Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread dark
Funny tom, I'm surprised at the court settlement since my own Snes and mega 
drive collections are both insured to the tune of quite a large amount of 
cash, since the insurance company counted them as collectables.


Then again, I don't know what the current price of Atari hardware is given 
that a lot of those older games have been either released in other programs 
or are available with devices like the power joy, where as the 16 bit era 
stuff tends to be a litle harder to get hold of.


I remember for example one of the weerder winamp plugins had the entire 
original packman game which you could play in a separate window while you 
listened to your music, though annoyingly you couldn't maximize that window.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 30, 2013 1:01 AM
Subject: Re: [Audyssey] Internet Archive puts classic games online



Hi Amanda:

Not really. Sad to say she did a lot of that stuff before I filed for
divorce, and at most all I can do is ask the court for compensation
for the stuff she sold. The problem is when we talk about old stuff
like the Atari and games it isn't worth much, but it can cost a pretty
penny to replace them if I buy them from collectors.  So even if I ask
for compensation I am not really sure how much I will get for the
various things she sold. In the end I will probably just have to
accept the fact she did me wrong, screwed me over, and will have to
try and replace those games and consoles if and when I can.

Cheers!


On 12/29/13, Amanda Burt  wrote:

Hi Thomas

That's terrible.  Is there nothing you can do regarding your wife selling
stuff behind your back?  I really think that's disgusting.

Amanda


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Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread dark
Well Tom, the existing code for Mota at least as per the last beta I have is 
a good bit more complex than Rowland was,  at least in character 
movements.


In rowland as I said, you didn't do any jumping, every passage or rope was 
exactly the size of your character and all enemies took up the entire space 
meaning you had no choice when confronted with an enemy but to run or try to 
shoot or scare them.


the challenge in the game firstly came from avoiding or shooting the enemies 
(who were pretty fast), and from the fact that each level was a randomly 
generating maze, and thus the configurations of ropes and passages as well 
as the placement of bonus items, extra lives and bullets were always random, 
and the mazes were pretty big,  at a rough guess (and it is a rough 
guess given I haven't played the game for close to 20 years), the mazes were 
something like 50 x 100 tiles in size (they were slightly taller than they 
were long), though the exit was always in the same place at the center of 
the top row, so at least you always had something to aim at.


Beware the grue!

Dark. 



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Re: [Audyssey] Need Help with Level 6 of Awesome Homer

2013-12-30 Thread Jim Kitchen

Hi Kelly,

The different video game sounds are just to indicate the different passages.  
You know so that you know which one you are in or have been in before.

Yes, the wind sounds indicate a passage that you can turn into.

And yes there are a couple of doors that you do not want to go out.  Just death 
trap sort of things.

A total spoiler is below.

s
p
o
i
l
e
r

s
p
a
c
e


From the start, you want to take the second left passage.  Now you can go 
straight out to the garage.  However just after the passage to the right there 
is a trip wire.  You need to duck at this point.  Then there will be a fire 
that you need to jump over.  Then just keep going.


Or

Again from the start, take the second passage to the left.  Now take the right 
passage, then left, then left, then right, then straight out to the garage.  
However there will be water that you need to jump over.

HTH

BFN

Jim

You are in a maze of twisty little programs, all alike.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread Amanda Burt

Hi

Rowland on the Ropes  sounds as if it could be a lot of fun,I haven't played 
it before.


Amanda

--
From: "Thomas Ward" 
Sent: Monday, December 30, 2013 1:10 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Internet Archive puts classic games online


Hi Dark:

Yeah, I have heard the Power Joy was pretty decent. I don't own one
myself, but it sounds like something I would certainly enjoy.

As for Rowland on the Ropes it does sound like it could easily be made
into an audio game. It sounds fairly simple to create, doesn't need a
lot in the way of sounds, and I probably have the basic code written
if I consider the work done for MOTA etc. In fact, I have strongly
considered redoing MOTA exclusively as a side-scroller along the lines
of something like this freeing up my Tomb Hunter series for the FPS
genre.

Cheers!

On 12/29/13, dark  wrote:

Hi tom.

Well the power joy, the one my dad owned wasn't too bad, it had the 30 or 
so


games it played in a big long list so you just hit down, though I 
personally


would've liked a little more highlighting.

What I enjoyed about that console was as I said the chance to play 
several

old nes titles such as Balloon fight, warp man and ice climbers, though
later I got the ice climbers gba remake to play on my gamecube since I 
liked


the game so much.

Rowland on the ropes was a great game. I'm told it was released as freddy 
on


other  systems, where as the Amstrad cpc  used the mascot for a games
company, namely the titula rowland, but under whatever name it was an 
awsome


game. Sadly I only found a rather badly done pc remake.

The ghosts could be frightened away with the gun, so you weren't 
completely


helpless, but where as it'd take one shot to shoot a mummy or a bat, 
several


shots would be needed to get rid of a ghost.  Usually the best way to 
deal
with a ghost was run or climb in the opposite direction until the ghost 
got


tired of chasing, or duck into a passage and let the ghost pass since 
they

only traveled in one direction.

The game also featured dropping acid, and rats that ran across ledges 
which


you needed to traverse around.

One very unique thing about the game is that  you pretty much didn't 
really


jump beside hopping on and off ropes, one reason why the rats were such a
pain since you could only pass them by hopping of a rope in front of them
then walking to the next rope and jumping on before they hit you.

This is also why it'd be an easy one to do in audio, since you'd need no
arcing jump controls or edge of ledge issues (all ledges had ropes), 
though


you would need indicators of enemy movement in  four possible directions,
left and right along passages, or up and down the ropes.

Beware the grue!

Dark.


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Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread Amanda Burt
Sorry to hear about that, I do hope you might get some back at some point. 
I'm sorry I don't have any or I could have helped.  Oh well. I still think 
it's sad though.


Amanda

--
From: "Thomas Ward" 
Sent: Monday, December 30, 2013 1:01 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Internet Archive puts classic games online


Hi Amanda:

Not really. Sad to say she did a lot of that stuff before I filed for
divorce, and at most all I can do is ask the court for compensation
for the stuff she sold. The problem is when we talk about old stuff
like the Atari and games it isn't worth much, but it can cost a pretty
penny to replace them if I buy them from collectors.  So even if I ask
for compensation I am not really sure how much I will get for the
various things she sold. In the end I will probably just have to
accept the fact she did me wrong, screwed me over, and will have to
try and replace those games and consoles if and when I can.

Cheers!


On 12/29/13, Amanda Burt  wrote:

Hi Thomas

That's terrible.  Is there nothing you can do regarding your wife selling
stuff behind your back?  I really think that's disgusting.

Amanda


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[Audyssey] Level 7 was Re: Need Help with Level 6 of Awesome Homer

2013-12-30 Thread Kelly Sapergia

Hi Jim,

Thanks for the info about level 6. I got past it, and am now on level 7, 
where you have to pull alongside the gorilla's vehicle. However, I'm 
wondering if there's a bug with this level. After getting past the gorilla 
the first time, whenever I again catch up to his car and move to the left or 
right, it sounds as though he's trying to follow me as the noise is always 
in the center position, and I usually end up crashing into him. I somehow 
managed to pass him a couple more times, then I died from having some rotten 
bananas hit my windshield. What am I supposed to do at this point?


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website (KJS Productions): www.kjsproductions.com


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Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread Thomas Ward
Hi Dark:

Sure. I got that. I was just merely speculating that if I wanted to
branch out into other games, other side-scrollers, the source code for
MOTA might be a good place to start. That is assuming, of course, that
I fix the bug in the code causing it not to work with ropes now. I
have not been able to use ropes in MOTA for the last six months, and I
absolutely can not find the bug in the code causing the game to
completely ignore the ropes. Still, besides that I am sure the basic
code would work for any number of classic side-scrollers. Even
something as simple as Rowland on the ropes, because I wouldn't have
to use the jumping etc if I didn't want to.

Cheers!



On 12/30/13, dark  wrote:
> Well Tom, the existing code for Mota at least as per the last beta I have is
>
> a good bit more complex than Rowland was,  at least in character
> movements.
>
> In rowland as I said, you didn't do any jumping, every passage or rope was
> exactly the size of your character and all enemies took up the entire space
>
> meaning you had no choice when confronted with an enemy but to run or try to
>
> shoot or scare them.
>
> the challenge in the game firstly came from avoiding or shooting the enemies
>
> (who were pretty fast), and from the fact that each level was a randomly
> generating maze, and thus the configurations of ropes and passages as well
> as the placement of bonus items, extra lives and bullets were always random,
>
> and the mazes were pretty big,  at a rough guess (and it is a rough
> guess given I haven't played the game for close to 20 years), the mazes were
>
> something like 50 x 100 tiles in size (they were slightly taller than they
> were long), though the exit was always in the same place at the center of
> the top row, so at least you always had something to aim at.
>
> Beware the grue!
>
> Dark.

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[Audyssey] MindCraft for the blind.

2013-12-30 Thread michael barnes

Hello.

I have notice that everybody that I know is playing this very popular 
game call MindCraft.
I would like to give this game a play, but sadly enough I am not able 
because I am blind.
So I am wondering if there is an accessible version of the game, or a 
game simular to it?


Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread michael barnes

Hey.

I made a mistake it's call Minecraft.

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Christina
Hi.  The only thing I've found that's even remotely similar is Revelation.
In that one, you combine two items to create other items.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of michael
barnes
Sent: Monday, December 30, 2013 11:15 AM
To: gamers@audyssey.org
Subject: [Audyssey] MindCraft for the blind.

Hello.

I have notice that everybody that I know is playing this very popular 
game call MindCraft.
I would like to give this game a play, but sadly enough I am not able 
because I am blind.
So I am wondering if there is an accessible version of the game, or a 
game simular to it?

Thanks!

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Re: [Audyssey] Internet Archive puts classic games online

2013-12-30 Thread Thomas Ward
Hi Dark:

Well, keep in mind I am only speculating at how much I will or won't
get. My wife and I have not actually gone to court yet over the items
she took and sold so I don't have any idea how much she will have to
pay if anything for selling off my stuff. She'll probably have to pay
me something, but I doubt they will make her pay collectors prices for
the stuff. She claims she sold my Atari 2600 and about 50 games for
about $20 which is far less than the going rate for the games and
hardware meaning she got far less from them than they are worth. I am
not sure if the court will make her simply pay the value of what she
got for the system and games or if I can make her pay collectors
prices for the entire thing.

The problem, of course, is proof. There is no way on earth for me to
prove what games I had. Good grief, I got many of those games when I
was a kid. I don't have receipts, packaging, or anything else to prove
I ever owned said games. So right there I am at a disadvantage asking
the court for an original cartridge for the 1982 Pac-Man when I don't
have any proof that I ever owned such a thing much less that my wife
hocked it without my permission. All I have is my word against hers,
and rather than give me the actual collectors value for the game/games
I'll end up settling for far less than what they are worth.

Cheers!


On 12/30/13, dark  wrote:
> Funny tom, I'm surprised at the court settlement since my own Snes and mega
>
> drive collections are both insured to the tune of quite a large amount of
> cash, since the insurance company counted them as collectables.
>
> Then again, I don't know what the current price of Atari hardware is given
> that a lot of those older games have been either released in other programs
>
> or are available with devices like the power joy, where as the 16 bit era
> stuff tends to be a litle harder to get hold of.
>
> I remember for example one of the weerder winamp plugins had the entire
> original packman game which you could play in a separate window while you
> listened to your music, though annoyingly you couldn't maximize that
> window.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Michael:

No, so far as I know there is nothing accessible remotely close to
Mindcraft. Besides I'm not sure how one would go about making a game
like that accessible given that it is highly visual. One aspect of the
game is constructing your own worlds using textured cubes in a 3d
procedurally generated environment. Meaning besides gathering
resources, combat, etc a key component of the game is drawing your own
game worlds and playing in them. I don't see how we could do that and
make it accessible.

Cheers!


On 12/30/13, michael barnes  wrote:
> Hello.
>
> I have notice that everybody that I know is playing this very popular
> game call MindCraft.
> I would like to give this game a play, but sadly enough I am not able
> because I am blind.
> So I am wondering if there is an accessible version of the game, or a
> game simular to it?
>
> Thanks!
>
> ---
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>

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Darren Harris
Hi Tom,

Correct me if I'm wrong, but isn't any game world regardless of game no more 
than a map? Assuming that is the case, could we not just have like a map editor 
in the game? Four example you can have various selections. You would choose, 
whether you would have a 10 x 10 grid orate 100 x 100 great. Then you would 
choose various terrain types. Good something along those lines not work?

Sent from my iPhone

> On 30 Dec 2013, at 16:38, Thomas Ward  wrote:
> 
> Hi Michael:
> 
> No, so far as I know there is nothing accessible remotely close to
> Mindcraft. Besides I'm not sure how one would go about making a game
> like that accessible given that it is highly visual. One aspect of the
> game is constructing your own worlds using textured cubes in a 3d
> procedurally generated environment. Meaning besides gathering
> resources, combat, etc a key component of the game is drawing your own
> game worlds and playing in them. I don't see how we could do that and
> make it accessible.
> 
> Cheers!
> 
> 
>> On 12/30/13, michael barnes  wrote:
>> Hello.
>> 
>> I have notice that everybody that I know is playing this very popular
>> game call MindCraft.
>> I would like to give this game a play, but sadly enough I am not able
>> because I am blind.
>> So I am wondering if there is an accessible version of the game, or a
>> game simular to it?
>> 
>> Thanks!
>> 
>> ---
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> 
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard
Have you contacted the developer and given the reasons that a blind person 
cannot play the game, and suggestions on how the game can be made 
accessible?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, December 30, 2013 10:15 AM
Subject: [Audyssey] MindCraft for the blind.



Hello.

I have notice that everybody that I know is playing this very popular game 
call MindCraft.
I would like to give this game a play, but sadly enough I am not able 
because I am blind.
So I am wondering if there is an accessible version of the game, or a game 
simular to it?


Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Dennis Towne
Charles,

There is no effective way to make minecraft blind accessible without
changing the game into something entirely different.  A good way to
think about it is to compare swamp to the original unreal tournament;
they are both FPS games, but that is where the similarity ends.  There
is no way whatsoever for a visually impaired person to be competitive
in UT, and no way to change it to make it so without destroying the
game.

Don't bug the developer.  You'd be better off grabbing the relevant
concepts and trying to make a new game from the ground up.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Mon, Dec 30, 2013 at 9:56 AM, Charles Rivard  wrote:
> Have you contacted the developer and given the reasons that a blind person
> cannot play the game, and suggestions on how the game can be made
> accessible?
>
> ---
> Be positive!  When it comes to being defeated, if you think you're finished,
> you! really! are! finished!
> - Original Message - From: "michael barnes" 
> To: 
> Sent: Monday, December 30, 2013 10:15 AM
>
> Subject: [Audyssey] MindCraft for the blind.
>
>
>> Hello.
>>
>> I have notice that everybody that I know is playing this very popular game
>> call MindCraft.
>> I would like to give this game a play, but sadly enough I am not able
>> because I am blind.
>> So I am wondering if there is an accessible version of the game, or a game
>> simular to it?
>>
>> Thanks!
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> list,
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>
>
>
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi all:

I find myself in full agreement with Dennis on this issue. Minecraft
is an FPS game, but the way it is designed it would take a massive
rewrite to make it accessible and by doing so it would largely change
the game for everyone involved. This is a case where someone would be
better off taking away the relevant concepts and writing their own
game rather than trying to make Minecraft itself accessible.

Cheers!


On 12/30/13, Dennis Towne  wrote:
> Charles,
>
> There is no effective way to make minecraft blind accessible without
> changing the game into something entirely different.  A good way to
> think about it is to compare swamp to the original unreal tournament;
> they are both FPS games, but that is where the similarity ends.  There
> is no way whatsoever for a visually impaired person to be competitive
> in UT, and no way to change it to make it so without destroying the
> game.
>
> Don't bug the developer.  You'd be better off grabbing the relevant
> concepts and trying to make a new game from the ground up.
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard
I think the fault was mine.  I think that, usually, when you come across a 
game that is not playable by blind people, your first step would be to 
contact the developer, explain the problem, and maybe give suggestions on 
the solution.  Michael has asked questions on the list that had very simple 
solutions if he had looked just a bit farther, or that he would have been 
able to resolve by applying the obvious first steps.  I saw his post about 
this game, and it was just like all of the others.  No details are given 
about what his problem is.  I had not heard of the game, and he said nothing 
about it other than the fact that a blind person cannot play it and he wants 
to.  I sent my post based on the fact that he probably had not done the 
obvious before asking list members.  That was my mistake.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "Dennis Towne" 

To: "Gamers Discussion list" 
Sent: Monday, December 30, 2013 3:07 PM
Subject: Re: [Audyssey] MindCraft for the blind.



Charles,

There is no effective way to make minecraft blind accessible without
changing the game into something entirely different.  A good way to
think about it is to compare swamp to the original unreal tournament;
they are both FPS games, but that is where the similarity ends.  There
is no way whatsoever for a visually impaired person to be competitive
in UT, and no way to change it to make it so without destroying the
game.

Don't bug the developer.  You'd be better off grabbing the relevant
concepts and trying to make a new game from the ground up.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Mon, Dec 30, 2013 at 9:56 AM, Charles Rivard  
wrote:
Have you contacted the developer and given the reasons that a blind 
person

cannot play the game, and suggestions on how the game can be made
accessible?

---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! really! are! finished!
- Original Message - From: "michael barnes" 
To: 
Sent: Monday, December 30, 2013 10:15 AM

Subject: [Audyssey] MindCraft for the blind.



Hello.

I have notice that everybody that I know is playing this very popular 
game

call MindCraft.
I would like to give this game a play, but sadly enough I am not able
because I am blind.
So I am wondering if there is an accessible version of the game, or a 
game

simular to it?

Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Darren:

Not for something like Minecraft. Minecraft has a very huge game
world, and something like a 10x10 grid or even something as large as
100x100 isn't big enough for the game world. In Minecraft the game's
over world contains various types of terrain and areas such as
forests, deserts, mountains, etc on what I assume to be a very large
grid. I suppose in theory a level editor would be possible, but it
would be a lot more complex than just dragging and dropping the
various elements of the game world on the grid.

I'd have to put more thought into a project like that. I am sure
something like Minecraft is doable, but it would have to be done
differently from the mainstream version. It is a fairly complex game
where you gather resources like wood, stone, ore, etc and then craft
tools and weapons. You can build houses and other structures while
trying to fend off giant spiders, skeletons, zombies, and other
monsters. In short, it is a complex piece of software to write and
even more complex to make fully accessible.

Cheers!


On 12/30/13, Darren Harris  wrote:
> Hi Tom,
>
> Correct me if I'm wrong, but isn't any game world regardless of game no more
> than a map? Assuming that is the case, could we not just have like a map
> editor in the game? Four example you can have various selections. You would
> choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
> you would choose various terrain types. Good something along those lines not
> work?
>
> Sent from my iPhone

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Charles:

Makes sense. Although, perhaps you should have checked Wikipedia or
something about the game before suggesting Michael contact the
developers as Minecraft is a fairly complex game and while I think a
game similar to it in concept can be made accessible I know of no
effective way to make the actual game itself accessible. Especially,
considering it has been ported to many different platforms from
Windows, Mac, Linux, iOS, and the XBox to name a few. With greater
cross-platform support the more difficult it is to add accessibility
because the access for each platform is different and ranges from very
good to absolutely none.

Cheers!


On 12/30/13, Charles Rivard  wrote:
> I think the fault was mine.  I think that, usually, when you come across a
> game that is not playable by blind people, your first step would be to
> contact the developer, explain the problem, and maybe give suggestions on
> the solution.  Michael has asked questions on the list that had very simple
>
> solutions if he had looked just a bit farther, or that he would have been
> able to resolve by applying the obvious first steps.  I saw his post about
> this game, and it was just like all of the others.  No details are given
> about what his problem is.  I had not heard of the game, and he said nothing
>
> about it other than the fact that a blind person cannot play it and he wants
>
> to.  I sent my post based on the fact that he probably had not done the
> obvious before asking list members.  That was my mistake.
>
> ---
> Be positive!  When it comes to being defeated, if you think you're finished,
>
> you! really! are! finished!

---
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard

You're absolutely right.  I blowed it.  Heh heh heh.

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 30, 2013 5:29 PM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Charles:

Makes sense. Although, perhaps you should have checked Wikipedia or
something about the game before suggesting Michael contact the
developers as Minecraft is a fairly complex game and while I think a
game similar to it in concept can be made accessible I know of no
effective way to make the actual game itself accessible. Especially,
considering it has been ported to many different platforms from
Windows, Mac, Linux, iOS, and the XBox to name a few. With greater
cross-platform support the more difficult it is to add accessibility
because the access for each platform is different and ranges from very
good to absolutely none.

Cheers!


On 12/30/13, Charles Rivard  wrote:
I think the fault was mine.  I think that, usually, when you come across 
a

game that is not playable by blind people, your first step would be to
contact the developer, explain the problem, and maybe give suggestions on
the solution.  Michael has asked questions on the list that had very 
simple


solutions if he had looked just a bit farther, or that he would have been
able to resolve by applying the obvious first steps.  I saw his post 
about

this game, and it was just like all of the others.  No details are given
about what his problem is.  I had not heard of the game, and he said 
nothing


about it other than the fact that a blind person cannot play it and he 
wants


to.  I sent my post based on the fact that he probably had not done the
obvious before asking list members.  That was my mistake.

---
Be positive!  When it comes to being defeated, if you think you're 
finished,


you! really! are! finished!


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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Mike Reiser
Hopefully someone will consider making a game like that. I personally am tired 
of the usual stuff we get, and would like to see some out-of-the-box thinking. 
For example, I really want to see a call of duty type of game. Or something 
like Rise son of Rome.  I'm not saying that it's easy of course, as I know 
nothing of development. I just would like to see us catch up with the 
mainstream in terms of game titles.  And game types. Another example I think 
would be a game similar to something called world of tanks. I saw a commercial 
for that's this weekend, and really wish I could play.

Mike

> On Dec 30, 2013, at 4:24 PM, Thomas Ward  wrote:
> 
> Hi Darren:
> 
> Not for something like Minecraft. Minecraft has a very huge game
> world, and something like a 10x10 grid or even something as large as
> 100x100 isn't big enough for the game world. In Minecraft the game's
> over world contains various types of terrain and areas such as
> forests, deserts, mountains, etc on what I assume to be a very large
> grid. I suppose in theory a level editor would be possible, but it
> would be a lot more complex than just dragging and dropping the
> various elements of the game world on the grid.
> 
> I'd have to put more thought into a project like that. I am sure
> something like Minecraft is doable, but it would have to be done
> differently from the mainstream version. It is a fairly complex game
> where you gather resources like wood, stone, ore, etc and then craft
> tools and weapons. You can build houses and other structures while
> trying to fend off giant spiders, skeletons, zombies, and other
> monsters. In short, it is a complex piece of software to write and
> even more complex to make fully accessible.
> 
> Cheers!
> 
> 
>> On 12/30/13, Darren Harris  wrote:
>> Hi Tom,
>> 
>> Correct me if I'm wrong, but isn't any game world regardless of game no more
>> than a map? Assuming that is the case, could we not just have like a map
>> editor in the game? Four example you can have various selections. You would
>> choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
>> you would choose various terrain types. Good something along those lines not
>> work?
>> 
>> Sent from my iPhone
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> You can make changes or update your subscription via the web, at
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Mike:

I think the principle problem is time. A game of any serious
complexity takes time that people either don't have to begin with, or
they could spend that time working on two or three smaller projects
instead of one very complex one. I'm sure I have the skills to write
something like Minecraft, Call of Duty, etc, but I simply don't have
the time right now to put in to a game of that complexity. I'd say
that there are plenty of other audio game developers that similarly
are unable to do anything that complex do to time constraints as well.

I know when I started USA Games I had all kinds of game ideas of doing
something like the mainstream. Basically, converting all of my
favorite mainstream games into audio games. The reality is that while
it is a nice idea I don't have all day every day to spend working on
those ideas, to work on programming said games, and that is what it
might take to bring some very complex audio games into existence. Plus
the reality is that even if I did spend a couple of years slaving to
create such a game I wouldn't make much money off of it. I'd be better
off creating an actual video game and selling it to the general market
than slaving for the audio games community.

Cheers!


On 12/30/13, Mike Reiser  wrote:
> Hopefully someone will consider making a game like that. I personally am
> tired of the usual stuff we get, and would like to see some out-of-the-box
> thinking. For example, I really want to see a call of duty type of game. Or
> something like Rise son of Rome.  I'm not saying that it's easy of course,
> as I know nothing of development. I just would like to see us catch up with
> the mainstream in terms of game titles.  And game types. Another example I
> think would be a game similar to something called world of tanks. I saw a
> commercial for that's this weekend, and really wish I could play.
>
> Mike
>

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[Audyssey] MindCraft details.

2013-12-30 Thread Phil Vlasak
For those interested in the Minecraft game here are details from the wiki. 
This is not a blind accessible game as it stands.

Minecraft,
created by Markus Persson, the founder of Mojang AB.
Minecraft development started around May 10, 2009,
The game involves players placing and breaking various types of blocks in a 
three-dimensional environment. The player takes on an avatar that can break 
and place blocks, forming fantastic structures, creations, and artwork, on 
multiplayer servers and singleplayer worlds across multiple game modes.

Blocks  From Minecraft
This article is about the various blocks found in Minecraft.

All blocks are the basic units of structure in Minecraft, and are essential 
to the gameplay. Together, they build up the in-game environment, and can be 
mined and utilized in various fashions. There are one hundred and fifty 
three different blocks.


The face of a block is 16×16 pixels by default, but a player can make the 
game more detailed, with faces becoming up to 1024x1024 pixels. Each block 
is proportionately one cubic meter.[1] Most blocks are static, although 
water, lava, portal, and fire blocks have a shifting pattern for each face.


Naturally generated includes blocks that are created through the world seed.

Id Block type
00 Air
01 Stone
02 Grass Block
03 Dirt
07 Bedrock
08 Water D
10 Lava D
12 Sand
13 Gravel
14 Gold Ore
15 Iron Ore
16 Coal Ore
17 Wood D B
18 Leaves D B
21 Lapis Lazuli Ore
24 Sandstone
31 Grass D B
32 Dead Bush
37 Dandelion
38 Poppy
39 Brown Mushroom
40 Red Mushroom
56 Diamond Ore
73 Redstone Ore
78 Snow
79 Ice
81 Cactus D
82 Clay Block
83 Sugar Cane D I
86 Pumpkin D
99 Huge Brown Mushroom D
100 Huge Red Mushroom D
103 Melon
106 Vines D
110 Mycelium
111 Lily Pad
120 End Portal block
127 Cocoa
129 Emerald Ore

Naturally created" means a combination of events that caused a new block to 
be placed by natural causes, not the player.


Id Block type
00 Air
01 Stone
02 Grass
03 Dirt
04 Cobblestone
08 Water D
39 Brown Mushroom
40 Red Mushroom
49 Obsidian
51 Fire D
78 Snow
79 Ice
81 Cactus D
83 Sugar Cane D I
106 Vines D
110 Mycelium

StructuresSame as "naturally generated", but these blocks are created with 
the "generate structures" option enabled.


Id Block type
00 Air
04 Cobblestone
05 Wooden Plank
08 Water D
10 Lava D
13 Gravel
17 Wood D B
23 Dispenser D T
24 Sandstone
29 Sticky Piston D
30 Cobweb
35 Wool (Black, Blue, Orange) D B
44 Slabs D B
46 TNT
47 Bookshelf
48 Moss Stone
50 Torch D
52 Monster Spawner T
53 Wooden Stairs D
54 Chest D T
55 Redstone Wire D I
58 Crafting Table
59 Wheat D
60 Farmland D
61 Furnace D T
64 Wooden Door D I
65 Ladders D
66 Rails D
67 Stone Stairs
69 Lever D
70 Stone Pressure Plate D
71 Iron Door D I
72 Wooden Pressure Plate D
77 Button D
85 Fence
93 Redstone Repeater D I
97 Monster Egg D
98 Stone Bricks D B
101 Iron Bars
102 Glass Pane
118 Cauldron D I
120 End Portal block
128 Sandstone Stairs D
131 Tripwire Hook D
132 Tripwire D I
140 Flower Pot D I
141 Carrots D
142 Potatoes D

The Nether Naturally generated
Id Block type
00 Air
07 Bedrock
10 Lava D
13 Gravel
39 Brown Mushroom
40 Red Mushroom
51 Fire D
87 Netherrack
88 Soul Sand
89 Glowstone
153 Nether Quartz Ore

Naturally created
Id Block type
00 Air
39 Brown Mushroom
40 Red Mushroom
49 Obsidian
51 Fire D
90 Portal

StructuresThese blocks are generated as part of Nether fortresses. Even if 
the "Generate Structures" option is turned off, Nether fortresses are still 
created.


Id Block type
00 Air
10 Lava D
52 Monster Spawner T
54 Chest
88 Soul Sand
112 Nether Brick
113 Nether Brick Fence
114 Nether Brick Stairs D
115 Nether Wart D

The EndNaturally generatedIcon Id Block type
00 Air
07 Bedrock
49 Obsidian
121 End Stone

Naturally createdIcon Id Block type
07 Bedrock
50 Torch
119 End Portal
122 Dragon Egg

SURVIVAL TEST
The player began with 10 TNT blocks and could obtain dirt, cobblestone from 
stone, wooden planks from wood, gold blocks from gold ore, iron blocks from 
iron ore, stone slabs from coal ore, and white wool from sheep.
The player could build with naturally occurring blocks (except for Redstone 
and diamond), and can use bookshelf, sponge, colored wool, brick, obsidian 
and moss stone. Operators of servers could also build Bedrock. Some custom 
servers gave the ability to place grass and fluid blocks, too.


`
Mobs are living, moving game entities. Generally, mobs are affected by the 
environment in the same ways as the player: they are subject to physics, and 
they can be hurt by almost all the same things that harm the player: 
Catching on fire, falling, drowning or suffocating, and of course being 
attacked with weapons. However, some types have individual resistances or 
immunities: For example, Nether mobs are immune to fire, several mobs do not 
take fall damage, and some have a natural "armor rating" that protects them 
against attacks. Mobs can even ride mine carts, which is a passable way to 
move them around for special purposes. When mobs are killed

Re: [Audyssey] Swamp was Re: new version of swamp

2013-12-30 Thread shaun everiss

Hmmm what is the best stick for me.
I can sertainly get myself a stick, that can handle flight but will 
it handle other games that use sticks, I can't have a selection of 
sticks for flight, racing, and general stuff.
Also I won't be able to have the stick on the desk all the time 
unless it has a compact base or can be stored easily.
I would obviously need it to be 64 bit compatible for my 64 bit win7 
system I'd be happy to pay a couple hundred for it but no more.
Force feedback or some sort of rumble pack would be good though I 
have heard you don't get the prosision with a ffb stick but not sure.


At 11:53 AM 12/30/2013, you wrote:

note, a game pad / XBox controller may not work. i tried using my game
pad, but it won't work right, as it's not a flight controller. in
other words, it has no throttle, no rudder control, and so on. so your
best bet would be to get a flight stick.
Dallas


On 27/12/2013, Shaun Everiss  wrote:
> Thats another thing I have not got used to.
> wireless hardware means batteries.
> Batteries mean I may turn on and find things do not work meaning I
> have to change them and I have always had issues changing power cells.
> i have only just got used to the semi touch keyboard membrane in my
> win7/8 hybrid laptop, I am still a fan of wired devices but I have
> never needed to move round much.
> One thing I must say is that I am trying to think of a good joystick
> to get for 3d verlosity, I can't keep one on my desk, so its going to
> have to be a game pad.
> I was thinking of using an xbox 360 or xbox 1 controler but to be
> honest, Unless I find a way to fit a joystick on my desk I am just not
> sure.
>
> At 12:08 p.m. 27/12/2013, you wrote:
>>yeh had to buy a wireless mouse
>>
>>On 12/26/13, Dallas O'Brien  wrote:
>> > hi. yes. but keep in mind, that if you have one of those clickpads,
>> > like i do, where there are no buttons, it just clicks down to click
>> > the mouse, ... it won't work so well. because you can't walk and shoot
>> > at the same time.
>> > dallas
>> >
>> >
>> > On 27/12/2013, loriduncan  wrote:
>> >> Hi, yes you can play Swamp with a trackpad, what you do is use your
>> >> right
>> >> mouse button to walk forward, and your left mouse button to  fire your
>> >> weapon.  When doing very small turns, you run your finger gentley
>> >> accross
>> >> the pad from left to right to turn right, and right to left to turn
>> >> left.
>> >> If you try it out in the safe zone you should hear the sounds moving
>> >> around
>> >> through your headphones.  From Lori.
>> >>
>> >> -Original Message-
>> >> From: Lindsay Cowell
>> >> Sent: Thursday, December 26, 2013 7:39 PM
>> >> To: Gamers Discussion list
>> >> Subject: [Audyssey] Swamp was Re: new version of swamp
>> >>
>> >> Hi All.
>> >>
>> >> I want to start playing swamp. Is it possible to play it with a laptop
>> >> trackpad, and any tips for how to do this, and what I need to
>> >> configure?
>> >> It's a shame you can't play swamp using a keyboard.
>> >>
>> >> Lindsay Cowell
>> >>
>> >> -original message-
>> >> Subject: Re: [Audyssey] new version of swamp
>> >> From: ryan chou 
>> >> Date: 26/12/2013 7:22 pm
>> >>
>> >> if you want to survive with the axe, there is a way of doing it
>> >> there's a certain way to backpetal while swinging so that you can keep
>> >> hitting the zombie, but it can't hit you
>> >> it requires a lot of timing, but its doable
>> >> another option for you is resetting and putting points in to speed
>> >> and sneaking to max both, then putting points in to the glock and
>> >> possibly health and armor
>> >> or get enough rep to buy yourself a silencer and kill using that until
>> >> you can find loot to sell to get more rep
>> >> also on the issue of rep, this is why even a whole day after the new
>> >> version came out I still haven't joined a mission, so I can get back
>> >> up to a decent amount of rep through killing and selling loot
>> >> hth
>> >>
>> >> On 12/26/13, loriduncan  wrote:
>> >>> Hi everyone, I just upgraded Swamp to the latest version and I can't
>> >>> believe
>> >>> how much harder it is, especially to lose all our rep at such a high
>> >>> level
>> >>> and to only have a stupid ax to fight with.  I used the rep I had to
>> >>> go
>> >>> on
>> >>> missions, but after some symbles person kicked me from one, and dying
>> >>> on
>> >>> another, I only had enough rep to buy back some ammo for my glock.
>> >>> When
>> >>> I
>> >>> think of all the hard effort I and other players have put into
>> >>> building
>> >>> up
>> >>> our rep over the last 2 years, I feel as though getting this far has
>> >>> been
>> >>> a
>> >>> complete let down now I only have an ax.  It's like hc mode, and has
>> >>> taken
>> >>> all the fun out of the game.  I'm over 200 in levels, 1 hit gives me
>> >>> bloody
>> >>> clothes, and when I run out of ammo, and try to use my ax, I die in
>> >>> about
>> >>> 2
>> >>> seconds.  So my question to you and aprone is, how am I meant to
>> >>> survi

Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Dallas O'Brien
hi. it's not only  that Thomas, the question has to be begged. how
much are people willing to pay for such games? i mean, if they think
they are cheap in the sighted world, think again. call of duty, every
time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
at the least, you'd have to charge 50 to 100 for such a game, to even
begin to pay yourself back for all the work you do alone. now
personally, if you were to make such a game, like minecraft, or
something similar, or perhaps call of duty, i'd lay down 50 bucks for
it. no problems.  as long as it's high quality, and has huge
replayability, i'd go for it for sure. but most people in the blind
community won't pay that much. hell, they quibble over 10 bucks for a
game on iOS. lol. so what do you imagine they'd do if you suddenly
came out with, oh, i have a new game guys. .. by the way, that'll be
50 dollars, please. lol. they'd shy away from that to be sure. so from
that point of view alone, let alone the facter of much fewer, gamers
in the audio games community to create for, puts a damper on major
game creation. not that i am saying don't do such a thing, but i can
see where it's hard for you guys. you have to live, after all. that
tends to cost money, and lots of it. specially these days. lol.
Dallas


On 31/12/2013, Thomas Ward  wrote:
> Hi Mike:
>
> I think the principle problem is time. A game of any serious
> complexity takes time that people either don't have to begin with, or
> they could spend that time working on two or three smaller projects
> instead of one very complex one. I'm sure I have the skills to write
> something like Minecraft, Call of Duty, etc, but I simply don't have
> the time right now to put in to a game of that complexity. I'd say
> that there are plenty of other audio game developers that similarly
> are unable to do anything that complex do to time constraints as well.
>
> I know when I started USA Games I had all kinds of game ideas of doing
> something like the mainstream. Basically, converting all of my
> favorite mainstream games into audio games. The reality is that while
> it is a nice idea I don't have all day every day to spend working on
> those ideas, to work on programming said games, and that is what it
> might take to bring some very complex audio games into existence. Plus
> the reality is that even if I did spend a couple of years slaving to
> create such a game I wouldn't make much money off of it. I'd be better
> off creating an actual video game and selling it to the general market
> than slaving for the audio games community.
>
> Cheers!
>
>
> On 12/30/13, Mike Reiser  wrote:
>> Hopefully someone will consider making a game like that. I personally am
>> tired of the usual stuff we get, and would like to see some
>> out-of-the-box
>> thinking. For example, I really want to see a call of duty type of game.
>> Or
>> something like Rise son of Rome.  I'm not saying that it's easy of
>> course,
>> as I know nothing of development. I just would like to see us catch up
>> with
>> the mainstream in terms of game titles.  And game types. Another example
>> I
>> think would be a game similar to something called world of tanks. I saw a
>> commercial for that's this weekend, and really wish I could play.
>>
>> Mike
>>
>
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