Re: [Audyssey] Alteraeon knock spell

2017-02-12 Thread Justin Jones
It really does not matter as I got what I wanted: leathercraft no
longer character binds. Druids can now carve on it, and potentially,
create more powerful pieces to sell/use. The player economy on Alter
Aeon is the worst I have ever seen in the nearly thirty years of
gaming I have done. There are a number of factors, some functional,
others structural, but this will help - just a little.

On 1/11/17, Paul Weston  wrote:
> I have to disagree with your interpretation of the skill.
>
> Leatherworking is very low level (8) and has been provided to give everyone
> a chance to improve their own equipment very slightly. It is the same as the
> tailoring skill, also a low level skill and also for improving personal
> items.
>
> It is not meant as a replacement for higher level druid carving but instead
> as an opportunity for all classes and levels to get a small amount of
> benefit for their eq.
>
> I think this shows actually a great deal of knowledge into how to balance
> the game.
>
> It is unreasonable to expect that a skill that is available to all classes
> level 8 and above is going to allow you to improve equipment to a standard
> that would be profitable to sell or make your character super extra
> powerful.
>
> Paul
>
> Asclepius / Meccano
> -Original Message-----
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: 11 January 2017 15:55
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Alteraeon knock spell
>
> I do not have confidence in Dentin and the rest, vis-à-vis development and
> balance. They have proven, time and time again that they have no clue what
> they are doing.
>
> For instance: the leatherworking skill. Great idea in concept; create items
> and carve on them, perhaps for personal use or for sale to other players.
> There is only one serious difficulty: the items in question bind to your
> character. If you check the help file (and I just did to verify this) there
> is no indication that when you use leatherworking that the item will bind to
> that character. Had I known this from the start, I would not have wasted the
> pracs on the skinning and leatherworking skills.
>
> Also, arguing that no one would take pick locks if Knock worked as it ought
> is faulty logic.
>
> On 1/11/17, dark  wrote:
>> Well from what I've seen thus far, knock and picklock are about the
>> same in
>>
>> terms of the doors they can open, it's just the mechanics that are
>> different, or to put it another way, I've never encountered a door
>> that can
>>
>> be picked but can't be knock spelled or visa versa, though there are
>> certainly doors that are imune to both and need a key.
>>
>> All the best,
>>
>> DArk.
>>
>>
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>
>
> --
> Justin M. Jones, M.A.
> atreides...@gmail.com
> (254) 624-9155
> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
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-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alter Aeon - Thief

2017-01-17 Thread Justin Jones
You have to use credits to purchase a weightless. There is a command
that will allow you to see what you can purchase off the credits list.
In other words, it is not a shopkeeper that sells weightlesses, but a
command you have to use (credit buy list, perhaps?).

Also, if you have multiple characters on one account, you have access
to your credits irrespective of which character you have logged in.
For instance, I could buy 100 credits with Morathi, log off with her
and then log in with Tigurius. I would have access to that same 100
credits that I bought with Morathi.

When you donate to Alter Aeon, Dentin applies the credits to your
account (your email address).

On 1/17/17, Shaun Everiss  wrote:
> aah.
>
>
>
> On 18/01/2017 7:12 a.m., Jude DaShiell wrote:
>> The chalice for vemarken chapel is in pellam, you just go in there and
>> search for it.
>> The lost ring is in the stream west of vemarken probably guarded by a
>> platypus north in a spring.
>>
>> On Tue, 17 Jan 2017, Justin Jones wrote:
>>
>>> Date: Tue, 17 Jan 2017 07:41:31
>>> From: Justin Jones 
>>> Reply-To: Gamers Discussion list 
>>> To: Gamers Discussion list 
>>> Subject: Re: [Audyssey] Alter Aeon - Thief
>>>
>>> We are getting off topic here, but:
>>>
>>> 1. Gold from sacrificing corpses, quests, once in a while as loot or
>>> steal it.
>>> 2. You can buy practices with credits (and I have done, and will
>>> probably do this from time to time), but I'd get my hands on a
>>> weightless container first. Unless you are a mage as your primary
>>> class (tensor's floating disc), buying a weightless is a must.
>>>
>>> Back to the original topic: does anyone have answers to my questions
>>> concerning thieves? Thanks
>>>
>>> On 1/17/17, Shaun Everiss  wrote:
>>>> Hmmm how do you donate to alterian.
>>>> I am not playing that much to need me to donate, but depending on how
>>>> long credits last, I guess I could probably bue a couple thousand maybe
>>>> 3000 every half year or so, it would depend on what I used them for.
>>>> I would use them initially for skill training, but to be honest
>>>> depending on how much practices cost I think its 250 bucks, it will be
>>>> almost impossible to buy credits this way indeffinately.
>>>> This may mean I will have to level up and not buy that new skill or so
>>>> till I have enough while using credits for some things when I need
>>>> them.
>>>> How does one get gold bar quests I have never got more than a few
>>>> thousand and I always tend to end up using most of it for things.
>>>> I have never completed the lost ring quest in vermarken or found the
>>>> challace for pelam, didd it once forgot what I did.
>>>>
>>>>
>>>>
>>>> On 17/01/2017 6:34 p.m., Jude DaShiell wrote:
>>>>> Credits happen by donations to alteraeon most often and sometimes on
>>>>> special events.
>>>>>
>>>>> equivalent is $10.00 per 1,000 credits if I have the exchange rate
>>>>> right.
>>>>> On Tue, 17 Jan 2017, Shaun Everiss wrote:
>>>>>
>>>>>> Date: Mon, 16 Jan 2017 23:27:01
>>>>>> From: Shaun Everiss 
>>>>>> Reply-To: Gamers Discussion list 
>>>>>> To: Gamers Discussion list 
>>>>>> Subject: Re: [Audyssey] Alter Aeon - Thief
>>>>>>
>>>>>> One thing I have wandered and wanted to do is train some stats like
>>>>>> dex and stuff, however I have gone warrior, cleric and then mage I
>>>>>> have not touched the other classes yet.
>>>>>> I prefur when I can a physical skillset with a few spells chucked in
>>>>>> where I can.
>>>>>> I have heard you can get credits to buy things, but how does one
>>>>>> actually get credits?
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 17/01/2017 3:28 p.m., Justin Jones wrote:
>>>>>>> Hello all,
>>>>>>>
>>>>>>> I am going to reset my thief character in Alter Aeon. He is kind of
>>>>>>> a
>>>>>>> mess with pracs placed in things they really ought not to be placed
>>>>>>> in. This time around, I want to optimize him as best I can. I am
>>>>>>> thinking of focusing on combat/assassination/stealing everything
>>>>>

Re: [Audyssey] Alter Aeon - Thief

2017-01-17 Thread Justin Jones
They might have fixed it, but you have to be very careful with Alter
Aeon help files. They have the nasty habbit of not telling you
everything you need to know about a spell or skil. For example, when
last I looked, the leatherworking skill help file does not actually
tell you that the item you create binds to your character. If I had
known that detail, I would not have wasted the practices on it.

On 1/17/17, Denny Schwab  wrote:
> From what I see on the Withdraw skill, at least the thief version, it
> only needs another valid target available to let you withdraw.  The
> warrior version does require you to be in a group with other players.
>
> I'll have to testit out though to see how it works.  I don't see the
> necro as a total lost level though, and probably would have gone that
> way even if withdraw doesn't work as I think.
>
> Denny
>
> On 1/17/17, Justin Jones  wrote:
>> The withdraw skill does (or did not) work as you think. I tried that
>> too, with the clay man, but Withdraw only works in groups of other
>> players. Unless they have changed this, you just wasted a level.
>>
>> Stealing is tricky as you need very high dex and charisma. When you
>> can get it, fast talking is a must. Just be careful with stealing
>> though: when you are caught, they will try to murder you.
>>
>> On 1/17/17, Denny Schwab  wrote:
>>> On thieves...
>>>
>>> For Backstab, the little I know is that if you hide you do more damage
>>> as you backstab.  Otherwise I believe it is probably mostly
>>> skilllevel/hitroll/damroll that make the most difference, but I too
>>> would like more info there.
>>>
>>> I have a character I am playing that is a thief/mage/cleric/necro.  My
>>> reason for the necro was to give the ability to create a clay golem if
>>> needed, so I could withdraw from battle when necessary.  Not sure how
>>> that works yet, since I have not tried it out myself, having just
>>> added the Necro class yesterday.
>>>
>>> A question I would like to add is how the Steal skill works.  I have
>>> tried casing all types of NPC characters, but have never found one
>>> that says it has items to steal.  What am I doing wrong?  I have no
>>> problem shoplifting from most any shopkeeper, but stealing seems to be
>>> a different matter.
>>>
>>> Thanks,
>>>
>>> Denny
>>>
>>> On 1/17/17, Justin Jones  wrote:
>>>> We are getting off topic here, but:
>>>>
>>>> 1. Gold from sacrificing corpses, quests, once in a while as loot or
>>>> steal
>>>> it.
>>>> 2. You can buy practices with credits (and I have done, and will
>>>> probably do this from time to time), but I'd get my hands on a
>>>> weightless container first. Unless you are a mage as your primary
>>>> class (tensor's floating disc), buying a weightless is a must.
>>>>
>>>> Back to the original topic: does anyone have answers to my questions
>>>> concerning thieves? Thanks
>>>>
>>>> On 1/17/17, Shaun Everiss  wrote:
>>>>> Hmmm how do you donate to alterian.
>>>>> I am not playing that much to need me to donate, but depending on how
>>>>> long credits last, I guess I could probably bue a couple thousand
>>>>> maybe
>>>>> 3000 every half year or so, it would depend on what I used them for.
>>>>> I would use them initially for skill training, but to be honest
>>>>> depending on how much practices cost I think its 250 bucks, it will be
>>>>> almost impossible to buy credits this way indeffinately.
>>>>> This may mean I will have to level up and not buy that new skill or so
>>>>> till I have enough while using credits for some things when I need
>>>>> them.
>>>>> How does one get gold bar quests I have never got more than a few
>>>>> thousand and I always tend to end up using most of it for things.
>>>>> I have never completed the lost ring quest in vermarken or found the
>>>>> challace for pelam, didd it once forgot what I did.
>>>>>
>>>>>
>>>>>
>>>>> On 17/01/2017 6:34 p.m., Jude DaShiell wrote:
>>>>>> Credits happen by donations to alteraeon most often and sometimes on
>>>>>> special events.
>>>>>>
>>>>>> equivalent is $10.00 per 1,000 credits if I have the exchange rate
>>>>>> right.
>>>>>> On Tue

Re: [Audyssey] Alter Aeon - Thief

2017-01-17 Thread Justin Jones
The withdraw skill does (or did not) work as you think. I tried that
too, with the clay man, but Withdraw only works in groups of other
players. Unless they have changed this, you just wasted a level.

Stealing is tricky as you need very high dex and charisma. When you
can get it, fast talking is a must. Just be careful with stealing
though: when you are caught, they will try to murder you.

On 1/17/17, Denny Schwab  wrote:
> On thieves...
>
> For Backstab, the little I know is that if you hide you do more damage
> as you backstab.  Otherwise I believe it is probably mostly
> skilllevel/hitroll/damroll that make the most difference, but I too
> would like more info there.
>
> I have a character I am playing that is a thief/mage/cleric/necro.  My
> reason for the necro was to give the ability to create a clay golem if
> needed, so I could withdraw from battle when necessary.  Not sure how
> that works yet, since I have not tried it out myself, having just
> added the Necro class yesterday.
>
> A question I would like to add is how the Steal skill works.  I have
> tried casing all types of NPC characters, but have never found one
> that says it has items to steal.  What am I doing wrong?  I have no
> problem shoplifting from most any shopkeeper, but stealing seems to be
> a different matter.
>
> Thanks,
>
> Denny
>
> On 1/17/17, Justin Jones  wrote:
>> We are getting off topic here, but:
>>
>> 1. Gold from sacrificing corpses, quests, once in a while as loot or
>> steal
>> it.
>> 2. You can buy practices with credits (and I have done, and will
>> probably do this from time to time), but I'd get my hands on a
>> weightless container first. Unless you are a mage as your primary
>> class (tensor's floating disc), buying a weightless is a must.
>>
>> Back to the original topic: does anyone have answers to my questions
>> concerning thieves? Thanks
>>
>> On 1/17/17, Shaun Everiss  wrote:
>>> Hmmm how do you donate to alterian.
>>> I am not playing that much to need me to donate, but depending on how
>>> long credits last, I guess I could probably bue a couple thousand maybe
>>> 3000 every half year or so, it would depend on what I used them for.
>>> I would use them initially for skill training, but to be honest
>>> depending on how much practices cost I think its 250 bucks, it will be
>>> almost impossible to buy credits this way indeffinately.
>>> This may mean I will have to level up and not buy that new skill or so
>>> till I have enough while using credits for some things when I need them.
>>> How does one get gold bar quests I have never got more than a few
>>> thousand and I always tend to end up using most of it for things.
>>> I have never completed the lost ring quest in vermarken or found the
>>> challace for pelam, didd it once forgot what I did.
>>>
>>>
>>>
>>> On 17/01/2017 6:34 p.m., Jude DaShiell wrote:
>>>> Credits happen by donations to alteraeon most often and sometimes on
>>>> special events.
>>>>
>>>> equivalent is $10.00 per 1,000 credits if I have the exchange rate
>>>> right.
>>>> On Tue, 17 Jan 2017, Shaun Everiss wrote:
>>>>
>>>>> Date: Mon, 16 Jan 2017 23:27:01
>>>>> From: Shaun Everiss 
>>>>> Reply-To: Gamers Discussion list 
>>>>> To: Gamers Discussion list 
>>>>> Subject: Re: [Audyssey] Alter Aeon - Thief
>>>>>
>>>>> One thing I have wandered and wanted to do is train some stats like
>>>>> dex and stuff, however I have gone warrior, cleric and then mage I
>>>>> have not touched the other classes yet.
>>>>> I prefur when I can a physical skillset with a few spells chucked in
>>>>> where I can.
>>>>> I have heard you can get credits to buy things, but how does one
>>>>> actually get credits?
>>>>>
>>>>>
>>>>>
>>>>> On 17/01/2017 3:28 p.m., Justin Jones wrote:
>>>>>> Hello all,
>>>>>>
>>>>>> I am going to reset my thief character in Alter Aeon. He is kind of a
>>>>>> mess with pracs placed in things they really ought not to be placed
>>>>>> in. This time around, I want to optimize him as best I can. I am
>>>>>> thinking of focusing on combat/assassination/stealing everything that
>>>>>> isn't nailed to the ground. To that end, I have a couple of
>>>>>> questions:
>

Re: [Audyssey] Alter Aeon - Thief

2017-01-17 Thread Justin Jones
We are getting off topic here, but:

1. Gold from sacrificing corpses, quests, once in a while as loot or steal it.
2. You can buy practices with credits (and I have done, and will
probably do this from time to time), but I'd get my hands on a
weightless container first. Unless you are a mage as your primary
class (tensor's floating disc), buying a weightless is a must.

Back to the original topic: does anyone have answers to my questions
concerning thieves? Thanks

On 1/17/17, Shaun Everiss  wrote:
> Hmmm how do you donate to alterian.
> I am not playing that much to need me to donate, but depending on how
> long credits last, I guess I could probably bue a couple thousand maybe
> 3000 every half year or so, it would depend on what I used them for.
> I would use them initially for skill training, but to be honest
> depending on how much practices cost I think its 250 bucks, it will be
> almost impossible to buy credits this way indeffinately.
> This may mean I will have to level up and not buy that new skill or so
> till I have enough while using credits for some things when I need them.
> How does one get gold bar quests I have never got more than a few
> thousand and I always tend to end up using most of it for things.
> I have never completed the lost ring quest in vermarken or found the
> challace for pelam, didd it once forgot what I did.
>
>
>
> On 17/01/2017 6:34 p.m., Jude DaShiell wrote:
>> Credits happen by donations to alteraeon most often and sometimes on
>> special events.
>>
>> equivalent is $10.00 per 1,000 credits if I have the exchange rate right.
>> On Tue, 17 Jan 2017, Shaun Everiss wrote:
>>
>>> Date: Mon, 16 Jan 2017 23:27:01
>>> From: Shaun Everiss 
>>> Reply-To: Gamers Discussion list 
>>> To: Gamers Discussion list 
>>> Subject: Re: [Audyssey] Alter Aeon - Thief
>>>
>>> One thing I have wandered and wanted to do is train some stats like
>>> dex and stuff, however I have gone warrior, cleric and then mage I
>>> have not touched the other classes yet.
>>> I prefur when I can a physical skillset with a few spells chucked in
>>> where I can.
>>> I have heard you can get credits to buy things, but how does one
>>> actually get credits?
>>>
>>>
>>>
>>> On 17/01/2017 3:28 p.m., Justin Jones wrote:
>>>> Hello all,
>>>>
>>>> I am going to reset my thief character in Alter Aeon. He is kind of a
>>>> mess with pracs placed in things they really ought not to be placed
>>>> in. This time around, I want to optimize him as best I can. I am
>>>> thinking of focusing on combat/assassination/stealing everything that
>>>> isn't nailed to the ground. To that end, I have a couple of questions:
>>>>
>>>> 1. I am assuming that stat focus for a thief ought to be dexterity and
>>>> charisma? Obviously, I will want to work on the other stats too, but I
>>>> am guessing that these are my primary ones for the thief?
>>>>
>>>> 2. I am thinking of going thief, mage, warrior, cleric. Any
>>>> alternative suggestions?
>>>>
>>>> 3. Now, for my first point of confusion: what does thief level on gear
>>>> actually do? I mean, from a mechanics standpoint?
>>>>
>>>> 4. The other point that confuses me is what a thief actually needs to
>>>> backstab? I have seen hitroll and I have seen damroll. I am wary of
>>>> some of the players on Alter and am not sure when I am being trolled
>>>> and not. So, I figure I would ask here.
>>>>
>>>> Thanks in advance...
>>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> All messages are archived and can be searched and read at
> http://www.mail-archi

[Audyssey] Alter Aeon - Thief

2017-01-16 Thread Justin Jones
Hello all,

I am going to reset my thief character in Alter Aeon. He is kind of a
mess with pracs placed in things they really ought not to be placed
in. This time around, I want to optimize him as best I can. I am
thinking of focusing on combat/assassination/stealing everything that
isn't nailed to the ground. To that end, I have a couple of questions:

1. I am assuming that stat focus for a thief ought to be dexterity and
charisma? Obviously, I will want to work on the other stats too, but I
am guessing that these are my primary ones for the thief?

2. I am thinking of going thief, mage, warrior, cleric. Any
alternative suggestions?

3. Now, for my first point of confusion: what does thief level on gear
actually do? I mean, from a mechanics standpoint?

4. The other point that confuses me is what a thief actually needs to
backstab? I have seen hitroll and I have seen damroll. I am wary of
some of the players on Alter and am not sure when I am being trolled
and not. So, I figure I would ask here.

Thanks in advance...

-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
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Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-14 Thread Justin Jones
I said that I had only glanced at the web site and not given it a
thorough going-over.

On 1/14/17, Clement Chou  wrote:
> Demos are here. Anyone who is browsing the site and missed them, I
> find that surprising.. considering there is a link right at the top of
> the page that says audio demos right under game info. lol
> http://outofsightgames.com/a-heros-call/audio-demos/
>
> On 1/14/17, Christina  wrote:
>> It does.
>> You can listen to the demo on the KS page or on the game's website.
>>
>>
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Joshua
>> Kennedy
>> Sent: Friday, January 13, 2017 11:10 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] A Hero's Call, an Accessible Windows game Under
>> development.
>>
>> does it have sound and music and stuff? if so I'll surely buy it.
>>
>>
>>
>> On 1/13/2017 9:01 PM, Christopher Bartlett wrote:
>>> I'm a tester for this game and have followed its development for over a
>>> year.  Without giving away any trade secrets, I can say that the
>>> controls
>>> are quite intuitive, and the number of options scales with the
>>> advancement
>>> of the characters, so that at the beginning you have a manageable number
>> of
>>> choices, while further on, there are more complex things you can do.
>>> The
>>> devs have also included in-game tutorial text that is quite good at
>>> teaching you the basics, while leaving plenty of scope for you to
>>> discover
>>> little tricks of your own.
>>> As I said, I've been testing this game and would likely have received a
>>> copy when all was said and done, but I am sufficiently pleased with the
>>> product, and even more with the willingness of the devs to respond to
>>> feedback, and even add new features as an experiment that I have backed
>>> this project at a significant level.
>>>
>>>
>>> On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir 
>>> wrote:
>>>
>>>> If you go to outofsightgames.com and look through the audio demos or
>>>> look
>>>> at the channel of out of sight games on Youtube, there are demos for
>>>> equipment, radar, and a full quest demo. I believe they're working on
>> more
>>>> to post. I'd go ahead and contribute. This game's going to be huge and
>> the
>>>> extras for Kickstarter backers are pretty nice. Discussion over how
>>>> such
>> a
>>>> game could be made has gone on as long as Audyssey Magazine and the
>>>> blind
>>>> gaming community has existed. Now, it's actually being created. What a
>>>> grand start to 2017.  The devs seem very responsive to questions and a
>> bit
>>>> stunned by the intense interest their project has received. Even
>>>> better,
>>>> they experienced the kind of games we all wanted to play but couldn't
>>>> due
>>>> to blindnesss before they lost their sight. This is going to be
>>>> stupifyingly good gaming for us.
>>>> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones 
>>>> wrote:
>>>>
>>>>> That looks pretty damn impressive, actually. I watched the demo on
>>>>>
>>>>> YouTube, but I still am not sure how it controls. That is what is
>>>>>
>>>>> making me hesitate to contribute to the game.
>>>>>
>>>>>
>>>>>
>>>>> On 1/13/17, Phil Vlasak  wrote:
>>>>>
>>>>>> A Hero's Call, from Out of Sight Games.
>>>>>> An Accessible Fantasy Role Playing Game.
>>>>>> Under development, the premier title from Out of Sight Games,
>>>>>> you are a traveler thrust into a world of possibilities
>>>>>> when you find the city of Farhaven under attack by a mysterious
>>>>>> enemy.
>>>>>> Along with a small band of allies, you must explore the surrounding
>>>>> lands,
>>>>>
>>>>>> discover the identity of your enigmatic foe, and save Farhaven from
>>>>> certain
>>>>>
>>>>>> conquest.
>>>>>> Do you have what it takes to answer a hero?s call?
>>>>>> Discover an expansive world, Venture forth from the town of Farhaven
>>>>>> to
>>>>>> explore mysterious forests, goblin-infeste

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Justin Jones
I took a quick look around the web site, but only saw the trailer and
a link to the kickstarter page. Do they do a guided demo of the game?
What I mean, is there someone playing the game while the developer
explains things here and there?

So, regarding the movement system, is it similar to Manamon's, i.e.
pushing the up arrow moves the character north, the left arrow moves
west, and so on? How does it actually work? The movement, I mean?

What about random encounters? How long are they making the game? If
you cannot answer these questions, then fair enough, but I am probably
going to contribute, but want to know what I am getting into.

On 1/13/17, Christopher Bartlett  wrote:
> It does have sound and music, which will be expanded, due to the success of
> the kickstarter campaign.  There is full keyboard movement, and there may
> be mouse, I haven't tried it and can't remember if they've implemented it.
>
> On Fri, Jan 13, 2017 at 11:09 PM, Joshua Kennedy 
> wrote:
>
>> does it have sound and music and stuff? if so I'll surely buy it.
>>
>>
>>
>>
>> On 1/13/2017 9:01 PM, Christopher Bartlett wrote:
>>
>>> I'm a tester for this game and have followed its development for over a
>>> year.  Without giving away any trade secrets, I can say that the
>>> controls
>>> are quite intuitive, and the number of options scales with the
>>> advancement
>>> of the characters, so that at the beginning you have a manageable number
>>> of
>>> choices, while further on, there are more complex things you can do.
>>> The
>>> devs have also included in-game tutorial text that is quite good at
>>> teaching you the basics, while leaving plenty of scope for you to
>>> discover
>>> little tricks of your own.
>>> As I said, I've been testing this game and would likely have received a
>>> copy when all was said and done, but I am sufficiently pleased with the
>>> product, and even more with the willingness of the devs to respond to
>>> feedback, and even add new features as an experiment that I have backed
>>> this project at a significant level.
>>>
>>>
>>> On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir 
>>> wrote:
>>>
>>> If you go to outofsightgames.com and look through the audio demos or
>>> look
>>>> at the channel of out of sight games on Youtube, there are demos for
>>>> equipment, radar, and a full quest demo. I believe they're working on
>>>> more
>>>> to post. I'd go ahead and contribute. This game's going to be huge and
>>>> the
>>>> extras for Kickstarter backers are pretty nice. Discussion over how
>>>> such
>>>> a
>>>> game could be made has gone on as long as Audyssey Magazine and the
>>>> blind
>>>> gaming community has existed. Now, it's actually being created. What a
>>>> grand start to 2017.  The devs seem very responsive to questions and a
>>>> bit
>>>> stunned by the intense interest their project has received. Even
>>>> better,
>>>> they experienced the kind of games we all wanted to play but couldn't
>>>> due
>>>> to blindnesss before they lost their sight. This is going to be
>>>> stupifyingly good gaming for us.
>>>> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones 
>>>> wrote:
>>>>
>>>> That looks pretty damn impressive, actually. I watched the demo on
>>>>>
>>>>> YouTube, but I still am not sure how it controls. That is what is
>>>>>
>>>>> making me hesitate to contribute to the game.
>>>>>
>>>>>
>>>>>
>>>>> On 1/13/17, Phil Vlasak  wrote:
>>>>>
>>>>> A Hero's Call, from Out of Sight Games.
>>>>>> An Accessible Fantasy Role Playing Game.
>>>>>> Under development, the premier title from Out of Sight Games,
>>>>>> you are a traveler thrust into a world of possibilities
>>>>>> when you find the city of Farhaven under attack by a mysterious
>>>>>> enemy.
>>>>>> Along with a small band of allies, you must explore the surrounding
>>>>>>
>>>>> lands,
>>>>>
>>>>> discover the identity of your enigmatic foe, and save Farhaven from
>>>>>>
>>>>> certain
>>>>>
>>>>> conquest.
>>>>>> Do you have what it t

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Justin Jones
A question for those who have tested the game: how is movement handled
in the game? Is it mouse and keyboard driven? Just keyboard driven?

On 1/13/17, David Mehler  wrote:
> Hi,
>
> Is this game at the level of demo yet?
>
> Thanks.
> Dave.
>
>
> On 1/13/17, Christopher Bartlett  wrote:
>> I'm a tester for this game and have followed its development for over a
>> year.  Without giving away any trade secrets, I can say that the controls
>> are quite intuitive, and the number of options scales with the
>> advancement
>> of the characters, so that at the beginning you have a manageable number
>> of
>> choices, while further on, there are more complex things you can do.  The
>> devs have also included in-game tutorial text that is quite good at
>> teaching you the basics, while leaving plenty of scope for you to
>> discover
>> little tricks of your own.
>> As I said, I've been testing this game and would likely have received a
>> copy when all was said and done, but I am sufficiently pleased with the
>> product, and even more with the willingness of the devs to respond to
>> feedback, and even add new features as an experiment that I have backed
>> this project at a significant level.
>>
>>
>> On Fri, Jan 13, 2017 at 8:50 PM, Michael Feir 
>> wrote:
>>
>>> If you go to outofsightgames.com and look through the audio demos or
>>> look
>>> at the channel of out of sight games on Youtube, there are demos for
>>> equipment, radar, and a full quest demo. I believe they're working on
>>> more
>>> to post. I'd go ahead and contribute. This game's going to be huge and
>>> the
>>> extras for Kickstarter backers are pretty nice. Discussion over how such
>>> a
>>> game could be made has gone on as long as Audyssey Magazine and the
>>> blind
>>> gaming community has existed. Now, it's actually being created. What a
>>> grand start to 2017.  The devs seem very responsive to questions and a
>>> bit
>>> stunned by the intense interest their project has received. Even better,
>>> they experienced the kind of games we all wanted to play but couldn't
>>> due
>>> to blindnesss before they lost their sight. This is going to be
>>> stupifyingly good gaming for us.
>>> On Fri, Jan 13, 2017 at 8:24 PM Justin Jones 
>>> wrote:
>>>
>>> > That looks pretty damn impressive, actually. I watched the demo on
>>> >
>>> > YouTube, but I still am not sure how it controls. That is what is
>>> >
>>> > making me hesitate to contribute to the game.
>>> >
>>> >
>>> >
>>> > On 1/13/17, Phil Vlasak  wrote:
>>> >
>>> > > A Hero's Call, from Out of Sight Games.
>>> >
>>> > > An Accessible Fantasy Role Playing Game.
>>> >
>>> > > Under development, the premier title from Out of Sight Games,
>>> >
>>> > > you are a traveler thrust into a world of possibilities
>>> >
>>> > > when you find the city of Farhaven under attack by a mysterious
>>> > > enemy.
>>> >
>>> > > Along with a small band of allies, you must explore the surrounding
>>> > lands,
>>> >
>>> > > discover the identity of your enigmatic foe, and save Farhaven from
>>> > certain
>>> >
>>> > >
>>> >
>>> > > conquest.
>>> >
>>> > > Do you have what it takes to answer a hero?s call?
>>> >
>>> > > Discover an expansive world, Venture forth from the town of Farhaven
>>> > > to
>>> >
>>> > > explore mysterious forests, goblin-infested tunnels, haunted
>>> > > catacombs,
>>> > and
>>> >
>>> > >
>>> >
>>> > > much
>>> >
>>> > > more.
>>> >
>>> > > With 17 unique maps, you'll always have new lands to explore.
>>> >
>>> > > Follow a turn-by-turn beacon system to locations you've already
>>> > discovered,
>>> >
>>> > > or venture out on your own, you never know what you might find!
>>> >
>>> > > Build your characters, Choose from one of six different classes,
>>> > > each
>>> > with
>>> >
>>> > > unique skills, and tailor your attributes for your specifi

Re: [Audyssey] A Hero's Call, an Accessible Windows game Under development.

2017-01-13 Thread Justin Jones
That looks pretty damn impressive, actually. I watched the demo on
YouTube, but I still am not sure how it controls. That is what is
making me hesitate to contribute to the game.

On 1/13/17, Phil Vlasak  wrote:
> A Hero's Call, from Out of Sight Games.
> An Accessible Fantasy Role Playing Game.
> Under development, the premier title from Out of Sight Games,
> you are a traveler thrust into a world of possibilities
> when you find the city of Farhaven under attack by a mysterious enemy.
> Along with a small band of allies, you must explore the surrounding lands,
> discover the identity of your enigmatic foe, and save Farhaven from certain
>
> conquest.
> Do you have what it takes to answer a hero?s call?
> Discover an expansive world, Venture forth from the town of Farhaven to
> explore mysterious forests, goblin-infested tunnels, haunted catacombs, and
>
> much
> more.
> With 17 unique maps, you'll always have new lands to explore.
> Follow a turn-by-turn beacon system to locations you've already discovered,
> or venture out on your own, you never know what you might find!
> Build your characters, Choose from one of six different classes, each with
> unique skills, and tailor your attributes for your specific style of play.
> Will you use melee or ranged weapons?
> Will you strike down your opponents with the power of the elements? Or will
>
> you attack from the shadows?
> Will you heal and defend with holy magic?
> Or strike terror with the powers of necromancy?
> Expand your party with four unique allies.
> Engage with a dynamic world, Meet over 40 NonPlayer characters, with dynamic
>
> behaviors and dialogues affected by your choices and actions.
> Some will fight alongside you, while others may have secrets to reveal.
> Test your might as you explore and encounter over 70 different enemies,
> from bandits and wolves to giant spiders, golems, and dragons,
> you will never be lacking for foes to vanquish.
> Turn-based combat provides comfort for players of all skill levels,
> while positional audio puts you in the center of visceral, action-packed
> battles.
> http://outofsightgames.com/a-heros-call/
> A Hero's Call KickStarter project.
> This project will only be funded if it reaches its goal by Friday, February
>
> 3 2017.
> https://www.kickstarter.com/projects/1112411595/a-heros-call-an-accessible-fantasy-rpg?ref=discovery
>
>
>
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Re: [Audyssey] Calling all Gamers.

2017-01-13 Thread Justin Jones
That may be, but in all seriousness, if we want games, we are going to
have to make them.

On 1/13/17, dark  wrote:
> Hi Justin.
>
> I don't know about the american legal question, but actually I don't think
> the situation is quite that dire.
> There are increasingly a lot of indi developers working on audiogames or
> accessible text games, and with the rising indi market this is something
> that will only increase.
> Generally speaking I've found that if you can actually talk to a game's
> developer, the actual person with the ideas who sits down and rights the
> nuts and bolts code, changes do happen, since at rock bottom developers want
>
> people playing their games and are generally happy to make changes so that
> vi gamers can.
>
> So, while I don't think steam will be accessible any time soon, I do see
> more accessible releases from indi developers in stand alone packages for
> Ios and windows, and more developers including access in the future.
>
> All the best,
>
> Dark.
>
>
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Re: [Audyssey] Calling all Gamers.

2017-01-13 Thread Justin Jones
Good luck getting this to be taken seriously by the legal system here
in the United States. There are dozens of legal defenses that Valve
could use to wriggle out of anything.

Unfortunately, they could argue, with a good deal of justice, that
most, if not all, their games are for sighted people so it is not
their job to accomedate us.

Finally, there is a very good chance that the Americans with
Disabilities Act is going to be gutted by Cheeto Bonito and the
deplorable human beings that put him into office/support him. This
extends to the idiot Republicans in Congress who will happily throw us
under the bus.

If we want accessible games, we are going to have to do it ourselves;
there is no other way around this.

On 1/13/17, Ron Kolesar  wrote:
> Thanks Dark.
> We deeply appreciate your support.
> I've sent the info that I shipped to the list to a couple of ADA lawyers
> that I've worked with to help them out a few years back.
> So, I'm now hoping since I helped them out on a major project, that they'll
>
> now be able to help out we the blind in our hour of need as well.
> A huge thanks once again.
> Ron
>
> -Original Message-
> From: dark
> Sent: Friday, January 13, 2017 02:58 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Calling all Gamers.
>
> Good luck, though I think the amount of time and effort that has been put
> into contacting valve and their utter lack of interest already speaks for
> itself, one reason why I'd urge people to not support steam and encourage
> developers of accessible games not to use it either.
>
> All the best,
>
> Dark.
>
>
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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Justin Jones
That's a fair answer, so far as it goes and I appreciate its honesty,
but that does not change my overall opinion of how you address issues
within Alter Aeon, Dentin.

On 1/12/17, Dennis Towne  wrote:
> (Note - replying only to the original post by Dark.  The rest of the
> thread is a tarpit I'd rather not be mired in.)
>
> Locks are an obnoxious mechanic that we as builders haven't been happy
> with for a long time.  The core issue is that locks are too binary;
> you can either unlock them fairly easily, or you'll just plain be
> stuck.  For the most part we've been dealing with it by adding keys
> and making things easy to pick, but that's a cheesy hack at best.
>
> We've had a couple of proposals for changing locks over the years,
> we're just not sure if those proposals would actually fix the
> problems.  It also just hasn't been very high priority; there are
> plenty of issues and problems we do know how to easily fix that we
> could work on instead. That's not a great answer, but that's why this
> is still in a state where we're not happy with it.
>
> Ultimately, we want a setup where lock difficulty is more consistently
> set for the area level, and players are guaranteed to succeed in
> opening a lock even if they're completely skill less and don't have
> the key.  The skills should be able to reduce the time necessary to
> open a lock. Figuring out all the details for this sort of thing is
> tedious and irritating.  We'll figure something out eventually, but it
> probably won't be until well past the anniversary event.
>
> -dentin
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:
>> Hi.
>>
>> I've been trying to do the drow city close to fort Magnitia, and ran
>> across a door that was locked.
>> I tried the knock spell a bunch of times, and despite havig 25 int and 18
>> dex couldn't get through at all. I've neglected learning lock picking
>> since as a druid mage I really should be using magic rather than dex,
>> however it seems that KNock pretty much is just lock picking with a mana
>> cost, which makes it a bit pointless, and also a problem if you don't have
>> high dex, indeed I got killed because I ran out of mana on the bloody door
>> (that and I didn't have a livoak at the time).
>>
>> I was therefore wondering if the knock spell could be made a bit more
>> effective as an alternative tto lock picking given that it costs mana to
>> use. Indeed what might be fun is if the knock spell, instead of simply
>> replicating the lock picking skill with a spell opened the door in a
>> different way, for example with the first casting having the mage
>> concentrate and grasp the tumblers in the lock one by one before turning
>> them, meaning knock would always work, but at an increased mana cost.
>>
>> Heck necromancers could have a versio where they create a literal skeleton
>> key out of harvested bones, which could be more efficient on mana than the
>> mage version, but require teeth.
>>
>> I know the game often has several ways of doing the same thing, for
>> example the spells candle, crystal light and continual light, but it'd be
>> really useful if in this case the spell did a little more than just
>> replicate  lock pick and so could be a bit more useful to none thieves.
>>
>> All the best,
>>
>> Dark.
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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Justin Jones
Oh, I see how this goes: I should just keep my mouth shut and be
greatful for having an accessible MMORPG? This is what I am getting
out of that last post. Well, whatever; do/believe as you like; I'm
done here.

On 1/12/17, Keith S  wrote:
> but you are not a builder or admin on the game, so if you are going to sit
> back and criticize the game admins, then you might as well ring your hands
> and play the game as is.  sure, opinions are nice and all, but come on.
>   - Original Message -
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Wednesday, January 11, 2017 4:54 PM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   You know, you really oughtn't to make assumptions as to what I have,
>   or have not, done. Based on that last post, you are operating under
>   the assumption that I have not made any attempt at communicating Alter
>   Aeon's issues to Dentin. Guess what, I have, on numerous occasions. Do
>   you know what happened? Do you know what I was told? To put it
>   politely, I was told where to get off, and in most instances, in very
>   direct language. That was if they were feeling polite, in many other
>   instances, I was called a troll and much worse. So I think you need to
>   get off your high horse and stop making assumptions.
>
>   As for my years of experience as a gamer, it is what makes me right. I
>   have seen multiple game systems and see what works (and sometimes,
>   what does not). There is a reason things are done a certain way and
>   not simply because it has always been done in that manner.
>
>   As an aside, I had a look at the latest edition of the Dungeons and
>   Dragons rules and at the Knock spell. Guess what? it works as it has
>   ever done.
>
>   On 1/11/17, Keith S  wrote:
>   > then type the word idea and then make the statement regarding the knock
>   > spell.
>   >
>   > As for you having so much experience as a gamer, perhaps you could
> become a
>   > builder and make changes to the game yourself.  I played toril and
>   > cyberassault and they both had their issues and I didn't put my nose in
> the
>   > air and tout my 29 years of gaming experience in the pen and paper RPG
>   > world.
>   >
>   > Keith
>   >   - Original Message -
>   >   From: Justin Jones
>   >   To: Gamers Discussion list
>   >   Sent: Wednesday, January 11, 2017 11:13 AM
>   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >
>   >
>   >   Or maybe you ought to stop defending poor design and balance choices,
>   >   especially because you know it is precisely that.
>   >
>   >   In the meantime, I have no intention of quitting Alter Aeon. I look on
>   >   my role as an educator, a person who, with my over thirty-years of
>   >   gaming experience, can point out the flaws in the game. Not because I
>   >   wish to troll or grief, but because I am hoping that if enough of us
>   >   are heard, that Dentin and the rest will stop listening to the tiny
>   >   clique of sicophants they surround themselves with and actually turn a
>   >   good game (Alter Aeon's current state) into a great game.
>   >
>   >   On 1/11/17, Keith S  wrote:
>   >   > then stop playing alteraeon if you don't have faith in the admins
> and
>   >   > builders
>   >   >   - Original Message -
>   >   >   From: Justin Jones
>   >   >   To: Gamers Discussion list
>   >   >   Sent: Wednesday, January 11, 2017 9:54 AM
>   >   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >   >
>   >   >
>   >   >   I do not have confidence in Dentin and the rest, vis-à-vis
> development
>   >   >   and balance. They have proven, time and time again that they have
> no
>   >   >   clue what they are doing.
>   >   >
>   >   >   For instance: the leatherworking skill. Great idea in concept;
> create
>   >   >   items and carve on them, perhaps for personal use or for sale to
> other
>   >   >   players. There is only one serious difficulty: the items in
> question
>   >   >   bind to your character. If you check the help file (and I just did
> to
>   >   >   verify this) there is no indication that when you use
> leatherworking
>   >   >   that the item will bind to that character. Had I known this from
> the
>   >   >   start, I would not have wasted the pracs on the skinning and
>   >   >   leatherworking skills.
>   >   >
>   >   >   Also, arguing that no one would take pick locks if Knock worked as
> it
>   >   >   oug

Re: [Audyssey] Alteraeon knock spell

2017-01-11 Thread Justin Jones
You know, you really oughtn't to make assumptions as to what I have,
or have not, done. Based on that last post, you are operating under
the assumption that I have not made any attempt at communicating Alter
Aeon's issues to Dentin. Guess what, I have, on numerous occasions. Do
you know what happened? Do you know what I was told? To put it
politely, I was told where to get off, and in most instances, in very
direct language. That was if they were feeling polite, in many other
instances, I was called a troll and much worse. So I think you need to
get off your high horse and stop making assumptions.

As for my years of experience as a gamer, it is what makes me right. I
have seen multiple game systems and see what works (and sometimes,
what does not). There is a reason things are done a certain way and
not simply because it has always been done in that manner.

As an aside, I had a look at the latest edition of the Dungeons and
Dragons rules and at the Knock spell. Guess what? it works as it has
ever done.

On 1/11/17, Keith S  wrote:
> then type the word idea and then make the statement regarding the knock
> spell.
>
> As for you having so much experience as a gamer, perhaps you could become a
> builder and make changes to the game yourself.  I played toril and
> cyberassault and they both had their issues and I didn't put my nose in the
> air and tout my 29 years of gaming experience in the pen and paper RPG
> world.
>
> Keith
>   ----- Original Message -
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Wednesday, January 11, 2017 11:13 AM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   Or maybe you ought to stop defending poor design and balance choices,
>   especially because you know it is precisely that.
>
>   In the meantime, I have no intention of quitting Alter Aeon. I look on
>   my role as an educator, a person who, with my over thirty-years of
>   gaming experience, can point out the flaws in the game. Not because I
>   wish to troll or grief, but because I am hoping that if enough of us
>   are heard, that Dentin and the rest will stop listening to the tiny
>   clique of sicophants they surround themselves with and actually turn a
>   good game (Alter Aeon's current state) into a great game.
>
>   On 1/11/17, Keith S  wrote:
>   > then stop playing alteraeon if you don't have faith in the admins and
>   > builders
>   >   - Original Message -
>   >   From: Justin Jones
>   >   To: Gamers Discussion list
>   >   Sent: Wednesday, January 11, 2017 9:54 AM
>   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >
>   >
>   >   I do not have confidence in Dentin and the rest, vis-à-vis development
>   >   and balance. They have proven, time and time again that they have no
>   >   clue what they are doing.
>   >
>   >   For instance: the leatherworking skill. Great idea in concept; create
>   >   items and carve on them, perhaps for personal use or for sale to other
>   >   players. There is only one serious difficulty: the items in question
>   >   bind to your character. If you check the help file (and I just did to
>   >   verify this) there is no indication that when you use leatherworking
>   >   that the item will bind to that character. Had I known this from the
>   >   start, I would not have wasted the pracs on the skinning and
>   >   leatherworking skills.
>   >
>   >   Also, arguing that no one would take pick locks if Knock worked as it
>   >   ought is faulty logic.
>   >
>   >   On 1/11/17, dark  wrote:
>   >   > Well from what I've seen thus far, knock and picklock are about the
> same
>   > in
>   >   >
>   >   > terms of the doors they can open, it's just the mechanics that are
>   >   > different, or to put it another way, I've never encountered a door
> that
>   > can
>   >   >
>   >   > be picked but can't be knock spelled or visa versa, though there are
>   >   > certainly doors that are imune to both and need a key.
>   >   >
>   >   > All the best,
>   >   >
>   >   > DArk.
>   >   >
>   >   >
>   >   > ---
>   >   > Gamers mailing list __ Gamers@audyssey.org
>   >   > If you want to leave the list, send E-mail to
>   >   > gamers-unsubscr...@audyssey.org.
>   >   > You can make changes or update your subscription via the web, at
>   >   > http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>   >   > All messages are archived and can be searched and read at
>   >   > http://www.mail-archive.com/gamers@audyssey.org.
>   >   > If you hav

Re: [Audyssey] Alteraeon knock spell

2017-01-11 Thread Justin Jones
Or maybe you ought to stop defending poor design and balance choices,
especially because you know it is precisely that.

In the meantime, I have no intention of quitting Alter Aeon. I look on
my role as an educator, a person who, with my over thirty-years of
gaming experience, can point out the flaws in the game. Not because I
wish to troll or grief, but because I am hoping that if enough of us
are heard, that Dentin and the rest will stop listening to the tiny
clique of sicophants they surround themselves with and actually turn a
good game (Alter Aeon's current state) into a great game.

On 1/11/17, Keith S  wrote:
> then stop playing alteraeon if you don't have faith in the admins and
> builders
>   - Original Message -----
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Wednesday, January 11, 2017 9:54 AM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   I do not have confidence in Dentin and the rest, vis-à-vis development
>   and balance. They have proven, time and time again that they have no
>   clue what they are doing.
>
>   For instance: the leatherworking skill. Great idea in concept; create
>   items and carve on them, perhaps for personal use or for sale to other
>   players. There is only one serious difficulty: the items in question
>   bind to your character. If you check the help file (and I just did to
>   verify this) there is no indication that when you use leatherworking
>   that the item will bind to that character. Had I known this from the
>   start, I would not have wasted the pracs on the skinning and
>   leatherworking skills.
>
>   Also, arguing that no one would take pick locks if Knock worked as it
>   ought is faulty logic.
>
>   On 1/11/17, dark  wrote:
>   > Well from what I've seen thus far, knock and picklock are about the same
> in
>   >
>   > terms of the doors they can open, it's just the mechanics that are
>   > different, or to put it another way, I've never encountered a door that
> can
>   >
>   > be picked but can't be knock spelled or visa versa, though there are
>   > certainly doors that are imune to both and need a key.
>   >
>   > All the best,
>   >
>   > DArk.
>   >
>   >
>   > ---
>   > Gamers mailing list __ Gamers@audyssey.org
>   > If you want to leave the list, send E-mail to
>   > gamers-unsubscr...@audyssey.org.
>   > You can make changes or update your subscription via the web, at
>   > http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>   > All messages are archived and can be searched and read at
>   > http://www.mail-archive.com/gamers@audyssey.org.
>   > If you have any questions or concerns regarding the management of the
> list,
>   > please send E-mail to gamers-ow...@audyssey.org.
>   >
>
>
>   --
>   Justin M. Jones, M.A.
>   atreides...@gmail.com
>   (254) 624-9155
>   701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
>   ---
>   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
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>   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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> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alteraeon knock spell

2017-01-11 Thread Justin Jones
I do not have confidence in Dentin and the rest, vis-à-vis development
and balance. They have proven, time and time again that they have no
clue what they are doing.

For instance: the leatherworking skill. Great idea in concept; create
items and carve on them, perhaps for personal use or for sale to other
players. There is only one serious difficulty: the items in question
bind to your character. If you check the help file (and I just did to
verify this) there is no indication that when you use leatherworking
that the item will bind to that character. Had I known this from the
start, I would not have wasted the pracs on the skinning and
leatherworking skills.

Also, arguing that no one would take pick locks if Knock worked as it
ought is faulty logic.

On 1/11/17, dark  wrote:
> Well from what I've seen thus far, knock and picklock are about the same in
>
> terms of the doors they can open, it's just the mechanics that are
> different, or to put it another way, I've never encountered a door that can
>
> be picked but can't be knock spelled or visa versa, though there are
> certainly doors that are imune to both and need a key.
>
> All the best,
>
> DArk.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alteraeon knock spell

2017-01-10 Thread Justin Jones
So you are aware that Knock, in Alter Aeon, does not work the way it
is supposed to.

On 1/10/17, Keith S  wrote:
> online, 3...paper and pencil 5 or 6
>
> Keith
>   - Original Message -
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Tuesday, January 10, 2017 11:08 AM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   Bash door would be okay, actually, but not as a skill. It ought to be
>   something that anyone can do, it is strength-based and can only be
>   done to certain doors.
>
>   Also, I am fine with doors that specifically require a key to open.
>   Not every door ought to be pickable/knockable (it's a word now,
>   so...), but the majority of them ought to be (and, from what I can
>   tell, they are).
>
>   I don't mean to be condescending with this question, Kieth, but how
>   many other role-playing games have you played?
>
>   On 1/10/17, Keith S  wrote:
>   > at this rate, they might as well have a warrior skill like chop door or
> bash
>   > door.
>   >
>   > Keith
>   >   - Original Message -
>   >   From: Justin Jones
>   >   To: Gamers Discussion list
>   >   Sent: Tuesday, January 10, 2017 10:10 AM
>   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >
>   >
>   >   Pretty much this. Every other role-playing game I have ever played
>   >   (and I have played a lot of them) has the knock spell a guaranteed
>   >   success when used. I understand the need for balance, but there are
>   >   far better ways to accomplish this than the current one in use.
>   >
>   >   The only way I would pick up Knock is if my primary was a Mage and I
>   >   had a lot of Mage cast gear on. Even then, I am not certain if it is
>   >   worth the pracs when I could simply take levels in Thief and the pick
>   >   locks skill.
>   >
>   >   On 1/10/17, Jude DaShiell  wrote:
>   >   > Why not just have knock blow the hinge pins out of the door?
>   >   >
>   >   > On Tue, 10 Jan 2017, dark wrote:
>   >   >
>   >   >> Date: Tue, 10 Jan 2017 06:26:00
>   >   >> From: dark 
>   >   >> Reply-To: Gamers Discussion list 
>   >   >> To: Gamers@audyssey.org
>   >   >> Subject: [Audyssey] Alteraeon knock spell
>   >   >>
>   >   >> Hi.
>   >   >>
>   >   >> I've been trying to do the drow city close to fort Magnitia, and
> ran
>   >   >> across a door that was locked.
>   >   >> I tried the knock spell a bunch of times, and despite havig 25 int
> and
>   > 18
>   >   >> dex couldn't get through at all. I've neglected learning lock
> picking
>   >   >> since as a druid mage I really should be using magic rather than
> dex,
>   >   >> however it seems that KNock pretty much is just lock picking with
> a
>   > mana
>   >   >> cost, which makes it a bit pointless, and also a problem if you
> don't
>   > have
>   >   >> high dex, indeed I got killed because I ran out of mana on the
> bloody
>   > door
>   >   >> (that and I didn't have a livoak at the time).
>   >   >>
>   >   >> I was therefore wondering if the knock spell could be made a bit
> more
>   >   >> effective as an alternative tto lock picking given that it costs
> mana
>   > to
>   >   >> use. Indeed what might be fun is if the knock spell, instead of
> simply
>   >   >> replicating the lock picking skill with a spell opened the door in
> a
>   >   >> different way, for example with the first casting having the mage
>   >   >> concentrate and grasp the tumblers in the lock one by one before
>   > turning
>   >   >> them, meaning knock would always work, but at an increased mana
> cost.
>   >   >>
>   >   >> Heck necromancers could have a versio where they create a literal
>   > skeleton
>   >   >> key out of harvested bones, which could be more efficient on mana
> than
>   > the
>   >   >> mage version, but require teeth.
>   >   >>
>   >   >> I know the game often has several ways of doing the same thing,
> for
>   >   >> example the spells candle, crystal light and continual light, but
> it'd
>   > be
>   >   >> really useful if in this case the spell did a little more than
> just
>   >   >> replicate  lock pick and so could be a bit more useful to none
>   > thieves.
>   >   >>
>   >   >> All the best,
> 

Re: [Audyssey] Alteraeon knock spell

2017-01-10 Thread Justin Jones
Bash door would be okay, actually, but not as a skill. It ought to be
something that anyone can do, it is strength-based and can only be
done to certain doors.

Also, I am fine with doors that specifically require a key to open.
Not every door ought to be pickable/knockable (it's a word now,
so...), but the majority of them ought to be (and, from what I can
tell, they are).

I don't mean to be condescending with this question, Kieth, but how
many other role-playing games have you played?

On 1/10/17, Keith S  wrote:
> at this rate, they might as well have a warrior skill like chop door or bash
> door.
>
> Keith
>   - Original Message -----
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Tuesday, January 10, 2017 10:10 AM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   Pretty much this. Every other role-playing game I have ever played
>   (and I have played a lot of them) has the knock spell a guaranteed
>   success when used. I understand the need for balance, but there are
>   far better ways to accomplish this than the current one in use.
>
>   The only way I would pick up Knock is if my primary was a Mage and I
>   had a lot of Mage cast gear on. Even then, I am not certain if it is
>   worth the pracs when I could simply take levels in Thief and the pick
>   locks skill.
>
>   On 1/10/17, Jude DaShiell  wrote:
>   > Why not just have knock blow the hinge pins out of the door?
>   >
>   > On Tue, 10 Jan 2017, dark wrote:
>   >
>   >> Date: Tue, 10 Jan 2017 06:26:00
>   >> From: dark 
>   >> Reply-To: Gamers Discussion list 
>   >> To: Gamers@audyssey.org
>   >> Subject: [Audyssey] Alteraeon knock spell
>   >>
>   >> Hi.
>   >>
>   >> I've been trying to do the drow city close to fort Magnitia, and ran
>   >> across a door that was locked.
>   >> I tried the knock spell a bunch of times, and despite havig 25 int and
> 18
>   >> dex couldn't get through at all. I've neglected learning lock picking
>   >> since as a druid mage I really should be using magic rather than dex,
>   >> however it seems that KNock pretty much is just lock picking with a
> mana
>   >> cost, which makes it a bit pointless, and also a problem if you don't
> have
>   >> high dex, indeed I got killed because I ran out of mana on the bloody
> door
>   >> (that and I didn't have a livoak at the time).
>   >>
>   >> I was therefore wondering if the knock spell could be made a bit more
>   >> effective as an alternative tto lock picking given that it costs mana
> to
>   >> use. Indeed what might be fun is if the knock spell, instead of simply
>   >> replicating the lock picking skill with a spell opened the door in a
>   >> different way, for example with the first casting having the mage
>   >> concentrate and grasp the tumblers in the lock one by one before
> turning
>   >> them, meaning knock would always work, but at an increased mana cost.
>   >>
>   >> Heck necromancers could have a versio where they create a literal
> skeleton
>   >> key out of harvested bones, which could be more efficient on mana than
> the
>   >> mage version, but require teeth.
>   >>
>   >> I know the game often has several ways of doing the same thing, for
>   >> example the spells candle, crystal light and continual light, but it'd
> be
>   >> really useful if in this case the spell did a little more than just
>   >> replicate  lock pick and so could be a bit more useful to none
> thieves.
>   >>
>   >> All the best,
>   >>
>   >> Dark.
>   >> ---
>   >> Gamers mailing list __ Gamers@audyssey.org
>   >> If you want to leave the list, send E-mail to
>   >> gamers-unsubscr...@audyssey.org.
>   >> You can make changes or update your subscription via the web, at
>   >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>   >> All messages are archived and can be searched and read at
>   >> http://www.mail-archive.com/gamers@audyssey.org.
>   >> If you have any questions or concerns regarding the management of the
>   >> list,
>   >> please send E-mail to gamers-ow...@audyssey.org.
>   >>
>   >
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Re: [Audyssey] Alteraeon knock spell

2017-01-10 Thread Justin Jones
Pretty much this. Every other role-playing game I have ever played
(and I have played a lot of them) has the knock spell a guaranteed
success when used. I understand the need for balance, but there are
far better ways to accomplish this than the current one in use.

The only way I would pick up Knock is if my primary was a Mage and I
had a lot of Mage cast gear on. Even then, I am not certain if it is
worth the pracs when I could simply take levels in Thief and the pick
locks skill.

On 1/10/17, Jude DaShiell  wrote:
> Why not just have knock blow the hinge pins out of the door?
>
> On Tue, 10 Jan 2017, dark wrote:
>
>> Date: Tue, 10 Jan 2017 06:26:00
>> From: dark 
>> Reply-To: Gamers Discussion list 
>> To: Gamers@audyssey.org
>> Subject: [Audyssey] Alteraeon knock spell
>>
>> Hi.
>>
>> I've been trying to do the drow city close to fort Magnitia, and ran
>> across a door that was locked.
>> I tried the knock spell a bunch of times, and despite havig 25 int and 18
>> dex couldn't get through at all. I've neglected learning lock picking
>> since as a druid mage I really should be using magic rather than dex,
>> however it seems that KNock pretty much is just lock picking with a mana
>> cost, which makes it a bit pointless, and also a problem if you don't have
>> high dex, indeed I got killed because I ran out of mana on the bloody door
>> (that and I didn't have a livoak at the time).
>>
>> I was therefore wondering if the knock spell could be made a bit more
>> effective as an alternative tto lock picking given that it costs mana to
>> use. Indeed what might be fun is if the knock spell, instead of simply
>> replicating the lock picking skill with a spell opened the door in a
>> different way, for example with the first casting having the mage
>> concentrate and grasp the tumblers in the lock one by one before turning
>> them, meaning knock would always work, but at an increased mana cost.
>>
>> Heck necromancers could have a versio where they create a literal skeleton
>> key out of harvested bones, which could be more efficient on mana than the
>> mage version, but require teeth.
>>
>> I know the game often has several ways of doing the same thing, for
>> example the spells candle, crystal light and continual light, but it'd be
>> really useful if in this case the spell did a little more than just
>> replicate  lock pick and so could be a bit more useful to none thieves.
>>
>> All the best,
>>
>> Dark.
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
> --
>
>
> ---
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> 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.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alteraeon knock spell

2017-01-10 Thread Justin Jones
It seems to me that picking a lock with the skill doesn't burn through
your movement nearly as fast as the Knock spell will burn through your
mana. Running out of movement is not great, and can be lethal, but
running out of mana (especially in a place like the tunnels under Fort
Magnesia) is asking to die.

To put it differently: the knock spell is a broken mess and needs fixing.

On 1/10/17, Keith S  wrote:
> the knock spell is an alternative to the pick lock skill, knock uses mana
> and pick locks uses movement.
>
> keith
>   - Original Message -
>   From: dark
>   To: Gamers@audyssey.org
>   Sent: Tuesday, January 10, 2017 5:26 AM
>   Subject: [Audyssey] Alteraeon knock spell
>
>
>   Hi.
>
>   I've been trying to do the drow city close to fort Magnitia, and ran
> across a door that was locked.
>   I tried the knock spell a bunch of times, and despite havig 25 int and 18
> dex couldn't get through at all. I've neglected learning lock picking since
> as a druid mage I really should be using magic rather than dex, however it
> seems that KNock pretty much is just lock picking with a mana cost, which
> makes it a bit pointless, and also a problem if you don't have high dex,
> indeed I got killed because I ran out of mana on the bloody door (that and I
> didn't have a livoak at the time).
>
>   I was therefore wondering if the knock spell could be made a bit more
> effective as an alternative tto lock picking given that it costs mana to
> use. Indeed what might be fun is if the knock spell, instead of simply
> replicating the lock picking skill with a spell opened the door in a
> different way, for example with the first casting having the mage
> concentrate and grasp the tumblers in the lock one by one before turning
> them, meaning knock would always work, but at an increased mana cost.
>
>   Heck necromancers could have a versio where they create a literal skeleton
> key out of harvested bones, which could be more efficient on mana than the
> mage version, but require teeth.
>
>   I know the game often has several ways of doing the same thing, for
> example the spells candle, crystal light and continual light, but it'd be
> really useful if in this case the spell did a little more than just
> replicate  lock pick and so could be a bit more useful to none thieves.
>
>   All the best,
>
>   Dark.
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Re: [Audyssey] Alteraeon knock spell

2017-01-10 Thread Justin Jones
This has been one of my major complaints with the Knock spell: how
damn useless and mana-intensive it is.

Those are some really good ideas, actually, but I would be surprised
if Dentin and the rest actually bother with them. Then again, they are
trying to fix things, so maybe we ought to give them the benefit of
the doubt?

On 1/10/17, dark  wrote:
> Hi.
>
> I've been trying to do the drow city close to fort Magnitia, and ran across
> a door that was locked.
> I tried the knock spell a bunch of times, and despite havig 25 int and 18
> dex couldn't get through at all. I've neglected learning lock picking since
> as a druid mage I really should be using magic rather than dex, however it
> seems that KNock pretty much is just lock picking with a mana cost, which
> makes it a bit pointless, and also a problem if you don't have high dex,
> indeed I got killed because I ran out of mana on the bloody door (that and I
> didn't have a livoak at the time).
>
> I was therefore wondering if the knock spell could be made a bit more
> effective as an alternative tto lock picking given that it costs mana to
> use. Indeed what might be fun is if the knock spell, instead of simply
> replicating the lock picking skill with a spell opened the door in a
> different way, for example with the first casting having the mage
> concentrate and grasp the tumblers in the lock one by one before turning
> them, meaning knock would always work, but at an increased mana cost.
>
> Heck necromancers could have a versio where they create a literal skeleton
> key out of harvested bones, which could be more efficient on mana than the
> mage version, but require teeth.
>
> I know the game often has several ways of doing the same thing, for example
> the spells candle, crystal light and continual light, but it'd be really
> useful if in this case the spell did a little more than just replicate  lock
> pick and so could be a bit more useful to none thieves.
>
> All the best,
>
> Dark.
> ---
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Re: [Audyssey] Some questions about lords and knights

2016-12-31 Thread Justin Jones
What is this game's premis and where can I snag it?

On 12/31/16, dark  wrote:
> Ah Sorry Darren.
>
> I was getting gold and silver mixed up.
>
> All the best,
>
> Dar.
> - Original Message -
> From: "Darren Harris" 
> To: "Gamers Discussion list" 
> Sent: Saturday, December 31, 2016 12:44 PM
> Subject: Re: [Audyssey] Some questions about lords and knights
>
>
>> No you can't trade Gold. You have to buy it. You can trade silver in the
>> keep Sent from my iPhone
>>
>>> On 31 Dec 2016, at 10:56, dark  wrote:
>>>
>>> Hi.
>>>
>>> You can buy silver with real world currency, and also trade gold for
>>> silver.
>>>
>>> In the market if I recall correctly you can trade various resources for
>>> gold or buy various resources, and there is an option to trade gold for
>>> silver. I don't recall the layout correctly but I do remember it did make
>>>
>>> sense.
>>> The more you upgrade the market, the better exchange rates you got.
>>>
>>> Hth, sorry I can't be more help.
>>> I played lords and knights for a bit and gave it a db page, but pvp isn't
>>>
>>> my thing so I didn't get as far into the game.
>>>
>>> All the best,
>>>
>>> Dark.
>>>
>>> ---
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>>
>>
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>
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Re: [Audyssey] Dungeons & Dragons

2016-11-10 Thread Justin Jones
I am a Dungeons and Dragons player, myself; have been playing, off and
on, for twenty-six or so years.

And, for anyone who is interested, the 5th edition of the game is
probably the best one yet; easy to learn, but lots of character
diversity.

On 11/10/16, Phil Vlasak  wrote:
> the role-playing game Dungeons & Dragons is now in the National Toy
>
> Hall of Fame.
> Dungeons & Dragons, was praised for creating a system of imaginative
>
> play that has entranced both kids and adults.
> When it emerged in 1974, Dungeons & Dragons was groundbreaking, says
>
> curator Nic Ricketts of The Strong. In addition to its own merits, the
>
> game created by Gary Gygax and Dave Arneson established a pattern for
>
> how similar role-playing games might work both on table-tops and,
>
> eventually, on computers and
> other devices.
>
> As Ricketts says, the game's mechanics "lent themselves to computer
>
> applications, and it had a direct impact on hugely successful
>
> electronic games like
> World of Warcraft."
>
> national toy hall of fame
> http://www.toyhalloffame.org/
>
>
>
>
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Re: [Audyssey] memory

2016-10-28 Thread Justin Jones
Xenogears is an obscure game published by Squaresoft in the late 90's
for the PSX. It was a J-RPG with a fairly complex, and rather dark,
story. The interesting thing about the game, in addition to the story,
that is, is that your characters could pilot mechs and use them in
battle.

You know, Paul, maybe you and I ought to do some serious talking about
designing a role-playing game. I have the creative side, but not the
programming skills. Please let me know.

On 10/28/16, Paul Lemm  wrote:
> Hi Justin,
>
> Ok, so final fantasy and Chrono trigger I've heard  of (although never
> actually played chrono trigger), but never heard of xenogears, ,  I
> actually
> remember  from a while back that one of the audio game developers, I think
> it was Ian reid  was actually working on something that would add
> accessibility  to the older  final fantasy and chrono  trigger  game, that
> was a while back now though , so not sure how far he ever got with that or
> if he's still working on it. As for the other more recent games you
> mentioned, I actually lost my sight about 12 years ago so haven't played a
> lot of those, I see where you're coming from though, as with the constant
> advancement of main stream consoles and PC's the games for those machines
> become more complex in both environment and game play, which in turn makes
> accessibility more and more difficult.  As for the programing side of it, I
> actually started to teach myself to program just for the reason of wanting
> to create my own j-rpg, although I have to confess to being pretty rubbish
> at writing story's, but I'm hoping if I can get the game creation part
> mastered I can work with someone who will help with the story side of it.
> it is really rewarding though when you begin to see your little game start
> to take shape, so definitely worthwhile, although I've also had a ton of
> nights ridiculously frustrated wondering why a bit of code won't work like
> it should lol, still definitely a long way to go but maybe one day we'll
> see
> a game on here from me, let's just hope if I do people actually play it
> hahaha
>
> Paul
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: 28 October 2016 01:34
> To: Gamers Discussion list
> Subject: Re: [Audyssey] memory
>
> Up until recently, I was able to play some mainstream video games, but
> I lost the rest of my eyesight almost a year ago. I can confirm that
> part of it was menu layout memorization, and for certain role-playing
> games/real-time strategy games, hotkeys were a big part of playing
> them. Unfortunately, where I ran into trouble was with navigating
> (particularly the third-person/first-person perspective games) and
> reading dialogue/menues.
>
> In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an
> obscure one for you: Xenogears, the menu layout stayed the same. Also,
> in many of these games, if you went into the equipment menu and
> highlighted a weapon/armor/other accessory, there was an indicator as
> to whether or not the equipment in question would do you any good.
> This usually involved the new values conferred by the equipment
> showing up in a different color (and I had the eyesight to see this).
> However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age:
> Origins, Pillars of Eternity or Skyrim, this is absent. Also, the
> layouts are more difficult to memorize in these latter instances.
>
> We haven't even touched on action-RPG's either, e.g. Diablo II,
> Titan's Quest or Torchlight. When I had a little eyesight, I could,
> sort of, play these, but it took a lot of work and extra effort. With
> Diablo II, for example, every time I leveled/found new gear I had to
> open up a third-party utility called Hero Editor that actually played
> nicely with JAWS (sort of) to make the necessary changes to my
> character.
>
> Anyway, once I get my new computer up and running, I am going to try
> to learn how to program. After I try to create a Dungeons and Dragons
> character creator for the blind (5th edition), providing I am
> successful, I would try my luck at creating a game. I do not know if I
> will have any luck/will be able to do this, but I would rather try and
> fail, then simply never try.
>
> It is my turn, now, to apologize for the lengthy message...
>
> On 10/27/16, Paul Lemm  wrote:
>> Hi Justin,
>>
>> To be fair I've never quite understood how people manage to play these
>> games
>> myself, as I've heard of people playing mortal combat, Teken,guitar hero
>> even down to things like castlevania , I think a lot of it is done by
>> memo

Re: [Audyssey] memory

2016-10-27 Thread Justin Jones
Up until recently, I was able to play some mainstream video games, but
I lost the rest of my eyesight almost a year ago. I can confirm that
part of it was menu layout memorization, and for certain role-playing
games/real-time strategy games, hotkeys were a big part of playing
them. Unfortunately, where I ran into trouble was with navigating
(particularly the third-person/first-person perspective games) and
reading dialogue/menues.

In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an
obscure one for you: Xenogears, the menu layout stayed the same. Also,
in many of these games, if you went into the equipment menu and
highlighted a weapon/armor/other accessory, there was an indicator as
to whether or not the equipment in question would do you any good.
This usually involved the new values conferred by the equipment
showing up in a different color (and I had the eyesight to see this).
However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age:
Origins, Pillars of Eternity or Skyrim, this is absent. Also, the
layouts are more difficult to memorize in these latter instances.

We haven't even touched on action-RPG's either, e.g. Diablo II,
Titan's Quest or Torchlight. When I had a little eyesight, I could,
sort of, play these, but it took a lot of work and extra effort. With
Diablo II, for example, every time I leveled/found new gear I had to
open up a third-party utility called Hero Editor that actually played
nicely with JAWS (sort of) to make the necessary changes to my
character.

Anyway, once I get my new computer up and running, I am going to try
to learn how to program. After I try to create a Dungeons and Dragons
character creator for the blind (5th edition), providing I am
successful, I would try my luck at creating a game. I do not know if I
will have any luck/will be able to do this, but I would rather try and
fail, then simply never try.

It is my turn, now, to apologize for the lengthy message...

On 10/27/16, Paul Lemm  wrote:
> Hi Justin,
>
> To be fair I've never quite understood how people manage to play these
> games
> myself, as I've heard of people playing mortal combat, Teken,guitar hero
> even down to things like castlevania , I think a lot of it is done by
> memorising  menu layouts,,, routes, and map lay outs  via trial   and error
> etc., in fact I occasionally  play my little boy at teken vs street fighter
> , although he sets it up since I can't navigate the menus I imagine I could
> if I wanted learn the layout of menus and navigate it to start a game
> myself, and I do occasionally win to, which is probably down to remembering
> all the moves/combo's from when I used to play, so I can see to a  degree
> how with enough memorisation  and practise that you could play some games
> in
> this way., I guess you could argue that if you have to put that much effort
> into remembering  so much about the game   to be able to play it, that does
> it then lose some of the fun of the game? I guess it all comes down to how
> much you want to play the game and how much effort you want to put into
> learning /memorising all that stuff in a game to be able  to play it, but I
> don't have any proof  of anyone playing these games, other than my somewhat
> frantic button tapping teken with my boy lol, and I do also admit  that
> some
> games would definitely be more playable  to some degrees by a blind person
> with no accessibility adaptations  and some games it just wouldn't be
> possible at all,  but and we'll probably just have to beg to differ on this
> one, but I still think a lot of games, but definitely not all of them could
> be made slightly  more accessible for blind people by the main stream
> developers if they wanted,  but your also right that unless a game is
> written from the ground up with the accessibility for the blind in mind
> from
> the start then the game will never feel like an audio game , since it will
> have not been designed like that and also would lose a lot of the game
> detail and playability  missing out on the more graphical stuff in the
> game,
> still as mentioned I'd happily give that up to get some basic way of
> navigating a final fantasy game and some text to speech to read all the
> menus etc., well I can dream lol. Anyway talking of dreaming its late here
> so off to bed, good to talk, oh and sorry for the long message!
>
> Paul
> So the
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: 28 October 2016 00:13
> To: Gamers Discussion list
> Subject: Re: [Audyssey] memory
>
> Okay, fair enough, no offense intended, but I'd like to see some
> sources on that, i.e. articles/blogs/something-or-other detailing how
> these people have managed to pull this off

Re: [Audyssey] memory

2016-10-27 Thread Justin Jones
Okay, fair enough, no offense intended, but I'd like to see some
sources on that, i.e. articles/blogs/something-or-other detailing how
these people have managed to pull this off. I'd love to know how it
would be possible to play, say, Pillars of Eternity or the original
Baldur's Gate as a blind person. If this is doable, I am more than
willing to admit my error. Until then, as is so often said on the
Internet: proof or it didn't happen.

On 10/27/16, Paul Lemm  wrote:
>   Hi Justin,
>
> Not to sound argumentative , but I believe the point  of making quake
> accessible was to prove that you could take a main stream game and make it
> accessible .  I do believe  that if it is possible to turn a game like
> Quake
> which is a completely graphical game that was designed with no
> accessibility
> in mind  and with the intent for purely sighted people to play, then
> similar
> techniques could be used for most games, as if you could incorporate text
> to
> speech for  on screen text and could implement  a system for identifying
> objects, walls, your players position and the location of enemy players
> etc. as quake does it would allow blind people to   play these games,
> admittedly it wouldn't be as blind friendly as a game designed specifically
> for the blind, but it would definitely open up these games to be played by
> the blind  if they wanted, especially  when there are blind people  who
> manage at present  to play games like this without any accessibility
> adaptations, as I've heard of people playing all kinds of fighting games,
> old NES and SNES games and even of one person playing one of the final
> fantasy games, although I still struggle to understand how you could do
> that
> last one with no accessibility lol,, but none the less they have.
> Unfortunately  though as mentioned previously although I do think this
> could
> be written into main stream games , that it would still cost the developers
> money and they wouldn't  recoup  the extra spend through the few extra
> copies of the games they would sell, so it is probably highly unlikely to
> happen, which is a real shame as I'd love to pick up and play one of the
> final fantasy games again  as used to love playing those games.
>
> Paul
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: 27 October 2016 21:44
> To: Gamers Discussion list
> Subject: Re: [Audyssey] memory
>
> Perhaps with first-person shooters something could be done, but games
> in the role-playing, fighting and real-time strategy genres cannot be
> made accessible unless accessibility is built in from the ground up.
>
> On 10/27/16, Paul Lemm  wrote:
>> Hi I disagree with the statement it is not possible to make main stream
>> games accessible, I think the audio Quake project proves that you can
>> take
>> a
>> main stream game and make it accessible , unfortunately the sad truth of
> it
>> is that to the companies that make these games , the money it would cost
>> them to add in accessibility features would be a lot more than the extra
>> games they would sell because of the  added accessibility.  I did hear
> that
>> there was a chance that Microsoft may build in there text to speech
>> narrator
>> to the xBox, but again I would imagine this would be unlikely to work
>> with
>> games as the developers of these games would need to write there games
>> differently to allow screen readers to interact with them, like many
>> mainstream games on the iPhone don't work with screen readers.  So I'm
>> afraid to say that I don't think main stream developers will ever make an
>> audio game, the best we could ever hope for is slightly more
>> accessibility
>> ,
>> but the fact they are all so heavily driven by huge profits I can't see
>> that
>> happening and like others have said I see the best audio games  coming
> from
>> either our own excellent audio game programmers or indy developers.
>>
>> Paul
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin
> Jones
>> Sent: 25 October 2016 13:01
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] memory
>>
>> No, actually, there is not a way to make current mainstream games
>> accessible, unless, of course, they already have accessibility
>> features built in.
>>
>> It does not help us (blind folks), but all of Relic Entertainment's
>> games provide subtitles for all spoken dialogue in their games,
>> starting with Company of Heroes and onward.
>>
>> If we want accessible ga

Re: [Audyssey] memory

2016-10-27 Thread Justin Jones
Perhaps with first-person shooters something could be done, but games
in the role-playing, fighting and real-time strategy genres cannot be
made accessible unless accessibility is built in from the ground up.

On 10/27/16, Paul Lemm  wrote:
> Hi I disagree with the statement it is not possible to make main stream
> games accessible, I think the audio Quake project proves that you can take
> a
> main stream game and make it accessible , unfortunately the sad truth of it
> is that to the companies that make these games , the money it would cost
> them to add in accessibility features would be a lot more than the extra
> games they would sell because of the  added accessibility.  I did hear that
> there was a chance that Microsoft may build in there text to speech
> narrator
> to the xBox, but again I would imagine this would be unlikely to work with
> games as the developers of these games would need to write there games
> differently to allow screen readers to interact with them, like many
> mainstream games on the iPhone don't work with screen readers.  So I'm
> afraid to say that I don't think main stream developers will ever make an
> audio game, the best we could ever hope for is slightly more accessibility
> ,
> but the fact they are all so heavily driven by huge profits I can't see
> that
> happening and like others have said I see the best audio games  coming from
> either our own excellent audio game programmers or indy developers.
>
> Paul
> -----Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: 25 October 2016 13:01
> To: Gamers Discussion list
> Subject: Re: [Audyssey] memory
>
> No, actually, there is not a way to make current mainstream games
> accessible, unless, of course, they already have accessibility
> features built in.
>
> It does not help us (blind folks), but all of Relic Entertainment's
> games provide subtitles for all spoken dialogue in their games,
> starting with Company of Heroes and onward.
>
> If we want accessible games, we are going to have to find a way to
> convince a mainstream developer, i.e. any company that develops
> mainstream games, to take a crack at creating something for us. But,
> and here is the thing, it has to be presented in such a way that they
> will be able to make a profit, i.e. we (the blind community) have to
> be willing to pay for it and not complain how it is not free to play.
>
> On 10/25/16, lenron brown  wrote:
>> Steam pisses me off majorly. The xbox one and ps4 are both accessible.
>> So if they was away for narator to pull the text from games we would
>> be golden. I still love my consoles even though you can get a lot of
>> the same games for computers. My comp only has 6 gb of ram and
>> probably not the best graphics card anyways. All I have ever really
>> wanted is for main stream games to be accessible and I am sure there
>> is away to do this.
>>
>> On 10/25/16, dark  wrote:
>>> Sadly "just having the sounds turned into pictures"  is easier said than
>>> done, likewise I doubt game stop (which I assume is rather like game
>>> station
>>>
>>> is over here in the Uk), would stock independently produced games.
>>>
>>> If there was an audiogames console, the plane fact is only blind people
>>> would buy it and it's doubtful anyone would develop games with graphics
>>> for
>>>
>>> it. Plus, to be brutally honest, why should I pay for additional
>>> hardware
>>> when I already have a computer and an Iphone that can play games no
>>> problem?
>>> When a sighted person buys a games consoles, there are lots of games
>>> that
>>> won't! be available on their pc, or mac or whatever, however as a blind
>>> person that is not the case, and I don't think you could find a
>>> dedicated
>>> list of developers willing to write games for a new platform when they
>>> could
>>>
>>> already develop games for Windows pc, Ios, or even Mac or Android and
>>> know
>>> they'd have a dedicated pool of users who already have the hardware and
>>> inclination to buy their games without laying out additional costs.
>>>
>>> Developing audiogames for actual graphical consoles like the playstation
>>> or
>>>
>>> xbox might be a possibility, though even there you have the problem of
>>> firstly how a blind person accesses the text in the game with no
>>> software
>>> or os based synthesisers (I have heard importing of things like sapi
>>> onto
>>> Xbox a

Re: [Audyssey] memory

2016-10-25 Thread Justin Jones
I wonder how much it cost to develop Manamon?

On 10/25/16, Shaun Everiss  wrote:
> Hmmm I wouldn't run a petition at all.
> A recent studdy here has shown these to be feel good things to make us
> feel as if we are doing something.
> But online petitions are non binding.
> Ie you don't have to accept these at all.
> They could be spam, and once those sites have your email who knows what
> viruses/ spam/ fishing attacks you will then get.
> Bottem line, they don't work.
> The mainstream market just doesn't want audiogames like that.
> At least the big companies.
> I work for sonnar interactive, a small new zealand company.
> I had a lot of news I posted, and allready on the audiogames forum I see
> the post way down the first page, and by tomorrow it will be off of
> that meaning the interest is 0.
> Audio games do cost a lot we will need 5000 to 5 to make things,
> 1000 for small game.
> So yes it costs a lot to make games not the millions it may cost but
> depends what you do and use.
> For example, a lot of my sfx are from sound libraries that I pulled of
> private servers by others in the audio production industry, some I have
> directly pulled from games, others are my own but not many.
> It costs a lot to actually buy sfx, and while I have spent about 300
> bucks on royalty free sfx, it is certainly harder to justify the spend
> on high quality libraries especially when there is a lot out there.
> Voice acters cost, the website, domain, cost, everything for the games
> cost so yeah while maybe a little less in the tens to hundreds of
> thousands instead of millions I'd like to assure users that things may
> not even pan out.
>
>
>
> On 26/10/2016 4:07 a.m., Justin Jones wrote:
>> I would remind you that developing an audio game is not nearly as
>> expensive as a mainstream game. If it cost ten million dollars, then
>> yes, it would not be worth the overhead and effort to develop it. I am
>> positive that developing an audio game would be a fraction of that
>> cost and would not require nearly as much to make a profit from.
>>
>> In any instance, I have drafted letters to Blizzard, Obsidian
>> Entertainment, Bethesda Softworks and Bioware. I have not sent these
>> letters as of yet, but I would be willing to do so, if, perhaps, a few
>> of you would be willing to take a look/add your signatures. Or, we
>> could try and start up a petition to some of these companies to at
>> least consider the merits of developing a game.
>>
>> Thoughts?
>>
>> On 10/25/16, dark  wrote:
>>> Actually in terms of the sort of prophet that mainstream developers want,
>>> I
>>>
>>> don't think there are enough blind people to matter, even if everyond
>>> di!
>>> buy the game.
>>>
>>> These people talk in the millions, or at least in the hundreds of
>>> thousands,
>>>
>>> not in the hundreds or at most a couple of thousands that could be had
>>> from
>>>
>>> the accessible games community.
>>>
>>> On the other hand, indi developers would! recognize the  advantage, and
>>> also
>>>
>>> tend to be much more easy to contact given that all the developers for
>>> mainstream games are hidden in bunkers somehwere and impossible to talk
>>> to,
>>>
>>> that when games aren't designed by board room committees anyway.
>>>
>>> So, mainstream no, I don't think it'll happen, but good indi games? most
>>> definitely, indeed it already has, and we're likely to see more in the
>>> future.
>>>
>>> All 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: "Justin Jones" 
>>> To: "Gamers Discussion list" 
>>> Sent: Tuesday, October 25, 2016 1:01 PM
>>> Subject: Re: [Audyssey] memory
>>>
>>>
>>>> No, actually, there is not a way to make current mainstream games
>>>> accessible, unless, of course, they already have accessibility
>>>> features built in.
>>>>
>>>> It does not help us (blind folks), but all of Relic Entertainment's
>>>> games provide subtitles for all spoken dialogue in their games,
>>>> starting with Company of Heroes and onward.
&g

Re: [Audyssey] memory

2016-10-25 Thread Justin Jones
I would remind you that developing an audio game is not nearly as
expensive as a mainstream game. If it cost ten million dollars, then
yes, it would not be worth the overhead and effort to develop it. I am
positive that developing an audio game would be a fraction of that
cost and would not require nearly as much to make a profit from.

In any instance, I have drafted letters to Blizzard, Obsidian
Entertainment, Bethesda Softworks and Bioware. I have not sent these
letters as of yet, but I would be willing to do so, if, perhaps, a few
of you would be willing to take a look/add your signatures. Or, we
could try and start up a petition to some of these companies to at
least consider the merits of developing a game.

Thoughts?

On 10/25/16, dark  wrote:
> Actually in terms of the sort of prophet that mainstream developers want, I
>
> don't think there are enough blind people to matter, even if everyond di!
> buy the game.
>
> These people talk in the millions, or at least in the hundreds of thousands,
>
> not in the hundreds or at most a couple of thousands that could be had from
>
> the accessible games community.
>
> On the other hand, indi developers would! recognize the  advantage, and also
>
> tend to be much more easy to contact given that all the developers for
> mainstream games are hidden in bunkers somehwere and impossible to talk to,
>
> that when games aren't designed by board room committees anyway.
>
> So, mainstream no, I don't think it'll happen, but good indi games? most
> definitely, indeed it already has, and we're likely to see more in the
> future.
>
> All 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: "Justin Jones" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, October 25, 2016 1:01 PM
> Subject: Re: [Audyssey] memory
>
>
>> No, actually, there is not a way to make current mainstream games
>> accessible, unless, of course, they already have accessibility
>> features built in.
>>
>> It does not help us (blind folks), but all of Relic Entertainment's
>> games provide subtitles for all spoken dialogue in their games,
>> starting with Company of Heroes and onward.
>>
>> If we want accessible games, we are going to have to find a way to
>> convince a mainstream developer, i.e. any company that develops
>> mainstream games, to take a crack at creating something for us. But,
>> and here is the thing, it has to be presented in such a way that they
>> will be able to make a profit, i.e. we (the blind community) have to
>> be willing to pay for it and not complain how it is not free to play.
>>
>> On 10/25/16, lenron brown  wrote:
>>> Steam pisses me off majorly. The xbox one and ps4 are both accessible.
>>> So if they was away for narator to pull the text from games we would
>>> be golden. I still love my consoles even though you can get a lot of
>>> the same games for computers. My comp only has 6 gb of ram and
>>> probably not the best graphics card anyways. All I have ever really
>>> wanted is for main stream games to be accessible and I am sure there
>>> is away to do this.
>>>
>>> On 10/25/16, dark  wrote:
>>>> Sadly "just having the sounds turned into pictures"  is easier said
>>>> than
>>>> done, likewise I doubt game stop (which I assume is rather like game
>>>> station
>>>>
>>>> is over here in the Uk), would stock independently produced games.
>>>>
>>>> If there was an audiogames console, the plane fact is only blind people
>>>> would buy it and it's doubtful anyone would develop games with graphics
>>>> for
>>>>
>>>> it. Plus, to be brutally honest, why should I pay for additional
>>>> hardware
>>>> when I already have a computer and an Iphone that can play games no
>>>> problem?
>>>> When a sighted person buys a games consoles, there are lots of games
>>>> that
>>>> won't! be available on their pc, or mac or whatever, however as a blind
>>>> person that is not the case, and I don't think you could find a
>>>> dedicated
>>>> list of developers willing to write games for a new platform when they
>>>> could
>>>>
>>>> already develop games for Windows pc, Ios, or even Mac or Android and
>>>> know
&

Re: [Audyssey] Erion mud

2016-10-25 Thread Justin Jones
Sounds promising...

I'm a Mush-Z user, any suggestions as to which plugins I ought to be
using for this?

On 10/25/16, dark  wrote:
> Certainly roleplaying isn'tenforced.
> I enjoy tabletop games, but in muds it is an irritation.
> As to soundpacks, I'm not sure, but the text is there and for a hacknslash
> this is fun.
>
> All 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: "Justin Jones" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, October 25, 2016 1:54 PM
> Subject: Re: [Audyssey] Erion mud
>
>
>> Is role-playing enforced? That is a major turn-off for me with other
>> muds I've looked at: being forced to role-play (I am not very good at
>> that particular aspect of pen-and-paper games to begin with, so...).
>>
>> Also, anyone working on any sound packs for it?
>>
>> On 10/25/16, dark  wrote:
>>> Hi.
>>>
>>> this is a game I've picked up recently, partly to do a db entry, partly
>>> for
>>> interest's ssake.
>>>
>>> On the one hand, it's rather similar in some ways to aardwolf. it has
>>> speedwalks, pregenerated autoquests, queestpoints and the like.
>>> On the other it is vastly different, since there are lots of  different
>>> drops, minigames and randomuness, all levels take the same xp (meaning
>>> your
>>> not stuck at one level forever), and there are missions which work like
>>> quests in other games like alter and are actually logical.
>>>
>>> other players are also pretty decent too.
>>>
>>> Races include such diverse options as feline, ogre and shade, and
>>> classes
>>> include archer, gaian, psyionicist, illusionist and necromancer, each
>>> having
>>> actual subclasses which is also cool.
>>>
>>> It has some very good screen reader fixes, I also like the fact that
>>> agro
>>> mobs are less common meaning that there's time to wander around and get
>>> the
>>> atmosphere.
>>>
>>> this is definitely a hack n slash game, but a hacknslash designed
>>> specifically to make the hacking and slashing less grindy than it is in
>>> many.
>>>
>>> Webiste is here:
>>> http://erionmud.com/
>>>
>>> and you can connect at erionmud.com port 1234.
>>>
>>> I am still finding out about the game, but I like thus far, for a nice
>>> brain
>>> resting monster slaughter!
>>>
>>> All the best,
>>>
>>> Dark.
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>>
>> --
>> Justin M. Jones, M.A.
>> atreides...@gmail.com
>> (254) 624-9155
>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
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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
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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.


Re: [Audyssey] Erion mud

2016-10-25 Thread Justin Jones
Is role-playing enforced? That is a major turn-off for me with other
muds I've looked at: being forced to role-play (I am not very good at
that particular aspect of pen-and-paper games to begin with, so...).

Also, anyone working on any sound packs for it?

On 10/25/16, dark  wrote:
> Hi.
>
> this is a game I've picked up recently, partly to do a db entry, partly for
> interest's ssake.
>
> On the one hand, it's rather similar in some ways to aardwolf. it has
> speedwalks, pregenerated autoquests, queestpoints and the like.
> On the other it is vastly different, since there are lots of  different
> drops, minigames and randomuness, all levels take the same xp (meaning your
> not stuck at one level forever), and there are missions which work like
> quests in other games like alter and are actually logical.
>
> other players are also pretty decent too.
>
> Races include such diverse options as feline, ogre and shade, and classes
> include archer, gaian, psyionicist, illusionist and necromancer, each having
> actual subclasses which is also cool.
>
> It has some very good screen reader fixes, I also like the fact that agro
> mobs are less common meaning that there's time to wander around and get the
> atmosphere.
>
> this is definitely a hack n slash game, but a hacknslash designed
> specifically to make the hacking and slashing less grindy than it is in
> many.
>
> Webiste is here:
> http://erionmud.com/
>
> and you can connect at erionmud.com port 1234.
>
> I am still finding out about the game, but I like thus far, for a nice brain
> resting monster slaughter!
>
> All the best,
>
> Dark.
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] memory

2016-10-25 Thread Justin Jones
No, actually, there is not a way to make current mainstream games
accessible, unless, of course, they already have accessibility
features built in.

It does not help us (blind folks), but all of Relic Entertainment's
games provide subtitles for all spoken dialogue in their games,
starting with Company of Heroes and onward.

If we want accessible games, we are going to have to find a way to
convince a mainstream developer, i.e. any company that develops
mainstream games, to take a crack at creating something for us. But,
and here is the thing, it has to be presented in such a way that they
will be able to make a profit, i.e. we (the blind community) have to
be willing to pay for it and not complain how it is not free to play.

On 10/25/16, lenron brown  wrote:
> Steam pisses me off majorly. The xbox one and ps4 are both accessible.
> So if they was away for narator to pull the text from games we would
> be golden. I still love my consoles even though you can get a lot of
> the same games for computers. My comp only has 6 gb of ram and
> probably not the best graphics card anyways. All I have ever really
> wanted is for main stream games to be accessible and I am sure there
> is away to do this.
>
> On 10/25/16, dark  wrote:
>> Sadly "just having the sounds turned into pictures"  is easier said than
>> done, likewise I doubt game stop (which I assume is rather like game
>> station
>>
>> is over here in the Uk), would stock independently produced games.
>>
>> If there was an audiogames console, the plane fact is only blind people
>> would buy it and it's doubtful anyone would develop games with graphics
>> for
>>
>> it. Plus, to be brutally honest, why should I pay for additional hardware
>> when I already have a computer and an Iphone that can play games no
>> problem?
>> When a sighted person buys a games consoles, there are lots of games that
>> won't! be available on their pc, or mac or whatever, however as a blind
>> person that is not the case, and I don't think you could find a dedicated
>> list of developers willing to write games for a new platform when they
>> could
>>
>> already develop games for Windows pc, Ios, or even Mac or Android and
>> know
>> they'd have a dedicated pool of users who already have the hardware and
>> inclination to buy their games without laying out additional costs.
>>
>> Developing audiogames for actual graphical consoles like the playstation
>> or
>>
>> xbox might be a possibility, though even there you have the problem of
>> firstly how a blind person accesses the text in the game with no
>> software
>> or os based synthesisers (I have heard importing of things like sapi onto
>> Xbox and ps4 has been tried but I'm not sure how it went), also
>> manifestly
>> you have the problem that only some blind users will have consoles, and
>> of
>> the potential sighted users of games consoles it's uncertain how many
>> would
>>
>> buy an audiogame anyway making development of it worth while.
>>
>> Game consoles come from a time when most people didn't own computers,
>> and
>> when the dedicated processing power  and potentials of the hardware was
>> far
>>
>> more than a similar computer system. That however is fading these days no
>> longer the case, most people already own a computer or smart phone and
>> can
>> play games on it, indeed I've heard steam (irritating as it is for their
>> lack of access), called the next step in consoles, ie, a virtual os that
>> doesn't come with any hardware at all but runs on the user's own existing
>> devices.
>>
>>
>> So bottom line, I don't really think a console for the blind would work
>> at
>> all, at most it'd mean laying out  extra expense for a few users and for
>> developers to write for a platform with potentially even less users than
>> normal, and it's even less likely that such a console would be picked up
>> by
>>
>> sighted people.
>>
>> Better focus on platforms everyone! has access too than try to create
>> another, heck look at the interest by sighted players in games like
>> pappasangre on the Iphone.
>>
>> all the best,
>>
>> Dark.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
> Lenron Brown
> Cell: 985-271-2832
> Skype: ron.brown762
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> All messages are archived and can be searched and read

Re: [Audyssey] memory

2016-10-24 Thread Justin Jones
Frankly, I do not understand the need for something like this. Games
yes, but a gaming console? What would be the point? I am asking out of
genuine curiosity and not to be contrary.

On 10/23/16, The Life of Z  wrote:
> I wonder how we could work together to get this concept off the ground. I
> know that I'm not a game creator but I had a sweet idea like you about the
> game console for the Blind. I wish their was a way we could jumpstart this
> intresting thing. I wonder why people aren't intrested in furthering the
> Blind in life? It seems like other disabilities get more help in things of
> life sometimes. I know this has nothing to do with games, but if somebody
> with sight or a wheelchair bound veteran would've had this concept,
> everybody and their parents would back them. I'm just speaking my mind for
> once. Play on playas.
>
> On Oct 21, 2016 11:40 AM, "Travis Siegel"  wrote:
>
> No it wouldn't cost much at all.  I've already tried to fly this concept,
> and got turned down flat by most developers I approached.  They['re just
> not interested.  
>
> Using a raspberry pi as the heart, it would be a trivial matter to build a
> menuing system, pack the sd card full of every kind of game imaginable, and
> sell the thing for a hundred bucks or so, and still make a bit of a proffit
> (admittedly, not much, but still ...) The problem is tht you'll need games
> for the thing, and since it uses an arm processor (the same line as the
> iPhones) folks just don't want to port their windows apps to the arm
> processor, even though, in some cases it's as simple as recompiling with a
> different mainstream compiler.  I thought about going ahead and making an
> sd card with all the stuff I could find and port on my own, then just sell
> the sd card for a few bucks more to cover costs than anything else, and I
> may still do that, but without ports of things like rsgames game client,
> and a bit more sound variety, folks aren't going to be much interested in
> it.
>
> (Just for reference)
>
> This is my second attempt to float the idea of a gaming console for the
> blind, the first attempt was several years ago using a small credit card
> sized computer from parallax, and although initially folks said they were
> interested, once the capabilities of the chip were discussed, they all gave
> it up as a bad idea, because it wasn't on par with modern windows systems.
> (well duh), that's the whole point of a gaming console. But anyway, that's
> it in a nutshell.
>
>
>
> On 10/20/2016 6:38 PM, The Life of Z wrote:
>
>> Thanks Dark that' is some incouragement. Maybe I'll be able to play it
>> aafter allWWWell, that was an intresting post. I think the reason  why
>> developers don't make any game additions for the sighted is because of X
>> box 1   and playstatttion 4. I had an idea for a console for the blind
>> but
>> I don't know how to get it off the ground. It would be like a game
>> console
>> like and x--box or playstation except it could handle games for the
>> blind.
>> I'd even have a li'l button tthat you could press to have a visual
>> display
>> just incase you had sighted family or friends that wanted to play with
>> you.
>> Of courrse, if I got some developers to help me bbbuild the thing, it
>> would
>> probably cost a bunch like everything made fffor us blind people.
>> Somtimesss I hate that.
>>
>> On Oct 20, 2016 11:43 AM, "Travis Siegel"  wrote:
>>
>> You're likely to get a lot of responses to these questions, but I'll
>> chime
>>> in anyway.
>>>
>>> To answer the first question.
>>>
>>> No, it doesn't take as much room for a game for the visually impaired as
>>> it does for a sighted gamer.  The reason being, although sounds can be
>>> large, (especially high-quality ones), you don't have to deal with
>>> graphics, which can eat considerably more space.  My son is always
>>> buying
>>> the newest games, and these days, they're almost always several
>>> gigabytes
>>> in size.  I have yet to see an audio game that packs that big of a
>>> punch,
>>> though I'm not exactly an expert on audio games for the blind,
>>> considering
>>> I'm not a fan of windows, and only recently got another windows machine
>>> which I have done without for more than 10 years.  On the other hand,
>>> I'm
>>> quite a bit puzzled why absolutely no attempt is made by folks who make
>>> blind games to make them sighted friendly. Admittedly,it would take
>>> extra
>>> work, and in some cases, it might be more work than it's worth, but in
>>> general, when a game is made for the blind community, nothing is done to
>>> the game to make it be playable by sighted gamers.
>>>
>>> Sometimes, the effort is so minimal, it is laughable, and yet,
>>> developers
>>> of blind games do the very thing they accuse the sighted world of doing
>>> to
>>> us.   I have never released a product that wasn't usable by both
>>> sighted and blind users alike, though again, I haven't been doing
>>> anything
>>> at all in the windows world for more than 

Re: [Audyssey] memory

2016-10-20 Thread Justin Jones
Yes, I am aware of this.

On 10/20/16, dark  wrote:
> Hi Justin.
>
> that is true, though also bare in mind there are a lot of indi graphical
> games as well that, while not as complex as mkx or the like still have
> fairly complex graphics, either way, adding even fairly standard graphics to
>
> an audiogame would be probably more work than creating the game in the first
>
> place.
>
> all the best,
>
> Dark.
>
>
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Re: [Audyssey] first games

2016-10-20 Thread Justin Jones
The name of the game escapes me at present, but there was one
mainstream game that did, in fact, use 64-bit. There may be others,
but the point here, at least, is that an audio game hasn't come along
to that point to require that sort of thing.

My only point earlier is that many computers are moving over to
operating systems that use 64-bit architecture by default. You could
get away with using Windows 7 for a few more years, but anything
before that, is completely obsolete.

On 10/20/16, dark  wrote:
> Actually I don't think there are any specifically 64 bit games yet,
> certainly crazy party isn't and will be fine on 32 bit systems.
>
> all 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: "The Life of Z" 
> To: "Gamers Discussion list" 
> Sent: Thursday, October 20, 2016 2:19 PM
> Subject: Re: [Audyssey] first games
>
>
>> Yah, I forgot to mension that my computer is a 32 bit system so does that
>> limit my games. Crazy Party may not work for my laptop just because my
>> computer is a 32 bit one. It sometimes seems like I need an upgrade before
>> I get used to the one computer I've got. Well for now I'm just having fun
>> with the two first games.
>>
>> On Oct 20, 2016 2:18 AM, "Ian McNamara"  wrote:
>>
>>> Can’t get the write version of crazy party for my laptop need the 64 bit
>>> version and the one on the sight is not working properly. I love Manoman
>>> and would highly recommend that one as well. The inquisitor games are
>>> fantastic as well. that audio games IT develop really high quality games
>>> and the way they are done is fantastic. Although love VG storms games as
>>> well plus most of the other developers. Quite fussy when it comes to
>>> gaming. My favourite game however at the moment is a blind legend for
>>> IOS.
>>> love it a lot.
>>>
>>> Ian McNamara
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> Gamers-unsubscribe@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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Re: [Audyssey] memory

2016-10-20 Thread Justin Jones
There are a lot of different complexities that go into game
programming for the sighted, e.g. 3D modeling, dynamic lighting, the
textures for each model, simulating physics where appropriate and s
on, and not least, synching speech to the face of a specific model
when they are speaking. It is very, very tricky and the average
mainstream game uses between fifty and one hundred people to develop
it. A lot of games these days see their development budgets in the
tens of millions and the video gaming industry grosses more than the
movie industry.

What is happening, or has been happening, is that many developers will
license existing technology created by other developers to assist with
the programming process. So, for example, rather than creating a
graphics engine from scratch for Mortal Kombat X, Netherrealm Studios
licensed the Unreal 4 graphics engine from Epic. This does not make
developing Mortal Kombat X any less difficult, it only solves one of
the many issues facing a developer.

Sorry, I didn't mean to go into lecture mode, but up until recently,
mainstream gaming was a big part of my life.

On 10/20/16, dark  wrote:
> @Travis,
>
> the simple reason most audiogames don't ahve graphics is simply that
> graphics programming is the single most complex part of making computer
> games (they're not called video games for a reason). It's not just a matter
>
> of chucking a few picktures at the screne, it has animations, drawings, and
>
> compl, if it is to look appealing really! complex programming. the few games
>
> we've had that have had full graphics, the graphics have taken the lion's
> share of the development, which is actually another reason why it is weerd
> that isn't more access the other way.
>
> You are correct that text could be added for some games like the rs ones,
> but the vast majority of audiogames would need so much work to add graphics
>
> it'd be far more complicated than makinga  new game.
>
> Also to be brutally honest, what is to stop sighted people playing
> audiogames anyway? Really the only people who are actively barred from
> audiogames are people with hearing imparements. I've played Jim kitchin's
> games with friends using the synth voice, and they're fine. yes, it takes a
>
> bit of adjustment, but hay, they're not called audio! games for no reason,
> and after all lots of sighted people listen to  audio dramas,  heck look
>
> at how ppular boppit has been.
>
> All 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: "Travis Siegel" 
> To: "Gamers Discussion list" 
> Sent: Thursday, October 20, 2016 4:41 PM
> Subject: Re: [Audyssey] memory
>
>
>> You're likely to get a lot of responses to these questions, but I'll chime
>>
>> in anyway.
>>
>> To answer the first question.
>>
>> No, it doesn't take as much room for a game for the visually impaired as
>> it does for a sighted gamer.  The reason being, although sounds can be
>> large, (especially high-quality ones), you don't have to deal with
>> graphics, which can eat considerably more space.  My son is always buying
>>
>> the newest games, and these days, they're almost always several gigabytes
>>
>> in size.  I have yet to see an audio game that packs that big of a punch,
>>
>> though I'm not exactly an expert on audio games for the blind, considering
>>
>> I'm not a fan of windows, and only recently got another windows machine
>> which I have done without for more than 10 years.  On the other hand, I'm
>>
>> quite a bit puzzled why absolutely no attempt is made by folks who make
>> blind games to make them sighted friendly. Admittedly,it would take extra
>>
>> work, and in some cases, it might be more work than it's worth, but in
>> general, when a game is made for the blind community, nothing is done to
>> the game to make it be playable by sighted gamers.
>>
>> Sometimes, the effort is so minimal, it is laughable, and yet, developers
>>
>> of blind games do the very thing they accuse the sighted world of doing to
>>
>> us.   I have never released a product that wasn't usable by both
>> sighted and blind users alike, though again, I haven't been doing anything
>>
>> at all in the windows world for more than 10 years, and most of the
>> freelance work I do has nothing to do with blind folks at all, but that's
>>
>> beside the point.  I find it frustrating sometimes when I download a shiny
>>
>> new game to play, only to find that my wife and children can't enjoy the
>> game with me, because there is no attempt made to give the sighted world
>> any interface at all.  Case in point, rs games.  Except for the sounds,
>> there's absolutely no reason whatsoever why the client can't have the text
>>
>> written on the screen right along with the spoken text.  Instead, the
>> sighted folks have to us

Re: [Audyssey] first games

2016-10-20 Thread Justin Jones
Do you mean a 32-bit OS? Yeah, you are going to want to sort that out
at some point. Windows 10 isn't bad, provided you have a screenreader
that will play nicely with it.

On 10/20/16, The Life of Z  wrote:
> Yah, I forgot to mension that my computer is a 32 bit system so does that
> limit my games. Crazy Party may not work for my laptop just because my
> computer is a 32 bit one. It sometimes seems like I need an upgrade before
> I get used to the one computer I've got. Well for now I'm just having fun
> with the two first games.
>
> On Oct 20, 2016 2:18 AM, "Ian McNamara"  wrote:
>
>> Can’t get the write version of crazy party for my laptop need the 64 bit
>> version and the one on the sight is not working properly. I love Manoman
>> and would highly recommend that one as well. The inquisitor games are
>> fantastic as well. that audio games IT develop really high quality games
>> and the way they are done is fantastic. Although love VG storms games as
>> well plus most of the other developers. Quite fussy when it comes to
>> gaming. My favourite game however at the moment is a blind legend for IOS.
>> love it a lot.
>>
>> Ian McNamara
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to Gamers-unsubscribe@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] first games

2016-10-19 Thread Justin Jones
Unfortunately, there are not as many audio games out there; especially
of the role-playing variety.

On 10/19/16, The Life of Z  wrote:
> It's been a long time since I played on the computer. I remember games like
> Destination Mars and Run for president. (I wouldn't play that game for a
> while after all this strange election Lol.( but those were the old dos
> games we had back then. I still like them but it's amazing how much more
> detail and sounds theese new games have. I thank all the creators of theese
> new games for the blind who take care and work on theese new games. Oh I
> would just like to say, I'm not much of a gamer. I guess you can add the
> word Yet to that. So like the od song says: play on playas.
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Re: [Audyssey] memory

2016-10-19 Thread Justin Jones
Audio games do not require nearly as much RAM as a mainstream game.
For one reason, they do not display graphics.

The most hard drive space I have seen an audio game take up is around
300 Megabytes or so. There might be ones larger than that, but I doubt
this. Mainstream games have a number of 3D model files and graphical
textures, along with any files containing prerendered cutscenes. Back
when I could still play mainstream games, I had one game that required
20 Gigabytes of hard drive space to play.


On 10/19/16, The Life of Z  wrote:
> I have a question for you guys. Does it take a lot more memory for games
> for the blind to be created or is it about the same as a game for the
> sighted world? My second question is does it take up a lot of space for all
> you gamers out their who have PC computers? My third and final question is
> this: is their a gamers page on youtube for the blind gamer like myself?
> Thanks list.
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Re: [Audyssey] announcing the audiogames archive

2016-08-31 Thread Justin Jones
Thanks for putting this together for all of us. I will definitely have
to give the page a look.

On 8/31/16, john  wrote:
> Hi all,
>
> As some of you may already know, over the past year or so I've been working
> on developing a central website to host old and abandoned games.
>
> At long last, the audiogames archive is live and ready for use.
>
> There are currently titles from 39 different developers available for
> download, with a total archive size of about 12.7gb.
>
> The archive also hosts mods, soundpacks, maps, and other expansions for
> games, though the selection of these is slightly limited at the moment.
>
> In addition, wherever possible links to developer's sites and downloads have
> also been included, meaning that you can use the archive as a way to look up
> a developer's website or a particular game's info.
>
> The archive is at (read the below notes before you visit though):
>
> www.agarchive.net
>
> The faq and about the archive section is at:
>
> www.agarchive.net/pages/faq.html
>
>
>
> Notes:
>
> The archive is very much in its testing phase at the moment.
>
> If you notice anything amiss (links not working, broken installers, typos,
> etc) lease take a look at the contact page, and get in touch.
>
> If you have some content you don't see listed and would like to help us get
> it posted, please also get in touch. This especially applies to things like
> adventure at c stages and top speed cars.
>
> Finally, you should make sure that you have a file archiver, preferably
> 7zip, installed before you download games. Many of the files on the site
> have been compressed or repackaged as 7z archives, and standard windows
> cannot open these.
>
>
>
> I sincerely hope this helps all of you who have posted messages looking for
> games recently.
>
> Enjoy the archive, and happy gaming!
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[Audyssey] Manamon - fourth statium

2016-08-16 Thread Justin Jones
Hello all,

Just a quick question, but what type is the manamon you fight in the
fourth stadium in Brightwater City? I have never gotten owned this
badly before (not even against the Shadow Master in the unwinnable
fight near the tunnel).

Thanks in advance

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Re: [Audyssey] manamon

2016-08-16 Thread Justin Jones
There is a bed right where you start; all you have to do is take a
little time to level them before moving on.

Also, consider the weaknesses of each Manamon and plan accordingly.

On 8/16/16, mattias jonsson  wrote:
> the manamon you are given die to quickly
>
>
> På 16 augusti 2016 20:31:18 "Bryan Peterson" 
> skrev:
>
>> Nope, no joke. But Ratsal is actually not a bad critter to have.
>>
>> -Original Message-
>> From: mattias jonsson
>> Sent: Tuesday, August 16, 2016 12:25 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] manamon
>>
>> hope you are joking
>> good to lost all my manamons..
>> and getting a bad one
>>
>>
>> På 16 augusti 2016 20:06:52 Denny Schwab  skrev:
>>
>>> Yep, that is part of the story.  You can collect Manamon in the
>>> tunnels, to get yourself back up to six, then make your way out of the
>>> tunnel.  No one has determined if there is a way to get pass the
>>> shadow guy without losing your manamon.
>>>
>>> On 8/16/16, mattias jonsson  wrote:
 now i'm litle angry

 after the clock tower there are a batle in wich you seems to lost all
 your manamons?

 after the batle you are in a tunel with a bed

 and you got a bad manamon instead for all yours

 you have trained?



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Re: [Audyssey] Manamon fighting the shadow master.

2016-08-10 Thread Justin Jones
I am kind of curious about this myself. I got to his fourth manaman
which proceeded to wreck my party with Poison Dart (that is a nasty,
nasty move)

On 8/10/16, michael barnes  wrote:
> Hello.
>
> I was wondering what would happen if I beat the shadow master the first
> time?
> What is the last manamon that he sends out to fight?
>
> Thanks.
>
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Re: [Audyssey] Using weapons in Manamon.

2016-08-10 Thread Justin Jones
>From what I can tell, the weapons provide passive bonuses to the
manamon they are equipped to, i.e. you do not "use" the weapon at all.

On 8/10/16, michael barnes  wrote:
> Hey.
>
> I was wondering how do I get my manamon to use the weapons that I equip
> them with?
>
> Thanks.
>
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Re: [Audyssey] manimon questions

2016-07-27 Thread Justin Jones
Grind grind grind; I did not attempt the first stadium until most of
my manamon were level 15 or higher. This is a game in the tradition of
older Japanese role-playing games, in that if you are underleveled,
the game will punish you for it (not that I mind this).

Also, if you have just entered the forest, you are still a ways off
from the first stadium; it is located in the city after the forest.

On 7/27/16, loriduncan  wrote:
> Hi guys, I'm having a few problems leveling my chars in Manimon.  My main
> char is level 14 now, and when I'm catching smaller weaker creatures, they
> arn't of much use and die really fast.  I'm going to start my game over to
> see if catching them earlier in the game helps, but how do I get out of the
>
> woods to the first stadium?  I go south, but when I find walls and head
> north again to find the next west opening, I keep running into the same
> critters over and over again, so I must be going round in circles.  I also
> keep bumping into trees and a river which is too deep to walk in.
>
> Finally, does anyone have any general tips on gameplay?  I wish there was a
>
> way to switch manimon automatically instead of having to go into the menu to
>
> do it. Over all though, I'm adicted.
>
> From Lori.
>
>
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[Audyssey] Manamon help/suggestions

2016-07-25 Thread Justin Jones
Hello all,

I want to say that I am enjoying the hell out of Manamon. This game
takes me back to my old SNES/PSX RPG days of level grinding and the
like. This game is very much like a J-RPG, and I mean this in the most
positive definition of the word.

I am not sure if this is an appropriate place to post this, but I have
a couple of suggestions/questions for other players/the developer:

1. Is there an item/ability in the game that allows the player to more
easily locate hidden items?

2. I do not suppose that there is a way to get the summary of an
item's effects with one key press? As it stands right now, I have to
press n for an item's physical description, and depending on the
item/equipment, I have to press other keys for additional information,
e.g. h for determining how much hp an herb restores. It would be nice
if we only had to press one key to receive all of the information
about a given item, e.g. if I press n on the herb, the game would
provide me the physical description along with the in-game effects of
the item.

3. Is there any possibility of implementing a coordinates announcement
system, e.g. if I press a key, the game tells me that I am at
such-and-such coordinates. This would be useful for making notes and
the like where hidden items are and the like.

4. Change logs would also be nice. I am one of those odd fellows that
likes to read up on the recent changes to a game.

5. I am hoping that you folks at VGStorm will add additional Manamon
and content to the game.

6. Speaking of content, is there ever a point where encounters with
wild manamon will drop random items after a battle?

7. Has anyone at VGStorm ever considered licensing their game engine?
I am aware that the game's source is BGT, but I think it would be cool
to be able to make use of an existing game engine. Just a thought.


Thanks in advance

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Re: [Audyssey] mac is a joke (was windows xp,

2016-07-24 Thread Justin Jones
I have never seen the logic in using something "just because," but I
take Linux much more seriously than Mac OS.

If I ever have need to use Linux, then I will look into it, but I do
not foresee such a need.

On 7/24/16, Devin Prater  wrote:
> I could go for Windows, but Linux, to me holds the most promise. I can
> always run Windows in vmware player, which is free on Linux, or even virtual
> box, which is accessible there too. I can even play video games, and the
> controller can vibrate, within Linux, because the drivers are made by the
> community that appreciates features like these. The whole community aspect
> of Linux, and the way it isn't tied to one ruling corporation is what draws
> me to Linux. That and the fact that blind people already use it
> successfully., ,
>
> Sent from my iPhone
>
>> On Jul 24, 2016, at 6:57 PM, Justin Jones  wrote:
>>
>> Yes, that is fair: the Mac being fairly beginner proof, I mean to say.
>>
>> Happily, Windows these days is not so easily broken, i.e. back in the
>> bad old days of Win 95/98, where it did not take much to crash the
>> computer. XP introduced a much needed level of stability, and for the
>> time, it was a decent operating system. Then Windows 7 came along
>> (after Vista, I am aware) and I have had to actually try for a blue
>> screen of death. Any crashes that occur on my Windows 7 machine have
>> little to do with Windows and more to do with JAWS.
>>
>>> On 7/24/16, Devin Prater  wrote:
>>> The mac in my view, is better for beginning computer users. Now that I'm
>>> slightly more advanced, I want more powerful applications, and way
>>> better
>>> braille support. But that is not possible with the Mac. Besides that,
>>> there
>>> are very little games for the Mac, and vmware fusion costs, whereas
>>> Linux
>>> has vmware player. So yeah, I'm slowly ascending beyond the Mac, and
>>> possibly even iOS, although I may jailbreak sooner than buy a whole
>>> other
>>> Android device.
>>>
>>> Sent from my iPhone
>>>
>>>> On Jul 24, 2016, at 9:06 AM, Travis Siegel  wrote:
>>>>
>>>> I don't understand why you would say this.  I've been using a mac for
>>>> more
>>>> than 10 years, and it's done everything I needed it to do for that
>>>> entire
>>>> time.  I've had very few issues with my macs, other than normal wear
>>>> and
>>>> tear on the machines.  In fact, I've had much better luck with my macs
>>>> (hardware wise) than I ever did on my windows machines.  I've never had
>>>> to
>>>> reinstall my os due to any sort of issues, and since programs exist for
>>>> doing anything and everything I want to do, I've had no issues getting
>>>> things done for that entire time, so I'd hardly consider that a joke.
>>>> I've also been using linux systems off and on for more than 20 years,
>>>> and
>>>> they've done everything I've asked of them as well.  My windows
>>>> machines
>>>> don't have half the track record my macs and linux boxes have, so if
>>>> you
>>>> want to point fingers, point them back at your favorite os.  I'm not
>>>> trying to start an os flame ware, there's already been more than enough
>>>> of
>>>> that, I'm only making it known that in all the time I've been using
>>>> computers (starting in 1986), out of all the operating systems I've
>>>> used,
>>>> windows is the one I've had the most trouble with as a whole.  My macs,
>>>> linux, freebsd, dos, and even a couple minicomputers haven't offered
>>>> nearly as many problems as my windows boxes have.  Admittedly, a large
>>>> majority of this is due to the fact that windows is the most popular
>>>> os,
>>>> and thus, is targeted by a large portion of the virus writers, and
>>>> other
>>>> schemes to make problems for general computer users, but I've fell foul
>>>> of
>>>> very few of those types of issues, my issues have been more
>>>> os/equipment
>>>> related than anything else, but calling a mac a joke is a bit like
>>>> calling
>>>> an atm machine problematic.  People use them every day, and they work
>>>> just
>>>> fine.  Some people choose not to use them, and that's fine, but just
>>>> because they don't meet y

Re: [Audyssey] mac is a joke (was windows xp,

2016-07-24 Thread Justin Jones
Yes, that is fair: the Mac being fairly beginner proof, I mean to say.

Happily, Windows these days is not so easily broken, i.e. back in the
bad old days of Win 95/98, where it did not take much to crash the
computer. XP introduced a much needed level of stability, and for the
time, it was a decent operating system. Then Windows 7 came along
(after Vista, I am aware) and I have had to actually try for a blue
screen of death. Any crashes that occur on my Windows 7 machine have
little to do with Windows and more to do with JAWS.

On 7/24/16, Devin Prater  wrote:
> The mac in my view, is better for beginning computer users. Now that I'm
> slightly more advanced, I want more powerful applications, and way better
> braille support. But that is not possible with the Mac. Besides that, there
> are very little games for the Mac, and vmware fusion costs, whereas Linux
> has vmware player. So yeah, I'm slowly ascending beyond the Mac, and
> possibly even iOS, although I may jailbreak sooner than buy a whole other
> Android device.
>
> Sent from my iPhone
>
>> On Jul 24, 2016, at 9:06 AM, Travis Siegel  wrote:
>>
>> I don't understand why you would say this.  I've been using a mac for more
>> than 10 years, and it's done everything I needed it to do for that entire
>> time.  I've had very few issues with my macs, other than normal wear and
>> tear on the machines.  In fact, I've had much better luck with my macs
>> (hardware wise) than I ever did on my windows machines.  I've never had to
>> reinstall my os due to any sort of issues, and since programs exist for
>> doing anything and everything I want to do, I've had no issues getting
>> things done for that entire time, so I'd hardly consider that a joke.
>> I've also been using linux systems off and on for more than 20 years, and
>> they've done everything I've asked of them as well.  My windows machines
>> don't have half the track record my macs and linux boxes have, so if you
>> want to point fingers, point them back at your favorite os.  I'm not
>> trying to start an os flame ware, there's already been more than enough of
>> that, I'm only making it known that in all the time I've been using
>> computers (starting in 1986), out of all the operating systems I've used,
>> windows is the one I've had the most trouble with as a whole.  My macs,
>> linux, freebsd, dos, and even a couple minicomputers haven't offered
>> nearly as many problems as my windows boxes have.  Admittedly, a large
>> majority of this is due to the fact that windows is the most popular os,
>> and thus, is targeted by a large portion of the virus writers, and other
>> schemes to make problems for general computer users, but I've fell foul of
>> very few of those types of issues, my issues have been more os/equipment
>> related than anything else, but calling a mac a joke is a bit like calling
>> an atm machine problematic.  People use them every day, and they work just
>> fine.  Some people choose not to use them, and that's fine, but just
>> because they don't meet your needs doesn't make them bad.
>>
>>
>>
>>> On Sat, 23 Jul 2016, Justin Jones wrote:
>>>
>>> The Mac is an expensive joke. I wish Apple would wise up and get out
>>> of the personal computer business and stick to phones and their other
>>> devices.
>>>
>>
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Re: [Audyssey] mac is a joke (was windows xp,

2016-07-24 Thread Justin Jones
I have no issues with Linux; in fact, I have contemplated playing
around with that particular operating system.

Macs are jokes precisely because I can build a superior machine for
less than half the cost (including the operating system). More
importantly, the Mac has poor application support without running
Bootcamp or creating a virtual machine.

On 7/24/16, Travis Siegel  wrote:
> I don't understand why you would say this.  I've been using a mac for more
> than 10 years, and it's done everything I needed it to do for that entire
> time.  I've had very few issues with my macs, other than normal wear and
> tear on the machines.  In fact, I've had much better luck with my macs
> (hardware wise) than I ever did on my windows machines.  I've never had to
> reinstall my os due to any sort of issues, and since programs exist for
> doing anything and everything I want to do, I've had no issues getting
> things done for that entire time, so I'd
> hardly consider that a joke.
> I've also been using linux systems off and on for more than 20 years, and
> they've done everything I've asked of them as well.  My windows machines
> don't have half the track record my macs and linux boxes have, so if you
> want to point fingers, point them back at your favorite os.  I'm not
> trying to start an os flame ware, there's already been more than enough of
> that, I'm only making it known that in all the time I've been using
> computers (starting in 1986), out of all the operating systems I've used,
> windows is the one I've had the most trouble with as a whole.  My macs,
> linux, freebsd, dos, and even a couple minicomputers haven't offered
> nearly as many problems as my windows boxes have.  Admittedly, a large
> majority of this is due to the fact that windows is the most popular os,
> and thus, is targeted by a large portion of the virus writers, and other
> schemes to make problems for general computer users, but I've fell foul of
> very few of those types of issues, my issues have been more os/equipment
> related than anything else, but calling a mac a joke is a bit like calling
> an atm machine problematic.  People use them every day, and they work just
> fine.  Some people choose not to use them, and that's fine, but just
> because they don't meet your needs doesn't make them bad.
>
>
>
> On Sat, 23 Jul 2016, Justin Jones wrote:
>
>> The Mac is an expensive joke. I wish Apple would wise up and get out
>> of the personal computer business and stick to phones and their other
>> devices.
>>
>
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Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon, a new fully featured RPG!

2016-07-23 Thread Justin Jones
Because Microsoft will no longer support Windows XP and it has
security holes large enough to drive a tank through.

On 7/23/16, rajmund  wrote:
> Hi,
> Least it's free. I'd never pay for an email client.
>
> Sent from my iPhone 5S
>
>> On 22 Jul 2016, at 8:11 pm, Jody McKinniss  wrote:
>>
>> Charles,
>> Windows Live is a piece of shit.  And if you've got MS Office, then
>> there's no need for it anyway.  I currently use Win 10, and I have
>> found no issues with accessibility other than the ones with the JFW
>> cursor that were present in Windows 8, and the aforementioned Edge
>> inaccessibility.  As for Edge, I doubt very highly that this is going
>> to be accessible any time soon.  However, both Firefox and IE are
>> still as accessible as always.
>>
>>
>>> On 7/22/16, Charles Rivard  wrote:
>>> The only reason that XP, an excellent and stable operating system, is
>>> dead
>>> is that Microsoft decided to make it so by no longer maintaining and
>>> supporting it.  I put the blame on why we had to migrate squarely and
>>> entirely on Microsoft.
>>>
>>>
>>>
>>>
>>> If you think you're finished, you! really! are! finished!!
>>> -Original Message-
>>> From: Justin Jones
>>> Sent: Thursday, July 21, 2016 8:14 PM
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon, a
>>> new
>>>
>>> fully featured RPG!
>>>
>>> At Dark,
>>>
>>> No idea what you mean by Windows 7 being buggy, it is far more stable
>>> than XP ever was.
>>>
>>> I liked Windows XP back in the day, but by the time 7 came out, it was
>>> showing its age.
>>>
>>> And no, even using older developer kits, software developers are under
>>> no obligation to support computers using dead (and that is what
>>> Windows XP is, dead) operating systems. Again, if you want to use it,
>>> I do not begrudge you that, but just keep this fact in mind.
>>>
>>> Also, curiosity compels me to ask, but what are you working on a
>>> doctorate
>>> in?
>>>
>>>> On 7/21/16, dark  wrote:
>>>> Hi John.
>>>>
>>>> I've heard of liber office and I suspect supernova would indeed be fine
>>>> with
>>>>
>>>> it, but since this is the doctoral thesis I've been working on for the
>>>> past
>>>>
>>>> eight years, I'd rather not risk changing at this point, since anything
>>>> goes
>>>>
>>>> wrong I'm in trouble.
>>>> Hopefully it'll all be done by september, november at the latest, but
>>>> since
>>>>
>>>> I also have a new house to sort out and what I'm doing with the rest of
>>>> my
>>>> life it's not quite on the pripority list, another reason I'm sorry
>>>> games
>>>> don't work with xp, though I am about to install manamn on my wif'es
>>>> win
>>>> 7
>>>> machine and try the game out at least.
>>>>
>>>> All the best,
>>>>
>>>> Dark.
>>>> - Original Message -
>>>> From: "john" 
>>>> To: "Gamers Discussion list" 
>>>> Sent: Friday, July 22, 2016 1:58 AM
>>>> Subject: Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon,a
>>>> new
>>>> fully featured RPG!
>>>>
>>>>
>>>>> You don't actually need ms office - google "libre office", and give
>>>>> that
>>>>> a
>>>>> try.
>>>>>
>>>>> --
>>>>> From: "dark" 
>>>>> Sent: Thursday, July 21, 2016 20:36
>>>>> To: "Gamers Discussion list" 
>>>>> Subject: Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon,a
>>>>> new
>>>>> fully featured RPG!
>>>>>
>>>>> Nope, everything has been tried. Folder lists do not display
>>>>> probperly,
>>>>> downloads are partially completed, and lets not talk about  that
>>>>> bloated
>>>>> messmicrosoft outlook, frankly it is a pile of shite.
>>>>>
>>>>> Since there are compatibility issues I will probably get a win

Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon, a new fully featured RPG!

2016-07-23 Thread Justin Jones
The Mac is an expensive joke. I wish Apple would wise up and get out
of the personal computer business and stick to phones and their other
devices.

On 7/22/16, lenron brown  wrote:
> XP needed to die. To me 7 was 10 times better. Now I am on 10 and
> moving along just fine. If you don't like windows though buy a mac or
> switch to linux.
>
> On 7/22/16, rajmund  wrote:
>> Hi,
>> Just saying, there are other clients for win7. since I've not used
>> anything
>> other than win10 yet, I can't comment on what people should use. But, I'm
>> using a windows male of some sort, and as I say, am on windows 10.
>>
>> Sent from my iPhone 5S
>>
>>> On 22 Jul 2016, at 2:36 am, dark  wrote:
>>>
>>> Nope, everything has been tried. Folder lists do not display probperly,
>>> downloads are partially completed, and lets not talk about  that bloated
>>> messmicrosoft outlook, frankly it is a pile of shite.
>>>
>>> Since there are compatibility issues I will probably get a win 10
>>> machine
>>> laqter this year (if I've got to have a crappy os it might as well be
>>> the
>>> latest crappy os), though since I need ms office for my phd thesis I
>>> can't
>>> do that  now, plus there's moving house and various other things to
>>> consider.
>>>
>>> Still, I'd much! rather have xpp and really i don't like the fact that
>>> the
>>> only reason not! to use xp is because microsoft are greedy bastards who
>>> prefer to break than make something better, killing about 20 years of
>>> software compatibility in the process.
>>>
>>> All the best,
>>>
>>> DArk.
>>>
>>> ---
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>>
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>
>
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Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon, a new fully featured RPG!

2016-07-21 Thread Justin Jones
At Dark,

No idea what you mean by Windows 7 being buggy, it is far more stable
than XP ever was.

I liked Windows XP back in the day, but by the time 7 came out, it was
showing its age.

And no, even using older developer kits, software developers are under
no obligation to support computers using dead (and that is what
Windows XP is, dead) operating systems. Again, if you want to use it,
I do not begrudge you that, but just keep this fact in mind.

Also, curiosity compels me to ask, but what are you working on a doctorate in?

On 7/21/16, dark  wrote:
> Hi John.
>
> I've heard of liber office and I suspect supernova would indeed be fine with
>
> it, but since this is the doctoral thesis I've been working on for the past
>
> eight years, I'd rather not risk changing at this point, since anything goes
>
> wrong I'm in trouble.
> Hopefully it'll all be done by september, november at the latest, but since
>
> I also have a new house to sort out and what I'm doing with the rest of my
> life it's not quite on the pripority list, another reason I'm sorry games
> don't work with xp, though I am about to install manamn on my wif'es win 7
> machine and try the game out at least.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "john" 
> To: "Gamers Discussion list" 
> Sent: Friday, July 22, 2016 1:58 AM
> Subject: Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon,a new
> fully featured RPG!
>
>
>> You don't actually need ms office - google "libre office", and give that
>> a
>> try.
>>
>> --
>> From: "dark" 
>> Sent: Thursday, July 21, 2016 20:36
>> To: "Gamers Discussion list" 
>> Subject: Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon,a
>> new
>> fully featured RPG!
>>
>> Nope, everything has been tried. Folder lists do not display probperly,
>> downloads are partially completed, and lets not talk about  that bloated
>> messmicrosoft outlook, frankly it is a pile of shite.
>>
>> Since there are compatibility issues I will probably get a win 10 machine
>> laqter this year (if I've got to have a crappy os it might as well be the
>> latest crappy os), though since I need ms office for my phd thesis I
>> can't
>> do that  now, plus there's moving house and various other things to
>> consider.
>>
>> Still, I'd much! rather have xpp and really i don't like the fact that
>> the
>> only reason not! to use xp is because microsoft are greedy bastards who
>> prefer to break than make something better, killing about 20 years of
>> software compatibility in the process.
>>
>> All the best,
>>
>> DArk.
>>
>>
>> ---
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>> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] VGStorm Presents Manamon, a new fully featured RPG!

2016-07-21 Thread Justin Jones
Has anyone tried to figure out optimizing their Manamon's stats yet? I
mean to say, what stats serve which creature best? I've been having my
stats distributed evenly so far, but I am aware that this is not going
to serve me as well in the future.

On 7/21/16, Josh Kennedy  wrote:
> my laptop has a spinning hard drive also. but i put a ssd in my son's
> laptop and windows10 flies on that 6 year old laptop! when i used
> macrium reflect which is free to clone the spinning drive to the ssd,
> put in the cloned ssd. the laptop was like a brand new machine it was so
> awesome! when i get the money I'm gunna put an ssd in this laptop but
> first I need to save up money to buy the new orbit reader 20 $480
> braille display when it comes out. the new one that is dust resistant
> fluid resistant and designed to work in harsh environments the braille
> display where when the dots are up they stay up and are locked and you
> cannot push them down... it feels like signage quality braille.
>
>
>
> On 7/21/2016 3:20 PM, Devin Prater wrote:
>> I see. Thank you so much for telling me. When Sierra officially comes out,
>> since vmWare doesn't seem to like it much now, and a new vmWare comes out
>> with it, I'll get a Windows 10 vm to use for it. Thanks so much for
>> telling much about 32Bit, I didn't know that'd help so much. Also, the Mac
>> has a spinning hard drive, so that affects things too.
>>
>> Sent from my iPhone
>>
>>> On Jul 21, 2016, at 2:01 PM, michael barnes  wrote:
>>>
>>> Hey, Devin.
>>>
>>> I am using 1.5 gb of ram for my Windows 10 virtual machine.
>>> It is runing jam up.
>>> Of course I have 32bit version of 10.
>>>
>>> ---
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Re: [Audyssey] windows xp, was Re: VGStorm Presents Manamon, a new fully featured RPG!

2016-07-21 Thread Justin Jones
If someone wishes to continue to use Windows XP; then that is fine. On
the other hand, they have no right to complain when current software,
e.g. games, will not function on their machine.

On 7/21/16, Josh Kennedy  wrote:
> when you can get a good two in one tablet for $99 there really is no
> excuse. oh yes and the orbit reader 20 probably for around $480 or so
> maybe $500. I wish i could buy one now but i gotta give it a month or
> two then I will have the needed money set aside.
>
>
>
> On 7/21/2016 3:22 PM, john wrote:
>> This debate is getting ridiculous. Can we not have it again.
>> There are reasons for people to use xp, from "I can't afford something
>> else"
>> to "I'm familiar with it" to "its what's on my old computers and I want
>> to
>> play games on those too.".
>> If you think people are idiots for using and xp and are going to suffer,
>> then let them suffer. Quietly.
>>
>>
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Re: [Audyssey] VGStorm Presents Manamon, a new fully featured RPG!

2016-07-20 Thread Justin Jones
I've started playing and I am liking it so far. I might put down the
cash next month to buy it (it's my birthday in August, so why not...).

On 7/20/16, Josh Kennedy  wrote:
> I think I'll be buying this in august! it is 300 something mb in size
> which means lots of sounds music and stuff. sounds sort of like a cross
> between pokemon and dragonball z. I hope there is something like super
> saiyan some kind of powers like that in there that would be awesome.
>
>
>
> On 7/20/2016 3:17 PM, Aaron Baker wrote:
>> VGStorm Presents Manamon, a new fully featured RPG!
>> I would like to welcome you to the world of Manamon!
>> Manamon is a turnbased roleplaying game in which you capture various
>> feral monsters you find around the world and use them to help you
>> complete the storyline.
>> It features experimental online gameplay which will allow you to trade
>> and battle your friends to determine which of you is the stronger
>> Manamon Tamer.
>>
>> Storyline
>>
>> In the world of Tangeria, children around ages 10 to 14 become Manamon
>> Tamers. A Manamon Tamer is someone who captures and befriends
>> creatures in the wild. The tamer will then battle with other Tamers in
>> order to gain more experience. Its a Manamon Tamer's job to collect
>> and train Manamon in hopes of becoming the Manamon Master, but the
>> road to become the master is never easy.
>> While traveling across the world, you will occasionally discover
>> stadiums. Stadiums are battle arenas with powerful leaders who will
>> put your Manamon to the test.
>> You must defeat seven of these leaders in order to gain admittance
>> into the Master's Stadium where you will battle the Manamon Master.
>> The Manamon Master is widely regarded as the strongest Manamon Tamer
>> in the land of Tangeria, and its for that title that you endeavor.
>> In the game, you will play as a brand new Manamon Tamer who hopes to
>> take on this Stadium Challenge.
>> That's your plan, at least. But when you discover an evil organization
>> bent on the typical goal of world domination, your plans to become the
>> Master might be interrupted somewhat.
>> Its a long way from 1 stadium to the next, so your bound to meet lots
>> of people and have many adventures along the way.
>> Who knows what your Manamon adventure may bring!
>>
>> Features
>>
>> 158 Manamon Creatures to discover, capture, and fight against.
>> Over 200 different attacks these Manamon can learn.
>> A large world in which to immerse yourself.
>> A complex turn based battle system.
>> A unique system of straight forward navigation which was first
>> introduced in the game Paladin of the Sky and was improved upon in
>> Manamon.
>> Lots of items for you to find and use in order to help yourself during
>> your journey.
>> Many types of equipment you can give your Manamon to make them stronger.
>> Several minigames for you to play throughout your adventure.
>> Creative sound design making all of the cities, caves, and battles come
>> alive.
>> An experimental online system which will allow you to battle and trade
>> with your friends.
>> An online battle recorder which allows you to relive noteworthy battles.
>> A few postgame surprises.
>> Self voicing using SAPI 5 compatible voices.
>> Demo limitations
>>
>> Manamon is a shareware product, meaning you'll have to pay in order to
>> experience the full feature set and storyline.
>> Manamon does offer a generous demo mode which will allow you to reach
>> the second stadium leader.
>> Apart from all online functionality being disabled, you can play the
>> entire game unrestricted up until this point.
>>
>> Getting the Game
>>
>> You can download Manamon here
>> http://www.vgstorm.com/manamon/manamon_installer.exe
>> You can buy the game for forty U.S. dollars here
>> http://www.vgstorm.com/order.php
>> We hope you enjoy the game!
>>
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Re: [Audyssey] crazy party battle guide?

2016-07-06 Thread Justin Jones
I was kind of curious about the match-ups myself, actually.

On 7/6/16, Jess Varnell  wrote:
> Hi list. I'm wondering if anyone has written a sort of battle guide for
> crazy party like what type is effective on each type. I'm looking for the
> type that beats ferry well. Thanks.
>
> Jess
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Re: [Audyssey] NEw version of crazy party

2016-06-08 Thread Justin Jones
Fair enough.

On 6/8/16, dark  wrote:
> Hi.
>
> First as to a changelog, that I don't know, but it'd probably be in French
> anyway as that's the developer's first language.  I do know there was a
> comment on audiogaes.net about this version fixing a crytical bug with some
>
> of the  games.
> For a forum though, no there isn't a dedicated forum, but there is a topic
> in the new releases room of audiogames.net devoted to Crazy party where many
>
> people are making suggestions and where the developer is a regular poster,
> so feel free to make comments there. That after all is part of what
> audiogames.net is there for.
>
> hth.
>
> Dark.
> - Original Message -
> From: "Justin Jones" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, June 08, 2016 5:14 PM
> Subject: Re: [Audyssey] NEw version of crazy party
>
>
>>I have asked this before, but where can we see the change log for each
>> of the versions? Is there even such a thing?
>>
>> Also, and again, I have asked this previously, is there a forum and
>> such where people may make suggestions for the game? Looking at the
>> game's web site, there does not appear to be either a change log or a
>> place to make suggestions.
>>
>> On 6/8/16, dark  wrote:
>>> Hi.
>>>
>>> Just to let people know, beta 39 o crazy party is now out. apparently 38
>>>
>>> had
>>> a serious bug which needed fixing urgently.
>>>
>>> Hth.
>>>
>>> Dark.
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>>
>>
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Re: [Audyssey] NEw version of crazy party

2016-06-08 Thread Justin Jones
I have asked this before, but where can we see the change log for each
of the versions? Is there even such a thing?

Also, and again, I have asked this previously, is there a forum and
such where people may make suggestions for the game? Looking at the
game's web site, there does not appear to be either a change log or a
place to make suggestions.

On 6/8/16, dark  wrote:
> Hi.
>
> Just to let people know, beta 39 o crazy party is now out. apparently 38 had
> a serious bug which needed fixing urgently.
>
> Hth.
>
> Dark.
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Re: [Audyssey] new version of crazy party

2016-06-05 Thread Justin Jones
Do they have a change log somewhere? I like to read those and see what
has been added.

Also, do they have some sort of forum for feedback?

On 6/5/16, Shaun Everiss  wrote:
> Cool, something to play when not packing.
> Now if only this was on my ipad I could play this on the plane.
>
>
>
> On 6/06/2016 5:45 a.m., dark wrote:
>> Hi.
>>
>> Before my ability to send mail drops off the map, I thought I'd let
>> everyone know, there is a new version of crazy party:
>> http://pragmapragma.free.fr/crazy-party/en/
>>
>> You can now win gems with a score of 100 or more in single player mode,
>> which I presume means going through the zones, also a good reason to
>> replay zones you've previously done.
>>
>> Awesome methinks.
>>
>> All the best,
>>
>> Dark.
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Re: [Audyssey] New game, crazy party and card battle

2016-06-02 Thread Justin Jones
If I may make an observation, I think that the card battle is the best
aspect of the game. I hope that the dev (devs?) keep working on that
aspect of the program, e.g. adding more cards and the like.



On 6/2/16, dark  wrote:
> Hi Jess.
>
> First with the boat ride, you nd to hit the arrows slowly, actually if
> you can do it in rythm with the music that works very well.
> There's no  way to set gender either of yourself or enemies at the moment,
> one reason why one  of the opponents in the normal gym is a male witch :D.
>
> As to coins, nope, when you get so many coins in your box, it has no effect
>
> at all, though this might change in the future sinse after all the game is
> still in beta.
>
> Hth.
>
> Dark.
>
>
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Re: [Audyssey] What has happened to stellar eon

2016-05-24 Thread Justin Jones
I too would like to have this question answered.

On 5/24/16, dark  wrote:
> I'm really  enjoying alter and have just finished all the quests on kordan
> and moved to arcase. However I'm really in the mood for a space game. I've
> tried promethius but I'm finding things a tad confusing and lacking in
> direction in some places, and most of the other space muds I've heard of are
> either heavy pvp like miriani (which I'm still considering trying anyway),
> or basically major rp muds.
>
> So I was just wondering what has happened to stellar eon. Dentin has
> already said no pvp and lots of exploring, which is just the sort of thing
> I'd love to see in a space game.
> I know life can get in the way of development and manifestly Dentin has
> other things on his mind, but still I definitely am looking forward to
> trying the game when it's released and a progress report might be nice.
>
> All the best,
>
> Dark.
>
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Re: [Audyssey] Recent Alter Aeon Updates

2016-04-24 Thread Justin Jones
I didn't mean a full on crafting mud, rather a means by which players
can create equipment and use/sell it to others. Blacksmithing, for
instance, might be a nice addition (though I recognize the inherent
difficulties with adding a skill such as this).

On 4/24/16, Dennis Towne  wrote:
> Work has been progressing, but extremely slowly.  I added a few things
> last weekend, but I simply haven't had the time to do much with it.
>
> On Sun, Apr 24, 2016 at 2:22 PM, Joshua Tubbs  wrote:
>> Has work been progressing on Stellar Aeon?
>> I have not actually played the beta again, it really does seem to be
>> limited in its alpha state.
>>
>> Sent from my iPhone
>>
>>> On Apr 24, 2016, at 3:44 PM, Dennis Towne  wrote:
>>>
>>> I don't normally do this, but I wanted to talk about some of the stuff
>>> we've been working on for Alter Aeon.  The biggest thing on my mind
>>> right now would be ease of use updates, and the biggest one of those
>>> would be the 'list search' changes.
>>>
>>> List search started a long time ago, as a way for players to more
>>> effectively search for equipment with stats, or to look for items with
>>> special flags or properties.  The original code was cobbled together
>>> six years ago (!), and over the last couple of months we have been
>>> working hard to update it.  The new and improved version is now good
>>> enough that it's used by default for storage lockers and looking in
>>> containers.  A lot of the parsing bugs have been fixed, and it's so
>>> easy to use that even I can make it work.
>>>
>>> On top of list search, there has been a pile of little ease-of-use
>>> improvements and spam reduction changes.  Draak has been adding sounds
>>> and sound triggers all over the place, though I don't know how long it
>>> will take for the Mush-Z developers to add them all.  It's really neat
>>> to see so many things coming together from so many different builders
>>> and coders.
>>>
>>> Something that's really important and really awesome to me as a
>>> builder is something that most players don't care about:  the world
>>> map.  This has been one of our biggest work areas for a while now.
>>> We've been rearranging and updating areas, making them flow together
>>> better, and flattening the world map.  In addition to this, the way we
>>> do world mapping itself is changing: the surface of Alter Aeon is
>>> gradually becoming consistent and properly three dimensional, similar
>>> to how the world map would look for a large scale MMO.
>>>
>>> I'd like to say I know what's coming up in the next few months, but I
>>> don't.  The best I can say is that we plan to add a bunch of new
>>> spells and skills, and there are several more areas in the wings.  I'd
>>> really like to see the Archais fairy quarter open.
>>>
>>> For those of you who play, I hope you found this interesting.  I
>>> haven't had a lot of time to spend on the game recently, but that
>>> doesn't mean nothing is happening.  Have fun!
>>>
>>> -dentin
>>>
>>> Alter Aeon MUD
>>> http://www.alteraeon.com
>>>
>>> ---
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>>> gamers-unsubscr...@audyssey.org.
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>>
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Re: [Audyssey] Recent Alter Aeon Updates

2016-04-24 Thread Justin Jones
Are you planning on adding additional crafting skills? It seems to me
that additional crafting skills might help to move the game's economy
a bit more.

On 4/24/16, Dennis Towne  wrote:
> I don't normally do this, but I wanted to talk about some of the stuff
> we've been working on for Alter Aeon.  The biggest thing on my mind
> right now would be ease of use updates, and the biggest one of those
> would be the 'list search' changes.
>
> List search started a long time ago, as a way for players to more
> effectively search for equipment with stats, or to look for items with
> special flags or properties.  The original code was cobbled together
> six years ago (!), and over the last couple of months we have been
> working hard to update it.  The new and improved version is now good
> enough that it's used by default for storage lockers and looking in
> containers.  A lot of the parsing bugs have been fixed, and it's so
> easy to use that even I can make it work.
>
> On top of list search, there has been a pile of little ease-of-use
> improvements and spam reduction changes.  Draak has been adding sounds
> and sound triggers all over the place, though I don't know how long it
> will take for the Mush-Z developers to add them all.  It's really neat
> to see so many things coming together from so many different builders
> and coders.
>
> Something that's really important and really awesome to me as a
> builder is something that most players don't care about:  the world
> map.  This has been one of our biggest work areas for a while now.
> We've been rearranging and updating areas, making them flow together
> better, and flattening the world map.  In addition to this, the way we
> do world mapping itself is changing: the surface of Alter Aeon is
> gradually becoming consistent and properly three dimensional, similar
> to how the world map would look for a large scale MMO.
>
> I'd like to say I know what's coming up in the next few months, but I
> don't.  The best I can say is that we plan to add a bunch of new
> spells and skills, and there are several more areas in the wings.  I'd
> really like to see the Archais fairy quarter open.
>
> For those of you who play, I hope you found this interesting.  I
> haven't had a lot of time to spend on the game recently, but that
> doesn't mean nothing is happening.  Have fun!
>
> -dentin
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> ---
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Well I decided on a lcass

2016-04-22 Thread Justin Jones
Please please, pretty please, Dentin, add blacksmithing as a skill? Please?

On 4/22/16, dark  wrote:
> Cool.
>
> Actually sinse I last went through slo about 5 or 6 years ago, things likely
>
> have changed a lot. I am a little sorry about the 326 hours work, but hay no
>
> point worrying.
>
> I think the various sorts of dayly jobs will help me at least a lot with the
>
> grinding issue. I always found in games it was much easier to motivate
> myself when I had some specific goal to accomplish, one reason why the
> grinding only became an issue on arcase because up to that ponit I'd got
> more than enough quests to keep me going.
> While obviously pregenerated jobs aren't the same as specific quests, there
>
> still is something about working towards a specific sub goal rather than
> just trying to grind up x million xp because.
>
> That is also why I like the none combat activities, I always wanted to try
> potion brewing (especially because I kept finding random potion ingredients
>
> during my exploration),  and I think I'll enjoy playing with suntraps and
> such when I get there, which hopefully won't be too long :D.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Dennis Towne" 
> To: "Gamers Discussion list" 
> Sent: Friday, April 22, 2016 2:16 AM
> Subject: Re: [Audyssey] Well I decided on a lcass
>
>
>> We've added a handful of new areas to the islands, including two new
>> areas and an area expansion on archais.  It probably won't completely
>> fix the grinding issue, but it definitely has made things better.  Let
>> us know how it works out :)
>>
>> -dentin
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>> On Thu, Apr 21, 2016 at 6:21 AM, dark  wrote:
>>> Well I decided on Druid mage. I've had pretty much a hole bunch of
>>> recommendations for nearly every combo (ironiccally apart from clerric
>>> primary which is what I had last time), however i decided in the end to
>>> go for just what looked fun.
>>>
>>> I always enjoyed the manual bits of being a necro, like making minians
>>> and undead and such, and I liked the druid carving totems. I always
>>> wanted to try brewing mage potions sinse I do enjoy exploring, and as the
>>>
>>> druid has minians of their own I thought necro might be overkill on the
>>> minians, so decided to go druid mage.
>>>
>>> I don't know about third and fourth, sinse clerric, thief and necro all
>>> have advantages, though I might just ttdruid for minians and forget necro
>>>
>>> but use clerric for healing and buffs.
>>>
>>> Actually i really look forward to trying the jobs and such. My one
>>> problem last time was arcase just got too draggy with constant grinding
>>> (god I got sick of that viking village raid), so having jobs and some of
>>>
>>> the other new stuff to do will be good, also judging by the power of some
>>>
>>> attack spells, combat with magic as opposed to stats looks pretty
>>> efficient, another reason I decided to try mage and the direct damage
>>> route.
>>>
>>> definitely nice to play Alter again, it's been far too long, hopefully it
>>>
>>> won't take me another 300 odd hours to get back to level 26 :D.
>>>
>>> All the best,
>>>
>>> Dark.
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>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
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>> 04/21/16
>>
>
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Re: [Audyssey] Alteraeon, classes, utility, and esoterica

2016-04-20 Thread Justin Jones
I've been playing role-playing games for well over two decades and I
know broken when I see it. Sorry, it's the truth.

On 4/20/16, Jeremy Brown  wrote:
> At the risk of starting this discussion over again, I disagree about
> warrior/thief.  However, rather than argue about it, I'll let it lie
> beyond that comment.  As to mechanics for either melee or backstab
> being esoteric, I refer you to the articles on the web site that
> discuss both issues in a lot of detail.  If those articles give too
> much trouble due to obscure terminology, then perhaps we need to add
> things to the glossary in order to make them clearer.  Take care,
>
> Jeremy
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
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Re: [Audyssey] Alteraeon stuck

2016-04-20 Thread Justin Jones
Don't go Druid Necro as you will have minion difficulties. The build I
am going is Druid (carving, minions and damage spells), Mage (damage
and support spells), Cleric (defensive spells), Thief (support
abilities like Searching and Pick Locks). My last two classes are
Necro (as Blood Sacrifice is useful) and Warrior (as Warrior only will
contribute health and pracs).

On 4/20/16, dark  wrote:
> Druid I haven't tried much but the extra little activities and abilities
> like calving staves and such sound really good fun to use (I always enjoyed
>
> the necro bits). Last time I was a clerric warrior necro, but I often wanted
>
> my  necro abilities to be stronger, sinse  they provided good stuff, though
>
> clerric was good for buffs.
>
> The only thing that worries me though about going druid necro  is that I'd
> be avoiding lots of combat and not have tough warrior stats as much.
>
> thief I never cared for, but the hole stealth thing didn't really do it for
>
> me anyway, I actually changed thief from third to fourth class last time
> sinse I found necro so much more useful.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Justin Jones" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, April 20, 2016 5:41 PM
> Subject: Re: [Audyssey] Alteraeon stuck
>
>
>> Druid is a good solo class. Warriors are completely useless,
>> especially with the changes (negative) to charge mechanics. Thieves
>> are also useless, but they can at least steal most things that you
>> might need for quests (and backstab, provided you can figure out the
>> rather esoteric mechanics that govern backstabbing).
>>
>> On 4/20/16, dark  wrote:
>>> Thanks, that's good to know. A shame about some of the deeds, but hay
>>> there
>>>
>>> must be new ones around now.
>>>
>>> All to decide next is what sort of character to do next time around,
>>> especially now pretty much all stats are required.
>>>
>>> Any recommendations for a predominantly solo player like me?
>>> particualrly
>>> sinse I never got to try mage and druid that much.
>>>
>>> All the best,
>>>
>>> Dark.
>>> - Original Message -
>>> From: "Dennis Towne" 
>>> To: "Gamers Discussion list" 
>>> Sent: Wednesday, April 20, 2016 2:56 PM
>>> Subject: Re: [Audyssey] Alteraeon stuck
>>>
>>>
>>>> As John mentioned, you keep your equipment gold, and credits when you
>>>> restart.  However, you also get back practices you bought with credits
>>>> as a 'bonus' when you restart, so instead of starting with the
>>>> standard 16 or whatever practices, you'd start with 36 if you had
>>>> bought 20 practices with credits.  There's a little more information
>>>> on it under 'help restart'.
>>>>
>>>> -dentin
>>>>
>>>> Alter Aeon MUD
>>>> http://www.alteraeon.com
>>>>
>>>> On Wed, Apr 20, 2016 at 1:28 AM, dark  wrote:
>>>>> Hi.
>>>>>
>>>>> I've not played alter for a very long time, and I realize the reason
>>>>> why.
>>>>>
>>>>> there was a massive shift a while ago and lots of changes, like the
>>>>> altering of clerrics from wisdom to charisma, and I never got around
>>>>> to
>>>>> restarting Thelok or deciding where exactly I was, indeed I've not
>>>>> played
>>>>>
>>>>> for so long I do feel I ought to restart things (I was level 26 after
>>>>> all
>>>>>
>>>>> and I know Slo and Kordon have changed sinse I went through them).
>>>>>
>>>>> I do wonder though, rather than just letting thelok sit there with no
>>>>> bennifits, is there a way to reclaime something if I restarted the
>>>>> character?
>>>>>
>>>>> Could I for example get back the practices and weightless bag I bought
>>>>> for thelok and use them on a new character, or maybe even convert
>>>>> thelok
>>>>>
>>>>> into xp I could use later.
>>>>>
>>>>> i just realized this morning when thinking about muds that this has
>>>>> got
>>>>> me out of the way of playing alter and I've missed out for rather too
>>>>> long, which is a shame, so it's time for a new start, but if that new
&g

Re: [Audyssey] deck building CCG versus RPG

2016-04-20 Thread Justin Jones
If you are going to screw around with CCG's, then MTG is the best of them all.

On 4/20/16, jacob Kruger  wrote:
> And, here's a link to that FB group, where Richard Gibbs - the sighted
> guy mentioned - posted about dominion, etc.:
> https://m.facebook.com/groups/1058092977575720?bacr=1455566821%3A1062198600498491&refid=18
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> ---
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Re: [Audyssey] Alteraeon stuck

2016-04-20 Thread Justin Jones
Druid is a good solo class. Warriors are completely useless,
especially with the changes (negative) to charge mechanics. Thieves
are also useless, but they can at least steal most things that you
might need for quests (and backstab, provided you can figure out the
rather esoteric mechanics that govern backstabbing).

On 4/20/16, dark  wrote:
> Thanks, that's good to know. A shame about some of the deeds, but hay there
>
> must be new ones around now.
>
> All to decide next is what sort of character to do next time around,
> especially now pretty much all stats are required.
>
> Any recommendations for a predominantly solo player like me? particualrly
> sinse I never got to try mage and druid that much.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Dennis Towne" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, April 20, 2016 2:56 PM
> Subject: Re: [Audyssey] Alteraeon stuck
>
>
>> As John mentioned, you keep your equipment gold, and credits when you
>> restart.  However, you also get back practices you bought with credits
>> as a 'bonus' when you restart, so instead of starting with the
>> standard 16 or whatever practices, you'd start with 36 if you had
>> bought 20 practices with credits.  There's a little more information
>> on it under 'help restart'.
>>
>> -dentin
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>> On Wed, Apr 20, 2016 at 1:28 AM, dark  wrote:
>>> Hi.
>>>
>>> I've not played alter for a very long time, and I realize the reason why.
>>>
>>> there was a massive shift a while ago and lots of changes, like the
>>> altering of clerrics from wisdom to charisma, and I never got around to
>>> restarting Thelok or deciding where exactly I was, indeed I've not played
>>>
>>> for so long I do feel I ought to restart things (I was level 26 after all
>>>
>>> and I know Slo and Kordon have changed sinse I went through them).
>>>
>>> I do wonder though, rather than just letting thelok sit there with no
>>> bennifits, is there a way to reclaime something if I restarted the
>>> character?
>>>
>>> Could I for example get back the practices and weightless bag I bought
>>> for thelok and use them on a new character, or maybe even convert thelok
>>>
>>> into xp I could use later.
>>>
>>> i just realized this morning when thinking about muds that this has got
>>> me out of the way of playing alter and I've missed out for rather too
>>> long, which is a shame, so it's time for a new start, but if that new
>>> start could get something from what I spent previously that would be
>>> helpful.
>>>
>>> If not, fare enough I'll just start a new char and go on from there.
>>>
>>> All the best,
>>>
>>> Dark.
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
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>>> gamers-unsubscr...@audyssey.org.
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>>> 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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>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2015.0.6189 / Virus Database: 4556/12067 - Release Date:
>> 04/20/16
>>
>
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Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Justin Jones
Torchlight would like a word with you, vis-a-vis complex games
released for cheap.

On 4/13/16, Jeremy Brown  wrote:
> In response to Marty's post, I know that this is exactly the sort of
> situation we have with Valiant Galaxy Associates.  Our company
> consists of two people.  We began with a large project that took 3
> years to get to commercial release and which is due to have an update
> relatively soon in our schedule.  Our next two games were much simpler
> and rolled out quickly, but only because we could reuse and centralize
> a lot of the code.  We're still in the process of making a centralized
> platform so we can roll out more of the smaller games as well as work
> on more ambitious games.
>
> Our hope is to eventually have more games in play, let the smaller
> ones carry the load while we develop long term bigger games.
>
> I disagree with you about the RPG as being simple to convert Dark:
>
> You can convert the mechanics relatively easily, but then you have to
> have the mechanics integrate with a group of player actions and
> possible results.  Essentially you write an Choose Your Own Adventure
> novel on top of the mechanics, get it all to integrate, and then have
> to still work out why it's not working over 60,000-250,000 words of
> text and god only knows how much mechanical issues.  This doesn't take
> into account sound scape or voice acting.
>
> It's not undoable, and I think we should see more of those types of
> games myself, but the question is how much complexity can you build
> from a small production standpoint and still stay sane, productive,
> and on top of customer service.  It's not like you release a game and
> it's a never go back to proposition.  Further, if you want to keep the
> costs reasonable, you have to make choices.  You can't release a
> professionally produced sound scape, voice acting, music background,
> story, proofreading, and fully tested and stable code and charge only
> 10 dollars for it.  A lot of the sorts of games that people cite when
> they mention this genre are games that originally retaled for well
> over $35 or 40 U.S. or, have monthly subscription charges that come to
> the same thing.  While Marty's assessment that most blind people don't
> like RPG's might be skewed, he is right that most blind people will
> not pay for the kind of quality that most would like to demand.  Not
> in my experience in any case.  That said, I know all the developers on
> list attempt to put out as professional and interesting a game as they
> can.  Remember too, that by moving his company to an IOS focus, Marty
> is not breaking new ground in terms of style of game perhaps, but by
> moving into the mobile app market he has broken ground for blind
> people and audio games in terms of providing well received simple
> games that are inexpensive.  That is a huge step from the any audio
> game is either cheap and developed as a labor of love by one
> programmer or $40 and developed to be profitable, or at least,
> hopefully profitable.
>
> As usual, my two cents.  I'll expect change from that please :)
>
> Take care,
>
> Jeremy
>
>
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
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Re: [Audyssey] What an interesting game!

2016-03-24 Thread Justin Jones
What is this game? What platform does it run on?

On 3/24/16, Gary Price(Gmail)  wrote:
> Hi everyone.
>
> Well this Zenon is really proving an interesting game. Lol! I'm stuck at
> the very first part, escaping from the sell!
>
> Anyway just thought I'd amuse you all.
>
> Take care folks.
>
> --
> Gary Price
> Sent from Thunderbird on desktop.
>
> This address is for list contact.
> gazwpr...@gmail.com
>
> Twitter:
> http://www.twitter.com/gazwprice
>
>
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Re: [Audyssey] Getting into programming

2016-03-12 Thread Justin Jones
So, I use this software to write my code and have the Python
compiler/other associated programs installed? Once I get a piece of
code ready for testing, I can run the compiler from Ed Sharp? Is this
how this works?

On 3/8/16, jacob Kruger  wrote:
> http://www.empowermentzone.com/edsetup.exe
>
> And:
> http://empowermentzone.com/EdSharp.htm
>
> And, yes, I use it for both python and PHP/javascript web-dev, with both
> jaws and NVDA.
>
> Stay well
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> On 2016-03-08 5:00 PM, Justin Jones wrote:
>> I have never heard of it. Details, please.
>>
>> On 3/8/16, Devin Prater  wrote:
>>> EdSharp, the text-editor for programmers, should work fine with Jaws.
>>>> On Mar 8, 2016, at 8:53 AM, Justin Jones  wrote:
>>>>
>>>> I guess the final consideration for me is which programming language
>>>> plays the nicest with JAWS? As a corollary to that consideration, how
>>>> much overhead is required to make the development environment play
>>>> nicely?
>>>>
>>>> On 3/8/16, Devin Prater  wrote:
>>>>> I’m not surprised. Just use a mainstream language, that way you’ll get
>>>>> all
>>>>> the support you need, because coding can be done anywhere, and is plain
>>>>> text.
>>>>>> On Mar 8, 2016, at 7:19 AM, Justin Jones 
>>>>>> wrote:
>>>>>>
>>>>>> I cannot get Quorrum to work. I reinstalled my Java nonsense and
>>>>>> played around with a couple of other things, but it will not play
>>>>>> nicely with JAWS. It is supposed to, but it does not.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 3/8/16, Devin Prater  wrote:
>>>>>>> My programming class in school was on a languages called Quorum. It
>>>>>>> was
>>>>>>> made
>>>>>>> specifically for blind people, but the IDE it uses is some mainstream
>>>>>>> one
>>>>>>> with accessibility features slapped uncleanly on top of it, so yeah,
>>>>>>> not
>>>>>>> all
>>>>>>> that nice.
>>>>>>>> On Mar 8, 2016, at 5:35 AM, Justin Jones 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> I remember Pascal... That was a long time ago, though, as I took a
>>>>>>>> programming class in high school and that was the language that we
>>>>>>>> started with.
>>>>>>>>
>>>>>>>> I'll go take a look at Powerbasic's web site before I make up my
>>>>>>>> mind,
>>>>>>>> vis-à-vis which language I will try and learn.
>>>>>>>>
>>>>>>>> On 3/7/16, Travis Siegel  wrote:
>>>>>>>>> There's a reason powerbasic has the word power in it's name.  If
>>>>>>>>> you
>>>>>>>>> want
>>>>>>>>> to know everything it can do, go read their web page, they have a
>>>>>>>>> complete
>>>>>>>>> feature set, and you can even download the manuals if you like, and
>>>>>>>>> read
>>>>>>>>> them in full before ever purchasing the product.  I'm not much of a
>>>>>>>>> windows user anymore, and haven't been for more than 10 years, but
>>>>>>>>> when
>>>>>>>>> I
>>>>>>>>> do need windows work done, I almost always yank out my powerbasic
>>>>>>>>> compiler
>>>>>>>>> to do the work, because it's so simple to do it.  You can create
>>>>>>>>> internet
>>>>>>>>> servers with something like 3 or 4 lines of code (they have samples
>>>>>>>>> that
>>>>>>>>> come with the compiler) and you can build res files that include
>>>>>>>>> all
>>>>>>>>> your
>>>>>>>>> graphics and sounds, that get distributed with your programs, and
>>>>>>>>> even
>>>>>>>>> compile those res files into the executable, so there's no need to
>>>&

Re: [Audyssey] Getting into programming

2016-03-12 Thread Justin Jones
What does this have to do with programming?

On 3/8/16, Devin Prater  wrote:
> It is a free text editor that works directly with screen readers.
>
> Sent from my iPhone
>
>> On Mar 8, 2016, at 9:00 AM, Justin Jones  wrote:
>>
>> I have never heard of it. Details, please.
>>
>>> On 3/8/16, Devin Prater  wrote:
>>> EdSharp, the text-editor for programmers, should work fine with Jaws.
>>>> On Mar 8, 2016, at 8:53 AM, Justin Jones  wrote:
>>>>
>>>> I guess the final consideration for me is which programming language
>>>> plays the nicest with JAWS? As a corollary to that consideration, how
>>>> much overhead is required to make the development environment play
>>>> nicely?
>>>>
>>>>> On 3/8/16, Devin Prater  wrote:
>>>>> I’m not surprised. Just use a mainstream language, that way you’ll get
>>>>> all
>>>>> the support you need, because coding can be done anywhere, and is plain
>>>>> text.
>>>>>> On Mar 8, 2016, at 7:19 AM, Justin Jones 
>>>>>> wrote:
>>>>>>
>>>>>> I cannot get Quorrum to work. I reinstalled my Java nonsense and
>>>>>> played around with a couple of other things, but it will not play
>>>>>> nicely with JAWS. It is supposed to, but it does not.
>>>>>>
>>>>>>
>>>>>>
>>>>>>> On 3/8/16, Devin Prater  wrote:
>>>>>>> My programming class in school was on a languages called Quorum. It
>>>>>>> was
>>>>>>> made
>>>>>>> specifically for blind people, but the IDE it uses is some mainstream
>>>>>>> one
>>>>>>> with accessibility features slapped uncleanly on top of it, so yeah,
>>>>>>> not
>>>>>>> all
>>>>>>> that nice.
>>>>>>>> On Mar 8, 2016, at 5:35 AM, Justin Jones 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> I remember Pascal... That was a long time ago, though, as I took a
>>>>>>>> programming class in high school and that was the language that we
>>>>>>>> started with.
>>>>>>>>
>>>>>>>> I'll go take a look at Powerbasic's web site before I make up my
>>>>>>>> mind,
>>>>>>>> vis-à-vis which language I will try and learn.
>>>>>>>>
>>>>>>>>> On 3/7/16, Travis Siegel  wrote:
>>>>>>>>> There's a reason powerbasic has the word power in it's name.  If
>>>>>>>>> you
>>>>>>>>> want
>>>>>>>>> to know everything it can do, go read their web page, they have a
>>>>>>>>> complete
>>>>>>>>> feature set, and you can even download the manuals if you like, and
>>>>>>>>> read
>>>>>>>>> them in full before ever purchasing the product.  I'm not much of a
>>>>>>>>> windows user anymore, and haven't been for more than 10 years, but
>>>>>>>>> when
>>>>>>>>> I
>>>>>>>>> do need windows work done, I almost always yank out my powerbasic
>>>>>>>>> compiler
>>>>>>>>> to do the work, because it's so simple to do it.  You can create
>>>>>>>>> internet
>>>>>>>>> servers with something like 3 or 4 lines of code (they have samples
>>>>>>>>> that
>>>>>>>>> come with the compiler) and you can build res files that include
>>>>>>>>> all
>>>>>>>>> your
>>>>>>>>> graphics and sounds, that get distributed with your programs, and
>>>>>>>>> even
>>>>>>>>> compile those res files into the executable, so there's no need to
>>>>>>>>> distribute extra files just to make your game work.  One single
>>>>>>>>> executable, with all the sounds, graphics, icons, and anything else
>>>>>>>>> you
>>>>>>>>> need for your program to work, and nobody needs to download
>>>>>>>>> anything
>>>>>>>>&g

Re: [Audyssey] Getting into programming

2016-03-12 Thread Justin Jones
Which mud is this?

No, Never Winter Nights is not accessible as you need working eyes to
create the maps for each area. You also need eyes to create custom
equipment and the like.

As I said, it would be nice if there was a similar set of dev tools
that would do something similar.

On 3/5/16, Shaun Everiss  wrote:
> did this game never winter nights ever get accessable?
>
>
>
> On 6/03/2016 1:13 p.m., Justin Jones wrote:
>> What I think would be awesome is a blindy version of the Aurora
>> Toolset that was released with the original Never Winter Nights
>> computer game (God, was that really released, when? 2001? 2002?).
>> Never Winter Nights, for those of you who do not know, was a computer
>> role-playing game released by Bioware that used the 3rd edition
>> Dungeons and Dragons rules. The single-player campaign was rather
>> dull, actually, but it was meant more to be a sort of showcase for
>> what the user could do. Bioware released identical development tools
>> for the customer to create their own Dungeons and Dragons
>> adventures/campaigns. The beauty of Aurora (that was the name of both
>> the game engine and the toolset) was its ease of use. To this day, I
>> think that is the most user-friendly development kit I have ever seen
>> for a computer game.
>>
>>
>>
>> On 3/5/16, Bryan Peterson  wrote:
>>> I agree. I'd love to see more audio RPG's. I have a certain degree of
>>> creativity but the programming knowledge not so much.
>>>
>>>
>>>
>>> Focus your powers and prepare for buttle.
>>> -Original Message-
>>> From: Paul Lemm
>>> Sent: Saturday, March 05, 2016 4:16 AM
>>> To: 'Gamers Discussion list'
>>> Subject: Re: [Audyssey] Getting into programming
>>>
>>> Hi Justin,
>>>
>>> Yes bgt is designed for people to make audio games or programs so works
>>> perfectly with jaws.  I agree totally with you about the lack of RPG
>>> games,
>>> before I lost my sight I was a huge Final fantasy fan, the last one I
>>> got
>>> to
>>> play before I lost my sight was final fantasy 10, it's such a shame
>>> these
>>> games aren't more accessible as I'd love to play them again or some of
>>> the
>>> new ones.  Although it is for this reason I started to learn BGT as I
>>> wanted
>>> to write my own RPG, and through learning BGT have started to build my
>>> own
>>> little RPG, it's only a couple of levels at the moment and I don't think
>>> it
>>> will ever be some amazing audio game (but that's more down to my lack of
>>> imagination when it comes to building storylines, but hoping I can get a
>>> friend who writes to help out on that front), but it shows it can be
>>> done
>>> and all with no previous programming knowledge and just using BGT, but I
>>> think with enough determination and imagination it can be done. As for
>>> the
>>> character  sheets you are talking about I've never done actual role play
>>> /D
>>> and  D so not really too sure exactly what these are or what they would
>>> contain,  so not 100% sure if  you could build what you wanted with BGT
>>> ,
>>> but I don't see why not. There is a BGT forum which has some really
>>> helpful
>>> people all with a lot more experience than me in programming with BGT,
>>> if
>>> you say what you're trying to build with the character sheets I'm sure
>>> people would let you know if it's achievable. BGT is free to download
>>> too,
>>> , I recommend  downloading  it and taking a look, then reading the help
>>> manual  it's got a tutorial section which has an introduction  page, then
>>> a
>>> page  on learning the language   which is explained really really well
>>> and
>>> then some example games  you can write
>>>
>>> Paul
>>>
>>> -Original Message-
>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin
>>> Jones
>>> Sent: Friday, March 4, 2016 11:09 PM
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] Getting into programming
>>>
>>> Does BGT play well with JAWS? If so, how much is involved in making it
>>> play well? Finally, is BGT only for game development?
>>>
>>> I figured that I had better start with a more reasonable goal, i.e.
>>> trying to learn enough on how to code to try and write a char

Re: [Audyssey] A warning to all who play survive the wild.

2016-03-08 Thread Justin Jones
It is too bad, then, that the guy isn't here in the U.S. He would get
stomped on in short order by law enforcement.

The only other recourse that I can think of is to post this on various
social media sites. Not necessarily specifics, rather that the admins
for the game do not take corrective actions when dealing with
stalkers. The bad publicity could shut the game down if enough people
got involved.

My girlfriend did something similar for another game when it became
clear to her that the administrators were not going to take stalking
seriously. The situation was resolved in fairly short order after she
tweated about it.

Just a thought.

People who do this sort of thing, stalk and bully, deserve no mercy;
none what so ever.

On 3/8/16, jacob Kruger  wrote:
> Sorry to say this, but, here in SA, it wouldn't really do much to try
> report him to anyone other than his direct seniors - if they care, and
> plan to do anything about it.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> On 2016-03-08 11:49 PM, loriduncan wrote:
>> Hi I have been documenting as much as I can, and the guy is based in
>> South Africa, so I don't know how reporting him to the police would work
>> as he's in another country.
>>> From Lori.
>>
>> -Original Message- From: Justin Jones
>> Sent: Tuesday, March 08, 2016 9:11 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] A warning to all who play survive the wild.
>>
>> If this guy is based out of the United States, you might want to
>> report him. I believe that cyber-stalking is a crime (I am not sure if
>> it is state or federal, though).
>>
>> I am not conversant with laws in either countries, but I assume that
>> they have similar statutes.
>>
>> In any instance, insure that you document everything.
>>
>> Best of luck
>>
>> On 3/8/16, loriduncan  wrote:
>>> Hi everyone, it is my painful duty to have to inform you all that for
>>> the
>>> last month, I have been stalked both on Skype and on Survive the wild
>>> by one
>>>
>>> of the admins of said game, Walter Van Wyck.  This all started when I
>>> was
>>> trying to get a friend away from him, and led to him stalking us both
>>> and
>>> being very abusive towards us, but then denying it to the other, for
>>> example
>>>
>>> he'd tell my friend she was worth nothing, then tell me he hadn't said
>>> any
>>> such thing, even though I have the evidence my friend sent me to prove
>>> he
>>> was lying.  He's also been very abusive when my friend and I did work
>>> with
>>> him on his podcasts at blindaccess.org, not in the actual podcasts
>>> themselves, but in terms of if my friend and I dared to suggest
>>> anything to
>>>
>>> improve the podcasts, we were basically told to do things his way.  He
>>> also
>>>
>>> slated 2 of the people who gave me the inspiration to podcast, saying
>>> he was
>>>
>>> far better, which I thought was a totally wrong, and b childish.
>>>
>>> Now the reason I'm telling the community all this, is because last
>>> night my
>>>
>>> friend down in England opened an account in stw and began playing, but
>>> then
>>>
>>> out of the blue, she had Walter grilling her, thinking she was me with
>>> another account.  She skyped me and asked if I knew walter and told me
>>> he'd
>>>
>>> been very abusive towards her, so now my main concerne is that other
>>> girls
>>> might receive the same treatement as myself and my friends have done at
>>> Walter's hands.
>>>
>>> Finally, I'd like to tell you that I did report this to Sam, the
>>> developer
>>> of Survive the Wild, but other than saying he'd talk to Walter, Sam
>>> has done
>>>
>>> nothing, so Walter is still free to abuse his admin position by
>>> threatening
>>>
>>> me and my friends with checking up on us.
>>>
>>> Just be careful when playing Survive the Wild everyone, it's a great
>>> game,
>>> and it's just such a pitty people like him are left to get away with
>>> verble
>>>
>>> bullying and emotional blackmail.  I'm not saying don't play, I only
>>> want
>>> people to feel safe playing and to know what I've had to go through
>

Re: [Audyssey] A warning to all who play survive the wild.

2016-03-08 Thread Justin Jones
If this guy is based out of the United States, you might want to
report him. I believe that cyber-stalking is a crime (I am not sure if
it is state or federal, though).

I am not conversant with laws in either countries, but I assume that
they have similar statutes.

In any instance, insure that you document everything.

Best of luck

On 3/8/16, loriduncan  wrote:
> Hi everyone, it is my painful duty to have to inform you all that for the
> last month, I have been stalked both on Skype and on Survive the wild by one
>
> of the admins of said game, Walter Van Wyck.  This all started when I was
> trying to get a friend away from him, and led to him stalking us both and
> being very abusive towards us, but then denying it to the other, for example
>
> he'd tell my friend she was worth nothing, then tell me he hadn't said any
> such thing, even though I have the evidence my friend sent me to prove he
> was lying.  He's also been very abusive when my friend and I did work with
> him on his podcasts at blindaccess.org, not in the actual podcasts
> themselves, but in terms of if my friend and I dared to suggest anything to
>
> improve the podcasts, we were basically told to do things his way.  He also
>
> slated 2 of the people who gave me the inspiration to podcast, saying he was
>
> far better, which I thought was a totally wrong, and b childish.
>
> Now the reason I'm telling the community all this, is because last night my
>
> friend down in England opened an account in stw and began playing, but then
>
> out of the blue, she had Walter grilling her, thinking she was me with
> another account.  She skyped me and asked if I knew walter and told me he'd
>
> been very abusive towards her, so now my main concerne is that other girls
> might receive the same treatement as myself and my friends have done at
> Walter's hands.
>
> Finally, I'd like to tell you that I did report this to Sam, the developer
> of Survive the Wild, but other than saying he'd talk to Walter, Sam has done
>
> nothing, so Walter is still free to abuse his admin position by threatening
>
> me and my friends with checking up on us.
>
> Just be careful when playing Survive the Wild everyone, it's a great game,
> and it's just such a pitty people like him are left to get away with verble
>
> bullying and emotional blackmail.  I'm not saying don't play, I only want
> people to feel safe playing and to know what I've had to go through and to
> avoid this guy at all costs.
>
> I shall be posting this to audiogames.net with the permission of the admins
>
> there.  I thank you all for reading, and can only hope action will be taken
>
> at some stage to prove that I'm speaking nothing but the truth.
>
> 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.
> 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.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
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You can make changes or update your subscription via the web, at
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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Getting into programming

2016-03-08 Thread Justin Jones
I have never heard of it. Details, please.

On 3/8/16, Devin Prater  wrote:
> EdSharp, the text-editor for programmers, should work fine with Jaws.
>> On Mar 8, 2016, at 8:53 AM, Justin Jones  wrote:
>>
>> I guess the final consideration for me is which programming language
>> plays the nicest with JAWS? As a corollary to that consideration, how
>> much overhead is required to make the development environment play
>> nicely?
>>
>> On 3/8/16, Devin Prater  wrote:
>>> I’m not surprised. Just use a mainstream language, that way you’ll get
>>> all
>>> the support you need, because coding can be done anywhere, and is plain
>>> text.
>>>> On Mar 8, 2016, at 7:19 AM, Justin Jones  wrote:
>>>>
>>>> I cannot get Quorrum to work. I reinstalled my Java nonsense and
>>>> played around with a couple of other things, but it will not play
>>>> nicely with JAWS. It is supposed to, but it does not.
>>>>
>>>>
>>>>
>>>> On 3/8/16, Devin Prater  wrote:
>>>>> My programming class in school was on a languages called Quorum. It was
>>>>> made
>>>>> specifically for blind people, but the IDE it uses is some mainstream
>>>>> one
>>>>> with accessibility features slapped uncleanly on top of it, so yeah,
>>>>> not
>>>>> all
>>>>> that nice.
>>>>>> On Mar 8, 2016, at 5:35 AM, Justin Jones 
>>>>>> wrote:
>>>>>>
>>>>>> I remember Pascal... That was a long time ago, though, as I took a
>>>>>> programming class in high school and that was the language that we
>>>>>> started with.
>>>>>>
>>>>>> I'll go take a look at Powerbasic's web site before I make up my mind,
>>>>>> vis-à-vis which language I will try and learn.
>>>>>>
>>>>>> On 3/7/16, Travis Siegel  wrote:
>>>>>>> There's a reason powerbasic has the word power in it's name.  If you
>>>>>>> want
>>>>>>> to know everything it can do, go read their web page, they have a
>>>>>>> complete
>>>>>>> feature set, and you can even download the manuals if you like, and
>>>>>>> read
>>>>>>> them in full before ever purchasing the product.  I'm not much of a
>>>>>>> windows user anymore, and haven't been for more than 10 years, but
>>>>>>> when
>>>>>>> I
>>>>>>> do need windows work done, I almost always yank out my powerbasic
>>>>>>> compiler
>>>>>>> to do the work, because it's so simple to do it.  You can create
>>>>>>> internet
>>>>>>> servers with something like 3 or 4 lines of code (they have samples
>>>>>>> that
>>>>>>> come with the compiler) and you can build res files that include all
>>>>>>> your
>>>>>>> graphics and sounds, that get distributed with your programs, and
>>>>>>> even
>>>>>>> compile those res files into the executable, so there's no need to
>>>>>>> distribute extra files just to make your game work.  One single
>>>>>>> executable, with all the sounds, graphics, icons, and anything else
>>>>>>> you
>>>>>>> need for your program to work, and nobody needs to download anything
>>>>>>> except one single executable file.  I know you can do that with other
>>>>>>> languages too, but it's such a difficult process, folks rarely bother
>>>>>>> to
>>>>>>> do this,  with powerbasic, it's as simple as creating a text file
>>>>>>> with
>>>>>>> the
>>>>>>> filenames, and running the reseditor on it.  That's all there is to
>>>>>>> it.
>>>>>>> For an example of this, go check out the battleship game I released
>>>>>>> back
>>>>>>> in 2002, (I think it's still at
>>>>>>> http://www.nfbcal.org/tsiegel/battle10.exe) and see what I mean.
>>>>>>> That
>>>>>>> has
>>>>>>> a single executable file, and all sounds are included, and the entire
>>>>>>> game
>>>>>>>

Re: [Audyssey] Getting into programming

2016-03-08 Thread Justin Jones
I guess the final consideration for me is which programming language
plays the nicest with JAWS? As a corollary to that consideration, how
much overhead is required to make the development environment play
nicely?

On 3/8/16, Devin Prater  wrote:
> I’m not surprised. Just use a mainstream language, that way you’ll get all
> the support you need, because coding can be done anywhere, and is plain
> text.
>> On Mar 8, 2016, at 7:19 AM, Justin Jones  wrote:
>>
>> I cannot get Quorrum to work. I reinstalled my Java nonsense and
>> played around with a couple of other things, but it will not play
>> nicely with JAWS. It is supposed to, but it does not.
>>
>>
>>
>> On 3/8/16, Devin Prater  wrote:
>>> My programming class in school was on a languages called Quorum. It was
>>> made
>>> specifically for blind people, but the IDE it uses is some mainstream one
>>> with accessibility features slapped uncleanly on top of it, so yeah, not
>>> all
>>> that nice.
>>>> On Mar 8, 2016, at 5:35 AM, Justin Jones  wrote:
>>>>
>>>> I remember Pascal... That was a long time ago, though, as I took a
>>>> programming class in high school and that was the language that we
>>>> started with.
>>>>
>>>> I'll go take a look at Powerbasic's web site before I make up my mind,
>>>> vis-à-vis which language I will try and learn.
>>>>
>>>> On 3/7/16, Travis Siegel  wrote:
>>>>> There's a reason powerbasic has the word power in it's name.  If you
>>>>> want
>>>>> to know everything it can do, go read their web page, they have a
>>>>> complete
>>>>> feature set, and you can even download the manuals if you like, and
>>>>> read
>>>>> them in full before ever purchasing the product.  I'm not much of a
>>>>> windows user anymore, and haven't been for more than 10 years, but when
>>>>> I
>>>>> do need windows work done, I almost always yank out my powerbasic
>>>>> compiler
>>>>> to do the work, because it's so simple to do it.  You can create
>>>>> internet
>>>>> servers with something like 3 or 4 lines of code (they have samples
>>>>> that
>>>>> come with the compiler) and you can build res files that include all
>>>>> your
>>>>> graphics and sounds, that get distributed with your programs, and even
>>>>> compile those res files into the executable, so there's no need to
>>>>> distribute extra files just to make your game work.  One single
>>>>> executable, with all the sounds, graphics, icons, and anything else you
>>>>> need for your program to work, and nobody needs to download anything
>>>>> except one single executable file.  I know you can do that with other
>>>>> languages too, but it's such a difficult process, folks rarely bother
>>>>> to
>>>>> do this,  with powerbasic, it's as simple as creating a text file with
>>>>> the
>>>>> filenames, and running the reseditor on it.  That's all there is to it.
>>>>> For an example of this, go check out the battleship game I released
>>>>> back
>>>>> in 2002, (I think it's still at
>>>>> http://www.nfbcal.org/tsiegel/battle10.exe) and see what I mean.  That
>>>>> has
>>>>> a single executable file, and all sounds are included, and the entire
>>>>> game
>>>>> is still only a couple hundred K in size.  I recently wrote a memory
>>>>> game
>>>>> for the raspberry pi, and with all the sounds, it's a hundred megabytes
>>>>> or
>>>>> morein size, and each one of the sound files needs to be present for
>>>>> the
>>>>> game to work, because res files don't exist on linux. :)
>>>>> The plus to that is that you can replace the sounds with ones of your
>>>>> choice, so that does help, but still, for ease of use, for windows
>>>>> programming, I've never found anything easier.
>>>>> On OSX (at least early versions of 10.4 and 10.5) Java was my language
>>>>> of
>>>>> choice, because it could build guis with almost no effort, and for my
>>>>> raspberry pi, I use either C or pascal, (depending on what I'm doing),
>>>>> but
>>>>> on windows, I keep

Re: [Audyssey] Getting into programming

2016-03-08 Thread Justin Jones
A question for Travis: does Power Basic play nicely with JAWS? If it
does not, that is a deal-breaker.

On 3/8/16, Justin Jones  wrote:
> I cannot get Quorrum to work. I reinstalled my Java nonsense and
> played around with a couple of other things, but it will not play
> nicely with JAWS. It is supposed to, but it does not.
>
>
>
> On 3/8/16, Devin Prater  wrote:
>> My programming class in school was on a languages called Quorum. It was
>> made
>> specifically for blind people, but the IDE it uses is some mainstream one
>> with accessibility features slapped uncleanly on top of it, so yeah, not
>> all
>> that nice.
>>> On Mar 8, 2016, at 5:35 AM, Justin Jones  wrote:
>>>
>>> I remember Pascal... That was a long time ago, though, as I took a
>>> programming class in high school and that was the language that we
>>> started with.
>>>
>>> I'll go take a look at Powerbasic's web site before I make up my mind,
>>> vis-à-vis which language I will try and learn.
>>>
>>> On 3/7/16, Travis Siegel  wrote:
>>>> There's a reason powerbasic has the word power in it's name.  If you
>>>> want
>>>> to know everything it can do, go read their web page, they have a
>>>> complete
>>>> feature set, and you can even download the manuals if you like, and
>>>> read
>>>> them in full before ever purchasing the product.  I'm not much of a
>>>> windows user anymore, and haven't been for more than 10 years, but when
>>>> I
>>>> do need windows work done, I almost always yank out my powerbasic
>>>> compiler
>>>> to do the work, because it's so simple to do it.  You can create
>>>> internet
>>>> servers with something like 3 or 4 lines of code (they have samples
>>>> that
>>>> come with the compiler) and you can build res files that include all
>>>> your
>>>> graphics and sounds, that get distributed with your programs, and even
>>>> compile those res files into the executable, so there's no need to
>>>> distribute extra files just to make your game work.  One single
>>>> executable, with all the sounds, graphics, icons, and anything else you
>>>> need for your program to work, and nobody needs to download anything
>>>> except one single executable file.  I know you can do that with other
>>>> languages too, but it's such a difficult process, folks rarely bother
>>>> to
>>>> do this,  with powerbasic, it's as simple as creating a text file with
>>>> the
>>>> filenames, and running the reseditor on it.  That's all there is to it.
>>>> For an example of this, go check out the battleship game I released
>>>> back
>>>> in 2002, (I think it's still at
>>>> http://www.nfbcal.org/tsiegel/battle10.exe) and see what I mean.  That
>>>> has
>>>> a single executable file, and all sounds are included, and the entire
>>>> game
>>>> is still only a couple hundred K in size.  I recently wrote a memory
>>>> game
>>>> for the raspberry pi, and with all the sounds, it's a hundred megabytes
>>>> or
>>>> morein size, and each one of the sound files needs to be present for
>>>> the
>>>> game to work, because res files don't exist on linux. :)
>>>> The plus to that is that you can replace the sounds with ones of your
>>>> choice, so that does help, but still, for ease of use, for windows
>>>> programming, I've never found anything easier.
>>>> On OSX (at least early versions of 10.4 and 10.5) Java was my language
>>>> of
>>>> choice, because it could build guis with almost no effort, and for my
>>>> raspberry pi, I use either C or pascal, (depending on what I'm doing),
>>>> but
>>>> on windows, I keep going back to powerbasic, because it's so darned
>>>> easy.
>>>> :)
>>>>
>>>>
>>>>
>>>> ---
>>>> 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.
&

Re: [Audyssey] Getting into programming

2016-03-08 Thread Justin Jones
I cannot get Quorrum to work. I reinstalled my Java nonsense and
played around with a couple of other things, but it will not play
nicely with JAWS. It is supposed to, but it does not.



On 3/8/16, Devin Prater  wrote:
> My programming class in school was on a languages called Quorum. It was made
> specifically for blind people, but the IDE it uses is some mainstream one
> with accessibility features slapped uncleanly on top of it, so yeah, not all
> that nice.
>> On Mar 8, 2016, at 5:35 AM, Justin Jones  wrote:
>>
>> I remember Pascal... That was a long time ago, though, as I took a
>> programming class in high school and that was the language that we
>> started with.
>>
>> I'll go take a look at Powerbasic's web site before I make up my mind,
>> vis-à-vis which language I will try and learn.
>>
>> On 3/7/16, Travis Siegel  wrote:
>>> There's a reason powerbasic has the word power in it's name.  If you want
>>> to know everything it can do, go read their web page, they have a
>>> complete
>>> feature set, and you can even download the manuals if you like, and read
>>> them in full before ever purchasing the product.  I'm not much of a
>>> windows user anymore, and haven't been for more than 10 years, but when I
>>> do need windows work done, I almost always yank out my powerbasic
>>> compiler
>>> to do the work, because it's so simple to do it.  You can create internet
>>> servers with something like 3 or 4 lines of code (they have samples that
>>> come with the compiler) and you can build res files that include all your
>>> graphics and sounds, that get distributed with your programs, and even
>>> compile those res files into the executable, so there's no need to
>>> distribute extra files just to make your game work.  One single
>>> executable, with all the sounds, graphics, icons, and anything else you
>>> need for your program to work, and nobody needs to download anything
>>> except one single executable file.  I know you can do that with other
>>> languages too, but it's such a difficult process, folks rarely bother to
>>> do this,  with powerbasic, it's as simple as creating a text file with
>>> the
>>> filenames, and running the reseditor on it.  That's all there is to it.
>>> For an example of this, go check out the battleship game I released back
>>> in 2002, (I think it's still at
>>> http://www.nfbcal.org/tsiegel/battle10.exe) and see what I mean.  That
>>> has
>>> a single executable file, and all sounds are included, and the entire
>>> game
>>> is still only a couple hundred K in size.  I recently wrote a memory game
>>> for the raspberry pi, and with all the sounds, it's a hundred megabytes
>>> or
>>> morein size, and each one of the sound files needs to be present for the
>>> game to work, because res files don't exist on linux. :)
>>> The plus to that is that you can replace the sounds with ones of your
>>> choice, so that does help, but still, for ease of use, for windows
>>> programming, I've never found anything easier.
>>> On OSX (at least early versions of 10.4 and 10.5) Java was my language of
>>> choice, because it could build guis with almost no effort, and for my
>>> raspberry pi, I use either C or pascal, (depending on what I'm doing),
>>> but
>>> on windows, I keep going back to powerbasic, because it's so darned easy.
>>> :)
>>>
>>>
>>>
>>> ---
>>> 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.
>>>
>>
>>
>> --
>> Justin M. Jones, M.A.
>> atreides...@gmail.com
>> (254) 624-9155
>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>
>> ---
>> 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_aud

Re: [Audyssey] Getting into programming

2016-03-08 Thread Justin Jones
I remember Pascal... That was a long time ago, though, as I took a
programming class in high school and that was the language that we
started with.

I'll go take a look at Powerbasic's web site before I make up my mind,
vis-à-vis which language I will try and learn.

On 3/7/16, Travis Siegel  wrote:
> There's a reason powerbasic has the word power in it's name.  If you want
> to know everything it can do, go read their web page, they have a complete
> feature set, and you can even download the manuals if you like, and read
> them in full before ever purchasing the product.  I'm not much of a
> windows user anymore, and haven't been for more than 10 years, but when I
> do need windows work done, I almost always yank out my powerbasic compiler
> to do the work, because it's so simple to do it.  You can create internet
> servers with something like 3 or 4 lines of code (they have samples that
> come with the compiler) and you can build res files that include all your
> graphics and sounds, that get distributed with your programs, and even
> compile those res files into the executable, so there's no need to
> distribute extra files just to make your game work.  One single
> executable, with all the sounds, graphics, icons, and anything else you
> need for your program to work, and nobody needs to download anything
> except one single executable file.  I know you can do that with other
> languages too, but it's such a difficult process, folks rarely bother to
> do this,  with powerbasic, it's as simple as creating a text file with the
> filenames, and running the reseditor on it.  That's all there is to it.
> For an example of this, go check out the battleship game I released back
> in 2002, (I think it's still at
> http://www.nfbcal.org/tsiegel/battle10.exe) and see what I mean.  That has
> a single executable file, and all sounds are included, and the entire game
> is still only a couple hundred K in size.  I recently wrote a memory game
> for the raspberry pi, and with all the sounds, it's a hundred megabytes or
> morein size, and each one of the sound files needs to be present for the
> game to work, because res files don't exist on linux. :)
> The plus to that is that you can replace the sounds with ones of your
> choice, so that does help, but still, for ease of use, for windows
> programming, I've never found anything easier.
> On OSX (at least early versions of 10.4 and 10.5) Java was my language of
> choice, because it could build guis with almost no effort, and for my
> raspberry pi, I use either C or pascal, (depending on what I'm doing), but
> on windows, I keep going back to powerbasic, because it's so darned easy.
> :)
>
>
>
> ---
> 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.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
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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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Re: [Audyssey] Getting into programming

2016-03-07 Thread Justin Jones
That's a good question: just how much can one do with Powerbasic?
Perhaps I ought to ask, what limitations does it have?

On 3/7/16, Tobias Vinteus  wrote:
> Howabout sound programming, gamepad programming etc? Does Powerbasic hav
> any support for that. The real advantage wiht advanced languages like
> these would probably be all the 3d sound rendering and force
> feedback/immersion stuff that they support.
>
>
> On Mon, 7 Mar 2016, Travis Siegel wrote:
>
>> I know most folks will direct you to c, c++, java, python, and various
>> other
>> pieces of software/languages for your development, but as I've said
>> before,
>> and as I'll no doubt say again, for simplicity, and ease of use, and
>> maximum
>> compatibility, you can't beat powerbasic.  It's produced by a company
>> called
>> powerbasic, and they have both console and graphics versions of the
>> compiler.
>> By default, any code compiled on powerbasic will run on every single
>> version
>> of windows, from win95 right up through win10.  You can't beat that for
>> compatibility.  It's also about 90 percent compatible with quickbasic and
>>
>> even gwbasic, which makes porting those old programs you have lying around
>>
>> extremely simple.  It also produces programs that require no external dlls
>>
>> (unless you use them yourself for program features) and it produces small
>>
>> fast executables.  Even the hello world program is only a few K, which in
>>
>> this day and age is phenomenal, considering visual basic and visual C
>> require
>> megabytes for the same program.
>> The new versions are $169 or $199 (depending on whether you want the
>> console
>> or graphic version of the compiler) and an older version of the compiler
>> (referred to as powerbasic classic) sells for just $99). You can't beat
>> that
>> either, considering they still actively develop and support powerbasic.
>> I've
>> used it for years in my windows programming, and never once regretted it.
>> If you want to get into programming, and you want it to be dead simple,
>> then
>> powerbasic is definitely something you should take a look at.
>> Heh, and just for reference, they even still sell (and support) a version
>> of
>> powerbasic for dos, that sells for $99.  How's that for dedicated.
>>
>>
>> On Fri, 4 Mar 2016, Justin Jones wrote:
>>
>>> Hello all,
>>>
>>> I want to get into learning how to program, but I am a bit overwhelmed
>>> as to where I ought to start. I have done some programming in the
>>> past, but that was years ago, so I would just as soon as start from
>>> the beginning, rather than attempting to recollect old knowledge on
>>> the subject.
>>>
>>> There are two objectives that I have in mind, provided I can pick up
>>> the knack of writing code:
>>>
>>> 1. The more realistic goal of creating a Dungeons and Dragons (5th
>>> Edition) character sheet creator for us blind folks. There are ones
>>> out there on the Interwebs, but they are either inaccessible or are
>>> incomplete, i.e. they lack all available options for character
>>> creation.
>>>
>>> 2. My ultimate ambition is to try and learn to create good
>>> role-playing games for the blind. From what I have been able to
>>> deduce, we have a very limited selection. Again, this latter reason is
>>> more of a dream, but I am willing to attempt to put in the work to try
>>> and realize it.
>>>
>>> This leads me to my questions for all of you who can best direct me:
>>>
>>> 1. What is a good programming language to learn? Where can I find the
>>> necessary components to begin? What do I need to do in order to make
>>> things accessible? Please note that I am a JAWS user.
>>>
>>> 2. What guides/books/tutorials ought I to read?
>>>
>>> Thanks in advance
>>>
>>> --
>>> Justin M. Jones, M.A.
>>> atreides...@gmail.com
>>> (254) 624-9155
>>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>>
>>> ---
>>> 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.

Re: [Audyssey] Getting into programming

2016-03-06 Thread Justin Jones
So, all of this brings me back to my previous question: BGT or Python?

On 3/6/16, Paul Lemm  wrote:
> Hi Bryan,
>
> Think that's exactly what got me into programming in the first place as it
> would be great to see more RPG style games  and I'd love to say I've
> created
> my own game that people are actually playing.
>
> Paul
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
> Peterson
> Sent: Saturday, March 5, 2016 11:44 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] Getting into programming
>
> I agree. I'd love to see more audio RPG's. I have a certain degree of
> creativity but the programming knowledge not so much.
>
>
>
> Focus your powers and prepare for buttle.
> -Original Message-
> From: Paul Lemm
> Sent: Saturday, March 05, 2016 4:16 AM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] Getting into programming
>
> Hi Justin,
>
> Yes bgt is designed for people to make audio games or programs so works
> perfectly with jaws.  I agree totally with you about the lack of RPG games,
> before I lost my sight I was a huge Final fantasy fan, the last one I got
> to
> play before I lost my sight was final fantasy 10, it's such a shame these
> games aren't more accessible as I'd love to play them again or some of the
> new ones.  Although it is for this reason I started to learn BGT as I
> wanted
> to write my own RPG, and through learning BGT have started to build my own
> little RPG, it's only a couple of levels at the moment and I don't think it
> will ever be some amazing audio game (but that's more down to my lack of
> imagination when it comes to building storylines, but hoping I can get a
> friend who writes to help out on that front), but it shows it can be done
> and all with no previous programming knowledge and just using BGT, but I
> think with enough determination and imagination it can be done. As for the
> character  sheets you are talking about I've never done actual role play /D
> and  D so not really too sure exactly what these are or what they would
> contain,  so not 100% sure if  you could build what you wanted with BGT ,
> but I don't see why not. There is a BGT forum which has some really helpful
> people all with a lot more experience than me in programming with BGT, if
> you say what you're trying to build with the character sheets I'm sure
> people would let you know if it's achievable. BGT is free to download  too,
> , I recommend  downloading  it and taking a look, then reading the help
> manual  it's got a tutorial section which has an introduction  page, then a
> page  on learning the language   which is explained really really well  and
> then some example games  you can write
>
> Paul
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: Friday, March 4, 2016 11:09 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Getting into programming
>
> Does BGT play well with JAWS? If so, how much is involved in making it
> play well? Finally, is BGT only for game development?
>
> I figured that I had better start with a more reasonable goal, i.e.
> trying to learn enough on how to code to try and write a character
> sheet creator. If I can learn the knack of coding, then that would be,
> I think, a first good attempt at a real project.
>
> Down the road, as I indicated in my original post, I would want to try
> to create a role-playing game. It frustrates me that sighted users
> have a multitude of role-playing games that they can play, e.g.
> Pillars of Eternity, Skyrim and so on, but we cannot. I have played
> some mainstream role-playing games (it takes some work, but I can
> manage) and that is why I wish to try and learn how to code. Put
> differently, I can complain about the lack of games, or try and learn
> how to code and write one. Even if I fail, i.e. I cannot learn the
> knack of coding, then I can say that I made the attempt.
>
>
> On 3/4/16, jacob Kruger  wrote:
>> Justin, I am a programmer, and keep meaning to get around to sorting out
>> a character sheet managent app - the flavour me and my friends play is
>> called/based on runeQuest, so would want to sort out a more generic form
>> of wrapper that could be used for multiple forms of RPG - as in, maybe
>> use more generic forms of category, range, application/implementation
>> categories, etc. etc. - hope am making some snese.
>>
>> Either way, besides web development, my other focus area is python
>> programming, but, in terms of interface, besides c

Re: [Audyssey] Getting into programming

2016-03-05 Thread Justin Jones
What I think would be awesome is a blindy version of the Aurora
Toolset that was released with the original Never Winter Nights
computer game (God, was that really released, when? 2001? 2002?).
Never Winter Nights, for those of you who do not know, was a computer
role-playing game released by Bioware that used the 3rd edition
Dungeons and Dragons rules. The single-player campaign was rather
dull, actually, but it was meant more to be a sort of showcase for
what the user could do. Bioware released identical development tools
for the customer to create their own Dungeons and Dragons
adventures/campaigns. The beauty of Aurora (that was the name of both
the game engine and the toolset) was its ease of use. To this day, I
think that is the most user-friendly development kit I have ever seen
for a computer game.



On 3/5/16, Bryan Peterson  wrote:
> I agree. I'd love to see more audio RPG's. I have a certain degree of
> creativity but the programming knowledge not so much.
>
>
>
> Focus your powers and prepare for buttle.
> -Original Message-
> From: Paul Lemm
> Sent: Saturday, March 05, 2016 4:16 AM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] Getting into programming
>
> Hi Justin,
>
> Yes bgt is designed for people to make audio games or programs so works
> perfectly with jaws.  I agree totally with you about the lack of RPG games,
> before I lost my sight I was a huge Final fantasy fan, the last one I got
> to
> play before I lost my sight was final fantasy 10, it's such a shame these
> games aren't more accessible as I'd love to play them again or some of the
> new ones.  Although it is for this reason I started to learn BGT as I
> wanted
> to write my own RPG, and through learning BGT have started to build my own
> little RPG, it's only a couple of levels at the moment and I don't think it
> will ever be some amazing audio game (but that's more down to my lack of
> imagination when it comes to building storylines, but hoping I can get a
> friend who writes to help out on that front), but it shows it can be done
> and all with no previous programming knowledge and just using BGT, but I
> think with enough determination and imagination it can be done. As for the
> character  sheets you are talking about I've never done actual role play /D
> and  D so not really too sure exactly what these are or what they would
> contain,  so not 100% sure if  you could build what you wanted with BGT ,
> but I don't see why not. There is a BGT forum which has some really helpful
> people all with a lot more experience than me in programming with BGT, if
> you say what you're trying to build with the character sheets I'm sure
> people would let you know if it's achievable. BGT is free to download  too,
> , I recommend  downloading  it and taking a look, then reading the help
> manual  it's got a tutorial section which has an introduction  page, then a
> page  on learning the language   which is explained really really well  and
> then some example games  you can write
>
> Paul
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones
> Sent: Friday, March 4, 2016 11:09 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Getting into programming
>
> Does BGT play well with JAWS? If so, how much is involved in making it
> play well? Finally, is BGT only for game development?
>
> I figured that I had better start with a more reasonable goal, i.e.
> trying to learn enough on how to code to try and write a character
> sheet creator. If I can learn the knack of coding, then that would be,
> I think, a first good attempt at a real project.
>
> Down the road, as I indicated in my original post, I would want to try
> to create a role-playing game. It frustrates me that sighted users
> have a multitude of role-playing games that they can play, e.g.
> Pillars of Eternity, Skyrim and so on, but we cannot. I have played
> some mainstream role-playing games (it takes some work, but I can
> manage) and that is why I wish to try and learn how to code. Put
> differently, I can complain about the lack of games, or try and learn
> how to code and write one. Even if I fail, i.e. I cannot learn the
> knack of coding, then I can say that I made the attempt.
>
>
> On 3/4/16, jacob Kruger  wrote:
>> Justin, I am a programmer, and keep meaning to get around to sorting out
>> a character sheet managent app - the flavour me and my friends play is
>> called/based on runeQuest, so would want to sort out a more generic form
>> of wrapper that could be used for multiple forms of RPG - as in, maybe
>> use more generic forms of category, range, application/implementat

Re: [Audyssey] Getting into programming

2016-03-05 Thread Justin Jones
Paul,

Character sheets are simply character records (kind of like bringing
up the status screen for a party member in a Final Fantasy game). It
is not that it is particularly difficult to create a character, but it
is a lengthy process and requires a great deal of skimming through the
Player's Handbook (something that sighted folks can handle with
relative ease, but not as practicable for us). The idea, therefore, is
to help automate the process while allowing for the user to have ready
access to their character's abilities and the like.

As for the creating the role-playing game, I have the imagination, but
not the programming skill. I would be happy to discuss working
together on something, if the fancy strikes you.

This discussion leaves me with a choice to make: BGT or Python? If the
latter, what do I need to do in order to make it play nicely with
JAWS? Where is the best version of it to download? Basically, if I
went the Python route, I would be asking for advice on how to get set
up and where to find good tutorials?

On 3/5/16, Carter Temm  wrote:
> Pyaudiogame May also be something to check out. As for me, I am more into
> mainstream programming languages such as python. This should show you python
> syntax, is well as making it easier to create this game. I would love to see
> this game become reality
>
> Sent from my iPhone
>
>> On Mar 4, 2016, at 5:49 PM, Devin Prater  wrote:
>>
>> The only bad thing is that BGT is only available for Windows. Python,
>> though, is available for almost anything.
>>
>> Sent from Outlook Mobile
>> From Devin Prater
>> d.pra...@me.com
>>
>>
>>
>>
>> On Fri, Mar 4, 2016 at 3:10 PM -0800, "Justin Jones"
>>  wrote:
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> Does BGT play well with JAWS? If so, how much is involved in making it
>> play well? Finally, is BGT only for game development?
>>
>> I figured that I had better start with a more reasonable goal, i.e.
>> trying to learn enough on how to code to try and write a character
>> sheet creator. If I can learn the knack of coding, then that would be,
>> I think, a first good attempt at a real project.
>>
>> Down the road, as I indicated in my original post, I would want to try
>> to create a role-playing game. It frustrates me that sighted users
>> have a multitude of role-playing games that they can play, e.g.
>> Pillars of Eternity, Skyrim and so on, but we cannot. I have played
>> some mainstream role-playing games (it takes some work, but I can
>> manage) and that is why I wish to try and learn how to code. Put
>> differently, I can complain about the lack of games, or try and learn
>> how to code and write one. Even if I fail, i.e. I cannot learn the
>> knack of coding, then I can say that I made the attempt.
>>
>>
>>> On 3/4/16, jacob Kruger  wrote:
>>> Justin, I am a programmer, and keep meaning to get around to sorting out
>>> a character sheet managent app - the flavour me and my friends play is
>>> called/based on runeQuest, so would want to sort out a more generic form
>>> of wrapper that could be used for multiple forms of RPG - as in, maybe
>>> use more generic forms of category, range, application/implementation
>>> categories, etc. etc. - hope am making some snese.
>>>
>>> Either way, besides web development, my other focus area is python
>>> programming, but, in terms of interface, besides command line, I am much
>>> more used to working with web development, and, for example, there's
>>> something called quickPHP that lets you use portable, stand-alone web
>>> server packages, which would mean could easily enough put together a
>>> web-page based bit of software, including databases, interface
>>> interaction, etc., but, without needing to spend too much time focusing
>>> on actual GUI renditions, or just work with command line consoles, etc.
>>>
>>> But, this is all just my take/opinion on this, based on a bit of
>>> background/experience, etc.
>>>
>>> Stay well
>>>
>>> Jacob Kruger
>>> Blind Biker
>>> Skype: BlindZA
>>> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>>>
>>> Justin Jones wrote:
>>>> Hello all,
>>>>
>>>> I want to get into learning how to program, but I am a bit overwhelmed
>>>> as to where I ought to start. I have done some programming in the
>>>> past, but that was years ago, so I would just as soon as start from
>>>> the beginning, rathe

Re: [Audyssey] Getting into programming

2016-03-04 Thread Justin Jones
Does BGT play well with JAWS? If so, how much is involved in making it
play well? Finally, is BGT only for game development?

I figured that I had better start with a more reasonable goal, i.e.
trying to learn enough on how to code to try and write a character
sheet creator. If I can learn the knack of coding, then that would be,
I think, a first good attempt at a real project.

Down the road, as I indicated in my original post, I would want to try
to create a role-playing game. It frustrates me that sighted users
have a multitude of role-playing games that they can play, e.g.
Pillars of Eternity, Skyrim and so on, but we cannot. I have played
some mainstream role-playing games (it takes some work, but I can
manage) and that is why I wish to try and learn how to code. Put
differently, I can complain about the lack of games, or try and learn
how to code and write one. Even if I fail, i.e. I cannot learn the
knack of coding, then I can say that I made the attempt.


On 3/4/16, jacob Kruger  wrote:
> Justin, I am a programmer, and keep meaning to get around to sorting out
> a character sheet managent app - the flavour me and my friends play is
> called/based on runeQuest, so would want to sort out a more generic form
> of wrapper that could be used for multiple forms of RPG - as in, maybe
> use more generic forms of category, range, application/implementation
> categories, etc. etc. - hope am making some snese.
>
> Either way, besides web development, my other focus area is python
> programming, but, in terms of interface, besides command line, I am much
> more used to working with web development, and, for example, there's
> something called quickPHP that lets you use portable, stand-alone web
> server packages, which would mean could easily enough put together a
> web-page based bit of software, including databases, interface
> interaction, etc., but, without needing to spend too much time focusing
> on actual GUI renditions, or just work with command line consoles, etc.
>
> But, this is all just my take/opinion on this, based on a bit of
> background/experience, etc.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> Justin Jones wrote:
>> Hello all,
>>
>> I want to get into learning how to program, but I am a bit overwhelmed
>> as to where I ought to start. I have done some programming in the
>> past, but that was years ago, so I would just as soon as start from
>> the beginning, rather than attempting to recollect old knowledge on
>> the subject.
>>
>> There are two objectives that I have in mind, provided I can pick up
>> the knack of writing code:
>>
>> 1. The more realistic goal of creating a Dungeons and Dragons (5th
>> Edition) character sheet creator for us blind folks. There are ones
>> out there on the Interwebs, but they are either inaccessible or are
>> incomplete, i.e. they lack all available options for character
>> creation.
>>
>> 2. My ultimate ambition is to try and learn to create good
>> role-playing games for the blind. From what I have been able to
>> deduce, we have a very limited selection. Again, this latter reason is
>> more of a dream, but I am willing to attempt to put in the work to try
>> and realize it.
>>
>> This leads me to my questions for all of you who can best direct me:
>>
>> 1. What is a good programming language to learn? Where can I find the
>> necessary components to begin? What do I need to do in order to make
>> things accessible? Please note that I am a JAWS user.
>>
>> 2. What guides/books/tutorials ought I to read?
>>
>> Thanks in advance
>>
>
> ---
> 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.
>


-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Getting into programming

2016-03-04 Thread Justin Jones
Hello all,

I want to get into learning how to program, but I am a bit overwhelmed
as to where I ought to start. I have done some programming in the
past, but that was years ago, so I would just as soon as start from
the beginning, rather than attempting to recollect old knowledge on
the subject.

There are two objectives that I have in mind, provided I can pick up
the knack of writing code:

1. The more realistic goal of creating a Dungeons and Dragons (5th
Edition) character sheet creator for us blind folks. There are ones
out there on the Interwebs, but they are either inaccessible or are
incomplete, i.e. they lack all available options for character
creation.

2. My ultimate ambition is to try and learn to create good
role-playing games for the blind. From what I have been able to
deduce, we have a very limited selection. Again, this latter reason is
more of a dream, but I am willing to attempt to put in the work to try
and realize it.

This leads me to my questions for all of you who can best direct me:

1. What is a good programming language to learn? Where can I find the
necessary components to begin? What do I need to do in order to make
things accessible? Please note that I am a JAWS user.

2. What guides/books/tutorials ought I to read?

Thanks in advance

-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] alter-aeon

2016-01-24 Thread Justin Jones
Appologies for the late reply, but before I answered this question, I
wanted to give it careful consideration. As I said before, Alter is a
good game and I would love to see it become a great game.

1. Warriors. As they stand, this class is almost as broken as the
Thief. Some of the existing issues with Warriors include: more stat
dependencies than are necessary*, equipment issues and entirely too
many skills. Honestly, the class really ought to be split into two,
possibly three, separate classes (though I understand that this is
highly unlikely to happen any time soon).

2. Thieves. The issues I have with thieves include entirely too many
stat dependencies*, too many skills, and as with warriors, poor
equipment choices. As with the Warrior, the Thief really ought to be
split into two, possibly three, classes (though I understand that this
is highly unlikely to happen any time soon).

3. Equipment. I have no issue with randomly generated loot (I am a
Diablo II fan), but the equipment generation methodology is a bit
wonky. For instance, if I have my Warrior (Ohthere) murder a mob and
it drops a piece of equipment specific to warriors, the randomly
generated properties ought to lean more favorably toward the
warrior-specific enhancements. This is not to say that other qualities
that support other classes should not be included, but that they ought
to be, at best, secondary to those random properties chosen for the
Warrior (or whatever class any particular piece of equipment is
designed for).

4. Warrior Equipment. This is a point that deserves a separate
explanation in that most Warrior equipment (all that I have seen) is
not very good. Most of the warrior-specific equipment I have seen does
not provide enough damage output, but most tellingly, does not provide
enough Armor Class. I would think that a class dedicated to melee
ought to have much more defense than it currently does (barring tanks,
of course). With spellcasters, equipment is fairly straight-forward: a
player either searches for caster level increases with additional
boosts to stats/mana/mana regeneration, or creates a mana regeneration
set.

5. Alignment. Alignment plays too significant a role in Alter Aeon,
and while I might not normally be concerned with this, it is the way
in which players must attain their alignment goal that I find to be
broken. In every other role-playing game I have ever played (be it
pen-and-paper or electronic) alignment is completely up to the player
and the choices they make. Alter Aeon is the only role-playing game I
have ever seen where the game can force you away from your chosen
alignment. Again, this would not trouble me over much, except that
there is entirely too many pieces of alignment-dependent equipment in
the game. I would suggest that either most of the equipment have its
alignment requirements removed or that alignment be made a
player-controlled choice, i.e. no alignment offsets.

6. Leveling. You have seen this before, but this bears repeating:
timers need to go away as they serve no purpose other than an extra
burden on players. I would even go so far as to suggest that level
timers are a form of punishment directed at those players who are
willing to put in the time and energy to level their characters.

7. There are a fair number of other points that ought to be addressed,
but this email is already rather lengthy.

*What I mean by this is that the spellcasting classes each have two
stat dependencies: a primary and a secondary, e.g. a Cleric uses
Wisdom and Charisma as their primary and secondary stats,
respectively. The Warrior and the Thief use, from what I have been
able to tell, at least three stats: Strength, Dexterity and
Constitution for the Warrior and Strength, Dexterity and Charisma for
the Thief. If it were me, I would change the stat dependencies for
Warrior to Strength and Constitution and Dexterity and Charisma for
Thieves.

On 12/2/15, Dennis Towne  wrote:
> Justin, if you had a day of Dentin time, what things would you have
> him look at and in what order?
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
>
> On Tue, Dec 1, 2015 at 2:37 PM, Justin Jones  wrote:
>> Jeremy,
>>
>> I think I would be a bit less critical if Alter Aeon had been around
>> for only a few years, but since it has been in operation for two
>> decades, I do not feel the need to be overly sympathetic. If I could
>> play the commercial MMORPG games, I would be doing that rather than
>> playing Alter Aeon. Unfortunately, as a blind gamer, I am heavily
>> restricted with my options (a situation that aggravates me to no end).
>>
>> I will concede that Alter is definitely a step above other muds. I
>> have investigated others and they are either not well supported,
>> extremely PVP heavy or have a strong RP requirement. None of those
>> options particularly appeal to my sensabilities. Also, 

Re: [Audyssey] alter-aeon

2015-12-02 Thread Justin Jones
Jeremy,

I think I would be a bit less critical if Alter Aeon had been around
for only a few years, but since it has been in operation for two
decades, I do not feel the need to be overly sympathetic. If I could
play the commercial MMORPG games, I would be doing that rather than
playing Alter Aeon. Unfortunately, as a blind gamer, I am heavily
restricted with my options (a situation that aggravates me to no end).

I will concede that Alter is definitely a step above other muds. I
have investigated others and they are either not well supported,
extremely PVP heavy or have a strong RP requirement. None of those
options particularly appeal to my sensabilities. Also, up until I
started playing Alter Aeon, I was not very well connected to the blind
community. Thanks to Alter, I have plenty of blind friends now (though
the vast majority of my friends remain sighted).

The best way to explain my harsh criticism of Alter Aeon is I
recognize the potential it has from transforming from a merely good
game (which it is) to a great game. It is, perhaps, a quirk of mine
that my harshest criticisms go toward the things that I recognize
potential in.

As for your points, we are going to have to agree to disagree and
leave it at that. Perhaps you might be willing to provide some
guidance on Alter for me. I am, at the very least, willing to learn
and improve. Then, perhaps, I might be willing to rethink my position
on the various issues I have commented on.

My main on Alter Aeon is Morathi, with my three primary alts being
Sheoldred, Ohthere and Corallyon.



On 12/1/15, Jeremy Brown  wrote:
> Justin,
>
> Everyone is entitled to their opinions.  I'll address some of my own
> responses to yours below.  Sometimes, it's a matter of your play style
> or your expectations.  Coming from a long term roleplaying game
> background like Dark, a mud is never going to live up to my own
> personal standards of what i'd like from this style of game; but that
> said, I feel that alter does better than a lot of muds I've tried.
>
> I'm going to quote and respond below:
>
>  Jeremy, I get that Alter is staffed by volunteers and that Dentin and
>  Shadowfax have real-life issues to deal with. I get it, I really do,
>  but some of the recent changes/skill additions have been
>  mind-bogglingly awful.
>
> (Jeremy: A lot of awful is very subjective.  One change that has
> angered a lot of people is the charisma changes for clerics.  It has
> made charisma an important stat for now five classes.  However,
> because charisma was everyone's dump stat, it has caused issues.  The
> ability to swap stats has alleviated some of this problem, and some
> other issues with other awful changes are answered in similar ways.  I
> wouldn't want to pay for a stat swap either if I could help it, so I
> sympathize with those who don't see that as an option, but saying
> this change is awful because there's no recourse just because you
> don't like the recourse is probably not the way to procede.)
>
>
>
>  Take, for instance, the change where lightcatchers will now have a
>  chance to break when they are used. Why? Why has Dentin felt the need
>  to make this adjustment? There is no call to do this? On the other
>  hand,
>
> (Jeremy:  I disagree.  Druid is the youngest class in terms of
> development, and this is part of limiting the class' power and making
> it more in line with other powers and abilities on the game.  Light
> catchers and spell staves make druids one of the most dangerous
> classes, and causing these abilities to possibly have other
> repercussions helps to limit that power.  To build new staves or sun
> catchers takes gold a limited resource, mana and time that the
> character might have used elsewhere.  It makes sense.  Necromancers
> run into this problem when soul stones are sucked down  to the
> underworld with a summoning etc.)
>
>
> Warriors and Thieves need some serious overhauling as there are
>  entirely too many stat dependencies,
>
> (Warrior and thief require at most four stats like any other class.
> Primarily either strength or dexterity, constitution and charisma.  If
> a thief is to be successful intelligence is important, but since any
> sane person will want spells, intelligence will be one of the stats
> being trained fourth, fifth, or sixth anyway.  I don't get this
> particular argument, but i'll attribute it to play style.)
>
>
>
> but most of all, the equipment
>  selection is not terribly strong?
>
> (When I first started playing, a super powerful warrior could hit
> 40/40 and was limited to hitting.  Now, a super powerful warrior can
> expect to hit 50/50 without intrinsic hitroll or damroll and more than
> likely regens mv, has intelligence or wisdom on their hit gear so they
> can cast mor e of their own spells, can carve many pieces or have a
> druid friend carve them, and can often do other things while hitting.
> Again, I am not sure I follow this argument.  In terms of gear, I
> honestly think warrior and thief

Re: [Audyssey] Alter-Aeon

2015-12-02 Thread Justin Jones
That is a rather odd way to allow druids to earn more experience,
especially given how long it can take to charge higher level
lightcatchers. Also, Druids used to have a means to earn lots of
experience: through carving. I do not remember which change it was,
but carving experience, as a whole, took a major hit (unless I do not
understand how the mechanic works).

On 12/1/15, Dennis Towne  wrote:
> On Tue, Dec 1, 2015 at 10:51 AM, Justin Jones 
> wrote:
>> Take, for instance, the change where lightcatchers will now have a
>> chance to break when they are used. Why? Why has Dentin felt the need
>> to make this adjustment? There is no call to do this?
>
> Actually, there was a simpler reason for the light catcher change:
> experience.  It's been two years since druid was added, and the amount
> of druid class and skill exp is still half what it should be.  One of
> the reasons for this is because people carve one set of suncatchers,
> then never make any more of them.  Carving was always meant to be a
> big part of the exp that druids were capable of getting, and without
> carving exp there's not really any way for me to properly balance the
> class so it's on par with the others.
>
> One question:  how many lightcatchers have you broken so far, since
> the change went in?  The rate of breakage is really low, and I'd be
> surprised if it's happened to you yet.
>
> -dentin
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> please send E-mail to gamers-ow...@audyssey.org.
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-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alter-Aeon

2015-12-01 Thread Justin Jones
I avoid Bovine like the plague. I have never, repeat never, had any
sort of good experiences with that particular channel. So, rather than
getting into trouble, I stay off the channel.

On 12/1/15, john  wrote:
> As to the lightcatcher changes, Dentin noted that it was in preparation for
>
> upcoming skill changes (its usually a good idea to watch/replay bovine after
>
> reboots).
> Warrior/thief is a perfectly functional class combo; I have hundreds of
> times more luck with that than I do any caster that isn't a necro primary.
>
> ------
> From: "Justin Jones" 
> Sent: Tuesday, December 01, 2015 13:51
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] Alter-Aeon
>
> Jeremy, I get that Alter is staffed by volunteers and that Dentin and
> Shadowfax have real-life issues to deal with. I get it, I really do,
> but some of the recent changes/skill additions have been
> mind-bogglingly awful.
>
> Take, for instance, the change where lightcatchers will now have a
> chance to break when they are used. Why? Why has Dentin felt the need
> to make this adjustment? There is no call to do this? On the other
> hand, Warriors and Thieves need some serious overhauling as there are
> entirely too many stat dependencies, but most of all, the equipment
> selection is not terribly strong? With the various spellcasting
> classes, as a direct comparison, the latter's equipment is fairly
> straight-forward in what is optimal. Warriors and Thieves, on the
> other hand have lousy selections.
>
> If Dentin/Shadowfax are being overwhelmed by the workload involved,
> they can always reach out to veteran members of the community and
> enlist their support. It is a simple problem with an equally simple
> solution.
>
> I am willing to concede that my entry into Alter, and subsequent
> opinion of the game, is colored by my experience with mainstream
> role-playing games, i.e. games that sighted people have access too.
> Perhaps I have grown accustomed to a higher level of quality/balance,
> given my background. If this is indeed the case, then I recognize my
> failing and will work to correct it.
>
> On 12/1/15, dark  wrote:
>> Hi jeremy.
>>
>> Personally, I really enjoy Alter, particularly sinse as a solo
>> exploration
>> guy I'm directly rewarded for what I like doing. I found arcase a wee bit
>> grindy before some of the changes and new areas got put in. In truth the
>> real issue now is more one of me not having played for a couple of years
>> and
>>
>> not really sure how to best alter Thelok to catch up with the changes and
>> keep going, particularly sinse I always like expermienting and trying new
>> skills and what not.
>>
>> I have considered either resetting and using the pracs I bought on a new
>> char, or just starting another, but I'd rather not do either sinse I'm
>> very
>>
>> pleased with some of the quests I did with Thelok and I don't want to
>> abandon him.
>>
>> As I said, I probably just need to bight the bullit and do it, although
>> it
>> has been good to give other muds a go and have other experiences, also
>> i'll
>>
>> freely admit my rl life has sort of made gaming in general a bit of a
>> second
>>
>> right now though I'm getting back into things slowly.
>>
>> All the best,
>> Dark.
>> - Original Message -
>> From: "Jeremy Brown" 
>> To: "gamers" 
>> Sent: Tuesday, December 01, 2015 4:03 PM
>> Subject: Re: [Audyssey] Alter-Aeon
>>
>>
>>> Just for a little balancing opinion here.  I've been playing Alter for
>>> 10 years now.  I have phases where I go play other things, or get busy
>>> rl, but I usually come back.
>>>
>>> I've found the easiest two ways for me to get re-interested in playing
>>> are to either a. start a new character from scratch with new classes
>>> or old classes with new abilities or b. find a few friends who'd be
>>> willing to play at the level of the character I want to develop.
>>>
>>> Both of these help to kill the I've not gotten anywhere bug.
>>>
>>> At higher levels, if you have limited time or are not interested in
>>> the sort of high tension high angst player interaction, Alter can be
>>> grinding.  The need for fame, better eq, and more exp can feel like a
>>> never ending cycle.  Jobs have helped somewhat with this, as have a
>>> number of other changes.
>>>
>>> One thing to keep in mind about Alter it ha

Re: [Audyssey] Alter-Aeon

2015-12-01 Thread Justin Jones
Jeremy, I get that Alter is staffed by volunteers and that Dentin and
Shadowfax have real-life issues to deal with. I get it, I really do,
but some of the recent changes/skill additions have been
mind-bogglingly awful.

Take, for instance, the change where lightcatchers will now have a
chance to break when they are used. Why? Why has Dentin felt the need
to make this adjustment? There is no call to do this? On the other
hand, Warriors and Thieves need some serious overhauling as there are
entirely too many stat dependencies, but most of all, the equipment
selection is not terribly strong? With the various spellcasting
classes, as a direct comparison, the latter's equipment is fairly
straight-forward in what is optimal. Warriors and Thieves, on the
other hand have lousy selections.

If Dentin/Shadowfax are being overwhelmed by the workload involved,
they can always reach out to veteran members of the community and
enlist their support. It is a simple problem with an equally simple
solution.

I am willing to concede that my entry into Alter, and subsequent
opinion of the game, is colored by my experience with mainstream
role-playing games, i.e. games that sighted people have access too.
Perhaps I have grown accustomed to a higher level of quality/balance,
given my background. If this is indeed the case, then I recognize my
failing and will work to correct it.

On 12/1/15, dark  wrote:
> Hi jeremy.
>
> Personally, I really enjoy Alter, particularly sinse as a solo exploration
> guy I'm directly rewarded for what I like doing. I found arcase a wee bit
> grindy before some of the changes and new areas got put in. In truth the
> real issue now is more one of me not having played for a couple of years and
>
> not really sure how to best alter Thelok to catch up with the changes and
> keep going, particularly sinse I always like expermienting and trying new
> skills and what not.
>
> I have considered either resetting and using the pracs I bought on a new
> char, or just starting another, but I'd rather not do either sinse I'm very
>
> pleased with some of the quests I did with Thelok and I don't want to
> abandon him.
>
> As I said, I probably just need to bight the bullit and do it, although it
> has been good to give other muds a go and have other experiences, also i'll
>
> freely admit my rl life has sort of made gaming in general a bit of a second
>
> right now though I'm getting back into things slowly.
>
> All the best,
> Dark.
> - Original Message -
> From: "Jeremy Brown" 
> To: "gamers" 
> Sent: Tuesday, December 01, 2015 4:03 PM
> Subject: Re: [Audyssey] Alter-Aeon
>
>
>> Just for a little balancing opinion here.  I've been playing Alter for
>> 10 years now.  I have phases where I go play other things, or get busy
>> rl, but I usually come back.
>>
>> I've found the easiest two ways for me to get re-interested in playing
>> are to either a. start a new character from scratch with new classes
>> or old classes with new abilities or b. find a few friends who'd be
>> willing to play at the level of the character I want to develop.
>>
>> Both of these help to kill the I've not gotten anywhere bug.
>>
>> At higher levels, if you have limited time or are not interested in
>> the sort of high tension high angst player interaction, Alter can be
>> grinding.  The need for fame, better eq, and more exp can feel like a
>> never ending cycle.  Jobs have helped somewhat with this, as have a
>> number of other changes.
>>
>> One thing to keep in mind about Alter it has two coders: Dentin who
>> does what he can when he can (He's had an eventful rl year, and so
>> hasn't been able to contribute as much) and Shadowfax who is still
>> learning how the code works (he also has had an eventful year).  This
>> limits how fast changes can be made.  In Terms of world builders there
>> are essentially three full time builders and a number of part timers.
>> All of the staff are volunteers and have things that interfere so the
>> game doesn't always get the sort of attention all players would like.
>>
>> That said, the game improved from 2005 to 2010 immensely, and since
>> 2010 it's hardly the same game.  There's been a number of issues with
>> the newbie experience cleared up, the classes have been given many
>> more abilities and over all are well balanced.  I take issue with the
>> accusation that classes are not balanced, and I'll attribute that to
>> the opiner's lack of experience.  One can be successful on Alter with
>> almost any class combo depending on how you approach it.  Some combos
>> take much more work or preparation to make effective, but they're all
>> valid and all work.
>>
>> As to the rp issue.  If you want rp on Alter there's a very simple
>> solution: collect a bunch  of friends and strangers who want rp.
>> Found an rp only clan.  Within your clan in your clan groups and clan
>> runs rp as much as you like.  That way you get what you want from the
>> game, but you don't bother the rest of the pla

Re: [Audyssey] Alter Aeon was Re: Alter Aeon December Bash

2015-12-01 Thread Justin Jones
I have been playing Alter Aeon for two and a half years and I am also
losing interest in the game. It mostly has to do with the highly toxic
gamer culture (though this might be indemic to muds in general) and
the lack of balanced classes/sensible game mechanics.

On 12/1/15, Lindsay Cowell  wrote:
> I use VipMud.
>
> On 01/12/2015 13:24, Mike Wassel wrote:
>> Same here.  I've got several characters, but just don't care about the
>> game anymore.  That could also be because I want games with RP
>> enforcement now, I don't know.  Maybe I'll come back one day.
>> To answer your question, you need a client like mushclient or vipmud
>> with the vipmud nvda addon to play muds or mudrammer for IOS.  I don't
>> know what Android has.
>> Mike.
>>
>>
>>
>> On 12/1/2015 8:15 AM, Lindsay Cowell wrote:
>>> I've lost interest in the game, sadly, I feel that my charactre,
>>> deborah, is getting nowhere, i reset her, and now feel totally lost.
>>>
>>> Lindsay Cowell
>>>
>>> On 01/12/2015 12:43, Danielle Ledet wrote:
 I look forward to joining you all when I have a more stable
 un-predictable computer hopefully a new desktop. It'll be the first
 mud I ever join as I am usually not interested. What do Ineed to play
 a MUD? That's the part I don't understand!

 On 12/1/15, john  wrote:
> Advent gifts! Yea!
> Fortunately, I'm writing this message with the mud open in another
> window.
> Level37 aught to be interesting, you've really done an amazing job of
> releasing major expansions on a schedule like this.
>
> --
> From: "Dennis Towne" 
> Sent: Monday, November 30, 2015 21:46
> To: "Gamers Discussion list" 
> Subject: [Audyssey] Alter Aeon December Bash
>
> This December is going to be a big one for us!  We've got a lot of
> things planned, starting with the Advent gift calendar that begins
> tomorrow.  There will be events toward the end of the month, near
> solstice and new years eve.
>
> Most importantly, we'll be releasing new spells and skills every few
> days, including new crafting skills, new minions, fighter skills, and
> more.  To top it all off, we'll be opening level 37 near the middle of
> the month.
>
> If you can't make it to the events this month, we'll also be running
> our yearly anniversary event in January, from the 20th through the
> 24th.
>
> We hope to see you around!
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> ---
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>>>
>>>
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>>
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Re: [Audyssey] the gate.

2015-10-16 Thread Justin Jones
If I may ask a question here concerning the game: I am having issues
with combat, i.e. is there a timing issue when engaging in melee with
the various enemies? I tap the spacebar rapidly when in melee range,
but no matter how quickly I do this, I still receive damage. What am I
doing incorrectly?

On 10/16/15, Bryan Peterson  wrote:
> Yup, that's the poison sound. Bats can also poison ou.
>
>
>
> Focus your powers and prepare for buttle.
> -Original Message-
> From: loriduncan
> Sent: Saturday, October 17, 2015 11:46 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] the gate.
>
> Hi John, thanks, I think I'm getting it now.  One other thing I'm wondering
> is what is the squishing sound I keep hearing after the rats attack me,
> does
> it mean I've been poisoned?  It seems to stop once I take the supliment.
> Also, how do you go about killing ghosts?  I find if I'm running flat out
> and run into one, then I'm more likely to die fast, so should I stop and
> keep swinging my knife until I hit her?  I'm onto level 2 now, and trying
> to
> pass the statue things without dying or being squashed.
>
> Also I love the healing spring, it's got such a lovely sound.  :)
> From Lori.
>
> -Original Message-
> From: john
> Sent: Friday, October 16, 2015 11:03 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] the gate.
>
> Make sure you clear out the enemies first.
> Also, don't wait until you hear the jump sound. Press up and right as
> quickly as you possibly can (or just press up while still holding down
> right).
>
> --
> From: "loriduncan" 
> Sent: Saturday, October 17, 2015 12:57
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] the gate.
>
> Hi, ok I've finally managed to jump a hole, but it seems to be a fluke as
> I'm still getting it wrong and hurteling down to my doom!  :)  I'm trying
> to
> figure out how I'm holding my hand when I'm doing it right, but it's tricky
> when there's lots going on around me.  I've hit the right arrow as soon as
> I
> hear Patric's voice make the jump sound, and sometimes I clear the hole,
> but
> even with the right arrow and up held down I more often than not die.  It's
> really frustrating trying to get the timing just right.  Especially as I
> want to pass the first level, and buy the game.
> From Lori.
>
> -Original Message-
> From: Jody McKinniss
> Sent: Friday, October 16, 2015 4:17 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] the gate.
>
> You have to be quick about it.  Get to the second creaky floor board,
> then hit up arrow.  Very quickly he will jump.  So right as you hear
> the jump sound, hit the right arrow and hold it.  Again, you have to
> be quick about it.  I'm about halfway through the castle, and I am
> very, very pleased with what I have seen thus far.  A note to Aaron:
> Your manual says that lightning rods work on vampires, but this does
> not seem to be the case.  Holding down space bar with the lightning
> rod inevitably seems to get me killed.  I have found that it is easier
> to use my knife and jump away.
>
> On 10/16/15, Bryan Peterson  wrote:
>> The only other thing I can think of is if you're jumping from the first
>> squeaky floorboard.
>>
>>
>>
>> Focus your powers and prepare for buttle.
>> -Original Message-
>> From: loriduncan
>> Sent: Saturday, October 17, 2015 12:45 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] the gate.
>>
>> Hi Bryan, I've tried hitting up arrow to jump, then holding the right
>> arro
>> down, but I still fall into the hole.  I've also tried holding up and
>> right
>> arrows together while in the air, but it's still not working.
>> From Lori.
>>
>> -Original Message-
>> From: Bryan Peterson
>> Sent: Friday, October 16, 2015 5:02 AM
>> To: gamers@audyssey.org
>> Subject: Re: [Audyssey] the gate.
>>
>> Nope, what you're doing wrong is you're tapping the arrow. It says in the
>> manual that you need to hold the left or right arrow after you jump.
>> Tapping
>> does nothing.
>>
>>
>>
>> Focus your powers and prepare for buttle.
>> -Original Message-
>> From: loriduncan
>> Sent: Friday, October 16, 2015 4:28 PM
>> To: gamers@audyssey.org
>> Subject: [Audyssey] the gate.
>>
>> Hi guys, I'd just like to say how very impressed I am with The Gate.  I
>> really like the sounds and voice acting is really great too, however I'm
>> unable to cross the first hole.  I hit right arrow to the 2nd creaky
>> bord,
>> then up arrow and tap the right arrow really fast to cross the gap, but
>> poor
>> Patric still plumets to his untimely death.  Am I getting my timing all
>> wrong?  I guess I'll just have to keep on trying.
>> Thanks from Lori.
>>
>>
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