Re: [Audyssey] New audio tutorial for Sound RTS

2007-07-25 Thread Luke Yelavich
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On Thu, Jul 26, 2007 at 09:16:10AM EST, Che wrote:
>   I have created a tutorial for the beginning Sound RTS players, which I hope 
> will help get more folks playing this amazing game.
>   By the time you finish this tutorial, you should be able to take on the 
> computer with no problems.
>   You can get it here:
> http://blindadrenaline.com/downloadCounter/download.php?x=RT+audio+tutorial

Now that a test version of a platform independant soundrts is out, I'm 
certainly going to check this out, and see about getting it running in 
Linux.
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Re: [Audyssey] Just to inform you

2007-06-06 Thread Luke Yelavich
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On Thu, Jun 07, 2007 at 05:26:14AM EST, Davy Kager wrote:
> I thought this new forum might be interesting, either for gaming fanatics or 
> for the devs...

Whats the point? We already have audiogames.net.
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Re: [Audyssey] Excellent New Article About Game Accessibility on Gamasutra

2007-04-24 Thread Luke Yelavich
On Wed, Apr 25, 2007 at 04:41:18AM EST, AudioGames.net wrote:
> Hi,
> 
> Check out this well-written article titled Game Accessibility: Why Bother?
> 
> http://www.gamasutra.com/php-bin/news_index.php?story=13650

A very very good read.
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Luke Yelavich
On Mon, Apr 16, 2007 at 12:31:29PM EST, Thomas Ward wrote:
> Hi all,
> Over the weekend I've been doing allot of thinking about the Monty game 
> engine which I had design to be generic enough to be applied to new 
> side-scrollers. However, it seams that many of you are really into the 
> FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.

Having played both side scrollers and FPS games in audio and visually, 
I'd personally say side scrollers, as it is often quite difficult to get 
a user emerced in an audio FPS game, without having to go through a 
tutorial of some kind, or asking for help. I also believe that 
constantly having to check available options in an FPS game slows the 
game play down somewhat. Visual FPS games sometimes have 
interfaces/dialogs that need to be read, but especially when it comes to 
weapons/powers to be used, in visual games, it is possible simply to 
toggle through the available items, or press a number to jump directly 
to a particular item.

As has also previously been said, there is still much to be explored 
when it comes to side scrollers., yet at the same time, there is 
probably also just as much to be explored in FPS games, particularly 
when it comes to navigation. If a simple weapon/power toggle option was 
in place, as mentioned above, and there was less of a reliance on menus, 
I think the gameplay would flow a little more, and make the game more 
emersive.

My two cents.
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[Audyssey] audiogames.net homepage RSS feed.

2007-04-16 Thread Luke Yelavich
Hi all
Anybody know what happened to audiogames.net's front page RSS feed? It 
used to be there, but it has been removed.

Thanks
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Re: [Audyssey] note from J.K. Rowling

2007-03-31 Thread Luke Yelavich
On Sun, Apr 01, 2007 at 01:58:17PM EST, Phil Vlasak wrote:
> April Fools!

You should have left that out. Its more fun when you don't give it away.

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Re: [Audyssey] Maximum purchase cost for audio games?

2007-03-20 Thread Luke Yelavich
On Mon, Mar 19, 2007 at 11:32:57PM EST, Thomas Ward wrote:
> Hi Luke,
> Just as a quick side question what language have you decided to write 
> your game in?

Hi Thomas
Nice to see you around here.
It will be written in C++. I am a reasonable C coder, and am able to 
read C pretty well, so this project will be the culmination of me 
learning C++. I hope to do smaller projects first, to get skills up, and 
write the game as I go.

As such, the game is unlikely ot be released any time soon.
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[Audyssey] Maximum purchase cost for audio games?

2007-03-19 Thread Luke Yelavich
Greetings all.
I am in the very early stages of planning an audio game. It is to be a 
commercial release, as well as a cut down free version.

I am wondering how much people are prepared to pay at a maximum for a 
game, given that you have heard a game trailler, and listened to a 
review of the game, and given that the game audio and music is of high 
quality?

Having an idea of what people are prepared to pay may be able to help me 
work out just how much I need to invest in various resources to achieve 
a game release.

Your thoughts are most welcome, oh and even though there is a story 
line, I am not saying another word until I am at the stage of launching 
the website, which in itself is still a fair way off, so don't question 
me.

Thanks for your time.

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