Re: [Audyssey] (no subject)

2014-05-26 Thread dark

Hi jeremy.

My point was not that it was not possible to show information around the 
player at a distance, only that it is possible that the lack of analogue 
mechanics in audio games is possibly a function of the game's audio view, 
sinse any audio game has the player as the center of the focus by which the 
soundscape is related and relates all aspects of the game according to their 
distance relative to the player, where as a graphical game shows the player 
as more a part of an over all environment.


My admitedly slightly clumsy monopoly board analogy was an attempt to 
explain this idea, though I admit I might not have been successful. 
Dscribing scrolling is rather like trying to describe sound increasing with 
promximity to a person who has always been deaf, the physics of distance is 
understood but getting across what the rest of the concepts are is more than 
a little difficult.


I do see this sort of thing as helpful though sinse if it is possible to 
break down what qualities and mechanics make a game like packman, mario mega 
man etc as adictive as it was it is possible to then considder how best to 
translate those elements into audio, what might need altering and what stay 
the same. Analogue movement is a major case of something that would be quite 
possible but doesn't seem to have been done yet.


Beware the Grue!

Dark. 



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Re: [Audyssey] Games like Chrono cross

2014-05-26 Thread Ian Reed

Hi Scott,

I modded Snes9X myself and my changes are small.
My modded version takes interesting information that is given to the PPU 
and serves it up to another app via TCP.
The whole point is to get this information into my other app where I can 
turn it into new accessibility features on a per game basis.


The information consists of things like the tile maps for each of the 
BGs, their offsets, and the sprites and their positions.
This is the information the PPU has, so it's what the game gave it and 
essentially what Snes9X is currently displaying to the player.
But it is information at a higher level of abstraction than taking 
screen shots of the final rendered product and trying to get useful 
information out of those.


So for example, I've ripped some of the tiles out of Chrono Trigger and 
identified all the letter and number tiles.
This means that I get a sort of simple but very accurate OCR on any 
screens that use the one character per tile format.
I can even label icons like a sword icon that means attack power or a 
shield icon that means defense, etc.
So when looking at the character stats screen I can have all the stats 
read via text to speech.


When I'm done I expect to be able to tell where the menu pointer sprite 
is and determine which chunk of text or icon it's pointing at.
That way I can do text to speech for the currently selected menu item, 
useful in the party menu and in combat menus.


I'm currently working on dialog text, meaning the text format that is 
used whenever NPCs talk in the game.
It is not a one character per tile text like is used in menus but 
instead it is custom drawn.
Fortunately there is still a predictable way to get it and turn it into 
text to speech.


When I finish with that I'll go on to sprites and hopefully get menus 
much more accessible.
After that I plan on doing some simple sound indicators so you can at 
least tell when your character is moving, in which direction, and when 
he is stopped at a wall.
Then position announcements for other NPCs / sprites currently on the 
screen.
And very last, if I can get someone sighted to play through the game and 
identify the ripped tiles for floors, walls, treasure chests, etc, then 
I could provide a tile by tile exploration of what is currently on 
screen, like the camera in BK3 or the grid in Tactical Battle.

There are a few other ideas that could follow as well.

Like I said, there's still a lot to be done.
Getting all this information out of the emulator is the most difficult 
part because the code is very low level and the results are images, 
which I can't see well enough.
I've been using a text representation of pixel images and gotten sighted 
assistance when that's not enough.
But I think I'm about half way through all the low level code, which is 
good.


Even with all these features it will still be more difficult than 
playing with sight, but that is mostly due to the difficulty of 
representing a mainstream game in audio than the lack of interesting 
information.


Have you played Chrono Trigger?
Can you play it at all now?

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


On 5/26/2014 6:47 PM, Scott Chesworth wrote:

Hiya Ian,

Interesting project! What can you do with that modded version of
Snes9X? Have there been other accessibility tweaks made that I've
managed to miss finding out about?

Scott




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Re: [Audyssey] a personal request/challenge

2014-05-26 Thread Ian McNamara
Hello, I have never played this game before but i’d be willing to give it a go 
if it were available. I have heard good things about it in the past and it 
would be good to try it out.

Ian McNamara
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[Audyssey] (no subject)

2014-05-26 Thread Jeremy Brown
Dark wrote:

  Again both fatigue in movement and uncertainty in amount moved are mechanics
  that would work extremely well in some games, indeed I can see how in
  interceptor that will make for an interesting battle element, but not really
  for action games to replicate mainstream mechanics, because the point of the
  analogue movement in a game like Mario is that the player Could! move as
  he/she wants if his/her grasp of the mechanics was up to the task.
 (end of quote)

 I agree with you here.  Uncertainty mechanics of this sort, as well as
 analog movement uncertainties, take some time to analyze and evaluate.
  I think that doing it the way I suggested, while not the same, might
 provide a possibility, but I see your point viz a viz versus the style
 of an analog controller.

 Dark wrote:

  Actually the reason I mention this movement mechanic in so much detail is
  that there is absolutely no earthly reason why it could not be replicated in
  audio. Even if you couldn't show as much detail with respect to ledge
  configurations and vertical movements, there is no reason why the horizontal
  movement of the characterand indeed what jumps you do need to make could not
  have this analogue quality. A game like Q9 or superliam would be much harder
  and much more addictive, sinse you could not just instantly stop and line
  yourself up with an oncoming enemy, or jump precisely over one pit, indeed
  many simple atari 2600 or Nes games like pit fall had such rock hard
  difficulty precisely for this reason, sinse the player needed to master and
  become experienced in the use of the game mechanics much as you'd need to
  learn to play a musical instrument or a sport before they could be any good
  at the game.
 (end of quote)

 Agreed.  I think we're touching on the same issue here.  I wonder if
 the problem with this isn't more a problem of underestimating the
 capabilities of audio to demonstrate this kind of movement, and the
 ability of audio gamers to make these kinds of analyses and act
 accordingly.  No offense to our developers.  Most of the games I have
 played have been very well constructed, but movement, targeting, and
 other aspects have been very smooth and easy to predict for the most
 part.  At least, in my experience and as I have noted elsewhere, that
 is probably much more limited than some members of the list.

 Dark wrote:
  Thinking about this I do wonder if part of the issue is the audio
  representation itself. After all in a graphical game it is necessary to have
  an actual, measurable distance between the player and a given object and
  thus need to calculate how long it takes the player to get there and what
  scrolling the screen needs to do, where as in audio sinse most audio games
  always show things from the player's perspective exclusively the way the
  game shows the distance to the player and the actual speed of distance
  traveled are the same thing.
 (end of quote)

 I wonder about that.  I remember in the demo of the Tarzan Junior game
 that the pits were telegraphed a little before them.  If that
 telegraph was not always a uniform distance ahead, and if there were a
 way to also telegraph the width of the pits and vary both games with
 pits to jump would become much more interesting.  I haven't played Q9
 but I'd be interested in how it handles some of these issues as it
 seems like Shades of Doom to be a touch stone for some of the design
 decisions in play here.

 Dark Wrote (in reference to how Jim Kitchens' monopoly game works with squares)
 That difference in information is the type of difference in the view between
  audio and graphical games, indeed Packman vs packman talks is very much this
  way.

  Now if you imagine instead of having predefined squares you just have a
  smooth board to slide your peace around, where as in the audio game you
  press the arrows and get a movement sound. Well on the physical board the
  speed of your hand moving the peace relative to the overview will give you a
  clear impression of the movement speed involved and at any give time you
  know say how far the distance between your peace and the corner of the board
  is, where as in the audio game, sinse you don't get a complete view of the
  hole board you can't relate your speed to object movement.
 (end of quote)

 True. However, I think it's possible to give some of this information.
  reverb, sound shadow, wind noises as in Entombed, and the like can
 give directional and distance information.  Couple with other audio
 cues it might be possible to give a player an idea of distance
 traversed and speed.  However, I think I should probably retire from
 the field.  I am not a technical person.  My position is merely as an
 eager player and creative designer.

 Take care,
 Jeremy




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[Audyssey] a personal request/challenge

2014-05-26 Thread Jeremy Brown
Dear all developers reading the list:

I do not wish to cast stones.  Developing games for blind players is
difficult, time-consuming, and takes a great deal of thankless effort.
 Few it any developers reap much other than the satisfaction of
knowing that their games are played and enjoyed by a grateful
community.

That said, I would like to throw an idea out there and see if anyone
would like to bite.

We have a number of Monopolies.

There is at least one Scrabble.

We have Backgammon, chess, card games, Snakes and Ladders, Life, etc.

However, we do not have anything like Risk or other forms of strategy
board game.

I realize that the AI for such a game would be a very difficult
proposition, but, I know, I personally, would be willing to shell out
fairly substantial cash for a decent turn-based strategy game even
with simple mechanics like Risk.

If anyone is willing to pursue such a thing, or else, wants to jump on
the request wagon with me, please do so:)

Thank you all for the work you do to make games for our community, and
I hope that no one takes this as a you guys rock but why don't you get
off your lazy posterior and do my favorite game.  It isn't meant that
way.  It's merely an observation.  The most common games done are
exploration/puzzle/card games.  The ones that go outside this area are
often more arcade style or reproductions of PC games.  If I missed an
accessible strategy game that is turn-based etc, please throw it at me
off list and I'll be happy to retract what I have said and grovel for
a day:)

Take care,

Jeremy




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Re: [Audyssey] Games like Chrono cross

2014-05-26 Thread Scott Chesworth
Hiya Ian,

Interesting project! What can you do with that modded version of
Snes9X? Have there been other accessibility tweaks made that I've
managed to miss finding out about?

Scott


On 5/26/14, Ian Reed  wrote:
> I loved Chrono Trigger.  I have many fond memories of playing it when I
> was younger.
>
> In April I started on a project to add accessibility features to it
> using a modded version of Snes9X.
> I've made some good progress but there's still a lot of work to be done.
> And even with accessibility features it will always feel a bit clunky
> because it was designed as a game for the sighted.
> But I'm excited to play it again some day.
>
> Ian Reed
> Try my free games at http://BlindAudioGames.com
>
>
> On 5/24/2014 11:49 PM, Devin Prater wrote:
>> Hi all. I've been entranced by the chrono series from the moment I heard
>> the music and read the storyline. I really hope that programmers of
>> audiogames will become good enough to write a game with a storyline and
>> battle system as in depth as the chrono series.
>>
>> Sent from my iPod 5
>>
>> keychat/google talk:
>> r.d.t.pra...@gmail.com
>> primary email:
>> d.pra...@me.com
>> facebook/iMessage:
>> devinpra...@live.com
>>
>>
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Re: [Audyssey] Speed of Sound Gaming needs betas!

2014-05-26 Thread dark

Hi michael.

That is good to know and your brief explanation about what the game concerns 
sounds interesting.


I don't know if I'll get to beta testing, but I'd certainly be interested in 
trying the game out when it's finished.


All the best,

Dark.
- Original Message - 
From: "Michael Taboada" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 27, 2014 1:06 AM
Subject: Re: [Audyssey] Speed of Sound Gaming needs betas!



Hi John,
Perhaps I'm misunderstanding you here, but I believe I gave the genre 
below. Anyway, it's an arcade title. I will release a little more 
information so people will know if they want to test the game.
This game will be a game similar to temple run, where it basically goes on 
forever until you lose, except probably a little more simplistic at least 
at first. The story is that you are a bat, and need to fly through a cave, 
avoid obsticals, picking up extras (coins, powerups, etc). There will be a 
couple different modes, including ones where powerups are bad for you, 
more silly/crazy ones where your arrow keys change up, and depending on 
the difficulty you may not know which ones did without trial and error, 
etc.
Any more info that you think I should provide just let me know, and I hope 
this gave you a better feel for the game.

-Michael.



On 5/26/2014 3:45 PM, john wrote:
Could you at least give us the theme of game: racing, fps, strategy, sci 
fi, etc? I'd be willing to beta test, but I want to know what I'm getting 
into before I sign up for anything.


- Original Message -
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Re: [Audyssey] Speed of Sound Gaming needs betas!

2014-05-26 Thread Michael Taboada

Hi John,
Perhaps I'm misunderstanding you here, but I believe I gave the genre 
below. Anyway, it's an arcade title. I will release a little more 
information so people will know if they want to test the game.
This game will be a game similar to temple run, where it basically goes 
on forever until you lose, except probably a little more simplistic at 
least at first. The story is that you are a bat, and need to fly through 
a cave, avoid obsticals, picking up extras (coins, powerups, etc). There 
will be a couple different modes, including ones where powerups are bad 
for you, more silly/crazy ones where your arrow keys change up, and 
depending on the difficulty you may not know which ones did without 
trial and error, etc.
Any more info that you think I should provide just let me know, and I 
hope this gave you a better feel for the game.

-Michael.



On 5/26/2014 3:45 PM, john wrote:
Could you at least give us the theme of game: racing, fps, strategy, 
sci fi, etc? I'd be willing to beta test, but I want to know what I'm 
getting into before I sign up for anything.


- Original Message -
From: Michael Taboada If you want to leave the list, send E-mail to 
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Re: [Audyssey] Secrecy -was- Re: Speed of Sound Gaming needs betas!

2014-05-26 Thread Michael Taboada

Hi Cara,
Thanks. I have released more information as a reply to John's question.
-Michael.



On 5/26/2014 4:24 PM, Cara Quinn wrote:

HI Michael,

As a developer myself, are you absolutely sure that the level of secrecy you 
are going for here is completely appropriate / necessary?

What I mean is that (as others have mentioned) at least knowing the type of 
game would be important in your search for appropriate testers. Yes?

If you simply say we have a game to test, then you will probably receive way 
more responses than you would need to screen and many may not even be 
interested once you tell them what type of game it is. I am assuming here that 
you are saving that info for private correspondences.

If you are wanting people to begin testing without knowing what type of game 
this is then you will likely also have many drop-outs once the game type is 
revealed.

My point here is that you can save yourself and your potential testers much 
grief and aggravation if you release just a bit more info about what it is that 
people will be potentially testing.

I myself may also be interested in testing this game, for example, however, if 
it turns out that the genre is not something in which I am interested, then you 
will have wasted your time and mine in the process. Know what I mean?

Just wanting to save you the troubles of this sort of approach.

Best of luck!

Smiles,

Cara :)
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On May 25, 2014, at 11:46 PM, Michael Taboada  
wrote:

Hello Ryan,
As I'm sure you'll understand, we cannot give much information at this time. 
However, we can give you the following:
As this is our first title, it will be more simplistic, but still not lacking 
in challenge and replayability. It will be an arcade title, with modes and 
difficulty settings similar to super egg hunt plus. And when I say similar, I 
don't mean similar as in game play, just in the way it has different modes of 
the same game play.
Thank you, and if you have any other questions please ask, and we will answer 
if possible.
-Michael.



On 5/26/2014 1:42 AM, ryan chou wrote:

just out of curiosity, what is this game? you've said how to sign up
and the details, but nothing about what the game itself even is

On 5/25/14, Michael Taboada  wrote:

Hi all audiogamers,
It's been a while since you've heard anything from Speed of Sound
Gaming. As for many of us, this is because of real life. However, now we
are looking
for beta testers for an upcoming game! If you wish to beta test, please
email to mich...@speedofsoundgaming.com with any things you think will
help us
in choosing you (previous beta experience, etc).
We are currently accepting beta testers for windows, mac and linux.
Remember that everything given to you as part of this beta is not to be
shared outside
the group of beta testers, and for no reason are you to talk about the
unreleased software with anyone outside the beta testing group. Also, if
we consider
your feedback valuable, then we'll give you a free copy of the game when
it comes out. This is to stop people signing up for the beta just to get
a free
copy then never providing any feedback.
Again, please send emails to mich...@speedofsoundgaming.com!
Thanks all, and we look forward to hearing from you!
-Michael, Speed of Sound Gaming.
www.SpeedOfSoundGaming.com
mich...@speedofsoundgaming.com


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If you

[Audyssey] Secrecy -was- Re: Speed of Sound Gaming needs betas!

2014-05-26 Thread Cara Quinn
HI Michael,

As a developer myself, are you absolutely sure that the level of secrecy you 
are going for here is completely appropriate / necessary?

What I mean is that (as others have mentioned) at least knowing the type of 
game would be important in your search for appropriate testers. Yes?

If you simply say we have a game to test, then you will probably receive way 
more responses than you would need to screen and many may not even be 
interested once you tell them what type of game it is. I am assuming here that 
you are saving that info for private correspondences.

If you are wanting people to begin testing without knowing what type of game 
this is then you will likely also have many drop-outs once the game type is 
revealed.

My point here is that you can save yourself and your potential testers much 
grief and aggravation if you release just a bit more info about what it is that 
people will be potentially testing.

I myself may also be interested in testing this game, for example, however, if 
it turns out that the genre is not something in which I am interested, then you 
will have wasted your time and mine in the process. Know what I mean?

Just wanting to save you the troubles of this sort of approach.

Best of luck!

Smiles,

Cara :)
---
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---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

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On May 25, 2014, at 11:46 PM, Michael Taboada  
wrote:

Hello Ryan,
As I'm sure you'll understand, we cannot give much information at this time. 
However, we can give you the following:
As this is our first title, it will be more simplistic, but still not lacking 
in challenge and replayability. It will be an arcade title, with modes and 
difficulty settings similar to super egg hunt plus. And when I say similar, I 
don't mean similar as in game play, just in the way it has different modes of 
the same game play.
Thank you, and if you have any other questions please ask, and we will answer 
if possible.
-Michael.



On 5/26/2014 1:42 AM, ryan chou wrote:
> just out of curiosity, what is this game? you've said how to sign up
> and the details, but nothing about what the game itself even is
> 
> On 5/25/14, Michael Taboada  wrote:
>> Hi all audiogamers,
>> It's been a while since you've heard anything from Speed of Sound
>> Gaming. As for many of us, this is because of real life. However, now we
>> are looking
>> for beta testers for an upcoming game! If you wish to beta test, please
>> email to mich...@speedofsoundgaming.com with any things you think will
>> help us
>> in choosing you (previous beta experience, etc).
>> We are currently accepting beta testers for windows, mac and linux.
>> Remember that everything given to you as part of this beta is not to be
>> shared outside
>> the group of beta testers, and for no reason are you to talk about the
>> unreleased software with anyone outside the beta testing group. Also, if
>> we consider
>> your feedback valuable, then we'll give you a free copy of the game when
>> it comes out. This is to stop people signing up for the beta just to get
>> a free
>> copy then never providing any feedback.
>> Again, please send emails to mich...@speedofsoundgaming.com!
>> Thanks all, and we look forward to hearing from you!
>> -Michael, Speed of Sound Gaming.
>> www.SpeedOfSoundGaming.com
>> mich...@speedofsoundgaming.com
>> 
>> 
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If you want

Re: [Audyssey] analog movement and keyboard movements

2014-05-26 Thread dark

Hi jeremy.

Again both fatigue in movement and uncertainty in amount moved are mechanics 
that would work extremely well in some games, indeed I can see how in 
interceptor that will make for an interesting battle element, but not really 
for action games to replicate mainstream mechanics, because the point of the 
analogue movement in a game like Mario is that the player Could! move as 
he/she wants if his/her grasp of the mechanics was up to the task.


Actually the reason I mention this movement mechanic in so much detail is 
that there is absolutely no earthly reason why it could not be replicated in 
audio. Even if you couldn't show as much detail with respect to ledge 
configurations and vertical movements, there is no reason why the horizontal 
movement of the characterand indeed what jumps you do need to make could not 
have this analogue quality. A game like Q9 or superliam would be much harder 
and much more addictive, sinse you could not just instantly stop and line 
yourself up with an oncoming enemy, or jump precisely over one pit, indeed 
many simple atari 2600 or Nes games like pit fall had such rock hard 
difficulty precisely for this reason, sinse the player needed to master and 
become experienced in the use of the game mechanics much as you'd need to 
learn to play a musical instrument or a sport before they could be any good 
at the game.


The other reason I am explaining this is because manifestly, if people have 
not played graphical games, this is something people will not know, and it 
might not be clear why there is so much of a major difference between say 
marrio and Q9 or original Montizuma's revenge and the Usa remake.


Thinking about this I do wonder if part of the issue is the audio 
representation itself. After all in a graphical game it is necessary to have 
an actual, measurable distance between the player and a given object and 
thus need to calculate how long it takes the player to get there and what 
scrolling the screen needs to do, where as in audio sinse most audio games 
always show things from the player's perspective exclusively the way the 
game shows the distance to the player and the actual speed of distance 
traveled are the same thing.


I don't know if I'm explaining this very well, but imagine Jim's monopoly 
game vs having a physical tactile board in front of you. On the tactile 
board you can at the same time know the player's position and easily count 
the number of squares around the board by having one hand on where the 
player is and the other checking the squares, in Jim's monopoly however at 
any time you just get the clomp clomp of your peace moving and are told what 
square you get to (let's forget about using the board review feature for 
now).


That difference in information is the type of difference in the view between 
audio and graphical games, indeed Packman vs packman talks is very much this 
way.


Now if you imagine instead of having predefined squares you just have a 
smooth board to slide your peace around, where as in the audio game you 
press the arrows and get a movement sound. Well on the physical board the 
speed of your hand moving the peace relative to the overview will give you a 
clear impression of the movement speed involved and at any give time you 
know say how far the distance between your peace and the corner of the board 
is, where as in the audio game, sinse you don't get a complete view of the 
hole board you can't relate your speed to object movement.



I hope some of this analogy about views makes some degree of sense.

if not, well suffice it to say that I think there is a reason more analogue 
movement mechanics got missed in audio games, however there is nothing 
stopping them being put into a game in the future, after all it's no 
different from creating a racing game or a vehicle based game like gma tank 
commander.


Beware the grue!

Dark. 



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Re: [Audyssey] Speed of Sound Gaming needs betas!

2014-05-26 Thread dark

I agree I would like to know at least the genre.

There are some genres of games I'm less keen on and would probably thus be a 
less effective tester.


beware the grue!

Dark. 



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Re: [Audyssey] Speed of Sound Gaming needs betas!

2014-05-26 Thread john
Could you at least give us the theme of game: racing, fps, strategy, sci fi, etc? I'd 
be willing to beta test, but I want to know what I'm getting into before I sign up 
for anything.


- Original Message -
From: Michael Taboada http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] analog movement and keyboard movements

2014-05-26 Thread Jeremy Brown
Dark,

Nod, I know it doesn't work quite the same way the way I outlined.
However, the programmer can introduce uncertainties into the movement
to somewhat replicate this portion.  For instance, in our current
first project Interceptor, although you can select or input a distance
you wish to travel the program introduces a limited randomness into
your move to represent the fact that both you and your enemy's fighter
are moving, taking evasive actions, etc.  Thus if I choose to move
10,000 meters I might move exactly 10,000 meters, or 8100 meters, or
13,300 meters.  As the distance you travel increases, this error
increases.  If your navigational computer in your fighter gets
damaged, this error increases.  So I'm aware that while it is not a
perfect solution to the problem, I think a three speed select buttons
on a keyboard walking game could be done this way with analogous
results.  By introducing a fatigue mechanic to go with the speeds as
well as uncertainty, that would increase the difficulty.  It's just
something I've never seen in an audiogame myself.  Thanks for the
correction.  It's been years since I played any analog games, and
honestly, I couldn't see any of them clearly enough after I was about
7 or 8 to really make out graphics.  The ones I played I just played
at random for the most part.  However, this conversation is
interesting because it shows limitations that people regard as
insurmountable.  Some of them seem very daunting, I'm not so sure
about others.

Jeremy



-- 
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Re: [Audyssey] Games like Chrono cross

2014-05-26 Thread dan cook
I've always wanted to be able to play that game.  Keep up the great
work as always sir!

On 26/05/2014, Ian Reed  wrote:
> I loved Chrono Trigger.  I have many fond memories of playing it when I
> was younger.
>
> In April I started on a project to add accessibility features to it
> using a modded version of Snes9X.
> I've made some good progress but there's still a lot of work to be done.
> And even with accessibility features it will always feel a bit clunky
> because it was designed as a game for the sighted.
> But I'm excited to play it again some day.
>
> Ian Reed
> Try my free games at http://BlindAudioGames.com
>
>
> On 5/24/2014 11:49 PM, Devin Prater wrote:
>> Hi all. I've been entranced by the chrono series from the moment I heard
>> the music and read the storyline. I really hope that programmers of
>> audiogames will become good enough to write a game with a storyline and
>> battle system as in depth as the chrono series.
>>
>> Sent from my iPod 5
>>
>> keychat/google talk:
>> r.d.t.pra...@gmail.com
>> primary email:
>> d.pra...@me.com
>> facebook/iMessage:
>> devinpra...@live.com
>>
>>
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Re: [Audyssey] Games like Chrono cross

2014-05-26 Thread Ian Reed
I loved Chrono Trigger.  I have many fond memories of playing it when I 
was younger.


In April I started on a project to add accessibility features to it 
using a modded version of Snes9X.

I've made some good progress but there's still a lot of work to be done.
And even with accessibility features it will always feel a bit clunky 
because it was designed as a game for the sighted.

But I'm excited to play it again some day.

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


On 5/24/2014 11:49 PM, Devin Prater wrote:

Hi all. I've been entranced by the chrono series from the moment I heard the 
music and read the storyline. I really hope that programmers of audiogames will 
become good enough to write a game with a storyline and battle system as in 
depth as the chrono series.

Sent from my iPod 5

keychat/google talk:
r.d.t.pra...@gmail.com
primary email:
d.pra...@me.com
facebook/iMessage:
devinpra...@live.com


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Re: [Audyssey] keyboard inputs, walking speeds, and oh my

2014-05-26 Thread dark

Hi jeremy.

Different keys for different movement speeds would be an interesting idea, 
but wouldn't exactly replicate the mechanics of games like Marrio, sonic 
etc.


The hole point was that your character's speed wasn't uniform, neither was 
their stopping distance. Similarly how long you held the jump button down 
dictated how far you moved. There was then also a run button which, when 
held would also affect your movement speed, jump hight and stopping distance 
accordingly, indeed in some ways getting Mario to move correctly was almost 
like controlling a car in a racing game.


This created situations where you needed to time things very carefully. For 
example, in Mario brothers stage one there is a pit. You can walk to the 
edge and jump over with an average jump, however if you try run jumping, 
immediately after the pit is a goomba enemey, which drops down from above 
meaning if you run jump over or jump too far you might end up sliding 
streight into it.


The Mario games took these mechanics to the point of an art form, but every 
game had some degree of this sort of analogue control dictated by how you 
pressed your keys, which is one reason why the graphical games that are 
famous work on a more substantive level than just being tests of how quickly 
the player can react to on screen threats.


Though a fatigue system isn't a bad ideaa in itself, there was also no need 
for such complexities to keep games like Mario interesting to the player, 
sinse a combination of the mechanics of the game's engine combined with 
design of levels which tested the player's ability to understand and employ 
those mechanics in a number of varying situations was more than enough to 
create a hugely adictive challenge.


Beware the grue!

Dark. 



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[Audyssey] keyboard inputs, walking speeds, and oh my

2014-05-26 Thread Jeremy Brown
Thomas,

I don't see any reason why a keyboard input couldn't replicate this.
Have different keys for different movement speeds.  If you
incorporated some form of fatigue to make different movement rates
more advantageous in certain situations, it should be at least a
comparable problematic even if it does not play exactly the same.

Jeremy



-- 
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[Audyssey] online skip-bo

2014-05-26 Thread Jeremy Brown
I don't remember seeing one, but you might search for Spite and
Malice.  It's the same game but played with regular playing cards.

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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Re: [Audyssey] tom's black jack game

2014-05-26 Thread Nicol
Hi Tom
That's what I did.
I indeed selected the run script  option on blackjack.py
All I hear is: press return to continue.
I press the select button but I am not able to play the game.
All I hear is: press return to continue.
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: 25 May 2014 11:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] tom's black jack game

Hi Nicol,

The main problem here is you are trying to run the wrong file. The pyc file
was specifically compiled for Python 2.7 and higher and won't run on your
phone. You should have tried to run the py source file in your Python
interpreter instead. Try opening the Python script shell and run script on
blackjack.py which is the actual script file.

HTH




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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread dark

Hi Tom.

nope, as I said up until the quite late 90's the 3D thumb stick controllers 
didn't exist and all input was either on or off, meaning analogue movement 
was handled entirely by the game itself.


Older arcade sticks (and indeed sticks like my X arcade one), basically 
work the same way as joypads with several small metal switches in the base 
around the stick, so pressing the stick in one direction presses the switch.


This is why the vast majority of 16 bit era games were equally playable on a 
stick or a joypad, or indeed on a keyboard for that matter.


Regarding the correct formulae, over movement speed, key presses and 
movement, perhaps this would be an occasion where communicating with 
programmers of graphical games would help.


There are after all lots of people on places like retroremakes who freely 
program old style games from scratch. While obviously a lot of what is done 
graphically even in old style games won't be relevant, some ideas of 
relative speeds for movement would likely be just the same particularly if 
you really wanted to replicate similar mechanics to mainstream games. 
Obviously it'd need tweaking depending upon the game, but just some basic 
ideas might be a handy starting point to begin tinkering.


Beware the grue!

Dark. 



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[Audyssey] Happy Memorial Day

2014-05-26 Thread Thomas Ward
Hello everyone,

For those of you living in the USA I want to personally wish you a
happy Memorial Day. Try to drive safely if you are traveling to visit
family today, and have fun if you plan to join in any Memorial Day
cook outs or celebrations. Let's all remember to honor the brave men
and women who fought and died in combat to keep us free and to make
this country what it is today.

Cheers!

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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread Thomas Ward
Hi Jim,

Yeah, it makes a big difference in Mach 1 TTS having a racing wheel
and peddles. Same goes for Rail Racer. You can use the keyboard, but
it isn't nearly as precise or as seamless as using a racing wheel with
those games.

Cheers!


On 5/25/14, Jim Kitchen  wrote:
> Hi Thomas,
>
> The keyboard verses game input devices is why for Mach 1 tts I said
> I wrote Mach 1 tts specifically for my Logitech MOMO Racing steering wheel
> joystick.  It should work ok with other game controllers as well.  However
> some of the tracks may be very difficult if not impossible to drive via the
> keyboard.
>
> And you know that is because it makes it easier to drive some of the tracks
> if you can press the gas peddle just a bit rather than full on or off.  And
> the same with the steering.
>
> BFN
>
>  Jim
>
> My steering wheel is a Logitech MOMO Racing.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-26 Thread Thomas Ward
Hi Dark,

Interesting. I certainly wasn't aware the classic joysticks for Atari
and NES had simple on/off input systems like a keyboard. I of course
have studied how PC game controllers like how the Logitech game
controllers for the PC work, and naturally assumed that the joysticks
for older systems used a similar input system. Now, that you explained
how they worked I do see how some of those games can be adapted for a
keyboard.

Basically, all it comes down to is coming up with the right formulas
to calculate speed based on the length of time the key or keys are
pressed. I'll have to look into this further as I am interested in
adding more analog mechanics into my games as I grew up with the
Atari, NES, Super NES, etc and I know I personally haven't done enough
research into emulating those sorts of mechanics in my own games and
game engine.

One thing we do agree on writing and having some tutorials would be
very helpful. To be honest I have been programming for over 14 years
and I am still unclear how to do it myself so need to check the web
for some tutorials to find out what would be good analog game
mechanics. My guess is every developer learns this by trial and error
and they do so simply by trying to emulate the mechanics in game x so
there is no set way to do this specifically.

Cheers!


On 5/25/14, dark  wrote:
> Hi Tom.
>
> I'm afraid I completely disagree about analogue movement. The sort of sticks
>
> your talking about, the 3D thumb sticks that directly calibrated player
> movement to stick position, eg, far right = walk fast right less far right =
>
> slower,  didn't come into  the mainstream world until the 32/64 bit era in
> the mid 90's.
>
> All the previous games, including classics like mario, sonic, MEga man etc
> had a simple on/off input system, even for joysticks. I know this very
> certainly because I have read the manual for my X arcade stick which
> precisely imitates those movements, so have a vague idea at least how the
> hardware works.
>
> The way that all those 8 and 16 bit era games handled analogue movement was
>
> much more to do with the software and game engine than the hardware. For
> example, instead of having a character's walking speed be constant, have it
>
> gradually increase when the correct direction is held. With jumps, have the
>
> amount of time held on the jump button dictate the hight of the jump, in
> combination with how much the directional buttons are pressed and what speed
>
> the character was going.
>
> Many games (like mario), also had a run button which, when held would cause
>
> the character to run further and any running jumps be hier.
>
> All of this is quite possible on a pc keyboard by simply tracking the time
> spent holding the keys, indeed I've played freeware graphical games that do
>
> this quite nicely so that playing on a keyboard isn't that different
> technically to playing on a stick. indeed when  playing the Pc turrican
> remakes, I don't miss my old comador Amigar Zip stick half as much as I
> would expect to :D.
>
> So yes, the analogue thumb stick controllers could be used to create in game
>
> movement, but certainly for something with the same movement model as all
> the games of the pre 32 bit era had wouldn't be difficult at all at least
> from a design perspective.
>
> The problem however is firstly that as you said, if people have not
> experienced the mechanics of mainstream games they do not know! the fine
> differences in say Mario's walking and jumping speed, and secondly precisely
>
> working out some mathematics to create a more analogue system of control
> rather than just a basic press button movement model such as games like
> Superliam and Q9 have.
>
> Perhaps this is where writing some tutorials or basic formulae for
> programmers would be helpful.
>
> Beware the grue!
>
> Dark.
>
>
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