Re: [Audyssey] analog movement and keyboard movements

2014-05-27 Thread Thomas Ward
Hi Dark,

Well, I think the real issue here is balance. That is to say a balance
between challenge and simplicity. Obviously, jumping over laser bolts
etc is unrealistic from a mathematical and physics point of view, but
it is an instance where the developer chose balance over realistic
physics in order to give the player a chance to dodge shots etc. That
in no way invalidates my point that a bit of physics can improve the
analog mechanics of a game.

For example, let's assume we have a character on an ice world. The
very terrain itself can present a number of challenges for the player.
Walking through snow would introduce an element of resistance and slow
the player down. Climbing up a hill or bank of snow would further
decrease the player's speed. If a player runs up to a patch of ice
he/she could slide across using a bit of physics modeling to use the
ice to his/her advantage to gain a burst of speed.

This may not apply to a classic game like Mario etc but that is beside
the point. The point that analog movement and mechanics tied to some
realistic physics could really up the challenge and introduce some
more issues to deal with in game besides the mechanics itself.

I would, however, agree with you that realism is less important than
good game mechanics. Unfortunately, we don't have any accessible games
with mainstream quality game mechanics, and until we have a decent
example of that audio game developers who have not had experience with
mainstream games will likely continue to implement less satisfactory
mechanics in their own games. Even I am a bit vague on some of the
concepts because it has been better than 20 years since I have played
any NES, SNES, and Atari games and wasn't thinking about such things
at the time to notice them. So in my own way I am in the dark on
certain game mechanics myself.

Cheers!


On 5/27/14, dark  wrote:
> Hi Tom.
>
> I certainly think your correct with incrimental movement speed which
> increases gradually to a maximum, this is certainly the way most classic
> games worked, however I would not confuse these sorts of things with
> realistic physics sinse the physics in most classic games is anything but,
> indeed the behavioutr and in game movement of objects is usually calculated
> to be consistant within that game's frame of reference mor than any sort of
>
> realistic representation of the time things take to move in reality.
>
> To take one example, mega man's basic shot moves roughly at what I believe
> is two or three times his walking speed. most enemy shots move faster or
> slower, but even the fastest projectiles in the game such as Dr. Wily's
> plasma shots move at roughly the same speed Mega man does when he does his
> very smallest jump. This means that a skilled player can do tiny jumps over
>
> each shot and not be hit, but make the jumps too big and though you'll miss
>
> one shot the next will hit you on your way down.
>
> In reality this makes absolutely no sense, sinse it'd be very difficult to
> have anything (much less deadly energy blasts), move so slowly that someone
>
> would be able to jump over them. In the context of the game world however it
>
> makes an awsome challenge, and one which requires true mastery from the
> player.
>
> Of course, plenty of classic games did have surfaces as you describe which
> affected the player's movement, but these were usually just like the
> aforementioned plasma, ie, calculated to be good obstacles for the player
> rather than to be realistic.
>
> For example I am currently trying Super castlevania again (last time I
> didn't get past world 7). There is one stage which takes place over mud
> pools. If you get Simon belment dropped in the mud he takes roughly half a
> second to sink up to his head level and then it's curtains, meaning you need
>
> to be pretty quick to press jump to hop out again.
>
> Again, completely unrealistic, but a real challenge in the game.
>
> This isn't to say realistic physics is a bad idea. Obviously for any sort of
>
> sim game, and for games that attempt to mirror a realistic experience of
> combat or weapon use rather like the call of duty style fps genre, or even
> some of the less radical sf themed fps games, however for the sort of
> classic atari or Nes style games we're discussion, heck even for snes style
>
> more complex side scrollers such as Super Castlevania I'd personally argue
> that realism isn't as important as a coherent set of game mechanics that
> contribute to the over all challenge.
>
> Thus for example if you decided to have say a side scrolling jungle level
> ala Tarzan Jr or Q9, but have the player chased by a rampaging rhino and
> needing to jump over tracts of long grass which would halve their movement
> sppeed while traversing them, well that would be a pretty fun challenge
> irrispective of whether grass is really that urcsome or not.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Dungeons & Dragons for the blind

2014-05-27 Thread Thomas Ward
Hello Tyler,

Your question is a bit confusing. All tabletop Dungeons and Dragons
games are by their very nature accessible for a blind person. All you
need is an electronic copy of the rule books and player's guides, some
braille dice, and a group of friends to play with. Other than
obtaining accessible documentation itself the game is fully accessible
for a blind player, and so I'd need to know what you don't think is
accessible about DND in order to answer your question. Are you talking
about computer games ore tabletop DND?

Cheers!


On 5/27/14, Tyler  wrote:
> Hello! Tell me all the blind-accessible Dungeons & Dragons games you know
> of. I know
> of the live one they talk about on pcsgames.net. But pretend I don't know a
> thing about blind
> d&d.
> Tyler Z
>
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Re: [Audyssey] Question

2014-05-27 Thread Thomas Ward
Hi Steven,

No, not necessarily. Java accessibility depends on a number of things.
If the application uses Swing components, weather or not your screen
reader supports the Java access bridge, and the version of the Java
access bridge that comes with your Java runtime. I know that the
Windows Java access bridge has not been updated in quite a while so it
is likely to give basic accessibility but there are cases where the
access is broken because Oracle does not seem to overly concerned with
Java accessibility since taking over Java development from Sun. So
upgrading your Java runtime won't give you anything more than you
probably already have.

Cheers!


On 5/27/14, Steven Cantos  wrote:
> Dear Developers of Audiogames,
>
>
>
> I have a question and I'm quite sure that you developers would be competent
> enough to answer it.
>
>
>
> Would updating your Java version increase the accessibility of your online
> game, or, is that not necessarily the case?
>
>
>
> Thank you for your input.
>
>
>
> Signed,
>
> Steven
>
>
>
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Re: [Audyssey] Dungeons & Dragons for the blind

2014-05-27 Thread dark
I don't know exactly what you mean about "blind accessible" dungeons and 
dragons, sinse Dungeons and dragons is perfectly accessible to play with 
sighted people provided you have either a copy of the manual (or can get one 
read), and some dice to roll.


The manuals can be bought in electronic format from places like 
http://rpg.drivethrustuff.com/


After that all you need to  do is find a group playing and join them.

I played D&D with a group at my university for a while some years ago, and I 
meet with some friends to play mutants and masterminds (sort of the 
superhero version of D&D, each weeek.


have heard of people who play on forums or  through mailing lists, but to 
be honest nothing can beat sitting down with a real human Game master and 
some players. You might get  something of the same experience through voice 
chat sinse then at least all your actions are live, I'm not sure 've never 
done that, though to be honeest sinse D&D and other tabletop rp games are 
something a blind person can do just as well as  anyone else, you might as 
well find a local group and try it out.


Beware the grue!

DArk. 



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Re: [Audyssey] Yet Another Question

2014-05-27 Thread Thomas Ward
Hello Steven,

These days all of my audio games including Mysteries of the Ancients,
Raceway, and a few other things I have in the works are all written in
C++. I occasionally write templates of things in Python as it is good
for prototyping ideas, but I don't use Python a lot for commercial
projects.

Cheers!




On 5/27/14, Steven Cantos  wrote:
> Dear Developers of audiogames,
>
>
>
>
>
> What programming languages (excluding BGT, since that is merely a
> wrap-around of C++), do you normally use when developing your audiogames?
>
>
>
> Signed,
>
> Steven
>
>
>
>
>
>
>
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Re: [Audyssey] request for opinions on an audiogames network

2014-05-27 Thread Michael Taboada
Sorry for the double post, but it appears that my emails are being put 
in spam by some ISP's because of my email settings, so here goes again. 
Again sorry if you saw this already.



Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound gaming 
games, so that people playing our games could view scoreboards from 
within the


game, chat to people playing the game they're playing (or other games), 
and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and to 
developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely for 
c and/or


c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so you 
could add games, add other info, etc. It would hopefully be as simple as 
possible


for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the game, 
send something like: logon(username, ...), then receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling something 
in c like:


send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,


ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind


it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.




On 5/27/2014 9:18 PM, Michael Taboada wrote:

Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound 
gaming games, so that people playing our games could view scoreboards 
from within the
game, chat to people playing the game they're playing (or other 
games), and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and 
to developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely 
for c and/or

c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so 
you could add games, add other info, etc. It would hopefully be as 
simple as possible

for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the 
game, send something like: logon(username, ...), then 
receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling 
something in c like:
send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, 
etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,

ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind
it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.


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[Audyssey] brief description of risk

2014-05-27 Thread Jeremy Brown
Milos,

Risk is actually adaptable to play by someone with a visual
impairment.  Your sighted friends have to be willing to help you with
moves and the like, but once you understand how the countries hook
together, you don't need sight to play it.  I began playing Risk when
I was all but totally blind, and I have continued enjoying it for the
last 30 odd years since.  The cards can be brailled with an
abbreviated country name and a letter code to denote what is on them.
One friend of mine even used my brailled cards and puff paints to
create a tactile board.

Take care,

Jeremy


-- 
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[Audyssey] Dungeons & Dragons for the blind

2014-05-27 Thread Tyler
Hello! Tell me all the blind-accessible Dungeons & Dragons games you know of. I 
know 
of the live one they talk about on pcsgames.net. But pretend I don't know a 
thing about blind 
d&d.
Tyler Z

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Re: [Audyssey] Yet Another Question

2014-05-27 Thread Cara Quinn
Hi Steven,

Essentially the C languages. C, C++ and Objective C.

I have also used quake C while working with quake. :)

Thanks,

Cara :)
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On May 27, 2014, at 2:09 PM, Steven Cantos  wrote:

Dear Developers of audiogames,





What programming languages (excluding BGT, since that is merely a
wrap-around of C++), do you normally use when developing your audiogames?  



Signed,

Steven 







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[Audyssey] request for opinions on an audiogames network

2014-05-27 Thread Michael Taboada

Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound gaming 
games, so that people playing our games could view scoreboards from 
within the
game, chat to people playing the game they're playing (or other games), 
and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and to 
developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely for 
c and/or

c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so you 
could add games, add other info, etc. It would hopefully be as simple as 
possible

for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the game, 
send something like: logon(username, ...), then receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling something 
in c like:
send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,

ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind
it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.


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Re: [Audyssey] brief description of Risk

2014-05-27 Thread Milos Przic

Hi Jeremy,
Please don't appologize for this good and effective explanation! My friends 
play risk and I can't. But on the other hand, as dice and cards are 
envolved, I think that RS games and+or Quentin C can adapt them, as they did 
with a lot of card and dice rolling games.

Thanks once again for the info!
Best,
 Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs
- Original Message - 
From: "Jeremy Brown" 

To: "gamers" 
Sent: Tuesday, May 27, 2014 11:59 PM
Subject: [Audyssey] brief description of Risk



Since a number of people haven't encountered Risk or a clone of it, I
thought I'd describe it briefly.  Also, I'd like to thank everyone
who's sent me suggestions both on and off the list.  It's much
appreciated.

Risk is a game for 2-6 players played on a board with 42 countries.
These countries are grouped into continents.  (The world map is that
of our Earth circa 1815, as the original game was supposed to model
roughly Napoleonic era warfare).  Each country is bordered by certain
others, and countries across water from each other are joined by
bridges over which pieces can move.  All the pieces in the game are
generic.  There is an army which is a one hit figure.  To attack a
player moves 1 or more armies to an adjacent territory.  One army must
always be left in a territory as a marker of possession and as a
garrison force.  If a territory is conquered, then the player collects
a card.  The cards mirror the 42 countries, as well as two wild cards.
Each card picutres a infantryman, a cavalry man, or a cannon.  If you
can make three of a kind of any of these, or one of each, then you can
trade in the cards for extra armies at the beginning of your turn.

At the beginning of the game you are given a certain number of armies
based on the number of players playing, and countries are assigned
randomly by deal of the cards.  You place all your armies before play.
At the beginning of your turn you gain armies from three sources:
you gain 1 army for every three territories you possess with a minimum
of 3 armies no matter what.
If you control an entire continent you gain extra armies.  larger or
more difficult to  defend continents give more armies.
If you can trade in a three of a kind of cards you can gain extra armies.

Combat is very simple.  There are five dice with the game, 3 red, and
2 white.  The defender has the white dice but may only roll 2 dice as
long as he or she has more than 1 army in their territory to defend.
The attacker can roll up to three dice, but the attacker can only roll
dice equal to or less than his attacking force.  I.e. if an attacker
uses 5 armies he can roll 3 dice, but once that army drops to 2
armies, he can no longer roll 3 and must use 2 or 1 dice.  The
defender wins all ties.  Otherwise who ever rolls highest wins.  The
top die of each player is compared then the next highest.  If the
defender rolls a 6 and 4 and the attacker rolls a 5 and a 4, each
player loses one army.  Battle is a matter of attrition where you wait
for one side to either lose all their armies, or end the attack.

There are more small rules about moving and consolidating a position,
however, this gets across a basic idea of the game.  If anyone has
questions they may ask either on or off list.  My main interest in it
is that I have played this game for a long time, and at one point was
involved in a large group of players that met once a week to play.  It
is a very simple game that can be extremely complex.

Thanks and sorry for extra spam for those who have no interest in the 
game.


Jeremy


--
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[Audyssey] brief description of Risk

2014-05-27 Thread Jeremy Brown
Since a number of people haven't encountered Risk or a clone of it, I
thought I'd describe it briefly.  Also, I'd like to thank everyone
who's sent me suggestions both on and off the list.  It's much
appreciated.

Risk is a game for 2-6 players played on a board with 42 countries.
These countries are grouped into continents.  (The world map is that
of our Earth circa 1815, as the original game was supposed to model
roughly Napoleonic era warfare).  Each country is bordered by certain
others, and countries across water from each other are joined by
bridges over which pieces can move.  All the pieces in the game are
generic.  There is an army which is a one hit figure.  To attack a
player moves 1 or more armies to an adjacent territory.  One army must
always be left in a territory as a marker of possession and as a
garrison force.  If a territory is conquered, then the player collects
a card.  The cards mirror the 42 countries, as well as two wild cards.
 Each card picutres a infantryman, a cavalry man, or a cannon.  If you
can make three of a kind of any of these, or one of each, then you can
trade in the cards for extra armies at the beginning of your turn.

At the beginning of the game you are given a certain number of armies
based on the number of players playing, and countries are assigned
randomly by deal of the cards.  You place all your armies before play.
 At the beginning of your turn you gain armies from three sources:
you gain 1 army for every three territories you possess with a minimum
of 3 armies no matter what.
If you control an entire continent you gain extra armies.  larger or
more difficult to  defend continents give more armies.
If you can trade in a three of a kind of cards you can gain extra armies.

Combat is very simple.  There are five dice with the game, 3 red, and
2 white.  The defender has the white dice but may only roll 2 dice as
long as he or she has more than 1 army in their territory to defend.
The attacker can roll up to three dice, but the attacker can only roll
dice equal to or less than his attacking force.  I.e. if an attacker
uses 5 armies he can roll 3 dice, but once that army drops to 2
armies, he can no longer roll 3 and must use 2 or 1 dice.  The
defender wins all ties.  Otherwise who ever rolls highest wins.  The
top die of each player is compared then the next highest.  If the
defender rolls a 6 and 4 and the attacker rolls a 5 and a 4, each
player loses one army.  Battle is a matter of attrition where you wait
for one side to either lose all their armies, or end the attack.

There are more small rules about moving and consolidating a position,
however, this gets across a basic idea of the game.  If anyone has
questions they may ask either on or off list.  My main interest in it
is that I have played this game for a long time, and at one point was
involved in a large group of players that met once a week to play.  It
is a very simple game that can be extremely complex.

Thanks and sorry for extra spam for those who have no interest in the game.

Jeremy


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

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Re: [Audyssey] Yet Another Question

2014-05-27 Thread Bryan Peterson

That varies from dev to dev.



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: Steven Cantos

Sent: Tuesday, May 27, 2014 3:09 PM
To: gamers@audyssey.org
Subject: [Audyssey] Yet Another Question

Dear Developers of audiogames,





What programming languages (excluding BGT, since that is merely a
wrap-around of C++), do you normally use when developing your audiogames?



Signed,

Steven







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[Audyssey] Yet Another Question

2014-05-27 Thread Steven Cantos
Dear Developers of audiogames,

 

 

What programming languages (excluding BGT, since that is merely a
wrap-around of C++), do you normally use when developing your audiogames?  

 

Signed,

Steven 

 

 

 

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Re: [Audyssey] Alter Aeon Server Move

2014-05-27 Thread Harmony Neil
Sounds cool. I’ll forward to the alter aeon list as well if you like. :)
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Re: [Audyssey] Question

2014-05-27 Thread Dennis Towne
Nothing I do uses or involves java, so it wouldn't matter for me.

Dennis Towne

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


On Tue, May 27, 2014 at 12:28 PM, Steven Cantos  wrote:
> Dear Developers of Audiogames,
>
>
>
> I have a question and I'm quite sure that you developers would be competent
> enough to answer it.
>
>
>
> Would updating your Java version increase the accessibility of your online
> game, or, is that not necessarily the case?
>
>
>
> Thank you for your input.
>
>
>
> Signed,
>
> Steven
>
>
>
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[Audyssey] Question

2014-05-27 Thread Steven Cantos
Dear Developers of Audiogames,

 

I have a question and I'm quite sure that you developers would be competent
enough to answer it.

 

Would updating your Java version increase the accessibility of your online
game, or, is that not necessarily the case?  

 

Thank you for your input.

 

Signed,

Steven 

 

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Re: [Audyssey] analog movement and keyboard movements

2014-05-27 Thread dark

Hi Tom.

I certainly think your correct with incrimental movement speed which 
increases gradually to a maximum, this is certainly the way most classic 
games worked, however I would not confuse these sorts of things with 
realistic physics sinse the physics in most classic games is anything but, 
indeed the behaviour and in game movement of objects is usually calculated 
to be consistant within that game's frame of reference mor than any sort of 
realistic representation of the time things take to move in reality.


To take one example, mega man's basic shot moves roughly at what I believe 
is two or three times his walking speed. most enemy shots move faster or 
slower, but even the fastest projectiles in the game such as Dr. Wily's 
plasma shots move at roughly the same speed Mega man does when he does his 
very smallest jump. This means that a skilled player can do tiny jumps over 
each shot and not be hit, but make the jumps too big and though you'll miss 
one shot the next will hit you on your way down.


In reality this makes absolutely no sense, sinse it'd be very difficult to 
have anything (much less deadly energy blasts), move so slowly that someone 
would be able to jump over them. In the context of the game world however it 
makes an awsome challenge, and one which requires true mastery from the 
player.


Of course, plenty of classic games did have surfaces as you describe which 
affected the player's movement, but these were usually just like the 
aforementioned plasma, ie, calculated to be good obstacles for the player 
rather than to be realistic.


For example I am currently trying Super castlevania again (last time I 
didn't get past world 7). There is one stage which takes place over mud 
pools. If you get Simon belment dropped in the mud he takes roughly half a 
second to sink up to his head level and then it's curtains, meaning you need 
to be pretty quick to press jump to hop out again.


Again, completely unrealistic, but a real challenge in the game.

This isn't to say realistic physics is a bad idea. Obviously for any sort of 
sim game, and for games that attempt to mirror a realistic experience of 
combat or weapon use rather like the call of duty style fps genre, or even 
some of the less radical sf themed fps games, however for the sort of 
classic atari or Nes style games we're discussion, heck even for snes style 
more complex side scrollers such as Super Castlevania I'd personally argue 
that realism isn't as important as a coherent set of game mechanics that 
contribute to the over all challenge.


Thus for example if you decided to have say a side scrolling jungle level 
ala Tarzan Jr or Q9, but have the player chased by a rampaging rhino and 
needing to jump over tracts of long grass which would halve their movement 
sppeed while traversing them, well that would be a pretty fun challenge 
irrispective of whether grass is really that urcsome or not.


Beware the grue!

Dark. 



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

2014-05-27 Thread dark

Hi Tom.

I certainly think looking for tutorials is a good idea, I just wondered if 
for necessary formulae chatting to developers of graphical games of a 
similar style to the classic ones your trying to make in audio might be 
helpful if there isn't a resource that gives precise answers to those 
questions.


Beware the grue!

Dark.



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Re: [Audyssey] a personal request/challenge

2014-05-27 Thread Paul Lemm
Hi Jeremy,

Although I've never played risk, so I'm not to sure how that game works, one
turn based strategy  audio game I really enjoy is tactical battle, it's a
very enjoyable game  and its free to play to.

  The nice thing with this game is that you can just play the game as it is
or you can design your own maps/boards,  where everything is customizable
including rules, maps, terrains, unit types etc so potentially (well
depending on how the risk game you mentioned works) you may even be able to
create a custom map/board  that is similar to the risk game.

Below is a link to the game and a brief  description from the website about
the game
http://www.blindaudiogames.com/

description
Tactical battle is an audio game made specifically for the blind. It is a
turn-based tactical game played on a tile grid. You control multiple units
with different skills and abilities and attempt to defeat the enemy team.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Brown
Sent: Tuesday, May 27, 2014 2:06 AM
To: gamers
Subject: [Audyssey] a personal request/challenge

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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[Audyssey] Alter Aeon Server Move

2014-05-27 Thread Dennis Towne
Yesterday, Alter Aeon upgraded servers and changed server location.
The new server is much faster and people are reporting a lot less lag
than with the old one. If you're having problems connecting, you may
need to reboot your machine to clear the DNS cache.  If necessary, you
can direct connect using the IP address:

173.255.226.43, port 3000  (alteraeon.com)

In other news, we have an upcoming system event for Summer Solstice in
a little over three weeks.  The event is slated to be run by
Shadowfax, and should cover a couple of days and be quite interesting.
 Don't miss it!

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com
http://www.mush-z.com

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[Audyssey] Risk game, was Re: a personal request/challenge

2014-05-27 Thread Phil Vlasak

Jeremy,
If you want a game like Risk, did you try,
Time of Conflict, from GMA games?
Time of Conflict is a strategy game. The goal of the game is to subdue the 
enemy and capture all of its cities.


Risk is a strategy board game
Risk is a turn-based game for two to six players. The standard version is 
played on a board depicting a political map of the Earth, divided into 
forty-two territories, which are grouped into six continents. The object of 
the game is to occupy every territory on the board and in doing so, 
eliminate the other players.
tokens (representing a single unit), cavalry (representing five units), and 
artillery (representing ten units).



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Re: [Audyssey] analog movement and keyboard movements

2014-05-27 Thread Thomas Ward
Hi Dark,

To be honest I think it has to do less with the audio representation
then the fact that most blind game developers are not mathematically
astute enough to use true vector mathematics and physics which is
required for realistic analog movement. I obviously am only guessing
here, but it seems when I play Super Liam etc that the game character
only moves one unit or space making it easy to calculate it, but is
unrealistic since in analog movement systems a character might be able
to very from 0.1 to 1.0 in speed when walking. Therefore requiring
some more complex calculations when moving in the game world.

For example, you pointed out in a prior post that the character should
speed up when walking or running. Therefore in that case if a game
developer wants the maximum speed to be 1.0 they need to set that as a
maximum value, but increment the player's speed from 0.1 to 1.0 over
the course of a few frames rather than starting out with 1.0 as the
starting speed. If the game developer wants to add a bit of physics
that can and will effect the characters movement speed too which is
something we don't often see in audio games.

Something else that does not often get addressed is simple resistance.
What I mean by that depending on the type of surface or terrain the
gamer is walking through can and will drastically effect their speed.
Obviously walking through tall grass would slow his/her progress
through the game, and the maximum rate at which a gamer can move per
frame would be less than on a surface like concrete. A lot of analog
games take things like amount of resistance into account, but many
audio games don't. they move at the same speed regardless of walking
through grass, walking through sand, or on a concrete floor.

In short, I don't think the problem is so much to do with audio so
much as the lack of the programmer's awareness of how to design a
proportional movement system based on vector mathematics, take
resistance and other factors into account, and add a bit of physics
for realism. Instead of that what we often see is movement systems
based on very very very basic mathematics which are imho just not that
realistic.

Cheers!


On 5/26/14, dark  wrote:
> 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 

Re: [Audyssey] tom's black jack game

2014-05-27 Thread Thomas Ward
Hi Nicol,

Shrug. Well, I honestly don't know what to tell you. I never tested
the game on Nokia phones since I don't have one, and the game was
primarily designed for Windows, Linux, and Mac PC computers running
Python 2.7.x so I'm not really sure what needs to be done to make it
work with your phone other than the advice I have given.

To be honest if you want to play games sooner or later you are going
to have to upgrade to a different phone anyway. Simbian is pretty much
a dead platform, and I don't know many developers developing anything
for it these days. The Python interpreter, for example, is three or
four years out of date and is based on Python 2.5 which is far behind
current Python standards on most other platforms. Point being is that
games and other programs being developed for PC can be expected to run
into backwards compatibility issues with Nokia phones, because they
are so old and running an out of date Python interpreter.

Cheers!


On 5/26/14, Nicol  wrote:
> 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.

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

2014-05-27 Thread Thomas Ward
Hi Jeremy,

Adding more keys would only further complicate things. The idea here
is to follow the KISS principle, keep it simple stupid, and therefore
the mechanics would have to emulate mainstream game mechanics as much
as possible. Now that I am aware of the fact classic Atari, NES, and
SNES controllers used switches I am confident the same functionality
can easily be emulated with a keyboard simply by gauging the amount of
time a certain key is being held down and released.

Cheers!


On 5/26/14, Jeremy Brown  wrote:
> 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
>
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
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>

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

2014-05-27 Thread john
That was exactly what I was looking for, and I'd be glad to beta test. This sounds 
like quite a nice distraction from life to play for a while.


- Original Message -
From: Michael Taboada http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-27 Thread Thomas Ward
Hi Dark,

Sure. Although, I think I would prefer having some sort of tutorial or
guide explaining the implementation of analog movement from a
programmer's perspective than just talking to mainstream programmers
from retro remakes etc. However, that I am aware of how the old NES
and SNES controllers worked I am more in a position of figuring out
how to work it with a keyboard since the mechanics should not be that
difficult to replicate.

Cheers!


On 5/26/14, dark  wrote:
> 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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Re: [Audyssey] Games like Chrono cross

2014-05-27 Thread Scott Chesworth
Hi Ian,

Nope, I haven't played it, was just curious because I spent many happy
hours as a kid bashing away at Snes titles and only marginally less
hours bashing away at Snes9x a couple of years ago. Sounds like you're
well on the way toward an awesome hack there man! Excited to take it
for a spin whenever you've got something playable.

Cheers for the info

Scott

On 5/27/14, Ian Reed  wrote:
> 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] Speed of Sound Gaming needs betas!

2014-05-27 Thread Teresa Cochran
Oh, wow, that sounds interesting. I like arcade games and I have an interest in 
bats, so this works for me. :)

Teresa

“The golden age of science fiction is twelve.”—Pete graham

On May 26, 2014, at 5:06 PM, Michael Taboada  
wrote:

> 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 > To: Gamers Discussion list > Date sent: Mon, 26 May 2014 01:46:16 -0500
>> Subject: Re: [Audyssey] Speed of Sound Gaming needs betas!
>> 
>> 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.
>> 
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> 
> 
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