Re: [Audyssey] WAAAAY Off Topic: Microsoft Speech Voices

2016-12-12 Thread Dakotah Rickard
I ended up figuring out some of it. Eva seems to work under 32-bit
Windows 10 with NVDA and does show up under the Control Panel speech
settings dialogue, even if she won't show up under the main speech
settings dialogue, even under 64-bit.
It's really odd. I suppose it's because she's really a OneCore voice
at heart, or at least a mobile voice package.

On 12/10/16, Travis Siegel  wrote:
> You may get better results if you post this question to the blindtech
> list on groups.io.  I'm sure someone there could help you solve your
> conundrum.
>
>
> On 12/4/2016 10:36 PM, Dakotah Rickard wrote:
>> Hi all.
>> This is a super off topic message, and for that, I offer sincere
>> apologies, but I'm hoping someone knows what I need to know so that,
>> by knowing, I no longer need to know...
>> Moving on:
>> Ok, so Microsoft offers two methods by which you can make a computer
>> speak simply: their SAPI interface and their Microsoft Server Speech
>> Platform interface.
>> I have installed the Microsoft Server Speech Platform, and it works
>> pretty well with NVDA, my screen reader of choice, though it doesn't
>> really work well with anything else at the moment.
>> However, I was really hoping to install and use the other language
>> packs for English that have text to speech voices: that is I already
>> have the U.S. pack as I live in the U.S.. I acquired the Canada pack,
>> the Britain pack, the Australia pack, and the India pack, which are, I
>> believe, the only packs to come with text to speech on offer. However,
>> while I can access the voices in the speech page under the Windows 10
>> settings screen (accessed via windows+i and via the start menu etc) I
>> cannot access the voices either via NVDA's Microsoft SAPI interface or
>> via the text-to-speech properties screen under the Control Panel
>> software within Windows 10. This is interesting and intriguing, and I
>> will explain why in a moment, after I ask my general question, which
>> is this:
>> How can I make my computer in general and NVDA in specific recognize
>> these many new and finely crafted voices from Microsoft that appear in
>> one place and not another? If I can, please tell me how. If I can't,
>> please tell me why. Also, direct me to the smart and gifted person in
>> the Microsoft corporate structure that thought that was brilliant.
>> Now, here's for the interesting situation:
>> After I got the Microsoft Speech Platform working, I returned to
>> trying to unlock and use the mythical Eva voice. I'm not sure who has
>> heard of this voice, but it's supposed to be the voice of Cortana,
>> especially when there isn't a pre-recorded bit of Cortana's voice
>> actor to be had. In fact, you can often hear this voice if you ask
>> esoteric questions of the Cortana system. At any rate, I had tried to
>> acquire and use the Eva voice before with no success. I decided to try
>> again only this time, I was successful. I was able to use the Eva
>> voice with NVDA and to find it in the tts properties screen under
>> Control Panel. However, interestingly, I was not able to locate the MS
>> Eva voice under the speech screen in Settings. Then, high on success,
>> I acquired all of those language packs, as I initially said, earlier
>> in my message. Those show up in settings under Region and Language and
>> under Speech, all under the Personalization screen. However, something
>> interesting happened. I acquired another voice under Control Panel and
>> via NVDA: Hazel, a Brittish voice. I was surprised to say the least.
>> Not only was this a new voice from a different language pack, it
>> showed up in Settings, under Control Panel, and in NVDA, something
>> that only David and  Zira, the original Windows 10 voices had done
>> before. Also interestingly, Hazel is the exact duplicate of Susan,
>> another British voice that only shows up under the Settings' speech
>> screen.
>> Needless to say, this is a rather confusing and interesting situation
>> that we have here, and there is an obvious disconnect between what we
>> perceive as SAPI and what is being presented to us. I'd really be
>> interested in getting to the bottom of it, and I hope that the
>> fascination of this enigma can cause my fellows here to overlook the
>> off-topic nature of the post.
>> Thank you for your insight and patience.
>>
>
>
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[Audyssey] WAAAAY Off Topic: Microsoft Speech Voices

2016-12-04 Thread Dakotah Rickard
Hi all.
This is a super off topic message, and for that, I offer sincere
apologies, but I'm hoping someone knows what I need to know so that,
by knowing, I no longer need to know...
Moving on:
Ok, so Microsoft offers two methods by which you can make a computer
speak simply: their SAPI interface and their Microsoft Server Speech
Platform interface.
I have installed the Microsoft Server Speech Platform, and it works
pretty well with NVDA, my screen reader of choice, though it doesn't
really work well with anything else at the moment.
However, I was really hoping to install and use the other language
packs for English that have text to speech voices: that is I already
have the U.S. pack as I live in the U.S.. I acquired the Canada pack,
the Britain pack, the Australia pack, and the India pack, which are, I
believe, the only packs to come with text to speech on offer. However,
while I can access the voices in the speech page under the Windows 10
settings screen (accessed via windows+i and via the start menu etc) I
cannot access the voices either via NVDA's Microsoft SAPI interface or
via the text-to-speech properties screen under the Control Panel
software within Windows 10. This is interesting and intriguing, and I
will explain why in a moment, after I ask my general question, which
is this:
How can I make my computer in general and NVDA in specific recognize
these many new and finely crafted voices from Microsoft that appear in
one place and not another? If I can, please tell me how. If I can't,
please tell me why. Also, direct me to the smart and gifted person in
the Microsoft corporate structure that thought that was brilliant.
Now, here's for the interesting situation:
After I got the Microsoft Speech Platform working, I returned to
trying to unlock and use the mythical Eva voice. I'm not sure who has
heard of this voice, but it's supposed to be the voice of Cortana,
especially when there isn't a pre-recorded bit of Cortana's voice
actor to be had. In fact, you can often hear this voice if you ask
esoteric questions of the Cortana system. At any rate, I had tried to
acquire and use the Eva voice before with no success. I decided to try
again only this time, I was successful. I was able to use the Eva
voice with NVDA and to find it in the tts properties screen under
Control Panel. However, interestingly, I was not able to locate the MS
Eva voice under the speech screen in Settings. Then, high on success,
I acquired all of those language packs, as I initially said, earlier
in my message. Those show up in settings under Region and Language and
under Speech, all under the Personalization screen. However, something
interesting happened. I acquired another voice under Control Panel and
via NVDA: Hazel, a Brittish voice. I was surprised to say the least.
Not only was this a new voice from a different language pack, it
showed up in Settings, under Control Panel, and in NVDA, something
that only David and  Zira, the original Windows 10 voices had done
before. Also interestingly, Hazel is the exact duplicate of Susan,
another British voice that only shows up under the Settings' speech
screen.
Needless to say, this is a rather confusing and interesting situation
that we have here, and there is an obvious disconnect between what we
perceive as SAPI and what is being presented to us. I'd really be
interested in getting to the bottom of it, and I hope that the
fascination of this enigma can cause my fellows here to overlook the
off-topic nature of the post.
Thank you for your insight and patience.

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Re: [Audyssey] Anyone playing timecrest?

2016-10-14 Thread Dakotah Rickard
I just started the game. As a note, are we sure Ash is a boy? I haven't read 
that far along, but I'm not entirely sure. It could be like Lifeline, uncertain 
and left to your discression. I like the game a lot so far. It's quirky and fun.

Sent from my iPhone

> On Oct 13, 2016, at 16:30, dark  wrote:
> 
> Hi Chris.
> 
> I'm really enjoying the game so far myself, though I haven't bought any time 
> crystals, mostly because it seemms a waste when I can just wait, though I 
> might  get some if I need to buy items from the merchant, since I would like 
> to support the developers.
> 
> Alkl the best,
> 
> Dark.
> Due to Btinternet being inconvenient, this email address will not be in use 
> for very long. Please contact me on my other public address, d...@xgam.org. 
> When I have a new private address, I will let everyone know.
> - Original Message - From: "Chris Wright" 
> To: "Gamers Discussion list" 
> Sent: Thursday, October 13, 2016 7:29 PM
> Subject: Re: [Audyssey] Anyone playing timecrest?
> 
> 
>> Hello,
>> 
>> I’ve been playing the game since July. I’ve played it three or four times at 
>> this point. I can’t wait until the next set of chapters is released. I don’t 
>> regret spending $6 or 7 on time crystals as the debs have done an excellent 
>> job making the game work well with VO.
>>> On Oct 13, 2016, at 12:38 AM, dark  wrote:
>>> 
>>> Hi.
>>> 
>>> Timecrest is a really awesome game for Ios from sneaky crab games.
>>> 
>>> the game's basic formula will be familiar to anyone who's played games like 
>>> one button travel or the three minute games like lifeline.
>>> 
>>> You get communications on your phone from Ash, a young mage in Alynsia, a 
>>> world under attack by falling meteors.
>>> 
>>> ?
>>> 
>>> Ash asks you what to do, and texts you (via his pocket watch), about what's 
>>> happening around him. Occasionally, there's a pause in the action while Ash 
>>> goes off and does something in real time (though in Timecrest you can skip 
>>> this with time crystals, the game's in game currency). So, the game is sort 
>>> of like a gamebook played in real time from a single character's 
>>> perspective.
>>> 
>>> ?
>>> 
>>> Timecrest however has rather a lot more with it. First, it has character 
>>> relationships like the choiceofgames titles, ie, it tracks how well you get 
>>> on with certain people and gives you scenes accordingly. Then, it has items 
>>> you can buy in the game for gold and extra options according to what items 
>>> you have, rather rpg style.
>>> 
>>> ?
>>> 
>>> Finally it apparently has a world map to explore, though i've not got that 
>>> far along yet.
>>> 
>>> theThe game is also in itself very atmospheric, with a great soundtrack, 
>>> (it reminds me rather of the final fantasy games), and a compelling story 
>>> about an uncertain boy trying to realize that his world is going to end and 
>>> that the grand master mage he believes in perhaps isn't a hero after all.
>>> 
>>> ?
>>> 
>>> Access wise a lot of work has been done with this one, including 
>>> "descriptive help" buttons on each of the game's tabs, sounds for incoming 
>>> messages, and even a pronunciation mode for vo that has all the fantasy 
>>> names written phonetically so vo says them correctly.
>>> 
>>> ?
>>> 
>>> I particularly like the way with this one that things move so unexpectedly, 
>>> for example right in the middle of what looks like the game's tutorial, 
>>> someone turns up to try and kill you.
>>> 
>>> ?
>>> 
>>> My only miner cryticism is that while you get lots of exploration options 
>>> making for replays, often the choices to interact with Ash are basically 
>>> "be decent" or "Be a right scumbag" though this certainly isn't enough to 
>>> actually spoil the game.
>>> 
>>> ?
>>> 
>>> the game is free to download and play, but time crystals can be bought for 
>>> real money as well as for things like following certain characters on 
>>> twitter (it's actually making me consider getting a twitter account).
>>> 
>>> though for anyone concerned, I'm not finding the time crystals requirement 
>>> as an in game currency too onerous at all, especially since most of what 
>>> time crystals can do can just be achieved by waiting a minute or two 
>>> (indeed I have discovered the perfect combination, reading my book when I'm 
>>> waiting, then going back to play more of the game).
>>> 
>>> ?
>>> 
>>> So, definitely one to try out, and one I'd highly recommend.
>>> 
>>> ?
>>> 
>>> All the best,
>>> 
>>> ?
>>> 
>>> Dark.
>>> ---
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[Audyssey] Manamon: What's magic?

2016-08-10 Thread Dakotah Rickard
Ok, so someone else might have already asked this question, but I'm a
little late to the Manamon party, and I need to ask it now.
We have strength and defense, which are for physical attacks, but we
also have magic attack and magic defense. This is confusing:
Is magic attack and magic defense strictly linked to the magic type
manamon/attack, meaning everything from electric to sound to poison to
a punch are purely physical?
If not, what is magic attack?
And what about the moves (which all seem to be known as spells) that
raise defense? Are they just spells because it's a convenient word?
Are magic attack and magic defense misnomers? what's going on with it?


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Re: [Audyssey] 3d printed 20-sided die, with both braille and normal numbers printed on it

2016-08-06 Thread Dakotah Rickard
Super awesome. Added bonus: get a couple d10s and d4s and such and
your dice bag would be a blackjack of mugger slaying +2.

On 8/6/16, Jacob Kruger  wrote:
> My one biker buddy, who works with 3d printing for some of his work
> stuff gave me a present yesterday - he says it took him a bit of
> time/trouble to get hold of the 3d printing pattern for it, but, it's a
> 20-sided die, like those used in dungeons and dragons, and other forms
> of role playing games, and it has both braille numbers, and normal print
> numbers on each of it's sides.
>
>
> The nice thing is it actually also has the number symbol included before
> each set of digits, which makes it easier to figure out which way is the
> right way up before reading the characters to see what's been rolled.
>
>
> And, in total, it's roundabout the size of a tennis ball, but, not too
> heavy, and seems like it's pretty long lasting material - will need to
> see how it reacts to rolling off a table-top a few times...
>
>
> Stay well
>
>
> Jacob Kruger
>
> Blind Biker
> Skype: BlindZA
> "Resistance is futile, but, acceptance is versatile..."
>
>
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Re: [Audyssey] A demo of the next game from N A Soft.

2016-08-03 Thread Dakotah Rickard
This sounds pretty cool. I'm not personally very familiar with the
underground, the subway, the metro, et cetera, but I like the idea of
a train sim that simulates trains, as it were.
I don't know if the tracks are always level, but I think it'd be
interesting to present challenges beyond schedules and timing, random
events, accidents, other trains, so forth and so on.
Overall, this is a fantastic concept alpha, and I'm looking forward to
seeing what more you choose to do.

On 8/3/16, Ian McNamara  wrote:
> When this game is available i will be getting it for sure. If i have my
> windows laptop by the time it’s ready for beta testing i would love to help
> out with this.
>
> Ian McNamara
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Re: [Audyssey] Solara gone?

2016-07-25 Thread Dakotah Rickard
Oh darn. It was fun while it lasted.

On 7/24/16, Joshua Tubbs  wrote:
> Solara is indeed gone.
>> On Jul 24, 2016, at 9:11 AM, Travis Siegel  wrote:
>>
>> I'm having the same problem, though I'm still getting messages about how
>> bored my heroes are, and how badly they want me to come back and play
>> 
>>
>>
>> On Wed, 20 Jul 2016, sylvester thomas III wrote:
>>
>>> Greetings All Solara Players!
>>> Had not played for a while but have noticed that you can no longer log
>>> in to the servers to play.
>>> I can not  connect on any of my devices, IPad, or IPhone, just keeps
>>> saying cannot connect to server, so thinking the game is dead?
>>> Wondered if any one has been able to connect in to play.
>>> Thanks and Game On!  Sly, who has been playing Pipe 2 again, Good Times!
>>>
>>> ---
>>
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Re: [Audyssey] Kitchensinc Games Erorr

2016-05-10 Thread Dakotah Rickard
Thanks. I've been looking for that file for some time now.

On 4/28/16, Josh Kennedy  wrote:
> ok first completely uninstall all of jim kitchen's games. and then
> install this version of his games.
>
> http://bryansmart.com/files/Kitchen's%20Sink/Kitchen's%20Sink%201.0%20Setup.exe
>
> let me know if they run after you install this package of all his games.
>
>
> On 4/28/2016 7:30 PM, Dakotah Rickard wrote:
>> Hi guys.
>> I'm hoping someone out there can help me resolve this. I'm trying to
>> run Kitchensinc games under Windows 10. I have done a clean install,
>> but it's still giving me trouble. Says bad method in object. Am I
>> missing files I need? I try running it under the compatibility
>> assistant\ and it sort of works, but ... well, not entirely correctly.
>> It doesn't appear to be accessing the kitchensinc documents folder for
>> configuration details.
>> Any help would be awesome.
>>
>> Signed:
>> Dakotah Rickard
>>
>
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[Audyssey] Kitchensinc Games Erorr

2016-04-28 Thread Dakotah Rickard
Hi guys.
I'm hoping someone out there can help me resolve this. I'm trying to
run Kitchensinc games under Windows 10. I have done a clean install,
but it's still giving me trouble. Says bad method in object. Am I
missing files I need? I try running it under the compatibility
assistant\ and it sort of works, but ... well, not entirely correctly.
It doesn't appear to be accessing the kitchensinc documents folder for
configuration details.
Any help would be awesome.

Signed:
Dakotah Rickard

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Re: [Audyssey] AudioQuake

2016-02-19 Thread Dakotah Rickard
I used lots of quake maps i found somewhere, don't remember where,
with little difficulty.
I would suggest that there's no way to know without playing around with it.

On 2/18/16, Tobias Vinteus  wrote:
> How much luck have people been having with the regular Quake levels and
> expansion packs?
>
> Also, when trying out previous versions of Audioquake, I experienced
> crashes when restoring saved games. Is this situation better now witht he
> newer builds?
>
>
> On Wed, 17 Feb 2016, Dakotah Rickard wrote:
>
>> Hi everyone.
>> I recently found the new, better way to play AudioQuake, the newer
>> version that's a zipped archive.
>> The difficulty is this. It don't understand how to add and play mods.
>> I changed the qmod to a zip and extracted it into its own sub
>> directory of the audioquake directory, but I don't know how to make it
>> play from within the launcher, and I don't know if I'm doing it all
>> the steps.
>> Hope for the help.
>>
>> --
>> Signed:
>> Dakotah Rickard
>>
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Re: [Audyssey] AudioQuake

2016-02-18 Thread Dakotah Rickard
It's just a zipped archive. No install necessary. Go to
www.audiogames.net, use the combo box to scroll down to audioquake,
click the home page link from there. I got your jediquake41 mod from a
link there as well.

On 2/18/16, Cara Quinn  wrote:
> Hi Dakotah,
>
> Can you point me to the link where you got that copy of AQ?
>
> It has been quite a while since I installed a mod to a pre-built copy of the
> game, so I will need to take a quick look at the folder structure to refresh
> my memory.
>
> I’ll keep looking around here to see if I have an old copy of the game I can
> look at as well.
>
> I have modded games here but I have built them from scratch so they’re not
> much help to you. :)
>
> Cheers!
>
> Cara
> ---
> iOS design and development - LookTel.com
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/models/Cara-Quinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Feb 17, 2016, at 9:03 AM, Dakotah Rickard 
> wrote:
>
> Hi everyone.
> I recently found the new, better way to play AudioQuake, the newer
> version that's a zipped archive.
> The difficulty is this. It don't understand how to add and play mods.
> I changed the qmod to a zip and extracted it into its own sub
> directory of the audioquake directory, but I don't know how to make it
> play from within the launcher, and I don't know if I'm doing it all
> the steps.
> Hope for the help.
>
> --
> Signed:
> Dakotah Rickard
>
> ---
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Re: [Audyssey] a few old space games

2016-02-17 Thread Dakotah Rickard
Hey. Honestly, I really would love to be of whatever help to you guys
I can be. Shoot me a line if anyone gets writer's block. I haven't
released anything yet, but I do actually do game design, locally, at
home. Hoping to get some stuff out there at some point, if my life
will ever let me sit down and learn Pithon.

On 2/10/16, Jeremy Brown  wrote:
> Jeremy here.  I'm the design half, so i'm the stupid half as far as code
> goes.
>
> Thanks for all the feedback.  We appreciate it.  As to Interceptor, as
> Aaron pointed out, Interceptor has a plan to go forward which will
> change the options for the game.  One thing we want to do there is to
> change up the fighter some, and have enemies play smarter.  We hadn't
> considered changing what form of ship you fly, but that is certainly a
> possibility worth tihnking about.  Right now, we have two other
> projects in process though.
>
> As to TKS being a multiplayer possibility, that's an interesting idea.
> If we went that route, we'd probably go the network route just to help
> justify the GDG connection.  You're not the only person in the world
> with wonky internet that dislikes that issue.  However, that said, we
> also want to move forward with making GDG more interesting as an
> option by adding some sort of leader boards or the like as well.  Any
> work in that direction will have to wait until Dentin has more time,
> so while we liked your ideas, it'll be a while before GDG gets a major
> overhaul.
>
> Our primary reason for using GDG, though many people seem to think
> it's the security, is also to avoid a lot of the hassal from the
> player's side about getting product keys, paying for games, and having
> access to a game years after the fact.  Dentin requires companies that
> use GDG to submit copies of the current stable code, so that he has a
> way to continue providing product to customers who have legitimately
> purchased a game.  As we have all seen on this list, sometimes real
> life interferes with a developer's life or other issues come up that
> make getting game keys or buying an old game impossible.  This system
> avoids some of that.  Don't get me wrong, we want to protect our work,
> but for us the ability to have a quick, easy, and safe credit card set
> up and a way for our customers to retain the rights to the games they
> have purchased outweighed the security issues.
>
> If GDG is not allowing you to continue the game once you reestablish
> contact, then something may be acting weird.  It was supposed to allow
> you to continue the game once it had reestablished that you were
> playing a legitimate copy.  That said, we'll look into it.
>
> We hope to be releasing our current project later this year, and we
> hope, it will continue to live up to the comments we've received about
> the current crop of games.  Keep the critiques coming, they help us
> improve the games, and we appreciate your input.  Take care,
>
> Jeremy
>
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
> ---
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[Audyssey] AudioQuake

2016-02-17 Thread Dakotah Rickard
Hi everyone.
I recently found the new, better way to play AudioQuake, the newer
version that's a zipped archive.
The difficulty is this. It don't understand how to add and play mods.
I changed the qmod to a zip and extracted it into its own sub
directory of the audioquake directory, but I don't know how to make it
play from within the launcher, and I don't know if I'm doing it all
the steps.
Hope for the help.

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Re: [Audyssey] a few space games

2016-02-09 Thread Dakotah Rickard
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
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Re: [Audyssey] Any news on aprone.

2016-01-29 Thread Dakotah Rickard
I hope everything's peachy with him, honestly. I did, however,
register for a swamp account and that got taken care of without
anything. However, I sent him a personal email which had no reply. I
hope he and his family are well.

On 1/29/16, jacob Kruger  wrote:
> I 'see' his last post on audiogames.net was in November last year?
> (according to his forum profile)
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> On 2016-01-29 8:07 PM, loriduncan wrote:
>> I do too, it's very worrying.
>>
>> -Original Message- From: john
>> Sent: Friday, January 29, 2016 5:30 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Any news on aprone.
>>
>> Aprone hasn't been heard from for a while actually, though I'd find it
>> hard
>> to believe he'd back out of the audiogames scene.
>>
>> --
>> From: "loriduncan" 
>> Sent: Friday, January 29, 2016 12:26
>> To: 
>> Subject: [Audyssey] Any news on aprone.
>>
>> Hi, is there any word on where Aprone is with developing the next Swamp
>> update, or indeed if he's even still game developing?  I have sent him
>> emails reguarding bugs in both Swamp and Castaways, but have had no
>> response, and he doesn't seem to be on the forrums either.
>>
>> Hopefully he hasn't gone the way of so many other developers and
>> backed out
>> through lack of money or interest.  That would be a terrible shame.
>>> From Lori.
>>
>>
>> ---
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>>
>>
>
>
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Re: [Audyssey] gaming on windows tablets?

2016-01-24 Thread Dakotah Rickard
Or cycling through a case of sd cards. That's a slightly frustrating
experience, but it works.

On 12/17/15, john  wrote:
> You will not get a large amount of storage with a tablet. If that's a major
>
> point for you, its laptop or external hdd only.
>
> --
> From: "Darren Harris" 
> Sent: Thursday, December 17, 2015 10:16
> To: "'Gamers Discussion list'" 
> Subject: Re: [Audyssey] gaming on windows tablets?
>
> Hi,
>
> Thanks for this.
>
> Do you know how well window eyes would work on 1 of these tablets? This is
> the screen reader that I use.
>
> In addition, have you seen a surface? Are they any good?
>
> I've had laptops over the years and whilst I do like them, the biggest
> problem I think for me with laptops is that they are quite heavy and the
> battery never seems to last that long.
>
>
> Having been an iPad user for around 3 years now I've gotten used to the
> long
> battery life an iPad bosts. I do use a Bluetooth keyboard with my iPad.
>
> So yes I'm looking for something that's small ish but not too small as to
> not be compatible with things, pretty powerful obviously with plenty of
> space on the drive.
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 17 December 2015 15:03
> To: Gamers Discussion list
> Subject: Re: [Audyssey] gaming on windows tablets?
>
> Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows
> device for about a year.
> It has the Atom processor they all have, which escapes my memory at the
> moment, but I know it's a z something. They either all have the f or g
> varient of that processor until you get into the laptop price point, where
> you start seeing intel Core brand.
> The thing is the one I've tried is a 2 GB ram variety. I wanted to see what
> a 1 GB was like, but I imagine it makes much more use of the page file and
> therefore suffers a little.
> They all use MMC, which is like an sd card, until you get into big name
> ones
> like the Ms Surface. I can tell you this right now. We do not have any
> games
> that will tax the system. If you want to play Swamp, either get a bluetooth
> mouse or something similar, and you'll be fine.
> I'm about to go into technical stuff. I've finished my basic info packet,
> so
> if you're not interested in product reviews and recommended configurations,
> you can stop here.
> As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter.
> The
> Windows tablet market has exploded at this point manufatcturers popping up
> with new ones fairly frequently. When I bought in, there were just a few:
> the Dell Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other,
> mine, with 64 gb and 2 gigs of ram), the Toshiba Encore 2 (with similar
> specs), the Lenovo Miix2 which was in my oppinion, the worse buy), and the
> TransformerBook by either Asus or Acer (I have a hard time with keeping
> those straight).
> My Dell has served me well. I bought a Fintie Folio case which came with a
> bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also
> bought a bluetooth mouse. Both are sufficient for gaming, though the
> keyboard is a little bit truncated. If you take gaming very seriously, I
> suggest a workstation setup at home with a dedicated Bluetooth keyboard and
> mouse, or a keyboard with trackpad if you prefer.
> Please be aware that any of those early adopters tend to have some slight
> issues. My Dell wireless card occasionally decides to flip out, taking the
> bluetooth with it. A quick restart generally fixes this, but It's something
> to be aware of, especially if you don't take the time to learn how to use
> your touchscreen with a screen reader. Speaking of screen readers, I
> haven't
> used the Jaws For Windows screen reader in several years. NVDA is my
> current
> preference, and it works well enough on my tablet. In fact, I strongly
> suggest the touchscreen add-on, as the tablet's touchscreen can actually be
> quite useful. Aside from this, I have used Microsoft Narrator with great
> success on a keyboard and on the touchscreen. Far gone are the days where
> Narrator is a joke. NVDA is better, but Narrator is far from crap. It's
> probably right around as good as Talkback, if you use Android, though not
> quite so good as Voiceover. It has the advantage of always working in every
> prompt, something which NVDA (and JAWS for Windows, as I understand) don't.
> It is good, in my oppinion, to learn Narrator at least a little. It's on
> every Windows computer, 

Re: [Audyssey] gaming on windows tablets?

2016-01-15 Thread Dakotah Rickard
The plain fact is that the Windows on these is generally 32-bit.
Also, as for "running stuff off an sd card" that's just how these are made now.
As for the surface, as I said you might be better off going with a laptop if 
you're getting into that price point. It's not that the surface is bad. Far 
from it. It's just that the Surface is kind of like the ultrabook of tablets. 
What I mean is that its footprint is good. If you get the Surface or Surface 
Pro 3, you're not looking at dealing with Windows RT, which we can't really 
use. It's just that the surface is generally several hundred dollars. At that 
point, you could just get a laptop with a decent battery and an ssd which might 
suit your needs better.
I have several games, dropbox, and basic productivity stuff on my tablet, and 
that does take me past the 32 gb mark. However, I was floating beneath that for 
a good while. You also must remember that you can install games to sd cards. 
It's not a bad setup, just one you should consider carefully.

Sent from my iPhone

> On Dec 17, 2015, at 10:28, john  wrote:
> 
> The idea of running an OS off an sd card is rather scary to me. Also, 32 gb 
> is barely enough to run windows itself for any length of time - the only 
> major games I have on this laptop are a couple of GMA titles, mush-z and 
> swamp, and I'm already passed (well past) that point. I'd also note that any 
> modern windows will practically require 4gb of ram - you may be able to get 
> away with 2, but I pitty you if you try to do more than one or two things at 
> a time.
> 
> --
> From: "Dakotah Rickard" 
> Sent: Thursday, December 17, 2015 10:02
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] gaming on windows tablets?
> 
> Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows 
> device for about a year.
> It has the Atom processor they all have, which escapes my memory at the 
> moment, but I know it's a z something. They either all have the f or g 
> varient of that processor until you get into the laptop price point, where 
> you start seeing intel Core brand.
> The thing is the one I've tried is a 2 GB ram variety. I wanted to see what 
> a 1 GB was like, but I imagine it makes much more use of the page file and 
> therefore suffers a little.
> They all use MMC, which is like an sd card, until you get into big name ones 
> like the Ms Surface. I can tell you this right now. We do not have any games 
> that will tax the system. If you want to play Swamp, either get a bluetooth 
> mouse or something similar, and you'll be fine.
> I'm about to go into technical stuff. I've finished my basic info packet, so 
> if you're not interested in product reviews and recommended configurations, 
> you can stop here.
> As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter. The 
> Windows tablet market has exploded at this point manufatcturers popping up 
> with new ones fairly frequently. When I bought in, there were just a few: 
> the Dell Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other, 
> mine, with 64 gb and 2 gigs of ram), the Toshiba Encore 2 (with similar 
> specs), the Lenovo Miix2 which was in my oppinion, the worse buy), and the 
> TransformerBook by either Asus or Acer (I have a hard time with keeping 
> those straight).
> My Dell has served me well. I bought a Fintie Folio case which came with a 
> bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also 
> bought a bluetooth mouse. Both are sufficient for gaming, though the 
> keyboard is a little bit truncated. If you take gaming very seriously, I 
> suggest a workstation setup at home with a dedicated Bluetooth keyboard and 
> mouse, or a keyboard with trackpad if you prefer.
> Please be aware that any of those early adopters tend to have some slight 
> issues. My Dell wireless card occasionally decides to flip out, taking the 
> bluetooth with it. A quick restart generally fixes this, but It's something 
> to be aware of, especially if you don't take the time to learn how to use 
> your touchscreen with a screen reader. Speaking of screen readers, I haven't 
> used the Jaws For Windows screen reader in several years. NVDA is my current 
> preference, and it works well enough on my tablet. In fact, I strongly 
> suggest the touchscreen add-on, as the tablet's touchscreen can actually be 
> quite useful. Aside from this, I have used Microsoft Narrator with great 
> success on a keyboard and on the touchscreen. Far gone are the days where 
> Narrator is a joke. NVDA is better, but Narrator is far from crap. It's 
> probably right around as good as Talkback,

Re: [Audyssey] gaming on windows tablets?

2015-12-17 Thread Dakotah Rickard
Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows 
device for about a year.
It has the Atom processor they all have, which escapes my memory at the moment, 
but I know it's a z something. They either all have the f or g varient of that 
processor until you get into the laptop price point, where you start seeing 
intel Core brand.
The thing is the one I've tried is a 2 GB ram variety. I wanted to see what a 1 
GB was like, but I imagine it makes much more use of the page file and 
therefore suffers a little.
They all use MMC, which is like an sd card, until you get into big name ones 
like the Ms Surface. I can tell you this right now. We do not have any games 
that will tax the system. If you want to play Swamp, either get a bluetooth 
mouse or something similar, and you'll be fine.
I'm about to go into technical stuff. I've finished my basic info packet, so if 
you're not interested in product reviews and recommended configurations, you 
can stop here.
As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter. The 
Windows tablet market has exploded at this point manufatcturers popping up with 
new ones fairly frequently. When I bought in, there were just a few: the Dell 
Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other, mine, with 64 
gb and 2 gigs of ram), the Toshiba Encore 2 (with similar specs), the Lenovo 
Miix2 which was in my oppinion, the worse buy), and the TransformerBook by 
either Asus or Acer (I have a hard time with keeping those straight).
My Dell has served me well. I bought a Fintie Folio case which came with a 
bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also bought 
a bluetooth mouse. Both are sufficient for gaming, though the keyboard is a 
little bit truncated. If you take gaming very seriously, I suggest a 
workstation setup at home with a dedicated Bluetooth keyboard and mouse, or a 
keyboard with trackpad if you prefer.
Please be aware that any of those early adopters tend to have some slight 
issues. My Dell wireless card occasionally decides to flip out, taking the 
bluetooth with it. A quick restart generally fixes this, but It's something to 
be aware of, especially if you don't take the time to learn how to use your 
touchscreen with a screen reader. Speaking of screen readers, I haven't used 
the Jaws For Windows screen reader in several years. NVDA is my current 
preference, and it works well enough on my tablet. In fact, I strongly suggest 
the touchscreen add-on, as the tablet's touchscreen can actually be quite 
useful. Aside from this, I have used Microsoft Narrator with great success on a 
keyboard and on the touchscreen. Far gone are the days where Narrator is a 
joke. NVDA is better, but Narrator is far from crap. It's probably right around 
as good as Talkback, if you use Android, though not quite so good as Voiceover. 
It has the advantage of always working in every prompt, something which NVDA 
 (and JAWS for Windows, as I understand) don't. It is good, in my oppinion, to 
learn Narrator at least a little. It's on every Windows computer, and it's good 
to know it in case a better option is unavailable for whatever reason.
Frankly, I strongly recommend a different tablet. The Nextbook Flexx 10.1 and 
11.6 inch are both good. Both come with a keyboard that sticks on with a 
latching connection. It includes a trackpad, and the keyboard has two standard 
size usb ports, if you want to plug stuff in. Both the 10 and 11 inch varients 
come with 2 gigs of ram and the same intel Atom processor.
However, generally the reasons for getting a tablet are multiple. Price is 
generally a factor, as is portability. I have loved my Dell for that. It's an 
8-inch tablet, so there've been plenty of times where I could put it in a 
pocket. That's freedom.
The other reason is price. The Intel Atom equipped tablets are generally 
cheaper than laptops all-round.
Let's keep these in mind. If you look into the Nextbooks, there are 7 and 8 
inch varieties. These do have 32 gb of internal storage which is fine, I'll get 
to that in a second, but they both only have a gig of ram. 1 gb of ram is, by 
me at least, untested. As for space, 32 gb can fill up pretty fast, but 
frankly, most of our games deal best with being installed to a non-default 
location, so using sd cards just makes sense. All Windows tablets support up to 
64 gb micro sd cards, and 32 gb cards are particularly cheap right now. Be 
careful and selective, and you'll have plenty of space. I have appreciated my 
64 gb tablet, but having 32 gb of space is not a dealbreaker. Just keep in mind 
the ram.
The other reason I mentioned was price. There's no doubt. If you shop around 
and buy new, tablets are generally cheaper until you get into  Microsoft 
Surface territory and similar. That 11-inch Nextbook two-in-one (tech speak for 
a tabletish laptop or a laptopish tablet) is, right now, a little over $200. It 
gets cheaper. I've seen it down hovering just

Re: [Audyssey] DMNB questions

2015-11-11 Thread Dakotah Rickard
I actually really support him in this, as long as he's careful.
In the mainstream game Skyrim, people complained the world was small.
Actually, it was really quite large. The problem is, people had a way
to travel quickly from place to place. DMNB was the same. The ships
all had unique layouts, but people just teleported from place to
place. If he's into the game, it'll be better.
Personally, I think he'll do it, but dm is an active universe project
with lots of entries. Let's see what happens.
Also, I really hope someone else will make another MMO. It's awesome
to see us slightly move away from muds and more toward realtime MMO
style gameplay. I only wish I had the skill to do it myself. It would
be awesome. Maybe when my kids are older, or maybe if the moon turns
blue.

On 11/9/15, Shaun Everiss  wrote:
> Well it got unstable and died to much and had to many features and stuff
> so it was shelved.
> Aparently the new one will be more exploration based with no teleports
> and stuff to put it in line with the sidescroler project alpha.
> Aparently it was to much like a mud.
> I am sure  it will eventually be payed, but will it die?
> Probably the thread has really dried up now and I am not sure if it will
> actually be that good.
> I don't want a game b exactly like entombed 1 where I spend 5 days
> moving from place to place, and several hours exploring everywhere by
> myself.
> There will be crewed missions to but who knows.
> The game for me is dead, it may come back but if you were looking for
> the standard game thats gone.
> I am not sure when the new vversion will come, but it probably won't last.
>
>
>
> On 9/11/2015 4:42 p.m., ishan dhami wrote:
>> Hi
>> so this time DMNB will not run any more.
>> O I love this game.
>> shon will he is making a paid version of this?
>> Thanks
>> Ishan
>>
>> On 11/6/15, Shaun Everiss  wrote:
>>> Well danny and myself have parted ways some time back.
>>> He was responding to to many user suggestions.
>>> And so decided to shelve the game and switch to this newer one.
>>> However thats where I drop out sadly.
>>> I kept going with it till life got in the way, I hoped in vain I'd
>>> actually get back into it but suddenly after being away from the game
>>> for some time realised that while I pretended to like it and want to
>>> play that it was not my life anymore.
>>> I am not sure if I will return to it.
>>> If its a pay once game maybe I will buy it just to support him but if
>>> its like swamp subscription then I don't know.
>>> I have issues trying to stay undestracted at the best of times.
>>> I know for example that I havn't really finnished everything I planned
>>> to do today or other days and to be honest people are pushing me to not
>>> be on the computer.
>>> That really means I can't play online games all the time or in fact stay
>>> online all the time.
>>> At any rate games are a winter thing and as long as it stays hot like
>>> this I actually will eventually like to shut down my computer time to
>>> the minimum over the summer months.
>>> I have just been told that there is an unschedualed holiday in june.
>>> June is winter and winter is when I will be most active.
>>> With one of those months out of circulation with all the backlog it may
>>> take me a little while to get back on so at most I don't know.
>>> The reason I am active over the winter is because its cold and I have
>>> nothing to do, but in summer the house bakes.
>>> My computer bakes and so do I.
>>>
>>>
>>>
>>> On 6/11/2015 5:22 p.m., Dakotah Rickard wrote:
>>>> Actually, he did say he was pulling the game for a major overhaul.
>>>> Leaving the stable version up posed two problems:
>>>> 1: The version up still produced significant errors, and keeping track
>>>> of that was consuming too much time.
>>>> 2: the rewritten version is going to be significantly different from
>>>> what is currently available. Thus, he's not continuuing the legacy
>>>> edition.
>>>>
>>>>
>>>> On 11/5/15, ishan dhami  wrote:
>>>>> hi friends!
>>>>> where is the science fiction audio mud DMNB goes?
>>>>> I mean in audiogames.net data base the game is still available but in
>>>>> the reality softwares site it is not available.
>>>>> the strange thing is that the author of this game Mr danny wrote about
>>>>> various changes in the latest news s

Re: [Audyssey] DMNB questions

2015-11-05 Thread Dakotah Rickard
Actually, he did say he was pulling the game for a major overhaul.
Leaving the stable version up posed two problems:
1: The version up still produced significant errors, and keeping track
of that was consuming too much time.
2: the rewritten version is going to be significantly different from
what is currently available. Thus, he's not continuuing the legacy
edition.


On 11/5/15, ishan dhami  wrote:
> hi friends!
> where is the science fiction audio mud DMNB goes?
> I mean in audiogames.net data base the game is still available but in
> the reality softwares site it is not available.
> the strange thing is that the author of this game Mr danny wrote about
> various changes in the latest news section. but after downloading this
> game from AG this game is not working.
> My internet connection is fully supportable to the game
> so why it is not working?
> another question
> if a person is giving the news of latest changes in DMNB why he will
> discontinue this game to download?
> Have he talked about this in audiogames.net forum?
> Thanks
> Ishan
>
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Re: [Audyssey] Fwd: A Blind Legend, New Audio Game, Now On Google Play

2015-10-18 Thread Dakotah Rickard
Now if they'll just put out a Windows Phone version...

On 10/6/15, Josh K  wrote:
>
>
> follow me on twitter @joshknnd1982
>
>
>
>  Forwarded Message 
> Subject:  A Blind Legend, New Audio Game, Now On Google Play
> Date: Tue, 6 Oct 2015 04:58:55 -0700 (PDT)
> From: Trenton Matthews 
> Reply-To: eyes-f...@googlegroups.com
> To:   eyes-free 
>
>
>
> Before we go on, the "inapp purchase," is for buying more lives. That's
> it. Anyway, on with the link and description!
>
> https://play.google.com/store/apps/details?id=com.dowino.ABlindLegend
>
> It’s the first-ever mobile action-adventure game without video – where
> ears replace eyes!
> Discover the original, innovative sensory experience of binaural 3D sound.
>
> HEADPHONES ARE COMPULSORY!
> AUDIO GAME FULLY ACCESSIBLE TO BLIND AND VISUALLY IMPAIRED PEOPLE
>
> Your eyes will be of no help.
> So close them, sharpen your hearing and your blade…
> And embark on an epic, perilous rite of passage.
>
> How do you play?
>
> Put on your headphones and use your smartphone’s touchscreen like a
> joystick:
>
> - to move around freely;
> - to fight using your sword;
> - to defend yourself and protect yourself with your shield during epic
> fights;
> - to repel your enemies and perform combos!
>
> Live the adventures of Edward Blake, the famous blind knight! Guided by
> your daughter Louise, you must find your way and avoid the many traps
> that lie in store in the High Castle Kingdom, while confronting
> dangerous enemies!
>
> This serious game is fully accessible to visually impaired people, and
> is aimed at anyone who’s eager for an original, immersive sensory
> experience through a ground-breaking video game. And because the player
> is the character, it will help raise public awareness of this kind of
> disability.
>
> It is free to download and was co-created thanks to support from a
> community of fans who helped with the crowdfunding campaign
> (www.ulule.com/a-blind-legend) and in a co-production with France
> Culture, a Radio France station.
>
> This hack-and-slash game, with a heroic-fantasy flavour, harnesses the
> innovative technology of binaural sound, which delivers a gripping 3D
> soundscape and brings characters and actions vividly to life around the
> player – as if they were actually in the game!
>
>
> Updated
> September 30, 2015
>
> Size
> 25M
>
> Installs
> 100 - 500
>
> Current Version
> 1.1.3
>
> Requires Android
> 4.2 and up
>
> Content Rating
> Teen
> Violence, Blood, Language
> --
> To report violations of our ground rules or content guidelines, contact
> eyes-free+own...@googlegroups.com. -- https://goo.gl/rDveM8
> ---
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Re: [Audyssey] QR Codes

2015-10-18 Thread Dakotah Rickard
First of all, I can't help you with your question. However, I'm
tremendously curious: 64-oz games? What and where?

On 10/18/15, Christina  wrote:
> Hello.  I just got a game and accessibility kit from 64-OZ Games.  Some of
> the cards have QR codes on them that I can scan with my iPhone.  What is a
> good app that will do this?
> Thanks.
> Christina
>
>
>
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-16 Thread Dakotah Rickard
y.
>
> all the best,
>
> Dark.
> - Original Message -
> From: "Charles Rivard" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, October 07, 2015 5:24 PM
> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
> Arena,BlindSide, and A Blind Legend.
>
>
>> Only thin, though, is that the motion sensors are in the device, not the
>> controller.  That would be kind of like trying to tilt your phone with a
>> Bluetooth keyboard, wouldn't it?  It won't work.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished, you! really! are! finished!
>> - Original Message -
>> From: "Dakotah Rickard" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, October 07, 2015 9:24 AM
>> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
>> Arena,BlindSide, and A Blind Legend.
>>
>>
>>> For Blindside and Audio Defense, at least, it would be interesting to
>>> have these controlers. I haven't played Blind Legend, so ... no opinion.
>>>
>>> It's always nice to have multiple options.
>>> Still, the two games I have played offer the most emersion with the
>>> accelerometer option. The finger swipe option is workable, as (I suppose)
>>>
>>> is the tilt option for some, but the motion control option feels most ...
>>>
>>> interactive. I think that adding the controlers to these titles would be
>>>
>>> cool, but I'd also like, maybe like more, if the developers were simply
>>> more aware of our interest in these devices. IF people are more aware of
>>>
>>> our interest and the devices's availability, I'm sure they could come up
>>>
>>> with even more interesting and appropriate titles for the controler style
>>>
>>> of gameplay.
>>>
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>>> On Oct 6, 2015, at 13:26, Charles Rivard  wrote:
>>>>
>>>> I think that your iDevice should be the controller.  That's what the
>>>> motion sensors are for.
>>>>
>>>> ---
>>>> Be positive!  When it comes to being defeated, if you think you're
>>>> finished, you! really! are! finished!
>>>> - Original Message - From: "Gmail" 
>>>> To: "Gamers Discussion List" 
>>>> Sent: Tuesday, October 06, 2015 12:05 PM
>>>> Subject: [Audyssey] iPhone game controllers for games like Zombie
>>>> Arena,BlindSide, and A Blind Legend.
>>>>
>>>>
>>>>> Accessible games on iOS probably don't have any support for ^these
>>>>> controllers, but wouldn't it be cool if they did? It would be awesome
>>>>> to get controller support for titles like Zombie Arena, BlindSide, and
>>>>>
>>>>> A Blind Legend. I'm not sure how this all works, but I ink the
>>>>> developer has to support individual controllers. Having never used any
>>>>>
>>>>> of these devices, I can't speak to the quality or usability of any of
>>>>> them.
>>>>>
>>>>> What do you all think? Would having controller support for any of these
>>>>>
>>>>> games be something you'd like to see?
>>>>>
>>>>>
>>>>> Thanks,
>>>>> Ari
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>> If you want to leave the list, send E-mail to
>>>>> gamers-unsubscr...@audyssey.org.
>>>>> You can make changes or update your subscription via the web, at
>>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>> All messages are archived and can be searched and read at
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>>>>> If you have any questions or concerns regarding the management of the
>>>>> list,
>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>>
>>>>> -
>>>>> No virus found in this message.
>>>>> Checked by AVG - www.avg.com
>>>>> Version: 2015.0.6140 / Virus Database: 4435/10768 - Release Date:
>>>>> 10/06/15
>>>>
>>>>
>>>> ---
>>>> Gamers mailing list __ Gamers@audyssey.org
>>>> If you want 

Re: [Audyssey] A blind legend.

2015-10-15 Thread Dakotah Rickard
Just finished it.
Really wishing there was more to see. Also, I wanted to learn more about Blake.

On 10/15/15, loriduncan  wrote:
> Hi not sure how large the actual game is, but when you start it up for the
> first time it takes a few minutes to download the game's audio files.  It'll
>
> last for much longer than 20 minutes and is very emersive.
>
> -Original Message-
> From: Darren Harris
> Sent: Wednesday, October 14, 2015 8:22 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] A blind legend.
>
> Hi,
>
> Was just wondering how large this game is. I mean is it 1 of tthese games
> that is over in 20 minutes? What's its replay value?
>
> -Original Message-----
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 14 October 2015 20:18
> To: Gamers Discussion list
> Subject: Re: [Audyssey] A blind legend.
>
> Hi. You earn lives back at a rate of one per twenty minutes.
> As for the sword, have you tried using your shield to protect
> yourself, to get an idea of when to swing? You can also use it to bash
> opponents' weapons aside, letting you get a couple hits in. Not every
> enemy will let you hit them as they shout or strike.
>
> On 10/15/15, loriduncan  wrote:
>> Hi guys, I'm having problems fighting in the game A Blind Legend.  When
> I'm
>>
>> swiping to aim my sword, I hear the merceneries on my right, but when I
>> swipe right I'm unable to hit them and only end up being hit instead and
>> eventually end up dying.  I'm really loving this game and am totally
>> captivated by the story, pluss I want to slit that king's throat from ear
> to
>>
>> ear lol.  I have no trouble killing the cave monsters with my sword, it's
>> just the bandets I met on the road which I can't seem to hit.  I usually
>> strike after I hear them shout something, or when I hear their grunt as
> they
>>
>> take a swing at me, but I still can't seem to find the right balance.
>> Hopefully someone could give me some tips.  Also when I died the game
>> told
>> me I have 4 lives left, but then I got a message saying next life in 20
>> minutes?  Thanks from Lori.
>>
>>
>> ---
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>> gamers-unsubscr...@audyssey.org.
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> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
> Signed:
> Dakotah Rickard
>
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Re: [Audyssey] A blind legend.

2015-10-14 Thread Dakotah Rickard
Don't know if it has replay value, but it's not over in twenty
minutes. I finished Nightjar in about an hour, the oringinal Papa
Sangre in maybe two and a half. I'm still not done with this one, and
it's been several. Now, once I'm done, I may never play it again, but
it's worth playing, at least once.

On 10/14/15, Darren Harris  wrote:
> Hi,
>
> Was just wondering how large this game is. I mean is it 1 of tthese games
> that is over in 20 minutes? What's its replay value?
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 14 October 2015 20:18
> To: Gamers Discussion list
> Subject: Re: [Audyssey] A blind legend.
>
> Hi. You earn lives back at a rate of one per twenty minutes.
> As for the sword, have you tried using your shield to protect
> yourself, to get an idea of when to swing? You can also use it to bash
> opponents' weapons aside, letting you get a couple hits in. Not every
> enemy will let you hit them as they shout or strike.
>
> On 10/15/15, loriduncan  wrote:
>> Hi guys, I'm having problems fighting in the game A Blind Legend.  When
> I'm
>>
>> swiping to aim my sword, I hear the merceneries on my right, but when I
>> swipe right I'm unable to hit them and only end up being hit instead and
>> eventually end up dying.  I'm really loving this game and am totally
>> captivated by the story, pluss I want to slit that king's throat from ear
> to
>>
>> ear lol.  I have no trouble killing the cave monsters with my sword, it's
>> just the bandets I met on the road which I can't seem to hit.  I usually
>> strike after I hear them shout something, or when I hear their grunt as
> they
>>
>> take a swing at me, but I still can't seem to find the right balance.
>> Hopefully someone could give me some tips.  Also when I died the game
>> told
>> me I have 4 lives left, but then I got a message saying next life in 20
>> minutes?  Thanks from Lori.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
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> Dakotah Rickard
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Re: [Audyssey] A blind legend.

2015-10-14 Thread Dakotah Rickard
Hi. You earn lives back at a rate of one per twenty minutes.
As for the sword, have you tried using your shield to protect
yourself, to get an idea of when to swing? You can also use it to bash
opponents' weapons aside, letting you get a couple hits in. Not every
enemy will let you hit them as they shout or strike.

On 10/15/15, loriduncan  wrote:
> Hi guys, I'm having problems fighting in the game A Blind Legend.  When I'm
>
> swiping to aim my sword, I hear the merceneries on my right, but when I
> swipe right I'm unable to hit them and only end up being hit instead and
> eventually end up dying.  I'm really loving this game and am totally
> captivated by the story, pluss I want to slit that king's throat from ear to
>
> ear lol.  I have no trouble killing the cave monsters with my sword, it's
> just the bandets I met on the road which I can't seem to hit.  I usually
> strike after I hear them shout something, or when I hear their grunt as they
>
> take a swing at me, but I still can't seem to find the right balance.
> Hopefully someone could give me some tips.  Also when I died the game told
> me I have 4 lives left, but then I got a message saying next life in 20
> minutes?  Thanks from Lori.
>
>
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-11 Thread Dakotah Rickard
The controllers that I'm aware of connect via bluetooth.
They are generally a little limited in scope. There aren't that many
games, that I'm aware of, that actually use them. it's the trouble
with these controllers. I don't know how they're implemented, if
there's a common library for their use, if they give the same data to
the device, anything.
Also, Shawn, iOS is a little picky about what it lets connect via
bluetooth. In theory, you could use a wii controller, though I think
that the app would have to handle the connection, as the phone would,
I think, not allow it.

On 10/10/15, Scott Chesworth  wrote:
> So far as I know, the genres that got third party iOS controllers to
> market was remakes and emulations of retro titles, where there was no
> support for the motion sensors in newer devices. Most of those early
> models of controller had either a slot or some form of mounting so
> that your iPhone or iPod Touch sat securely atop the controller
> positioned in such a way that its screen became the screen of what was
> intended to be a makeshift handheld game console. I haven't kept up
> with the market since investigating a few of the early options, but
> would be surprised if the manufacturers have abandoned that approach
> entirely. Point being that if newer games supported the controller
> hardware and also motion sensors, you could in theory have the best of
> all three forms of interaction... gestures, motion, and buttons. Only
> difference from now is that you'd potentially be making the motions
> with something more ergonomic in your hand than an iPhone. It's
> already in effect on mainstream consoles, so why not iOS next I guess.
>
> Interesting topic. I'll probably look more into this soon to see
> whether there's a form of entertainment I've missed out on that'd make
> time pass quicker on my way back from the day job.
>
> Scott
>
>
> On 10/7/15, Charles Rivard  wrote:
>> Only thin, though, is that the motion sensors are in the device, not the
>> controller.  That would be kind of like trying to tilt your phone with a
>> Bluetooth keyboard, wouldn't it?  It won't work.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished,
>>
>> you! really! are! finished!
>> - Original Message -
>> From: "Dakotah Rickard" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, October 07, 2015 9:24 AM
>> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
>> Arena,BlindSide, and A Blind Legend.
>>
>>
>>> For Blindside and Audio Defense, at least, it would be interesting to
>>> have
>>>
>>> these controlers. I haven't played Blind Legend, so ... no opinion. It's
>>> always nice to have multiple options.
>>> Still, the two games I have played offer the most emersion with the
>>> accelerometer option. The finger swipe option is workable, as (I
>>> suppose)
>>>
>>> is the tilt option for some, but the motion control option feels most
>>> ...
>>>
>>> interactive. I think that adding the controlers to these titles would be
>>> cool, but I'd also like, maybe like more, if the developers were simply
>>> more aware of our interest in these devices. IF people are more aware of
>>> our interest and the devices's availability, I'm sure they could come up
>>> with even more interesting and appropriate titles for the controler
>>> style
>>>
>>> of gameplay.
>>>
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>>> On Oct 6, 2015, at 13:26, Charles Rivard  wrote:
>>>>
>>>> I think that your iDevice should be the controller.  That's what the
>>>> motion sensors are for.
>>>>
>>>> ---
>>>> Be positive!  When it comes to being defeated, if you think you're
>>>> finished, you! really! are! finished!
>>>> - Original Message - From: "Gmail" 
>>>> To: "Gamers Discussion List" 
>>>> Sent: Tuesday, October 06, 2015 12:05 PM
>>>> Subject: [Audyssey] iPhone game controllers for games like Zombie
>>>> Arena,BlindSide, and A Blind Legend.
>>>>
>>>>
>>>>> Accessible games on iOS probably don't have any support for ^these
>>>>> controllers, but wouldn't it be cool if they did? It would be awesome
>>>>> to
>>>>>
>>>>> get controller support for titles like Zombie Aren

Re: [Audyssey] games for IOS?

2015-10-07 Thread Dakotah Rickard
;>>
>>>>>>> -
>>>>>>> No virus found in this message.
>>>>>>> Checked by AVG - www.avg.com
>>>>>>> Version: 2015.0.6140 / Virus Database: 4435/10774 - Release Date:
>>>>>>> 10/07/15
>>>>>>
>>>>>> ---
>>>>>> Gamers mailing list __ Gamers@audyssey.org
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>>>>>> list,
>>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>> Sent from a Braille Sense
>>>>>
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>>>>>
>>>>>
>>>>> -
>>>>> No virus found in this message.
>>>>> Checked by AVG - www.avg.com
>>>>> Version: 2015.0.6140 / Virus Database: 4435/10775 - Release Date:
>>>>> 10/07/15
>>>>
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>>>> list,
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>>> Sent from a Braille Sense
>>>
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>>
>>
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-07 Thread Dakotah Rickard
For Blindside and Audio Defense, at least, it would be interesting to have 
these controlers. I haven't played Blind Legend, so ... no opinion. It's always 
nice to have multiple options.
Still, the two games I have played offer the most emersion with the 
accelerometer option. The finger swipe option is workable, as (I suppose) is 
the tilt option for some, but the motion control option feels most ... 
interactive. I think that adding the controlers to these titles would be cool, 
but I'd also like, maybe like more, if the developers were simply more aware of 
our interest in these devices. IF people are more aware of our interest and the 
devices's availability, I'm sure they could come up with even more interesting 
and appropriate titles for the controler style of gameplay.


Signed:
Dakotah Rickard

> On Oct 6, 2015, at 13:26, Charles Rivard  wrote:
> 
> I think that your iDevice should be the controller.  That's what the motion 
> sensors are for.
> 
> ---
> Be positive!  When it comes to being defeated, if you think you're finished, 
> you! really! are! finished!
> - Original Message - From: "Gmail" 
> To: "Gamers Discussion List" 
> Sent: Tuesday, October 06, 2015 12:05 PM
> Subject: [Audyssey] iPhone game controllers for games like Zombie 
> Arena,BlindSide, and A Blind Legend.
> 
> 
>> Accessible games on iOS probably don't have any support for ^these 
>> controllers, but wouldn't it be cool if they did? It would be awesome to get 
>> controller support for titles like Zombie Arena, BlindSide, and A Blind 
>> Legend. I'm not sure how this all works, but I ink the developer has to 
>> support individual controllers. Having never used any of these devices, I 
>> can't speak to the quality or usability of any of them.
>> 
>> What do you all think? Would having controller support for any of these 
>> games be something you'd like to see?
>> 
>> 
>> Thanks,
>> Ari
>> ---
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>> 
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2015.0.6140 / Virus Database: 4435/10768 - Release Date: 10/06/15
> 
> 
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Re: [Audyssey] games for IOS?

2015-10-07 Thread Dakotah Rickard
Honestly, if your district has restricted it you're pretty much out of luck. 
You can't sideload apps on an apple device the same way you can on an Android 
one. Even if you had the app store icon (which you probably do somewhere 
because there's no multi-user support as I know of), but even if you had the 
icon, you'd need an ID and password. That's just the plain facts.
Trying to get around that somehow might, possibly, work, depending on how it's 
been restricted, but they'll know, and you'll probably lose the device, and 
more importantly, their trust.

Signed:
Dakotah Rickard

> On Oct 7, 2015, at 07:32, rajmund  wrote:
> 
> Hello,
> Let me just clear up something.  I did think about downloading things with a 
> PC, it would work, they couldn't tell, but no PC.  I have also thought of 
> making an ID, for things like IMessage and that, but not sure whether a note 
> taker could do it.  But back to the topic, I can't reformat it, it wants a 
> password.  Although, I'm not completely restricted, things could be put onto 
> it.  And I wouldn't lose anything, since I'm not putting anything personal on 
> it, because they can see it.  So I guess the question here is, is there a way 
> of getting games, without an ID?
> 
> Sent from a BrailleNote
> 
> - Original Message -
> From: Shaun Everiss  To: Gamers Discussion list  Date sent: Thu, 8 Oct 2015 00:11:12 +1300
> Subject: Re: [Audyssey] games for IOS?
> 
> Hmmm thats a problem.
> So you can't have an app store.
> Hmmm, if you have a standard computer you can get an apple id, buy all
> the games you want and just put them via sync to your pad.
> Now obviously this being a maybe school system they may or may have ways
> to detect you doing this and it may not work.
> To be honest unless they have locked you out totally you could probably
> restore the thing from itunes even reformat the unit but I don't know if
> you will loose things.
> On some routers I got I got them from isps set up only for these isps.
> I was able to download the legal unlocked firmware and then was able to
> just install that and it was fully unlocked.
> I have had a situation where while a router was locked, that someone was
> able to hack into the system via telnet and make it do whatever but the
> unit was locked to web configuration.
> 
> 
> 
> On 7/10/2015 9:15 p.m., rajmund wrote:
> Hello there,
> 
> 
> So, I have recently got an IPad.  Because the device is from my
> district, I have certain restrictions.  One of them is no app store.  Is
> there a way to get games onto it, without having an own ID?
> 
> Sent from a BrailleNote
> 
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Re: [Audyssey] jim kitchen's games

2015-08-06 Thread Dakotah Rickard
I install most of our games to a different directory anyway. Most
stuff I don't let install to program files.

On 8/6/15, john  wrote:
> You may be able to do it by disabling user account control. If that doesn't
>
> work, you'll have to install them to somewhere you can write to (all of
> jim's games are simple zip files - location really doesn't matter in the
> slightest).
>
> --
> From: "Josh K" 
> Sent: Thursday, August 06, 2015 14:43
> To: "Gamers Discussion list" 
> Subject: [Audyssey] jim kitchen's games
>
> hi
> in windows10 when I try installing a game into c:\program files
> x86\kitchensinc\ it says cannot write output files. this is because in
> windos10 and 8 and above it won't let even administrators write to those
> folders. well if i try copying files into those folders it lets me but
> only after i click the continue with automatic administrator rights
> button. so how do i make it like windows7 where i can freely install
> such games? also in regards to espeak this windows10 restricting me from
> modding such files will also prevent me from modifying espeak variant
> files. is there a way to fix this?
>
> --
> follow me on twitter @joshknnd1982
>
>
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Re: [Audyssey] the wastes

2015-07-27 Thread Dakotah Rickard
Hi.
First of all, should I be running this from the command prompt?
Second, I play it with NVDA, and the window doesn't let me look inside to 
scroll about and review text. Any advice?

Signed:
Dakotah Rickard

> On Jul 18, 2015, at 19:18, john  wrote:
> 
> Dark:
> I didn't see this anywhere, but you seem to know more about development than 
> me.
> Do you know if mining's going to be fixed (right now it infinitely scrolls)? 
> The only way I could find to make it stop was to kill the program with ctrl 
> c, which really isn't what I want to do.
> 
> 
> --
> From: "dark" 
> Sent: Saturday, July 18, 2015 19:15
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] the wastes
> 
> Hi Jeremy.
> 
> The town scrolling thing is a known problem and will e fixed, for now any
> method of emulating mouse wheel movement should do, in supernova I just hit
> w a few times,heck you might even be able to just use your mouse wheel
> anyway.
> 
> The towns will be fixed, but right now Huw the developer is working on the
> inventory and lots of fun extra objects like weapons and armour carried by
> your enemies, trading resources, loot, food, plants books to read and lots
> of other good stuff.
> 
> Beware the grue!
> 
> Dark.
> - Original Message - 
> From: "Jeremy Brown" 
> To: "gamers" 
> Sent: Saturday, July 18, 2015 7:25 PM
> Subject: Re: [Audyssey] the wastes
> 
> 
>> I have to second Dark's comments about the game.  I had no problems
>> downloading the zip file, and it is a fun game.  I wish the town
>> information didn't scroll so much, in larger towns, I was reduced to
>> guessing about where shops were as most of the buildings I could see
>> were shacks:)
>> 
>> Still, it's a lot of fun, and I was glad to see a game like this still
>> being developed and supported.
>> 
>> Take care,
>> 
>> Jeremy
>> 
>> 
>> -- 
>> In the fight between you and the world--back the world! Frank Zapa
>> 
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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread Dakotah Rickard
 writing a blockbuster equivalent to the latest and
>>>> greatest mainstream game aimed at his or generation only to discover
>>>> it has absolutely no market value beyond his generation. The older
>>>> generation of senior citizens, who make up the majority of the blind
>>>> and low vision market, aren't interested in that type of game. So
>>>> while it sounds exciting and fun to create accessible versions of our
>>>> favorite mainstream game or games it turns out it might not be
>>>> marketable outside of a handful of enthusiasts our own age.
>>>>
>>>> There is a way to offset both of those problems and that is to create
>>>> games that can directly be sold in the mainstream market as indie
>>>> games. The problem there is the game developer will have to compete
>>>> with other indie games of similar quality by hiring a graphics
>>>> designer, learn how to do proper graphics animation, and will involve
>>>> more time and overhead in adding lots of visual effects that won't aid
>>>> the audio games community. Thus potentially distracting the developer
>>>> from other concerns.
>>>>
>>>> Bottom line, I see where you are coming from. A lot of younger blind
>>>> people have this dream of having accessible audio games equivalent to
>>>> the mainstream games they know and love, but as you can hopefully see
>>>> it is not that simple. There are an entire host of issues unresolved
>>>> in terms of marketing, of developing games for the right age group,
>>>> and so forth that need to be discussed. Programming the game we want
>>>> is only half the story because after some developer does it he or she
>>>> still needs to find a way to market it to the community at large and
>>>> find like minded gamers in the right age group.
>>>>
>>>> Cheers!
>>>>
>>>>
>>>> On 6/14/15, Mohsin Ali  wrote:
>>>>> Hi Thomas,
>>>>>
>>>>> I see your point now, yes, you are right on both accounts, and I agree
>>>>> that those are all valid reasons. but, you cant fault a man for hoping
>>>>> of better future. we all must put some effort to accomplish this task.
>>>>> although, I am studying history, but I did my intermediate in computer
>>>>> science, and am trying to make the heads and tails of the game
>>>>> programming. the first step is always the most difficult and I hope
>>>>> that one day the audio games would be able to compete in normal
>>>>> market.
>>>>>
>>>>> cheers.
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Re: [Audyssey] info AudioGames Game Engine

2015-06-09 Thread Dakotah Rickard
;>>
>>> The same principles applies to games. If you want to design audio
>>> games get yourself some good books on game programming and learn the
>>> ins and outs of the fundamental principles of programming games rather
>>> than relying on Unity and other tools like that. They aren't
>>> accessible and I think you'll actually enjoy having a more in depth
>>> understanding of how your game works anyway.
>>>
>>> Cheers!
>>>
>>>
>>> On 5/25/15, Daniele Casarola  wrote:
>>>
>>>> Hi Everyone!
>>>> My name is Daniele, I'm 32, I'm visually impaired and I'm from Italy.
>>>> This is my first mail in the Audyssey group; a user of audiogames.net
>>>> kindly linked me to your website (most of website sections seem to be
>>>> down,
>>>> I hope that's not a problem on my side).
>>>>
>>>> I'm visually imparied since I was born but anyway I was able to work
>>>> like a
>>>> 3D Designer (Inot developer) for Architectural Visualization and Game
>>>> Desing.
>>>> Recently my sight starts to decrease, and I'm not more able to do that.
>>>>
>>>> So I've discovered the world of AudioGames and I'm wondering if exist a
>>>> Game Engine accessible for blinds, a sort of Unity or UnrealEngine that
>>>> can
>>>> be navigated via Screen Reader.
>>>>
>>>> The final task is to create an immersive interactive audio game in
>>>> first
>>>> person. Something similar to Papa Sangre.
>>>>
>>>> During my research I've met Blastbay Studio application (BGT) but it
>>>> seems
>>>> to be more for developer then for designer; a very nice guy has created
>>>> an
>>>> Engine called "Heat Engine" on the basis of BGT.
>>>>
>>>> I'd like to know if there's something else too.
>>>>
>>>> Thank you very much in advance.
>>>>
>>>> Daniele.
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Re: [Audyssey] Entombed 2 Windows and Mac Test Clients

2015-04-25 Thread Dakotah Rickard
I am curious. The space bar seems to reset your position. Interesting.

Signed:
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> On Apr 22, 2015, at 17:25, dark  wrote:
> 
> Hi Lucky.
> 
> No, there arent' many keys in the game, just escape for the menu, enter,the 
> arrows, and the period key to go down stairs. The down stairs key does work, 
> it generates a new dungeon, but there is no message to tell you it's doing 
> it, and indeed not a lot to find in the dungeon besides arch ceilinged rooms 
> anyway, though if you go and look at the arch cieling rooms you'll notice 
> they're in a different place when going down stairs.
> 
> This was just a tech demo purely to check if JAson's basics with the engine 
> and making the dungeon were running okay, whether all the sounds played and 
> the text spoke etc. Fortunately it all seems to be in working order so Jason 
> can now start on the game propper.
> 
> Beware the Grue!
> 
> Dark.
> 
> 
> There is always more to know, more to see, more to learn. The world is vast 
> and wondrous strange and there are more things benieth the stars than even 
> the archmaesters of the citadel can dream.
> - Original Message - From: "lucky" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, April 22, 2015 9:46 PM
> Subject: Re: [Audyssey] Entombed 2 Windows and Mac Test Clients
> 
> 
>> Seems it's working. I don't know what's already done but if it does mean 
>> anything, I tried this with jaws and tried to use some shortcuts like 
>> upstair or downstair and all other keyboard commands bbut jaws doesn't speak 
>> anything.
>> Maybe there're not in the game yet but just reporting.
>> 
>> 
>> 
>> - Original Message - From: "john" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, April 22, 2015 12:23 PM
>> Subject: Re: [Audyssey] Entombed 2 Windows and Mac Test Clients
>> 
>> 
>>> Seems to have run fine on my windows 7 x64.
>>> Its awesome to see nvda support!
>>> --
>>> From: "Jason Allen" 
>>> Sent: Wednesday, April 22, 2015 0:07
>>> To: "Gamers Discussion list" 
>>> Subject: [Audyssey] Entombed 2 Windows and Mac Test Clients
>>> 
>>> Hello everyone,
>>> 
>>> I thought I'd post here for feedback on the Windows and Mac test versions
>>> for Entombed 2. These test versions have no gameplay, but if they run on
>>> your computer, then the full game should also.
>>> 
>>> There isn't much to do other than walk around an empty dungeon. If you're
>>> keen on trying it out, please let me know how it runs.
>>> 
>>> Windows version: http://endpermian.com/e2/Entombed2Setup.msi
>>> 
>>> Mac version: http://endpermian.com/e2/Entombed2MacOS.zip
>>> 
>>> The Windows version works with
>>> 
>>>  - JAWS
>>>  - Window-Eyes
>>>  - NVDA
>>>  - SuperNova
>>>  - System Access
>>>  - ZoomText
>>> 
>>> and SAPI.
>>> 
>>> The Mac version will use whatever your default system voice is.
>>> 
>>> To move around and select menu options use the arrow keys or W,S,A,D. You
>>> can increase and decrease the voice rate by using the + and - keys. This
>>> works for Mac and SAPI on windows.
>>> 
>>> Thanks!
>>> Jason
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Re: [Audyssey] nightjar level 8

2015-03-25 Thread Dakotah Rickard
ssey.org.
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Re: [Audyssey] xbox accessibility?

2015-03-25 Thread Dakotah Rickard
Let's assume that the xBox can run something like NVDA. The
difficulty, then, would be input. NVDA could read and recognize the
text you're on, but you'd have to be pretty careful about creating
non-conflicting NVDA-based input commands, then implementing them in
your xBox's local copy. That's assuming that it would actually run
NVDA at all. I'm actually pretty interested in just how blurred the
lines are between something like an xBox 1 or 3'60 and a standard
windows or windows RT/Phone device.
What with Windows 10 promising a lot of cross-compatibility with the
xBox and what with many games being offered on PC, I see the decline
of the console market as something akin to inevitable. I think the
future of the console is going to be what they tried to do with the
xBox 1, a fully featured entertainment and communications hub,
basically a Microsoft set-top box that could get streaming TV, play
games and music, and could make and receive video calls. The dedicated
console market is basically supplanted by something we can use with at
least some success, the personal computer. Still, if the xBox turned
out to be accessible, or the PS 4 for that matter, that'd be another
reason to consider getting one, if only for the experience of actually
being able to use the thing.
Sorry for what turned out to be a long, slightly rambling message.
Still, here's hoping it was helpful.

On 3/10/15, darren harris  wrote:
> i was of the understanding that the xbox 1 is already out? so if it can run
> universal apps can it not run things like nvda?
>
> Sent from my iPad
>
>> On 10 Mar 2015, at 16:37, Piotr Machacz  wrote:
>>
>> The dashboard can be memorised. If you get a Kinect with the xbox, then
>> you can also use voice commands to navigate the interface and launch
>> games, and the success and/or failure of what you asked is indicated with
>> audio queues. The newer Kinect games like Kinect sports season 2 also let
>> you use voice commands in the game's menus. Downloading digital games is
>> accessible because you can do it from the xbox live website. The cconsole
>> is smart enough to start downloading new purchases and when they're
>> finished you get a sound. You can also use the smart glass app on iOS,
>> android or Windows 8 to control the console and launch games.
>> Now, for some speculation. The Xbox one is very likely to receive Windows
>> 10, and it will support running new "universal" apps, so it's very likely
>> it may receive a narrator feature, especially considering that because
>> Microsoft is pushing it as a media consumption device it might fall under
>> the FCC accessibility regulations.
>>
>>
>>> On 2015-03-10 11:28, darren harris wrote:
>>> hi all,
>>>
>>> am at a friends house and he's got an xbox 360. some of the games he
>>> plays are pretty fun. obviously the games themselves would vary in
>>> accessibility but overall what about the whole xbox experience? what
>>> level of accessibility is there currantly? is there work being done to
>>> make the xbox experience more accessible?
>>>
>>> Sent from my iPad
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[Audyssey] PS4 Access?

2015-03-13 Thread Dakotah Rickard
Hi. Someone might have already posted this:

Buried in this announcement is news that might matter to us. Text to
Speech is coming to the PS4. I don't know what this means, but it's
interesting.

http://arstechnica.com/gaming/2015/03/ps4-finally-getting-suspendresume-feature-first-promised-two-years-ago/

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Re: [Audyssey] free accessible ios games

2015-02-23 Thread Dakotah Rickard
I think that if we want a multi-player rpg on the order of what
people're looking at now, we're going to have to make it ourselves, as
the amount of information coming in is a bit staggering for on-screen
Voiceover navigation, especially as many people seem to swipe through
elements rather than locating them onscreen.
Still, the list of accessible free iOS games is growing. Awesome!

On 2/22/15, Travis Siegel  wrote:
> I just wanted to let folks know, just in case they didn't know.  Besides
> lords and knights, there are three other games by the same folks that are
> accessible as well.  Celtic tribes, Crazy tribes, and Scary tribes are all
> just as accessible as lords and knights.  I have to say, even though they're
> very similar games, I'm really enjoying the crazy tribes.  It takes place in
> a post apolyptic world, and I think it's the best of all of them.
> It does seem though, that scary tribes and crazy tribes use the same game
> code, so if you have one, you don't need the other, as they access the same
> database on the game server 
>
> All of them are accessible, and they all work with game center so you can
> compete against others.
> For those who care, my gamecenter id is WiredForSound, feel free to look me
> up.
> Hope this helps.
> I'm still checking on lords of blood, and panzerwars.  They initially appear
> to be accessible, but I won't know for sure until I get in and actually try
> to play a game with others.
> hth.
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Re: [Audyssey] Audio rpg kickstarter

2015-02-18 Thread Dakotah Rickard
My concern now is that they're so far from their goal.
I've recently exited college and am looking for work. What this means
is that, for now, I'm in the same boat as much of the community:
between/without job.
This game, fortunately, isn't a blind-only thing, but they are
significantly short of their goal, and there's little I can do, at
this point, to assist them. Trust me. Given the choice, I'd put a
thousand stirling toward their goal. I am simply unable to do so.
Still, if I can, I'll do, and I'll certainly spread the word. I'm
looking forward to projects like this, which are becoming more and
more common as game audio gains prevalence.

On 2/16/15, Ian McNamara  wrote:
> Yes things are moving a bit slowly, me and William Lomas have promoted it
> every where we can so we've done some pretty hard promotion work for them.
>
> Ian McNamara
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Re: [Audyssey] audio games popularity

2015-01-01 Thread Dakotah Rickard
I play a Bowling game called Strike, though I can't recall the
developer at the moment. That game is all but accessible, the only
thing missing, as in the case of your game, being the pins remaining.
There are several options for this.
I suggest that they be enablable options.
The first is to have the remaining pins announced by number. The
second is to offer a stereo representation of remaining pins somehow.
The least emersive would be to have beeps at the various locations,
lower pitch representing the distance/row. The most emersive would
probably be a little harder to grasp, but it might be something like
this. the pins that are knocked down are taken away. This makes a
slight sound, and wherever the sound isn't, that's where the remaining
pins are. If this process proceeded left to right, back to front, or
some other patern consistently, it would be relatively easy to figure
out the position of the remaining pins with a little practice.

On 12/31/14, Jason Allen  wrote:
> Hi Scott,
>
> Thanks for the offer. Galaxy Bowling is currently on iOS and Android. I
> think I can make a version for the desktop accessible and go from there.
> I'll see what progress I can make in the next few days.
>
> Cheers!
> Jason
>
> On Wed, Dec 24, 2014 at 5:43 PM, ishan dhami 
> wrote:
>
>> Hello micheal sir and all.
>> I agree with you gauler sir but can you write scripts for cubis logic
>> and nuendo?
>> another point is all audio game developer are developing games for
>> their fun not for their money.
>> high quality games require a massive team work and there are few who
>> can contribute to the blind.
>> once I was playing entombed and my cousin was watching me and when he
>> was not able to understand that what I am doing then he asked to me I
>> told him that I am playing a game named entombed he wondered and told
>> me are you playing in illusions?
>> I said no see this is an audio game
>> so the mainstream community don't know about the audio games.
>> as far as the point of modification in entombed I disagree with you
>> Thomas
>> sir
>> in entombed you cannot know that you are in a room or in a hall.
>> Thanks
>> Ishan
>>
>> On 12/20/14, Scott Chesworth  wrote:
>> > Hey Jason,
>> >
>> > There's nothing else bowling related that I know of in the mobile
>> > space, so yeah, could be a cool addition.
>> >
>> > What platform is Galaxy Bowling for, and what libraries did you use to
>> > develop it? I'm asking to see whether there are any resources or
>> > examples of other developers that've taken the same route and ended up
>> > with an accessible app that might be worth you checking out for a
>> > nudge in the right direction.
>> >
>> > Cheers
>> >
>> > Scott
>> >
>> >
>> > On 12/19/14, Jason Allen  wrote:
>> >> To Scott,
>> >>
>> >> My mobile games aren't accessible, but I'm curious if I could make
>> >> them
>> >> that way. The only one I think might be doable is Galaxy Bowling. It's
>> >> a
>> >> bowling game with many modes and variations. You'd need some way to
>> >> know
>> >> where any remaining pins are and what your score is. Are there any
>> >> existing
>> >> bowling accessible bowling games? How did they manage it?
>> >>
>> >> Thank you,
>> >> Jason
>> >
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Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefenceforiOS

2014-12-24 Thread Dakotah Rickard
rding the management of
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[Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-18 Thread Dakotah Rickard
ed, try to advocate for something that will actually bridge the
gap.
Back briefly to game audio, and to tie it in with what I'm getting at,
consider the eponymous Audiogames.net. My suggestion that that sight
be about audiogames rather than games for the blind has been shot
down, twice.

So in conclusion, I'm saying two discrete yet poignant things. First,
our developers are indie developers. Almost by definition, that means
they aren't going to make much money off their games, compared to
someone at a major studio. Second, one of the reasons we make so
little money is that we don't try to include sighted persons in our
gaming environment. We have a golden opportunity to change number 1 by
changing number 2. Will it change the way everything is done? No. Will
it do something positive? How could it do anything else?


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Re: [Audyssey] About pc games

2014-12-18 Thread Dakotah Rickard
I'm only the most basic kind of hobbyist programmer right now. I have
the logic, but I don't fully understand the creation tools. However, I
have started and stopped enough projects to understand what Tom is
saying about motivation. Jeremy/Aprone faced the same difficulty with
Swamp.
However, I also understand something else. A team keeps people
motivated by offering support, encouragement, and the occasional kick
in the butt. A team of people is generally listed in the credits for
every indie game out there and every mainstream game.
Our developers seem to occasionally work on teams, but the majority,
the ones as part of this topic, the vast majority, work alone. alone,
there is just that one person doing everything. Not only is the
project their baby alone, their precious work, it is their
responsibility if they lose motivation. If they get  burnt out, then a
lot of people get disappointed.
The fact of the matter is that there's a long history of piracy in our
community to overcome. There are three choices: make a game with
stringent product protection, something that requires a by-Skype or
by-phone activation, keep going with medium protection and hope people
will not pirate it too much, or go with low product protection but
make the kind of smash-hit game that makes people want to pay, the
kind of game that people can really get righteous about.
I think options 1 and 3 are good. However option 3 has the advantage
of guaranteeing us something fantastic. No matter the option, anything
done works better with a team.
Yes, a team means conflict, disagreement, but it also means something
truly memorable. It means that we can have something truly amazing.

On 12/18/14, Jacob Kruger  wrote:
> Thomas, will do.
>
> Main things are to rework actual interaction, interface, some of the sort of
>
> strategy logic, and to add things like sound effects etc.
>
> Actually quite amusing thinking of how it all seemed to me at the time when
>
> while OOP was pretty much standard from my side, implementing it properly in
>
> python was another thing...
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> ...Roger Wilco wants to welcome you, to the space janitor's closet...
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Thursday, December 18, 2014 12:32 AM
> Subject: Re: [Audyssey] About pc games
>
>
>> Hi Jacob,
>>
>> Definitely keep us posted on that project. I remember when you
>> released the original version of your simple RPG engine, and it was a
>> cool program if a bit simplistic for a first realize. I'll be looking
>> forward to any updates you may have in the future regarding that
>> particular project.
>>
>> Cheers!
>>
>>
>> On 12/17/14, Jacob Kruger  wrote:
>>> Thomas/Dark,
>>>
>>> One of my holiday time plans this year is to rework my mapData, simple
>>> role-playing engine, which I slapped together using python, since while
>>> I
>>> originally used it as one of my forms of self-introduction to python
>>> quite a
>>>
>>> while ago, I have moved a lot farther on - I am nowadays actually working
>>>
>>> on
>>>
>>> an almost fully professional basis as a python programmer - among a
>>> couple
>>> of other platforms/languages.
>>>
>>> Stay well
>>>
>>> Jacob Kruger
>>> Blind Biker
>>> Skype: BlindZA
>>> ...Roger Wilco wants to welcome you, to the space janitor's closet...
>>>
>>
>> ---
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>
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Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefencefor iOS

2014-12-13 Thread Dakotah Rickard
I find that it varies a little across weapons. Or maybe that's just me.
Either way, have you guys noticed that the golf club doesn't sound?


Signed:
Dakotah Rickard

> On Dec 13, 2014, at 14:52, Charles Rivard  wrote:
> 
> I wish the "bong" sound were more pronounced, just for orneriness.  I'd like 
> to really give the zombie a big time headache!  (evil grin)
> 
> ---
> Be positive!  When it comes to being defeated, if you think you're finished, 
> you! really! are! finished!
> - Original Message - From: "Teresa Cochran" 
> 
> To: "Gamers Discussion list" 
> Sent: Saturday, December 13, 2014 4:42 AM
> Subject: Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefencefor 
> iOS
> 
> 
>> Oh, I didn't realize the zombies weren't within melee-weapon range when the 
>> heartbeat first sounds. I'll have to play with that' a bit.
>> 
>> Thanks,
>> Teresa
>> 
>> Winging its way from my iPod
>> 
>>> On Dec 12, 2014, at 11:31 PM, dark  wrote:
>>> 
>>> Hi Teresa.
>>> 
>>> I am not sure of the exact numbers involved, but the first slower heartbeat 
>>> is when zombies are getting close, but not quite close enough for melee 
>>> range, thus what I did was heard the first heartbeat, made sure I was on 
>>> targit and then started swinging when the heartbeat was faster, ie, when 
>>> the zombie was closer.
>>> 
>>> All the best,
>>> 
>>> Dark.
>>> There is always more to know, more to see, more to learn. The world is vast 
>>> and wondrous strange and there are more things benieth the stars than even 
>>> the archmaesters of the citadel can dream.
>>> - Original Message - From: "Teresa Cochran" 
>>> 
>>> To: "Gamers Discussion list" 
>>> Sent: Saturday, December 13, 2014 1:29 AM
>>> Subject: Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in Audio 
>>> Defencefor iOS
>>> 
>>> 
>>>> Thanks, guys. I always wait for the heartbeat to start before I swing. 
>>>> I've sometimes heard it beat faster, like a "second gear". :) I'll try 
>>>> waiting for that, and I'll try making each swing count.
>>>> 
>>>> Teresa
>>>> 
>>>> Winging its way from my iPod
>>>> 
>>>>> On Dec 12, 2014, at 3:10 PM, Cara Quinn  wrote:
>>>>> 
>>>>> Hi Teresa,
>>>>> 
>>>>> Have you ever swung and missed? As far as I know, every swing goes toward 
>>>>> your accuracy. So if you are hearing every zombie in front of you before 
>>>>> you swing, then it is possible that as Phil says, you may perhaps be 
>>>>> swinging too early?
>>>>> 
>>>>> I wait until the heartbeat starts and then swing at the zombie when it is 
>>>>> right in front of me.
>>>>> 
>>>>> Maybe others have more tips / tricks?…
>>>>> 
>>>>> HTH and have a great weekend!
>>>>> 
>>>>> Cheers!
>>>>> 
>>>>> Cara
>>>>> ---
>>>>> iOS design and development - LookTel.com
>>>>> ---
>>>>> View my Online Portfolio at:
>>>>> 
>>>>> http://www.onemodelplace.com/CaraQuinn
>>>>> 
>>>>> Follow me on Twitter!
>>>>> 
>>>>> https://twitter.com/ModelCara
>>>>> 
>>>>> On Dec 12, 2014, at 3:15 PM, Teresa Cochran  
>>>>> wrote:
>>>>> 
>>>>> Hi, all,I'm trying to clean up in the challenges and get my last two 
>>>>> stars. These are in the "whack-a-zombie" level. You can oarly use your 
>>>>> melee weapons here. I can complete this level easily, but always seem to 
>>>>> get between 65% and 70% accuracy. I can't think of anything else to try 
>>>>> to improve this. What are the criteria for accuracy. Is it the speed with 
>>>>> which you dispatch the weapon? I seem to have the zombie right in front 
>>>>> of me when I hit it.
>>>>> 
>>>>> Ideas?
>>>>> 
>>>>> Thanks,
>>>>> Teresa
>>>>> 
>>>>> Winging its way from my iPod
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>> If you want to lea

Re: [Audyssey] first attempt at Audio Defense

2014-12-13 Thread Dakotah Rickard
I have to laugh at myself. I generally use my iPhone for standing play, my iPad 
for relaxed playgh When standing, I find myself in a relaxed shooter's stance, 
left hand holding the phone,  flat vertically, I use my right hand to fire and 
reload, pointing the narrow profile of the phone at my targets! I also find 
myself chopping at zombies with my melee weapon, rather than shaking the 
device. Maybe I'm getting a little too into it.


Signed:
Dakotah Rickard

> On Dec 13, 2014, at 22:51, dark  wrote:
> 
> Hi Charlse.
> 
> Glad you like. I admit audio defense does take getting used to, but Doctor 
> Bastard's comments are a bonus.
> 
> What amazed me is that after a while I found myself developing little 
> physical stratogies. For example, instead of turning my hole body, I'd face a 
> given direction and then fine tune my shots by moving my hands as if I were 
> carrying a real gun and picking creatures off, then only move my feet if I 
> heard something behind me.
> 
> Beware the Grue!
> 
> Dark.
> There is always more to know, more to see, more to learn. The world is vast 
> and wondrous strange and there are more things benieth the stars than even 
> the archmaesters of the citadel can dream.
> - Original Message - From: "Charles Rivard" 
> To: "audyssey gamers list" 
> Sent: Saturday, December 13, 2014 7:47 PM
> Subject: [Audyssey] first attempt at Audio Defense
> 
> 
>> After spending about 20 to 25 minutes with this game, I've worked my way 
>> through the first challenge in which I had to use the shotgun.  So far, I do 
>> like this game.  The spectator's comments are entertaining, and the sound is 
>> good.
>> 
>> ---
>> Be positive!  When it comes to being defeated, if you think you're finished, 
>> you! really! are! finished!
>> ---
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Re: [Audyssey] A Brief Tribute; was: Pizza Delivery

2014-12-11 Thread Dakotah Rickard
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[Audyssey] A Brief Tribute; was: Pizza Delivery

2014-12-09 Thread Dakotah Rickard
Jim, I thought about sending you this off-list, as it's a bit
off-topic, but I thought, why? It's worth saying publicly.
Anyway, I remember owning my first pc more than 15 years ago (I'm 26
now). I was at first very sad. I couldn't find any games out there for
the blind. I wanted games. I have always loved games. Who hasn't?
Somehow, I'm not sure how anymore, i found your website. I played
every game on that site, played until I knew every part. The original
Mach1 is still, in my humble opinion, a great racing game.
The fact that you have put out so many different kinds of games is
amazing. The fact that they're all free is borderline miraculous.
You may not remember, but I sent you an email a while back, asking
permission to build on a couple of your game concepts if I started
making games. It would have been reasonable, expected, that you would
be upset, but instead, you welcomed my additions. Your openness and
warmth are an important part of what makes you such an admirable
person, a fantastic developer.
Thank you for giving me hope so long ago, for giving me untold hours
of entertainment, for doing an awesome and inspiring job.
-
Signed:
Dakotah Rickard

On 12/9/14, Jim Kitchen  wrote:
> Hi Josh,
>
> Thank you very much for saying so.  I do appreciate that very much.
>
> Have fun.
>
> BFN
>
> - Original Message -
> yes thanks jim, your games are lots of fun!
>
>  Jim
>
> Kitchen's Inc, for games that are up to 110 percent funner to play.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Best roldplaying games.

2014-11-23 Thread Dakotah Rickard
Well, I personally like the Choice Of Games and Hosted Games stuff: same style, 
same developer, sort of.  Also, if you just want a casual grinder, try 
Level-Op, I think it's called. The TIconBlue or whatever are supposed to be 
good,, but they're frankly too expensive in my humble opinion.
Hmmm. There aren't too many that I've played at least. King of Dragon Pass 
doesn't really count, because it's more of a civ game, but it's good.
There are more games, but I can't really vouch for them because I haven't 
played them and don't  know anything about them.
HTH

Signed:
Dakotah Rickard

> On Nov 23, 2014, at 03:15, Lindsay Cowell 
>  wrote:
> 
> What are the best role playing games for the iPhone?
> 
> Sent from my iPhone
> 
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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
How about different kinds of coasters, as in something like Rollercoaster 
tycoon: wood or steel construction, either straight, hilly, curvy, upside down, 
etc. Just a thought of something maybe to add to a great game, unique to 
anything we have on offer. I've been wondering how long it'd take before we got 
a tycoon game of sorts. Please, you guys, keep making them this awesome.

Signed:
Dakotah Rickard

> On Oct 5, 2014, at 16:39, Desiree Oudinot  wrote:
> 
> I agree. The way it stands now, even if you put more than, say, one
> roller coaster in, it feels like you're just putting two of the same
> coaster in, because you can't personalize them at all.
> 
>> On 10/5/14, Dakotah Rickard  wrote:
>> Honestly, I agree. I've all but built every ride, and I don't want to
>> duplicate things, because I feel awkward about having two ... well,
>> anything. I really shouldn't maybe, but I can't help it.
>> 
>>> On 10/5/14, Charles Rivard  wrote:
>>> Different types of roller coasters have different ways to seat you, or
>>> you
>>> might be standing.  Carousels have different animals, which can be real
>>> artwork.  You buy them premade rather than custom built, and they would
>>> be
>>> at different costs, set by the ride designer and or vender.
>>> 
>>> ---
>>> Be positive!  When it comes to being defeated, if you think you're
>>> finished,
>>> 
>>> you! really! are! finished!
>>> - Original Message -
>>> From: "emily" 
>>> To: "Gamers Discussion list" 
>>> Sent: Sunday, October 05, 2014 12:27 PM
>>> Subject: Re: [Audyssey] suggestion for park boss
>>> 
>>> 
>>>> actually, that's given me an idea.
>>>> 
>>>> wouldn't it be cool if say you could choose what type of seats you use
>>>> on
>>>> 
>>>> the rides.
>>>> 
>>>> an example would be the horses on the merry-go-round, you can theme them
>>>> in to diffrent animals, or if you wanted to objects
>>>> 
>>>> same with rides such as the roller coaster. you could choose a roller
>>>> coaster car, a roller coaster train, etc
>>>>> On 05/10/2014 05:10, Thomas Ward wrote:
>>>>> Hi Emily,
>>>>> 
>>>>> Not at all. there is a much easier way to do it. Simply offer the user
>>>>> the ability to edit the name of the roller-coaster, boat ride, train
>>>>> ride, whatever and have Sapi speak the new name aloud. No need to
>>>>> involve the developer in selecting which rides do and don't make it in
>>>>> to the game. By having an editable  profile the end user can create
>>>>> the rides he/she wants by modifying existing ones.
>>>>> 
>>>>> 
>>>>> 
>>>>>> On 10/4/14, emily  wrote:
>>>>>> now their's a real idea!
>>>>>> 
>>>>>> how would it work. i guess you'd email the developers with a list of
>>>>>> the
>>>>>> rides you're near or the ones you'd like to manage, and then they get
>>>>>> included. either that, or the developer chooses himself... like, now
>>>>>> what's a famous rollercoaster... oh yes, magnum force. we can add
>>>>>> that.
>>>>>> what about a famous water ride... oh yeah, splash mountain at walt
>>>>>> disney world. we'll add that. and so on.
>>>>>> 
>>>>>> love the idea!
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>> If you want to leave the list, send E-mail to
>>>>> gamers-unsubscr...@audyssey.org.
>>>>> You can make changes or update your subscription via the web, at
>>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>> All messages are archived and can be searched and read at
>>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>>> If you have any questions or concerns regarding the management of the
>>>>> list,
>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>> 
>>>> 
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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
Honestly, I agree. I've all but built every ride, and I don't want to
duplicate things, because I feel awkward about having two ... well,
anything. I really shouldn't maybe, but I can't help it.

On 10/5/14, Charles Rivard  wrote:
> Different types of roller coasters have different ways to seat you, or you
> might be standing.  Carousels have different animals, which can be real
> artwork.  You buy them premade rather than custom built, and they would be
> at different costs, set by the ride designer and or vender.
>
> ---
> Be positive!  When it comes to being defeated, if you think you're finished,
>
> you! really! are! finished!
> - Original Message -
> From: "emily" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 05, 2014 12:27 PM
> Subject: Re: [Audyssey] suggestion for park boss
>
>
>> actually, that's given me an idea.
>>
>> wouldn't it be cool if say you could choose what type of seats you use on
>>
>> the rides.
>>
>> an example would be the horses on the merry-go-round, you can theme them
>> in to diffrent animals, or if you wanted to objects
>>
>> same with rides such as the roller coaster. you could choose a roller
>> coaster car, a roller coaster train, etc
>> On 05/10/2014 05:10, Thomas Ward wrote:
>>> Hi Emily,
>>>
>>> Not at all. there is a much easier way to do it. Simply offer the user
>>> the ability to edit the name of the roller-coaster, boat ride, train
>>> ride, whatever and have Sapi speak the new name aloud. No need to
>>> involve the developer in selecting which rides do and don't make it in
>>> to the game. By having an editable  profile the end user can create
>>> the rides he/she wants by modifying existing ones.
>>>
>>>
>>>
>>> On 10/4/14, emily  wrote:
>>>> now their's a real idea!
>>>>
>>>> how would it work. i guess you'd email the developers with a list of
>>>> the
>>>> rides you're near or the ones you'd like to manage, and then they get
>>>> included. either that, or the developer chooses himself... like, now
>>>> what's a famous rollercoaster... oh yes, magnum force. we can add that.
>>>> what about a famous water ride... oh yeah, splash mountain at walt
>>>> disney world. we'll add that. and so on.
>>>>
>>>> love the idea!
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>
>>
>> ---
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>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
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-- 
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Dakotah Rickard

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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
Oh yeah. Also, I think it'd be lovely to be able to rotate the rides.
i'd ove to put som things in sideways.

On 10/5/14, Dakotah Rickard  wrote:
> Honestly, I agree. I've all but built every ride, and I don't want to
> duplicate things, because I feel awkward about having two ... well,
> anything. I really shouldn't maybe, but I can't help it.
>
> On 10/5/14, Charles Rivard  wrote:
>> Different types of roller coasters have different ways to seat you, or
>> you
>> might be standing.  Carousels have different animals, which can be real
>> artwork.  You buy them premade rather than custom built, and they would
>> be
>> at different costs, set by the ride designer and or vender.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished,
>>
>> you! really! are! finished!
>> - Original Message -
>> From: "emily" 
>> To: "Gamers Discussion list" 
>> Sent: Sunday, October 05, 2014 12:27 PM
>> Subject: Re: [Audyssey] suggestion for park boss
>>
>>
>>> actually, that's given me an idea.
>>>
>>> wouldn't it be cool if say you could choose what type of seats you use
>>> on
>>>
>>> the rides.
>>>
>>> an example would be the horses on the merry-go-round, you can theme them
>>> in to diffrent animals, or if you wanted to objects
>>>
>>> same with rides such as the roller coaster. you could choose a roller
>>> coaster car, a roller coaster train, etc
>>> On 05/10/2014 05:10, Thomas Ward wrote:
>>>> Hi Emily,
>>>>
>>>> Not at all. there is a much easier way to do it. Simply offer the user
>>>> the ability to edit the name of the roller-coaster, boat ride, train
>>>> ride, whatever and have Sapi speak the new name aloud. No need to
>>>> involve the developer in selecting which rides do and don't make it in
>>>> to the game. By having an editable  profile the end user can create
>>>> the rides he/she wants by modifying existing ones.
>>>>
>>>>
>>>>
>>>> On 10/4/14, emily  wrote:
>>>>> now their's a real idea!
>>>>>
>>>>> how would it work. i guess you'd email the developers with a list of
>>>>> the
>>>>> rides you're near or the ones you'd like to manage, and then they get
>>>>> included. either that, or the developer chooses himself... like, now
>>>>> what's a famous rollercoaster... oh yes, magnum force. we can add
>>>>> that.
>>>>> what about a famous water ride... oh yeah, splash mountain at walt
>>>>> disney world. we'll add that. and so on.
>>>>>
>>>>> love the idea!
>>>> ---
>>>> Gamers mailing list __ Gamers@audyssey.org
>>>> If you want to leave the list, send E-mail to
>>>> gamers-unsubscr...@audyssey.org.
>>>> You can make changes or update your subscription via the web, at
>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>> If you have any questions or concerns regarding the management of the
>>>> list,
>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>>
>>> ---
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>>
>>
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>
>
> --
> Signed:
> Dakotah Rickard
>


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Re: [Audyssey] Park boss report.

2014-10-05 Thread Dakotah Rickard
Honestly, I've never once generated a park report. Granted, my first
park went bankrupt at sometime around week 65, because I couldn't seem
to balance my prices. My second one... I don't even know what
happened. It went from a balance of about 300,000 pounds to negative
by about that much in two weeks. It was ... I don't even know.

On 10/5/14, hayden presley  wrote:
> Hi Thomas,
> You mentioned that after striking, the employees wanted more than they were
> being paid before you dropped your wages--something which brought to mind
> an
> interesting phrase at the end of the strike eMails. If you recall, it is
> mentioned that the wage might be negociable. I can't tell if this is simply
> fluff, or if wage prices are, in some way, actually megociable. Problem is,
> should the latter be true, I see no way of accomplishing that. Have you had
> any experience in negociation with them? Perhaps you can just hold off
> paying them for a week and they will shoot you a new suggestion? I honestly
> am not sure.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
> Sent: Saturday, October 04, 2014 10:26 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Park boss report.
>
> Hi Hayden,
>
> Same here. The first couple of parks I created I followed the park reports
> rather faithfully and every time I took one of its suggestions I ended up
> making the situation worse instead of better. I found out through a little
> trial and error to use my own common sense and pay people a wage I thought
> they should be making for their current job rather than listening to the
> park reports.
>
> For example, I remember this one park where I was paying everyone about 8.
> The park reports told me I was paying them too much and I should pay them
> 3.
> So I lowered wages to 3 per person. The next thing I knew all of my
> employees were on strike and they now wanted 10 per person. I ended up
> triggering a mass strike all because I followed the park reports' so-called
> expert advice. I'd been better off to go with my own judgment which was
> closer to their demands than the park reports were.
>
> Cheers!
>
>
> On 10/4/14, hayden presley  wrote:
>> Actually, Charles, those reports generate rather low figures. Just ona
>> whim, I did that for my first park one week, and subsequently every
>> single employee in my park struck. So those numbers don't' really give
>> a realistc report as to what to pay anyone, and that inludes ticket
>> prices.
>>
>> Best Regards,
>> Hayden
>>
>
> ---
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Re: [Audyssey] status of entombed?

2014-09-20 Thread Dakotah Rickard
All I know is that he said he'd maybe be doing an Entombed II.

On 9/20/14, Bryan Peterson  wrote:
> None that I know of.
>
>
>
> Ash nazg durbatulûk, ash nazg gimbatul,
> Ash nazg thrakatulûk agh burzum-ishi krimpatul.
> -Original Message-
> From: john
> Sent: Saturday, September 20, 2014 7:44 AM
> To: gamers@audyssey.org
> Subject: [Audyssey] status of entombed?
>
> Does anybody know what the official status of entombed is? I know not much
> has happened development wise in a long time. Is it abandoned, or does the
> dev still have plans for it? Is it in limbo? Is there any official notice at
>
> all?
>
> Thanks,
> John
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Re: [Audyssey] rpg quest game for ios

2014-06-19 Thread Dakotah Rickard
I guess, but the point is that it's not in a browser. It's portable.

Signed:
Dakotah Rickard

> On Jun 17, 2014, at 18:42, "dark"  wrote:
> 
> To be honest I've seen far too many of these things in browsers to find them 
> interesting unless they either have some exploring or some actually 
> interesting combat, otherwise you may as well be playing process quest.
> 
> Beware the gRue!
> 
> Dark.
> - Original Message - From: "Dakotah Rickard" 
> 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 17, 2014 10:12 PM
> Subject: Re: [Audyssey] rpg quest game for ios
> 
> 
>> Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
>> detailed, but not too much.
>> It's just that both are a decent to pick up and play.
>> 
>> I'm trying the text rpg. However, I wish that rpg quest was on iOS.
>> It's on Android. It's pretty good.
>> 
>>> On 6/17/14, dark  wrote:
>>> Do either of the ones you mention have any text descriptions or any sort of
>>> 
>>> real combat? all this "you encounter a goblin hit attack" games are no less
>>> 
>>> dull on the  Iphone than they are on the pc.
>>> 
>>> Beware the grue!
>>> 
>>> dark.
>>> - Original Message -
>>> From: "goshawk on horseback" 
>>> To: "Gamers Discussion list" 
>>> Sent: Tuesday, June 17, 2014 11:26 AM
>>> Subject: Re: [Audyssey] rpg quest game for ios
>>> 
>>> 
>>>> would you happen to know the developer of the levelup one please?
>>>> I ask, as several possibilities came up, so I need to know which is the
>>>> right one, thanks.
>>>> 
>>>> Simon
>>>> 
>>>> 
>>>> - Original Message -----
>>>> From: "Devin Prater" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Tuesday, June 17, 2014 10:26 AM
>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>> 
>>>> 
>>>> There's always frotz
>>>> 
>>>> 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
>>>> 
>>>> 
>>>>> On Jun 16, 2014, at 20:47, Dakotah Rickard 
>>>>> wrote:
>>>>> 
>>>>> If you guys can't find those, let me know.
>>>>> 
>>>>>> On 6/16/14, Dakotah Rickard  wrote:
>>>>>> Try maxcraft, I think it's called, and levelup or level up. Those are
>>>>>> both free monster bashers. Text only, but hey.
>>>>>> 
>>>>>>> On 3/11/14, Paul Lemm  wrote:
>>>>>>> Thanks Dark, found it now.  Even though it's just constant monster
>>>>>>> bashing,
>>>>>>> since its free that's my favourite kind of monster bashing so I'll
>>>>>>> give
>>>>>>> it
>>>>>>> ago.
>>>>>>> 
>>>>>>> Thanks for letting us know about the game.
>>>>>>> 
>>>>>>> Paul
>>>>>>> 
>>>>>>> 
>>>>>>> -Original Message-
>>>>>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>>>>>> Sent: 11 March 2014 13:34
>>>>>>> To: Gamers Discussion list
>>>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>>> 
>>>>>>> Hi Paul.
>>>>>>> 
>>>>>>> Nope, it seemed a pretty continous monster slay grinder I'm afraid.
>>>>>>> 
>>>>>>> The  title is a little weerd, sinse when I looked on the ap store it
>>>>>>> ws
>>>>>>> called rpg quest, but when I looked on my perchiced menue it was
>>>>>>> called
>>>>>>> rpg
>>>>>>> text adventure.
>>>>>>> 
>>>>>>> Either way the developer is frocco  inc and the game is free.
>>>>>>> 
>>>>>>> Hth.
>>>>>>> 
>>>>>>> All the best,
>>>>>>> 
>>>>>>> Dark.
>>>>

Re: [Audyssey] rpg quest game for ios

2014-06-17 Thread Dakotah Rickard
To provide more detail, I encountered it on Android. I think it was
RPG quest. I haven't had an android device in about six months, but I
think that was the name. It's pretty neat and very accessible.

On 6/17/14, Dakotah Rickard  wrote:
> Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
> detailed, but not too much.
> It's just that both are a decent to pick up and play.
>
> I'm trying the text rpg. However, I wish that rpg quest was on iOS.
> It's on Android. It's pretty good.
>
> On 6/17/14, dark  wrote:
>> Do either of the ones you mention have any text descriptions or any sort
>> of
>>
>> real combat? all this "you encounter a goblin hit attack" games are no
>> less
>>
>> dull on the  Iphone than they are on the pc.
>>
>> Beware the grue!
>>
>> dark.
>> - Original Message -
>> From: "goshawk on horseback" 
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, June 17, 2014 11:26 AM
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>>
>>> would you happen to know the developer of the levelup one please?
>>> I ask, as several possibilities came up, so I need to know which is the
>>> right one, thanks.
>>>
>>> Simon
>>>
>>>
>>> - Original Message -
>>> From: "Devin Prater" 
>>> To: "Gamers Discussion list" 
>>> Sent: Tuesday, June 17, 2014 10:26 AM
>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>
>>>
>>> There's always frotz
>>>
>>> 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
>>>
>>>
>>>> On Jun 16, 2014, at 20:47, Dakotah Rickard 
>>>> wrote:
>>>>
>>>> If you guys can't find those, let me know.
>>>>
>>>>> On 6/16/14, Dakotah Rickard  wrote:
>>>>> Try maxcraft, I think it's called, and levelup or level up. Those are
>>>>> both free monster bashers. Text only, but hey.
>>>>>
>>>>>> On 3/11/14, Paul Lemm  wrote:
>>>>>> Thanks Dark, found it now.  Even though it's just constant monster
>>>>>> bashing,
>>>>>> since its free that's my favourite kind of monster bashing so I'll
>>>>>> give
>>>>>> it
>>>>>> ago.
>>>>>>
>>>>>> Thanks for letting us know about the game.
>>>>>>
>>>>>> Paul
>>>>>>
>>>>>>
>>>>>> -Original Message-
>>>>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>>>>> Sent: 11 March 2014 13:34
>>>>>> To: Gamers Discussion list
>>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>>
>>>>>> Hi Paul.
>>>>>>
>>>>>> Nope, it seemed a pretty continous monster slay grinder I'm afraid.
>>>>>>
>>>>>> The  title is a little weerd, sinse when I looked on the ap store it
>>>>>> ws
>>>>>> called rpg quest, but when I looked on my perchiced menue it was
>>>>>> called
>>>>>> rpg
>>>>>> text adventure.
>>>>>>
>>>>>> Either way the developer is frocco  inc and the game is free.
>>>>>>
>>>>>> Hth.
>>>>>>
>>>>>> All the best,
>>>>>>
>>>>>> Dark.
>>>>>> - Original Message -
>>>>>> From: "Paul Lemm" 
>>>>>> To: "'Gamers Discussion list'" 
>>>>>> Sent: Monday, March 10, 2014 6:26 PM
>>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>>
>>>>>>
>>>>>>> Hi Dark,
>>>>>>>
>>>>>>> Did this game  end up getting any more in depth than just killing
>>>>>>> monster
>>>>>>> after monster?  I looked for it on the app store but couldn't find
>>>>>>> it.
>>>>>>> Did
>>>>>>> you say it was just called RPG quest?
>>>>>>>
>

Re: [Audyssey] rpg quest game for ios

2014-06-17 Thread Dakotah Rickard
Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
detailed, but not too much.
It's just that both are a decent to pick up and play.

I'm trying the text rpg. However, I wish that rpg quest was on iOS.
It's on Android. It's pretty good.

On 6/17/14, dark  wrote:
> Do either of the ones you mention have any text descriptions or any sort of
>
> real combat? all this "you encounter a goblin hit attack" games are no less
>
> dull on the  Iphone than they are on the pc.
>
> Beware the grue!
>
> dark.
> - Original Message -
> From: "goshawk on horseback" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 17, 2014 11:26 AM
> Subject: Re: [Audyssey] rpg quest game for ios
>
>
>> would you happen to know the developer of the levelup one please?
>> I ask, as several possibilities came up, so I need to know which is the
>> right one, thanks.
>>
>> Simon
>>
>>
>> - Original Message -
>> From: "Devin Prater" 
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, June 17, 2014 10:26 AM
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>>
>> There's always frotz
>>
>> 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
>>
>>
>>> On Jun 16, 2014, at 20:47, Dakotah Rickard 
>>> wrote:
>>>
>>> If you guys can't find those, let me know.
>>>
>>>> On 6/16/14, Dakotah Rickard  wrote:
>>>> Try maxcraft, I think it's called, and levelup or level up. Those are
>>>> both free monster bashers. Text only, but hey.
>>>>
>>>>> On 3/11/14, Paul Lemm  wrote:
>>>>> Thanks Dark, found it now.  Even though it's just constant monster
>>>>> bashing,
>>>>> since its free that's my favourite kind of monster bashing so I'll
>>>>> give
>>>>> it
>>>>> ago.
>>>>>
>>>>> Thanks for letting us know about the game.
>>>>>
>>>>> Paul
>>>>>
>>>>>
>>>>> -Original Message-
>>>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>>>> Sent: 11 March 2014 13:34
>>>>> To: Gamers Discussion list
>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>
>>>>> Hi Paul.
>>>>>
>>>>> Nope, it seemed a pretty continous monster slay grinder I'm afraid.
>>>>>
>>>>> The  title is a little weerd, sinse when I looked on the ap store it
>>>>> ws
>>>>> called rpg quest, but when I looked on my perchiced menue it was
>>>>> called
>>>>> rpg
>>>>> text adventure.
>>>>>
>>>>> Either way the developer is frocco  inc and the game is free.
>>>>>
>>>>> Hth.
>>>>>
>>>>> All the best,
>>>>>
>>>>> Dark.
>>>>> - Original Message -
>>>>> From: "Paul Lemm" 
>>>>> To: "'Gamers Discussion list'" 
>>>>> Sent: Monday, March 10, 2014 6:26 PM
>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>
>>>>>
>>>>>> Hi Dark,
>>>>>>
>>>>>> Did this game  end up getting any more in depth than just killing
>>>>>> monster
>>>>>> after monster?  I looked for it on the app store but couldn't find
>>>>>> it.
>>>>>> Did
>>>>>> you say it was just called RPG quest?
>>>>>>
>>>>>> Paul
>>>>>>
>>>>>> -Original Message-
>>>>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>>>>> Sent: 09 March 2014 02:57
>>>>>> To: Gamers Discussion list
>>>>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>>>>
>>>>>> Rpg quest is the name, it was free and by someone called frocko
>>>>>> software
>>>>>> or
>>>>>> something along those lines.
>>>>>>
>>>>>> All the best,
>>>>>>
>>>>>> Dark.
>&g

Re: [Audyssey] rpg quest game for ios

2014-06-16 Thread Dakotah Rickard
Try maxcraft, I think it's called, and levelup or level up. Those are
both free monster bashers. Text only, but hey.

On 3/11/14, Paul Lemm  wrote:
> Thanks Dark, found it now.  Even though it's just constant monster bashing,
> since its free that's my favourite kind of monster bashing so I'll give it
> ago.
>
> Thanks for letting us know about the game.
>
> Paul
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
> Sent: 11 March 2014 13:34
> To: Gamers Discussion list
> Subject: Re: [Audyssey] rpg quest game for ios
>
> Hi Paul.
>
> Nope, it seemed a pretty continous monster slay grinder I'm afraid.
>
> The  title is a little weerd, sinse when I looked on the ap store it ws
> called rpg quest, but when I looked on my perchiced menue it was called rpg
> text adventure.
>
> Either way the developer is frocco  inc and the game is free.
>
> Hth.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Paul Lemm" 
> To: "'Gamers Discussion list'" 
> Sent: Monday, March 10, 2014 6:26 PM
> Subject: Re: [Audyssey] rpg quest game for ios
>
>
>> Hi Dark,
>>
>> Did this game  end up getting any more in depth than just killing monster
>> after monster?  I looked for it on the app store but couldn't find it.
>> Did
>> you say it was just called RPG quest?
>>
>> Paul
>>
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>> Sent: 09 March 2014 02:57
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>> Rpg quest is the name, it was free and by someone called frocko software
>> or
>> something along those lines.
>>
>> All the best,
>>
>> Dark.
>> - Original Message -
>> From: "Ian McNamara" 
>> To: "Gamers Discussion list" 
>> Sent: Saturday, March 08, 2014 11:10 PM
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>>
>>> So is the game just called quest RPG?
>>>
>>> Ian McNamara
>>>
>>> ---
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>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>>
>> ---
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>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>>
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>
>
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Re: [Audyssey] rpg quest game for ios

2014-06-16 Thread Dakotah Rickard
If you guys can't find those, let me know.

On 6/16/14, Dakotah Rickard  wrote:
> Try maxcraft, I think it's called, and levelup or level up. Those are
> both free monster bashers. Text only, but hey.
>
> On 3/11/14, Paul Lemm  wrote:
>> Thanks Dark, found it now.  Even though it's just constant monster
>> bashing,
>> since its free that's my favourite kind of monster bashing so I'll give
>> it
>> ago.
>>
>> Thanks for letting us know about the game.
>>
>> Paul
>>
>>
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>> Sent: 11 March 2014 13:34
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>> Hi Paul.
>>
>> Nope, it seemed a pretty continous monster slay grinder I'm afraid.
>>
>> The  title is a little weerd, sinse when I looked on the ap store it ws
>> called rpg quest, but when I looked on my perchiced menue it was called
>> rpg
>> text adventure.
>>
>> Either way the developer is frocco  inc and the game is free.
>>
>> Hth.
>>
>> All the best,
>>
>> Dark.
>> - Original Message -
>> From: "Paul Lemm" 
>> To: "'Gamers Discussion list'" 
>> Sent: Monday, March 10, 2014 6:26 PM
>> Subject: Re: [Audyssey] rpg quest game for ios
>>
>>
>>> Hi Dark,
>>>
>>> Did this game  end up getting any more in depth than just killing
>>> monster
>>> after monster?  I looked for it on the app store but couldn't find it.
>>> Did
>>> you say it was just called RPG quest?
>>>
>>> Paul
>>>
>>> -Original Message-
>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>> Sent: 09 March 2014 02:57
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>
>>> Rpg quest is the name, it was free and by someone called frocko software
>>> or
>>> something along those lines.
>>>
>>> All the best,
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Ian McNamara" 
>>> To: "Gamers Discussion list" 
>>> Sent: Saturday, March 08, 2014 11:10 PM
>>> Subject: Re: [Audyssey] rpg quest game for ios
>>>
>>>
>>>> So is the game just called quest RPG?
>>>>
>>>> Ian McNamara
>>>>
>>>> ---
>>>> Gamers mailing list __ Gamers@audyssey.org
>>>> If you want to leave the list, send E-mail to
>>>> gamers-unsubscr...@audyssey.org.
>>>> You can make changes or update your subscription via the web, at
>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>> All messages are archived and can be searched and read at
>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>> If you have any questions or concerns regarding the management of the
>>>> list,
>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>
>>>
>>>
>>> ---
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>>
>>
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>> You can make changes or upda

Re: [Audyssey] Virtual hex maps, an audio game aid

2014-06-11 Thread Dakotah Rickard
I can say this. The problem with a hex map is the fact that it's a hex map.
Consider this. Grids are easy, because they're 90-degree matrices or
arrays of coordinates. I was just thinking about how to make a hex
map.
How would you describe the coordinates? Would you use coordinates? I
mean, I could make a program, but it's a bit odd.
For example: imagine a brief hex setup.

A is at 1, 1. B is at 2, 1, which is either above or below 1, 1. It's
offset, too. 1, 2 is below 1, 1 and 2, 1 is between and to the right.
See the problem?
1, 1 could be next to 2, 2, and 1, 3 is below 1, 1. Is that sufficient?
I mean, I could totally  do that, and then maybe we could set up a
model positioning system, but I want to know if that's sufficient, and
I want to know if you find the 1 1, 2 2, 3 1 positioning system
sufficient. It sounds a lot like the spreadsheet thing.


On 5/29/14, Zachary Kline  wrote:
> Hi All,
>
> Long time since I posted here. :) I've become intrigued by StarFire, an old
> tabletop strategy game, which happens to use hex maps for movement and
> positioning. It strikes me some kind of audio hex grid shouldn't be too
> difficult to design for computerized play.
> I can simulate a hex grid with spreadsheets, but it isn't quite the same.
> I'm envisioning a program which would let me move a cursor around a virtual
> grid, placing textual markers for various pieces, much as a sighted person
> might move counters.
> This game seems as though it would otherwise be quite fun, and while i'm not
> averse to setting up spreadsheets and pretending, something a bit more
> featureful would be nice. This is the kind of thing sighted board and
> computer gamers deal with on a regular basis, as many strategy and war games
> are hex-based.
>
> Do any of the programmers here, Tom for instance, have any input?
> All the best,
> Zack.
> ---
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> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Signed:
Dakotah Rickard

---
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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Makes sense. This has become an audiogaming and mudding list,
primarily. It makes sense, sort of, but...

Well, maybe this will make the whole thing a bit easier.

On 6/11/14, Zachary Kline  wrote:
> Part of the problem might be that the number of tabletop gamers on this list
> is quite small, compared to the number of audio gamers. I think a lot of
> people don't know much about non-traditional board and card games, let alone
> roleplaying games like the ones Nancy mentioned.
> This might also explain why my query about hex maps has gone unanswered here
> too. Not complaining, just pointing out a possible reason :)
> All the best,
> Zack.
> On Jun 11, 2014, at 1:59 PM, Dakotah Rickard 
> wrote:
>
>> Oh. I quite agree. It's very optimistic.
>> I'm just frustrated because I put the idea out here, before I would
>> have put it on Kickstarter, and I got a lukewarm reception.
>> I hope this woman gets a better turnout.
>>
>> On 6/11/14, Zachary Kline  wrote:
>>> This isn't the first such project to be Kickstarted, but as far as I'm
>>> aware
>>> it is the first to reach its initial funding goal. I feel that is perhaps
>>> a
>>> bit optimistic, but we'll see.
>>> Thanks for mentioning it on here, Nancy :)
>>>
>>> On Jun 11, 2014, at 12:51 PM, Dakotah Rickard
>>> 
>>> wrote:
>>>
>>>> Not that I'm trying to be a jerk, but I hope you guys will remember
>>>> that I did try to get something like this started.
>>>> Hopefully, she has better luck than I did.
>>>>
>>>>
>>>> On 6/9/14, Nancy Feldman  wrote:
>>>>> Hi,
>>>>>
>>>>> As has been discussed on this list recently, there aren't currently
>>>>> the
>>>>> Braille dice needed to play a game like D&D or Pathfinder, Savage
>>>>> Worlds,
>>>>> World of Darkness games or numerous other RPGs. Below is a link to a
>>>>> Kickstarter doing Braille dice. It has reached its funding goal. She's
>>>>> going
>>>>> to use a 3D printer to create the dice.
>>>>>
>>>>> If you're interested, take a look:
>>>>>
>>>>> https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired
>>>>>
>>>>> Nancy
>>>>>
>>>>>
>>>>> ---
>>>>> Gamers mailing list __ Gamers@audyssey.org
>>>>> If you want to leave the list, send E-mail to
>>>>> gamers-unsubscr...@audyssey.org.
>>>>> You can make changes or update your subscription via the web, at
>>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>>> All messages are archived and can be searched and read at
>>>>> http://www.mail-archive.com/gamers@audyssey.org.
>>>>> If you have any questions or concerns regarding the management of the
>>>>> list,
>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>
>>>>
>>>> --
>>>> Signed:
>>>> Dakotah Rickard
>>>>
>>>> ---
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>>>> gamers-unsubscr...@audyssey.org.
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>>>> list,
>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>>
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>>
>>
>> --
>> Signed:
>> Dakotah Rickard
>>
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>&g

Re: [Audyssey] BGT Gaming SourceCode

2014-06-11 Thread Dakotah Rickard
Wait. Aprone used BGT to write that?

On 6/11/14, john  wrote:
> If you're looking for a full game, you might check out Aprone's obsessive
> compulsive, which (last I checked) was open source.
>
>  - Original Message -
> From: Dakotah Rickard  To: Gamers Discussion list  Date sent: Wed, 11 Jun 2014 16:52:56 -0400
> Subject: [Audyssey] BGT Gaming SourceCode
>
> Hi guys.
>
> Is there anyone who has written a game or tech demo in BGT who would
> be willing to let me see the source code? I'm really thinking about
> moving forward with this, at least until I get better at c-sharp and
> visual studios, but I don't get a good idea of a language from
> tutorials alone. I'd like to see how stuff comes together with an
> actual example.
> If there is a full example in the BGT documentation, I missed it.
> Please point it out to me.
>
> Hopefully, any help you provide will later result in a game that
> people might enjoy.
>
>
>
> --
> Signed:
> Dakotah Rickard
>
> ---
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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Oh. I quite agree. It's very optimistic.
I'm just frustrated because I put the idea out here, before I would
have put it on Kickstarter, and I got a lukewarm reception.
I hope this woman gets a better turnout.

On 6/11/14, Zachary Kline  wrote:
> This isn't the first such project to be Kickstarted, but as far as I'm aware
> it is the first to reach its initial funding goal. I feel that is perhaps a
> bit optimistic, but we'll see.
> Thanks for mentioning it on here, Nancy :)
>
> On Jun 11, 2014, at 12:51 PM, Dakotah Rickard 
> wrote:
>
>> Not that I'm trying to be a jerk, but I hope you guys will remember
>> that I did try to get something like this started.
>> Hopefully, she has better luck than I did.
>>
>>
>> On 6/9/14, Nancy Feldman  wrote:
>>> Hi,
>>>
>>> As has been discussed on this list recently, there aren't currently the
>>> Braille dice needed to play a game like D&D or Pathfinder, Savage
>>> Worlds,
>>> World of Darkness games or numerous other RPGs. Below is a link to a
>>> Kickstarter doing Braille dice. It has reached its funding goal. She's
>>> going
>>> to use a 3D printer to create the dice.
>>>
>>> If you're interested, take a look:
>>>
>>> https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired
>>>
>>> Nancy
>>>
>>>
>>> ---
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>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>>
>> --
>> Signed:
>> Dakotah Rickard
>>
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[Audyssey] BGT Gaming SourceCode

2014-06-11 Thread Dakotah Rickard
Hi guys.

Is there anyone who has written a game or tech demo in BGT who would
be willing to let me see the source code? I'm really thinking about
moving forward with this, at least until I get better at c-sharp and
visual studios, but I don't get a good idea of a language from
tutorials alone. I'd like to see how stuff comes together with an
actual example.
If there is a full example in the BGT documentation, I missed it.
Please point it out to me.

Hopefully, any help you provide will later result in a game that
people might enjoy.



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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Not that I'm trying to be a jerk, but I hope you guys will remember
that I did try to get something like this started.
Hopefully, she has better luck than I did.


On 6/9/14, Nancy Feldman  wrote:
> Hi,
>
> As has been discussed on this list recently, there aren't currently the
> Braille dice needed to play a game like D&D or Pathfinder, Savage Worlds,
> World of Darkness games or numerous other RPGs. Below is a link to a
> Kickstarter doing Braille dice. It has reached its funding goal. She's going
> to use a 3D printer to create the dice.
>
> If you're interested, take a look:
>
> https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired
>
> Nancy
>
>
> ---
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Re: [Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Dakotah Rickard
te your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Grail to the Thief reaches KickStarter goal.

2014-05-20 Thread Dakotah Rickard
 Institute. DJ is responsible for all of the tech
>
> that makes Grail to the Thief run. He makes sure that controls are
> responsive, all sounds are implemented and running smoothly, and that the
> game is free of bugs and game breaking technical issues.
>
>
>
> Acknowledgements
>
> Thanks to Brian Moriarty and Keith Zizza for advising us during the design,
>
> development, and production of the Grail to the Thief prototype. Thanks to
> Jennifer deWinter, Frank Hoy, and Dean O'Donnell for advising us on our
> quest to bring the game to market. Thanks to Greg Moore, who's invaluable
> testing methodologies allowed us to identity and address potential problems
>
> early in the production process.
>
> To build this game, we need to reach our fundraising goal of $8,000. Your
> funding will help cover the costs of software licensing, game development,
> backer reward fulfillment, and Kickstarter and Amazon credit card processing
>
> fees.
>
> Stretch Goals
>
> $10,000 (Mobile Versions)
> We can afford to port Grail to the Thief to iPhone, iPad, Android, Windows
> Phone 8, and Windows RT devices. The additional funds raised will cover the
>
> costs of licensing add-ons for Unity Pro (iOS Pro, Android Pro), app store
> developer licenses, and additional programming and quality assurance
> efforts.
>
> $15,000 (Playable Female Character)
> We can afford to add a playable female character to Grail to the Thief. The
>
> additional funds raised will cover the costs of writing, editing, voice
> acting, programming and quality assurance efforts.
>
> $25,000 (Spanish Localization)
> We can afford to add Spanish localization support to Grail to the Thief. The
>
> additional funds raised will cover the costs of English to Spanish
> translation of the script, Spanish voice acting, and additional programming
>
> and quality assurance efforts.
>
> As of May 1, 2014 207 Backers
> $9,184 pledged of $8,000 goal
>
>
> 3 days to go
>
> This project will be funded on Sun, May 4, 2014 12:29 PM EDT.
> https://www.kickstarter.com/projects/foralltoplay/grail-to-the-thief-an-interactive-audio-adventure
>
>
>
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Re: [Audyssey] The door on level 5 of SOD.

2014-05-20 Thread Dakotah Rickard
SPOILERS.
SPOILERS.
SPOILERS.
Wait. Isn't that the door at the coordinates something by 2? I thought
there was a trick door somewhere in SOD.

On 5/20/14, Thomas Ward  wrote:
> Hi Lindsay,
>
> Yes, you do. Behind that door is the elevator to level 6.
>
> s
> p
> o
> i
> l
> e
> r
>
>
> To open the electrified door you need a security chip to unlock and open
> it.
>
> Cheers!
>
>
> On 5/20/14, Lindsay Cowell  wrote:
>> Hi, do I need to go through that door on level 5 that gives you an
>> electric
>> shock, and if so, how do you open it?
>>
>> Lindsay Cowell.
>>
>>
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[Audyssey] MUD clients with NVDA

2014-02-04 Thread Dakotah Rickard
Hi guys.

Besides VIPMud, are their any clients which anyone has made work
successfully with NVDA?

I'd really like to do some MUDing but frankly don't want to have to
pay thirty bucks for VIPMud.
Yeah yeah. I'm cheap and broke. Still, any help would be nice.

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Re: [Audyssey] Steam Website

2014-02-03 Thread Dakotah Rickard
Welcome to Valve.

I'm pretty frustrated with them myself.



On 2/3/14, Hunter Jozwiak  wrote:
> Hi all.  I am using the FireFox browser and the Steam Community
> website, and I can't, no matter how hard I try, log into the
> service.  I fill out their captcha by using Webvisum, and I get
> "error verifying humanity".  I try six or seven times, but to no
> avail.  Is there a workaround?
>
> ---
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Re: [Audyssey] star traders rpg now accessible on Ios

2014-02-02 Thread Dakotah Rickard
Right, but if you're planning a route, it's nice to know where things
are, so you can then make jumps that are more efficient.

I love their games, what I've played of them, and I'm looking forward to more.



On 2/2/14, dark  wrote:
> Hi Dacota.
>
> Firstly, Yes I've noticed the combat  music issue. Secondly, to be honest
> planet's actual coordinates don't really matter in the game, since once
> you've selected a planet from the nav screen it'll tell you the distance and
>
> that's really all you need to know,  THOUGH i AM LOOKING FORWARD TO THE
> POINT THAT THEY FIX THE NAV SCREEN TO SHOW FACTIONS FOR EACH PLANET.
>
> With the sliders, well they're a little different from the ones in Kodp
> where you have to  slide slowly. Double tap and slide fully to the right for
>
> %100, ie, almost with your finger to the edge of  the display, or fully to
> the left for %0. The  these  days I actually use that method with most
> things even when  I could  use the flick gesture flicking seems disabled
> when you have less than 4 total items, though as I said double tap and slide
>
> I find quicker.
>
> Regarding their other games, I do believe they plan ios ports and  they have
>
> said they'll considder access perhaps for their cyber knights or age of
> piracy game, though  unfortunately their only other Ios title, heroes of
> steel is apparently heavily  graphical and real time.
>
> One advantage though is if they're porting to Ios directly they can fix
> access at the same time, which also makes fixing star traders access a good
>
> investment and is another reason  it'd be good if people could 5 star rate
> the game too to give them some encouragement and let them know  Vi users
> would like games like this accessible, since while there are! Vi users of
> android, there are far more on Iphone (lets not get into the debate as to
> why or wherefore just acept that is the current state of play), so there is
>
> more potential exposure for a developer in access for Iphone games,
> especially Rpgs.
>
> Btw, another interesting fact is  apparently a lot of sighted users didn't
> like the graphical touch map either and prefer the navigator, which is a
> very nice case of access adjustements doing general good for everyone.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Dakotah Rickard" 
> To: "Gamers Discussion list" 
> Sent: Sunday, February 02, 2014 2:42 PM
> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>
>
>> First of all, in the contracts screen, it lists the planets'
>> locations, but in the nav screen it doesn't.
>>
>> Second, the music appears to be stuck for me. The android version has
>> several different music, but the iOS version seems stuck on the combat
>> music after you begin the game.
>>
>> Have you guys seen all the games on Android? There are so many by
>> these guys. Unfortunately, I think only Star Traders really works, but
>> there are a plenty. I wish they'd port those to iOS for us.
>>
>> Also, one thing to consider. I have a friend who recently reported
>> that Voiceover doesn't always let you increment and decrement the
>> sliders with a swipe gesture. This is true. Just double tap and hold
>> and slide slowly. It's a VO thing, not a game thing.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 1/31/14, Christina  wrote:
>>> Thanks.
>>>
>>>
>>> -Original Message-
>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>> Sent: Friday, January 31, 2014 2:51 AM
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>>>
>>> Yes, and the music is rather cool as well, though all of the game's
>>> events
>>> take place with text.
>>>
>>> All the best,
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Christina" 
>>> To: "'Gamers Discussion list'" 
>>> Sent: Friday, January 31, 2014 2:19 AM
>>> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>>>
>>>
>>>> Cool.
>>>> Does this game have music and/or sound effects?
>>>> Christina
>>>>
>>>>
>>>> -Original Message-
>>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>>>> Sent: Thursday, January 30, 2014 9:15 PM
>>>> To: Gamers Discussion list
>>>> Subject:

Re: [Audyssey] star traders rpg now accessible on Ios

2014-02-02 Thread Dakotah Rickard
First of all, in the contracts screen, it lists the planets'
locations, but in the nav screen it doesn't.

Second, the music appears to be stuck for me. The android version has
several different music, but the iOS version seems stuck on the combat
music after you begin the game.

Have you guys seen all the games on Android? There are so many by
these guys. Unfortunately, I think only Star Traders really works, but
there are a plenty. I wish they'd port those to iOS for us.

Also, one thing to consider. I have a friend who recently reported
that Voiceover doesn't always let you increment and decrement the
sliders with a swipe gesture. This is true. Just double tap and hold
and slide slowly. It's a VO thing, not a game thing.

Signed:
Dakotah Rickard

On 1/31/14, Christina  wrote:
> Thanks.
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
> Sent: Friday, January 31, 2014 2:51 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>
> Yes, and the music is rather cool as well, though all of the game's events
> take place with text.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Christina" 
> To: "'Gamers Discussion list'" 
> Sent: Friday, January 31, 2014 2:19 AM
> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>
>
>> Cool.
>> Does this game have music and/or sound effects?
>> Christina
>>
>>
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
>> Sent: Thursday, January 30, 2014 9:15 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] star traders rpg now accessible on Ios
>>
>> Just had some news back from the developer.
>>
>> he stated that he will indeed  improve the nav screen to show faction
>> info,
>> apparently he tried this but it's not been %100 successful with vo, but
>> he
>> asks people to bare with him as it's a work in progress. He also will fix
>> the conflict screen so it's possible to see what  wars are with whom,
>> since
>> at the moment while you can see what conflicts are happening, you can't
>> tell
>>
>> who they are between.
>>
>> The one thing he does ask is could  people please give 5 * reviews and
>> ratings to help him make the game more  visible in the ap store, which is
>> fair enough.
>>
>> All the best,
>>
>> Dark.
>>
>>
>> ---
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Re: [Audyssey] MindCraft details.

2014-01-30 Thread Dakotah Rickard
ly Creepers)
>> When mobs die they emit puffs of smoke. This gives them the appearance of
>> them turning to dust or vanishing in a puff of smoke.
>> The Halloween Update version 1.2.0 (Alpha) allowed hostile mobs to spawn
>> in higher light levels at lower depths, using the formula 16 - (Layer ÷
>> 8). At level 8 and below, mobs could spawn even in sunlight. Notch
>> reverted mob spawning to the original method in version 1.2.1 (Alpha)
>> saying, "It was far too annoying. I have plans on what to do with
>> this."[9]
>> Hostile mobs and players can hear up to 16 blocks away. Therefore, if the
>> player hears a hostile mob, it is likely that the mob is aware of the
>> player.
>> Players can approach a hostile mob without being detected if they ensure
>> that there are solid blocks between them and the mob.
>> After killing a player, or if a player dies while hostile mobs are
>> pursuing the player, the hostile mobs will gather around the player's
>> deathplace, attempting to attack the player. This is because the player
>> has been made invisible and non-solid, but still exists in that position.
>> (evident by the "You Died!" screen still remaining in that position). The
>> hostile mobs' heads will "spazz out", a humorous glitch caused by the
>> pathfinding of the mobs so it looks like the hostile mobs are eating the
>> player. A player can use this to their advantage by holding a large number
>> of hostile mobs over their deathplace while another player may pass by
>> unnoticed. This quirk can also work against the player in the case of
>> death by ghast, since (if there is another player present to keep the
>> chunk loaded) the ghast will continue to fire at the player, possibly
>> destroying more of the player's constructions or dropped items. The
>> targeting of the player by the hostile mob is canceled once the player
>> logs out, quits, or respawns.
>> If a hostile mob has found a player and has activated hostile mode, the
>> player can separate him or herself and the mob through a wall, relog, and
>> the mob will no longer be in hostile mode.
>> Hostile mobs still spawn on peaceful, but disappear too quickly for most
>> players to notice.
>> Due to the Skeleton's tendency to shoot instantly on sight, players
>> standing near a skeleton spawner on peaceful may be struck by an arrow
>> during the instant when a skeleton spawns and disappears. This does not
>> always happen but is more evident on a server due to lag.
>> On Halloween, 2012, Zombies, Zombie Villagers, Skeletons, Wither Skeletons
>> and Zombie Pigmen had a chance of spawning a pumpkin on their head, with
>> the rare chance of spawning with a Jack-O-Lantern instead.
>> As of snapshot 13w04a mobs will not walk on top of rails unless pushed on
>> to the rails by another mob. This can be used to trap small amounts of
>> mobs, to create a wall between the player and a mob, or to prevent mobs
>> from interrupting minecarts as they went down rails.
>> When a mob enters hostile mode in the Pocket Edition, they will chase the
>> player relentlessly, regardless of distance or if attacked by other mobs.
>> Johan stated in the issue tracker in response to this "Hum, I'll look into
>> this."[10]
>> 'Mob' appears as a summonable object, but when attempted, the command will
>> fail with 'Unable to summon object'
>> http://minecraft.gamepedia.com/Minecraft_Wiki
>>
>>
>>
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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dakotah Rickard
Actually, I think you missed the point of my message a little. Sighted people 
are actually starting to Cara great deal about games, however there has been a 
resurgence of retro or fake retro games in the gamer community. As you are 
probably aware, retro games would involve games that have very little emphasis 
placed on sound. If the choice in the 1980s was put such that sound or visuals 
had to be prioritized, visuals would win.
Minecraft, like terraria, like DLC quest, like many others has embraced this 
idea of minimalist sounds.

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> On Jan 8, 2014, at 17:39, Dallas O'Brien  wrote:
> 
> hi. well put. my girlfriend plays minecraft all the time, and yes, the sounds 
> could be better. but they aren't the point of the game. lol. many sighted 
> games have horrible sounds. because, to put it quite simply, they don't care 
> about sounds much. it's only in expensive, highly complex and emersive games, 
> where the sounds are very important too.
> Dallas
> 
> 
>> On 9 Jan 2014, at 2:27, Dennis Towne  wrote:
>> 
>> Shaun,
>> 
>> Minecraft is actually an excellent game, and the music and sounds make
>> sense if you have vision and can see the graphics.  However, it's not
>> a game that the blind can effectively play, and it's not a game that
>> can be made accessible - the graphics are what make it awesome.  Being
>> able to see in the distance and maybe pick out a weird configuration
>> of blocks that might be a buried castle, being able to build
>> structures that you can look at, making some goofy monument that
>> spells out your mom's name in block letters - those are the things you
>> do with your time there.
>> 
>> It's not a regular game with quests and an end.  It's more like a
>> giant sandbox for people to find and build gigantic 3d objects, often
>> in complete silence.
>> 
>> -dentin
>> 
>> Alter Aeon MUD
>> http://www.alteraeon.com
>> 
>> 
>>> On Tue, Jan 7, 2014 at 7:57 PM, shaun everiss  wrote:
>>> Well I played minecraft with my cousin on his xbox 360.
>>> Firstly the music is utter crap.
>>> It may have improved in the pc version but it made my ears want to drop off
>>> after just a minute of listening.
>>> The sound  fx sounded like they were coming out of a crappy sound box kids
>>> use.
>>> Now I am not saying sound boxes are crap I have 2 of them but I wouldn't
>>> concidder them worthy of playing games with.
>>> There is supposed to be more sounds that are better.
>>> But unless minecraft was made tesxt based or something I think I'd get bored
>>> after 5 minutes of play,  I quit using it.
>>> 
>>> At 04:17 PM 1/7/2014, you wrote:
>>>> 
>>>> Hi listers
>>>> Minecraft itself was quite cheap, considering the price of 15 euros when I
>>>> purchased it. But as those guys are actually pushing the limits of Java, 
>>>> the
>>>> humble talking about accessibility of mine fell on deaf ears, but so long
>>>> it's ok, my relatives are playing under my account and enjoying it
>>>> immensely. Minecraft as a matter of fact doesn't even have a ton of sounds
>>>> attached to it, if not talking about mods. The only thing that needs to be
>>>> realised here is that I think we are coming to the point where people are
>>>> not afraid any more having a 100x100 map layed out before them and
>>>> navigating it if sufficient data is provided. David Greenwood with his
>>>> T.O.T. managed to make a small incursion into the land of such big maps and
>>>> I hope that when T.O.T. gets updated it gets much more into it. But this is
>>>> generally more to speaking about the strategy games.
>>>> Was there anything so difficult about mortal kombat? No. The answer is
>>>> simple, the playroom is small, so moving is limited, but what really gave
>>>> the game it's replayability was the intelligent AI and the fact that you
>>>> needed to act fast as hell, thereby producing huge amounts of adrenaline.
>>>> Mortal kombat was easily beatable by anyone without sight. Now coming to 
>>>> the
>>>> new mortal kombats on consoles or the last one on pc, than the story modes
>>>> and such puzzles would need some tweaks for those who can't see, but it's
>>>> all a question of making it. At this point I would think it could be easier
>>>> to program a game similar to minecraft or civilisation, because before 
>>>&g

Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dakotah Rickard
Hi guys.

First of all, there's a sort of minimalist trend in the sighted gaming
community. There're a lot of fake 8-bit offerings and offerings with
minimal sound and graphics, primarily because independent developers
and very small studios are really driving the community at this point.
Minecraft was developed by, I think, five guys or so. It's made them
millionaires many times over, and frankly I don't like the concept. I
rather like Terraria, and I wish more people played it. It's different
from Minecraft, the music and feeling of the game are different, the
mechanics are different.
Will we ever be able to play this precise kind of game? No. There're
too many chances of missing something important, but there are other
and varied ways to make the same thing work.Soundscaping, terrain
blocks making different sounds, adaptive music, etc.
If someone wanted me to brainstorm for them on how to make a game like
Terraria work for the blind, I will happily do so. I don't have the
coding skills to actually make it work (my best and only computer game
to date is a crappy port of Lunar Lander I put together in a C-Sharp
class).
I have the knowledge of what is possible to code and a vague idea of
how to do it though, so I probably wouldn't be asking for anything too
radical.
I'm eager for this style of game, among others. I've talked to a
couple of developers privately about them, but nothing has panned out.
I wish someone would play to my strengths and recruit me for ideas,
story, and a bit of pseudocode.

The offer is open.


On 1/8/14, dark  wrote:
> Hi jim.
>
> That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a
>
> screen reader but could read out what you typed, and also be recorded if you
>
> were programming for the  Amigar and ddn't want to use a full size sound
> sample which obvious took up lots of memory at the time.
>
> Workbench sounds pretty dire compared to sapi, and I never actually used it
>
> to do any serious computer things myself me being about 8-11 when we had the
>
> Amigar and never having used a propper computer, but I do remember playing
> some public domain games that used the synth in some fun ways.
>
> There was a port of the old (and very difficult), platformer hunchback which
>
> had a sampled version of the music with Workbench wrapping "quasy modo is a
>
> nice man, quasy modo is a nice man" which was funny, (it also had lots of
> amusing game text before levels too).
>
> Probably the best use I saw of workbench was in a public domain game called
>
> war.  This was a mix of stratogy and action. So you would have a map with
> planets to move to, resources to build fleets, research etc, however
> whenever you got a battle you'd  have to physically fight it in a 2D
> spaceship game style. Actually thinking about it it   would make a pretty
> awsome audio game :D.
>
> The thing I remember best is that the amigar workbench voice was used to
> play the evil aliens, the Zargans who were fighting against the  player
> controled vaigans, and so when it was your turn to place fleets or alocate
> resources it'd say things like "try your best hu mon" (and yes, it did say
> Hu mon well before Quark in ds9), or "over to you,embryo head"
>
> the best was when you lost battles however as the voice would make comments
>
> like "the Vaigan fleet has been destroyed, I am so sad I think I will commit
>
> suicide"  or "the vaigan fleet has been destroyed, ha ha ha"
>
> or even "the vaigan fleet has been destroyed, I think your joystic is made
> of concrete"
>
> What was so funny about  these is they were all in a dead flat, very robotic
>
> monotone, which  naturally made them very hilarious to hear.
>
> My brother also claimed that if you destroyed enough  enemy fleets  it'd say
>
> "the zargan fleet has been  destroyed you bastard" but I never heard this
> myself.
>
> Very much a case though of a bad synth actually being hilarious in the way
> it contributed to the game.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] android games

2014-01-07 Thread Dakotah Rickard
Consider this.

Right now, most of the info on Android that you find on the net is
outdated and not really workable in terms of research. For current
data, check out the eyes-free google group. It's active, open, and
friendly.

Furthermore, Ice Cream Sandwich, Android 4.0, is really making strides
in terms of market numbers, and 4.2 Jellybean isn't terribly far
behind.

Sure, you see a bunch of people running older stuff, but that's not
really the fault of the people or the device. Most Android devices
have been phones and similar, devices whose upgrades aren't at
consumer discression. In fact, there is good info that if carriers and
device-makers would allow it, Android 4.4 would actually run pretty
well even on older tech.

Finally, there's the issue of suspending and reactivating Talkback.
When I was a total Android newb, I didn't know how it could be done
easily, but then I figured it out, and now I'm as contented with the
Android market as with the iOS one. In fact, I'm starting to see some
of the glaring holes in iOS that I missed before.

I suppose my basic point is this. Why not try it? Why not develop a
simple game, charge a buck for it, and see if people take the bait.
Better yet, get people interested with a completely awful free game,
then just increase your price point from there.
The time and energy involved wouldn't be too large a commitment, as
Android development can easily be done in Java, a program language
both familiar and relatively easy to use and implement.

Don't give up on Android just yet, and don't assume that anything you
find out, unless it's both current and first-hand is an accurate
portrayal of the capabilities of Android.

I don't know if this will change your mind, but I hope it will open
the door and plant a seed.

On 1/6/14, Thomas Ward  wrote:
> Hi Josh:
>
> Well, $400 is better than nothing to be sure, but if you had to pay
> out #$400 for sounds, music, and acting, which is typical for an audio
> game, you will actually end up with nothing for your labor. That is
> why I hesitate to venture into the Android market at this time,
> because I'd end up getting little payment for the time and energy
> involved and would probably only make barely enough to cover the costs
> for the minimum sounds, music, and probably some voice acting. Of
> course, that assumes I use commercial sound libraries, musicians, and
> voice actors rather than volunteer work which varies in quality from
> person to person.
>
> What you choose to do with your time is another matter. If this is
> something you really want I suggest you get a book on Java programming
> and study it. The only way the Android audio games market will grow is
> by people who are dedicated to the platform and who have no interest
> in making a large financial profit off of it. Like Linux Android is
> more or less for those who like the operating system enough to develop
> apps and games for it as well as be an end user of the software.
>
> Cheers!
>
> On 1/6/14, Josh  wrote:
>> if only I were good at programming I would do it. I would take on the
>> challenge. $400 is better than nothing. But wait, I can advertise. I may
>> not be good at all at programming but I can advertise. I'm good at
>> writing adds. I have an idea I'm gunna try in a day or so maybe even
>> today.
>>
>> Josh
>>
>> using windows7 laptop
>
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Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread Dakotah Rickard
Hi guys.
I'm not sure how open this topic is anymore, but there's another game
that I think you guys should be aware of. It's a bit like Minecraft,
but it's in a 2d setting, a side scroller.
That would be both a lot more doable and a lot easier to actually pull
off as an accessible game.

I'm not suggesting that we could play Terraria either, but it's a
concept worth looking at, and frankly I think it's a much better game
than Minecraft.

On 1/7/14, Jim Kitchen  wrote:
> Hi Ken,
>
> I did not do as well as you did at Donkey Kong.  Not sure that I ever even
> beat level one.
>
> Pole Position might have been my favorite as well.  Pretty sure that I used
> to get pole position.  I even liked the time trial or practice mode.  I
> would practice taking the best lines through the turns etc.  You know trying
> to get better and better lap times.
>
> I forget though which Atari games were for my 2600 and which were for my 800
> XL home computer.
>
> BFN
>
>  Jim
>
> Ohio is so friendly that Hi is it's middle name.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] king of draggon pass help please

2014-01-07 Thread Dakotah Rickard
I've been putting this one off for a while, but it went on sale, and I
couldn't miss my chance.

On 1/7/14, dark  wrote:
> Unfortunately Lindsay yes, it's an Ios game, though good it is, it was
> partly because of Kodp and games like it that I considdered getting an
> Iphone in the first place myself.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Lindsay Cowell" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, January 07, 2014 5:20 PM
> Subject: Re: [Audyssey] king of draggon pass help please
>
>
>> Is this game on IOS,it sounds good, and I can't afford an Iphone.
>>
>> Lindsay Cowell.
>>
>> -original message-
>> Subject: Re: [Audyssey] king of draggon pass help please
>> From: Dakotah Rickard 
>> Date: 07/01/2014 5:13 pm
>>
>> I just grabbed this game and have found it to be very interesting.
>> As for exploring east or some other direction, I think it's as vague
>> for us as it is for our sighted counterparts.
>> I rather enjoy the fact that everything is just a bit uncertain.
>>
>> I have a rather embarrassing question though. How do you get to the
>> manual once you're in the game? Can you?
>>
>>
>>
>> On 1/7/14, dark  wrote:
>>> Hi Ken.
>>> You need to get the gift giving amount exactly right, since you don't
>>> want
>>> to look like either a fool or a miser. If I remember rightly 10 cows is
>>> a
>>> fair gift and 20 is a generous one, (ie one for a clan who are really!
>>> pissed off at you), but check the manual section on relations for the
>>> exact
>>>
>>> numbers.
>>>
>>> I do agree though,  some exact  recommendations of amounts for
>>> gifting,
>>> trade and sacrifice would be helpful to have in the game.
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Ken Downey" 
>>> To: "Gamers Discussion list" 
>>> Sent: Tuesday, January 07, 2014 2:16 PM
>>> Subject: Re: [Audyssey] king of draggon pass help please
>>>
>>>
>>>>I never was able to make a tribe because something always went wrong in
>>>>the
>>>>
>>>>gift giving part, so it would just turn down prospect after prospect no
>>>>matter what I did. I haven't played in quite some time because of that.
>>>> Check out my games at
>>>> www.ThePionEar.net
>>>> and my music, and that of my band, at
>>>> www.ThePionEar.net/BlindLabyrinth.html .
>>>> Also, check out, "The Believer and Skeptic Show," at iTunes!
>>>> If you want to reach me, you can call 419-744-0517, friend me on
>>>> Facebook,
>>>>
>>>> (KenWDowney,) or write me at kenwdow...@me.com .
>>>> - Original Message -
>>>> From: "dark" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Monday, January 06, 2014 2:16 PM
>>>> Subject: Re: [Audyssey] king of draggon pass help please
>>>>
>>>>
>>>>> Hi Darren.
>>>>>
>>>>> once you've done making of the storm tride, options to make a tribe
>>>>> will
>>>>>
>>>>> turn up, it's actually a really interesting bit of the game.
>>>>>
>>>>> I managed to get a tribe formed in the twelth year,  and  then was
>>>>> lucky
>>>>>
>>>>> enough that my chief got to be King. I actually really liked him, he
>>>>> started off worshipping heumact, but failed a hero quest and ended up
>>>>> worshipping orlanth, but had really high leadership and battle skills,
>>>>> sort of the  perfect king :D.
>>>>>
>>>>> I've not tried the long game yet since after finishing the short game
>>>>> I
>>>>> wanted a bit of a break, though I might try another short game  just
>>>>> to
>>>>> get back into the wing of things.
>>>>>
>>>>> Beware the grue!
>>>>>
>>>>> Dark.
>>>>> - Original Message -
>>>>> From: "Darren Harris" 
>>>>> To: "'Gamers Discussion list'" 
>>>>> Sent: Monday, January 06, 2014 5:55 PM
>>>>> Subject: Re: [Audyssey] king of draggon pass help please
>>>>>
>>>&

Re: [Audyssey] king of draggon pass help please

2014-01-07 Thread Dakotah Rickard
take,
>>>> since
>>>> it's possible to completely mess up hero quests if you choose the wrong
>>>> choice.
>>>>
>>>> While I completed the  short game and have thus done a few quests,
>>>> (particularly the making of the storm tribe),  they're certainlly not
>>>> easy
>>>> to do and even with all the best  preparations your chances of success
>>>> aren't ever %100.
>>>>
>>>> Beware the grue!
>>>>
>>>> Dark.
>>>>
>>>>
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>>>> list,
>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>
>>>>
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[Audyssey] Newest Swamp

2013-12-20 Thread Dakotah Rickard
Hi gamers.

I read that Swamp 3.0 is the latest and greatest in terms of the Swamp
game, but on www.kaldobsky.com, the latest version is 2.9D.

Any thoughts on this? Where can I get the newest release?

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Re: [Audyssey] Civilization games on PC or iPhone

2013-12-07 Thread Dakotah Rickard
Lords and knights isn't really a civ builder game. It's a castle
builder, and it does that remarkably well, even down to the jerks who
send thousands of troops against you without warning or provocation:
that's a tiny personal rant. And you find that in pretty much every
online game of the type.
As for civ games, we don't really have so much, but one game I wish we
could have ported was Alpha Centauri, another cid Mayers game where
you and other groups of settlers land on a planet and colonize it.
Everyone is unique, every leader is different, and there's a lot of
flavor in the game. I don't think it would be unportable, though I
doubt that acquiring the rights to do so or getting anyone corporate
to do so would really work.
The thing is, civ games aren't really that hard to set up, in terms of
the internal mechanics. It's the interface that would take most of the
time. They're really ust a list of stats with perks and penalties.
It's not hard. I just don't know enough about interface development to
pull it off, but maybe someone would work with me and we could put it
all together.
The sad thing is that it's easy to code but hard to brainstorm, though
I'm a really good brainstormer and a really lousy coder. If anyone's
interested in actually making one, i'll sit down and talk with you
about anything you migt want or need.



On 12/7/13, K  wrote:
> sid meiers made some great games.  I believe he made the civilization games,
>
> plus a game called Pirates!  that had you start out as either an English
> privateer, a spanish merchant, a dutch  trader or a frnech buccaneer.  in
> the carrabean, you'd sail around, attack other ships, hire more men, buy
> cannon for your ships, and then attack island cities and try to become the
> best or worst pirate depending on your state of mind, you can be.  you'd
> marry, make diplomatic treaties with other countires, etc.  very visual so I
>
> don't know if it could be ported to a blind verison, but it took up most of
>
> my free time when I was in junior high and hich school
>
> K
> - Original Message -
> From: "Ken Downey" 
> To: "Gamers Discussion list" 
> Sent: Saturday, December 07, 2013 2:41 AM
> Subject: [Audyssey] Civilization games on PC or iPhone
>
>
>> Lords and Knights was good, but its time frame was really limited, and
>> there were only a dozen or so research projects you could do. It would be
>>
>> great if we could start with little more than fire, and end up in the
>> space age if we play it right. It would be nice if the game had good sound
>>
>> also.
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Re: [Audyssey] Any Accessible Android Games

2013-12-03 Thread Dakotah Rickard
gt; ---
>> View my Online Portfolio at:
>>
>> http://www.onemodelplace.com/CaraQuinn
>>
>> Follow me on Twitter!
>>
>> https://twitter.com/ModelCara
>
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Re: [Audyssey] Any Accessible Android Games

2013-11-25 Thread Dakotah Rickard
Android is really starting to get a good bit of momentum behind it in
terms of accessibility and interesting accessible titles. The problem
is, you're really only going to see those for a bit on really good
phones or nexus devices.
That's why, in my opinion, getting an iPhone is your best bet, if you
haven't made your choice yet. Also, as a note, if you're in the U.S.,
as I think you are, try checking out Wal-Mart's Black Friday stuff. I
think I remember seeing that you could get an iPhone 5c on the big two
mobile carriers for $45 and a 5s for $100. I might be wrong, but if
I'm not, that's really really good.

On 11/15/13, dark  wrote:
> Hi Tom.
>
> Well I've mentioned the things I personally like about he Iphone, however I
>
> do see the point, and even for me as a windows user I frankly find Itunes
> very annoying, simply because all the careful file organization I've done of
>
> my books and music collection over the last few years, some of which are old
>
> audio books, it utterly Ignores!
>
> Also I'll say however good Itunes is with vo on mac, on windows it's not
> exactly friendly, not with it's tree views, multitudes of buttons etc. It's
>
> certainly usable, but compared to something like winamp it's accessibility
> is waaay off, probably because Apple didn't spend much time doing windows
> access.
>
> All that being said I have noticed a lot of bennifits, and some of them,
> like Siri and the very inervative use of Iphone technology in games like
> Papasangre seems very Iphone specific, or at least we've not yet seen
> anything like it on Android.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Draconis Releases DoItWrite 1.0

2013-11-25 Thread Dakotah Rickard
I chose at an early age to learn how to write, and though I haven't
used this app, I have played around with Voiceover's handwriting
function.
I can pretty much get it to recognize everything except a couple of
punctuation marks, and yes. The letters look like letters, or at
least, the way I write my letters gets recognized by voiceover, so ...
uh, maybe I'm not actually answering your question.

On 11/19/13, Teresa Cochran  wrote:
> Keep in mind that there is a disclaimer that this method of writing on paper
> is legible, but “not very attractive”. Have you found that people can read
> this writing on paper?
>
> Teresa
>
> "We're made of star stuff."--Carl Sagan
>
> On Nov 19, 2013, at 2:29 AM, Chris 
> wrote:
>
>> Good Morning all,
>>
>> I must say i love this app.
>>
>> Even though i am the grand old age of 40 i am finding it very useful as i
>> do try and hand write cardds to family and friends even though i can't see
>> at all.
>>
>> I have found that this app has been a fantastic help as my school only
>> taught me how to create a signature for life after school.
>>
>> well done to the creaters *smile*
>>
>> regards
>> Christopher huby
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Re: [Audyssey] Hack and Other Simple Games

2013-11-25 Thread Dakotah Rickard
e web, at
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Re: [Audyssey] Godville.

2013-11-24 Thread Dakotah Rickard
Yeah. You can totally ignore Godville and things will still get done.
I'm trying for the achievement where I ignore my hero for an entire
year.

On 11/24/13, dark  wrote:
> Well Lindsy, As Austin said, the point of Godville is basically to just
> watch what your hero does. You can punish or reward them,  or resurrect, but
>
> essentially those things just speed up progress, you can actually do
> nothing at all and your hero will still go on quests, fight monsters etc.
>
> Indeed, I confess I wondered whether to include Godville in the
> audiogames.net database because! it could be played as a zero player game,
> ie, a game that required no input from the player. I did however decide to
> in the end because you could affect progress of the game and because there
> was a rather good Iphone ap version that gave you notifications and such.
>
> Interestingly enough however, Godville was based on an older game (well joke
>
> really), called progress quest, which is! zero players and offers no
> introduction, for all that the text, monsters etc are very humourus. Indeed,
>
> I rather thought progress quest was a little more humourus than Godville,
> albeit the lack of  interaction did go against me giving it a db page.
>
> You can find Progress quest at http://www.progressquest.com/
>
> As I said, if you enjoy Godville,  you'll most certainly enjoy pq.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Lindsay Cowell" 
> To: "Gamers Discussion list" 
> Sent: Sunday, November 24, 2013 11:50 AM
> Subject: Re: [Audyssey] Godville.
>
>
> Ah, it seems good fun, actually.
>
> -Original Message-
> From: austin pinto
> Sent: Sunday, November 24, 2013 11:46 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Godville.
>
> no godville is a rpg in which u must only see your hero play and if he
> loses his health u must encarage or punish him and if he dies u must
> resurect him and some thing more
>
> On 11/24/13, Lindsay Cowell  wrote:
>> Hi all
>>
>> Is it me, or is godville a very weird game, you don’t seem to have to do
>> anything?
>>
>> Lindsay Cowell
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>
> --
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> contact me on skype.
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> -
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Re: [Audyssey] Hack and Other Simple Games

2013-11-24 Thread Dakotah Rickard
But I'd love, love to play something like this.

On 11/24/13, Dakotah Rickard  wrote:
> I have a good suggestion. I know it's good because I've used it a lot.
> Don't overcomplicate things. The more you add, the more you'll want to add.
> Having various skills as buyables, having various weapons and shields
> and armor and such as another type of buyable, all that sounds not
> only feasible but relatively easier to code. If you end up working out
> how fight differs from fight, how opponent differs from opponent, then
> you'll have to create a rather larger interface than maybe you
> intended.
>
> On 11/24/13, dark  wrote:
>> Hi Tom.
>>
>> I agree on your skills ideas and varieties of upgrades,  whether warriors
>> or
>>
>> robots, but I was also thinking in terms of what was actually happening
>> in!
>>
>> battle, so that when fighting the player actually had different options
>> to
>> choose than just hitting the attack button over again.
>>
>> So just to take a simple example, rather than just role dice with all
>> correct weaponry skills and do damage accordingly, have a number of
>> defensive styles to choose before using each attack which can be used a
>> limited number of times in the fight. Lets say for example, you see your
>> opponent is using a dodge defense. well your obviously going to want a
>> wide
>>
>> slash to be more likely to hit, so you might choose to hack with your
>> sword.
>>
>> On the other hand, if your fighting someone with a sword and shield who
>> chooses to block with their shield, well hacking away won't do much good
>> so
>>
>> you might decide to try striking at their legs and putting them
>> offbalance,
>>
>> so you'd choose an unbalancing attack which would make your next attack
>> stronger.
>>
>> thinking of a fighting game this way, asmore of a card game where you
>> choose
>>
>> to play different cards from your hand according to your oponent's
>> stratogy
>>
>> rather than a dice  game of  who can roll the highest would make for a
>> much
>>
>> more intereactive game, and   also something where the randomness of the
>> opponents you fight makes a major difference.
>>
>> of course this is just a suggestion and there are doubltess other
>> possible
>> systems, but I will confess it is one of the things that  irritates me in
>> so
>>
>> many  rpg games, whether browser based, old text based ones or even
>> simple
>> battle affairs like Hack or tournament from bpc that basically  all the
>> stratogy  comes from  what  stuff you buy or train with experience, and
>> none
>>
>> is  applied in the actual fight itself. After all in a real! fight,  it's
>> far more likely to be the person with the better stratogy, experience and
>> instincts who wins, not just the one with the best equipment or the
>> biggest
>>
>> muscles for all both are important.
>>
>> all the best,
>>
>> Dark.
>>
>>
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Re: [Audyssey] Hack and Other Simple Games

2013-11-24 Thread Dakotah Rickard
I have a good suggestion. I know it's good because I've used it a lot.
Don't overcomplicate things. The more you add, the more you'll want to add.
Having various skills as buyables, having various weapons and shields
and armor and such as another type of buyable, all that sounds not
only feasible but relatively easier to code. If you end up working out
how fight differs from fight, how opponent differs from opponent, then
you'll have to create a rather larger interface than maybe you
intended.

On 11/24/13, dark  wrote:
> Hi Tom.
>
> I agree on your skills ideas and varieties of upgrades,  whether warriors or
>
> robots, but I was also thinking in terms of what was actually happening in!
>
> battle, so that when fighting the player actually had different options to
> choose than just hitting the attack button over again.
>
> So just to take a simple example, rather than just role dice with all
> correct weaponry skills and do damage accordingly, have a number of
> defensive styles to choose before using each attack which can be used a
> limited number of times in the fight. Lets say for example, you see your
> opponent is using a dodge defense. well your obviously going to want a wide
>
> slash to be more likely to hit, so you might choose to hack with your
> sword.
>
> On the other hand, if your fighting someone with a sword and shield who
> chooses to block with their shield, well hacking away won't do much good so
>
> you might decide to try striking at their legs and putting them offbalance,
>
> so you'd choose an unbalancing attack which would make your next attack
> stronger.
>
> thinking of a fighting game this way, asmore of a card game where you choose
>
> to play different cards from your hand according to your oponent's stratogy
>
> rather than a dice  game of  who can roll the highest would make for a much
>
> more intereactive game, and   also something where the randomness of the
> opponents you fight makes a major difference.
>
> of course this is just a suggestion and there are doubltess other possible
> systems, but I will confess it is one of the things that  irritates me in so
>
> many  rpg games, whether browser based, old text based ones or even simple
> battle affairs like Hack or tournament from bpc that basically  all the
> stratogy  comes from  what  stuff you buy or train with experience, and none
>
> is  applied in the actual fight itself. After all in a real! fight,  it's
> far more likely to be the person with the better stratogy, experience and
> instincts who wins, not just the one with the best equipment or the biggest
>
> muscles for all both are important.
>
> all the best,
>
> Dark.
>
>
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Re: [Audyssey] Draconis Releases DoItWrite 1.0

2013-11-17 Thread Dakotah Rickard
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Re: [Audyssey] Any Accessible Android Games

2013-11-13 Thread Dakotah Rickard
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Re: [Audyssey] Any Accessible Android Games

2013-11-13 Thread Dakotah Rickard
There's one more thing.

If you buy an app on the Apple App store, and it turns out not to be
accessible, as I understand it, there's no refund. However, if you buy
an app from the Google Play store, and it doesn't work or you don't
like it or what have you, you can uninstall the app within 24 hours
and you get a full refund.

This means that people can explore apps with greater security on
Android than on iOS.

this is definitely a boon for the Android platform.



On 11/12/13, Dakotah Rickard  wrote:
> Ok. I'm grabbing onto this topic a bit late, but here goes.
>
> I have used an iPhone 5 for a year now, and it's changed my life. I
> grabbed up a cheap crappy Android device at the beginning of April
> this year, but it ran I think Android 2.6, so it wasn't very fun.
> Still, finding that I could actually use it gave me hope. About two
> months ago, I bought a Nexus 7 FHD and have been slowly gaining in
> both proficiency and respect for the Android platform.
>
> Here's my take on the main issue, games, with some sub-issues below.
>
> First, there's a game, Star Traders, which I really like. It's
> available on both iOS and Android, though there are some slight
> differences. The Android version does some odd stuff, but it's
> useable. I haven't figured out how to make the ChoiceOfGames games
> work, and I've tried several of them. I can't read the pages and I
> can't seem to find the radio buttons, but if some people say they
> work, they work.
>
> As for other games, the big problem is that the ExploreByTouch feature
> of Android was added in 4.0 Ice Cream Sandwich, and some games were
> developed before that, so you either have to turn off Explore By Touch
> or suspend Talkback, Android's native screen reader. IOS offers the
> triple click home command to enable and disable Voiceover, but Google
> hasn't implemented anything like that for Talkback, so you have to do
> a bit of fiddling to make it work.
>
> Finally, as for development, you're absolutely right. It is very
> possible to make accessible apps on Android; it's just that most
> people don't really bother. It can even be free to make said apps,
> which is great. Why throw down cash if you don't have to.
> However, to be fair to the iPhone, there are other options to buying a
> Mac and learning Objective C. The easiest is using a port of C#, a
> programming language with which you are either familiar or can easily
> become familiar, as it's rather like Java. There are other options,
> though they escape me for now. The port of C# does cost money, but
> it's $400 or $450, I think, rather than thousands.
> Also, there's the pickiness of Apple's App store, and the developers'
> program charges, but it's a question. There are plenty of people using
> Android devices successfully, as it's now a much more accessible
> platform than it was, but the majority still use Apple's product
> lines. That means that you'd maximize profits, even given the
> additional costs, by going the iOS route. Still, if you go with
> Android, you'll be putting little money down, eaning you can charge
> less and still profit.
>
> In my humble opinion, the best solution would be play the fence, as
> I'm doing. Essentially, if you can afford to do so, buy both.
>
> finally, some cautionary advice that you probably already know.
> The most wonderful thing about Android is that it's got a lot of open
> source elements, though some of the elements most crucial to Android
> are being swallowed up by Google and made closed source. Android
> transitions smoothly between various apps providing various functions,
> whereas Apple has each app sandboxed, meaning that even a simple thing
> like sending an email with an attachment is pretty nearly impossible.
> However, Android is highly fragmented. Many, many people still use
> older devices (before 4.0) with crappy accessibility and poor support.
> The only devices which are guaranteed an update are Nexus devices, and
> even these aren't sure things, as the recent drop of the Galaxy Nexus
> shows.
>
> The safest bet, in my opinion, is to buy an iPhone and a Nexus tablet,
> as I've done. First and foremost, they are both at the beginning of
> their current tech cycles, and secondarily, this allows you to have
> the portability of the iPhone for day to day tasks like calling and
> navigation, but it allows you to have a dedicated amusement device in
> the Nexus. Given that a new 16 GB nexus is $230 or so, and given that
> a new 16 GB iPhone 5s is $200 or so on contract, you're throwing down
> a little under $500 for the devices and gaining a foothold

[Audyssey] Games on Android

2013-10-07 Thread Dakotah Rickard
Hi there.
I'm the proud owner of the 2013 Nexus 7 FHD, and I think it's quite a
neat little tablet. It runs pretty well, and Android 4.3 is neat, but
I, as is my wont, would like to load the device up with games and
neato stuff like that.
I've done some googling, and I found a couple of titles, but nothing
too spiffy, and I figured that some of you guys would be gamer gurus
of the Android order, so here I am, humbly requesting your
suggestions, ideas, oppinions, app recommendations, and so forth.
Granted, I could e-mail the Eyes Free group, but hey. I figured I'd
start here for games, and some of you guys are on Eyes Free anyhow, so
why double up?


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Re: [Audyssey] Solara

2013-10-03 Thread Dakotah Rickard
Landscape mode is where your phone's screen is sideways, and Voiceover
will announce when your home button should be to the left or right.
Also, try touching the screen in different places to allow you to
learn where things are. This will be important in iOS 7, as it has
messed up several things to do with Solara.
Still, it's a great game.

On 10/3/13, loriduncan  wrote:
> Thanks Christina, do I hold my phone with the home button pointing away from
>
> me, at the moment I'm holding it with the lock switch furthest away and the
>
> 2 bollume buttons on the left.
>
> -Original Message-
> From: Christina
> Sent: Thursday, October 03, 2013 4:17 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] Solara
>
> Hi.
> Yep, Solara only works in Landscape mode so you'll have to turn your phone
> to play more effectively.
> You might want to build before going on any quests.  Buildings accumulate
> gold and/or food.
> When you double tap on a quest, swiping should then bring up a blurb about
> what you're fighting.  You hit "Fight" and then select any hero/s you want
> on the quest.  You start with one hero and one hero slot available.
> Double-tapping on the hero's name brings up his/her info and the option to
> add him to the group.
> To remove him, you must double-tap on the hero slot number.
> HTH,
> Christina
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of loriduncan
> Sent: Thursday, October 03, 2013 10:44 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Solara
>
> Hi Dark, when I first start the game the phone goes into landscape mode,
> and
>
> I'm having trouble swiping to find the different options.  I found the
> quests button and got something called Slicing and Dicing, but when I
> double-tap it nothing happens.   Otherthan that the sounds and music are
> really good.  I just need help navigating around the screen which seems
> harder in landscape mode than normal.  From Lori.
>
> -Original Message-
> From: dark
> Sent: Thursday, October 03, 2013 3:10 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Solara
>
> Hi Lori.
>
> Sadly no audio demo, but hopefuly the audiogames.net page is reasonably
> informative.
>
> About paying, well on solara the in ap perchice store is very clearly
> labled, and completely separate from where you pay for in game upgrades to
> your tower etc, so there's absolutely no worries with paying for something
> by mistake.
>
> Also, I'll add that on the iphone before making any in ap perchice you need
> to enter your name and password anyway.
>
> Start the game, and use the quests button. This is where you cary on
> missions for the story, but also the first few missions will take you
> through the game basics like a tutorial.
>
> Hth.
>
> All the best,
>
> DArk.
>
>
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Re: [Audyssey] Lords and Knights map and reports

2013-09-03 Thread Dakotah Rickard
As for the map, if scrolling and touching aren't enough, that's all anyone has. 
Sighted folks don't get a distance reading either. I suggest using the "Send 
Resources" or "Support" options when you tap a castle to get a direct time 
reading.
As for the alliance, castle, and player links, double tap and hold to activate 
them.

Signed:
Dakotah Rickard

On Sep 3, 2013, at 9:21, Denny Schwab  wrote:

> Hi,
> 
> I am playing the Lords and Knights game and was wondering if anyone
> had any suggestions for getting around the map better.  I can go up,
> down, left, and right with three-finger swipes, but am having a hard
> time figuring out distances.  My alliance is a bit away from me and I
> am trying to figure out just how many fields.
> 
> Additionally, I get report and castle links in my alliance, but it all
> just looks like a few digits plus a series of numbers.  Does anyone
> have any suggestions of how to read these?
> 
> Any suggestions would be great!
> 
> Denny
> 
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[Audyssey] AppleVis.com and AudioGames.net in a new world

2013-07-27 Thread Dakotah Rickard
I'm sorry, but I finally have to post on this.
AppleVis is a terrific resource. It's a place to find out which apps are 
accessible and which are not, though I questioned the wisdom of having a 
category of completely unusable apps, unless the apps are going to be the 
subject of one of their petitioning campaigns, as it.ought to be inferred that 
if an app isn't listed as accessible, it's either not accessible or the 
community doesn't know about it.
Frankly, I'm more than a little fed up with all iOS questions getting the 
catch-all answer of "Go check AppleVis." First of all, AppleVis is a resource, 
not the only resource. Second, people seem to read that the message is about 
Apple products and automatically mention AppleVis, no matter what the message 
is actually about, like some sort of broken pop-up ad. Many of the messages 
are, in fact, looking for relevant human advice on a forum specifically created 
to talk about gaming within the visually impaired community.
Now, I could understand if the person sending the query had just purchased a 
new Apple device. In fact, I would support mentioning AppleVis at that point, 
because it's a great resource, which everyone should know about.
The other problem with so heavily relying on AppleVis is that Apple isn't the 
PC, and AppleVis isn't AudioGames.net. What I mean is this:
Apple itself, and therefore its partners, subsidiaries, and developer 
community, are more conscious of accessibility as an on-going concern than are 
the respective Windows and PC equivalents. What I'm getting at is that, simply 
because accessibility is both more conscious and easier, people are more likely 
to add it, purposefully or not, as a product feature. Except for MUDs and 
similar niche market text adventures and the occasional browser game, 
AudioGames.net is largely populated by purpose-built games, usually but not 
always developed by people in our blind community. The Games that aren't on 
AudioGames.net aren't usually playable for us, or playing them is quite a bit 
more difficult, simply due to lack of sight.
AppleVis is a bit like AudioGames.net, in that it too is a community of mostly 
visually impaired people discussing games. Granted, AppleVis has a larger 
scope, including all AppStore categories, but they are similar as relates to 
games.
The difference, as I have  illustrated, is that in relying on only one PC 
resource, we aren't really missing out on any accidentally discovered gold 
mines, but we will be, if we treat Apple resources similarly, and the 
autopilot, Everyman answer to just check AppleVis is a big step down a short 
road in that direction.
Please don't waste this golden opportunity which we now have, to integrate our 
isolated community into the world at large by falling into the comfortable 
prison of old habit. 

Signed:
Dakotah Rickard


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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-23 Thread Dakotah Rickard
Good idea, Charles. Have a tour of the courses.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 15:46, "Charles Rivard"  wrote:

> Jim:  If this already exists, where can it be found?  If not, how about an 
> option in the next update that marks, in the list of golf courses to choose 
> from, whether a course has been played?  Using this feature, you could play 
> all of the courses available without replaying any.  Then you could look at 
> the records to see how you did.
> 
> Another feature that might be a cool addition would be a running average 
> score in comparison to what par would be after that many holes.  For example, 
> if you play a course that has 72 as par and score 70, then a course that has 
> 70 as par, and you shoot a score of 70, the average par would be 71 and you 
> have shot an average of 70.  Overall, so far, you're shooting 1 under par.  
> Over time, you could combine these 2 features and see how you did as far as 
> par for all courses.  After all courses have been played at least once, 
> select the random course choice and see if you can beat your overall 
> performance.
> 
> ---
> Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-23 Thread Dakotah Rickard
Good point, Tom.
I honestly didn't even consider that.
Deconstruction isn't one of my strong points.

On 7/20/13, Thomas Ward  wrote:
> Hi Dakotah,
>
> Yes, your messages are getting through just fine. Remember if you ever
> want to know if a message has gotten through to the list check the
> list archives on the Audyssey site, and you can find out without
> asking here.
>
> Cheers!
>
> On 7/20/13, Dakotah Rickard  wrote:
>> Did this last message get through?
>
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
In researching the various languages I could utilize, I found that C++
doesn't seem to offer much in the way of advantage over C# in terms of
what you can actually do with it, especially when you weigh it against
the difficulties inherent in programming in that language.

On 7/21/13, Thomas Ward  wrote:
> Hi Dakotah,
>
> Well, even there C# is much easier to work with than C++. While XNA
> would not be my first choice for a .NET game programming API its
> nothing like trying to access those libraries such as dinput, xaudio2,
> xinput, etc directly through C++ primarily because libraries like
> xaudio2 does not have functions to load and decode wav files, mp3s,
> wma files, ogg files, etc on its own forcing you to have to write your
> own custom load functions even for uncompressed sounds like wav files.
> With something like SlimDX, which I think blows XNA away, it has
> functions to load and process wav files in xaudio2 and does a decent
> job of simplifying access to dinput, xinput, and the rest of the
> DirectX API.
>
> On 7/21/13, Dakotah Rickard  wrote:
>> I can attest to that. I'm looking at writing games in c# with xna, and
>> it's
>> gonna be rough. That's why I try to at least put implementation details
>> in
>> with requests. Also, as Jim has made several successful local multiplayer
>> games, I didn't find it too awkward to write out my requests.
>> By the way, if someone made that cost/feature site thing I talked about a
>> couple months ago, putting in descriptions of each feature and its
>> required
>> components and workload might help non-programmers more easily comprehend
>> the scope of the requests they're making. Also, just a quick thought/tip
>> that I keep running across, unless the game's design specifically
>> precludes
>> it, design the game's back-end as though their will be some kind of
>> multiplayer, because then if people want it, implementation doesn't mean
>> a
>> rewrite of huge chunks of your code. Everybody wins, and it usually
>> doesn't
>> require a great divergence from standard design principles.
>>
>> Signed:
>> Dakotah Rickard
>
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-- 
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
I can attest to that. I'm looking at writing games in c# with xna, and it's 
gonna be rough. That's why I try to at least put implementation details in with 
requests. Also, as Jim has made several successful local multiplayer games, I 
didn't find it too awkward to write out my requests.
By the way, if someone made that cost/feature site thing I talked about a 
couple months ago, putting in descriptions of each feature and its required 
components and workload might help non-programmers more easily comprehend the 
scope of the requests they're making. Also, just a quick thought/tip that I 
keep running across, unless the game's design specifically precludes it, design 
the game's back-end as though their will be some kind of multiplayer, because 
then if people want it, implementation doesn't mean a rewrite of huge chunks of 
your code. Everybody wins, and it usually doesn't require a great divergence 
from standard design principles.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 10:48, Thomas Ward  wrote:

> Hi James,
> 
> The sad part is BGT is relatively simple compared to writing a game
> completely from scratch in C++ or another advanced programming
> language. The interfaces to things such as DirectSound are very very
> difficult without a wrapper library like Streemway to provide high
> level access. I only wish that more gamers could appreciate the sheer
> amount of work that goes into a single audio game.
> 
> Cheers!
> 
> On 7/21/13, James Bartlett  wrote:
>> Hi there
>> 
>>Tell me about it. I'm working on a game with BGT. It's my first time
>> programing so it's a good program to start with, but I just didn't know how
>> 
>> much work went into making a game.
>> 
>> bfn
>> James
>> 
>> --
> 
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-20 Thread Dakotah Rickard
I hate forums. They're too much of a pain, because of all the threads.
gah!

On 7/20/13, Trouble  wrote:
> Yep, guess everyone is on the audio-games.net forms. Lists die when
> forms come to play.
>
> At 04:33 PM 7/20/2013, you wrote:
>>Did this last message get through?
>>
>>On 7/19/13, Dakotah Rickard  wrote:
>> > Hi Jim.
>> >
>> > I generally try to keep my two cents to myself, unless I'm asked for
>> > it or I've had too much caffeine or alcohol, but I've finally decided
>> > that I can't keep it in any longer.
>> > You have several awesome games under your auspices, and I would like
>> > to request an update to two of them. tHe update is similar in both
>> > games, although a couple of thoughts on implementation are provided:
>> > The first, and in my opinion easiest, is an update to your golf game
>> > to include local multiplayer. No no. I'm not asking for the big giant
>> > doozie of them all, network communications. I just want to sit around
>> > and play a nice game of pass the keyboard Golf. It seems to me that
>> > standard golfing rules would be pretty easy to throw in: farthest from
>> > the hole gets to stroke, ties broken by accuracy or at random, and
>> > maybe a stroke limit of something like 10 strokes over par to stop
>> > your friend from harassing you too badly.
>> >
>> > The other game I'd like to talk about is Trucker.
>> > You guessed it. I'd love to have multiplayer added in for that too,
>> > and again, this is local multiplayer, so it'd be pretty easy to do.
>> > The hard part would be slightly reworking the interface to account for
>> > more than one driver at a time, but I figure it could work something
>> > like this.
>> > No matter what happens, you have to press enter to allow an hour to
>> > pass in multiplayer mode, so say Bob and Jake are driving. Jake goes
>> > to sleep in the truckstop, but Bob wants to keep on going.
>> > Traditionally, Jake would hear a bunch of snoring, followed by an
>> > alarm, but in multiplayer Bob drives however fast he wants to go and
>> > so forth, while Jake has to press enter for each hour of sleep. Of
>> > course, you could just decide that he's opted in for the full eight
>> > hours, nothing can change that, or you could offer him the opportunity
>> > to end his sleep early, just as a nice little change.
>> >
>> > I love both of these games, and my friends and I would love to play
>> > them together, but the prospect of having five computers in a circle
>> > and trying to hear hour own thing and not the other guys' and trying
>> > to keep relatively synchronized... no fun.
>> >
>> > The only other game that even remotely makes sense to be multiplayer,
>> > in my opinion, is Starmule, and that one seems most fun alone, but
>> > that's personal.
>> > Football involves a little too much rock paper scissors style and
>> > secret strategy to make an effective local multiplayer, and I can't
>> > think of any other games that aren't and ought to be, in my opinion.
>> >
>> > I hope that you will seriously consider adding local multiplayer to
>> > Golf and Trucker, as I feel it would add a whole new dimension to some
>> > already great games.
>> > For added fun, it might even be nice to have computer controlled
>> > players,
>> > too.
>> >
>> >
>> >
>> > --
>> > Signed:
>> > Dakotah Rickard
>> >
>>
>>
>>--
>>Signed:
>>Dakotah Rickard
>>
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-- 
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