 2.23606797749979

2.24 for our uses…

So our boat is now traveling faster than it's usual 2 units. As I said, we can 
take quite a lot into account here but for now let's just go with the idea that 
we really only want our boat ever traveling at 2 units over a given time.

We can magnify our current vector so its length (the boat's velocity) is still 
2 units but traveling in its new direction.

Remember, we do this by dividing our vector by it's current length and then 
multiplying by the length we want it to have.

So this would look like:

1 / 2.24 * 2 = 0.8928

2 / 2.24 * 2 = 1.7857

0 / 2.24 * 2 = 0

So the vector of travel we end up with is:

0.8928,1.7857,0


Okay, so it's just not as pretty as our earlier vectors but the computer 
doesn't care. it will still be able to work with it just as effectively in a 
gaming situation.

So this is actually the new direction and speed of our boat as the wind blows 
it.

NOw we can do more with physics to take into account the energy being imparted 
to the boat from the wind as well as the drag on the boat from the sea and 
such, but for now this should be a fun start!…

Vector projection is a really simple, useful and pretty interesting process to 
play with with your game entities.

Hope this makes sense and is something y'all may be interested in… :)

Have a great weekend and talk with y'all soon!…

Smiles,

Cara :)
---
View my

Re: [Audyssey] Newly Released Reacting Change

2013-05-03 Thread James Bartlett

Hi Jim

I do understand what you are saying. It's just in my upinon that sometimes 
people get greedy and want to over charge for something so small, But that 
doesn't mean that I'm going to go out and steel there stuff. that is one 
reason why I want to start to learn how to program. So I can help the gaming 
world and releas them for free or close to it.


bfn
James

--
From: "Jim Kitchen" 
Sent: Friday, May 03, 2013 5:24 AM
To: "Thomas Ward" 
Subject: Re: [Audyssey] Newly Released Reacting Change


Hi Thomas,

Yes, besides the time that it takes to write a game and the cost of the 
sounds there is the cost of maintaining a web site, cost of a programming 
language, and of course the time that it took to learn how to write a 
game.  Some learn faster, slower, better or not at all.


BFN

Jim

Check my web site for my 35 free games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Newly Released Reacting Change

2013-05-03 Thread James Bartlett

All I have to say to that is wt*. I can't beleve that.

James

--
From: "Chris H" 
Sent: Friday, May 03, 2013 3:18 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Newly Released Reacting Change


Yes, she really did say that! She really wants to advocate piracy!


Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 03/05/2013 07:07, James Bartlett wrote:

All I have to say is wow. Did she realy just say that? I mean I haven't
met eye to eye with every one in this topic, but to just come out and
say that there is nothing wrong with that statement is just maddening.

--
From: "Chris H" 
Sent: Thursday, May 02, 2013 1:51 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Newly Released Reacting Change


Wow, this girl needs to be banned from this list as soon as possible!
Neither anyone else nor myself advocate piracy, and you shouldn't be
any exception. I tell you what, without folks from Draconis, Gma,
L-Works, etc, none of us would have any games to play, or if they do
it would be of severely limited quality. It is folks like these that
have, I suspect, invented audio gaming and thus caused other
developers to follow suit. If any moderator is reading this I suggest
action should be taken as soon as possible. I would contact you off
list but don't know how to do so here. Just my £0.02 worth and for the
honest people out there, happy gaming!


Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 02/05/2013 17:02, Nicole white wrote:
Those folks who developed that have just subjected themselves to 
piracy!

That is an outrageous price. What if you absolutely cannot afford that?
That games sounds prety cool and i would love to play it. HOwever, i
have no hope of playing that. Now, do you understand why i advicate
piracy?
Game developers, some of htem, place their games at such high prices.

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.



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Lisa Hayes
Charles i find myself aggreeing with you again andi got in to some trouble 
for the tone in which i supported james and yes i also agree he left for 
good r3eason, but his custoer treatment was well kind of not good.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 11:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


If anyone knows how he is doing, and what he is doing, I, too, would like 
to know.  Talking with him during support issues with his games, I always 
thought he was a nice guy, also knowledgeable.  I was one who supported 
him patiently until he left the VI gaming community, and I did not blame 
him for leaving because of how he was treated by list members.  I do, 
however, think that he should have refunded preordered games before 
leaving.  I was sure happy to hear that Thomas Ward is, and this is key, 
is, still going to provide us with either our money's worth or beyond.


Tom:  I still support your work now that I know, through your 
explanations, what will be going on in the future.  Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
And just out of curiousity what ever happened to james north yes he cut 
us

all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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[Audyssey] MOTA questions

2013-05-03 Thread Charles Rivard
Tom:  What should, and what should we not, do with the MOTA betas?  Thanks.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard

The mouse demo??

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 11:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Shaun and all,

I'd prefer not to rehash all this crap again, but since the topic came
up here is what happened as far as I know.

1. James North had started up Alchemy Game Studios and got Raceway
back from Josh intending to complete that game.He also started two
other projects, Montezuma's Revenge and Max Shrapnel, and took
preorders for all of them.

2. He developed a very early beta of Raceway, but for some reason
decided after developing the beta to start over from scratch in VB
.NET. He also wrote the demo of Montezuma's Revenge that was released
to the list, but it was buggy and only four levels was ever completed.
So regardless of what people think James North was getting something
done.

3. Sometime after he began all these projects he became sick, I don't
know from what, and he stopped developing for a couple of months. He
also had a death in the family and was rightfully upset and needed
time to grieve.

4. Not surprisingly while all this was going on being sick, dealing
with a death in the family, this community hounded him, flamed him,
and it upset him. Since James didn't make it known the reasons why he
had slowed on production, why release dates were not met, I think most
people assumed he was just screwing them which he wasn't, but short of
a full confession of his personal life I don't think it would have
phased them one bit.

5. Finally, he had enough of it all. He turned Montezuma's Revenge,
Raceway, and the mouse demo over to me, and quit. He rightfully had
enough of this communities bitching, moaning, and groaning when he was
having personal problems which this community knew nothing about.

Now, that the true story is told can we move on? I know people are
upset, they are angry, they have made up their minds to hate the man,
but he is only human. He has good days and bad days like everyone
else, and while I don't agree with the way he handled the situation I
know from firsthand experience that sometimes life, real life, throws
us a few lemons and it is bad enough getting through life's problems
without several hateful, spiteful, vindictive people emailing you day
in and day out wanting to know when this or that game will be done or
they are going to sue you etc.

Cheers!

On 5/3/13, shaun everiss  wrote:

well it would be actually interesting to find out what happened and
to find out the full story  on what actually happened in the first place.
We may go on on what we think happened but how did it all start.
We know a few facts.
1.  he did not release in a while.
The industry was growing only just born and growing fast, who knew it
would normalise itself to a slow easy strole in about 10 years or so.
maybe even less.
2.  james got a new company and was trialing a preorder system.
3.  release dates were made but in this case james was not able to
meet the dates.
This in itself was not normal but up till then every dev had been
making dates maybe everyone was lucky.
Though pcs had started the trek stuff before gma did same with lone
wolf both were dos initially.
4.  this is where at least from my standpoint it gets a bit misty.
We know that for ages there was nothing coming out at all and people
were wandering.
At that time we hadn't had anything not come when it was supposed to
so people were concerned.
However it suddenly looked after a lot of big announcements that
james publically went quiet without explanation  and people started
wandering what was going on.
Maybe his life caught up with him but we will never know now or till
the end of the world.
5.  we know now that the pre order system and release dates really
were not a good thing and that james took cash for something that as
far as anyone cared never made it out the door but he had a date that
couldn't be met  I don't recall them being reset so obviously there
musn't have been a release date reset I don't have records at all.
bar a few demos evewrything seemed to have stopped.
And that stayed like that for about 5 years maybe more like 2-4 years.
And thats where it officially ends.
at least from what I remember.
After that there were messages bandied over that people complained to
james, even flamed him that whiny blind people made him quit, other
messages said he screwed us over!
Ofcause it can be assumed that offline life caught up with him and
although I don't expect a dev to tell of his offline life, its the
only thing I think that makes sence.
How much is true?
For that only james can know.
Some truth does exist.
we have people that like to complain to devs I am not one of those
that would go hard out.
We know he kept accepting cash after he couldn't make the release
date and got flack for it.
We don't know though what happened, not fully.
Shortly afte

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard
If anyone knows how he is doing, and what he is doing, I, too, would like to 
know.  Talking with him during support issues with his games, I always 
thought he was a nice guy, also knowledgeable.  I was one who supported him 
patiently until he left the VI gaming community, and I did not blame him for 
leaving because of how he was treated by list members.  I do, however, think 
that he should have refunded preordered games before leaving.  I was sure 
happy to hear that Thomas Ward is, and this is key, is, still going to 
provide us with either our money's worth or beyond.


Tom:  I still support your work now that I know, through your explanations, 
what will be going on in the future.  Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
And just out of curiousity what ever happened to james north yes he cut 
us

all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard

Makes sense in all cases.  Thanks.

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Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 3:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Charles,

If a game is well designed that shouldn't really matter too much. Even
though a developer might know where every item and monster is in the
game that doesn't necessarily mean achieving those items will be easy
or free of challenges. Most of the classic Atari games were extremely
challenging even though they were pretty much the same from game to
game.

For example, let's look at the original Montezuma's Revenge by Parker
Brothers for the Atari 2600. It didn't change much from game to game
because all the enemies, weapons, and special items were in the same
place from game to game. However, there were two things that made it
challenging and gave it a lot of replay value. First, over time the
enemy skulls, snakes, and spiders would slowly get faster and faster
forcing you to react faster to their movements and attacks. Second,
after level 7 or so you could not kill any of the enemies. You
literally jumped over them or died trying. So combine the speed with
the fact skulls, snakes, and spiders were basically invincible after
level 7 it got to be extremely challenging to keep going passed a
certain point.

To add to that remember that you had to gather up torches to light
certain rooms that were dark. Well, after level 11 the entire level
was blacked out, with no torches, and if you didn't have any torches
left over from a prior level you were basically playing the game
blind. That too added a totally unheard of amount of challenge to the
game above and beyond what was usual for Atari games at the time.

So when you see how that game was designed it doesn't really matter if
the developer knows where everything is or not. He or she has just as
much chance of getting all the jewels, swords, coins, etc as the
people who buy the game. There are no special advantages in a case
like that.

As far as generating random levels I suppose its possible, but not
sure I want to do something like that. While it would certainly make
it more replayible as every game would essentially be different the
problem is it is difficult to debug a game when it is always changing
from game to game. So if there is a bug reported by an end user how
many games would a developer have to play to attempt to reproduce that
bug when it happens completely at random in the first place?

Cheers!


On 5/2/13, Charles Rivard  wrote:
Speaking of a level editor, if you create a temple, what would be the 
replay


value for the creator?  You know where everything is before you even play
it.  A thought:  Could there be something like a computer generated 
temple?


This might seem like an odd question, but it's just a thought.

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Re: [Audyssey] Newly Released Reacting Change

2013-05-03 Thread Thomas Ward
Hi Jim,

Yes, you are right. All of those things are factors too. I've spent a
lot of time and money on keeping my programming skills up to date, and
it is something that is always changing.

For example, when I was a student in college they were still teaching
Visual Basic 6, Visual C++ 6, Java 1.1, and SQL. However, no sooner
did I leave college and Microsoft released their new Visual Studio
.NET suite of languages C++ .NET, C# .NET, and Visual Basic .NET. Sun
released Java SE 1.2, and pretty much everything I had learned was
worthless because it was already out of date. So I had to go to Safari
and basically read up on all the changes in C++, Java, and Visual
Basic .NET to keep myself employable from a programming stand point.
That doesn't come cheap, and there have been many updates since then.

Cheers!

On 5/3/13, Jim Kitchen  wrote:
> Hi Thomas,
>
> Yes, besides the time that it takes to write a game and the cost of the
> sounds there is the cost of maintaining a web site, cost of a programming
> language, and of course the time that it took to learn how to write a game.
> Some learn faster, slower, better or not at all.
>
> BFN
>
>  Jim

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Draconis
Hi Tom, Shaun, and all,

Once again, after telling myself I should quit dealing with this list 
day-to-day, I find myself responding to a message. I will never learn, 
apparently. LOL

Shaun: It is messages like yours that makes devs like myself not want to 
support the blind gaming community…at least not this segment of it.

Adding to what Tom has said…

I know only a little more of the story with James than does Tom, and I don't 
really feel comfortable airing it out here. I didn't agree with how James 
handled some things, but in the end, it is the community, more than anything 
else, that is at fault for his exit from the space. 

It was the situation with James, in fact, that led Draconis to adopt the policy 
that we do not announce products in advance, do not take preorders, that we do 
not share publicly what we're working on, and that, except for times of 
releases, we pretty much withdraw from the community entirely. If we didn't, it 
would be tough to have any desire to keep going. I honestly don't know how Tom 
does it, and you should all be incredibly appreciative that he is as open as he 
is. Frankly, I think he'd be better off not doing it, but it is his hair to 
lose. *grin*

A lot of devs from the early days have withdrawn. How long has it been since 
BSC was on this list? GMA? I don't post except when we have a release.

You would think this community would have learnt from the mistakes of the past. 
It never does.

We got a lot of angry messages when we released ChangeReaction and SilverDollar 
for Mac before Windows. Where are all those folks now? I don't see many of them 
supporting this Windows release. I think people like to have something to get 
riled up over. They like drama. There's been far too much drama in this 
community.

The next time you want to send a nasty post about James North's history, or 
Tom's seemingly changing his mind, or how Draconis doesn't post updates as 
often s you want…think twice before hitting send. Ask yourself if that message 
is going to help move the industry and the community forward, or do anything 
positive at all. If not, please close the window and pour yourself a 
drink…assuming you're over the legal age to partake in your jurisdiction.

Lord knows, some of you have driven me to it, from time to time.

On May 3, 2013, at 12:47 AM, Thomas Ward  wrote:

> Hi Shaun and all,
> 
> I'd prefer not to rehash all this crap again, but since the topic came
> up here is what happened as far as I know.
> 
> 1. James North had started up Alchemy Game Studios and got Raceway
> back from Josh intending to complete that game.He also started two
> other projects, Montezuma's Revenge and Max Shrapnel, and took
> preorders for all of them.
> 
> 2. He developed a very early beta of Raceway, but for some reason
> decided after developing the beta to start over from scratch in VB
> .NET. He also wrote the demo of Montezuma's Revenge that was released
> to the list, but it was buggy and only four levels was ever completed.
> So regardless of what people think James North was getting something
> done.
> 
> 3. Sometime after he began all these projects he became sick, I don't
> know from what, and he stopped developing for a couple of months. He
> also had a death in the family and was rightfully upset and needed
> time to grieve.
> 
> 4. Not surprisingly while all this was going on being sick, dealing
> with a death in the family, this community hounded him, flamed him,
> and it upset him. Since James didn't make it known the reasons why he
> had slowed on production, why release dates were not met, I think most
> people assumed he was just screwing them which he wasn't, but short of
> a full confession of his personal life I don't think it would have
> phased them one bit.
> 
> 5. Finally, he had enough of it all. He turned Montezuma's Revenge,
> Raceway, and the mouse demo over to me, and quit. He rightfully had
> enough of this communities bitching, moaning, and groaning when he was
> having personal problems which this community knew nothing about.
> 
> Now, that the true story is told can we move on? I know people are
> upset, they are angry, they have made up their minds to hate the man,
> but he is only human. He has good days and bad days like everyone
> else, and while I don't agree with the way he handled the situation I
> know from firsthand experience that sometimes life, real life, throws
> us a few lemons and it is bad enough getting through life's problems
> without several hateful, spiteful, vindictive people emailing you day
> in and day out wanting to know when this or that game will be done or
> they are going to sue you etc.
> 
> Cheers!
> 
> On 5/3/13, shaun everiss  wrote:
>> well it would be actually interesting to find out what happened and
>> to find out the full story  on what actually happened in the first place.
>> We may go on on what we think happened but how did it all start.
>> We know a few facts.
>> 1.  he did not release in a while.
>

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Thomas Ward
Hi Sarah,

As you know they say hindsight is 20/20, and I can certainly see what
part I had to play in the confusion. As you said I didn't really make
it clear to the customers that those betas weren't necessarily  going
to reflect the final product although I was thinking of something like
that at the time. I was mainly worried that people would complain and
accuse me of screwing them over like James North if I did what
Draconis does by just announcing final releases and doing and all the
testing and development privately. If I had done that I wouldn't have
created this current situation, but I'm certain I would have taken a
lot of heat for basically not releasing anything since 2008. So its
one of those situations of being between the proverbial rock and hard
place.

That said, I don't actually give people a lot of information on the
projects I am working on for exactly the points you raised. I've got a
handful of diff rent projects at various stages of development, and I
don't want to fall into the trap of giving out too much information
about them much less give people a false sense of hope as to when they
get released. Likewise I don't expect to email the list every month
with a play by play update as this new version of Mysteries of the
Ancients gets developed because I have a preliminary idea for the game
but things are likely to change between now and the time I have
something ready for the community. So I am going to be playing my
cards close to my chest. :d

Cheers!


On 5/3/13, Sarah Haake  wrote:
> Hi Thomas,
>
> well, as far as I can remember you didn't really make it clear that all
> these Betas just were tests for your engine, which you can gather from the
> fact that I'm not the only one who understood it wrong. I thought, like
> others here did too, that these Betas were actual steps towards the
> completed game. And now you are saying that you finally after six years you
>
> will start working on the game seriously. Maybe this time was needed, but
> maybe you can understand that it feels a bit weird to read this after such
> long time of already released Betas and stuff.
>
> My commend about you not working on it every day was not even meant to be
> harsh or anything. I just know myself that reall life is more often in the
> way than we all like when doing something, so I think it's reasonable to say
>
> that it probably will take a bit longer than you might think now. I think
> you could get some angry messages again when you now say it will go quickly
>
> and than your time becomes less for some reason. I'll certainly not chime in
>
> in flames or anything, but just the story of James you told says enough
> about such things I think.
>
> I actually would be completely alright if you would do it like Draconis and
>
> tell nothing much until the game is ready, maybe that would make your life
> easier too. I don't really need a daily report from a developer, I was
> completely happy to for example wait for the Windows version of Change
> Reaction until it was there, and it was alright for me to just see the
> messages from Draconis which just said that it's almost there.
>
> Of course that is your decision, it's just something I was thinking about.
> We all see how quickly those discussions can get heated and longer than they
>
> need be and how quickly old stories are rehashed even though they have
> nothing to do with you or the current situation. That's actually something
> which makes me frustrated, that this community obviously can't let old
> things drop and that the most messages in this list are written when there
> is something to complain about.
>
> Finally to your original question. Yes, I was frustrated first when you send
>
> this because it really seemed like you changed your mind once again. But now
>
> I can see what's the deal here.
>
> I'd like to have a game like the original one on the Attari, I loved to play
>
> these old games when I was still sighted. And if you are sure that you now
> can do it fairly quickly, I think it's alright. I just think you should get
>
> something ready, not so much because of me or anyone, but because I think
> you also need the sence of finally having completed a long project for a
> change.
>
> Best regards
> Sarah

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Re: [Audyssey] SoundScape Explorer Update

2013-05-03 Thread Darren Duff
Lol no worries man. Thanks. For the link. 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ken The
PionEar
Sent: Thursday, May 02, 2013 6:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SoundScape Explorer Update

Sorry, thought I posted the link. It's the same as always, but here it is.
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip
Here's to absent-mindedness...
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Thursday, May 02, 2013 4:01 PM
Subject: Re: [Audyssey] SoundScape Explorer Update


> Where can we download this please?
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ken The 
> PionEar
> Sent: Thursday, May 02, 2013 2:07 PM
> To: Gamers Discussion list
> Subject: [Audyssey] SoundScape Explorer Update
>
> Well, Alpha 4 is here.
> I squished a rather embarrasing bug in which the sounds were totally 
> upside down. Things that should have been on the left were actually on 
> the right, and things that should have been in front of you sounded 
> behind you.
> Also sped up the cars and added four more of them. Now, with just a 
> few lines of extra code, you could turn this into a 3d version of Road 
> splat...
> Except that it's funner to just blow everything up lol. By the way, 
> when you do vanquish all the mobs, you are now told that you won. Kill 
> count is tracked, but i haven't yet put a key for the player to hear 
> what it is.
> The arrow keys work again, but make sure to turn off Jaws first.
> The map is more involved than ever, so I'll probably have to write a 
> short description for the next release. Here are two examples from the 
> map, one object and one region. It's a plain text file, and is 
> completely configurable as long as you follow the guidelines. If you 
> add sounds, you'll need to make sure they are PCM signed 16-bit wave 
> files with a sampling rate of at least 22.05 KHZ.
>
> ---
> object
> This can also be set to region.
> mono
> Can also be set to stereo, provided that you have two sound files, one 
> of the left channel and one of the right, or simply two different 
> sounds representing the same thing, such as two different sounds of birds.
> car1
> car
> Car1 is the generic name of the car. It could also be called Ford or 
> anything you like. The next line is the name of the sound file.
> CarHitsPlayer
> Self explanatory
> carcrash
> Car runs out of hit points and dies
> 50
> car's total hit points at beginning
> 100
> amount of damage it does if it hits the player
> 2
> 2
> 2
> Length, width, and height
> 5
> 48
> 50
> Positions in 3D space
> e
> Direction traveling
> 50
> speed
> ---
> region
> Can also be set to object
> grass
> region name
> grass
> sound file name
> 0
> 0
> 50
> 44
> 100
> 50
> These six numbers represent the regions start and end points in all axes.
> In the next version, I'll add another flag for what the object should 
> do after you destroy it. It will either be indestructable, die, or 
> respawn and move at higher speeds.
> Other feedback and additions welcome.
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>
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Raul A. Gallegos

Well, for you being an outsider you sure have a heavy opinion.

--
Raul A. Gallegos
Bazinga! - Sheldon Cooper
Twitter and Facebook user ID: rau47

On 5/2/2013 10:54 PM, shaun everiss wrote:

who cares!
He screwed several people, he's no one now.
Just like every dev that decides to leave will become.
I was never involved in the crazyness that went down on those days so I
can't really comment on what happened, I watched the list email feed.
I never owned or otherwise aquired any of his stuff at all.
while in esp he really did do well.
the new preorders and other things had a major bug and after all that
the rest was history, his offline life was more than his gaming life and
he was overwritten by it I assume.
Then he went boom.
Sadly taking several with him, now tom has to handle whats left.
Why should we care.
again I was an outsider I know others were closer than I ever was.
he is gone and I hope he doesn't come back!
Now justin of bsc yeah I will miss him and I hope despite of the high
price on that large pack that he does return one day.

At 03:26 PM 5/3/2013, you wrote:

And just out of curiousity what ever happened to james north yes he
cut us all off as has been said, but i just wondered and now am
riddled with curiousity.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at
the time he turned over Monty to you. I considered him a friend, and
hope he has managed to get his life together.

I was actually the one who came up with the Arizona Smith name, as a
play on Indiana Jones. I was always disappointed that you hadn't
decided to keep using it. I, for one, would love to see the character
resurrected. LOL

On May 2, 2013, at 10:39 AM, Thomas Ward 
wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Raul A. Gallegos
Well, I can certainly understand his reasoning for not spilling out his 
personal life. Unfortunately when you are in the spotlight it can make 
you look bad. I tend to be that way myself where I don't publicize my 
personal life. So if projects I'm involved with seem to not get done, or 
whether I'm working on them in the background, that's just the way I do 
things. For example, only a few people knew that I moved from Indiana to 
Texas and the reasons why. Some have speculated, and some have assumed, 
and still others haven't cared really. So, where ever James North is at 
this time, I do hope he's doing well. Who knows, maybe he reads the 
archived messages on here. I too had some off line discussions with him 
and found him to be a  pleasant individual. However you are right, that 
this should be put to rest.


--
Raul A. Gallegos
I love strawberry Quik. It's my favorite pink fluid narrowly beating out 
Pepto-Bismol. - Sheldon Cooper

Twitter and Facebook user ID: rau47

On 5/2/2013 11:47 PM, Thomas Ward wrote:

Hi Shaun and all,

I'd prefer not to rehash all this crap again, but since the topic came
up here is what happened as far as I know.

1. James North had started up Alchemy Game Studios and got Raceway
back from Josh intending to complete that game.He also started two
other projects, Montezuma's Revenge and Max Shrapnel, and took
preorders for all of them.

2. He developed a very early beta of Raceway, but for some reason
decided after developing the beta to start over from scratch in VB
.NET. He also wrote the demo of Montezuma's Revenge that was released
to the list, but it was buggy and only four levels was ever completed.
So regardless of what people think James North was getting something
done.

3. Sometime after he began all these projects he became sick, I don't
know from what, and he stopped developing for a couple of months. He
also had a death in the family and was rightfully upset and needed
time to grieve.

4. Not surprisingly while all this was going on being sick, dealing
with a death in the family, this community hounded him, flamed him,
and it upset him. Since James didn't make it known the reasons why he
had slowed on production, why release dates were not met, I think most
people assumed he was just screwing them which he wasn't, but short of
a full confession of his personal life I don't think it would have
phased them one bit.

5. Finally, he had enough of it all. He turned Montezuma's Revenge,
Raceway, and the mouse demo over to me, and quit. He rightfully had
enough of this communities bitching, moaning, and groaning when he was
having personal problems which this community knew nothing about.

Now, that the true story is told can we move on? I know people are
upset, they are angry, they have made up their minds to hate the man,
but he is only human. He has good days and bad days like everyone
else, and while I don't agree with the way he handled the situation I
know from firsthand experience that sometimes life, real life, throws
us a few lemons and it is bad enough getting through life's problems
without several hateful, spiteful, vindictive people emailing you day
in and day out wanting to know when this or that game will be done or
they are going to sue you etc.

Cheers!

On 5/3/13, shaun everiss  wrote:

well it would be actually interesting to find out what happened and
to find out the full story  on what actually happened in the first place.
We may go on on what we think happened but how did it all start.
We know a few facts.
1.  he did not release in a while.
The industry was growing only just born and growing fast, who knew it
would normalise itself to a slow easy strole in about 10 years or so.
maybe even less.
2.  james got a new company and was trialing a preorder system.
3.  release dates were made but in this case james was not able to
meet the dates.
This in itself was not normal but up till then every dev had been
making dates maybe everyone was lucky.
Though pcs had started the trek stuff before gma did same with lone
wolf both were dos initially.
4.  this is where at least from my standpoint it gets a bit misty.
We know that for ages there was nothing coming out at all and people
were wandering.
At that time we hadn't had anything not come when it was supposed to
so people were concerned.
However it suddenly looked after a lot of big announcements that
james publically went quiet without explanation  and people started
wandering what was going on.
Maybe his life caught up with him but we will never know now or till
the end of the world.
5.  we know now that the pre order system and release dates really
were not a good thing and that james took cash for something that as
far as anyone cared never made it out the door but he had a date that
couldn't be met  I don't recall them being reset so obviously there
musn't have been a release date reset I don't have records at all.
bar a few demos evewrything seemed to have stopped.
And that stayed like that for abo

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Sarah Haake

Hi Thomas,

well, as far as I can remember you didn't really make it clear that all 
these Betas just were tests for your engine, which you can gather from the 
fact that I'm not the only one who understood it wrong. I thought, like 
others here did too, that these Betas were actual steps towards the 
completed game. And now you are saying that you finally after six years you 
will start working on the game seriously. Maybe this time was needed, but 
maybe you can understand that it feels a bit weird to read this after such 
long time of already released Betas and stuff.


My commend about you not working on it every day was not even meant to be 
harsh or anything. I just know myself that reall life is more often in the 
way than we all like when doing something, so I think it's reasonable to say 
that it probably will take a bit longer than you might think now. I think 
you could get some angry messages again when you now say it will go quickly 
and than your time becomes less for some reason. I'll certainly not chime in 
in flames or anything, but just the story of James you told says enough 
about such things I think.


I actually would be completely alright if you would do it like Draconis and 
tell nothing much until the game is ready, maybe that would make your life 
easier too. I don't really need a daily report from a developer, I was 
completely happy to for example wait for the Windows version of Change 
Reaction until it was there, and it was alright for me to just see the 
messages from Draconis which just said that it's almost there.


Of course that is your decision, it's just something I was thinking about. 
We all see how quickly those discussions can get heated and longer than they 
need be and how quickly old stories are rehashed even though they have 
nothing to do with you or the current situation. That's actually something 
which makes me frustrated, that this community obviously can't let old 
things drop and that the most messages in this list are written when there 
is something to complain about.


Finally to your original question. Yes, I was frustrated first when you send 
this because it really seemed like you changed your mind once again. But now 
I can see what's the deal here.


I'd like to have a game like the original one on the Attari, I loved to play 
these old games when I was still sighted. And if you are sure that you now 
can do it fairly quickly, I think it's alright. I just think you should get 
something ready, not so much because of me or anyone, but because I think 
you also need the sence of finally having completed a long project for a 
change.


Best regards
Sarah


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Re: [Audyssey] question on stripwar

2013-05-03 Thread Jim Kitchen

Hi Curt,

Some of my games try to check to see if the sound files have been replaced or 
deleted, but if you use Gold Wave or something to change the volume of a sound 
file and my game still runs, my game does not somehow change it back.  Really 
don't know why it seems like that.

BFN

Jim

Check my web site for my 35 free games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Newly Released Reacting Change

2013-05-03 Thread Jim Kitchen

Hi Thomas,

Yes, besides the time that it takes to write a game and the cost of the sounds 
there is the cost of maintaining a web site, cost of a programming language, 
and of course the time that it took to learn how to write a game.  Some learn 
faster, slower, better or not at all.

BFN

Jim

Check my web site for my 35 free games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Lisa Hayes

It sounds good Thomas it so does.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 4:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

Yes, and I think most people will be happy with the end results. I
just spent some considerable time going through my music and sound
effects library and have been finding some better music and sounds for
Mysteries of the Ancients than those that came with the 2006-2008
versions of Montezuma's Revenge, and I'm actually excited to see this
project get off the ground, because if the music and ambiance are
anything to go by this will be much much better than my first attempt
at this game. Plus since I am loosely basing it on Montezuma's Revenge
but am not making an exact copy I have absolute freedom to basically
use my imagination when and where possible.

One of the things I am looking at is revamping the combat system a
bit. In the Parker Brothers version if you picked up a sword and were
close to a skull Panama Joe used it, killed the skull, and you lost
the sword. I always felt if you were limited to swords you should have
the choice when and where to use it. Either that or the sword should
have some sort of damage counter so it can be used x number of times
before it has to be replaced with a different one.

For example, in the SNES game, Indiana Jones Greatest Adventures, his
whip was only good for so many attacks. You might get it at the
beginning of a level and when you reached the next level the whip was
missing from Indies' inventory and you had to find a new one. I think
this is a fair way of balancing combat with having to find and use new
weapons because it only has so many uses just like running out of
bullets, but at the same time if you put those sword or whip in
challenging spots the player will  have to duck, jump, and avoid
enemies until they reach it.

Cheers!


On 5/3/13, Lisa Hayes  wrote:

well you're doing the job now and we're glad of it.
Lisa Hayes



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Re: [Audyssey] Newly Released Reacting Change

2013-05-03 Thread Chris H

Yes, she really did say that! She really wants to advocate piracy!


Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 03/05/2013 07:07, James Bartlett wrote:

All I have to say is wow. Did she realy just say that? I mean I haven't
met eye to eye with every one in this topic, but to just come out and
say that there is nothing wrong with that statement is just maddening.

--
From: "Chris H" 
Sent: Thursday, May 02, 2013 1:51 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Newly Released Reacting Change


Wow, this girl needs to be banned from this list as soon as possible!
Neither anyone else nor myself advocate piracy, and you shouldn't be
any exception. I tell you what, without folks from Draconis, Gma,
L-Works, etc, none of us would have any games to play, or if they do
it would be of severely limited quality. It is folks like these that
have, I suspect, invented audio gaming and thus caused other
developers to follow suit. If any moderator is reading this I suggest
action should be taken as soon as possible. I would contact you off
list but don't know how to do so here. Just my £0.02 worth and for the
honest people out there, happy gaming!


Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 02/05/2013 17:02, Nicole white wrote:

Those folks who developed that have just subjected themselves to piracy!
That is an outrageous price. What if you absolutely cannot afford that?
That games sounds prety cool and i would love to play it. HOwever, i
have no hope of playing that. Now, do you understand why i advicate
piracy?
Game developers, some of htem, place their games at such high prices.

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