Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
No problem... interesting discussions are my thing. :D lol But I think you hit on a good point about how customizable quake is. I would've just liked to see something built from the ground up is all, not countless mods for an already existing game. but I'll take what we've gotten now.. because there's no use longing after what we don't have at least at the moment. I need to get all the quake mods again and start playing... time was when I was actually kind of good at the game. lol - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 6:54 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Hi Clement, Actually the weapons in Quake can have any kind of properties you'd like. The reason the sniper rifle allows you to sight players so far away is that I coded it to actually change the audio threshold of your avatar so you could hear your targeting beeps further away. You might have noticed that you would only have a very small window of targeting when sighting someone at a great distance because of perspective. This is how a sighted gamer plays as well. anyway, as I said to Paul, AQ can be completely rewritten and customized because in order to work with AQ you need to use Quake C which is a quite powerful language considering it is only for quake. anyway, thanks for starting an interesting discussion! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
hmmm I wander if this device could be used outside games or the blindness community for stuff in general. You are sertainly for inovation. heck if this thing works in general I may even get friends that game or at least listen to stuff in 3d to get one of these babbies. At 11:49 AM 5/5/2013, you wrote: Hi Jeremy, wow, that sounds really interesting. I often read about software using such a device, but nothing yet which could be used by blind users. I'm really looking forward to your project, even though I have quite a wait before me if you have to send one of the device to me I guess. Well, as long as it gets here in one piece it's alright I guess. *grins* I think this is a great idea you had there! Good luck on your progress and thanks for the extra work you did to keep the cost as low as possible! Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
no they are locked. and you can only use 1 voice at one time anyway. At 08:00 AM 5/5/2013, you wrote: I was wondering, if you download the Ivona voices in Klango, are they available to other applications? You can get them for free that way, although every time I ever tried to download them it was painfully slow, so I gave up. If I could use them as Sappi 5 voices, though, I may try again. On 5/4/13, Thomas Ward wrote: > Hi Dan, > > Well, if you are willing to spend the money the Ivona voices work with > Windows 7 64-bit and Windows 8 64-bit systems, and are about the > closest you can get to human sounding voices. The voices from Cepstral > also work with 64-bit Windows as well, but they are rather choppy and > I've actually had issues installing them on some computers. So in my > opinion the Ivona voices is a better deal. > > On 5/4/13, dan cook wrote: >> this is useful as I was just about to ask what voices you guys would >> recommend for a 64 bit system. >> >> > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Clement, That's true, but the point I was making that it is all relative. If someone has the money or the desire to buy a number of SAPI voices they can usually find one for each type of game that sounds appropriate for the type of ambiance they want. Its certainly not a perfect solution, but then again nothing ever is. I agree that inflection is definitely a problem, and no matter how high a quality the voice is inflection will always be a problem with TTS systems. Although, I think some of the Apple voices do a pretty good job at faking it. Its just a shame Apple hasn't ported them to Windows platforms. :D However, as has already been said from a cost analysis getting real world actors to read every menu, button, status message, item, and monster in the game can get quite expensive. Between the fact that we are dealing with a very small community of gamers and the rate of piracy a developer such myself has to weigh the costs of paying for high quality voice acting verses what I will earn in sales. There is no assurance if I pay out say two or three hundred in professional voice actors that gamers will be lining up to buy the game at $30 each. However, if I use SAPI and lower the price to $20 people will be less likely to pirate it so its a question of cost analysis and trying to get the most effective solution for your dollar. Cheers! On 5/4/13, Clement Chou wrote: > Well, then you also have to assume that the gamer in question has that many > > voices in the first place. lol It would be nice to be able to find a voice > for each situation, but I find the issue then lies in inflection. Even with > > a deep voice, tts can only read things a certain way... and if a player in > an rpg is streaming or giving commands, I'd much rather hear it with good > feeling and inflection. But that's what I get for being a voice-acting > nerd... lol. But of course, that's all my personal taste... and I do > understand the cost implications and all the rest of it as well. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
Hi Chris, I'll agree the new SAPI voices on Windows 8 are fantastic. I agree I wouldn't recommend a new Windows 8 user purchasing the Ivona voices since the new SAPI voices are good enough. However, many people like myself purchased a Windows 7 64-bit machine a year or so back, and since the only 64-bit voices available on the system at the time were Anna I got some of the Ivona voices to replace Anna. Now, the situation is very different, but I will still use the voices I purchased as well as the new Windows 8 voices. :D Cheers! On 5/4/13, Chris H wrote: > Hey I wouldn't even use Ivona on Windows 8 as the voices shipped are > superior in sound and quality. > > > Christopher Hallsworth > E-mail and Facebook: > challswor...@sky.com > Skype: > chrishallsworth7266 > Twitter: > http://www.twitter.com/@christopherh40 > Find my blog at > challsworth2.wordpress.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Dodge City desparatos
Hi Nicole, I'm sure I and a number of other people can help, but what questions are you having specifically. Short of writing a step by step walkthrough of the game if you could tell us where you are getting stuck we might be able to help you better. Cheers! On 5/4/13, Nicole white wrote: > i have tried to figure out this game. i absolutely can't. > Is there someone who could please help me out with that. > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Clement, the details surrounding the RPG are a little more fuzzy, which is why I've left them out. The headset had to be developed first so the game is still in its most primitive stages where anything could still be changed. One notable feature of the RPG is that I'm trying to build the entire game using accessible tools, which I'm designing first of course. The goal is to be able to say that the community has access to the exact same tools that were used to create the game, proving that custom adventures, monsters, and maps can be made that match the rest of the game in terms of quality and complexity. People will be able to set up their own servers running their own custom map and campaigns. I say map instead of maps because the game engine turns all of the map data into a single map rather than needing to split it up like many games do. If we compare this to Swamp maps, I believe I previously figured out that this game could run a map more than a million times the size. So you'd basically die of old age before being able to explore it all, but then again you'd die of old age before being able to design such a map. --- On Sat, 5/4/13, Clement Chou wrote: > From: Clement Chou > Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to > keep audyssey in the loop. > To: "Gamers Discussion list" > Date: Saturday, May 4, 2013, 8:00 PM > Well, I'm definitely excited to see > what this will turn out to look like! Wish we knew more > about the rpg though... and I can't believe you got that > much into a headtracking piece of equipment and are selling > it for 50 bucks. Guess we'll see how it turns out though! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Dodge City desparatos
Only if you are less vague. --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Nicole white" To: "Games list\" Sent: Saturday, May 04, 2013 1:15 PM Subject: [Audyssey] Dodge City desparatos i have tried ot figure out this game. i absolutely can't. Is there someone who could please help me out with that. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Dodge City desparatos
Hello, Nicole. What do you need help with? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Phil, a vibrating element does sound like a cool addition, but the device is already designed and ready to be sold. I'm just waiting on additional parts to build the first group to be placed online for sale. If other devices could be purchased, they wouldn't work with my game. They would have their own unique way of communicating so they wouldn't be interchangable with software written to use the See Munkey. --- On Sat, 5/4/13, Phil Vlasak wrote: > From: Phil Vlasak > Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to > keep audyssey in the loop. > To: "Gamers Discussion list" > Date: Saturday, May 4, 2013, 8:45 PM > Hi Jeremy, > The See Munkey sounds like a fantastic idea. Does something > like this already exists? If we buy that would it work with > your game? > I'm joking. I would want to wait for yours, but some > impatient people are likely to ask that question. > I do request an additional bit of hardware. Could you add a > vibrating element so the game would have force feedback? > If you got shot then the thing would vibrate hard and > gradually slow down indicating your blood leaving your > body. > For aiming for a head shot, you could move your head until > all coordinates are on another head, then the vibrating > element would quickly shake to indicate you are on target. > Thanks for all your work. > Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Magicassette, new text adventure game, out now
Hello! This is Tyler Zahnke; musician, programmer, gamer, writer. My new game, Magicassette, is out now, and can be played in a browser with no additional software. It is a text adventure game, but it's a little more choose-your-own-adventure than the old-time Infocom games. It was designed using Mediawiki, the same software that runs Wikipedia, Ifwiki, Ardrana, and many other sites you guys may be familiar with. http://magicassette.editthis.info Tyler Z --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Very cool! Thanks for ansewring my question. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. - Original Message - From: Jeremy Kaldobsky To: Gamers Discussion list Sent: Saturday, May 04, 2013 8:41 PM Subject: Re: [Audyssey] Some updates on what I'm up to,since I forget to keep audyssey in the loop. Allan, I'm glad you like the plan! :D The physical See Munkey head set should work on any version of Windows, Mac, or Linux. I have not personally tested it on very many systems but the hardware it is built with was chosen because it works on them all. If I run into any OS that it doesn't work on, I'll be sure to let people know. The software side of things will be a bit different. The key mapping program I've thrown together, called Munkey Mapper, is designed for Windows. It currently works on XP, Vista, Windows 7, and Windows 8. It should also work on Windows 95 but I don't think that will be helpful to many people. Since any other developer can write their own software, I'm sure it wouldn't be long before someone would release their own mouse and keyboard mapping software for Mac or Linux. In fact, I fully expect my windows based mapping software to be replaced by one created by another developer! We have some incredibly talented programmers around here, and any one of them could put together their own mapper that has more bells and whistles than mine does, plus we all know I'm not the poster child for polishing software before releasing it! Haha! :D Basically we'll still have the same situation where some games won't work on certain operating systems, just because of the preferences of the games' designers. The See Munkey itself won't cause any of those limitations though. - Aprone --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
Good point, but I don't think you understand what I mean. You can not post your scores in chess to an online score board. I'm talking about the score boards here, not the value of a game. Of course the old titles are still great, they 're classics. My point is, why should we go back to the older games, just to post scores. Who knows if Draconis is planning to release Alien Outback again as an upgrade. If he did though, I'm sure no one would use the score boards to post their scores anymore, they're want to play the new version, and give the old one a break. There's no compitition if no one's posting scores, and if an upgrade comes out they're going to want to compete in it. -- Original Message -- From: "Charles Rivard" To: "Gamers Discussion list" Subject: Re: [Audyssey] Message for Draconis. Date: Sat, 4 May 2013 20:18:18 -0500 Something to think about: Does the age of a game decrease from its value? Personally, I don't care how old a game is if it is a good game. Chess has withstood the test of time. Why? Because it is a good strategy game. Alien Outback is an excellent game. If you base your game selections on the age of the games, you're sure shorting yourself of a lot of fun! --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Ryan Conroy" To: Sent: Saturday, May 04, 2013 7:48 PM Subject: Re: [Audyssey] Message for Draconis. > Hey Sarah, > > I completely agree. I'm sure lots of people would post their scores from > the new ChangeReaction, seeing on how it's new. If you want to compete on > ChangeReaction though, you need to go back to the old one. > As you said, most of their older titles support the score server like > alien Outback, PBX all tables, Dynoman which is one of my favorites, but > no one wants to play the old stuff. They're still fun in all, but how are > we going to see how the boards are really used if we're just trying it > games that are years old? I for one, can't wait to see what else Draconis > comes out with, but we should update the boards to present, and not test > how offen theire used with games from the past. > -- Original Message -- > From: "Sarah Haake" > To: "Gamers Discussion list" > Subject: Re: [Audyssey] Message for Draconis. > Date: Sun, 5 May 2013 02:37:51 +0200 > > Hi, > > yeah, I also would like to be able to post scores with the new version. > Josh > stated that he wanted to see how the scoreboards are used before adding it > to new games, but I think this approach is a bit tricky. Not all older > titles have score posting to start with. And now that the new game is out, > people want to play the new game which can't send scores, so naturally > scoreboards are not used. I hope you can see what I mean here. I actually > have the same problem. I love the new change reaction and play it often, > but > to be able to send scores and show that I will use the boards I have to > play > older titles which I don't want to play as much right now. Difficult > situation I think. > > Best regards > Sarah > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to gamers-ow...@audyssey.org. > E > > Transformation of America? > Stocks soar--but some wealthy citizens are preparing for huge changes > http://thirdpartyoffers.juno.com/TGL3131/5185ac84effce2c845856st02vuc > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. Transformation of America? Stocks soar--but some wealthy citizens are preparing for huge ch
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hi. This sounds awesome! Thanks for the update. Christina -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Kaldobsky Sent: Saturday, May 04, 2013 7:34 PM To: Gamers Discussion list Subject: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop. Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the "Munkey" will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the mouse or keys though, which means you can have an interesting new way to play even those games. As an example, Swamp is not designed to use the headset yet I was still able to play using it. I mapped turning my head to the mouse X-axis, forward to tilting my head down, and backward to tilting my head back. I didn't do it at the time, but I could have also made tilting my head left or right to perhaps side step, reload my weapon, or toggle the radar. It wouldn't replace the need for the keyboard, but it was definitely a new playing experience! So yeah, that's pretty much what I've been doing lately. I'll answer some questions before they're even asked: Q: How much will it cost? A: The device will be $50 plus between $4 and $8 in shipping, depending on where you live. Since I haven't shipped any out yet I don't know the exact
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Jeremy, Awesome! I'd love to see about incorporating using this with the iPhone. I'm currently working on a little something which uses the compass / accelerometers etc for motion like you describe in a first-person situation. -And yes, I do my own calculations, but I'd sure also dig a device doing it for me as well! :) Kudos to you for your efforts in creating a device like this! Woohoo! Totally love your idea! Thanks for sharing it! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky wrote: Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the "Munkey" will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the mouse or keys though, which means you can have an interesting new way to play even those games. As an example, Swamp is not designed to use the headset yet I was still able to play using it. I mapped turning my head to the mouse X-axis, forward to tilting my head down, and backward to tilting my head back. I didn't do it at the time, but I could have also made tilting my head left or right to perhaps side step, reload my weapon, or toggle the radar. It wouldn't replace the
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Well, I'm definitely excited to see what this will turn out to look like! Wish we knew more about the rpg though... and I can't believe you got that much into a headtracking piece of equipment and are selling it for 50 bucks. Guess we'll see how it turns out though! - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 4:33 PM Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep audyssey in the loop. Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the "Munkey" will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the mouse or keys though, which means you can have an interesting new way to play even those games. As an example, Swamp is not designed to use the headset yet I was still able to play using it. I mapped turning my head to the mouse X-axis, forward to tilting my head down, and backward to tilting my head back. I didn't do it at the time, but I could have also made tilting my head left or right to perhaps side step, reload my weapon, or toggle the radar. It wouldn't replace the need for the keyboard, but it was definitely a new playing experience! So yeah, that's pretty much what I've been doing lately. I'll answe
[Audyssey] Dodge City desparatos
i have tried ot figure out this game. i absolutely can't. Is there someone who could please help me out with that. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hi Jeremy, The See Munkey sounds like a fantastic idea. Does something like this already exists? If we buy that would it work with your game? I'm joking. I would want to wait for yours, but some impatient people are likely to ask that question. I do request an additional bit of hardware. Could you add a vibrating element so the game would have force feedback? If you got shot then the thing would vibrate hard and gradually slow down indicating your blood leaving your body. For aiming for a head shot, you could move your head until all coordinates are on another head, then the vibrating element would quickly shake to indicate you are on target. Thanks for all your work. Phil - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 7:33 PM Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep audyssey in the loop. Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the "Munkey" will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the mouse or keys though, which means you can have an interesting new way to play even those games. As an example, Swamp is not designed to use the headset yet I was still able to play using it. I mapped turn
Re: [Audyssey] alter
Thanks I will give that a try tomorrow -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith Sent: Saturday, May 04, 2013 9:58 PM To: Gamers Discussion list Subject: Re: [Audyssey] alter To shoot a message to one specific person type tell (player name) message To turn various groups on type the group name: example type questinfo to turn on the quest information channnel gossip for the general gossip channel chat for the general chat channel newbie for the newbie channel just like the tell command, you need to type the channel name and then your message, leaving out a specific person's name: example: chat how do I find out more info on channels and talking with people? HTH Keith - Original Message - From: "wayne17a" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 8:30 PM Subject: [Audyssey] alter > Hi list as a newbee on alter how do I get to talk to other gamers on alter > the commands would be very good and again thanks for the gifts people are > sending me sorry for not replying but this email says it all thanks in > advance > > Wayne c > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] alter
To shoot a message to one specific person type tell (player name) message To turn various groups on type the group name: example type questinfo to turn on the quest information channnel gossip for the general gossip channel chat for the general chat channel newbie for the newbie channel just like the tell command, you need to type the channel name and then your message, leaving out a specific person's name: example: chat how do I find out more info on channels and talking with people? HTH Keith - Original Message - From: "wayne17a" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 8:30 PM Subject: [Audyssey] alter Hi list as a newbee on alter how do I get to talk to other gamers on alter the commands would be very good and again thanks for the gifts people are sending me sorry for not replying but this email says it all thanks in advance Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations
Hi Clement, Actually the weapons in Quake can have any kind of properties you'd like. The reason the sniper rifle allows you to sight players so far away is that I coded it to actually change the audio threshold of your avatar so you could hear your targeting beeps further away. You might have noticed that you would only have a very small window of targeting when sighting someone at a great distance because of perspective. This is how a sighted gamer plays as well. anyway, as I said to Paul, AQ can be completely rewritten and customized because in order to work with AQ you need to use Quake C which is a quite powerful language considering it is only for quake. anyway, thanks for starting an interesting discussion! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 12:37 PM, Clement Chou wrote: Actually, that rifle was one of the things I loved about Jedi Quake when I tried it. I got pretty good with it at one point, but haven't played AQ in so long... should probably give it a go again. I just wish we had more multiplayer fps titles. I've said before that I think Swamp's base combat and weapons would translate wonderfully to a pvp game. But it's been a dream of mine to be able to enjoy something as complex and strategic as Counterstrike for a long time, which is why I wish weapons in games like AQ would have different properties other than just rate of fire and amount of shots that it can hold, etc. The remaining thing for me too... all the audio fps titles I've played require too many shots to kill an enemy. In a mainstream shooter, it's possible if you're skilled enough to pick people off with one shot or two that are well-placed. I wish there'd be some way to implement more precise aiming. Targetting headshots is something that happens in regular shooters all the time, yet there hasn't been an implementation of that in any sort of form that I'm aware of. Swamp in particular, with the whole zombie thing would probably benefit greatly from a head shot mechanic, given the fact that in most contemporary fiction zombies die the fastest when shot in the head. - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 12:38 PM Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations Hey there, thank you! I should ask though, had you ever used the sniper rifle I developed for Jedi Quake? I specifically created it so that it did three things to address all of your points. :) • it used more ammo than normal • It enabled long-range sniping • It required a delay of several seconds to fire a second shot I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;) I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo. Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all. Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too. Thanks a bunch and talk soon!… Smiles, Cara AKA Frag Doll :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
Paul, you're right. when a player was above you you would hear a rising tone and a falling tone would sound when a player was below you. What you and others may not know is that you could enable the mouse so you could fluidly look up, down, or left / right to move or target as well. So head shots were actually possible though there was no accessibility features implemented to make this easier for VI players. Since Audio quake is itself a mod of Quake, in order to create mods of Audio Quake you must actually know how to code the game. You need to use Quake C to do this so it's actually quite a nice easy way of coding yet not coding the game! lol! What I mean is that while you could create new game elements from the ground up you didn't need to if you didn't want to. You could also simply just rely on game elements which were already created. this made game modding quite fun and rewarding. Anyway, I guess my point is that more things are possible with quake and its three current accessible mods. Really the sky is the limit and I hope people still consider working with it. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 2:58 PM, Paul Lemm wrote: Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game and to me feels like playing a main stream game already and I look forward to seeing what Jeremy produces next. -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:16 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations I think I remember you telling me that at some point. And honestly, the problem with audiogamers... is that a lot of people, not all but a fair few, want things to be easy. What audio gamers consider a difficult game would be standard affair for mainstream gamers, and I think that headshot aspect should've remained in, especially since it wasn't technically necessary. I'm curious though... how would you have people centre the sound in both horrizontal and vertical planes? Most headphones can't handle up and down all that well when panning sounds, at least, not that I know... I was thinking to have some sort of elongated sound for when you were lined up for a headshot. That's how I would've done it. I've just always found that to be an aspect of fps games that've been missing in audio shooters and would add so much more skill and challenge. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hi Jeremy, I looked up 3d headsets and found a KickStarter one, Developer kit for the Oculus Rift - the first truly immersive virtual reality headset for video games. It only costs $500. http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game I guess I'll wait for yours. Smiles Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
I agree here monopoly's been round for seemingly ever and it's still popular. Lisa Hayes www.nutrimetics.com.au/lisahayes - Original Message - From: "Charles Rivard" To: "Gamers Discussion list" Sent: Sunday, May 05, 2013 11:18 AM Subject: Re: [Audyssey] Message for Draconis. Something to think about: Does the age of a game decrease from its value? Personally, I don't care how old a game is if it is a good game. Chess has withstood the test of time. Why? Because it is a good strategy game. Alien Outback is an excellent game. If you base your game selections on the age of the games, you're sure shorting yourself of a lot of fun! --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Ryan Conroy" To: Sent: Saturday, May 04, 2013 7:48 PM Subject: Re: [Audyssey] Message for Draconis. Hey Sarah, I completely agree. I'm sure lots of people would post their scores from the new ChangeReaction, seeing on how it's new. If you want to compete on ChangeReaction though, you need to go back to the old one. As you said, most of their older titles support the score server like alien Outback, PBX all tables, Dynoman which is one of my favorites, but no one wants to play the old stuff. They're still fun in all, but how are we going to see how the boards are really used if we're just trying it games that are years old? I for one, can't wait to see what else Draconis comes out with, but we should update the boards to present, and not test how offen theire used with games from the past. -- Original Message -- From: "Sarah Haake" To: "Gamers Discussion list" Subject: Re: [Audyssey] Message for Draconis. Date: Sun, 5 May 2013 02:37:51 +0200 Hi, yeah, I also would like to be able to post scores with the new version. Josh stated that he wanted to see how the scoreboards are used before adding it to new games, but I think this approach is a bit tricky. Not all older titles have score posting to start with. And now that the new game is out, people want to play the new game which can't send scores, so naturally scoreboards are not used. I hope you can see what I mean here. I actually have the same problem. I love the new change reaction and play it often, but to be able to send scores and show that I will use the boards I have to play older titles which I don't want to play as much right now. Difficult situation I think. Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. E Transformation of America? Stocks soar--but some wealthy citizens are preparing for huge changes http://thirdpartyoffers.juno.com/TGL3131/5185ac84effce2c845856st02vuc --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] alter
Hi list as a newbee on alter how do I get to talk to other gamers on alter the commands would be very good and again thanks for the gifts people are sending me sorry for not replying but this email says it all thanks in advance Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
So you can actually have both versions of Change Reaction installed on the same computer? I didn't know this. I thought that the new one would simply overwrite the old, much as Super Egg Hunt Plus overwrites other versions. In that case, it makes perfect sense, but I actually prefer some of the sounds in the old Change Reaction. That's not meant as an insult, I just happen to like the old sound when you couldn't place a coin in a particular stack, plus I like the main menu music better in the older version, to say nothing of the easter egg that could be unlocked if you typed in a certain phrase. As i said, I'm not complaining at all. I like the new version, and the three modes expand it far beyond what it was originally. While I'm giving feedback, though, I will say that the new Draconus intro is much better than the older one. That one was too long. On 5/4/13, Ryan Conroy wrote: > Hello, > > I was just wondering about score boards again.. Some people are going to > wanna post scores like I do, and no one seems to have this oppinion, but I > actually started the old change reaction, just to post my score. Don't get > me wrong, I think the new one is a lot better, and a major upgrade. I like > the new game moads, and all that. I guess what I'm wondering is, is it > Difficult to add boards into the new ChangeReaction, and all/some of your > future titles? I mean, if you have the score server already, why not just > put the boards as an option? Hopefully I'll get some feedback from the rest > of the list about this, but I love competing online against others to see if > I can beat their scores. > > Thanks, > Ryan > > > Fast, Secure, NetZero 4G Mobile Broadband. Try it. > http://www.netzero.net/?refcd=NZINTISP0512T4GOUT2 > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
Hello Ryan, Sarah, Charles, and all, We are seriously considering building new scoreboards to work with the new game engine. This is not a trivial undertaking, and certainly not one that we wish to take unless the boards are going to be used by enough gamers. Supporting the boards on multiple platforms, and with the features we wish to, will take some time, but is not entirely out of the question. As we stated previously, though, seeing use from gamers of the boards we have now would help support the notion of doing so. While, personally, I'd love to just have support for the boards in all new titles, we need to make sure it is worth the time and effort put into implementing it. Hope this makes sense. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
Something to think about: Does the age of a game decrease from its value? Personally, I don't care how old a game is if it is a good game. Chess has withstood the test of time. Why? Because it is a good strategy game. Alien Outback is an excellent game. If you base your game selections on the age of the games, you're sure shorting yourself of a lot of fun! --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Ryan Conroy" To: Sent: Saturday, May 04, 2013 7:48 PM Subject: Re: [Audyssey] Message for Draconis. Hey Sarah, I completely agree. I'm sure lots of people would post their scores from the new ChangeReaction, seeing on how it's new. If you want to compete on ChangeReaction though, you need to go back to the old one. As you said, most of their older titles support the score server like alien Outback, PBX all tables, Dynoman which is one of my favorites, but no one wants to play the old stuff. They're still fun in all, but how are we going to see how the boards are really used if we're just trying it games that are years old? I for one, can't wait to see what else Draconis comes out with, but we should update the boards to present, and not test how offen theire used with games from the past. -- Original Message -- From: "Sarah Haake" To: "Gamers Discussion list" Subject: Re: [Audyssey] Message for Draconis. Date: Sun, 5 May 2013 02:37:51 +0200 Hi, yeah, I also would like to be able to post scores with the new version. Josh stated that he wanted to see how the scoreboards are used before adding it to new games, but I think this approach is a bit tricky. Not all older titles have score posting to start with. And now that the new game is out, people want to play the new game which can't send scores, so naturally scoreboards are not used. I hope you can see what I mean here. I actually have the same problem. I love the new change reaction and play it often, but to be able to send scores and show that I will use the boards I have to play older titles which I don't want to play as much right now. Difficult situation I think. Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. E Transformation of America? Stocks soar--but some wealthy citizens are preparing for huge changes http://thirdpartyoffers.juno.com/TGL3131/5185ac84effce2c845856st02vuc --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
Hey Sarah, I completely agree. I'm sure lots of people would post their scores from the new ChangeReaction, seeing on how it's new. If you want to compete on ChangeReaction though, you need to go back to the old one. As you said, most of their older titles support the score server like alien Outback, PBX all tables, Dynoman which is one of my favorites, but no one wants to play the old stuff. They're still fun in all, but how are we going to see how the boards are really used if we're just trying it games that are years old? I for one, can't wait to see what else Draconis comes out with, but we should update the boards to present, and not test how offen theire used with games from the past. -- Original Message -- From: "Sarah Haake" To: "Gamers Discussion list" Subject: Re: [Audyssey] Message for Draconis. Date: Sun, 5 May 2013 02:37:51 +0200 Hi, yeah, I also would like to be able to post scores with the new version. Josh stated that he wanted to see how the scoreboards are used before adding it to new games, but I think this approach is a bit tricky. Not all older titles have score posting to start with. And now that the new game is out, people want to play the new game which can't send scores, so naturally scoreboards are not used. I hope you can see what I mean here. I actually have the same problem. I love the new change reaction and play it often, but to be able to send scores and show that I will use the boards I have to play older titles which I don't want to play as much right now. Difficult situation I think. Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. E Transformation of America? Stocks soar--but some wealthy citizens are preparing for huge changes http://thirdpartyoffers.juno.com/TGL3131/5185ac84effce2c845856st02vuc --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Wow Jeremy! This sounds fantastic and I'll definitely be ordering one when it comes out or at most when there's definitely games using it. :D On 5/5/13, Allan Thompson wrote: > Hi, > My mouth literally dropped open in shock when reading this. This is such a > brilliant idea words can't cover it. > Thank you for sharing this information. I will definetley buy one of these > when it becomes available. > > My question is, will this work on any pc and OS? > > al > > > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > - Original Message - > From: Jeremy Kaldobsky > To: Gamers Discussion list > Sent: Saturday, May 04, 2013 7:33 PM > Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep > audyssey in the loop. > > > Hey guys, > > I spend most of my time on the audiogames.net forum, and every now and > then I'm reminded that I've shared news with them but forgot to post it here > as well. My apologies, people of the audyssey list! :D LOL. > > After my 2.9 patch for Swamp I began working on a new project. To > make a long story short, I learned I was going to need to get a second job > in 2 months so I wanted to make the most of them. I officially ended > development on Swamp and have dedicated myself to getting some stuff > accomplished in the 2 months I have left. After I get the additional job I > will have a lot less time available to work on projects, so I don't know how > that will impact my efforts as a game developer. > > The new project can actually be thought of as 2 separate, but linked, > projects. My new game is going to be an RPG based in the Daytona/Castaways > storyline. It will take place many years after the Daytona game, and you > will learn what happened to the leader from the end of the Castaways game. > > The mouse hardware requirement for Swamp was a terribly unpopular move > for a very very long time. Using the word unpopular may even be an > understatement, ROFL! Well that battle was fought and won, and I feel the > audio games community is a better place now that the mouse is an accepted > tool for gaming. This opens up more options for game developers, and that > is always a good thing! Well this RPG is going to follow in those foot > steps and require a new piece of hardware. In a move that will go down in > audio games' history as an epic mistake, or as a revolution, my RPG will > require players to have a 3D head tracking headset I have named the See > Munkey. (I still crack a smile when I say See Munkey out loud.) While > wearing the headset in the RPG you can simply move your head around to move > the head of your in-game character. This will give a more natural playing > experience plus allow you to easily look up or down to get a 3D feeling of > your >surroundings. To determine the locations of sounds in the real world, we > naturally move our heads to see how the sounds will change. This gives us > far more data than we can get from being perfectly still, which is how we > normally are in games. I'm trying to give players that same advantage > inside of the game world. > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Allan, I'm glad you like the plan! :D The physical See Munkey head set should work on any version of Windows, Mac, or Linux. I have not personally tested it on very many systems but the hardware it is built with was chosen because it works on them all. If I run into any OS that it doesn't work on, I'll be sure to let people know. The software side of things will be a bit different. The key mapping program I've thrown together, called Munkey Mapper, is designed for Windows. It currently works on XP, Vista, Windows 7, and Windows 8. It should also work on Windows 95 but I don't think that will be helpful to many people. Since any other developer can write their own software, I'm sure it wouldn't be long before someone would release their own mouse and keyboard mapping software for Mac or Linux. In fact, I fully expect my windows based mapping software to be replaced by one created by another developer! We have some incredibly talented programmers around here, and any one of them could put together their own mapper that has more bells and whistles than mine does, plus we all know I'm not the poster child for polishing software before releasing it! Haha! :D Basically we'll still have the same situation where some games won't work on certain operating systems, just because of the preferences of the games' designers. The See Munkey itself won't cause any of those limitations though. - Aprone --- On Sat, 5/4/13, Allan Thompson wrote: > From: Allan Thompson > Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to > keep audyssey in the loop. > To: "Gamers Discussion list" > Date: Saturday, May 4, 2013, 8:35 PM > Hi, > My mouth literally dropped open in shock when reading this. > This is such a brilliant idea words can't cover it. > Thank you for sharing this information. I will > definetley buy one of these when it becomes > available. > > My question is, will this work on any pc and > OS?   > > al > > > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Message for Draconis.
Hi, yeah, I also would like to be able to post scores with the new version. Josh stated that he wanted to see how the scoreboards are used before adding it to new games, but I think this approach is a bit tricky. Not all older titles have score posting to start with. And now that the new game is out, people want to play the new game which can't send scores, so naturally scoreboards are not used. I hope you can see what I mean here. I actually have the same problem. I love the new change reaction and play it often, but to be able to send scores and show that I will use the boards I have to play older titles which I don't want to play as much right now. Difficult situation I think. Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Message for Draconis.
Hello, I was just wondering about score boards again.. Some people are going to wanna post scores like I do, and no one seems to have this oppinion, but I actually started the old change reaction, just to post my score. Don't get me wrong, I think the new one is a lot better, and a major upgrade. I like the new game moads, and all that. I guess what I'm wondering is, is it Difficult to add boards into the new ChangeReaction, and all/some of your future titles? I mean, if you have the score server already, why not just put the boards as an option? Hopefully I'll get some feedback from the rest of the list about this, but I love competing online against others to see if I can beat their scores. Thanks, Ryan Fast, Secure, NetZero 4G Mobile Broadband. Try it. http://www.netzero.net/?refcd=NZINTISP0512T4GOUT2 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hi, My mouth literally dropped open in shock when reading this. This is such a brilliant idea words can't cover it. Thank you for sharing this information. I will definetley buy one of these when it becomes available. My question is, will this work on any pc and OS? al "The truth will set you free" Jesus Christ of Nazareth 33A.D. - Original Message - From: Jeremy Kaldobsky To: Gamers Discussion list Sent: Saturday, May 04, 2013 7:33 PM Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep audyssey in the loop. Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hi Jeremy, wow, that sounds really interesting. I often read about software using such a device, but nothing yet which could be used by blind users. I'm really looking forward to your project, even though I have quite a wait before me if you have to send one of the device to me I guess. Well, as long as it gets here in one piece it's alright I guess. *grins* I think this is a great idea you had there! Good luck on your progress and thanks for the extra work you did to keep the cost as low as possible! Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] asmodean.net down
Hi, I can reach it fine. May have been a temporary dns glitch. -- Raul A. Gallegos I must say I'm glad I know sign language, It's pretty handy. - Sheldon Cooper Twitter and Facebook user ID: rau47 On 5/4/2013 3:53 AM, enes wrote: hi, www.asmodean.net seems to be down at the moment is it just on my end or is it a server issue? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the "Munkey" will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the mouse or keys though, which means you can have an interesting new way to play even those games. As an example, Swamp is not designed to use the headset yet I was still able to play using it. I mapped turning my head to the mouse X-axis, forward to tilting my head down, and backward to tilting my head back. I didn't do it at the time, but I could have also made tilting my head left or right to perhaps side step, reload my weapon, or toggle the radar. It wouldn't replace the need for the keyboard, but it was definitely a new playing experience! So yeah, that's pretty much what I've been doing lately. I'll answer some questions before they're even asked: Q: How much will it cost? A: The device will be $50 plus between $4 and $8 in shipping, depending on where you live. Since I haven't shipped any out yet I don't know the exact shipping prices yet. I'll update that once I've sent out a few and know the exact rates. Q: Where will you sell these? A: My website will be set up with a special page to sell these once I'm ready to do so. Q: Can I pre-order one? A: No, I will not accept pre-orders.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations
Ok, your right that's already sounding like a lot of programming, definitely more complex than my spectrum programming knowledge lol. Looking forward to hearing more about the other project he's working on though. -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 23:22 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations I'm no programmer at all, but from what I understand it would be a little on the complicated side since you would have to implement health and recode the server to handle multiple players that can take damage from each other, and there's probably other things I'm missing out on. But it would be nice... however, I think I remember Aprone saying at some point that he wasn't intending to work on that particular area, as Road to Rage was already the multiplayer pvp shooter. But I'm still hoping he'll change his mind at some point. lol - Original Message - From: "Paul Lemm" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 3:23 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations > The closest thing I've ever done to programming is following the > instructions from a book to write the most basic of games on my old > spectrum 128k( now I'm showing my age lol), so I really don't have > the first idea about programming but since swamp is such a good game > and completed , (and excuse my complete ignorance here as I really > don't know the first thing about programming) but would it be very > difficult to take out the zombies and replace with PVP? Totally > appreciate though that it's not all about programming and it might > just be a direction that Jeremy doesn't want the game to go but I just > wondered theoretically if it would be huge to make a change like > that and then release it as a separate game? > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Getting the red fern?
Ok, so I'm attempting to cure Ol' Blue of his Distemper. The apothecary in Vemarken told me I needed to find a red fern, which apparently can be found in swamps. So while I'm at it I went to the Pollywog Swamp where the Mugwump is, since that's where some folks told me to go whenI asked this question on the Newbie channel. I was told the fern can be found in the cave where the Mugwump is but so far I haven't found it. Any tips? And if I do find it who do I give it to, Ol' Blue or his owner? -- But thou must! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] to Desiree regarding Ivona voices
I think there $40. Not sure though. Curt Taubert skype: curt_taubert twitter: curt78Curt Taubert On 5/4/2013 4:42 PM, Desiree Oudinot wrote: Ah, ok. I thought that might be the case. Thanks. I've heard they're less expensive than most other commercial TTS voices anyway. On 5/4/13, Curt Taubert wrote: unfortunately no, you have to either get a demo or pay for the voices to use them for other applications. -- Curt Taubert skype: curt_taubert twitter: curt78Curt Taubert --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations
The praise is all much deserved, its truly an amazing game. I don't follow the audio games.net group so although generally the info is passed over here by someone at some stage it's not always straight away and sometimes stuff is missed, I did hear a rumour that it might be some sort of RPG, which would be good but I'm sure whatever it is I'll be looking forward to playing it and look forward to hearing more about the project. -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Kaldobsky Sent: 04 May 2013 23:14 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations At that early stage it wasn't a very polished idea, so it was going to rely on firing first to know how close you were to a headshot. Basically you'd fire and hear a different impact sound based on how low or high you had hit on the zombie. Well, that was the plan anyway and the idea was trashed before even making it far enough in to have sounds for it. I don't even think Kai was working on Swamp sounds yet when the feature was cut. Thank you for the compliments. I think here in the audio game community, saying a game feels mainstream is among the highest expressions of praise possible! :D I should write something up about my current project. I've informed many people from the audiogames.net group but I don't remember ever saying anything here on audyssey. I could use a code break right now, so I'll toss something together so that people at least know what I'm working on these days. - Aprone --- On Sat, 5/4/13, Clement Chou wrote: --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations
I'm no programmer at all, but from what I understand it would be a little on the complicated side since you would have to implement health and recode the server to handle multiple players that can take damage from each other, and there's probably other things I'm missing out on. But it would be nice... however, I think I remember Aprone saying at some point that he wasn't intending to work on that particular area, as Road to Rage was already the multiplayer pvp shooter. But I'm still hoping he'll change his mind at some point. lol - Original Message - From: "Paul Lemm" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 3:23 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations The closest thing I've ever done to programming is following the instructions from a book to write the most basic of games on my old spectrum 128k( now I'm showing my age lol), so I really don't have the first idea about programming but since swamp is such a good game and completed , (and excuse my complete ignorance here as I really don't know the first thing about programming) but would it be very difficult to take out the zombies and replace with PVP? Totally appreciate though that it's not all about programming and it might just be a direction that Jeremy doesn't want the game to go but I just wondered theoretically if it would be huge to make a change like that and then release it as a separate game? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: MysteriesoftheAncientsConsiderations
I would love to hear about it.. because especially lately I find myself paying much more attention to things going on here than on the forum. lol - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 3:14 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: MysteriesoftheAncientsConsiderations At that early stage it wasn't a very polished idea, so it was going to rely on firing first to know how close you were to a headshot. Basically you'd fire and hear a different impact sound based on how low or high you had hit on the zombie. Well, that was the plan anyway and the idea was trashed before even making it far enough in to have sounds for it. I don't even think Kai was working on Swamp sounds yet when the feature was cut. Thank you for the compliments. I think here in the audio game community, saying a game feels mainstream is among the highest expressions of praise possible! :D I should write something up about my current project. I've informed many people from the audiogames.net group but I don't remember ever saying anything here on audyssey. I could use a code break right now, so I'll toss something together so that people at least know what I'm working on these days. - Aprone --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
The closest thing I've ever done to programming is following the instructions from a book to write the most basic of games on my old spectrum 128k( now I'm showing my age lol), so I really don't have the first idea about programming but since swamp is such a good game and completed , (and excuse my complete ignorance here as I really don't know the first thing about programming) but would it be very difficult to take out the zombies and replace with PVP? Totally appreciate though that it's not all about programming and it might just be a direction that Jeremy doesn't want the game to go but I just wondered theoretically if it would be huge to make a change like that and then release it as a separate game? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:54 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations The beeps would've been what I would use. And Swamp definitely feels like a mainstream game... definitely no disagreement there, and I love it. I just think it's a shame that there couldn't be another multiplayer fps with as much refinement and as many weapons worked into it as Swamp already has. The groundwork for what could potentially be a competetive shooting game is there, but it doesn't work like that from a programming perspective. But we can hope for an eventual game like that. At least, I can. lol Shooters are the style of game that's fascinated me the most, and playing online against multiple other people is something I've always liked the concept of. I would love nothing more than to be able to sink my teeth into something like call of Duty. - Original Message - From: "Paul Lemm" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 2:58 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations > Not sure how Jeremy planned to use the vertical axis, but I think > (although it wasn't exactly for head shots) in audio quake since there > could be enemies on different heights you had the standard left and > right stereo panning for aiming left and right and then 2 bleeps > that sounded at different speeds until you lined them up for the > vertical axis. Have played many main stream zombie games such as > resident evil and have always loved the ability to head shot and take > out a zombie with just one shot, there's just something very > satisfying about it lol. I know Jeremy's not planning on any more > updates to swamp but maybe if he did as a compromise to not make it > seem to complex that people don't want to try it maybe there could be > that head shot choice just when using the sniper. Even without the > head shots though swamp is still an amazing game and to me feels like > playing a main stream game already and I look forward to seeing what > Jeremy produces next. > > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations
At that early stage it wasn't a very polished idea, so it was going to rely on firing first to know how close you were to a headshot. Basically you'd fire and hear a different impact sound based on how low or high you had hit on the zombie. Well, that was the plan anyway and the idea was trashed before even making it far enough in to have sounds for it. I don't even think Kai was working on Swamp sounds yet when the feature was cut. Thank you for the compliments. I think here in the audio game community, saying a game feels mainstream is among the highest expressions of praise possible! :D I should write something up about my current project. I've informed many people from the audiogames.net group but I don't remember ever saying anything here on audyssey. I could use a code break right now, so I'll toss something together so that people at least know what I'm working on these days. - Aprone --- On Sat, 5/4/13, Clement Chou wrote: > From: Clement Chou > Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof > theAncientsConsiderations > To: "Gamers Discussion list" > Date: Saturday, May 4, 2013, 5:54 PM > The beeps would've been what I would > use. And Swamp definitely feels like a mainstream game... > definitely no disagreement there, and I love it. I just > think it's a shame that there couldn't be another > multiplayer fps with as much refinement and as many weapons > worked into it as Swamp already has. The groundwork for what > could potentially be a competetive shooting game is there, > but it doesn't work like that from a programming > perspective. But we can hope for an eventual game like that. > At least, I can. lol Shooters are the style of game that's > fascinated me the most, and playing online against multiple > other people is something I've always liked the concept of. > I would love nothing more than to be able to sink my teeth > into something like call of Duty. > - Original Message - From: "Paul Lemm" > To: "'Gamers Discussion list'" > Sent: Saturday, May 04, 2013 2:58 PM > Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: > Mysteriesof theAncientsConsiderations > > > > Not sure how Jeremy planned to use the vertical axis, > but I think (although > > it wasn't exactly for head shots) in audio quake since > there could be > > enemies on different heights you had the standard > left and right stereo > > panning for aiming left and right and then 2 > bleeps that sounded at > > different speeds until you lined them up for the > vertical axis. Have > > played many main stream zombie games such as resident > evil and have always > > loved the ability to head shot and take out a zombie > with just one shot, > > there's just something very satisfying about it > lol. I know Jeremy's not > > planning on any more updates to swamp but maybe if he > did as a compromise to > > not make it seem to complex that people don't > want to try it maybe there > > could be that head shot choice just when using the > sniper. Even without the > > head shots though swamp is still an amazing game > and to me feels like > > playing a main stream game   already and > I look forward to seeing what > > Jeremy produces next. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations
The beeps would've been what I would use. And Swamp definitely feels like a mainstream game... definitely no disagreement there, and I love it. I just think it's a shame that there couldn't be another multiplayer fps with as much refinement and as many weapons worked into it as Swamp already has. The groundwork for what could potentially be a competetive shooting game is there, but it doesn't work like that from a programming perspective. But we can hope for an eventual game like that. At least, I can. lol Shooters are the style of game that's fascinated me the most, and playing online against multiple other people is something I've always liked the concept of. I would love nothing more than to be able to sink my teeth into something like call of Duty. - Original Message - From: "Paul Lemm" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 2:58 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game and to me feels like playing a main stream game already and I look forward to seeing what Jeremy produces next. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game and to me feels like playing a main stream game already and I look forward to seeing what Jeremy produces next. -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:16 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations I think I remember you telling me that at some point. And honestly, the problem with audiogamers... is that a lot of people, not all but a fair few, want things to be easy. What audio gamers consider a difficult game would be standard affair for mainstream gamers, and I think that headshot aspect should've remained in, especially since it wasn't technically necessary. I'm curious though... how would you have people centre the sound in both horrizontal and vertical planes? Most headphones can't handle up and down all that well when panning sounds, at least, not that I know... I was thinking to have some sort of elongated sound for when you were lined up for a headshot. That's how I would've done it. I've just always found that to be an aspect of fps games that've been missing in audio shooters and would add so much more skill and challenge. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] to Desiree regarding Ivona voices
Ah, ok. I thought that might be the case. Thanks. I've heard they're less expensive than most other commercial TTS voices anyway. On 5/4/13, Curt Taubert wrote: > unfortunately no, you have to either get a demo or pay for the voices to > use them for other applications. > > -- > Curt Taubert > skype: curt_taubert > twitter: curt78Curt Taubert > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
I think I remember you telling me that at some point. And honestly, the problem with audiogamers... is that a lot of people, not all but a fair few, want things to be easy. What audio gamers consider a difficult game would be standard affair for mainstream gamers, and I think that headshot aspect should've remained in, especially since it wasn't technically necessary. I'm curious though... how would you have people centre the sound in both horrizontal and vertical planes? Most headphones can't handle up and down all that well when panning sounds, at least, not that I know... I was thinking to have some sort of elongated sound for when you were lined up for a headshot. That's how I would've done it. I've just always found that to be an aspect of fps games that've been missing in audio shooters and would add so much more skill and challenge. - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 2:19 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Clement, Swamp almost had a headshot aspect to it, but early in development I took decided against that feature because it increased the difficulty for players. The original idea was that moving the mouse vertically would line up head shots, so you had to center the sound on both axis. In those early days I was still fighting tooth and nail to even get people to accept the mouse, so I limited the game to a single horizontal axis. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations
Clement, Swamp almost had a headshot aspect to it, but early in development I took decided against that feature because it increased the difficulty for players. The original idea was that moving the mouse vertically would line up head shots, so you had to center the sound on both axis. In those early days I was still fighting tooth and nail to even get people to accept the mouse, so I limited the game to a single horizontal axis. > From: Clement Chou > Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the > AncientsConsiderations > To: "Gamers Discussion list" > Date: Saturday, May 4, 2013, 3:37 PM > Actually, that rifle was one of the > things I loved about Jedi Quake when I tried it. I got > pretty good with it at one point, but haven't played AQ in > so long... should probably give it a go again. I just wish > we had more multiplayer fps titles. I've said before that I > think Swamp's base combat and weapons would translate > wonderfully to a pvp game. But it's been a dream of mine to > be able to enjoy something as complex and strategic as > Counterstrike for a long time, which is why I wish weapons > in games like AQ would have different properties other than > just rate of fire and amount of shots that it can hold, etc. > The remaining thing for me too... all the audio fps titles > I've played require too many shots to kill an enemy. In a > mainstream shooter, it's possible if you're skilled enough > to pick people off with one shot or two that are > well-placed. I wish there'd be some way to implement more > precise aiming. Targetting headshots is something that > happens in regular shooters all the time, yet there hasn't > been an implementation of that in any sort of form that I'm > aware of. Swamp in particular, with the whole zombie thing > would probably benefit greatly from a head shot > mechanic, given the fact that in most contemporary fiction > zombies die the fastest when shot in the head. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] to Desiree regarding Ivona voices
unfortunately no, you have to either get a demo or pay for the voices to use them for other applications. -- Curt Taubert skype: curt_taubert twitter: curt78Curt Taubert --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Hey.
Hi, didn't really follow the previous post in that much detail, and not saying I agree or disagree but can understand peoples views on the subject (especially the dev's on this site) but as someone said before it was just your views that you expressed and you even started this new email apologising , so although I can't speak for everyone I'm sure that we're all still friends and that if you need help with audio games in the future then well this is an email group about audio games so I'm sure you'll get help from others and I know if I can help I will. Regards Paul Lemm -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nicole white Sent: 04 May 2013 06:49 To: Games list\ Subject: [Audyssey] Hey. my apologies to the community if i have offended anyone. Are we all still friends on here? i kind of needed help with something. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Intruducing my Alter Aeon character
Hi all, since there is much talk about Alter Aeon on this list right now and it seems like quite a few people on here are playing the game, I thought I could quickly introduce my character. So, my name on there is Adreana, I'm a first class warrior with thief as second, necro as third, cleric as fourth and mage as fifth class. Currently I'm working my way through the quests on Archais. So, if anyone once to say hi in game or needs some help on the newbie quests, feel free to send me a tell there. Happy gaming and best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] alter aeon
Thank you dennis that helps but how do I chat to other players and can I say thank you all for the gifts and sorry that I have not responded but I don't know how to chat yet -wayne cOriginal Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dennis Towne Sent: Saturday, May 04, 2013 3:25 PM To: Gamers Discussion list Subject: Re: [Audyssey] alter aeon Wayne, Alter Aeon runs all the time and can't be shut off. The game saves itself, and when you log off your character it's automatically saved. You don't need to save manually, because the game always takes care of it for you. Dennis Towne Alter Aeon MUD http://www.alteraeon.com On Sat, May 4, 2013 at 11:34 AM, wayne17a wrote: > Hi all game players os alter can you please tell me can the game be > saved at any point and if yes how thanks in advance > > Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
I was wondering, if you download the Ivona voices in Klango, are they available to other applications? You can get them for free that way, although every time I ever tried to download them it was painfully slow, so I gave up. If I could use them as Sappi 5 voices, though, I may try again. On 5/4/13, Thomas Ward wrote: > Hi Dan, > > Well, if you are willing to spend the money the Ivona voices work with > Windows 7 64-bit and Windows 8 64-bit systems, and are about the > closest you can get to human sounding voices. The voices from Cepstral > also work with 64-bit Windows as well, but they are rather choppy and > I've actually had issues installing them on some computers. So in my > opinion the Ivona voices is a better deal. > > On 5/4/13, dan cook wrote: >> this is useful as I was just about to ask what voices you guys would >> recommend for a 64 bit system. >> >> > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations
Actually, that rifle was one of the things I loved about Jedi Quake when I tried it. I got pretty good with it at one point, but haven't played AQ in so long... should probably give it a go again. I just wish we had more multiplayer fps titles. I've said before that I think Swamp's base combat and weapons would translate wonderfully to a pvp game. But it's been a dream of mine to be able to enjoy something as complex and strategic as Counterstrike for a long time, which is why I wish weapons in games like AQ would have different properties other than just rate of fire and amount of shots that it can hold, etc. The remaining thing for me too... all the audio fps titles I've played require too many shots to kill an enemy. In a mainstream shooter, it's possible if you're skilled enough to pick people off with one shot or two that are well-placed. I wish there'd be some way to implement more precise aiming. Targetting headshots is something that happens in regular shooters all the time, yet there hasn't been an implementation of that in any sort of form that I'm aware of. Swamp in particular, with the whole zombie thing would probably benefit greatly from a head shot mechanic, given the fact that in most contemporary fiction zombies die the fastest when shot in the head. - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 12:38 PM Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations Hey there, thank you! I should ask though, had you ever used the sniper rifle I developed for Jedi Quake? I specifically created it so that it did three things to address all of your points. :) • it used more ammo than normal • It enabled long-range sniping • It required a delay of several seconds to fire a second shot I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;) I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo. Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all. Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too. Thanks a bunch and talk soon!… Smiles, Cara AKA Frag Doll :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
Hey I wouldn't even use Ivona on Windows 8 as the voices shipped are superior in sound and quality. 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 04/05/2013 19:35, Thomas Ward wrote: Hi Dan, Well, if you are willing to spend the money the Ivona voices work with Windows 7 64-bit and Windows 8 64-bit systems, and are about the closest you can get to human sounding voices. The voices from Cepstral also work with 64-bit Windows as well, but they are rather choppy and I've actually had issues installing them on some computers. So in my opinion the Ivona voices is a better deal. On 5/4/13, dan cook wrote: this is useful as I was just about to ask what voices you guys would recommend for a 64 bit system. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the Ancients Considerations
Hey there, thank you! I should ask though, had you ever used the sniper rifle I developed for Jedi Quake? I specifically created it so that it did three things to address all of your points. :) • it used more ammo than normal • It enabled long-range sniping • It required a delay of several seconds to fire a second shot I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;) I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo. Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all. Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too. Thanks a bunch and talk soon!… Smiles, Cara AKA Frag Doll :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 9:48 AM, Clement Chou wrote: The trouble with translating 3d fps games into pure audio is that you are going to miss a lot of the precision that you can get by visual observation. I'm not saying audio quake was bad, just not as precise as I would like it to be. It was a lot of fun, but too often I found myself and saw other people just holding down the control key while trying to aim with the arrow keys. It isn't really a design thing, and I think Audio Quake and road to Rage have tapped into something good. And sniping doesn't work as complexly in audio shooters as in sighted ones. Sure you have long range rifles, but I've never been able to snipe from somewhere far and above my opponent. And I think that aiming could be refined a bit more as well, so that it isn't just centre your opponent by turning and then just mashing the fire button. If you watch videos or watch sighted people playing games like Call of Duty or Counterstrike, the shots don't come nearly as often... because for one, ammo is scarce... and for another, there are more precise aiming and or lock on features. Just some thoughts. Having said that though, I love Audio Quake and Road to Rage... because they're the closest we've gotten to those types of games. There are just things that could be taken further is all. We could always discuss this offlist as well since this is somewhat of a pet interest of mine too, I'm just not a programmer. lol - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 5:17 AM Subject: Re: [Audyssey] Mysteries of the Ancients Considerations > HI Clement, > > I'm curious why you're saying that Audio Quake was 'too lucky?" > > The original (pre-Jedi Quake) version is Quake itself with only the adaptive > features in place to allow VI players to play the game. > > Can you clarify your comments a bit for me? I ask as the first-person 3D > genre is obviously a pet interest of mine. ;) > > So I'm curious to hear more feedback on how this has worked for other VI > players. > > thanks so much! > > Smiles, > > Cara :) > --- > View my Online Portfolio at: > > http://www.onemodelplace.com/CaraQuinn > > Follow me on Twitter! > > https://twitter.com/ModelCara > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Mysteries of the Ancients Considerations
Hey there, thank you! I should ask though, had you ever used the sniper rifle I developed for Jedi Quake? I specifically created it so that it did three things to address all of your points. :) • it used more ammo than normal • It enabled long-range sniping • It required a delay of several seconds to fire a second shot I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;) I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo. Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all. Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too. Thanks a bunch and talk soon!… Smiles, Cara AKA Frag Doll :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 9:48 AM, Clement Chou wrote: The trouble with translating 3d fps games into pure audio is that you are going to miss a lot of the precision that you can get by visual observation. I'm not saying audio quake was bad, just not as precise as I would like it to be. It was a lot of fun, but too often I found myself and saw other people just holding down the control key while trying to aim with the arrow keys. It isn't really a design thing, and I think Audio Quake and road to Rage have tapped into something good. And sniping doesn't work as complexly in audio shooters as in sighted ones. Sure you have long range rifles, but I've never been able to snipe from somewhere far and above my opponent. And I think that aiming could be refined a bit more as well, so that it isn't just centre your opponent by turning and then just mashing the fire button. If you watch videos or watch sighted people playing games like Call of Duty or Counterstrike, the shots don't come nearly as often... because for one, ammo is scarce... and for another, there are more precise aiming and or lock on features. Just some thoughts. Having said that though, I love Audio Quake and Road to Rage... because they're the closest we've gotten to those types of games. There are just things that could be taken further is all. We could always discuss this offlist as well since this is somewhat of a pet interest of mine too, I'm just not a programmer. lol - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 5:17 AM Subject: Re: [Audyssey] Mysteries of the Ancients Considerations > HI Clement, > > I'm curious why you're saying that Audio Quake was 'too lucky?" > > The original (pre-Jedi Quake) version is Quake itself with only the adaptive > features in place to allow VI players to play the game. > > Can you clarify your comments a bit for me? I ask as the first-person 3D > genre is obviously a pet interest of mine. ;) > > So I'm curious to hear more feedback on how this has worked for other VI > players. > > thanks so much! > > Smiles, > > Cara :) > --- > View my Online Portfolio at: > > http://www.onemodelplace.com/CaraQuinn > > Follow me on Twitter! > > https://twitter.com/ModelCara > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] alter aeon
Type Quit and hit Enter. The game will automatically save. But thou must! On 5/4/2013 12:34 PM, wayne17a wrote: Hi all game players os alter can you please tell me can the game be saved at any point and if yes how thanks in advance Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] alter aeon
Wayne, Alter Aeon runs all the time and can't be shut off. The game saves itself, and when you log off your character it's automatically saved. You don't need to save manually, because the game always takes care of it for you. Dennis Towne Alter Aeon MUD http://www.alteraeon.com On Sat, May 4, 2013 at 11:34 AM, wayne17a wrote: > Hi all game players os alter can you please tell me can the game be saved at > any point and if yes how thanks in advance > > Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
Hi Dan, Well, if you are willing to spend the money the Ivona voices work with Windows 7 64-bit and Windows 8 64-bit systems, and are about the closest you can get to human sounding voices. The voices from Cepstral also work with 64-bit Windows as well, but they are rather choppy and I've actually had issues installing them on some computers. So in my opinion the Ivona voices is a better deal. On 5/4/13, dan cook wrote: > this is useful as I was just about to ask what voices you guys would > recommend for a 64 bit system. > > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] alter aeon
Hi all game players os alter can you please tell me can the game be saved at any point and if yes how thanks in advance Wayne c --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
this is useful as I was just about to ask what voices you guys would recommend for a 64 bit system. On 5/4/13, Thomas Ward wrote: > Hi Chris, > > Yes, the Ivona voices are some of the best I've ever had the pleasure > of using. As I mentioned to Dark over on the Forum I like using Ivona > Joey as my play by play announcer in Jim's Football because it sounds > so human and just sounds right as a play by play announcer. Ivona Amy > would probably make a good Lara Croft substitute for a Tomb Raider > game. :D > > Cheers! > > > On 5/4/13, Chris H wrote: >> Good evening all. >> Speaking of Sapi Output, I am finding Ivona Tts to work superior with >> games that use Sapi as output. I use Amy which is one of the British >> voices. >> Chris. >> -- >> >> Christopher Hallsworth >> E-mail and Facebook: >> challswor...@sky.com >> Skype: >> chrishallsworth7266 >> Twitter: >> http://www.twitter.com/@christopherh40 >> Find my blog at >> challsworth2.wordpress.com >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to gamers-ow...@audyssey.org. >> > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Well, then you also have to assume that the gamer in question has that many voices in the first place. lol It would be nice to be able to find a voice for each situation, but I find the issue then lies in inflection. Even with a deep voice, tts can only read things a certain way... and if a player in an rpg is streaming or giving commands, I'd much rather hear it with good feeling and inflection. But that's what I get for being a voice-acting nerd... lol. But of course, that's all my personal taste... and I do understand the cost implications and all the rest of it as well. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 10:33 AM Subject: Re: [Audyssey] Why SAPI Output is Superior Hi Charles, That's definitely an advantage of SAPI output. Now, I happen to really like Ivona Amy, she is probably the best British female SAPI voice I've ever heard, but given your dislike for foreign accents it wouldn't be ideal for you personally. The way those British voices say things are slightly different than American voices and that is a turn off for some people. The best solution therefore is to let people use whatever they want. Now, Philip has a point about atmosphere, but then again if a person has a large number of SAPI voices they can often get a voice to suit the atmosphere they are looking for. For instance,in Entombed I use Realspeak Daniel, because I think a deep British voice is appropriate for an RPG. For Jim's Football I use something like Realspeak Tom or perhaps Ivona Joey because they make good sports announcers. If I were playing a game like Tomb Raider and it had SAPI support I'd probably use Ivona Amy since it is a good British female voice. Bottom line, with the right voices a gamer can find the voice to suit the mood so to speak. It doesn't have to be as bad as Microsoft Sam trying to be a play by play announcer in Jim's Football or the narrator in Entombed. Its all up to the player what they want in the end. :D Cheers! On 5/4/13, Charles Rivard wrote: This is purely personal, but I hate hearing to "press entuh" instead of to "press enter". or to "stot game" rather than to "start game". This is why I prefer SAPI, as long as I am selecting the voice to be used. With prerecorded speech, this cannot be done. --- Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Moderator Close Topic Zone BBS
Hi all, Please, let's close the Zone BBS topic. It has nothing to do with games. Let's steer things back to gaming shall we? :D Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Charles, That's definitely an advantage of SAPI output. Now, I happen to really like Ivona Amy, she is probably the best British female SAPI voice I've ever heard, but given your dislike for foreign accents it wouldn't be ideal for you personally. The way those British voices say things are slightly different than American voices and that is a turn off for some people. The best solution therefore is to let people use whatever they want. Now, Philip has a point about atmosphere, but then again if a person has a large number of SAPI voices they can often get a voice to suit the atmosphere they are looking for. For instance,in Entombed I use Realspeak Daniel, because I think a deep British voice is appropriate for an RPG. For Jim's Football I use something like Realspeak Tom or perhaps Ivona Joey because they make good sports announcers. If I were playing a game like Tomb Raider and it had SAPI support I'd probably use Ivona Amy since it is a good British female voice. Bottom line, with the right voices a gamer can find the voice to suit the mood so to speak. It doesn't have to be as bad as Microsoft Sam trying to be a play by play announcer in Jim's Football or the narrator in Entombed. Its all up to the player what they want in the end. :D Cheers! On 5/4/13, Charles Rivard wrote: > This is purely personal, but I hate hearing to "press entuh" instead of to > "press enter". or to "stot game" rather than to "start game". This is why I > > prefer SAPI, as long as I am selecting the voice to be used. With > prerecorded speech, this cannot be done. > > --- > Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Charles, That's the size of it. I've only been working on the prototype for two days and I now have a basic menu system in place, have all the basic status messages in place, and have a very very preliminary test level written to move around in. A lot of that is due in part to the fact I am not spending time on recording, editing, and preparing several hundred speech files before sitting down to code. The usual two or three days spent on preparing speech files were spent on actual coding, and the results speak for themselves. Cheers! On 5/4/13, Charles Rivard wrote: > Let's see: You're going to cut the cost, cut the size, improve the > performance, make it more to the gamer's liking as far as speech is > concerned, and decrease the development time. No complaint from this end, > anyway. (grin) > > --- > Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
This is purely personal, but I hate hearing to "press entuh" instead of to "press enter". or to "stot game" rather than to "start game". This is why I prefer SAPI, as long as I am selecting the voice to be used. With prerecorded speech, this cannot be done. --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Philip Bennefall" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 10:37 AM Subject: Re: [Audyssey] Why SAPI Output is Superior Hi Thomas, I just wanted to respond with a few spontaneous thoughts based on my own experiences with sapi versus prerecorded audio. Mostly I agree with your points. But for my own part I find that using synthetic speech, whether it be prerecorded or generated on the fly by a sapi controlled engine, greatly detracts from the atmosphere. Imagine if you will, that you are in a shadowy temple with a faint sound of wind, distant screams from the depths of a dungeon far below, haunting music with reverberating strings, and an equally dramatic narrative performed by Microsoft Mike. A bit of a contrast. To take a less extreme example, in my upcoming title the atmosphere is generally quite dramatic and with a dark undertone most of the time. Therefore, when I recorded my speech files I spoke in a very low voice even for such trivial things as numbers and status messages. I knew in what context my voice was going to be played, and was able to adapt it to really blend in with the rest of the scene that I was trying to create. A speech engine could never achieve that. So I think that in terms of atmosphere and dramatic effect, prerecorded speech is far superior than a tts engine. There are, of course, numerous cases where the advantages of tts output greatly outweigh the pros of prerecorded material, such as when there is absolutely no way for you to know what content that may need to be spoken. But if, as in the case of Mota, you are using prerecorded speech files that just contain tts generated content anyway then these have absolutely no advantage so I would not disagree with your decision to use sapi if you aren't interested in getting a voice talent to record your files. In short, I feel that prerecorded voice files are only advantageous if you actually have a real voice for the game. As for ease of coding - that has never really bothered me. It is trivial to design wrapper classes that can take a number, or a filename etc using overloaded methods, and rendering that with the available speech files asynchronously in the same thread so that one doesn't have to care about synchronization. So with a careful design you can get it down to a one liner just like you would with sapi. What I find annoying with sapi is that I can never be sure what the final output will actually sound like. Many of the commercial voices have quite a bit of delay during their initial buffering for each new phrase. When you speak the same phrase for the second time they are usually faster, but the fact that there is so much variation between voices makes it difficult to judge in advance how the game will actually perform if that makes sense. I tend to use sapi extensively for prototyping a game, but once I reach a stage where I start to consider a potential release date my first priority is to rip out sapi and replace it with real human speech. In summary, I think that if you want to get something out quickly and without spending any money then sapi is definitely the right way to go. If on the other hand you are interested in maintaining a great atmosphere and you want to make sure the game sounds and performs the same everywhere, I'd recommend a voice actor. Best of luck, and sorry about the extremely lengthy ramble! Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 5:07 PM Subject: [Audyssey] Why SAPI Output is Superior Hi everyone, This morning I had some time on my hands so I began really working on Mysteries of the Ancients, the new version, and decided to add SAPI 5 support to help expedite the development process. What I discovered when I compiled and ran this very early prototype is that the SAPI support works far better than any release before, and I realized to my amazement it really is the best solution for speaking menus, status messages, etc for a number of reasons. 1. It takes less development time to call a single function to pass a string of text to a SAPI speak function than it does to record, edit, load, and play a speech clip. Basically, if you got a game idea in mind you can really speed up the process just by using the SAPI voices installed on the machine. 2. It saves drive space, takes up less CPU power, and less memory. In the last beta of Mysteries of the Ancients,beta 22, the Speech directory was 36 MB. Now, of course, using SAPI it will take up less drive space as we
Re: [Audyssey] Mysteries of the Ancients Considerations
Hi Charles, Yes. I developed the other 9 tables, and the bulk of the work involved in the PBX engine. On May 4, 2013, at 1:17 PM, Charles Rivard wrote: > If memory serves me correctly, James North came up with ESP Pinball Classic. > Adora Entertainment, Josh who I can't remember the last name of at the > moment, created the other 9 tables. > > --- > Shepherds are the best beasts, but Labs are a close second. > - Original Message - From: "hayden presley" > To: "'Gamers Discussion list'" > Sent: Saturday, May 04, 2013 10:19 AM > Subject: Re: [Audyssey] Mysteries of the Ancients Considerations > > >> You know, I do find it interesting that his two pinball games remain to this >> day the only two we have. I am a little surprised that nobody has ever >> attempted to create one since. >> >> Best Regards, >> Hayden >> >> >> -Original Message- >> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward >> Sent: Saturday, May 04, 2013 3:42 AM >> To: Gamers Discussion list >> Subject: Re: [Audyssey] Mysteries of the Ancients Considerations >> >> Hi Clement, >> >> Exactly. The mouse demo was suppose to give gamers an idea of how Max >> Shrapnel was to be controlled, and to give them a little practice using the >> mouse as Max Shrapnel was to be largely played using the mouse much like >> Swamp is today. Of course, I remember people wined and complained about >> lack of keyboard support back then as they did with Che over Rail Racer and >> Jeremy over Swamp until a majority found out they actually liked it. Lol. >> >> Anyway, I think a lot of people forget what a great innovator James North >> really was. He created Alien Outback before Justin and Dan came out with >> Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks >> for Windows. He created Monkey Business and I think it was the very first >> attempt at an audio FPS game. He wrote Pinball Classic and it still remains >> only one of two pinball games for the blind. He came out with his rendition >> of Montezuma's Revenge in 2004 which is the very first audio 2d >> side-scroller with a vertical and horizontal axis of movement. Shall I >> continue? >> >> The point is James North created a lot of firsts, and this community would >> be a lot worse off without his contributions. Oh, sure Troopanum would have >> come along, and I'm sure Phil would have released Pac-Man Talks for Windows >> as he did. Someone would have come up with a 2d side-scroller eventually, >> but all of these things were done in the first few years of the audio game >> industry and James North was the one cranking out new games and new ideas >> that other devs hadn't thought about yet. >> >> Cheers! >> >> >> On 5/4/13, Clement Chou wrote: >>> Hi Tom. >>> The way I understood it.. that mouse demo was going to be one of the >>> features of Max Shrapnel in terms of how it was controlled. I'm not >>> sure how >>> >>> into that style of multiplayer pvp shooter you are similar to things >>> like Counterstrike or Unreal Tournament, but it would be great to see >>> something like that some time down the road. Not saying right now, of >>> course, just a suggestion for a possible project. Max Shrapnel, when I >>> read the features list James put up on Alchemy, was my dream game... >>> because that was at the peak of the hype at the time which was >>> Counterstrike 1.6, probably one of the most popular multiplayer shooters >> out there. >> >> --- >> Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, >> send E-mail to gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the list, >> please send E-mail to gamers-ow...@audyssey.org. >> >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the list, >> please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-
Re: [Audyssey] Mysteries of the Ancients Considerations
If memory serves me correctly, James North came up with ESP Pinball Classic. Adora Entertainment, Josh who I can't remember the last name of at the moment, created the other 9 tables. --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "hayden presley" To: "'Gamers Discussion list'" Sent: Saturday, May 04, 2013 10:19 AM Subject: Re: [Audyssey] Mysteries of the Ancients Considerations You know, I do find it interesting that his two pinball games remain to this day the only two we have. I am a little surprised that nobody has ever attempted to create one since. Best Regards, Hayden -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Saturday, May 04, 2013 3:42 AM To: Gamers Discussion list Subject: Re: [Audyssey] Mysteries of the Ancients Considerations Hi Clement, Exactly. The mouse demo was suppose to give gamers an idea of how Max Shrapnel was to be controlled, and to give them a little practice using the mouse as Max Shrapnel was to be largely played using the mouse much like Swamp is today. Of course, I remember people wined and complained about lack of keyboard support back then as they did with Che over Rail Racer and Jeremy over Swamp until a majority found out they actually liked it. Lol. Anyway, I think a lot of people forget what a great innovator James North really was. He created Alien Outback before Justin and Dan came out with Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks for Windows. He created Monkey Business and I think it was the very first attempt at an audio FPS game. He wrote Pinball Classic and it still remains only one of two pinball games for the blind. He came out with his rendition of Montezuma's Revenge in 2004 which is the very first audio 2d side-scroller with a vertical and horizontal axis of movement. Shall I continue? The point is James North created a lot of firsts, and this community would be a lot worse off without his contributions. Oh, sure Troopanum would have come along, and I'm sure Phil would have released Pac-Man Talks for Windows as he did. Someone would have come up with a 2d side-scroller eventually, but all of these things were done in the first few years of the audio game industry and James North was the one cranking out new games and new ideas that other devs hadn't thought about yet. Cheers! On 5/4/13, Clement Chou wrote: Hi Tom. The way I understood it.. that mouse demo was going to be one of the features of Max Shrapnel in terms of how it was controlled. I'm not sure how into that style of multiplayer pvp shooter you are similar to things like Counterstrike or Unreal Tournament, but it would be great to see something like that some time down the road. Not saying right now, of course, just a suggestion for a possible project. Max Shrapnel, when I read the features list James put up on Alchemy, was my dream game... because that was at the peak of the hype at the time which was Counterstrike 1.6, probably one of the most popular multiplayer shooters out there. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games and Ivona
Hi Chris, Yes, the Ivona voices are some of the best I've ever had the pleasure of using. As I mentioned to Dark over on the Forum I like using Ivona Joey as my play by play announcer in Jim's Football because it sounds so human and just sounds right as a play by play announcer. Ivona Amy would probably make a good Lara Croft substitute for a Tomb Raider game. :D Cheers! On 5/4/13, Chris H wrote: > Good evening all. > Speaking of Sapi Output, I am finding Ivona Tts to work superior with > games that use Sapi as output. I use Amy which is one of the British > voices. > Chris. > -- > > Christopher Hallsworth > E-mail and Facebook: > challswor...@sky.com > Skype: > chrishallsworth7266 > Twitter: > http://www.twitter.com/@christopherh40 > Find my blog at > challsworth2.wordpress.com > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Let's see: You're going to cut the cost, cut the size, improve the performance, make it more to the gamer's liking as far as speech is concerned, and decrease the development time. No complaint from this end, anyway. (grin) --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 10:07 AM Subject: [Audyssey] Why SAPI Output is Superior Hi everyone, This morning I had some time on my hands so I began really working on Mysteries of the Ancients, the new version, and decided to add SAPI 5 support to help expedite the development process. What I discovered when I compiled and ran this very early prototype is that the SAPI support works far better than any release before, and I realized to my amazement it really is the best solution for speaking menus, status messages, etc for a number of reasons. 1. It takes less development time to call a single function to pass a string of text to a SAPI speak function than it does to record, edit, load, and play a speech clip. Basically, if you got a game idea in mind you can really speed up the process just by using the SAPI voices installed on the machine. 2. It saves drive space, takes up less CPU power, and less memory. In the last beta of Mysteries of the Ancients,beta 22, the Speech directory was 36 MB. Now, of course, using SAPI it will take up less drive space as well as be a smaller download. I also noticed looking at the over all system performance that it uses less memory so that's another reason to use SAPI. 3. Its customizable. This probably goes without saying, but using SAPI voices you can change the voice, pitch, rate, and volume of the default voice in the Control Panel meaning if you don't like the default voice you can always switch to a different one or buy a better one. This was always a bit of a problem in prior test releases. The voice was too fast, too slow, it had an accent, or whatever and I was going crazy trying to find a voice that everyone liked. So using SAPI you, the end user, can set it up anyway you like in the Windows Control Panel. 4. Its very inexpensive. If you hire voice actors to read the menus, status messages, items, etc that can cost lots of money not to mention require time to edit and use. Even if a developer uses Acapela Heather or Nuance Tom legally the developer is suppose to pay royalties for the use of that voice in a commercial product. This way the developer isn't using the voices directly and the customer fits the bill for any high quality voices like Ivona, Nuance TTS, Cepstral, etc. 5. Its very dynamic and flexible. With prerecorded speech there is always the problem of speaking dynamic content like a player's name or speaking a message with a number of variables involved. Here you just create a message string using the dynamic content, give it to sAPI, and forget about it. For example, in my wrestling game there are a number of messages of play by play action like this. "John Cena quickly moves forward, picks up the Rock, and slams him to the mat." In a case like this the speech output has to be flexible enough to use the same message from match to match only substituting the name of the performers in the match. You can't really do that easily with prerecorded speech clips, but you can easily do it with SAPI just by using a couple of string variables in place of the performers name. Therefore it doesn't matter who is in the match it will always speak the information no matter what, and the developer doesn't have to spend a month writing a bunch of if statements to load this or that speech clip on demand. :D So I think after seeing the results in person I think I am going to be using SAPI output from now on in my Windows games. I only regret I didn't do this earlier. I could have saved myself a lot of wasted time and energy trying to make prerecorded speech clips. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Moderator Stop Hijacking Threads
Hi everyone, I noticed the last few days people have been hijacking various threads left and right and when reading them they have gone in 15 different directions without anyone stopping to change the subject line. This is not only confusing for a list member, but it is difficult to moderate because there is no logic to the posts. For example,I asked a various serious question about Mysteries of the Ancients a few days ago, and now when I open that thread I see people talking about James North, there is a discussion about 3d FPS games, and so on. If you have something to say on a different topic for heaven's sake please change the subject line and stop hijacking threads. Its frustrating to open a message thinking it is about one thing and discover the contents of the message is about something totally different and unrelated to the subject at hand. Thanks. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Yes, that makes perfect sense. I do a similar thing in my games during the early stages of development. I prototype with sapi, and then rip it out. That works extremely well for my own projects. Once again, best of luck. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: ; "Gamers Discussion list" Sent: Saturday, May 04, 2013 6:58 PM Subject: Re: [Audyssey] Why SAPI Output is Superior Hi Philip, No, I was talking more about the entire process of creating and editing the files. The coding itself I have gotten down to a fairly straight forward process after having been using the engine since the early days of MOTA and slowly adding to, improving, and building up the speech functionality of the engine itself. The nice thing about this is that I have a choice. I can certainly roll out 1.0 using SAPI, and if I want to invest in a voice actor it wouldn't be a huge problem to rip out SAPI and use prerecorded speech later on since all those functions and classes exist to do things like speak menus, speak numbers,status messages, whatever. Its more or less a matter of replacing one with the other. However, I don't have any good speech files already created, not interested in hiring someone to do it, and I am not going to take the time to record and edit speech clips of SAPI voices when I can use those voices directly. :D Cheers! On 5/4/13, Philip Bennefall wrote: Absolutely. I thought you were saying that it was easier in terms of code. If you are refering to the process of creating the files, then I agree. Though it is relatively easy to automate the splicing, so that all you have to do is fine tune individual files here and there. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Games and Ivona
Good evening all. Speaking of Sapi Output, I am finding Ivona Tts to work superior with games that use Sapi as output. I use Amy which is one of the British voices. Chris. -- Christopher Hallsworth E-mail and Facebook: challswor...@sky.com Skype: chrishallsworth7266 Twitter: http://www.twitter.com/@christopherh40 Find my blog at challsworth2.wordpress.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Issues wiht Zone BBS.
Not sure why you're trying to sort it out on this list... this discussion isn't game-related and should probably be taken somewhere else. - Original Message - From: "Nicole white" To: "Games list\" Sent: Saturday, May 04, 2013 8:34 AM Subject: [Audyssey] Issues wiht Zone BBS. One i time, i had created an account and had accidentally gotten into a heated battle with the administrators. IN the discussion they have banned me for supposedly trying to create multiple account that i have never done. Coule yo uplease straighten this out and try to get me back over there. i had borrowed an email address of a friend which they took as me trying to use both addresses. Could someone please get me back over there? --- --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Mysteries of the Ancients Considerations
The trouble with translating 3d fps games into pure audio is that you are going to miss a lot of the precision that you can get by visual observation. I'm not saying audio quake was bad, just not as precise as I would like it to be. It was a lot of fun, but too often I found myself and saw other people just holding down the control key while trying to aim with the arrow keys. It isn't really a design thing, and I think Audio Quake and road to Rage have tapped into something good. And sniping doesn't work as complexly in audio shooters as in sighted ones. Sure you have long range rifles, but I've never been able to snipe from somewhere far and above my opponent. And I think that aiming could be refined a bit more as well, so that it isn't just centre your opponent by turning and then just mashing the fire button. If you watch videos or watch sighted people playing games like Call of Duty or Counterstrike, the shots don't come nearly as often... because for one, ammo is scarce... and for another, there are more precise aiming and or lock on features. Just some thoughts. Having said that though, I love Audio Quake and Road to Rage... because they're the closest we've gotten to those types of games. There are just things that could be taken further is all. We could always discuss this offlist as well since this is somewhat of a pet interest of mine too, I'm just not a programmer. lol - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 5:17 AM Subject: Re: [Audyssey] Mysteries of the Ancients Considerations HI Clement, I'm curious why you're saying that Audio Quake was 'too lucky?" The original (pre-Jedi Quake) version is Quake itself with only the adaptive features in place to allow VI players to play the game. Can you clarify your comments a bit for me? I ask as the first-person 3D genre is obviously a pet interest of mine. ;) So I'm curious to hear more feedback on how this has worked for other VI players. thanks so much! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Philip, No, I was talking more about the entire process of creating and editing the files. The coding itself I have gotten down to a fairly straight forward process after having been using the engine since the early days of MOTA and slowly adding to, improving, and building up the speech functionality of the engine itself. The nice thing about this is that I have a choice. I can certainly roll out 1.0 using SAPI, and if I want to invest in a voice actor it wouldn't be a huge problem to rip out SAPI and use prerecorded speech later on since all those functions and classes exist to do things like speak menus, speak numbers,status messages, whatever. Its more or less a matter of replacing one with the other. However, I don't have any good speech files already created, not interested in hiring someone to do it, and I am not going to take the time to record and edit speech clips of SAPI voices when I can use those voices directly. :D Cheers! On 5/4/13, Philip Bennefall wrote: > Absolutely. I thought you were saying that it was easier in terms of code. > If you are refering to the process of creating the files, then I agree. > Though it is relatively easy to automate the splicing, so that all you have > > to do is fine tune individual files here and there. > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Josh, That's pretty much what I was considering. Linux has a speech API called Speech Dispatcher that looks simple enough to support, and is the closest thing to SAPI on open source platforms. The way I figure it when I port to Linux and Mac OS I'll simply write wrapper classes for the various TTS APIs, and cross compile. Cheers! On 5/4/13, Draconis wrote: > Hi Tom, > > Regarding the cross-platform challenge… > > It isn't really that big of a deal. We developed a TTS wrapper in the game > engine. The Windows and Mac compilations simply hook into the OS's native > TTS system, which is NSSpeechSynthesizer on Mac and SAPI on Windows. I think > that part of the engine was developed in about a day. Very straightforward, > with the main work the pre-planning of the wrapper class. > > The main drawback we have found to TTS, is that we're finding that many > third-party voices have bugs or cases where they do not adhere to the native > system they are hooking into. Fortunately, the folks over at Assistiveware > were fantastic about working with us to fix their bugs, which they have now > done. Not sure how the Windows side will play out, but we know that a few > TTS voices have issues playing nice with the SAPI system. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Absolutely. I thought you were saying that it was easier in terms of code. If you are refering to the process of creating the files, then I agree. Though it is relatively easy to automate the splicing, so that all you have to do is fine tune individual files here and there. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: ; "Gamers Discussion list" Sent: Saturday, May 04, 2013 6:45 PM Subject: Re: [Audyssey] Why SAPI Output is Superior Hi Philip, Well, SAPI is easier because I don't have to record and edit a bunch of new speech clips for the game. I've elected not to port it to Linux or Mac OS right away so SAPI is ideal for what I am doing. If I do decide to port it to another platform in the future I can write a similar wrapper class for Speech Dispatcher etc and use the native TTS engines for that platform. Make sense? Cheers! On 5/4/13, Philip Bennefall wrote: Hi Thomas, I agree with all your points here. As I said in my prior post, if you don't want to invest a lot of money in voices for the game then sapi is definitely the way forward. However, one thing confuses me. You say you have already written such wrapper classes, and given that, why is sapi any easier in terms of coding? Sure there is a small amount of time required initially but it's a trivial implementation that benefits you a great deal throughout the entire coding process, especially when you have cross platform in mind. What I mean is, sapi forces you to do less work but if you've already done that work, that is no longer an issue. All in all, I think you have made the right decision given the parameters - no money spent, and maximum time efficiency. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Philip, Well, SAPI is easier because I don't have to record and edit a bunch of new speech clips for the game. I've elected not to port it to Linux or Mac OS right away so SAPI is ideal for what I am doing. If I do decide to port it to another platform in the future I can write a similar wrapper class for Speech Dispatcher etc and use the native TTS engines for that platform. Make sense? Cheers! On 5/4/13, Philip Bennefall wrote: > Hi Thomas, > > I agree with all your points here. As I said in my prior post, if you don't > > want to invest a lot of money in voices for the game then sapi is definitely > > the way forward. However, one thing confuses me. You say you have already > written such wrapper classes, and given that, why is sapi any easier in > terms of coding? Sure there is a small amount of time required initially but > > it's a trivial implementation that benefits you a great deal throughout the > > entire coding process, especially when you have cross platform in mind. What > > I mean is, sapi forces you to do less work but if you've already done that > work, that is no longer an issue. > > All in all, I think you have made the right decision given the parameters - > > no money spent, and maximum time efficiency. > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Tom, Regarding the cross-platform challenge… It isn't really that big of a deal. We developed a TTS wrapper in the game engine. The Windows and Mac compilations simply hook into the OS's native TTS system, which is NSSpeechSynthesizer on Mac and SAPI on Windows. I think that part of the engine was developed in about a day. Very straightforward, with the main work the pre-planning of the wrapper class. The main drawback we have found to TTS, is that we're finding that many third-party voices have bugs or cases where they do not adhere to the native system they are hooking into. Fortunately, the folks over at Assistiveware were fantastic about working with us to fix their bugs, which they have now done. Not sure how the Windows side will play out, but we know that a few TTS voices have issues playing nice with the SAPI system. On May 4, 2013, at 12:30 PM, Thomas Ward wrote: > Hi Philip, > > When it comes to over all atmosphere you are right. A human voice is > always superior, but I haven't been doing that with any of my games. > With my original draft of STFC I used Neosspeach Kate, then Realspeak > Karen, and in many of the betas of MOTA I was using Acapela Heather. > Since all of these games were essentially using prerecorded clips of > SAPI voices anyway I was essentially doing a lot of unnecessary work > recording,editing, and then using the wav files of synth voices when I > could have used them directly. > > Now, my voice isn't very good, and do to some physical impairments it > is impossible for me to speak clearly and I would never use it for a > professional game. Unfortunately, that means I would have to hire out > to someone else to do the voice clips and I don't really want to spend > a great deal of money on a game like Mysteries of the Ancients just to > get realistic human speech. Perhaps if the game sells well I could > consider reinvesting some of that money in voice acting etc, but for a > preliminary release SAPI is definitely the best way to go. > > As far as wrapper classes that's pretty much what I was doing from > betas 1 to 22. I had a function called SpeakNumber() that would take a > number and do all the loading and processing of number files which > works pretty well. However, that required some extra work developing > those wrapper classes in order to get the same functionality I have > with SAPI right away. > > There is one other issue you didn't mention and that is cross-platform > support. There really aren't any good cross-platform TTS solutions. > ESpeak, Festival, etc are all pretty bad and using prerecorded speech > clips is a great way to support Windows, Linux, Mac, and iOS, etc all > with the same speech and from that perspective it is easier to deal > with than a specific API like SAPI. > > Cheers! > > > On 5/4/13, Philip Bennefall wrote: >> Hi Thomas, >> >> I just wanted to respond with a few spontaneous thoughts based on my own >> experiences with sapi versus prerecorded audio. >> >> Mostly I agree with your points. But for my own part I find that using >> synthetic speech, whether it be prerecorded or generated on the fly by a >> sapi controlled engine, greatly detracts from the atmosphere. Imagine if you >> >> will, that you are in a shadowy temple with a faint sound of wind, distant >> screams from the depths of a dungeon far below, haunting music with >> reverberating strings, and an equally dramatic narrative performed by >> Microsoft Mike. A bit of a contrast. >> >> To take a less extreme example, in my upcoming title the atmosphere is >> generally quite dramatic and with a dark undertone most of the time. >> Therefore, when I recorded my speech files I spoke in a very low voice even >> >> for such trivial things as numbers and status messages. I knew in what >> context my voice was going to be played, and was able to adapt it to really >> >> blend in with the rest of the scene that I was trying to create. A speech >> engine could never achieve that. So I think that in terms of atmosphere and >> >> dramatic effect, prerecorded speech is far superior than a tts engine. There >> >> are, of course, numerous cases where the advantages of tts output greatly >> outweigh the pros of prerecorded material, such as when there is absolutely >> >> no way for you to know what content that may need to be spoken. But if, as >> in the case of Mota, you are using prerecorded speech files that just >> contain tts generated content anyway then these have absolutely no advantage >> >> so I would not disagree with your decision to use sapi if you aren't >> interested in getting a voice talent to record your files. In short, I feel >> >> that prerecorded voice files are only advantageous if you actually have a >> real voice for the game. >> >> As for ease of coding - that has never really bothered me. It is trivial to >> >> design wrapper classes that can take a number, or a filename etc using >> overloaded methods, and rendering that with the
Re: [Audyssey] Why SAPI Output is Superior
Hi Thomas, I agree with all your points here. As I said in my prior post, if you don't want to invest a lot of money in voices for the game then sapi is definitely the way forward. However, one thing confuses me. You say you have already written such wrapper classes, and given that, why is sapi any easier in terms of coding? Sure there is a small amount of time required initially but it's a trivial implementation that benefits you a great deal throughout the entire coding process, especially when you have cross platform in mind. What I mean is, sapi forces you to do less work but if you've already done that work, that is no longer an issue. All in all, I think you have made the right decision given the parameters - no money spent, and maximum time efficiency. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: ; "Gamers Discussion list" Sent: Saturday, May 04, 2013 6:30 PM Subject: Re: [Audyssey] Why SAPI Output is Superior Hi Philip, When it comes to over all atmosphere you are right. A human voice is always superior, but I haven't been doing that with any of my games. With my original draft of STFC I used Neosspeach Kate, then Realspeak Karen, and in many of the betas of MOTA I was using Acapela Heather. Since all of these games were essentially using prerecorded clips of SAPI voices anyway I was essentially doing a lot of unnecessary work recording,editing, and then using the wav files of synth voices when I could have used them directly. Now, my voice isn't very good, and do to some physical impairments it is impossible for me to speak clearly and I would never use it for a professional game. Unfortunately, that means I would have to hire out to someone else to do the voice clips and I don't really want to spend a great deal of money on a game like Mysteries of the Ancients just to get realistic human speech. Perhaps if the game sells well I could consider reinvesting some of that money in voice acting etc, but for a preliminary release SAPI is definitely the best way to go. As far as wrapper classes that's pretty much what I was doing from betas 1 to 22. I had a function called SpeakNumber() that would take a number and do all the loading and processing of number files which works pretty well. However, that required some extra work developing those wrapper classes in order to get the same functionality I have with SAPI right away. There is one other issue you didn't mention and that is cross-platform support. There really aren't any good cross-platform TTS solutions. ESpeak, Festival, etc are all pretty bad and using prerecorded speech clips is a great way to support Windows, Linux, Mac, and iOS, etc all with the same speech and from that perspective it is easier to deal with than a specific API like SAPI. Cheers! On 5/4/13, Philip Bennefall wrote: Hi Thomas, I just wanted to respond with a few spontaneous thoughts based on my own experiences with sapi versus prerecorded audio. Mostly I agree with your points. But for my own part I find that using synthetic speech, whether it be prerecorded or generated on the fly by a sapi controlled engine, greatly detracts from the atmosphere. Imagine if you will, that you are in a shadowy temple with a faint sound of wind, distant screams from the depths of a dungeon far below, haunting music with reverberating strings, and an equally dramatic narrative performed by Microsoft Mike. A bit of a contrast. To take a less extreme example, in my upcoming title the atmosphere is generally quite dramatic and with a dark undertone most of the time. Therefore, when I recorded my speech files I spoke in a very low voice even for such trivial things as numbers and status messages. I knew in what context my voice was going to be played, and was able to adapt it to really blend in with the rest of the scene that I was trying to create. A speech engine could never achieve that. So I think that in terms of atmosphere and dramatic effect, prerecorded speech is far superior than a tts engine. There are, of course, numerous cases where the advantages of tts output greatly outweigh the pros of prerecorded material, such as when there is absolutely no way for you to know what content that may need to be spoken. But if, as in the case of Mota, you are using prerecorded speech files that just contain tts generated content anyway then these have absolutely no advantage so I would not disagree with your decision to use sapi if you aren't interested in getting a voice talent to record your files. In short, I feel that prerecorded voice files are only advantageous if you actually have a real voice for the game. As for ease of coding - that has never really bothered me. It is trivial to design wrapper classes that can take a number, or a filename etc using overloaded methods, and rendering that with the available speech files asynchronously in the same thread so that one doesn't have to care about s
Re: [Audyssey] Why SAPI Output is Superior
Hi Josh, That's pretty much how I feel about it myself. If I am going to have a game character like Arizona Smith say something in the game like "got it" then obviously I'll hire a voice actor to do the voices since that is a real person. However, for very generic stuff that would show up as text in a video game like menus, status messages, level info, etc I'll use SAPI to speak it. Its a real inexpensive and flexible system for speaking generic game content. While I take Philip's point about over all ambiance I still think SAPI is less work and less headaches to deal with. Cheers! On 5/4/13, Draconis wrote: > Hi Tom, > > Full agreement here. We have started using SAPI in our new game engine as > well, as has been evident in ChangeReaction 2 and SilverDollar. We use a > very simple formula for deciding what should or should not be presented with > TTS. That is, if this was a video game and the information being presented > would be text on the screen, that information should be presented with TTS. > Otherwise, human voices should be used. > > In the main menus for both CR and SD, we do have a human voice for the main > options, because we are thinking of these options more as icons. > > Likewise, in CR, the coins in a video game would be graphically represented, > hence they are named by a human voice during game play. > > We resisted using TTS for a long time. In fact, we weren't using it at all > in early betas of CR2. In the end, the dubious benefits are far outweighed > by the drawbacks of using human voices for every bit of textual output. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Zone BBS
Wht on earth did yo ujust say? i cannot figure out Dodge City Desperados Game and wish that someone should teach this game to me. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Philip, When it comes to over all atmosphere you are right. A human voice is always superior, but I haven't been doing that with any of my games. With my original draft of STFC I used Neosspeach Kate, then Realspeak Karen, and in many of the betas of MOTA I was using Acapela Heather. Since all of these games were essentially using prerecorded clips of SAPI voices anyway I was essentially doing a lot of unnecessary work recording,editing, and then using the wav files of synth voices when I could have used them directly. Now, my voice isn't very good, and do to some physical impairments it is impossible for me to speak clearly and I would never use it for a professional game. Unfortunately, that means I would have to hire out to someone else to do the voice clips and I don't really want to spend a great deal of money on a game like Mysteries of the Ancients just to get realistic human speech. Perhaps if the game sells well I could consider reinvesting some of that money in voice acting etc, but for a preliminary release SAPI is definitely the best way to go. As far as wrapper classes that's pretty much what I was doing from betas 1 to 22. I had a function called SpeakNumber() that would take a number and do all the loading and processing of number files which works pretty well. However, that required some extra work developing those wrapper classes in order to get the same functionality I have with SAPI right away. There is one other issue you didn't mention and that is cross-platform support. There really aren't any good cross-platform TTS solutions. ESpeak, Festival, etc are all pretty bad and using prerecorded speech clips is a great way to support Windows, Linux, Mac, and iOS, etc all with the same speech and from that perspective it is easier to deal with than a specific API like SAPI. Cheers! On 5/4/13, Philip Bennefall wrote: > Hi Thomas, > > I just wanted to respond with a few spontaneous thoughts based on my own > experiences with sapi versus prerecorded audio. > > Mostly I agree with your points. But for my own part I find that using > synthetic speech, whether it be prerecorded or generated on the fly by a > sapi controlled engine, greatly detracts from the atmosphere. Imagine if you > > will, that you are in a shadowy temple with a faint sound of wind, distant > screams from the depths of a dungeon far below, haunting music with > reverberating strings, and an equally dramatic narrative performed by > Microsoft Mike. A bit of a contrast. > > To take a less extreme example, in my upcoming title the atmosphere is > generally quite dramatic and with a dark undertone most of the time. > Therefore, when I recorded my speech files I spoke in a very low voice even > > for such trivial things as numbers and status messages. I knew in what > context my voice was going to be played, and was able to adapt it to really > > blend in with the rest of the scene that I was trying to create. A speech > engine could never achieve that. So I think that in terms of atmosphere and > > dramatic effect, prerecorded speech is far superior than a tts engine. There > > are, of course, numerous cases where the advantages of tts output greatly > outweigh the pros of prerecorded material, such as when there is absolutely > > no way for you to know what content that may need to be spoken. But if, as > in the case of Mota, you are using prerecorded speech files that just > contain tts generated content anyway then these have absolutely no advantage > > so I would not disagree with your decision to use sapi if you aren't > interested in getting a voice talent to record your files. In short, I feel > > that prerecorded voice files are only advantageous if you actually have a > real voice for the game. > > As for ease of coding - that has never really bothered me. It is trivial to > > design wrapper classes that can take a number, or a filename etc using > overloaded methods, and rendering that with the available speech files > asynchronously in the same thread so that one doesn't have to care about > synchronization. So with a careful design you can get it down to a one liner > > just like you would with sapi. What I find annoying with sapi is that I can > > never be sure what the final output will actually sound like. Many of the > commercial voices have quite a bit of delay during their initial buffering > for each new phrase. When you speak the same phrase for the second time they > > are usually faster, but the fact that there is so much variation between > voices makes it difficult to judge in advance how the game will actually > perform if that makes sense. I tend to use sapi extensively for prototyping > > a game, but once I reach a stage where I start to consider a potential > release date my first priority is to rip out sapi and replace it with real > human speech. > > In summary, I think that if you want to get something out quickly and > without spending any money then sapi is definitely the right way to go
Re: [Audyssey] Issues wiht Zone BBS.
Hi Nicole, Look, to begin with this message is off topic for this list. Second, I don't know the administrators of the Zone BBS so I don't know how much my word would sway them even if I were inclined to help you with the Zone BBS issue. You really should email the admins yourself and see if you can get the situation straightened out with them as they are the only ones who can really help you with this particular problem. Cheers! On 5/4/13, Nicole white wrote: > One i time, i had created an account and had accidentally gotten into a > heated battle with the administrators. IN the discussion they have banned me > for supposedly trying to create multiple account that i have never done. > Coule yo uplease straighten this out and try to get me back over there. > i had borrowed an email address of a friend which they took as me trying to > use both addresses. > Could someone please get me back over there? > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Issues wiht Zone BBS.
Nicole, The zone BBS has its own admin, and it's own way of handling administrative problems. If you have a problem with the BBS, please work it out with them. This list is for discussing audio games, not helping people get unbanned from bulletin board accounts. Dennis Towne Alter Aeon MUD http://www.alteraeon.com On Sat, May 4, 2013 at 8:34 AM, Nicole white wrote: > One i time, i had created an account and had accidentally gotten into a > heated battle with the administrators. IN the discussion they have banned me > for supposedly trying to create multiple account that i have never done. > Coule yo uplease straighten this out and try to get me back over there. > i had borrowed an email address of a friend which they took as me trying to > use both addresses. > Could someone please get me back over there? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Mysteries of the Ancients Considerations
Hi Shaun, You are incorrect on a couple points. First, James sold ESP Softworks to Adora because of the treatment he was getting from the community. He decided he wanted out, because it had escalated to such a degree. So your assertion that the trouble started with Alchemy is incorrect. He started Alchemy, thinking that perhaps he would give the community a second chance, and try to cope better with them. This did not happen, obviously. James was relatively open about the development of PB2, and the delays it was experiencing as I recall. So, whether he was communicative or not, it didn't make any difference in terms of the treatment he received. As I said previously, I don't agree with everything James did, but I do think the community has not taken responsibility for driving out one of its best founding developers. On May 4, 2013, at 5:35 AM, shaun everiss wrote: > there is no disputing that tom. > The espsoftworks era was good. > he cranked everything out. > when he went to alchemy was the time things went south. > I am sure if he stayed with esp he would continue as is but maybe he was > bored with that. > > At 08:41 PM 5/4/2013, you wrote: >> Hi Clement, >> >> Exactly. The mouse demo was suppose to give gamers an idea of how Max >> Shrapnel was to be controlled, and to give them a little practice >> using the mouse as Max Shrapnel was to be largely played using the >> mouse much like Swamp is today. Of course, I remember people wined >> and complained about lack of keyboard support back then as they did >> with Che over Rail Racer and Jeremy over Swamp until a majority found >> out they actually liked it. Lol. >> >> Anyway, I think a lot of people forget what a great innovator James >> North really was. He created Alien Outback before Justin and Dan came >> out with Troopanum. He came out with Dynaman before Phil came out with >> Pac-Man Talks for Windows. He created Monkey Business and I think it >> was the very first attempt at an audio FPS game. He wrote Pinball >> Classic and it still remains only one of two pinball games for the >> blind. He came out with his rendition of Montezuma's Revenge in 2004 >> which is the very first audio 2d side-scroller with a vertical and >> horizontal axis of movement. Shall I continue? >> >> The point is James North created a lot of firsts, and this community >> would be a lot worse off without his contributions. Oh, sure Troopanum >> would have come along, and I'm sure Phil would have released Pac-Man >> Talks for Windows as he did. Someone would have come up with a 2d >> side-scroller eventually, but all of these things were done in the >> first few years of the audio game industry and James North was the one >> cranking out new games and new ideas that other devs hadn't thought >> about yet. >> >> Cheers! >> >> >> On 5/4/13, Clement Chou wrote: >> > Hi Tom. >> > The way I understood it.. that mouse demo was going to be one of the >> > features of Max Shrapnel in terms of how it was controlled. I'm not sure >> > how >> > >> > into that style of multiplayer pvp shooter you are similar to things like >> > Counterstrike or Unreal Tournament, but it would be great to see something >> > like that some time down the road. Not saying right now, of course, just a >> > suggestion for a possible project. Max Shrapnel, when I read the features >> > list James put up on Alchemy, was my dream game... because that was at the >> > peak of the hype at the time which was Counterstrike 1.6, probably one of >> > the most popular multiplayer shooters out there. >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the list, >> please send E-mail to gamers-ow...@audyssey.org. > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns r
Re: [Audyssey] Issues wiht Zone BBS.
I wouldn't worry about it. I've not had your exact issues, but I've recently resigned up after a lengthy hiatis and found things basically the same as I left them--vey inappropriate and needlessly clnky. Best Regards, Hayden -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nicole white Sent: Saturday, May 04, 2013 10:35 AM To: Games list\ Subject: [Audyssey] Issues wiht Zone BBS. One i time, i had created an account and had accidentally gotten into a heated battle with the administrators. IN the discussion they have banned me for supposedly trying to create multiple account that i have never done. Coule yo uplease straighten this out and try to get me back over there. i had borrowed an email address of a friend which they took as me trying to use both addresses. Could someone please get me back over there? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Why SAPI Output is Superior
Hi Tom, Full agreement here. We have started using SAPI in our new game engine as well, as has been evident in ChangeReaction 2 and SilverDollar. We use a very simple formula for deciding what should or should not be presented with TTS. That is, if this was a video game and the information being presented would be text on the screen, that information should be presented with TTS. Otherwise, human voices should be used. In the main menus for both CR and SD, we do have a human voice for the main options, because we are thinking of these options more as icons. Likewise, in CR, the coins in a video game would be graphically represented, hence they are named by a human voice during game play. We resisted using TTS for a long time. In fact, we weren't using it at all in early betas of CR2. In the end, the dubious benefits are far outweighed by the drawbacks of using human voices for every bit of textual output. On May 4, 2013, at 11:07 AM, Thomas Ward wrote: > Hi everyone, > > This morning I had some time on my hands so I began really working on > Mysteries of the Ancients, the new version, and decided to add SAPI 5 > support to help expedite the development process. What I discovered > when I compiled and ran this very early prototype is that the SAPI > support works far better than any release before, and I realized to my > amazement it really is the best solution for speaking menus, status > messages, etc for a number of reasons. > > 1. It takes less development time to call a single function to pass a > string of text to a SAPI speak function than it does to record, edit, > load, and play a speech clip. Basically, if you got a game idea in > mind you can really speed up the process just by using the SAPI voices > installed on the machine. > > 2. It saves drive space, takes up less CPU power, and less memory. In > the last beta of Mysteries of the Ancients,beta 22, the Speech > directory was 36 MB. Now, of course, using SAPI it will take up less > drive space as well as be a smaller download. I also noticed looking > at the over all system performance that it uses less memory so that's > another reason to use SAPI. > > 3. Its customizable. This probably goes without saying, but using SAPI > voices you can change the voice, pitch, rate, and volume of the > default voice in the Control Panel meaning if you don't like the > default voice you can always switch to a different one or buy a better > one. > > This was always a bit of a problem in prior test releases. The voice > was too fast, too slow, it had an accent, or whatever and I was going > crazy trying to find a voice that everyone liked. So using SAPI you, > the end user, can set it up anyway you like in the Windows Control > Panel. > > 4. Its very inexpensive. If you hire voice actors to read the menus, > status messages, items, etc that can cost lots of money not to mention > require time to edit and use. Even if a developer uses Acapela Heather > or Nuance Tom legally the developer is suppose to pay royalties for > the use of that voice in a commercial product. This way the developer > isn't using the voices directly and the customer fits the bill for any > high quality voices like Ivona, Nuance TTS, Cepstral, etc. > > 5. Its very dynamic and flexible. With prerecorded speech there is > always the problem of speaking dynamic content like a player's name or > speaking a message with a number of variables involved. Here you just > create a message string using the dynamic content, give it to sAPI, > and forget about it. > > For example, in my wrestling game there are a number of messages of > play by play action like this. "John Cena quickly moves forward, picks > up the Rock, and slams him to the mat." In a case like this the speech > output has to be flexible enough to use the same message from match to > match only substituting the name of the performers in the match. You > can't really do that easily with prerecorded speech clips, but you can > easily do it with SAPI just by using a couple of string variables in > place of the performers name. Therefore it doesn't matter who is in > the match it will always speak the information no matter what, and the > developer doesn't have to spend a month writing a bunch of if > statements to load this or that speech clip on demand. :D > > So I think after seeing the results in person I think I am going to be > using SAPI output from now on in my Windows games. I only regret I > didn't do this earlier. I could have saved myself a lot of wasted time > and energy trying to make prerecorded speech clips. > > Cheers! > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If
Re: [Audyssey] Why SAPI Output is Superior
Hi Thomas, I just wanted to respond with a few spontaneous thoughts based on my own experiences with sapi versus prerecorded audio. Mostly I agree with your points. But for my own part I find that using synthetic speech, whether it be prerecorded or generated on the fly by a sapi controlled engine, greatly detracts from the atmosphere. Imagine if you will, that you are in a shadowy temple with a faint sound of wind, distant screams from the depths of a dungeon far below, haunting music with reverberating strings, and an equally dramatic narrative performed by Microsoft Mike. A bit of a contrast. To take a less extreme example, in my upcoming title the atmosphere is generally quite dramatic and with a dark undertone most of the time. Therefore, when I recorded my speech files I spoke in a very low voice even for such trivial things as numbers and status messages. I knew in what context my voice was going to be played, and was able to adapt it to really blend in with the rest of the scene that I was trying to create. A speech engine could never achieve that. So I think that in terms of atmosphere and dramatic effect, prerecorded speech is far superior than a tts engine. There are, of course, numerous cases where the advantages of tts output greatly outweigh the pros of prerecorded material, such as when there is absolutely no way for you to know what content that may need to be spoken. But if, as in the case of Mota, you are using prerecorded speech files that just contain tts generated content anyway then these have absolutely no advantage so I would not disagree with your decision to use sapi if you aren't interested in getting a voice talent to record your files. In short, I feel that prerecorded voice files are only advantageous if you actually have a real voice for the game. As for ease of coding - that has never really bothered me. It is trivial to design wrapper classes that can take a number, or a filename etc using overloaded methods, and rendering that with the available speech files asynchronously in the same thread so that one doesn't have to care about synchronization. So with a careful design you can get it down to a one liner just like you would with sapi. What I find annoying with sapi is that I can never be sure what the final output will actually sound like. Many of the commercial voices have quite a bit of delay during their initial buffering for each new phrase. When you speak the same phrase for the second time they are usually faster, but the fact that there is so much variation between voices makes it difficult to judge in advance how the game will actually perform if that makes sense. I tend to use sapi extensively for prototyping a game, but once I reach a stage where I start to consider a potential release date my first priority is to rip out sapi and replace it with real human speech. In summary, I think that if you want to get something out quickly and without spending any money then sapi is definitely the right way to go. If on the other hand you are interested in maintaining a great atmosphere and you want to make sure the game sounds and performs the same everywhere, I'd recommend a voice actor. Best of luck, and sorry about the extremely lengthy ramble! Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 5:07 PM Subject: [Audyssey] Why SAPI Output is Superior Hi everyone, This morning I had some time on my hands so I began really working on Mysteries of the Ancients, the new version, and decided to add SAPI 5 support to help expedite the development process. What I discovered when I compiled and ran this very early prototype is that the SAPI support works far better than any release before, and I realized to my amazement it really is the best solution for speaking menus, status messages, etc for a number of reasons. 1. It takes less development time to call a single function to pass a string of text to a SAPI speak function than it does to record, edit, load, and play a speech clip. Basically, if you got a game idea in mind you can really speed up the process just by using the SAPI voices installed on the machine. 2. It saves drive space, takes up less CPU power, and less memory. In the last beta of Mysteries of the Ancients,beta 22, the Speech directory was 36 MB. Now, of course, using SAPI it will take up less drive space as well as be a smaller download. I also noticed looking at the over all system performance that it uses less memory so that's another reason to use SAPI. 3. Its customizable. This probably goes without saying, but using SAPI voices you can change the voice, pitch, rate, and volume of the default voice in the Control Panel meaning if you don't like the default voice you can always switch to a different one or buy a better one. This was always a bit of a problem in prior test releases. The voice was too fa
[Audyssey] Issues wiht Zone BBS.
One i time, i had created an account and had accidentally gotten into a heated battle with the administrators. IN the discussion they have banned me for supposedly trying to create multiple account that i have never done. Coule yo uplease straighten this out and try to get me back over there. i had borrowed an email address of a friend which they took as me trying to use both addresses. Could someone please get me back over there? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Mysteries of the Ancients Considerations
You know, I do find it interesting that his two pinball games remain to this day the only two we have. I am a little surprised that nobody has ever attempted to create one since. Best Regards, Hayden -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Saturday, May 04, 2013 3:42 AM To: Gamers Discussion list Subject: Re: [Audyssey] Mysteries of the Ancients Considerations Hi Clement, Exactly. The mouse demo was suppose to give gamers an idea of how Max Shrapnel was to be controlled, and to give them a little practice using the mouse as Max Shrapnel was to be largely played using the mouse much like Swamp is today. Of course, I remember people wined and complained about lack of keyboard support back then as they did with Che over Rail Racer and Jeremy over Swamp until a majority found out they actually liked it. Lol. Anyway, I think a lot of people forget what a great innovator James North really was. He created Alien Outback before Justin and Dan came out with Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks for Windows. He created Monkey Business and I think it was the very first attempt at an audio FPS game. He wrote Pinball Classic and it still remains only one of two pinball games for the blind. He came out with his rendition of Montezuma's Revenge in 2004 which is the very first audio 2d side-scroller with a vertical and horizontal axis of movement. Shall I continue? The point is James North created a lot of firsts, and this community would be a lot worse off without his contributions. Oh, sure Troopanum would have come along, and I'm sure Phil would have released Pac-Man Talks for Windows as he did. Someone would have come up with a 2d side-scroller eventually, but all of these things were done in the first few years of the audio game industry and James North was the one cranking out new games and new ideas that other devs hadn't thought about yet. Cheers! On 5/4/13, Clement Chou wrote: > Hi Tom. > The way I understood it.. that mouse demo was going to be one of the > features of Max Shrapnel in terms of how it was controlled. I'm not > sure how > > into that style of multiplayer pvp shooter you are similar to things > like Counterstrike or Unreal Tournament, but it would be great to see > something like that some time down the road. Not saying right now, of > course, just a suggestion for a possible project. Max Shrapnel, when I > read the features list James put up on Alchemy, was my dream game... > because that was at the peak of the hype at the time which was > Counterstrike 1.6, probably one of the most popular multiplayer shooters out there. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Why SAPI Output is Superior
Hi everyone, This morning I had some time on my hands so I began really working on Mysteries of the Ancients, the new version, and decided to add SAPI 5 support to help expedite the development process. What I discovered when I compiled and ran this very early prototype is that the SAPI support works far better than any release before, and I realized to my amazement it really is the best solution for speaking menus, status messages, etc for a number of reasons. 1. It takes less development time to call a single function to pass a string of text to a SAPI speak function than it does to record, edit, load, and play a speech clip. Basically, if you got a game idea in mind you can really speed up the process just by using the SAPI voices installed on the machine. 2. It saves drive space, takes up less CPU power, and less memory. In the last beta of Mysteries of the Ancients,beta 22, the Speech directory was 36 MB. Now, of course, using SAPI it will take up less drive space as well as be a smaller download. I also noticed looking at the over all system performance that it uses less memory so that's another reason to use SAPI. 3. Its customizable. This probably goes without saying, but using SAPI voices you can change the voice, pitch, rate, and volume of the default voice in the Control Panel meaning if you don't like the default voice you can always switch to a different one or buy a better one. This was always a bit of a problem in prior test releases. The voice was too fast, too slow, it had an accent, or whatever and I was going crazy trying to find a voice that everyone liked. So using SAPI you, the end user, can set it up anyway you like in the Windows Control Panel. 4. Its very inexpensive. If you hire voice actors to read the menus, status messages, items, etc that can cost lots of money not to mention require time to edit and use. Even if a developer uses Acapela Heather or Nuance Tom legally the developer is suppose to pay royalties for the use of that voice in a commercial product. This way the developer isn't using the voices directly and the customer fits the bill for any high quality voices like Ivona, Nuance TTS, Cepstral, etc. 5. Its very dynamic and flexible. With prerecorded speech there is always the problem of speaking dynamic content like a player's name or speaking a message with a number of variables involved. Here you just create a message string using the dynamic content, give it to sAPI, and forget about it. For example, in my wrestling game there are a number of messages of play by play action like this. "John Cena quickly moves forward, picks up the Rock, and slams him to the mat." In a case like this the speech output has to be flexible enough to use the same message from match to match only substituting the name of the performers in the match. You can't really do that easily with prerecorded speech clips, but you can easily do it with SAPI just by using a couple of string variables in place of the performers name. Therefore it doesn't matter who is in the match it will always speak the information no matter what, and the developer doesn't have to spend a month writing a bunch of if statements to load this or that speech clip on demand. :D So I think after seeing the results in person I think I am going to be using SAPI output from now on in my Windows games. I only regret I didn't do this earlier. I could have saved myself a lot of wasted time and energy trying to make prerecorded speech clips. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Vector Projection
hI I think that will be awsom. Can't wait to see them on there. bfn James -- From: "Thomas Ward" Sent: Saturday, May 04, 2013 8:38 AM To: "Gamers Discussion list" Subject: Re: [Audyssey] Vector Projection Hi John, Already done. I've been archiving them, and plan to add them to the Audyssey developers section as soon as I find a bit of time to work on it. Lol. Cheers! On 5/3/13, john wrote: This was really interesting. Time to start archiving these for the future heh. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Vector Projection
Hi John, Already done. I've been archiving them, and plan to add them to the Audyssey developers section as soon as I find a bit of time to work on it. Lol. Cheers! On 5/3/13, john wrote: > This was really interesting. Time to start archiving these for > the future heh. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] asmodean.net down
hi, it seems to work fine now On 5/4/2013 2:45 PM, Lisa Hayes wrote: The site works fine here. Lisa Hayes www.nutrimetics.com.au/lisahayes - Original Message - From: "enes" To: "Gamers Discussion list" Sent: Saturday, May 04, 2013 6:53 PM Subject: [Audyssey] asmodean.net down hi, www.asmodean.net seems to be down at the moment is it just on my end or is it a server issue? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Vector Projection
HI John, thank you so much! Glad this is helpful to you!!! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 3, 2013, at 4:33 PM, john wrote: This was really interesting. Time to start archiving these for the future heh. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.