[Audyssey] Space Invaders on Atari Flashback 4 -was- Re: game taste was: Re: regarding temporal disturbance
Just as a note, the version of Space Invaders on the Atari Flashback 4 is actually the arcade version rather than the 2600 version in case anyone is interested. Smiles, 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 May 22, 2014, at 12:09 PM, Thomas Ward wrote: Hi Dark, Yeah, I am pretty sure there were color variations of the game out there, and I believe that was the main difference between the Atari 2600 and Atari 7800 versions. Plus keep in mind there were two different Atari 2600's released. There was the original 2600 consoles from the early 80's and there was a much newer Atari 2600 that came out in the late 80's along side the 7800models. So it is entirely possible yours was a later edition of Space Invaders as they did release updated versions of their 2600 catalog before going under. Cheers! On 5/22/14, dark wrote: > Hi Tom. > > Wow! I bet original space invaders on a 78 inch projector was cool. I > currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, > which is pretty awsome after years of playing on standard sized tv screens, > > but I'm still jealous! :D. > > Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't > imagine the invaders were very clear. > > I also however do wonder if there was a different version of space invaders. > > The one we had on the Atari 2600 had the invaders in rows and columns, but > if I remember rightly the invaders were yellow, and the shields between you > > and them were orange while your gun was green. it also had a two player > option with one green gun and one purple gun. > > I have played a version with red invaders and blue shields on one of those > multi game consoles that have hundreds of games on one machine and you just > > plug into the tv. > > I suppose though just like Packman and several other games at the time, > there were various different versions of space invaders around and it's > entirely possible that the first one I played wasn't the original. > > All the best, > > Dark. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] social event versus mechanics
HI Thomas, when I and a group of people would play Audio quake, we would also get on TeamTalk so we could talk with each other in real time as we were playing each other in the game. So we could be talking all kinds of smack and be hunting each other down / hiding from each other at the same time. :) Was loads o' fun! :) Smiles, 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 May 22, 2014, at 6:39 PM, Thomas Ward wrote: Hi Dark, Interesting point. I don't have anything against social games per se, but my issue is I just don't often have anyone else to play with thus turn to single player games to amuse myself to keep from getting bored. That's why certain games that would be fun with more than one player I just don't get into, even when they have an online mode, as I have grown use to my own company verses the company of others. That said, if I have someone to play with such as my son I enjoy playing card and board games because we can talk, joke, and compete against one another. The difference here is the face to face aspect verses playing online in the Blind Adrenaline card rooms which is okay, but not the same experience. So I think a lot has to do with, for me at least,if that social interaction is face to face rather than over a network connection. Cheers! On 5/22/14, dark wrote: > Hi charlse. > > I agree Ten pin alley is a social game, however interestingly enough that > was the very reason I didn't buy it, sinse I don't really get chance to play > > audio games with people at the same computer very often (when my friends > turn up we do tabeltop rp), and thus for me the main fun of games is as a > single player and I just felt the single player experience of Ten Pin Alley > > wasn't really enough to warrent me buying the game. > > Another example is Mississippi. again, it looked a nice game to play with > other people at the same machine, but with no computer opponents the single > > player game just didn't seem much fun. > > I hadn't actually thought of this before, but it is entirely possible that > for some people, maybe even quite a few people, games that are purely! > social and have less to offer a solo player (including games with computer > opponentns), might actually be something of a turn off. > > Beware the grue! > > Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Porting Solara Data
Unfortunately solara isn't available on android. Sent from my iPhone > On May 22, 2014, at 6:46 AM, "Hunter Jozwiak" wrote: > > Hi all. Is it possible to port my game data from iOS to Android in Solara. > If so, how? > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Super liam
Just run for the portal. Sent from my iPhone > On May 22, 2014, at 12:48 AM, ishan dhami wrote: > > Hi friends can you help me in super liam? > I don't know how to escape this enemy which I encounter in lawa lake act two > near the portal there is an enemy I shoot him but he is not dead then > I ducked and jumped but all stratagies aren't working. > O dood open the door! > Maxwell gale hitting sixes and four! > Smilee! > Ishan > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] some suggestions and comments for better audio games
Hi Ron, Well, adding force feedback support to audio games is not a problem in of itself. The problem is that when I did a poll some time back that very few blind gamers actually have such devices. Only a handful have joysticks, gamepads, and gaming mice which unfortunately means that a developer has to do a fair amount of extra work that is only beneficial to a small minority of gamers. The question becomes will doing the work increase the number of people who have such devices, or is the developer only doing the work for a small minority of gamers? The other issue is you are talking about finding a USB combo that works well for hand and feet. The problem is that the mainstream community is moving away from such devices as far as the PC goes. There is plenty of controllers for the Play Station, Wii, XBox, etc but I've noticed a lack in controllers for the PC for quite a while now. These days it seems the best we can get is a gamepad, a racing wheel, or a flight stick, but there aren't that many to choose from. Especially, combos with hand and foot control. So I don't have an answer when the hardware itself simply isn't there to begin with. Cheers! On 5/15/14, Ron Kolesar wrote: > Let me add my two cents to this thread. SMILES. > How about > 1. adding force feedback to all hand to ear games and or hand to ear > simulators? > 2. How about finding a universal USB package for both the ands and feet to > make the games more realistic and to have a optional input device besides > the old keyboard. > Just a thought. > > > > Ron and current Leader Dog boz who states > "that a service dog beats a cane paws down any day of the week." > -Original Message- > From: Thomas Ward > Sent: Wednesday, May 14, 2014 8:20 PM > To: Gamers Discussion list > Subject: Re: [Audyssey] some suggestions and comments for better audio > games > > Hi Sky, > > Well, I do believe there was an accessible clone created based on > Frogger, but the game Bryan and I are talking about is an old Atari > game from the early 1980's called Frogger. The basic idea is that you > are a little green frog trying to make it back to your home. In order > to do that you have to cross a busy highway with trucks and cars, then > get passed a river with crocodiles, and eventually make it to your > home. The original game certainly is not accessible, but you may have > to see about that accessible version I mentioned. > > Cheers! > > > On 5/14/14, Sky Mundell wrote: >> Hi Thomas, is frogger a game for the blind? > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance
Hi Kate, Well, there is probably a way to make those games accessible. Just requires a bit of thought. In fact, I have been thinking of ways to make Centipede accessible, and I think it can be done. The key to it is making each part of the centipede have a unique sound so you can focus in and shoot them when they break apart and start coming after you. Cheers! On 5/21/14, Caitlyn and Maggie wrote: > I used to play centipede and cuebert for hours. Not sure how these games > would be made accessable. > > Probably good that I am not sighted anymore, I'd be gaming in all my free > time! > Cait > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] menus was: Re: game taste was: Re: regardingtemporal disturbance
Hi Dark, Well, that is the purpose of a beta version. If VGA releases a beta of the game I am sure the VI community will not hesitate to send feedback about what they liked, didn't like, and what they would like to see change. If the community would like to see more hot keys than menus or so on they'll make it known. A developer can get a lot of insight when running betas of what worked and what didn't. Cheers! On 5/22/14, dark wrote: > Hi Tom. > > I did mean to actually address the idea of hotkeys, I jut forgot to write it > > into the message being as I was woffling on about adventure games too much > :D. > > Vg's first game, interceptor is a turn based tactical space combat game. it > > is very different from trek 2000, sinse you have one spaceship with several > > different weapons and onboard systems which you manage in detail and fight > turn based battles against a number of different types of alien ships. > > The closest thing I've seen to it is the combat in the Ios game Star traders > > elite, but interceptor looked very different especially in the number of > options you have at any given time. > > I think menus will work fine for the game, and actually I'm looking forward > > to trying it, I'm just not sure as I said about menus for everything. > > Beware the grue! > > Dark. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] social event versus mechanics
Hi Dark, Interesting point. I don't have anything against social games per se, but my issue is I just don't often have anyone else to play with thus turn to single player games to amuse myself to keep from getting bored. That's why certain games that would be fun with more than one player I just don't get into, even when they have an online mode, as I have grown use to my own company verses the company of others. That said, if I have someone to play with such as my son I enjoy playing card and board games because we can talk, joke, and compete against one another. The difference here is the face to face aspect verses playing online in the Blind Adrenaline card rooms which is okay, but not the same experience. So I think a lot has to do with, for me at least,if that social interaction is face to face rather than over a network connection. Cheers! On 5/22/14, dark wrote: > Hi charlse. > > I agree Ten pin alley is a social game, however interestingly enough that > was the very reason I didn't buy it, sinse I don't really get chance to play > > audio games with people at the same computer very often (when my friends > turn up we do tabeltop rp), and thus for me the main fun of games is as a > single player and I just felt the single player experience of Ten Pin Alley > > wasn't really enough to warrent me buying the game. > > Another example is Mississippi. again, it looked a nice game to play with > other people at the same machine, but with no computer opponents the single > > player game just didn't seem much fun. > > I hadn't actually thought of this before, but it is entirely possible that > for some people, maybe even quite a few people, games that are purely! > social and have less to offer a solo player (including games with computer > opponentns), might actually be something of a turn off. > > Beware the grue! > > Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game menus
Hi Dark, Precisely. That is why I have a similar f1 help system in my games. If anyone happens to forget a keyboard command they can press f1 in MOTA and go to the section of hot keys that relates to their type of command and find out without having to refer to a manual etc. Cheers! On 5/22/14, dark wrote: > Hi jeremy. > > Firstly, this is where your context sensative menue help can really be > handy, sinse then once on the firing menue a player could freely get the > list of hot keys, and after playing a few times they'd be quite familiar > with them. > > Look at shades of doom as an example of a game which uses virtually every > key on the keyboard, but has become very popular precisely because! players > > always have quick access to finding out what keys they need for what purpose > > through the f1 menue. > > Beware the grue! > > Dark. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] holes in shields
Hi Jeremy, Not sure about using echo to denote damaged shields, but what I think would work better is a low--pass filter. When your gun is under an undamaged shield the sounds of the enemies above you are muted. If you are under a damaged shield you can hear them through the cracks in the shield as the filter would not be applied while under a crack or hole in the shield. So muting and unmuting the sounds of enemies would be a better indicator in my opinion of if a shield is damaged or undamaged. Cheers! On 5/21/14, Jeremy Brown wrote: > Thomas, > > Not a perfect solution, but perhaps this is a place where that reverb > idea would come in handy. Flat nonreflective sound for a whole > shield, lot of echo for a hole. It's somewhat similar to what I > experience walking along. If a wall or fence or other obstacle is to > one side, that area feels blocked or cut off and sounds differently > than an open space. It's not a perfect fit, and might get lost in > multiple attack noises, but it's a possibility. > > One other thing that occurred to me would be instead of lining up > pitch, line up rhythm. If the alien noise had a certain rhythm and > when you lined up your cannon your ship noise matched this rhythm then > you would be set to target. Sort of the sonic equivalent of lining up > two images of an object to overlap. This is similar in concept to > pitch, but would use a slightly different mechanic. This could be > used to represent height as well. A more rapid rhythm in the sound > might = lower for instance. > > Just a couple of thoughts, it's late, so it's probable that I'm babbling. > > Jeremy > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Entombed Recordings
Hi, Just asking if anyone has any good recordings of Entombed. If so, could you please provide me with a link to these recordings? Thanks, Leo --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Grail to the Thief reaches KickStarter goal.
I agree as long as we can still get the game directly like smuglers is thats fine. I won't be buying something that is on steam because steam is not accessable and I don't use it. At 01:05 a.m. 21/05/2014, you wrote: Sorry for the way delayed reply. I have to say that it's interesting that this is being done. It might be interesting to see it work. It's good to see it maybe get on Steam, even though Steam isn't accessible to us right now. I wonder how theyre going to set this game up to be interesting and enjoyable to blind and sighted alike. On 5/1/14, Phil Vlasak wrote: > Hi Folks, > Congratulations to For All To Play > They reached their $8,00 goal for developing a for Windows, Mac OS X, and > Linux game. > They only need $816 to reach their Mobile Versions goal in the next 3 days. > Grail to the Thief: An Interactive Audio Adventure > > by For All To Play > from Worcester, MA > Grail to the Thief is an interactive audio adventure for the blind and > visually impaired. > for Windows, Mac OS X, and Linux that can be played using only sound, > without the need for visuals. The game has been designed with the needs of > the blind and visually impaired in mind but is also designed to be played by > > the non-impaired. Our goal is to deliver an exciting, immersive experience > in which the player will always be fully aware of what is happening through > > the use of voice-overs, sound effects, ambient sound and music. > > In Grail to the Thief, players make their choices through a conversation > tree, eliminating the confusion and frustration that comes with traditional > > text adventure games, which require players to type in commands to progress. > > The game is a nostalgic throwback to childhood favorites such as Zork, The > Hitchhiker's Guide to the Galaxy, Day of the Tentacle, and Grim Fandango, > and draws inspiration from old BBC radio dramas and the movie Time Bandits. > > The game stars Hank Krang, a dirty thief from the near future, who recently > > had a self-aware time machine called the Time Excursion Digital Interface, > or TEDI, fall into his lap after a poker game. He has decided to use this > technology to go throughout time, stealing priceless artifacts. On his first > > adventure, Grail to the Thief, Hank travels to Arthurian times in search of > > the Holy Grail. > > The idea for the game came about when we were conducting research into game > > design for the visually impaired. During this time, we conducted interviews > > at Perkins School for the Blind and performed extensive research which led > us to discover that few games are available to the blind and visually > impaired, and many of the games that are available are severely dated, lack > > the quality and polish of games for the sighted, and rely on synthesized > computer voices such as screen readers in order to play. > > Grail to the Thief is designed to address these problems, and the game will > > be just as accessible and exciting an experience for the blind and visually > > impaired as it will be for the non-impaired. Your funding will help us > deliver an interactive audio adventure with an engaging story, interesting > characters, professional voiceovers and sound effects, and accessible > controls. The game will be available as a DRM-free download for Windows, Mac > > OS X, and Linux in August 2014. > > > > Play the Prototype! > > We developed a browser based prototype of Grail to the Thief. The prototype > > requires Google Chrome or Opera and is accessible at > foralltoplay.com/prototype. The interface and some of the audio in the > prototype are placeholder assets and will be replaced in the complete game, > > which will be a standalone executable and will not require a web browser to > > play. > > > > Steam Greenlight > > > > Help us bring Grail to the Thief to Steam by voting for us on Steam > Greenlight. Those that pledge $5 or more will receive a Steam key for the > game upon it being greenlit. > > > > Our Team > > > > Elias Aoude > Business & Production > Elias received his Bachelor of Science in Interactive Media Design from The > > New England Institute of Art, and is currently obtaining his Master's of > Science in Interactive Media & Game Development at Worcester Polytechnic > Institute. Elias has over five years experience in the Interactive Media > industry, and is responsible for business development and overseeing > production of Grail to the Thief. > > Anthony Russo > Game & Sound Design > Anthony received his Bachelor of Science in Interactive Media & Game > Development at Worcester Polytechnic Institute. He is responsible for the > game design, sound design, and writing on Grail to the Thief. > > DJ White > Game Programming > DJ received his Bachelor of Science in Interactive Media & Game Development > > from Worcester Polytechnic Institute. DJ is responsible for all of the tech > > that makes Grail to the Thief run. He makes sure that controls are > responsive, all sounds are implemen
[Audyssey] Super liam
Hi friends can you help me in super liam? I don't know how to escape this enemy which I encounter in lawa lake act two near the portal there is an enemy I shoot him but he is not dead then I ducked and jumped but all stratagies aren't working. O dood open the door! Maxwell gale hitting sixes and four! Smilee! Ishan --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Porting Solara Data
Hi all. Is it possible to port my game data from iOS to Android in Solara. If so, how? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] tom's black jack game
Hello Nicol, To begin with the latest versions of Python for Simbian OS can always be found at http://sourceforge.net/projects/pys60/ and if you have not already done so I'd swing by Sourceforge and see about getting a new sis setup package for Python. What you will want is Python 2.5 or higher for s60 phones. It sounds to me as though you grabbed a bad installer, and my recommendation is to go to sourceforge and find the right sis file for your phone, and one hopefully more up to date. Cheers! On 5/22/14, Nicol wrote: > Hi all > I need some help please. > I would very much like to play tom's black jack game on my nokia c5 phone. > I am often away from home and I would very much like to have a game I can > play while not at home . > Any help is much appreciated. > I did a google search. > IN google I typed: > Python interpreter for nokia c5 > Google gave me a lot of very confusing web sites. > After lots of struggling on websites, I got an interpreter for nokia phones > but I am unable to install it. > The filename is s61.sis > Inside file manager on my phone, I press the select button on this file > but I get an error message that says certificate expired. > Any help is much appreciated. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Rsgames and Playroom
Hi all I am on both now, usernames are challsworth2 and christopherh40 respectively. -- Christopher Hallsworth Student at the Hadley School for the Blind www.hadley.edu --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] tom's black jack game
Try setting the date year earlier on the phone. Go 1 year at a time. Try to run the installer each time. If you get all the way to the year 2000 and it still won't you're out of luck. Don't skip years because it won't work with the date too early either. Good luck On May 22, 2014 10:13:07 AM EDT, Nicol wrote: >Hi all >I need some help please. >I would very much like to play tom's black jack game on my nokia c5 >phone. >I am often away from home and I would very much like to have a game I >can >play while not at home . >Any help is much appreciated. >I did a google search. >IN google I typed: >Python interpreter for nokia c5 >Google gave me a lot of very confusing web sites. >After lots of struggling on websites, I got an interpreter for nokia >phones >but I am unable to install it. >The filename is s61.sis >Inside file manager on my phone, I press the select button on this >file >but I get an error message that says certificate expired. >Any help is much appreciated. > > >--- >Gamers mailing list __ Gamers@audyssey.org >If you want to leave the list, send E-mail to >gamers-unsubscr...@audyssey.org. >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/gamers@audyssey.org. >If you have any questions or concerns regarding the management of the >list, >please send E-mail to gamers-ow...@audyssey.org. -- Sent from my Motorola X with K-9 Mail. Please excuse my brevity. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Bryan, Just goes to prove my point. There are answers out there to some of these problems in audio, but developers either don't know of them or don't remember what has been tried before when developing their own games. A particular answer just may not occur to a person at that time and the fault of the game isn't that it can not be converted to audio but just our own human shortcomings. Cheers! On 5/22/14, Bryan Peterson wrote: > I never even thought of the Gorbianthing. LOL. > > > > Oh freddled gruntbuggly, > thy micturations are to me > as plurdled gabbleblotchits on a lurgid bee. > GroupI implore thee, my foonting turlingdromes, > And hooptiously drangle me with crinkly bindlewurdles, > or I will rend thee in the gobberwarts with my blurglecruncheon, see if I > don't! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Cara, I am not sure. Its possible the legacy version of the games on the Atari Flashback take wide screen in to consideration, and they'd almost have to considering most televisions now days all are for wide screen formats. I guess the games that are setup for full screen would behave more or less like old movies in that you would just end up with black strips to the left and right of the game screen, and the game itself would appear in a square in the center of the screen. Hard for me to say for sure since I have had non-functioning eyeballs for quite a while now, and haven't really had to worry about how older things look on a newer wide screen TV. Cheers! On 5/22/14, Cara Quinn wrote: > Am curious myself! :) > > I have been considering getting an Atari Flashback 4 and possibly a 2 and > have a 60 inch 3D plasma screen so am wondering how games like Tempest etc > would come off. > > Tempest was originally done in color vector graphics so looked absolutely > amazingly cool in the arcade. I'm sure the legacy version on the Flashback > is different though. > > It would be an excellent game for 3D. The TV itself is active 3D but also > has a mode where it will take 2D content and create a pseudo 3D appearance > so am just wondering if it might render some games nicely? > > I agree! Space Invaders, or any game for that matter, on a 78 inch screen > would be quite something to see! > > Actually this brings up another point I'm curious about. My screen is a wide > screen (as are pretty much all TVs now) and the older Atari games I'm sure > were for full screen viewing so I wonder how they would render in a wide > screen format?... > > It would be pretty funny-looking if all the invaders were in a little clump > in the center of the screen! lol! > > Any ideas Thomas or others?... > > 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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Dark, Yeah, I am pretty sure there were color variations of the game out there, and I believe that was the main difference between the Atari 2600 and Atari 7800 versions. Plus keep in mind there were two different Atari 2600's released. There was the original 2600 consoles from the early 80's and there was a much newer Atari 2600 that came out in the late 80's along side the 7800models. So it is entirely possible yours was a later edition of Space Invaders as they did release updated versions of their 2600 catalog before going under. Cheers! On 5/22/14, dark wrote: > Hi Tom. > > Wow! I bet original space invaders on a 78 inch projector was cool. I > currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, > which is pretty awsome after years of playing on standard sized tv screens, > > but I'm still jealous! :D. > > Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't > imagine the invaders were very clear. > > I also however do wonder if there was a different version of space invaders. > > The one we had on the Atari 2600 had the invaders in rows and columns, but > if I remember rightly the invaders were yellow, and the shields between you > > and them were orange while your gun was green. it also had a two player > option with one green gun and one purple gun. > > I have played a version with red invaders and blue shields on one of those > multi game consoles that have hundreds of games on one machine and you just > > plug into the tv. > > I suppose though just like Packman and several other games at the time, > there were various different versions of space invaders around and it's > entirely possible that the first one I played wasn't the original. > > All the best, > > Dark. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
I don't know what allI have. I do have Pac-Man and Ms. Pac-Man, Missile Command, Space Invaders and a bunch of the other classics. Not all are really playable but I still enjoy them immensely. I grew up with them. My favorites are the Pac-Man games, Centipede, Millipede, Defender, Cosmic Ark, Kangaroo, Frogs and Flies. These are just a few. I also like Adventure but given that game's extremely sparse audio that one would be all but impossible to play. One of my goals in learning to programw as to create an audio remake or as close to it as possible. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:45 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Brian, Just out of curiosity, which games do you have for the Atari? which ones are your favs? How easy are these to play without sight? thanks and have a great day! 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen vi
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Brian, Just out of curiosity, which games do you have for the Atari? which ones are your favs? How easy are these to play without sight? thanks and have a great day! 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them w
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Very cool. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:40 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi again Brian, If you were looking for a backup option, I would suggest either a Flashback 2 (not a 2+) or an Atari 2600 junior. The FB 2 can be modded to accept atari 2600 carts and the junior as I mentioned, is a clone of the original 2600. HTH 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet or
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hmmm.Interesting. Definitely might look into that. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:37 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance HI Brian, Yes they can. The Flashbacks can use analog controllers but convert the signal to digital whereas I believe the Atari 2600 juniors are actually clones of the Atari 2600 so I am assuming they would preserve the analog feel. So far in my research, no one has complained about the movement of the paddles on the Flashbacks so I'm betting this is really a matter of how much of a purist are you? :) Some Flashback systems come with a set of paddles and you can also purchase them on amazon (among other places) as well. Smiles, 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a lit
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi again Brian, If you were looking for a backup option, I would suggest either a Flashback 2 (not a 2+) or an Atari 2600 junior. The FB 2 can be modded to accept atari 2600 carts and the junior as I mentioned, is a clone of the original 2600. HTH 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
HI Brian, Yes they can. The Flashbacks can use analog controllers but convert the signal to digital whereas I believe the Atari 2600 juniors are actually clones of the Atari 2600 so I am assuming they would preserve the analog feel. So far in my research, no one has complained about the movement of the paddles on the Flashbacks so I'm betting this is really a matter of how much of a purist are you? :) Some Flashback systems come with a set of paddles and you can also purchase them on amazon (among other places) as well. Smiles, 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 May 22, 2014, at 11:17 AM, Bryan Peterson wrote: Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Wow. I may have to look into one. Yeah I do have a working Atari but it'd be nice to have a backup option in case the Atari itself ever went on the blink. My one question is if the Flashback could play games that used the paddle controllers. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them were orange while your gun was green. it also had a two player option with one green gun and one purple gun. I have played a version with red invaders and blue shields on one of those multi game consoles that have hundreds of games on one machine and you just plug into the tv. I suppose though just like Packman and several other games at the time, there were various differ
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Brian, The Atari Flashback is a system which emulates old Atari 2600 and Jaguar games. There are currently I believe, 6 or 7 generations / variations of this system which each have varying numbers of built-in games. • Atari Flashback (20 games) • Flashback 2 (40 games) • Flashback 2+ (40 games - different than FB2) • Flashback 3 (60 games) • Flashback 64 (64 games) • Flashback 4 (75 games) • Flashback 4 (different version - 76 games) These are all plug and play systems and the 2 has actual Atari 2600 hardware so it can be modded to accept original Atari cartridges. There are also Atari 2600 junior systems which are meant to run original Atari cartridges which do not have built-in games. Additionally, there are joystick versions of these plug and play emulation devices for the Atari 2600, which have smaller numbers of games in them. There are also other emulation systems which emulate other consoles from the 80s and 90s as well. It's really amazing to see these older Atari games making revivals after so long. While these were way fun to play visually, for myself, I'm just not sure how well / fun these would carry over just listening to the rather well, older audio for hours on end. lol! 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 May 22, 2014, at 10:42 AM, Bryan Peterson wrote: Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them were orange while your gun was green. it also had a two player option with one green gun and one purple gun. I have played a version with red invaders and blue shields on one of those multi game consoles that have hundreds of games on one machine and you just plug into the tv. I suppose though just like Packman and several other games at the time, there were various different versions of space invaders around and it's entirely possible that the first one I played wasn't the original. All the best, Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audysse
[Audyssey] Space Invader Movements -was- Re: game taste was: Re: regarding temporal disturbance
HI Dar, Actually in Space Invaders, the invaders moved quite a lot from side to side. When there are fewer invaders and they have more room to move, they alternate traveling left and right as they come down the screen. 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 May 22, 2014, at 1:55 AM, dark wrote: Obviously this worked for space invaders sinse most invaders don't move horizontally much --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Atari Flashback? Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Cara Quinn Sent: Thursday, May 22, 2014 11:39 AM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them were orange while your gun was green. it also had a two player option with one green gun and one purple gun. I have played a version with red invaders and blue shields on one of those multi game consoles that have hundreds of games on one machine and you just plug into the tv. I suppose though just like Packman and several other games at the time, there were various different versions of space invaders around and it's entirely possible that the first one I played wasn't the original. All the best, Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Am curious myself! :) I have been considering getting an Atari Flashback 4 and possibly a 2 and have a 60 inch 3D plasma screen so am wondering how games like Tempest etc would come off. Tempest was originally done in color vector graphics so looked absolutely amazingly cool in the arcade. I'm sure the legacy version on the Flashback is different though. It would be an excellent game for 3D. The TV itself is active 3D but also has a mode where it will take 2D content and create a pseudo 3D appearance so am just wondering if it might render some games nicely? I agree! Space Invaders, or any game for that matter, on a 78 inch screen would be quite something to see! Actually this brings up another point I'm curious about. My screen is a wide screen (as are pretty much all TVs now) and the older Atari games I'm sure were for full screen viewing so I wonder how they would render in a wide screen format?… It would be pretty funny-looking if all the invaders were in a little clump in the center of the screen! lol! Any ideas Thomas or others?… 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 May 22, 2014, at 1:23 AM, dark wrote: Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them were orange while your gun was green. it also had a two player option with one green gun and one purple gun. I have played a version with red invaders and blue shields on one of those multi game consoles that have hundreds of games on one machine and you just plug into the tv. I suppose though just like Packman and several other games at the time, there were various different versions of space invaders around and it's entirely possible that the first one I played wasn't the original. All the best, Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] tom's black jack game
Hi all I need some help please. I would very much like to play tom's black jack game on my nokia c5 phone. I am often away from home and I would very much like to have a game I can play while not at home . Any help is much appreciated. I did a google search. IN google I typed: Python interpreter for nokia c5 Google gave me a lot of very confusing web sites. After lots of struggling on websites, I got an interpreter for nokia phones but I am unable to install it. The filename is s61.sis Inside file manager on my phone, I press the select button on this file but I get an error message that says certificate expired. Any help is much appreciated. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] PacMan Talks voice
That's AT&T Mike. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Lori Duncan Sent: Thursday, May 22, 2014 2:09 AM To: Gamers Discussion list Subject: Re: [Audyssey] PacMan Talks voice Lol, my favourite one of Blinkey's is, "Blinkey wants you to leave!" Not sure why, but that one makes me laugh, along with the sounds of packman walking and eating dots. Also Phil, what voice is the actual game voice for packman, like the one which speaks the function keys and so on, it sounds similar to the eva in Shades of doom. From Lori. -Original Message- From: Sky Mundell Sent: Thursday, May 22, 2014 7:28 AM To: 'Gamers Discussion list' Subject: [Audyssey] PacMan Talks voice Hi Phil, this is Sky here. I have a question about pacman talks, in particular one of the ghost, blinky. In going through the phrases of blinky, I noticing a fraze where he says out, of, in a burp voice. How did you make the voice belch the words, out of? Or whatever it sounds like? The burping affect? and what voice of the at&t natural voice did you use for blinky? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] PacMan Talks voice
It's AT&T Mike. Then Clyde is AT&T Charles, a British voice. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Sky Mundell Sent: Thursday, May 22, 2014 12:28 AM To: 'Gamers Discussion list' Subject: [Audyssey] PacMan Talks voice Hi Phil, this is Sky here. I have a question about pacman talks, in particular one of the ghost, blinky. In going through the phrases of blinky, I noticing a fraze where he says out, of, in a burp voice. How did you make the voice belch the words, out of? Or whatever it sounds like? The burping affect? and what voice of the at&t natural voice did you use for blinky? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
I never even thought of the Gorbianthing. LOL. Oh freddled gruntbuggly, thy micturations are to me as plurdled gabbleblotchits on a lurgid bee. GroupI implore thee, my foonting turlingdromes, And hooptiously drangle me with crinkly bindlewurdles, or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -Original Message- From: Thomas Ward Sent: Wednesday, May 21, 2014 9:44 PM To: Gamers Discussion list Subject: Re: [Audyssey] game taste was: Re: regarding temporal disturbance Hi Dark, I certainly see where you are coming from, but I see two problems with your conclusions. One, is that not every programmer has the same skills, and sometimes one programmer might think of a novel solution to solve a problem that another programmer would not think of to resolve a particular problem in converting some mainstream mechanics to audio. Two, just because a solution has not been introduced does not mean one does not exist. Merely that not all the possibilities have been tried yet. Let's take your example of Duck Hunt here. I'll be the first to admit Liam did not do the best job of converting that game to audio, because its overly simplistic compared to the NES version. The ducks simply fly across the screen and when they are in the center you hit space to shoot them. Pretty dull and not at all like the original game. However, as I sit here I can think of away to restore the original challenge of the game, and write Duck Hunt to be on par with the video game version. The way to do it would be to add an audio targeting system similar to what Justin did in the Gorbian levels of Troopanum 2. You would be able to move the targeting beep left and right until the duck is centered and then move it up and down to center it on the duck. When the pitch of the beep is at its maximum shoot. If tied with a game controller, mouse, or something we would effectively be recreating Duck Hunt almost exactly like the classic NES version, and have it be fully accessible. Not sure Liam had thought of trying anything like that when creating his version of Duck Hunt, but that is a case of where I think the experience could be drastically improved to be fairly close to the original in challenge and still use the same basic mechanics. I'll freely admit when I was working on Montezuma's Revenge I wasn't trying too hard to find solutions for various issues. I was primarily in a big hurry so if there was not something I knew how to do or have an idea how to get around some problem with converting some aspect of the game to audio I just skipped it intending to come back to the problem at a later time. Therefore certain things such as the bouncing skulls were left undone. That said, now that six years have passed since working on the game I have a few ideas in which I could have implemented the bouncing skulls. One way would be by introducing a bounce or jump sound for when the skulls bounced into the air, and a land sound for when they hit the ground. The Airbot battle in Super Liam is an example of one way the bouncing skulls could be made accessible, but I was in too much of a hurry at the time to really look for that kind of solution at the time. My point being just because various audio games lack a certain feature found in a video game counterpart doesn't mean it is impossible or too difficult to convert a specific mechanic from a video game to audio. It could be a lack of skill, shear laziness on the developers part, or simply a case of not thinking the problem completely through. I'm personally not ready to put the smackdown on converting video game mechanics to audio and give it the 1, 2, 3 until all alternatives have been explored. Cheers! On 5/21/14, dark wrote: Hi Tom. I do see your point in trying to give people who have not played the original the same experience, however my problem is what usually happens when a game is translated to audio from an original graphical conceptmy problem is that when a developer simply cannot replicate a mechanic in audio that mechanic gets missed. Take Liam's duckhunt for example. The original Duckhunt was challenging because the ducks could move at any angle across the screen, and the player had to either target them with the nes connected gun, or (even more difficult), line up a circle with his/her pad on the screen. The lining up targeting process was complex sinse the player could never guarantee his/her target was in the right place and it required the player to track the movement of his/her target, and the movement of the oncoming duck. Sinse however there wasn't a way to replicate the vertical movement or random target lining up of the ducks, we end up with a sterrio targeting game where the player hears the sound of the duck and must hit space when it's in the center, thus all the need to coordinate the original target position vs the position of the oncoming duck is missing from the game and once again we have a reaction test bo
Re: [Audyssey] inquisitor game help.
did he get back to you in the end re this query? has anyone played inquisitor 2 yet in italian? surely someone has :) On 22 May 2014, at 08:35, Ian McNamara wrote: > Hi all i’ve beeten the inquisitor game once however i’ve not played it for a > long time and i’m stuck. i’ve examined the corpse but I can’t get any > further. it is near the end of the game but after examining the corpse it > seems to get stuck. i’m playing the mac version from the app store. > > Ian McNamara > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] holes in shields
Rythm is an interesting idea for an indicator. I have seen rapidity of sound used in games before for information, but not directly working on rythm. My only concern would be whether it would be distinguishable, particularly say picking out two distinct sounds in rythm together against a large number of other sounds, sinse obviously this is the advantage of pitch. Echoe is something I've seen some games use but not widely. Unseen (once called aura), which thus far only exists in a small beta did use echoe extensively to indicate character position, and shades of doom used it for directional space feedback, but it is an interesting thought to have it as an indicator in a vehicle based game. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game menus
Hi jeremy. Firstly, this is where your context sensative menue help can really be handy, sinse then once on the firing menue a player could freely get the list of hot keys, and after playing a few times they'd be quite familiar with them. Look at shades of doom as an example of a game which uses virtually every key on the keyboard, but has become very popular precisely because! players always have quick access to finding out what keys they need for what purpose through the f1 menue. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Tom. I would never suggest giving up on an attempt to replicate mainstream mechanics in audio games entirely, certainly i've occasionally been quite surprised at the ingenuity of developers. My problem however, is that as you said yourself, developing games is not easy and developers aren't always in a position to know how to implement something in a game. The problem is this has too often resulted in partial convertions, eg, space invaders games with no shields and no shooting invaders, or supposed 2D side scrollers with no 2nd dimention or recognizable enemy attacks. My suggestion is not to completely abandon efforts to try and convert mainstream games to audio, only that when a developer comes up against a problem which cannot be solved, instead of simply missing something out and reducing the game to a reaction test, considder substituting an audio mechanic to keep the game at the same level of challenge and complexity as the original rather than reducing it to another boppit clone. For example, yes your skull suggestion would be quite workable, however if you can't think of a similar thing to dictate the jewel position and require the player to vary his/her jump hight to grab them, instead of saying "oh dear, well we'll just stick the jewels on the floor and let them be easy to pickup" find a similar audio challenge to substitute into the game, eg, the falling jewels suggestion. No, this might not result in a %100 accurate remake, but better a %50 accurate audio remake with another %50 of similar style challenge but in audio, than just! a %50 remake with nothing added and those mechanics simply missing. Btw, with the duckhunt idea, the only problem I see in replicating the gorbian style levels is that the gorbians were predicated on the idea that once a ship was targeted horizontally, the target wouldn't move from that horizontal position and you would then just have to target it vertically, which is why you always hit the left and right arrows before the up or down ones. Obviously this worked for space invaders sinse most invaders don't move horizontally much. To be accurate, the ducks would need to move in diagonals and the player would need to move the target in both horizontal and vertical incriments at the same time. you'd therefore probably need two distinct target sounds, one for vertical target one for horizontal target, and require the player to get both solutions correct before the shot would hit. That! could be a most challenging game, sinse the player would need to line up their target quite carefully and continually try to keep a beed on the moving duck much as in the graphical version, making for a game which would be much more interesting to play. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Tom. Yep, i definitely remember the enemy blasting holes in the shields, indeed a favourite tactic of mine was blasting through the center of the shield myself so I was protected on both sides and using it to take out lots of invaders while I got the cover. You mentioning shield power did give me a thought however. Suppose instead of giving the player say 5 shields at the start of each game, the shield started with a percentage power meter. When at %100, the shield was absolutely certain to stop an enemy shot. However, as it took damage, the percentage of the shield was the percentage it would stop the enemy's bullet. So when at %50, if you deployed the shield, there was also a %50 chance you'd get hit anyway. This would be easy to show in audio, (simply a status key to report percentage), and would replicate the fact that enemies blasted through the shields and would add complexity to the game. For example, do you use a shield at %30, knowing there is a good chance it won't work. This could be potentially even more interesting than a limited number of shields, sinse there would be an element of risk and chance involved along with the conservation required, and a little calculated risk can always make for an addictive game. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] game taste was: Re: regarding temporal disturbance
Hi Tom. Wow! I bet original space invaders on a 78 inch projector was cool. I currently have my snes, Pc and gamecube plugged into a 42 inch flatscreen, which is pretty awsome after years of playing on standard sized tv screens, but I'm still jealous! :D. Back when we had the atari 2600 we were on a 15 inch tv, so no, I don't imagine the invaders were very clear. I also however do wonder if there was a different version of space invaders. The one we had on the Atari 2600 had the invaders in rows and columns, but if I remember rightly the invaders were yellow, and the shields between you and them were orange while your gun was green. it also had a two player option with one green gun and one purple gun. I have played a version with red invaders and blue shields on one of those multi game consoles that have hundreds of games on one machine and you just plug into the tv. I suppose though just like Packman and several other games at the time, there were various different versions of space invaders around and it's entirely possible that the first one I played wasn't the original. All the best, Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] social event versus mechanics
Hi charlse. I agree Ten pin alley is a social game, however interestingly enough that was the very reason I didn't buy it, sinse I don't really get chance to play audio games with people at the same computer very often (when my friends turn up we do tabeltop rp), and thus for me the main fun of games is as a single player and I just felt the single player experience of Ten Pin Alley wasn't really enough to warrent me buying the game. Another example is Mississippi. again, it looked a nice game to play with other people at the same machine, but with no computer opponents the single player game just didn't seem much fun. I hadn't actually thought of this before, but it is entirely possible that for some people, maybe even quite a few people, games that are purely! social and have less to offer a solo player (including games with computer opponentns), might actually be something of a turn off. Beware the grue! Dark. From: "Charles Rivard" To: "Gamers Discussion list" Sent: Thursday, May 22, 2014 2:24 AM Subject: Re: [Audyssey] social event versus mechanics I would consider Tenpin Alley a game that could be a social event. You try beating each other's score. Each person steps up to the keyboard to bowl his or her frame, and the high score plus handicap is the winner. It reminds me of the bowling machines that used to be in bars and arcades in the sixties, when I was a kid. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] menus was: Re: game taste was: Re: regardingtemporal disturbance
Hi Tom. I did mean to actually address the idea of hotkeys, I jut forgot to write it into the message being as I was woffling on about adventure games too much :D. Vg's first game, interceptor is a turn based tactical space combat game. it is very different from trek 2000, sinse you have one spaceship with several different weapons and onboard systems which you manage in detail and fight turn based battles against a number of different types of alien ships. The closest thing I've seen to it is the combat in the Ios game Star traders elite, but interceptor looked very different especially in the number of options you have at any given time. I think menus will work fine for the game, and actually I'm looking forward to trying it, I'm just not sure as I said about menus for everything. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] PacMan Talks voice
Lol, my favourite one of Blinkey's is, "Blinkey wants you to leave!" Not sure why, but that one makes me laugh, along with the sounds of packman walking and eating dots. Also Phil, what voice is the actual game voice for packman, like the one which speaks the function keys and so on, it sounds similar to the eva in Shades of doom. From Lori. -Original Message- From: Sky Mundell Sent: Thursday, May 22, 2014 7:28 AM To: 'Gamers Discussion list' Subject: [Audyssey] PacMan Talks voice Hi Phil, this is Sky here. I have a question about pacman talks, in particular one of the ghost, blinky. In going through the phrases of blinky, I noticing a fraze where he says out, of, in a burp voice. How did you make the voice belch the words, out of? Or whatever it sounds like? The burping affect? and what voice of the at&t natural voice did you use for blinky? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] entertainment versus social event
Hi Jeremy. I absolutely agree the exploration elements of entombed did get neglected. i was in the early alpha and beta testing for the game, and I can say a lot of things with the environment were planned, but didn't materialize. These included traps, resting, environments to search for items, and even environments that affected the battles in some way. Unfortunately sinse entombed didn't really work to an over all plan things got added somewhat haphazardly to the design, which is one reason the entombed dungeon creator, which would've also allowed such features never materialized. The developer, Jason Alan has stated that he'd like to fix such things in Entombed Ii in the future, though whether that will happen given Jason has several kids and two jobs last we heard I'm not sure. Either way, while I fully agree the environment wasn't as developed as it was originally intended to be, Entombed's Combat mechanics and the random choice of different options are something I still think is a lovely idea for game design, sinse a you said the player is always needing to work out different tactics and combinations for different situations, which is what I'd recommend taking from entombed if considdering creating other games. There are far too many rpgs where the actual process of combat is extremely dull, just hitting one attack button. Even when (as many do), there is a complex equipping system of balancing items and skills, this to me isn't particularly interesting if all those items and skills do is give you no chance to interact with your enemy. After all in reality, while it will! make a difference whether you went in to battle in full plate armor with a two handed greatsword, or in leather armor with a rapier, your skills at using either and responding to the attacks, parries and movement of your enemy will make a major difference no matter what you wear. All the best, Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] inquisitor game help.
Hi all i’ve beeten the inquisitor game once however i’ve not played it for a long time and i’m stuck. i’ve examined the corpse but I can’t get any further. it is near the end of the game but after examining the corpse it seems to get stuck. i’m playing the mac version from the app store. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.