Re: [Audyssey] star wars

2014-02-27 Thread Jim Kitchen

Hi Josh,

As Thomas said, I use pretty basic math in my games even my racing simulator 
Mach 1.  And Puppy 1.  I also got threw algebra and geometry, but that is it.  
I just make up the math as I go.  And I do experiment with it until I like the 
way that the games play.  In Puppy 1 the planes and each bullet does have a 3d 
coordinate that are up dated many times a second, but I just use simple math to 
do it.  My brother gave me the math formula for Star Mule to calculate the 
distance between planets in a 3d environment.  That is the only game that I use 
it in though.

Awesome Homer was pretty easy math wise, even adding an analog jump system 
wouldn't take much.

One thing that I do is when I have a game idea I just get started working on it 
and don't over think it all and get bogged down with it all before even 
starting.

BFN

Jim

The difference between genius and stupidity is that genius has its limits.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio

2014-02-27 Thread Scott Chesworth
The link got stripped from Dark's email, so just in case anyone wants
a link to the Kickstarter funding page:
https://www.kickstarter.com/projects/1318262952/audio-defence-zombie-arena

Hope this gets released. Yeah, it's another space invaders type thing,
but Somethin' Else have such high standards for sound design that
it'll likely still be worth a few quid IMHO.

Scott

On 2/26/14, dark d...@xgam.org wrote:
 A new audio game from the Papa Sangre studioThought people should see this
 one:
 - Original Message -
 From: Team Papa
 To: d...@xgam.org
 Sent: Wednesday, February 26, 2014 4:14 PM
 Subject: A new audio game from the Papa Sangre studio


   The Papa Sangre studio announce a new zombie shooter game
 with a Kickstarter launch and a call for beta testers. Is this email not
 displaying correctly?
   View it in your browser.



 Hello friends of Papa Sangre. Can you help us make
 more audio games?
   a.. Could you be a Beta Tester for our new Zombie
 Game, Audio Defence: Zombie Arena?
   b.. Can you contribute to a Kickstarter to fund
 Audio Defence: Zombie Arena

 Firstly we want to say a huge thank you for your
 support in buying and playing our games over the past few months. It's been
 an exciting few months here at Somethin' Else. We released Papa Sangre II
 back in October 31st last year and we were overwhelmed with all the positive
 reviews, which led to our metacritic score of 93% - the best score for the
 whole of 2013 and the best ever achieved by a British game.   An incredible
 achievement.



 A Brand New Zombie Audio Game  Kickstarter Campaign

 Our ambition for this year was to try and take the
 best elements of Papa Sangre and see if we could make a simpler lighter game
 in less time, which we could price at 99p and sell more copies.
 We wanted to make the Trojan Horse of audio games,
 the one that will convince people that audio games are a whole new world of
 untapped gameplay experiences. And so we have created Audio Defence: Zombie
 Arena, an awesome first person mobile shooting game that puts players out of
 their comfort zone, using the most powerful graphics card in the world: your
 imagination.  This is a full-on action game with arcade roots about shooting
 Zombies from a fixed position, using just your ears.  Survival requires
 nerves of steel, as one bite from a Zombie that gets to you means
 insta-death.

 Unfortunately as much as we love Papa Sangre, people
 aren't buying audio games as much as we need them too, in order for us to
 continue investing in them. Our games require technical innovation and RD
 investment which makes them hard to sustain. So we have decided to look to
 crowd funding to finish this zombie splatterfest off and help deliver the
 game to as many people as possible.  We know those of you on our mailing
 list are probably our best shot at becoming potential backers, because you
 have already bought a Papa Sangre game (THANKS) and liked it enough to sign
 up for the mailout (EXTRA THANKS). We really can't go on making cool audio
 games without your help. Take a look at the Kickstarter page and see if you
 have the wherewithal to pledge a little up front to help us deliver what we
 guarantee will be a really really awesome fun game.




 Beta Testers Wanted

 We're nearly ready to launch a Beta for Audio
 Defence: Zombie Arena (fingers crossed the Kickstarter goes well) and we're
 looking for testers which is where you lovely lot come in. We're aiming at
 an early summer 2014 release and are looking for testers willing to play the
 game and give genuine feedback, which will help us make the game as good as
 it possibly can be. Crucially we need a mixture of sighted and non-sighted
 testers to ensure the game works equally well for all players. If you think
 you have some time to test our new game (shoot some zombies in the dark)
 then please fill out this quick form here and we will get back to you asap.
 Thanks again.


 Spread the Word
 We want to tell as many people as possible that we
 are gearing up to a new release. We have set up all the usual social media
 channels and we will be giving out free games via twitter and facebook to
 followers over the next month. So sign up, follow, re-tweet and show your
 love. Our new character Dr Bastard will thank you kindly...











  follow on Twitter | friend on Facebook | forward to
 a friend

  unsubscribe from this list | update subscription
 preferences











 This email was sent to d...@xgam.org
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[Audyssey] Muds was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread Lindsay Cowell
What other muds would you recommend, dark?

-original message-
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?
From: dark d...@xgam.org
Date: 27/02/2014 7:49 am

Hi John.
I personally don't find muschlient as user friendly as Vipmud, not using 
sapi, indeed I only use it for Alter because of the pack and I wouldn't 
really be inclined to  do lots of shenanigans with triggers and scripting 
and all those complicated things to try a mud out.

I might try with Vipmud as bare bones at some point, though I do think a 
full pack would be nice and would encourage people to play the game a lot 
more, heck, with the alter pack alteraeon isn't really just a text game 
anymore, it's close to being a full on audio rpg.

Beware the grue!

Dark.
- Original Message - 
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 26, 2014 8:21 PM
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?


 It works fine with mushclient. If you play alter aeon, you can import the 
 mush reader, output functions and channel history plugins right into your 
 new world.
 After that, its not very hard to start setting up triggers for sounds. I 
 think it took me only a couple months to have a solid start on a soundpack 
 for myself, if that.


 P.S:
 I can here the question already, so I'll say now that I won't distribute 
 my pack, though I'm more than happy to help folks build their own.


 - Original Message -
 From: leo  largel1...@gmail.com
 To: gamers@audyssey.org
 Date sent: Wed, 26 Feb 2014 15:00:22 -0500
 Subject: [Audyssey] Cyber Assault with Mush-Z?

 Hi,



 Is there a way to play Cyber Assault with Mush-Z? I have always wanted to
 play it but I use Mush as my primary client. Leo

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Re: [Audyssey] Muds was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread dark

Hi Lindsay.

to be honest I've not played many muds, since I tend to find if I am playing 
a game with descriptive text the real time elements get  in the way of my 
appreciation of the game's atmosphere. After all, if you walk into  the 
Dragon's laire and before you have time to read the description your  typing 
commands like a demon and having your mud client saying the dragon attacks 
you for x damage you don't really get time to be ored.


In fairness  Dentin did stick in a really nice command the preview corpse 
command which gives you enemy  descriptions after you have defeated them so 
that you can appreciate what things are like, but still generally speaking I 
find myself less attracted to muds than to other forms of interactive 
textual games such as gamebooks or  browser rpgs.


I also confess I'm a rather antisocial player in  and am more interested in 
exploring and interacting with the game than with other players,  for all I 
don't mind saying a quick hello. Indeed  the Alteraeon blog had a very nice 
article a while ago which listed different types of  game players, and the 
explorer type definitely fit me :D. This also means any mud with 
unrestricted pvp is a complete, absolute and very much major turn off for 
me, since frankly i don't care about fighting other players and don't want 
my game  ruined by them fighting me.


I'm also not personally interested in online rp with other players, (I 
prefer my rp live with a real human gm and a few friends), although i do't 
necessary mind that so long as there is plenty of solo stuff to do in the 
game as well.
Of the mud's I've playedAlter has been my favourite and the one I've spent 
most time on. I tried out project bob but found it so stat heavy as to be 
rather  confusing to play and rather thin on actual atmosphere, I also tried 
medevia, but the ascii maps sort of got on my nerves a bit which is a shame 
since I rather fancied the random content (though I have heard bad things 
about that game).


materiamagica I have  spent a reasonable amount of time withhowever at that 
point I got irritated with the quest system in the game since it was 
possible to level up and miss a lot of quests, and even to complete the 
newby area with things half done. Mm has however had  some verye  extensive 
changes recently to alleviate some of these issues, as well as to make 
accessible many aspects of the game. Actually their access fixes are very 
nice  indeed, although I've not yet got around to giving them as much of a 
try as I  really should.


I'd love to try miriani,  or another space mud with different planets, 
spaceships and exploration, indeed I've read  several parts of the Miriani 
docks and  online helpto get a handle on the game, however every space mud 
I've seen has either been  so pvp it's ridiculous like  Miriani, or  run by 
Rp  inforcement Nazis.


I really in fairness ought to  try more muds, and to spend some more time 
with games like Materiamagica, since I know there is more out there, it just 
seems whenever I am  wanting to play a text game muds never really occur to 
me first, I'm more inclined to go and play a gamebook or a browser game 
where I can read the text and relax as I play.


This might just be me or a matter of experience though.

Beware the grue!

Dark. 



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Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio

2014-02-27 Thread Darren Duff
Yep everyone go help back them if you can. 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Wednesday, February 26, 2014 1:03 PM
To: gamers@audyssey.org
Subject: [Audyssey] Fw: A new audio game from the Papa Sangre studio

A new audio game from the Papa Sangre studioThought people should see this
one:
- Original Message -
From: Team Papa
To: d...@xgam.org
Sent: Wednesday, February 26, 2014 4:14 PM
Subject: A new audio game from the Papa Sangre studio


  The Papa Sangre studio announce a new zombie shooter game
with a Kickstarter launch and a call for beta testers. Is this email not
displaying correctly?
  View it in your browser. 
   

   
Hello friends of Papa Sangre. Can you help us make
more audio games?
  a.. Could you be a Beta Tester for our new Zombie
Game, Audio Defence: Zombie Arena? 
  b.. Can you contribute to a Kickstarter to fund
Audio Defence: Zombie Arena 
 
Firstly we want to say a huge thank you for your
support in buying and playing our games over the past few months. It's been
an exciting few months here at Somethin' Else. We released Papa Sangre II
back in October 31st last year and we were overwhelmed with all the positive
reviews, which led to our metacritic score of 93% - the best score for the
whole of 2013 and the best ever achieved by a British game.   An incredible
achievement. 
 
 

A Brand New Zombie Audio Game  Kickstarter Campaign

Our ambition for this year was to try and take the
best elements of Papa Sangre and see if we could make a simpler lighter game
in less time, which we could price at 99p and sell more copies.
We wanted to make the Trojan Horse of audio games,
the one that will convince people that audio games are a whole new world of
untapped gameplay experiences. And so we have created Audio Defence: Zombie
Arena, an awesome first person mobile shooting game that puts players out of
their comfort zone, using the most powerful graphics card in the world: your
imagination.  This is a full-on action game with arcade roots about shooting
Zombies from a fixed position, using just your ears.  Survival requires
nerves of steel, as one bite from a Zombie that gets to you means
insta-death.

Unfortunately as much as we love Papa Sangre, people
aren't buying audio games as much as we need them too, in order for us to
continue investing in them. Our games require technical innovation and RD
investment which makes them hard to sustain. So we have decided to look to
crowd funding to finish this zombie splatterfest off and help deliver the
game to as many people as possible.  We know those of you on our mailing
list are probably our best shot at becoming potential backers, because you
have already bought a Papa Sangre game (THANKS) and liked it enough to sign
up for the mailout (EXTRA THANKS). We really can't go on making cool audio
games without your help. Take a look at the Kickstarter page and see if you
have the wherewithal to pledge a little up front to help us deliver what we
guarantee will be a really really awesome fun game.

   
  

Beta Testers Wanted
 
We're nearly ready to launch a Beta for Audio
Defence: Zombie Arena (fingers crossed the Kickstarter goes well) and we're
looking for testers which is where you lovely lot come in. We're aiming at
an early summer 2014 release and are looking for testers willing to play the
game and give genuine feedback, which will help us make the game as good as
it possibly can be. Crucially we need a mixture of sighted and non-sighted
testers to ensure the game works equally well for all players. If you think
you have some time to test our new game (shoot some zombies in the dark)
then please fill out this quick form here and we will get back to you asap.
Thanks again. 

  
Spread the Word
We want to tell as many people as possible that we
are gearing up to a new release. We have set up all the usual social media
channels and we will be giving out free games via twitter and facebook to
followers over the next month. So sign up, follow, re-tweet and show your
love. Our new character Dr Bastard will thank you kindly...

 






  
 
   
 follow on Twitter | friend on Facebook | forward to
a friend   

 unsubscribe from this list | update subscription
preferences   
 
   

 







This email was 

Re: [Audyssey] star wars

2014-02-27 Thread Darren Duff
Lol I know I know! But I can keep on dreaming! Hahahaha. 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, February 26, 2014 7:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] star wars

Hi Darren,

Well, such a project is not in my immediate plans so try not to get too
excited. I don't know when or if I'll complete that project given things are
up in the air right now time wise, and I can't even find time to finish the
two projects I am suppose to finish before creating something new. Lol.

Cheers!

On 2/26/14, Darren Duff duff...@gmail.com wrote:
 Oh man you are getting me excited! Lol! I say go for it!

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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread john
As somebody whose dabbled in making a soundpack, I can tell you that building something similar to mush-z would probably take somewhere in the hundreds of hours range, if not more. That said, a simple pack that you build for yourself as you play the 
mud really only takes a few seconds here or there (I'd estimate 10 seconds per sound trigger, if you don't have to edit anything).



- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 07:49:08 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Hi John.
I personally don't find muschlient as user friendly as Vipmud, not using
sapi, indeed I only use it for Alter because of the pack and I wouldn't
really be inclined to  do lots of shenanigans with triggers and scripting
and all those complicated things to try a mud out.

I might try with Vipmud as bare bones at some point, though I do think a
full pack would be nice and would encourage people to play the game a lot
more, heck, with the alter pack alteraeon isn't really just a text game
anymore, it's close to being a full on audio rpg.

Beware the grue!

Dark.
- Original Message -
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 26, 2014 8:21 PM
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?


It works fine with mushclient. If you play alter aeon, you can import the
mush reader, output functions and channel history plugins right into your
new world.
After that, its not very hard to start setting up triggers for sounds. I
think it took me only a couple months to have a solid start on a soundpack
for myself, if that.


P.S:
I can here the question already, so I'll say now that I won't distribute
my pack, though I'm more than happy to help folks build their own.


- Original Message -
From: leo  largel1...@gmail.com
To: gamers@audyssey.org
Date sent: Wed, 26 Feb 2014 15:00:22 -0500
Subject: [Audyssey] Cyber Assault with Mush-Z?

Hi,



Is there a way to play Cyber Assault with Mush-Z? I have always wanted to
play it but I use Mush as my primary client. Leo

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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread dark
Well fair enough John, though i confess all those triggers and scripts and 
such always seem rather confusing when I just want to play the game :D. 
I've put in some  extra aliases,  using both Vipmud's standard alias 
commands or more often  alter's in  built alias making, but that is about my 
limit.


Still, I'll see about trying Cyber assault out if I get around to it, as I 
said in reply to Lindsay I really should  try more muds.


What is the status of pvp and forced rp the game?.

Beware the grue!

Dark. 



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Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio

2014-02-27 Thread dark

Hi Scot.

thanks for the link, I have also put some news with the link on the front of 
audiogames.net, so people can find it there too.
Funnily enough, I've always thought  an arena shooter would be perfect as an 
audio gme and have always been surprised nobody has developed an audio 
version of something like the old Arena shooters such as Robotron or smash 
tv.


To explain, in arena shooters the player is stuck in a fixed size level 
which is usually square and mostly   empty.  Over timedifferent waves of 
many enemies enter the arena and try and kill the player and the player's 
job o course is to shoot them all first.  the goal here was usually for 
enemies to overwhelm the player by shear numbers, since all enemies (and 
usually the player as well), had only one hit before dying, though power ups 
such as weapon upgrades and extras appeared in the arena and it was up to 
the player to grab them (avoiding the hoard of nasties of course).


I've always been  surprised nobody has tranlsated this game into audio since 
it'd work just as well in first  person as in the tradditional top down 
view, be possible even with the gma engine, and after all it's not that 
different from games like superdog's bone hunt or deakout accept that you 
obviously shoot enemies as well as grab items.


Interestingly enough, apparently the plot involves some sort of twisted tv 
show where the player is pit against hoards of zombies, so I do wonder if 
Smash tv was an inspiration for the game, since in Smash tv you were on a 
lethal tv show, though you didn't obviously fight zombies.


Beware the grue!

Dark. 



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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread john
In short, little and none. In more detail: there are a few areas in which you can pk, and a few ways to accidentally blow up other players. I have seen maybe five situations in which people actually pk'ed. The atmosphere of the game is really 
relaxed, and there's not an awful lot of competition; we'd all rather work together to save the world than kill each other in petty conflicts. On my first day, within half an hour or so of loggin in, I had a player give me enough cash to start buying 
equipment, and be able to outfit my character.

If you want to rollplay you can (and some areas are really cool if you 
do a little) but there's no rollplaying theme.

- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about my
limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread dark

Ah, sounds good.

I will see about trying the game.

one other question,  are there any specific access measures? Generally the 
rule for the db is that to be put in a mud must have some sort of access 
fix, which is why  materiamagica, Alteraeon,  Miriani and Project bob have 
pages while saymedievia doesn't, (I would also like to add diskworld, 
Avatar mud, Federation Ii and Ardwolf as well).


Has cyber assault got any specifically Vi access features such as disabling 
of ascii mapping or filters?


Beware the grue!

dark.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 27, 2014 2:41 PM
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?


In short, little and none. In more detail: there are a few areas in which 
you can pk, and a few ways to accidentally blow up other players. I have 
seen maybe five situations in which people actually pk'ed. The atmosphere 
of the game is really relaxed, and there's not an awful lot of 
competition; we'd all rather work together to save the world than kill 
each other in petty conflicts. On my first day, within half an hour or so 
of loggin in, I had a player give me enough cash to start buying 
equipment, and be able to outfit my character.
If you want to rollplay you can (and some areas are really cool if you do 
a little) but there's no rollplaying theme.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about 
my

limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] Rail Racer Not working on Windows 7

2014-02-27 Thread valiant8086
Che, I did have to run my rr2 as administrator to get it to run. It said 
it couldn't write to a register file or something like that.



Cheers, Sent with thunderbird 17.0.8 portable
On 2/26/2014 2:14 PM, Che Martin wrote:

   Hi all,
  Sorry for my delayed response to this, a friend just told me about the
thread a bit ago.
   Rail Racer 1 is no longer supported, as it is ancient in computer code
terms.
   I have not taken down the demo of RR 1, thinking a few folks might want to
play around with it, but looks like I should do that to avoid confusion.
   RR 2 is in final beta form and dozens of folks have already purchased it.
It is far superior to rr 1 in almost every way, and I will be releasing a
demo for it as soon as I can get caught up in real life.
   It works fine with windows 7 and 8, the only problems I have seen are on
really old XP systems, and I'm pretty sure I have that problem fixed for the
next update of the beta.
   You can find more details if you want at the website:
http://www.blindAdrenaline.com/railRacer
   I don't check this list that often, but you can mail me off list if you
like at:
blindadrenal...@gmail.com
   Be sure and check out the web page first though as it will answer most
questions.
   There is also a thread on the audio games dot net forums that I update as
patches and updates come out.
   Take care,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian Reed
Sent: Wednesday, February 26, 2014 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rail Racer Not working on Windows 7

Hi valiant8086,

Good suggestion, but I had already run it as administrator and forgotten to
mention it.

I think my next step is to find a copy of the 1.5.3 patch.
Unfortunately the link to it on the main BlindAdrenaline.com page is broken.
Here is that link:
http://www.blindadrenaline.com/uploads/rrUpdates/rr153Update.zip

Ian Reed

On 2/26/2014 8:16 AM, valiant8086 wrote:

Hi.
Try running the game as administrator
Cheers, Sent with thunderbird 17.0.8 portable


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[Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread Lindsay Cowell
I will be playing cyber assault with VipMud, but could you tell me how to 
connect, and some tips for playing?

-original message-
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?
From: john jpcarnemo...@comcast.net
Date: 27/02/2014 2:42 pm

In short, little and none. In more detail: there are a few areas in which you 
can pk, and a few ways to accidentally blow up other players. I have seen maybe 
five situations in which people actually pk'ed. The atmosphere of the game is 
really 
relaxed, and there's not an awful lot of competition; we'd all rather work 
together to save the world than kill each other in petty conflicts. On my first 
day, within half an hour or so of loggin in, I had a player give me enough cash 
to start buying 
equipment, and be able to outfit my character.
If you want to rollplay you can (and some areas are really cool if you 
do a little) but there's no rollplaying theme.

 - Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about my
limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio

2014-02-27 Thread Scott Chesworth
Yah, I've experienced the arena setup playing Quake 3 back in the day.
Something I read about this said that you're shooting from a fixed
position, which isn't all that exciting, but seeing as their engine is
3D, maybe we'll get some vertical aspects of aiming to contend with
instead of character movement. Even if it's just tilt and shoot in 2D,
the audio from these guys has been good enough to make it worth
supporting in my opinion, but it would be cool to see them push the
envelope a bit in terms of gameplay as well.

Hope that post on audiogames.net brings in the dough for them.

Scott

On 2/27/14, dark d...@xgam.org wrote:
 Hi Scot.

 thanks for the link, I have also put some news with the link on the front of

 audiogames.net, so people can find it there too.
 Funnily enough, I've always thought  an arena shooter would be perfect as an

 audio gme and have always been surprised nobody has developed an audio
 version of something like the old Arena shooters such as Robotron or smash
 tv.

 To explain, in arena shooters the player is stuck in a fixed size level
 which is usually square and mostly   empty.  Over timedifferent waves of
 many enemies enter the arena and try and kill the player and the player's
 job o course is to shoot them all first.  the goal here was usually for
 enemies to overwhelm the player by shear numbers, since all enemies (and
 usually the player as well), had only one hit before dying, though power ups

 such as weapon upgrades and extras appeared in the arena and it was up to
 the player to grab them (avoiding the hoard of nasties of course).

 I've always been  surprised nobody has tranlsated this game into audio since

 it'd work just as well in first  person as in the tradditional top down
 view, be possible even with the gma engine, and after all it's not that
 different from games like superdog's bone hunt or deakout accept that you
 obviously shoot enemies as well as grab items.

 Interestingly enough, apparently the plot involves some sort of twisted tv
 show where the player is pit against hoards of zombies, so I do wonder if
 Smash tv was an inspiration for the game, since in Smash tv you were on a
 lethal tv show, though you didn't obviously fight zombies.

 Beware the grue!

 Dark.


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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread john
Disregarding the fact that all muds are technically accessible if you put in some work, we do have several spam toggles, and the staff is always happy to add new commands that will help people with screen readers; I can think of several specific 
instances where I or another player has said it would be nice to have a feature for accessibility and its shown up within a week or so.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 15:16:18 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Ah, sounds good.

I will see about trying the game.

one other question,  are there any specific access measures? Generally the
rule for the db is that to be put in a mud must have some sort of access
fix, which is why  materiamagica, Alteraeon,  Miriani and Project bob have
pages while saymedievia doesn't, (I would also like to add diskworld,
Avatar mud, Federation Ii and Ardwolf as well).

Has cyber assault got any specifically Vi access features such as disabling
of ascii mapping or filters?

Beware the grue!

dark.

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Re: [Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread john

The connection info is: cyberassault.org port 1.
As far as tips go, I would recommend reading a lot of help files, and once you get to motown, run through the bootcamp simulation at least once. Of course we've got many people who would be glad to give you a hand if you get stuck or are looking for 
more information.


- Original Message -
From: Lindsay Cowell lindsay.cow...@virginmedia.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 15:18:59 +
Subject: [Audyssey] Cyber Assault was Re:  Cyber Assault with Mush-Z?

I will be playing cyber assault with VipMud, but could you tell me how to 
connect, and some tips for playing?

-original message-
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?
From: john jpcarnemo...@comcast.net
Date: 27/02/2014 2:42 pm

In short, little and none. In more detail: there are a few areas in which you 
can pk, and a few ways to accidentally blow up other players. I have seen maybe 
five situations in which people actually pk'ed. The atmosphere of the game is 
really
relaxed, and there's not an awful lot of competition; we'd all rather work 
together to save the world than kill each other in petty conflicts. On my first 
day, within half an hour or so of loggin in, I had a player give me enough cash 
to start buying
equipment, and be able to outfit my character.
If you want to rollplay you can (and some areas are really cool if you 
do a little) but there's no rollplaying theme.

- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about my
limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread wayne17a
Hello list I am new to muds so can anybody please help me to get a
start what is vip mud and how do I get it and is it easy to use for a idiot
like me any help would be appreciated 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Lindsay
Cowell
Sent: Thursday, February 27, 2014 10:19 AM
To: Gamers Discussion list
Subject: [Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

I will be playing cyber assault with VipMud, but could you tell me how to
connect, and some tips for playing?

-original message-
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?
From: john jpcarnemo...@comcast.net
Date: 27/02/2014 2:42 pm

In short, little and none. In more detail: there are a few areas in which
you can pk, and a few ways to accidentally blow up other players. I have
seen maybe five situations in which people actually pk'ed. The atmosphere of
the game is really relaxed, and there's not an awful lot of competition;
we'd all rather work together to save the world than kill each other in
petty conflicts. On my first day, within half an hour or so of loggin in, I
had a player give me enough cash to start buying equipment, and be able to
outfit my character.
If you want to rollplay you can (and some areas are really cool if
you do a little) but there's no rollplaying theme.

 - Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org Date sent: Thu, 27 Feb
2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about my
limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Thomas Ward
Hi Josh,

Well, let me reiterate that the math skills you do have such as basic
adding, subtracting, multiplying, and dividing, etc is sufficient for
very simple and basic games. You do however have to understand the
basics of how Algebra works such as assigning and using variables in
formulas like a = b+c as that is just how programming works. Although,
you do not have to worry about more complex aspects  of Algebra such
as factoring. I can't think of any specific cases where you would need
to do factoring in games.

If we are talking a fairly simplistic side-scroller, for instance, you
can do something like x = x+1 to move one coordinate to the right or x
= x-1 to move one coordinate to the left. That is very simple stuff to
do using very basic Algebra, and I think is well within your stated
math skills.

As far as pi if you aren't dealing with angles and so on then you
don't need to know what pi is and how to do calculations with it
unless you are writing something that really requires geometry. In
that instance most languages have a  built in variable specifically
for doing pi calculations which is far more accurate than 3.14159.

As far as chemistry goes that has absolutely no bearing on games so I
wouldn't worry about it.

As far as physics goes as I have mentioned before that depends on the
type of game and the complexity you are aiming for. Since you are not
dealing with 3d graphics and such you can mostly skip trig, geometry,,
calculus, etc unless you are doing some more advanced type of audio
game such as an aircraft or racing simulation. If you stick to simple
text adventures, card/board games, and fairly simplistic
side-scrollers then you will be able to get by on your math skills.

To summarize my thoughts I know that programming for a lot of people
seems very complex, and to a certain degree it is. However, the
general rule of thumb is the more math skills you have the more
realistic and more complex stuff you can program. If you are not very
good at math that does not mean you can not program games and other
stuff it just means your games and such will be a bit more simplistic
and limited to what you can do. Just do what you can with the skills
you do have, know your strengths and weaknesses, and do the best you
can. If it turns out all you can write is basic games like Blackjack,
Poker, Football, or something slightly more complex like Awesome Homer
there is nothing wrong in that. At least you can do something even if
it is not as complex as say Tank Commander or 3D Velocity.

HTH


On 2/26/14, Josh joshknnd1...@gmail.com wrote:
 let me help you further by telling you what my math skills are in a list
 here...
 good skills
 1. adding
 2. subtracting
 3. multiplying
 4. division.
 5. decimals.
 6. I know pi is 3.14159.
 7. percents.
 8. less than and greater than.

 things I am bad at or don't want to touch.
 bad skills.
 1. algebra.
 2. factoring.
 3. trigonometry.
 4. calculus
 5. physics
 6. chemistry.

 the above things the stuff I'm not good at list is interesting to learn
 about in documentaries or on itunes-u. but in reality I'm just not good
 at those kinds of advanced maths. so.. what could I do with the list of
 things I am good at. and if numbers are big I use the calculator to help
 me out.

 Josh


 using windows7 laptop

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Ian Reed
Thomas said: Just do what you can with the skills you do have, know your 
strengths and weaknesses, and do the best you can.

I say: Very well put.
Josh, I'd like to add that nobody is good at Math or programming when 
they are born.

Becoming good at them is a process of learning and practice.
It is the same with pretty much any skill.
As you practice with easy concepts you will learn more and be able to 
tackle more difficult concepts.
All you can do is start with the skills you do have and put in the time 
necessary to become better at these things.
Don't limit yourself by believing that if you're not currently good at 
something you can not become better at it.


Sorry if that waxed too philosophical. :)

Ian Reed
Try my free games at http://BlindAudioGames.com


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[Audyssey] programming advice: menus

2014-02-27 Thread john
HI all, 	I'm working on some code, and part of my project involves menus that I need to self-create based on the values of variables in an array. I think I've got a relatively solid idea of how I want this to function, but I'm looking for some 
advice from the experts. The basic concept is:
I have an array of objects, each of which contains a status and reference variable. I want to build a menu that will loop through the array, and only include those items that have their status variable set to a specific value. I also need the menu 
display to include the value of the reference variable.
I've considered a few different ways of doing this, and the one that's standing out as best would be to look through the array of objects, and then set up an array of ints that contain only the reference numbers for the needed objects. I would then 
be able to use my array of ints in the names of items on the menu.

In the final product, this will (hopefully) look somewhat like the target menus 
from trek2000 and final conflict, where only the ships in range are displayed.
Any hints/tips/thoughts would be greatly appreciated.

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Josh
I asked chip orange if he would do some game programming classes on a 
team-talk server. His audio classes and accompanying examples for 
window-eyes scripting are excellent! he seems to be one of the few 
people who can both program, and also teach and explain things in a way 
with lots of examples that even a complete beginner like me can 
understand. so I emailed him and asked him. of course maybe as I delve 
deeper into the window-eyes scripting some of that would lend itself to 
making simple games. oh and don't forget even if I did make side 
scrollers I could make eventually make a really really big one with lots 
and lots of sounds, music and levels and objectives. so even simple 
games can get complex in their own way I guess and that would be fun.


Josh

using windows7 laptop

On 2/27/2014 12:59 PM, Thomas Ward wrote:

Hi Josh,

Well, let me reiterate that the math skills you do have such as basic
adding, subtracting, multiplying, and dividing, etc is sufficient for
very simple and basic games. You do however have to understand the
basics of how Algebra works such as assigning and using variables in
formulas like a = b+c as that is just how programming works. Although,
you do not have to worry about more complex aspects  of Algebra such
as factoring. I can't think of any specific cases where you would need
to do factoring in games.

If we are talking a fairly simplistic side-scroller, for instance, you
can do something like x = x+1 to move one coordinate to the right or x
= x-1 to move one coordinate to the left. That is very simple stuff to
do using very basic Algebra, and I think is well within your stated
math skills.

As far as pi if you aren't dealing with angles and so on then you
don't need to know what pi is and how to do calculations with it
unless you are writing something that really requires geometry. In
that instance most languages have a  built in variable specifically
for doing pi calculations which is far more accurate than 3.14159.

As far as chemistry goes that has absolutely no bearing on games so I
wouldn't worry about it.

As far as physics goes as I have mentioned before that depends on the
type of game and the complexity you are aiming for. Since you are not
dealing with 3d graphics and such you can mostly skip trig, geometry,,
calculus, etc unless you are doing some more advanced type of audio
game such as an aircraft or racing simulation. If you stick to simple
text adventures, card/board games, and fairly simplistic
side-scrollers then you will be able to get by on your math skills.

To summarize my thoughts I know that programming for a lot of people
seems very complex, and to a certain degree it is. However, the
general rule of thumb is the more math skills you have the more
realistic and more complex stuff you can program. If you are not very
good at math that does not mean you can not program games and other
stuff it just means your games and such will be a bit more simplistic
and limited to what you can do. Just do what you can with the skills
you do have, know your strengths and weaknesses, and do the best you
can. If it turns out all you can write is basic games like Blackjack,
Poker, Football, or something slightly more complex like Awesome Homer
there is nothing wrong in that. At least you can do something even if
it is not as complex as say Tank Commander or 3D Velocity.

HTH


On 2/26/14, Josh joshknnd1...@gmail.com wrote:

let me help you further by telling you what my math skills are in a list
here...
good skills
1. adding
2. subtracting
3. multiplying
4. division.
5. decimals.
6. I know pi is 3.14159.
7. percents.
8. less than and greater than.

things I am bad at or don't want to touch.
bad skills.
1. algebra.
2. factoring.
3. trigonometry.
4. calculus
5. physics
6. chemistry.

the above things the stuff I'm not good at list is interesting to learn
about in documentaries or on itunes-u. but in reality I'm just not good
at those kinds of advanced maths. so.. what could I do with the list of
things I am good at. and if numbers are big I use the calculator to help
me out.

Josh


using windows7 laptop

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Josh
perhaps chip's window-eyes scripting classes will help. I'll take them 
one class at a time I finnished class one, played around with the 
examples and such and its going good so far.


using windows7 laptop

On 2/27/2014 1:33 PM, Ian Reed wrote:
Thomas said: Just do what you can with the skills you do have, know 
your strengths and weaknesses, and do the best you can.

I say: Very well put.
Josh, I'd like to add that nobody is good at Math or programming when 
they are born.

Becoming good at them is a process of learning and practice.
It is the same with pretty much any skill.
As you practice with easy concepts you will learn more and be able to 
tackle more difficult concepts.
All you can do is start with the skills you do have and put in the 
time necessary to become better at these things.
Don't limit yourself by believing that if you're not currently good at 
something you can not become better at it.


Sorry if that waxed too philosophical. :)

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread Johnny Tai
Cyberassault has a limited PVP policy, there's an arena, and a few selected
areas where players can attack others.
Generally speaking though, PVP almost never happen unless both party agrees
to it- the players seem to have a pretty good though none-written rule about
not being an ass when it comes to PVP.
RP is purely optional, the game has a lot of Shadowrun elements to support
RP if you like it, but generally people just play, explore, do various
jobs/quests, and build up their characters and wealth.
The game has a ranking system too, so it gives you something to strive for
if you are competitive.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Thursday, February 27, 2014 6:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and 
such always seem rather confusing when I just want to play the game :D. 
I've put in some  extra aliases,  using both Vipmud's standard alias 
commands or more often  alter's in  built alias making, but that is about my

limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I 
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark. 


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Re: [Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

2014-02-27 Thread Johnny Tai
Cyberassault, being a Canadian based mud, is most busy during daytime in
North America timezone, so if you're playing from the UK and log on and
can't find any help, it would be likely that most of us are...in bed...so if
that happens, just log back in in a different time period and your'e sure to
get help.
Generally, it's like John said, read helpfiles, ask questions on newb or
gossip, and have fun.
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of john
Sent: Thursday, February 27, 2014 8:50 AM
To: Lindsay Cowell; Gamers Discussion list
Subject: Re: [Audyssey] Cyber Assault was Re: Cyber Assault with Mush-Z?

The connection info is: cyberassault.org port 1.
As far as tips go, I would recommend reading a lot of help files, and once
you get to motown, run through the bootcamp simulation at least once. Of
course we've got many people who would be glad to give you a hand if you get
stuck or are looking for 
more information.

 - Original Message -
From: Lindsay Cowell lindsay.cow...@virginmedia.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 15:18:59 +
Subject: [Audyssey] Cyber Assault was Re:  Cyber Assault with Mush-Z?

I will be playing cyber assault with VipMud, but could you tell me how to
connect, and some tips for playing?

-original message-
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?
From: john jpcarnemo...@comcast.net
Date: 27/02/2014 2:42 pm

In short, little and none. In more detail: there are a few areas in which
you can pk, and a few ways to accidentally blow up other players. I have
seen maybe five situations in which people actually pk'ed. The atmosphere of
the game is really
relaxed, and there's not an awful lot of competition; we'd all rather work
together to save the world than kill each other in petty conflicts. On my
first day, within half an hour or so of loggin in, I had a player give me
enough cash to start buying
equipment, and be able to outfit my character.
If you want to rollplay you can (and some areas are really cool if
you do a little) but there's no rollplaying theme.

 - Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 27 Feb 2014 14:22:54 -
Subject: Re: [Audyssey] Cyber Assault with Mush-Z?

Well fair enough John, though i confess all those triggers and scripts and
such always seem rather confusing when I just want to play the game :D.
I've put in some  extra aliases,  using both Vipmud's standard alias
commands or more often  alter's in  built alias making, but that is about my
limit.

Still, I'll see about trying Cyber assault out if I get around to it, as I
said in reply to Lindsay I really should  try more muds.

What is the status of pvp and forced rp the game?.

Beware the grue!

Dark.

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Thomas Ward
Hi Josh,

Well, keep in mind that writing scripts for Window-Eyes is completely
different from game programming. I know that Chip is a talented
developer, is a skilled developer, but to my knowledge he has never
written any audio games so probably is not the right person to ask
about game programming. Game programming and general purpose
programming are similar but not the same thing.

Also the classes Chip offers for Window-Eyes scripting are for Visual
Basic Scripting. While possibly helpful from a general purpose
programming point of view that will not help you with game programming
accept on a very basic level. You need a programming language better
suited to game programming, and will have to learn to use the various
APIs for sound, input, speech, etc. BGT, of course, wraps all those
things for you, but if you are looking into something a bit more
flexable there are other options such as Python.

Cheers!


On 2/27/14, Josh joshknnd1...@gmail.com wrote:
 I asked chip orange if he would do some game programming classes on a
 team-talk server. His audio classes and accompanying examples for
 window-eyes scripting are excellent! he seems to be one of the few
 people who can both program, and also teach and explain things in a way
 with lots of examples that even a complete beginner like me can
 understand. so I emailed him and asked him. of course maybe as I delve
 deeper into the window-eyes scripting some of that would lend itself to
 making simple games. oh and don't forget even if I did make side
 scrollers I could make eventually make a really really big one with lots
 and lots of sounds, music and levels and objectives. so even simple
 games can get complex in their own way I guess and that would be fun.

 Josh

 using windows7 laptop

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Josh
oh so visual basic won't do it then? jim seems to get along good with 
vb6 though.


using windows7 laptop

On 2/27/2014 6:38 PM, Thomas Ward wrote:

Hi Josh,

Well, keep in mind that writing scripts for Window-Eyes is completely
different from game programming. I know that Chip is a talented
developer, is a skilled developer, but to my knowledge he has never
written any audio games so probably is not the right person to ask
about game programming. Game programming and general purpose
programming are similar but not the same thing.

Also the classes Chip offers for Window-Eyes scripting are for Visual
Basic Scripting. While possibly helpful from a general purpose
programming point of view that will not help you with game programming
accept on a very basic level. You need a programming language better
suited to game programming, and will have to learn to use the various
APIs for sound, input, speech, etc. BGT, of course, wraps all those
things for you, but if you are looking into something a bit more
flexable there are other options such as Python.

Cheers!


On 2/27/14, Josh joshknnd1...@gmail.com wrote:

I asked chip orange if he would do some game programming classes on a
team-talk server. His audio classes and accompanying examples for
window-eyes scripting are excellent! he seems to be one of the few
people who can both program, and also teach and explain things in a way
with lots of examples that even a complete beginner like me can
understand. so I emailed him and asked him. of course maybe as I delve
deeper into the window-eyes scripting some of that would lend itself to
making simple games. oh and don't forget even if I did make side
scrollers I could make eventually make a really really big one with lots
and lots of sounds, music and levels and objectives. so even simple
games can get complex in their own way I guess and that would be fun.

Josh

using windows7 laptop

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Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread dark

Hi John.

I know the vast majority of muds are playable being text based, but since it 
makes no sense simply listing on audiogames.net any mud which any random vi 
tom dick or harry happens to like and think should be listed, and sinse the 
db is ultimately for! the promotion of game access, the general decision is 
to list muds that have some specific access features, eg, descriptions of 
ascii maps, direction aide, anti spam measures etc.


That's why I specifically asked. I would likely try the game whatever 
(medeiveia had no access fixes, which  actually was a little bit of a shame 
with the ascii maps), but it's  whether it gets a db entry and what that 
entry says, since if I'm going to try the game I might as well  look it over 
for the db as well while I'm about it, hence my question.


Beware the grue!

Dark. 



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Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio

2014-02-27 Thread dark

Hi Scot.

the old top down arena shooters I was thinking of like smash tv were a 
little different from the Quake arenas, since where the quake arenas were 
full 3D environments and had considderable amounts of obastacles, catworks, 
even pits of lava, the arenas in those older 2D games like Smash tv were 
completely open and the chief challenge was the huge hoard of enemies.



With the description that is what I'm guessing the game will sort of 
involve, though i agree the fixed position is a bit of a concern in 
mechanics terms since essentially it could make the game play like Asteroids 
in audio rather than a full on arena shooter with movement, still I'm 
confident enough in somethinelse game design ability to hope that they'll 
create something with a nice challenge which is a bit more than the standard 
arcade fare.


Another key  element of course is that being on the Iphone they can have 
achievements, progressive stats, unlockables etc, which will also add a lot 
to the game.


I'll certainly grab this one as soon as it comes out, and I do hope the 
project gets  enough funding, though from comments I've heard them making I 
believe the kickstarter is intended as general support as well as support 
for Audio zombie defense specifically.


Beware the grue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 27, 2014 3:34 PM
Subject: Re: [Audyssey] Fw: A new audio game from the Papa Sangre studio



Yah, I've experienced the arena setup playing Quake 3 back in the day.
Something I read about this said that you're shooting from a fixed
position, which isn't all that exciting, but seeing as their engine is
3D, maybe we'll get some vertical aspects of aiming to contend with
instead of character movement. Even if it's just tilt and shoot in 2D,
the audio from these guys has been good enough to make it worth
supporting in my opinion, but it would be cool to see them push the
envelope a bit in terms of gameplay as well.

Hope that post on audiogames.net brings in the dough for them.

Scott

On 2/27/14, dark d...@xgam.org wrote:

Hi Scot.

thanks for the link, I have also put some news with the link on the front 
of


audiogames.net, so people can find it there too.
Funnily enough, I've always thought  an arena shooter would be perfect as 
an


audio gme and have always been surprised nobody has developed an audio
version of something like the old Arena shooters such as Robotron or 
smash

tv.

To explain, in arena shooters the player is stuck in a fixed size level
which is usually square and mostly   empty.  Over timedifferent waves of
many enemies enter the arena and try and kill the player and the player's
job o course is to shoot them all first.  the goal here was usually for
enemies to overwhelm the player by shear numbers, since all enemies (and
usually the player as well), had only one hit before dying, though power 
ups


such as weapon upgrades and extras appeared in the arena and it was up to
the player to grab them (avoiding the hoard of nasties of course).

I've always been  surprised nobody has tranlsated this game into audio 
since


it'd work just as well in first  person as in the tradditional top down
view, be possible even with the gma engine, and after all it's not that
different from games like superdog's bone hunt or deakout accept that you
obviously shoot enemies as well as grab items.

Interestingly enough, apparently the plot involves some sort of twisted 
tv

show where the player is pit against hoards of zombies, so I do wonder if
Smash tv was an inspiration for the game, since in Smash tv you were on a
lethal tv show, though you didn't obviously fight zombies.

Beware the grue!

Dark.


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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Thomas Ward
Hi Josh,

You are confusing Visual Basic with Visual Basic Script., Those are
completely two different languages from Microsoft. Visual Basic is a
full fledged programming language for writing applications, games,
etc. The later versions of Visual Basic are a part of Microsoft's .NET
suite of languages. Visual Basic Script, the language used by
window-Eyes for scripting, is a script language used for writing
application extensions to improve or extend various existing programs.
Visual Basic Script is not intended to write applications, games, etc.

While Jim does in deed use Visual Basic he is using a fairly old
release from 1998 called visual Basic 6. For a lot of sound reasons I
would not recommend using Visual Basic 6 for new projects because it
is largely incompatible with modern Windows releases, does not have
64-bit processor support, and plenty of other things you would get
with a more modern language such as VB .NET or C# .NET.

Cheers!


On 2/27/14, Josh joshknnd1...@gmail.com wrote:
 oh so visual basic won't do it then? jim seems to get along good with
 vb6 though.

 using windows7 laptop


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Re: [Audyssey] A new audio game from the Papa Sangre studio

2014-02-27 Thread Cara Quinn
HI dark,

From the description, (where they say the player is in a fixed position) this 
sounds more like some of the audio space invader clones on PC) I.E. a player 
simply rotates in place to fire at oncoming enemies. thinking of Dark 
Destroyer here and Judgement Day.

If this is the case then we not only already have several of these in audio on 
PC, but we also have one on iOS which is Where's My Rubber Ducky.

For those perhaps unfamiliar with the game, you can stand, holding your phone, 
and rotate / move in place to aim at zombies approaching you from all around 
you. You can either shoot them with a shotgun or use a machete.

Have you heard more info on this to clear this up?

Thanks so much!

Cara :)
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On Feb 27, 2014, at 6:08 AM, dark d...@xgam.org wrote:

Hi Scot.

thanks for the link, I have also put some news with the link on the front of 
audiogames.net, so people can find it there too.
Funnily enough, I've always thought  an arena shooter would be perfect as an 
audio gme and have always been surprised nobody has developed an audio version 
of something like the old Arena shooters such as Robotron or smash tv.

To explain, in arena shooters the player is stuck in a fixed size level which 
is usually square and mostly   empty.  Over timedifferent waves of many enemies 
enter the arena and try and kill the player and the player's job o course is to 
shoot them all first.  the goal here was usually for enemies to overwhelm the 
player by shear numbers, since all enemies (and usually the player as well), 
had only one hit before dying, though power ups such as weapon upgrades and 
extras appeared in the arena and it was up to the player to grab them (avoiding 
the hoard of nasties of course).

I've always been  surprised nobody has tranlsated this game into audio since 
it'd work just as well in first  person as in the tradditional top down view, 
be possible even with the gma engine, and after all it's not that different 
from games like superdog's bone hunt or deakout accept that you obviously shoot 
enemies as well as grab items.

Interestingly enough, apparently the plot involves some sort of twisted tv show 
where the player is pit against hoards of zombies, so I do wonder if Smash tv 
was an inspiration for the game, since in Smash tv you were on a lethal tv 
show, though you didn't obviously fight zombies.

Beware the grue!

Dark. 

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Re: [Audyssey] A new audio game from the Papa Sangre studio

2014-02-27 Thread Cara Quinn
HI again Dark, actually Quake in Death Match mode is very much like what you 
are mentioning below.

Depending on the mod you are playing, you can either battle players and bots or 
monsters as well in a closed map or arena.

So yes, this concept is very successful in audio. I agree that more of these 
would be fun!

Thanks,

Cara :)
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On Feb 27, 2014, at 6:08 AM, dark d...@xgam.org wrote:

Hi Scot.

thanks for the link, I have also put some news with the link on the front of 
audiogames.net, so people can find it there too.
Funnily enough, I've always thought  an arena shooter would be perfect as an 
audio gme and have always been surprised nobody has developed an audio version 
of something like the old Arena shooters such as Robotron or smash tv.

To explain, in arena shooters the player is stuck in a fixed size level which 
is usually square and mostly   empty.  Over timedifferent waves of many enemies 
enter the arena and try and kill the player and the player's job o course is to 
shoot them all first.  the goal here was usually for enemies to overwhelm the 
player by shear numbers, since all enemies (and usually the player as well), 
had only one hit before dying, though power ups such as weapon upgrades and 
extras appeared in the arena and it was up to the player to grab them (avoiding 
the hoard of nasties of course).

I've always been  surprised nobody has tranlsated this game into audio since 
it'd work just as well in first  person as in the tradditional top down view, 
be possible even with the gma engine, and after all it's not that different 
from games like superdog's bone hunt or deakout accept that you obviously shoot 
enemies as well as grab items.

Interestingly enough, apparently the plot involves some sort of twisted tv show 
where the player is pit against hoards of zombies, so I do wonder if Smash tv 
was an inspiration for the game, since in Smash tv you were on a lethal tv 
show, though you didn't obviously fight zombies.

Beware the grue!

Dark. 

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Re: [Audyssey] A new audio game from the Papa Sangre studio

2014-02-27 Thread Cara Quinn
Agreed Scott.

Audio Quake Death Match is like what he's talking about as well. I wish the 
audio mod could be updated to the later quake engines though I do not know 
off-hand how open-source they all are. ID made the Quake 1 engine completely 
open source. Not sure how much the later Quakes were open.

Anyway, I too made note of the fixed-position idea and for me personally this 
really is not something I am super interested in.

I would love them to make a full 3D FPS title with online play! I wish I had 
the time to see about porting Audio quake to iOS.

Smiles,

Cara :)
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On Feb 27, 2014, at 7:34 AM, Scott Chesworth scottcheswo...@gmail.com wrote:

Yah, I've experienced the arena setup playing Quake 3 back in the day.
Something I read about this said that you're shooting from a fixed
position, which isn't all that exciting, but seeing as their engine is
3D, maybe we'll get some vertical aspects of aiming to contend with
instead of character movement. Even if it's just tilt and shoot in 2D,
the audio from these guys has been good enough to make it worth
supporting in my opinion, but it would be cool to see them push the
envelope a bit in terms of gameplay as well.

Hope that post on audiogames.net brings in the dough for them.

Scott

On 2/27/14, dark d...@xgam.org wrote:
 Hi Scot.
 
 thanks for the link, I have also put some news with the link on the front of
 
 audiogames.net, so people can find it there too.
 Funnily enough, I've always thought  an arena shooter would be perfect as an
 
 audio gme and have always been surprised nobody has developed an audio
 version of something like the old Arena shooters such as Robotron or smash
 tv.
 
 To explain, in arena shooters the player is stuck in a fixed size level
 which is usually square and mostly   empty.  Over timedifferent waves of
 many enemies enter the arena and try and kill the player and the player's
 job o course is to shoot them all first.  the goal here was usually for
 enemies to overwhelm the player by shear numbers, since all enemies (and
 usually the player as well), had only one hit before dying, though power ups
 
 such as weapon upgrades and extras appeared in the arena and it was up to
 the player to grab them (avoiding the hoard of nasties of course).
 
 I've always been  surprised nobody has tranlsated this game into audio since
 
 it'd work just as well in first  person as in the tradditional top down
 view, be possible even with the gma engine, and after all it's not that
 different from games like superdog's bone hunt or deakout accept that you
 obviously shoot enemies as well as grab items.
 
 Interestingly enough, apparently the plot involves some sort of twisted tv
 show where the player is pit against hoards of zombies, so I do wonder if
 Smash tv was an inspiration for the game, since in Smash tv you were on a
 lethal tv show, though you didn't obviously fight zombies.
 
 Beware the grue!
 
 Dark.
 
 
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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Cara Quinn
Another consideration is that much of programming is logic and creativity.

Math can come into this in the form of simpler work with variables as Thomas 
has said but important concepts are the logic of how a program will function 
and what you need to do creatively to make that happen. Once you learn the 
tools you are offered by a language, you can then use those tools in a creative 
way, putting them together in an order so that your program logically does what 
you would like it to do.

Sometimes you may not need any math at all, depending of course, on what you 
are trying to do. In other words, you may find that the tools you need are 
already given to you in the language you are working with to save you doing the 
math yourself.

A quick example of this is generating random numbers and testing them. Most 
languages have a function which already just gives you a random number for 
free. You can then use a skill you already have, to tell whether or not that 
number is less than or greater than another number so you can tell your program 
to do something randomly.

Does that make sense?

Thanks,

Cara :)
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On Feb 27, 2014, at 9:59 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Josh,

Well, let me reiterate that the math skills you do have such as basic
adding, subtracting, multiplying, and dividing, etc is sufficient for
very simple and basic games. You do however have to understand the
basics of how Algebra works such as assigning and using variables in
formulas like a = b+c as that is just how programming works. Although,
you do not have to worry about more complex aspects  of Algebra such
as factoring. I can't think of any specific cases where you would need
to do factoring in games.

If we are talking a fairly simplistic side-scroller, for instance, you
can do something like x = x+1 to move one coordinate to the right or x
= x-1 to move one coordinate to the left. That is very simple stuff to
do using very basic Algebra, and I think is well within your stated
math skills.

As far as pi if you aren't dealing with angles and so on then you
don't need to know what pi is and how to do calculations with it
unless you are writing something that really requires geometry. In
that instance most languages have a  built in variable specifically
for doing pi calculations which is far more accurate than 3.14159.

As far as chemistry goes that has absolutely no bearing on games so I
wouldn't worry about it.

As far as physics goes as I have mentioned before that depends on the
type of game and the complexity you are aiming for. Since you are not
dealing with 3d graphics and such you can mostly skip trig, geometry,,
calculus, etc unless you are doing some more advanced type of audio
game such as an aircraft or racing simulation. If you stick to simple
text adventures, card/board games, and fairly simplistic
side-scrollers then you will be able to get by on your math skills.

To summarize my thoughts I know that programming for a lot of people
seems very complex, and to a certain degree it is. However, the
general rule of thumb is the more math skills you have the more
realistic and more complex stuff you can program. If you are not very
good at math that does not mean you can not program games and other
stuff it just means your games and such will be a bit more simplistic
and limited to what you can do. Just do what you can with the skills
you do have, know your strengths and weaknesses, and do the best you
can. If it turns out all you can write is basic games like Blackjack,
Poker, Football, or something slightly more complex like Awesome Homer
there is nothing wrong in that. At least you can do something even if
it is not as complex as say Tank Commander or 3D Velocity.

HTH


On 2/26/14, Josh joshknnd1...@gmail.com wrote:
 let me help you further by telling you what my math skills are in a list
 here...
 good skills
 1. adding
 2. subtracting
 3. multiplying
 4. division.
 5. decimals.
 6. I know pi is 3.14159.
 7. percents.
 8. less than and greater than.
 
 things I am bad at or don't want to touch.
 bad skills.
 1. algebra.
 2. factoring.
 3. trigonometry.
 4. calculus
 5. physics
 6. chemistry.
 
 the above things the stuff I'm not good at list is interesting to learn
 about in documentaries or on itunes-u. but in reality I'm just not good
 at those kinds of advanced maths. so.. what could I do with the list of
 things I am good at. and if numbers are big I use the calculator to help
 me out.
 
 Josh
 
 
 using windows7 laptop

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Cara Quinn
Absolutely! Totally agree!

Where there's a will there's a way! :)

Go for it!

Smiles,

Cara :)
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On Feb 27, 2014, at 10:33 AM, Ian Reed supp...@blindaudiogames.com wrote:

Thomas said: Just do what you can with the skills you do have, know your 
strengths and weaknesses, and do the best you can.
I say: Very well put.
Josh, I'd like to add that nobody is good at Math or programming when they are 
born.
Becoming good at them is a process of learning and practice.
It is the same with pretty much any skill.
As you practice with easy concepts you will learn more and be able to tackle 
more difficult concepts.
All you can do is start with the skills you do have and put in the time 
necessary to become better at these things.
Don't limit yourself by believing that if you're not currently good at 
something you can not become better at it.

Sorry if that waxed too philosophical. :)

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] programming advice: menus

2014-02-27 Thread Cara Quinn
HI John,

YOu do not need to create a second array. You can keep a reference to your 
position in the first array, and then check dynamically which element to show 
next, forward or backward depending on which direction the player moves in the 
menu.

You can choose to skip options which do not meet the criteria you do not want.

I'm not saying that creating a second array is a bad idea or anything by the 
way, it actually may be desirable to do this depending on how your code is set 
up, how large / complex your initial array is, and how much of your sanity you 
would like to hold on to. ;)

Just mentioning that both methods are possible.

If you send along some code, it will be easier to give you a better, more 
precise response.

Thanks,

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On Feb 27, 2014, at 11:26 AM, john jpcarnemo...@comcast.net wrote:

HI all, I'm working on some code, and part of my project involves menus 
that I need to self-create based on the values of variables in an array. I 
think I've got a relatively solid idea of how I want this to function, but I'm 
looking for some advice from the experts. The basic concept is:
I have an array of objects, each of which contains a status and reference 
variable. I want to build a menu that will loop through the array, and only 
include those items that have their status variable set to a specific value. I 
also need the menu display to include the value of the reference variable.
I've considered a few different ways of doing this, and the one that's standing 
out as best would be to look through the array of objects, and then set up an 
array of ints that contain only the reference numbers for the needed objects. I 
would then be able to use my array of ints in the names of items on the menu.
In the final product, this will (hopefully) look somewhat like the target menus 
from trek2000 and final conflict, where only the ships in range are displayed.
Any hints/tips/thoughts would be greatly appreciated.

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Re: [Audyssey] making games with skills i have

2014-02-27 Thread Josh

yes it sure does.

using windows7 laptop

On 2/27/2014 8:28 PM, Cara Quinn wrote:

Another consideration is that much of programming is logic and creativity.

Math can come into this in the form of simpler work with variables as Thomas 
has said but important concepts are the logic of how a program will function 
and what you need to do creatively to make that happen. Once you learn the 
tools you are offered by a language, you can then use those tools in a creative 
way, putting them together in an order so that your program logically does what 
you would like it to do.

Sometimes you may not need any math at all, depending of course, on what you 
are trying to do. In other words, you may find that the tools you need are 
already given to you in the language you are working with to save you doing the 
math yourself.

A quick example of this is generating random numbers and testing them. Most 
languages have a function which already just gives you a random number for 
free. You can then use a skill you already have, to tell whether or not that 
number is less than or greater than another number so you can tell your program 
to do something randomly.

Does that make sense?

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Feb 27, 2014, at 9:59 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Josh,

Well, let me reiterate that the math skills you do have such as basic
adding, subtracting, multiplying, and dividing, etc is sufficient for
very simple and basic games. You do however have to understand the
basics of how Algebra works such as assigning and using variables in
formulas like a = b+c as that is just how programming works. Although,
you do not have to worry about more complex aspects  of Algebra such
as factoring. I can't think of any specific cases where you would need
to do factoring in games.

If we are talking a fairly simplistic side-scroller, for instance, you
can do something like x = x+1 to move one coordinate to the right or x
= x-1 to move one coordinate to the left. That is very simple stuff to
do using very basic Algebra, and I think is well within your stated
math skills.

As far as pi if you aren't dealing with angles and so on then you
don't need to know what pi is and how to do calculations with it
unless you are writing something that really requires geometry. In
that instance most languages have a  built in variable specifically
for doing pi calculations which is far more accurate than 3.14159.

As far as chemistry goes that has absolutely no bearing on games so I
wouldn't worry about it.

As far as physics goes as I have mentioned before that depends on the
type of game and the complexity you are aiming for. Since you are not
dealing with 3d graphics and such you can mostly skip trig, geometry,,
calculus, etc unless you are doing some more advanced type of audio
game such as an aircraft or racing simulation. If you stick to simple
text adventures, card/board games, and fairly simplistic
side-scrollers then you will be able to get by on your math skills.

To summarize my thoughts I know that programming for a lot of people
seems very complex, and to a certain degree it is. However, the
general rule of thumb is the more math skills you have the more
realistic and more complex stuff you can program. If you are not very
good at math that does not mean you can not program games and other
stuff it just means your games and such will be a bit more simplistic
and limited to what you can do. Just do what you can with the skills
you do have, know your strengths and weaknesses, and do the best you
can. If it turns out all you can write is basic games like Blackjack,
Poker, Football, or something slightly more complex like Awesome Homer
there is nothing wrong in that. At least you can do something even if
it is not as complex as say Tank Commander or 3D Velocity.

HTH


On 2/26/14, Josh joshknnd1...@gmail.com wrote:

let me help you further by telling you what my math skills are in a list
here...
good skills
1. adding
2. subtracting
3. multiplying
4. division.
5. decimals.
6. I know pi is 3.14159.
7. percents.
8. less than and greater than.

things I am bad at or don't want to touch.
bad skills.
1. algebra.
2. factoring.
3. trigonometry.
4. calculus
5. physics
6. chemistry.

the above things the stuff I'm not good at list is interesting to learn
about in documentaries or on itunes-u. but in reality I'm just not good
at those kinds of advanced maths. so.. what could I do with the list of
things I am good at. and if numbers are big I use the calculator to help
me out.

Josh


using windows7 laptop

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All 

Re: [Audyssey] Cyber Assault with Mush-Z?

2014-02-27 Thread Keith Steinbach
yes, that is the client I use.  use the log in info at the bottom of the 
original cyberassault email on this thread to create a new world, and save 
it as cyberassault or something like that.  the game will start and off you 
go making a new character.


have fun.

Keith aka Mavrik
- Original Message - 
From: leo  largel1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, February 26, 2014 2:00 PM
Subject: [Audyssey] Cyber Assault with Mush-Z?



Hi,



Is there a way to play Cyber Assault with Mush-Z? I have always wanted to
play it but I use Mush as my primary client. Leo

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