Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Mike Reiser
Hopefully someone will consider making a game like that. I personally am tired 
of the usual stuff we get, and would like to see some out-of-the-box thinking. 
For example, I really want to see a call of duty type of game. Or something 
like Rise son of Rome.  I'm not saying that it's easy of course, as I know 
nothing of development. I just would like to see us catch up with the 
mainstream in terms of game titles.  And game types. Another example I think 
would be a game similar to something called world of tanks. I saw a commercial 
for that's this weekend, and really wish I could play.

Mike

> On Dec 30, 2013, at 4:24 PM, Thomas Ward  wrote:
> 
> Hi Darren:
> 
> Not for something like Minecraft. Minecraft has a very huge game
> world, and something like a 10x10 grid or even something as large as
> 100x100 isn't big enough for the game world. In Minecraft the game's
> over world contains various types of terrain and areas such as
> forests, deserts, mountains, etc on what I assume to be a very large
> grid. I suppose in theory a level editor would be possible, but it
> would be a lot more complex than just dragging and dropping the
> various elements of the game world on the grid.
> 
> I'd have to put more thought into a project like that. I am sure
> something like Minecraft is doable, but it would have to be done
> differently from the mainstream version. It is a fairly complex game
> where you gather resources like wood, stone, ore, etc and then craft
> tools and weapons. You can build houses and other structures while
> trying to fend off giant spiders, skeletons, zombies, and other
> monsters. In short, it is a complex piece of software to write and
> even more complex to make fully accessible.
> 
> Cheers!
> 
> 
>> On 12/30/13, Darren Harris  wrote:
>> Hi Tom,
>> 
>> Correct me if I'm wrong, but isn't any game world regardless of game no more
>> than a map? Assuming that is the case, could we not just have like a map
>> editor in the game? Four example you can have various selections. You would
>> choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
>> you would choose various terrain types. Good something along those lines not
>> work?
>> 
>> Sent from my iPhone
> 
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Re: [Audyssey] Papa Sangre II Controls Hanging

2013-11-06 Thread Mike Reiser
Just want to confirm that I see this hanging as well.



Mike

> On Nov 6, 2013, at 6:20 PM, Cara Quinn  wrote:
> 
> HI Juan,
> 
> S
> P
> O
> I
> L
> E
> R
> 
> S
> P
> A
> C
> E
> 
> Make sure you start using your hands as soon as you know that you have fallen 
> through the floor. (even before the announcement tells you that you have 
> fallen)
> 
> Hope this helps.
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 
> On Nov 5, 2013, at 1:10 PM, Juan Pablo  wrote:
> 
> Here looks ok. However, I am really locked at level nine. Ideas when step up 
> the second stair?
> Best,
> Juan.
> 
> -Original Message- From: Scott Chesworth
> Sent: Tuesday, November 05, 2013 6:20 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Papa Sangre II Controls Hanging
> 
> Working fine and dandy on a 5 here, but I'm not turning VO off. It
> means touching the screen one time after each level loads, but then
> you're into direct touch so I figured I wouldn't bother turning VO
> off.
> 
> Wonder if that'll make any difference to what you're seeing?
> 
> Scott
> 
>> On 11/5/13, Cara Quinn  wrote:
>> I'm actually turning VO off while the load happens. So I'll tap on a level,
>> and then turn VO off while the level loads.
>> 
>> I'll try waiting until the level loads and see what happens.
>> 
>> Thanks so much for the tip and will try this out later today!
>> 
>> Have a great day!
>> 
>> Cara :)
>> ---
>> View my Online Portfolio at:
>> 
>> http://www.onemodelplace.com/CaraQuinn
>> 
>> Follow me on Twitter!
>> 
>> https://twitter.com/ModelCara
>> 
>> On Nov 5, 2013, at 6:57 AM, Ulysses C. Garcia 
>> wrote:
>> 
>> Hi, are you turning Vie Over off and on before the game loads? I discovered
>> that if you wait until it loads before turning it on and off it will work
>> fine.
>>> On 11/5/2013 6:52 AM, Carla Quint wrote:
>>> Hi All,
>>> 
>>> To those playing Papa Sangre II, as mentioned before, in addition to the
>>> difficulty walking in the game, I also seem to be finding pretty serious
>>> issues with the controls locking / hanging in general.
>>> 
>>> I'm wondering, is anyone else seeing this? People had mentioned others are
>>> having some issues walking but do you find you're also having issues
>>> occasionally with just general use of the controls as well?
>>> 
>>> As I've said, I've had a super easy time using the Papa and NightJar
>>> controls before, and my touches are really pretty precise as I've used the
>>> iPhone for quite some time, but it just seems that the simplest actions
>>> with a single touch are just not registering when I need them to. It's
>>> like something in the game is hanging but I cannot work out a pattern yet
>>> at this point. I'll be walking along just fine, and then suddenly for no
>>> reason that I can discern, the controls will lock, and the game will not
>>> allow me to move anymore for a few seconds. The closest I can come to a
>>> profile for this behavior would be that it seems to happen while using
>>> Gyro mode when several sounds are playing or when speech is happening
>>> during active play. I.E. not during instruction or cut scenes where the
>>> controls are obviously meant to be locked.
>>> 
>>> I was thinking this was just my own adrenaline perhaps causing me to get a
>>> bit sloppy with my control of the game but after having this happen on
>>> some very simple actions, such as doing a single tap to work with one's
>>> hand in the game, and having it just not respond for several single
>>> discreet taps, (even done slowly / extra carefully) this really does seem
>>> to be a game issue.
>>> 
>>> Also, in my own development experience, I know it is possible to get
>>> single taps to respond extremely quickly (much much faster than in this
>>> game) I've done it. :) (Adventure game in LookTel VoiceOver Tutorial)
>>> 
>>> So the Papa II controls seem to be really annoyingly hanging at some
>>> points which is causing me to not be able to complete some levels due to
>>> running out of time at crucial sections of the game. This is just
>>> obnoxious and makes the game more frustrating than fun, unfortunately!
>>> lol! :)
>>> 
>>> This is a great game and I'd really like to finish it. :)
>>> 
>>> Anyway, if anyone knows of a way to offer feedback or possible
>>> suggestions, I'd love to. This is definitely the best game from Somethin'
>>> Else at this point, in my opinion. So I'd really like to see this working
>>> well. So anything I can do, I'd be happy to.
>>> 
>>> Just for info, I'm running this on an iPHone 5.
>>> 
>>> Thanks All, and have a great day!…
>>> 
>>> Smiles,
>>> 
>>> Cara :)
>>> ---
>>> View my Online Portfolio at:
>>> 
>>> http://www.onemodelplace.com/CaraQuinn
>>> 
>>> Follow me on Twitter!
>>> 
>>> https://twitter.com/ModelCara
>>> 
>>> 
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Re: [Audyssey] A Note to XP users

2013-09-13 Thread Mike Reiser
Hey Tom,

Just wanted to comment.  I really hope that at least some games will work with 
OSX, as I really want to use that as much as I can.  I still have to use 
Windows for office tasks but I'm hopping iWork will solve that.  I really feel 
that the voiceover interaction model where you interact with individual objects 
is truly revolutionary.  I know this is off topic so this is all I'll say on 
this for now.  

Mike
On Sep 13, 2013, at 12:51 PM, Thomas Ward  wrote:

> Hi Josh,
> 
> I know it is quite sad that Mac OS has had many of the features
> Microsoft is just now getting to in Windows 7 and Windows 8. It goes
> to show that Microsoft has been caught up in Windows XP far too long,
> and now Microsoft is far behind the competition in terms of features.
> They are just now getting to features Mac OS has had for five or more
> years, and it is clear that Windows 8 is really Microsoft's attempt to
> catch up.
> 
> For what it is worth Linux has come a long ways as well the last
> couple of years and Ubuntu has tried to become more Mac-like with
> their Unity desktop. Many of the features present in Mac OS and
> Windows 8 are showing up on the Unity desktop. For example the Dash
> allows users to search and run programs just by pressing the super
> key, AKA the Windows key, and then typing in the name of a file or
> program to run. The Launcher is a bit like the Task bar which allows
> users to lock favorites to the Launcher instead of searching for them
> in the Dash. There is no doubt though in anyone's mind where all these
> new ideas came from and they all came from Apple.
> 
> So I too have to laugh a bit at other operating systems, because they
> are so far behind Apple and its clear that Apple is the big innovator
> today. Its one of the major factors why my wife and I are looking into
> switching to Apple when we have the money to invest in new laptops in
> the next couple of years or so.
> 
> Cheers!
> 
> On 9/13/13, Draconis  wrote:
>> Hi Tom,
>> 
>> I couldn't resist responding to this with a little humor, and a prime
>> example of why Microsoft is so far behind. My responses throughout your
>> message…
> 
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Re: [Audyssey] A Note to XP users

2013-09-12 Thread Mike Reiser
Running Windows 8 here, so I'm ready to go whenever the new games come out. 
Definitely can't wait to play with tomb  hunter again.

Twitter michaelsreiser

Skype michael-rei...@comcast.net

Facebook mikereiser08@gmail.netSent from my iPhone

On Sep 12, 2013, at 4:38 PM, Thomas Ward  wrote:

> Hi,
> 
> My thoughts exactly. Sure, most of the people here are running XP
> right now, but what are they going to do when that machine finally
> bites the dust. Not a single person has answered that question yet,
> nor have the addressed the problem of if I write games for XP now they
> are going to want me to support Windows 8 and beyond  in the future.
> Right now I can do both, but if there comes a time where that changes
> well I'll just have to pick the newer technology and tell the XP
> users, "too bad so sad."
> 
> Cheers!
> 
> 
> On 9/12/13, Bryan Peterson  wrote:
>> Again, what happens to XP users when circumstances, as they inevitably will
>> 
>> in time, force them to switch to a newer OS?
>> 
>> 
>> 
>> Bueller? Bueller? Bueller?
> 
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Re: [Audyssey] Ice road trucker mod for trucker

2011-12-24 Thread Mike Reiser
Must confess I never saw that show. I quit watching ice road truckers after the 
first season as it got repetitive.  Thanks,

Mike
On Dec 24, 2011, at 4:41 PM, Jim Kitchen wrote:

> Hi Mike,
> 
> Truthfully, no, I had not thought of making an ice road trucker version.  
> Might be fun though.  Hey how about an alligator hunting game?  That's a 
> crazy history channel show as well.
> 
> BFN
> 
>Jim
> 
> Tailgater--one who makes ends meet.
> 
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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[Audyssey] Ice road trucker mod for trucker

2011-12-24 Thread Mike Reiser
A while back I watched a show on the History channel called Ice Road Truckers.  
This show detailed the dangers and other things faced by truckers as they tried 
to drive across the arctic ice somewhere in Canada.  I was wondering Jim if you 
thought about either adding a level to Trucker where you try to navigate the 
ice roads, or maybe creating a game like that?  Thanks,

Mike
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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Mike Reiser

I'd say let's stick with Tom.

Mike

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Mike Reiser
I don't have a problem with the current sound system, I would say if you 
needed to convert it to something else later, but I understand that 
would create a lot of work.  Thanks,


Mike

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Re: [Audyssey] Audiogames.net suggestion

2010-12-05 Thread Mike Reiser
You guys talked about putting audiogames.net on klango also, did that 
ever happen?


Mike

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Re: [Audyssey] The old Pb-games

2010-11-29 Thread Mike Reiser

On 11/29/2010 5:50 AM, Hayden Presley wrote:

Hi,
Personally I like the final fight. Avalanche escape isn't too bad, ifyou
jump correctly.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 29, 2010 5:07 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] The old Pb-games

A Resounding yes!

I bought the original game back in 2006, and haven't regretted it at all, in

fact it's a game I've replayed on several occasions.

while some elements are slightly rough, there's a lot of fantastic stuff
there. The Monkeys stage, the Queen bee, the hunt in the mountain and Torgon

battle particularly, in fact I'd say hunt in the mountain stil has some
great concepts for a side scroller such as multiple weapons and the locked
chest and door system which we've not seen much similar too in other games.

Btw, I didn't think the acting was too bad actually, - and if you were
remaking the game I certainly hope you'd preserve some elements, such as the

Torgon voices which were wonderfully done,  I particularly like the one
singing rather badly which also sings as it dies! ;D.

beware the Grue!

Dark.
- Original Message -
From: "Philip Bennefall"
To: "Gamers Discussion list"
Sent: Monday, November 29, 2010 10:20 AM
Subject: [Audyssey] The old Pb-games



Hi all,

I've been following the recent discussion and thought I would jump in with
a few notes and a question. All of my old games from pb-games.com such as
Tarzan Junior, Dark Destroyer, Showdown and 3d Snake were all written in
JavaScript. This is not a good language for even remotely serious game
development, but it was a wonderful sandbox for a curious 12 year old to
take the first staggering steps on the road to programming and eventually
Q9 and BGT. Grin. Anyhow, these games were written with Internet Explorer
4 in mind and ran very well in that browser, but do not work nearly as
nice in newer versions like 7 and 8. The cause of this I know not, I just
know that it's a fact.

Now to my question. If I were to rewrite and vastly improve these old
titles, would you buy them? I am thinking Tarzan Junior especially. That
game had some good elements in it, underneath all the bad acting that I'm
afraid I was responsible for as well as the now rather sluggish game play.
So in short, if I rewrote this game into a good product, would any of you
want to spend $30 on it?

Kind regards,

Philip Bennefall
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Would buy it definitely.

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Re: [Audyssey] tdv tips

2010-11-17 Thread Mike Reiser
Thanks for that, and is there an optimal airspeed I should try to stay 
at?  Thanks,


Mike

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[Audyssey] tdv tips

2010-11-17 Thread Mike Reiser

Hello all,

I'm very frustrated and would like some tips with tdv.  I'm currently 
playing in raceing m0ode until I get the hang of flying the aircraft, 
then I'll move into mission mode.  Firstly, is there an altitude you 
should try to stay at?  When I go to about 10,000 feet and level off, 
and also when I try to turn left to turn towards the sound from that 
dirrection, I constantly hear we're too loose!  My airspeed will say 
something like 900 notts or 1200 nots due to me running my 
afterburners.  This is even at full throttle.  I'll worry about landing 
later, right now I just have trouble staying in the air as my altitude 
always drops and I always have to pull up again.  Any ideas would be great.


Mike

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Re: [Audyssey] MOTA 3D - Re: MOTA Beta 16 Released!

2010-11-08 Thread Mike Reiser

I can help test on mac if needed.

Mike

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Re: [Audyssey] MOTA Beta 16 Released!

2010-11-07 Thread Mike Reiser
Do I have to have montazooma's revenge to upgrade?  That was consumed in 
a hard drive crash ages ago.


]Mike

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Mike Reiser
 I'd love to see a game like that, maybe something to consider later on 
tom, who knows.


Mike

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 I have entoombed and love it, however I want something more first 
person, more real time based and not turn based.


Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 What's the difference between sound rts and wow?  I'd love to see 
online playabilityeither with blind or sighted either one.


Just ready for something different.

Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 I would love to see something similar to World of War craft, or 
something similar to halo or call of duty.  I'd love to have a taste of 
the excitement my sighted friends have with those types of games.


Mike

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Mike Reiser

 Let's get rid of the comments sence the cues are in place.

Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-10 Thread Mike Reiser

 I'm walking when it happens.

Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-10 Thread Mike Reiser
 Trying again.  Tom, I've noticed that sometimes Angella will say 
careful now but she's already falling into the pit.  Can this be fixed?


Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-09 Thread Mike Reiser

 On 10/9/2010 3:33 PM, Thomas Ward wrote:

Hi,
Smile. Well, it was not a big deal really. The target tracking feature
was already more or less a part of the game engine to begin with. It
was just turned off in the MOTA side-scroller, because up until now it
was never really needed. I figured target tracking would be useful in
full blown first-person games but not 2d side-scrollers. So what I did
with beta 15 is simply enable target tracking and asigned it to the s
key to turn the sight on/off as needed.
Plus I've also been adding some extra functions similar to Shades of
Doom where you can press a key and get the name of the nearest
monster, press another and get the distance to the nearest monster,
etc. So beta 15 will be full of alternative ways to get the same
information as well as hopefully be a lot more stable.

Cheers!



On 10/9/10, Charles Rivard  wrote:

I sent my message as a reply to the same message Thomas is replying to here.
See?  I told you he'd come up with a solution, didn't I?  Rock! on! Tom!

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Tom,

I've experienced when Angella says careful, she falls into the pit while 
she says it.  Is this being worked on too?


Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-09 Thread Mike Reiser

 On 10/9/2010 12:52 PM, Thomas Ward wrote:

Hi all,
For those of you who aren't on the USA Games Listwe have been
discussing some things to make up for the lack of panning in beta 15.
One of thos solutions is a targeting indecator you can turn on/off if
you need it to know when you are in weapons range of an enemy. As I've
gotten many complaints about people not knowing if they are close
enough to shoot, punch, etc I've already added a feature you can use
to get that feedback without necessarily hearing it being panned.  I'm
willing to do whatever it takes to make this game as enjoyable game as
possible for everyone I can with in reasonable means. So I have been
working on various suggestions and have been trying them out in beta
15 to make it a better beta as well as a more enjoyable game.

Smile.

On 10/9/10, clement chou  wrote:

There's a bit of pickiness. Games are suposed to be chalenging... not so
easy you can finish it in the space of 20 minutes. The panning is something
you need to get used to, you don't have it in mainstream games... why
complain?


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The targetting indicator would be great.

Mike

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Re: [Audyssey] RS client on mac

2010-10-08 Thread Mike Reiser

 On 10/8/2010 6:53 AM, william lomas wrote:

Hi all, has anyone else using macintosh tried the rs games client?
VoiceOver keeps cutting out all the time why i wonder has it not been tested? I 
know it is in beta form so I guess we the end users are testers.
I don't know though how ryan can to be fair sort it out as I don't believe he 
has a mac


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Couldn't get it to work, says unknown all the time and "Busy."

Mike

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Mike Reiser
Let's move forward and stick with what we have.  I'm sure you want to get 
this finished and I personally want the full game so I can play all the 
levels smiles.  I'm not having too much trouble right now with this version. 
There's no point delaying it even further over this issue.


Mike

-Original Message- 
From: Thomas Ward

Sent: Wednesday, October 06, 2010 10:30 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Panning Issues

Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other
game

Re: [Audyssey] (no subject)

2010-10-04 Thread Mike Reiser

Keep it good quality, have a t3 connection so downloading is fine.

Mike

-Original Message- 
From: Thomas Ward

Sent: Sunday, October 03, 2010 8:31 PM
To: Gamers Discussion list
Subject: [Audyssey] (no subject)

Hi everyone,
Ok, it has come to my attention that some of you were upset or worried
about the file size of the unofficial release of MOTA beta 14. I'm
basically writing this to find out if some of you really want to have
me compress those sounds down to something more managable to like 50
MB which will take a slight performance hit as well as some loss of
audio quality or just have me upload the full release in the next
couple of days using uncompress wav files. I can basically do either
one here, but just want to know what the comunity wants in terms of
installation size vs quality.

Thanks.

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-27 Thread Mike Reiser

 So Tom,

Does this mean that with a .deb file we can enter on it like we do a 
.exe file and it will install?


Mike

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-27 Thread Mike Reiser

 On 9/27/2010 4:35 AM, Thomas Ward wrote:

Hi Mike,
I see. Well, all the same the Linux port will be available if you or
anyone else would like to play MOTA and my other games under Linux for
that matter. My intention is to make the installation as painless as
possible. Especially, for those users like yourself who aren't exactly
Linux power users.
I understand you feel Windows is easier than Linux, but to be canded
that's just your personal experience talking. I've been using Linux
software for over ten years, and have been a full time Linux user for
about five or six years. So naturally I could equally claim Linux is
easier than Windows. However, that is a personal opinion, and would be
based soully on my experience rather than fact. However, I expect some
new Linux users, such as yourself,  are coming from a Windows
background, and aren't completely familiar with package managers,
commandline tools such as apt-get, etc. Therefore I intend to document
whatever install I go with as best as i can in the manual I really
don't think typing a command like ./install.sh from a terminal window
is especially difficult.

Smile.




On 9/26/10, Mike Reiser  wrote:

   Understand, makes me feel glad that windows is much easier smiles.
Like I said I don't use it full time just play with it once in awhile.

Mike


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Nope it certainly isn't.  Can we have it just go retrieve the stuff 
needed for it to work?  If so then a package manager install would 
probably be the best for new users.  Thanks and will play with it when 
it comes.


Mike

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-26 Thread Mike Reiser
 Understand, makes me feel glad that windows is much easier smiles.  
Like I said I don't use it full time just play with it once in awhile.


Mike

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-26 Thread Mike Reiser

 On 9/26/2010 3:31 PM, william lomas wrote:

ah shame beta 14 not mac but can wait, smile

On Sep 26, 2010, at 9:04 PM, Thomas Ward wrote:


Hi everyone,
For the past two months or so I have been engaged in modifying the
Genesis Engine, and have created a cross-platform version called Open
G3D which is Mac OS and Linux compatible. So as a result as of
Mysteries of the Ancients beta 14 there will be an official Linux
version of the game. The only question left to decide upon is what you
would prefer to have in terms of an installation method for the game.
The first possibility is to use a packaging tool like dpkg. The
advantage here is that I could create an official *.deb package for
Debian, Ubuntu, and Vinux distributions of Linux. The advantage here
is that by running a command like
sudo dpkg -i mota-0.14-i386.deb
the package would install everything for you, and would check for
dependencies such as SFML, OpenAL, etc. It would be a surefire way of
knowing if the system requirements were met before installing.
The disadvantage of using a specific package manager like dpkg is that
not every Linux distribution out there uses dpkg. I happen to know a
few who are fans of Fedora Linux which uses rpm instead. Suse Linux
has a different package manager. So if I created a deb package the end
user would likely have to use something like alient to convert it if
they were using a non-Debian based Linux distribution. That's not
quite as good as having a package specifically built for your own
distribution of Linux.
The second possibility is to write a custom installer such as a bash
shell script that simply copies all the libraries, files, and
documentation into the directories where they belong. This way is
obviously the least distribution specific, and would work on just
about any Linux distribution out there with the required dependencies.
The only problem I have with this way is that unlike with a package
manager like dpkg there really isn't a good way to check if all the
requirements are met to install the program.
The final possibility is to do what RS Games does and just create a
zip file of the game, and have the end user extract it into his/her
home directory. This is the absolutely easiest possible installation
method out there, but is also kind of messy too. This method takes the
least amount of work for me, but like I said it is kind of messy.
Generally Linux programs are installed to /usr, /usr/local, or /opt
and are not directly installed to someone's home directory. So this
method of installation is really up to you guys and if you don't mind
creating a Games folder in your home directory to install USA Games
titles.
So if any of you are Linux users and plan to download and run the
Linux version of MOTA beta 14 I'd like to know in advance what is your
prefered installation method. I am willing and able to do any of these
options.

Thanks.

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Hey Tom,

I usually run vinux in a virtual machine and I personally think the 
unzipping method would be fine.  I don't like having to type commands 
just to install a program so this would be very easy smiles.


Mike

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Re: [Audyssey] osx users wanted

2010-07-04 Thread mike Reiser
Definitely would be interested in testing, let me know if you have anything to 
test.  

Mike
aim screen name: chrchmiker

MSN screen name: blindgu...@gmail.com

yahoo screen name: miker19882001

skype name: miker1988

twitter: http://www.twitter.com/archenemy12

facebook: http://www.facebook.com/blindguy21

On Jul 4, 2010, at 5:45 AM, Travis Siegel wrote:

> Hello all.
> Anyone using osx here willing to test stuff?
> I've got a game or two that needs work, and ideas are plentiful, but game 
> play needs testing.
> Got rpg type stuff mostly atm, but others are in the works,
> so if anyone wants to test these, let me know, and I'll send them along.
> Unfortunately, these are intel only versions, as my cross compiling for ppc 
> machines for some reason isn't working, so folks with older osx machines 
> won't be able touse these.
> But, I do need a small group of testers.
> If the games work out, I will of course crosscompile them for ppc
> as well as linux and windows,
> but for now, osx is what I'm working with, so there we go.
> 
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Re: [Audyssey] Bop It with shout mode.

2010-06-03 Thread Mike Reiser

I have this game, pretty fun to play I must say.

Mike

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Re: [Audyssey] Crashing when exiting

2010-04-14 Thread Mike Reiser
Experienced the error report in windows 7 when selecting the exit option.  
Running windows7 pro 64-bit in a virtual machine.  

Mike
aim screen name: crhchmiker
msn screen name: blindgu...@gmail.com
yahoo screenname: miker19882001
skype name:miker1988
twitter:www.twitter.com/archenemy12

On Apr 13, 2010, at 10:09 PM, Thomas Ward wrote:

> Hi,
> Yes, of course. Right under version info there is an option called
> exit program. That is suppose to close the game. I have no idea what
> is going on with your installation, but there is definitely an exit
> program option in my menu and version info works.
> 
> 
> On 4/13/10, Hayden Presley  wrote:
>> Hi Thomas,
>> Lol, no. What it actually does is close down the program altogether. Is
>> there supposed to be a menu item to do that?
>> Best Regards,
>> Hayden
>> 
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Thomas Ward
>> Sent: Tuesday, April 13, 2010 1:36 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Crashing when exiting
>> 
>> Hi,
>> What? The version information selection is suppose to read the
>> Mysteries of the Ancients about box. You know giving you the version
>> number, copyright, all that good stuff. Are you telling me that isn't
>> working either?
>> 
>> Thanks.
>> 
>> 
>> On 4/12/10, Hayden Presley  wrote:
>>> Oh, and the exit thing is called "version information"? What is that?
>>> Best Regards,
>>> Hayden
>> 
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Mike Reiser
I must agree I would like the ability to interupt the speech as well, 
especially when viewing a room.  

Mike
aim screen name: crhchmiker
msn screen name: blindgu...@gmail.com
yahoo screenname: miker19882001
skype name:miker1988
twitter:www.twitter.com/archenemy12

On Apr 12, 2010, at 6:01 PM, Bryan Peterson wrote:

> I don't mind it this way so much, but I do feel that if a way can be found to 
> implemented there needs to be a way to interrupt the speech in the game, say 
> by hitting the F key in the midst of a View command to interrupt the speech. 
> This used to be possible but not anymore. It gets awkward when trying to 
> judge the distance with the firepits when you have to hear everything spoken 
> before you can even jump.
> He who is valiant and pure of spirit may find the holy grail in the castle of 
> ggh.
> - Original Message - From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Monday, April 12, 2010 4:44 PM
> Subject: Re: [Audyssey] Mota Beta 11 impressions
> 
> 
>> Hi Willem,
>> That is exactly what it does. It selects a new menu item when you
>> release the up/down arrow key rather than on a key press. However,
>> everyone is telling me that way is too slow. I can't win.
>> 
>> 
>> On 4/12/10, Willem  wrote:
>>> Hi Thomas.
>>> Couldn't you make the game go to the next menu item on the key release
>>> insted of a key press?
>> 
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Re: [Audyssey] Q9 and cracks

2009-11-27 Thread Mike Reiser
I use samnet and system access as my screen reader so when I get a key I 
just forward it to my samnet email and put it in a product keys folder on 
the server.  I also back things up as well but that's the easiest way I've 
found to keep things backed up.


Mike

--
From: "Darren Harris" 
Sent: Thursday, November 26, 2009 9:33 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] Q9 and cracks


Oh I've got my emails auto archiving every 24 hours so it's not backups
that's the issue. All keys and codes are stored in their own folder which 
is
stored on an office data file on another drive. So it's definitely not 
that

which is the issue.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 27 November 2009 02:31
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 and cracks


personally, whenever I get a game, I copy the E-mail directly to a text
file, save it in my folder  imaginatively called game keys, and that
folder,  along with just about everything else on my computer's
harddrive which I want to hang on to get's stuck onto my handy backup
external harddrive.

This is a usb drive, which only gets plugged into a computer for purpose 
of

backing stuff up, and usually just sits in the bottom of my draw.

I Also copy across all the game setup files for good measure, as well as
music, audio, any game information like extra rail racer tracks 
Interactive

fiction games or lw missions which could be useful,  not to mention my
thesis and related materials (which I'd be in real! trouble if I lost).

I even copy across my address book and favourites folders too, sinse 
finding


all those sites again and organizing them into the folder structure I like
would be a pest.

A lot of these (including the game keys folder), then get coppied onto my
laptop too for safe keeping,  in fact the only reason not everything
does is because my laptop only has a 36 gig drive,  and my collection 
of


randomly important stuff has now reached about 40 gigs,  which 
includes

about 16 gigs of music and 10 gigs of audio.

This was why even when my desktop's drive exploded in 2008, it wasn't such 
a


major deal to replace things.

Personally, I'd recommend this backup method to anyone. No having to keep
cds or anything else messy, no complications with scanning, just one piece
of equipment, which needs plugging in occasionally.

In fact the only real problem with backing stuff up is waiting for folders
to copy across!

Beware the grue!

Dark.
- Original Message - 
From: "Scott Chesworth" 

To: "Gamers Discussion list" 
Sent: Friday, November 27, 2009 12:11 AM
Subject: Re: [Audyssey] Q9 and cracks



Wow, that's 3 games down the pan... quite an expensive pan!  I'm
assuming you're smart enough to be doing so already now but definitely
try and keep backups of your emails with keys in and whatnot.  Having
been denied an extra key for a GMA purchase for a pretty daft reason
myself I feel your pain, but should think if you'd had a copy of the
email where David himself sent you the key he'd have been alright over
it.

On 11/26/09, Darren Harris  wrote:

Hi

Well I do have a legal copy but David Greenwood can't find me in his
records
so I just haven't ever bothered buying either game again. They're good
and
it's sad that I lost them but I just can't be bothered to shell out more
money for something that I know I did purchase. That's the real danger
with
this method of security it really is unfare on the end user quite
honestly.
I have keys for 2 games that I can no longer play through no fault of my
own. Actually I have sod as well but same problem.

-Original Message-
From: gamers-boun...@audyssey.org
[mailto:gamers-boun...@audyssey.org] On Behalf Of Willem
Sent: 26 November 2009 19:19
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 and cracks


I agree. I own many games that use this method of registration, but I
didn't email the developers for keys. Among them are all the titles
made with the GMA engine, railRacer and Judgment day. Darren Harris
wrote:

Right. Yes if the devs make it to difficult for people to use their
product then they just won't bother in the end. I've avoided certain
titles for that reason. As good as lw and tank commander are, it's a
pain to put either game on more than 1 system or if there's an issue
with 1 of my pc's and it needs formatting and reinstalling then yeah
it does become a problem and you just don't bother. So now when any
of these blind friendly games come out I tend to look at their
methods of registering the game. If I think it's going to be too
much of a hastle then I simply don't bother because I don't see why
I should have to keep asking and asking for such and such keys all
the time, quite frankly I have better things to do than that.




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Re: [Audyssey] Q9 and cracks

2009-11-27 Thread Mike Reiser
I would also agree with leaving it the way it is.  People will always figure 
out ways to crack it no matter what and as long as it's simple for lagit 
people to get and register it I wouldn't want to make it any more difficult.


Mike

--
From: "Mich" 
Sent: Wednesday, November 25, 2009 11:38 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Q9 and cracks

hi I would keep it as it is unless by making it internet baced if you 
would get your key faster then the way it is set up now if that would be 
the case then shure change it to internet baced. from Mich.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Mike Reiser
Just bought the game, keep up the great work!  

Mike
On Nov 16, 2009, at 4:06 PM, dark wrote:

> Well, that's to me another good point about the game,  deciding when to 
> go after bonsues and when not to.
> 
> Beware the gRue1
> 
> Dark.
> - Original Message - From: "shaun everiss" 
> To: "Gamers Discussion list" 
> Sent: Monday, November 16, 2009 8:24 PM
> Subject: Re: [Audyssey] New release - The Q9 Action game!
> 
> 
>> yeah I had to read that part of the menu about the pits.
>> objects can sometimes come down in places where you really can't just get em.
>> you have a pit on the left and some enemies on the right and well you get 
>> the picture.
>> At 08:26 a.m. 17/11/2009, you wrote:
>>> Will just say very cool, and suppose it helped to go read the manual after 
>>> falling down the pits a few times so that I knew should jump first and then 
>>> hit the right/left arrow key to make it over them...LOL!
>>> 
>>> Stay well
>>> 
>>> Jacob Kruger
>>> Blind Biker
>>> Skype: BlindZA
>>> '...fate had broken his body, but not his spirit...'
>>> 
>>> - Original Message - From: "Philip Bennefall" 
>>> To: "A public mailing list for Blastbay Studios." 
>>> Cc: "Gamers Discussion list" 
>>> Sent: Monday, November 16, 2009 4:00 AM
>>> Subject: [Audyssey] New release - The Q9 Action game!
>>> 
>>> 
 Hello everyone,
 
 I wish to officially announce the release of the Q9 Action Game. For those 
 of you not familiar with it, it's a sidescroller entirely based on sound 
 with 12 exciting levels containning a hoard of enemies and other dangers 
 to make your way through.
 
 You have to guide the little alien Q9 through four different worlds with 
 three levels in each, and help him to find his spaceship so that he can 
 return back to his own planet. The game features a lot of high quality 
 sound effects, an original orchestral score as well as numerous cut scenes 
 with slightly morbid humor.
 
 For more information, please visit us on the web at www.blastbay.com.
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Mike Reiser
Definitely like this game, now if I can just figure out the trick to jumping 
over these pits that'll be great lol.  

Mike
On Nov 16, 2009, at 12:08 PM, Valiant8086 wrote:

> I'm liking this game myself. Fun stuff.
>  - Original Message - 
>  From: Thomas Ward 
>  To: Charles Rivard ; Gamers Discussion list 
>  Sent: Monday, November 16, 2009 12:34 PM
>  Subject: Re: [Audyssey] My Opinion of Q9
> 
> 
>  Hi Charles,
>  Actually I don't think of my fellow accessible game developers as 
>  competition. I think of them in terms of colleagues rather than my 
>  competitors. I never got into game development for the money, as you and 
>  others know, so my only financial stake in it is to make sure I can 
>  cover development expenses and if I get a little extra that's alright by 
>  me. I can always use a little spending cash now and then.
>  Around 2006 several of us created a mailing list and wiki for the agdev 
>  community. Although there was some interest and we got along well enough 
>  there wasn't enough interest to keep the agdev site going. However, my 
>  point is those of us who do accessible gaming as a hobby generally 
>  treated each other as colleagues rather than the competition.
> 
>  Smile.
> 
>  Charles Rivard wrote:
>> We, the gamers who buy games, get this from the competition??  Heh heh heh. 
>> Good post, Tom.  This is high praise, indeed.
>> ---
>> In God we trust!
>> 
> 
> 
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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread mike reiser

On 7/18/2009 5:05 AM, Thomas Ward wrote:

Hi,
Yeah, I suppose that might be possible. Although, I am not sure on the 
tecnical details of the game yet. I am getting quite a lot of requests 
to create a stand alone application rather than create a web based 
game. If I do so running the game on a Braille Plus would depend on 
its technical specifications.
If I am not mistaken doesn't the Braille Plus run a varient of Linux 
as the operating system? If so If I made a console application for 
Linux it might run on a Braille Plus with very little modifications. I 
guess i need to know more about the Braille Plus to tell you one way 
or the other.

Smile.


Valiant8086 wrote:
I'm interested in being able to play this game on my braille plus. As 
a browser based game I believe this could be achieved easily.



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I don't know if there is such a thing in role playing, but I personally 
would love a first person roleplaying game similar to first person 
shooters.  I just feel more in the story in first person games than in 
turn based ones.


Mike

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Re: [Audyssey] USA Games News 7/2/2009

2009-07-02 Thread Mike Reiser

Tom,

Great news on the decition to go to c++.  I'm glad that cross  
platform, especially mac support is comeing.  I'll definitely load  
windows on my mac to play mota but I'll definitely be happy when the  
games are natively supported.  Keep up the great work,


Mike
On Jul 2, 2009, at 4:24 PM, Thomas Ward wrote:



USA Games News

July 2, 2009

Introduction

Hello gamers,
Welcome to the July edition of the USA Games News. A lot has been  
happening on the programming front, and I think we have some late  
breaking developments that many of you may be interested in.


Genesis 3D

In our previous news letter we mentioned we were testing a cross  
platform version of the Genesis Engine written in Java. Do to  
technical details the Java version of the engine ran fairly poor on  
our testers computers. As a result we have decided to discontinue  
development of the Java based Genesis Engine, and have made the  
decision to completely rewrite the Genesis Engine from scratch in C+ 
+. While this is going to be a lot of work it will eventually be  
worth it in the long run.
One of the reasons we have decided to make the switch officially to C 
++ is the fact our future games will no longer be tied to a specific  
runtime environment like the Java Runtime Environment, .NET  
Framework, Mono, Python, etc. Instead each version of the Genesis  
Engine will be specially designed and compiled for each target  
operating system. This will have serious advantages over the C# .NET  
and Java based engines.
First, since each version of the engine will be designed for the  
specific operating system and target platform we can take advantage  
of each operating systems game programming development libraries. On  
Linux we could use the SDL API, perhaps use OpenAL for 3d audio  
support, and take advantage of the Gnome-Speech service natively. On  
Windows we could use DirectX and Sapi. By having the core of the  
engine specifically designed for the operating system at hand we can  
take full advantage of its game programming libraries, accessibility  
services, and so on directly.
Second, by compiling the program as a native Windows, Mac, or Linux  
executable we will be able to get the maximum speed and system  
performance out of our future games. No matter how much goes into  
optimizing runtime environments like the .NET Framework, Sun Java  
Runtime Environment, Python, etc they still have too much over head  
to compare with a native C++ application. Sometimes some Java  
and .NET applications are close to native speeds, but they have a  
long way to go to being equal to a well written native application.
Third, by using C++ we will drastically be reducing the size of our  
software installations. For example, in the passed if an end user  
needs to upgrade to the .NET Framework 3.5 and include Managed  
DirectX that means he/she will have to download and install nearly  
500 MB of additional software with our games. Not to mention one of  
our number one technical support issues has been helping end users  
get those two dependencies installed and running correctly. So we  
feel the easiest solution will be to eventually drop support for  
those technologies and use native Windows, Linux, and Mac  libraries  
directly.
Fourth,  one of the main reasons we have decided to switch is that  
Microsoft has made things difficult for us to continue using C# .NET  
for future game development. Back in 2004 when we started developing  
games Managed DirectX for .NET was brand new, was being heavily  
promoted, and we decided to begin writing our games using C# 2003  
and Managed DirectX. By 2007 Microsoft announced Managed DirectX was  
being phased out, and they were replacing it with the Managed XNA  
Framework. Unfortunately, the Managed XNA Framework requires a  
developer to use an audio tool called XAct that is fairly  
unaccessible for a blind developer. However, the core C++ XNA  
libraries don't have this problem. So it only makes sense to design  
games using C++ which is a more accessible alternative all around.
Finally, if we decide to use the SDL sound mixer we will be able to  
support compressed file types such as mp3or  ogg for large  
background music and ambience loops. Obviously if we can use mp3 and  
ogg for large files we will be able to make our future games not  
only smaller, but easier to download and install. Which I think will  
agree with everyone regardless if they are on dial up access or on a  
high speed connection.
I know it probably seams like we have been going round and round in  
circles about what programming language, APIs, etc we will be using  
for the final Genesis release, and in a sense you would be right. It  
has taken us a long time to experiment with programming languages  
and APIs to find something that works with Mac, Windows, and Linux  
equally. At last I think we have done it. Admittedly it is more work  
than I had planned on, but I think it will be well worth it in

Re: [Audyssey] MOTA Beta 5 Released!

2009-06-10 Thread Mike Reiser
Really hope the mac version of this comes soon as I can't get windows  
at this time.


Mike
On Jun 10, 2009, at 5:09 PM, Thomas Ward wrote:


Greetings gamers,
At long last Mysteries of the ancients beta 5 has been released. Do  
to technical details we were unable to make available the cross  
platform version at this time so we have elected to go ahead and  
release the Windows only version instead. Please, remember to  
uninstall beta 4 before upgrading to this release.


What's New

Arcade mode is no longer available in this release.
Several keyboard commands have been changed.
Most menus now have keyboard shortcuts.
Fixed several miner bugs.
Updated the game documentation.

Download
http://www.usagamesinteractive.com/products.php

Happy Gaming.


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Re: [Audyssey] MOTA beta four impressions.

2009-04-15 Thread Mike Reiser
Really love the beta.  Just wanted to report a very small bug which has 
been in from the beginning.  When you die and the game ends, it sounds 
like the torch your burning before it happens is still burning when the 
main screen comes up.  Thanks,


Mike

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Re: [Audyssey] MOTA Beta 3 Released

2009-03-19 Thread Mike Reiser
Congrads Tom this is awesome, can't wait for the new levels smiles.  Keep it 
up,


Mike

--
From: "Cory Kadlik" 
Sent: Thursday, March 12, 2009 7:32 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Beta 3 Released


as always tom, keep up the great work!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, March 12, 2009 7:04 PM
Subject: [Audyssey] MOTA Beta 3 Released



Greetings gamers,
Tomb Hunter Mysteries of the Ancients Beta 3 has been released. This all 
new test release includes several bug fixes, updates, and new features. 
So what is new in this release?


Increased speech rate and smoothness when speaking player status 
messages.

Updated User's Guide.
Renamed view high scores menu to high scores menu.
Renamed shotgun to 12 gage shotgun.
Updated  footstep and swim sounds.
Raised the internal volume for enemy sound effects.
Fixed bug with delay between enemy attack and player pain sounds.
Removed minimum range restriction for all weapons.
You can now press escape to exit the intro message.
Renamed arrows to enchanted arrows.
Now announces all items when multiple items are picked up at one time.
Updated land water sound.
Updated Angela death sounds.
Placed speech code in a separate thread.
Control key now silences speech during game play.
Fixed bug where the player's footstep sounds are not always updated after 
restoring from a saved checkpoint.

Torches now go out when swimming in the water.
Updated duck/stand up sounds.
Updated enemy AI.
Restored the ability to remain in a ducked position wwhile the duck 
action keys are being held down. Release the duck action keys to return 
to a standing position.

Disabled .NET Framework detection during install.

As always uninstall Beta 2 before installing this release to insure the 
upgrade is successful. You can download Mysteries of the Ancients Beta 3 
from our product catalog.

http://www.usagamesinteractive.com/products.php

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] Installing DirectX Updates

2009-02-28 Thread Mike Reiser

I too would vote for option 1.

Mike

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[Audyssey] a couple mota bugs and a question

2009-02-26 Thread Mike Reiser
Hello TOm,

A few things to report and a question.  

1.  When I try to read section 6 of the user's guide I get a file not found 
message.  
2.  While running the game before I disabled my screen reader, it kept giving 
me errors about a dat file to do with scoring denying permissions.  I installed 
it to the c:\program files\usa games interactive \toomhunter folder before I 
read that we needed to install it in a local folder, can the installer possibly 
do this automatically? I'm running vista ultimate.   Also I read in the guide 
about game registration, I pre ordered it when it was still montazooma's 
return, do I need to repurchase this game or will I get a regestration code 
soon?  Thanks,

Mike
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Re: [Audyssey] second life

2009-01-10 Thread Mike Reiser
I'm a tester basically.  It's been decided that once we polish some 
things and get it useable and stable we'll release a beta and I'll email 
the list about it.  I haven't been able to test yet.  The only thing 
done so far has been a script that will get you passed the inaccessible 
login screen.  Acording to the team we are waiting to get to talk to 
lindon labs them selves.  I will skype the developer today and see 
what's happening.


\Mike

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Re: [Audyssey] second life

2009-01-07 Thread Mike Reiser
I am in contact with the developers with the virtual guidedog project.  
We will be in contact with Lindon labs soon to hopefully contenue work 
on makeing the client more accessible, I will provide more info when we 
have something ready for testing.


Mike

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Re: [Audyssey] WWW.blind-games.com down

2008-11-18 Thread Mike Reiser

Jason,

am I subscribed to the google group?  I got a message asking me to join and 
I replied or whatever but haven't seen any trafic on there.


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Jason Allen" <[EMAIL PROTECTED]>
Sent: Sunday, November 16, 2008 3:10 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] WWW.blind-games.com down


Oh great. This is why I don't like using open source software. I hope the
website content is still there. I don't have an internet connection to 
work

on it yet. I've moved house and the phone and internet connection is still
being set up. I'm still working on the next build of Entombed and nothing
else has changed. If the website content is gone, I might just stick with
the Google group.

Anyway, other than that, work on the game continues as normal.

Jason
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Re: [Audyssey] vip mud

2008-11-18 Thread Mike Reiser
Do you need to do anything to get the sounds working or will they just work 
when you start the game?


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "michael maslo" <[EMAIL PROTECTED]>
Sent: Saturday, November 15, 2008 3:20 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] vip mud

I play a mud called dragon swords which have sounds and it rocks. I love 
the
mud and also different mud is miriani. There are others such as midievia 
and

some others. Go to www.mudconnector and select advanced search and then
check the box that says msp support and then search It will give you a 
list

of muds which offer that.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Mike Reiser
Sent: Saturday, November 15, 2008 12:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] vip mud

I would love to know how to take advantage of muds that have sound. 
That's
one of the things that kind've put me off of mudding but if I can find 
some

with sounds that would be good.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Chris Hallsworth" <[EMAIL PROTECTED]>
Sent: Friday, November 14, 2008 3:40 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] vip mud


Macros in Vip are called Keys.

--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: "Kirstan Mooney" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, November 14, 2008 8:40 PM
Subject: Re: [Audyssey] vip mud



I haven't looked at Vip for a while, but one thing that *really* puts me
off, is the need of having to know a little scripting to make even the
easiest Trigger.  I remember it seemed very difficult, but I sure would
love
to know how, to give this client a decent go.  I currently use Gmud,
which
is such an easy client to make triggers, alias's and macros in.  I also
got
a bit lost, when I tried to figure out, if Vip could have macros too?
So, any help with these things would be greatly appreciated.
Kirstan.

[EMAIL PROTECTED]
- Original Message - 
From: "Kellie and my lovable Lady J." <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Saturday, November 15, 2008 9:35 AM
Subject: [Audyssey] vip mud


Hey all,
I know there are many people who have asked questions or don't 
understand

the use of vip mud. I am willing to try and put together a tutorial for
it
since I use it frequently. I can't promise how good it will be written
since
I am not the greatest at writing but I understand vip mud a least a bit.
What I want to know is what sort of trouble is everyone having? what
questions are there or what are people unsure of? This way I can work 
off
that and address the issues. I do not understand how to actually write 
my

own scripts yet. though I would like to learn, but the rest of the stuff
I
am comfortable with.
Kellie and my lovable Lady J.
Canine Welfare technician/resident adviser
Guide Dogs for the Blind, Oregon campus
wwwguidedogs.com


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No virus found in this incoming message.
Checked by AVG.
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Re: [Audyssey] vip mud

2008-11-15 Thread Mike Reiser
I would love to know how to take advantage of muds that have sound.  That's 
one of the things that kind've put me off of mudding but if I can find some 
with sounds that would be good.


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Chris Hallsworth" <[EMAIL PROTECTED]>
Sent: Friday, November 14, 2008 3:40 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] vip mud


Macros in Vip are called Keys.

--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: "Kirstan Mooney" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, November 14, 2008 8:40 PM
Subject: Re: [Audyssey] vip mud



I haven't looked at Vip for a while, but one thing that *really* puts me
off, is the need of having to know a little scripting to make even the
easiest Trigger.  I remember it seemed very difficult, but I sure would 
love
to know how, to give this client a decent go.  I currently use Gmud, 
which
is such an easy client to make triggers, alias's and macros in.  I also 
got

a bit lost, when I tried to figure out, if Vip could have macros too?
So, any help with these things would be greatly appreciated.
Kirstan.

[EMAIL PROTECTED]
- Original Message - 
From: "Kellie and my lovable Lady J." <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Saturday, November 15, 2008 9:35 AM
Subject: [Audyssey] vip mud


Hey all,
I know there are many people who have asked questions or don't understand
the use of vip mud. I am willing to try and put together a tutorial for 
it
since I use it frequently. I can't promise how good it will be written 
since

I am not the greatest at writing but I understand vip mud a least a bit.
What I want to know is what sort of trouble is everyone having? what
questions are there or what are people unsure of? This way I can work off
that and address the issues. I do not understand how to actually write my
own scripts yet. though I would like to learn, but the rest of the stuff 
I

am comfortable with.
Kellie and my lovable Lady J.
Canine Welfare technician/resident adviser
Guide Dogs for the Blind, Oregon campus
wwwguidedogs.com


---
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--
No virus found in this incoming message.
Checked by AVG.
Version: 7.5.524 / Virus Database: 270.9.0/1779 - Release Date: 
10/11/2008

7:53 a.m.



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Re: [Audyssey] MOTA Trailer Released!

2008-11-15 Thread Mike Reiser

Wow that trailer rocks, definitely will be worth the wait.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Charles Rivard" <[EMAIL PROTECTED]>
Sent: Friday, November 14, 2008 5:39 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Trailer Released!


It was gold coins.

---
Pretty is as pretty does.
- Original Message - 
From: "Phil Vlasak" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, November 14, 2008 1:13 PM
Subject: Re: [Audyssey] MOTA Trailer Released!



Hi Tom,
I really liked the new MOTA trailer.
There was only one thing I didn't understand.
What sounded like "Gold Boys"
Could it have been gold coins?
I noticed the pistol ammo didn't sound like it should but think that is 
probably a placeholder sound.

It would be nice to identify what she is shooting at or killing such as
skeleton in 30 feet.
and after killing it
dead skeleton.
Good work!
Phil

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: 
Sent: Friday, November 14, 2008 3:46 PM
Subject: [Audyssey] MOTA Trailer Released!



Greetings gamers,
USA Games Interactive would like to announce the release of the long 
awaited audio trailer for Mysteries of the Ancients Alpha 1. In this 
trailer you will follow Angela Carter as she explores an underground 
temple. However, unlike the full game Angela Carter has been given most 
of her weapons at the beginning of the game so that we might better show 
off some of her new weapons, attacks, and what is in store for later 
levels of the game
Developers note. .Do to financial reasons we have not been able to 
purchase original music and  have not yet completed adding original 
sound effects to MOTA. Music and player sounds for the trailer have been 
borrowed from Tomb Raider Angel of Darkness.
Finally, if you would like to listen to the Tomb Hunter trailer click 
the following link to begin the download.

http://www.usagames.us/downloads/trailers/MOTA.mp3
Games Beyond Imagination
USA Games Interactive
http://www.usagames.us


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Re: [Audyssey] MOTA Random items.

2008-11-15 Thread Mike Reiser

Wow, definitely makes me want this game even more.  Definitely keep it up,

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Yohandy" <[EMAIL PROTECTED]>
Sent: Saturday, November 15, 2008 9:25 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Random items.


awesome! can't wait to play this thing!

- Original Message - 
From: "Lisa Hayes" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Saturday, November 15, 2008 2:16 AM
Subject: Re: [Audyssey] MOTA Random items.


Thomas, bring it on man, bring it on.  I want this game so much now and I 
can't wait to get my ears round the sound or my hands round the keyboard 
to play.

Lisa Hayes
skype name, lisa12257
join my chat list subscribe at [EMAIL PROTECTED]
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Saturday, November 15, 2008 6:08 PM
Subject: [Audyssey] MOTA Random items.



Hi everyone,
I know earlier I said I wouldn't add random monsters and items to 
Mysteries of the Ancients, but I think I just changed my mind. I have 
done some experimental testing with randomly placing a monster in a room 
and as it turns out I don't think it is going to be all that difficult 
to do after all. I have added some experimental code to the game engine 
to randomly generate an enemy when the player activates a trigger. Right 
now I have only tested this with a couple of monsters, but it works 
fine. I like the new trigger method of doing things so well I am going 
to add the new code to the main engine as a full feature.
Once I get random monsters working I can do the same with randomly 
triggering gold coins, healing potions, ancient scrolls, etc. Bottom 
line now that I figured out an easy and sane way to do it for Mysteries 
of the Ancients I plan to work on it this weekend. By Monday, luck be 
with me, I will have a game complete with random items and enemies. I 
don't know about you guys, but I am suddenly very excited. When the new 
random generator goes in this game it will blow Montezuma's Revenge away 
in replay value.

Cheers.



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Re: [Audyssey] MOTA Clasic vs New Levels

2008-11-15 Thread Mike Reiser

I agree, let's have a fresh startr with the new levels.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Bryan Peterson" <[EMAIL PROTECTED]>
Sent: Tuesday, November 11, 2008 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Clasic vs New Levels

Personally, I'd prefer the newere levels. I've been looking forward to 
that since you first announced what direction you were going to take the 
game.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: 
Sent: Tuesday, November 11, 2008 6:24 PM
Subject: [Audyssey] MOTA Clasic vs New Levels



Hi everyone,
Since the recent USA Games news letter has brought the subject up of 
classic verses the new game levels I thought I would open this topic up 
to the entire community for discussion. Since this game has nearly 200 
pre-orders awaiting to be filled your input on this matter is very 
important to me.
As some of you correctly guessed I had initially planned on redesigning 
all of the levels from scratch. To give the game a complete new look and 
feel. However, the new levels aren't set in stone so to speak. I am 
willing to do some compromising on this matter.
Some of you who are interested in the project would like to see the 
classic Montezuma's Revenge levels return to the game. I can certainly do 
that, but I might have to make a few miner modifications to them to 
include some of the new features I have added to the game such as locked 
statues, new traps, etc. So the first question is, "how many of you are 
interested in seeing the classic Montezuma's Revenge levels return to 
MOTA?"
On the other hand the new levels I have been drafting are specifically 
tailored for MOTA and it's unique style of game play. If we decide to go 
with all new levels that gives me a lot of room to be more creative and 
give the game a fresh look and feel so to speak. So the second question 
is, "how many of you are in favor of all new levels?"

Thanks.


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Re: [Audyssey] Hello and some information

2008-11-15 Thread Mike Reiser

Anyway to access this and get the sounds with vipmud?  Thanks,

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: "Tristan B" <[EMAIL PROTECTED]>
Sent: Tuesday, November 11, 2008 6:07 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Hello and some information


Hi Kerry,
The mailservers aren't in working order at the moment ;)

Regards, Tristan Bussiere - Head Developer, and founder/owner of 
Accessible Computer Entertainment Games. ACEGamesOnline.net - Accessible 
Computer Entertainment Games' Website. Contact info: Skype: Add me to your 
skype contacts. Skype me (tristanbussiere) Add the ACEGames support team 
skypeline to your skype contacts. Skype ACEGames (acegamessupport) E-mail: 
Email me. MSN: Add me to msn.
- Original Message - 
From: "kerry" <[EMAIL PROTECTED]>
To: "Tristan B" <[EMAIL PROTECTED]>; "Gamers Discussion list" 


Sent: Tuesday, November 11, 2008 7:02 AM
Subject: Re: [Audyssey] Hello and some information


Any one tried to sign up with  this game  triston is the creator of? well 
mud? i tried and never got on. help?


- Original Message - 
From: "Tristan B" <[EMAIL PROTECTED]>

To: 
Sent: Friday, November 07, 2008 8:10 PM
Subject: [Audyssey] Hello and some information



Hello,
My name is Tristan Bussiere. Most of you if not all of you, have seen me 
before on this mailing list. I would like to introduce you to a new MOO 
(mud object oriented) that I and my devoted team of staff have been 
working on for the passed few months.
It is called Cosmos. As you may have realised, it is space-related, and 
has starships, stun weaponry, and much more. The very much so 
in-development website where you can download a soundpack and a client 
is at:

www.acegamesonline.net/cosmos
the connection info is as follows.
address: cosmos.mcp-server.com
port: 1123

Hope you check it out,

Regards,
Tristan Bussiere
- Head Developer, and founder/owner of Accessible Computer Entertainment 
Games.


ACEGamesOnline.net - Accessible Computer Entertainment Games' Website.

 Contact info:


 Skype: Add me to your skype contacts. Skype me (tristanbussiere) Add 
the ACEGames support team skypeline to your skype contacts. Skype 
ACEGames (acegamessupport)


 E-mail: Email me.

 MSN: Add me to msn.
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--
No virus found in this incoming message.
Checked by AVG.
Version: 7.5.549 / Virus Database: 270.9.0/1779 - Release Date: 
11/10/2008 7:53 AM






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Re: [Audyssey] second life questions

2008-10-30 Thread Mike Reiser
Haven't talked to the developer in awhile, I'll get intouch and update when 
I find out something.


--Mike
From: "nicol" <[EMAIL PROTECTED]>
Sent: Wednesday, October 29, 2008 2:32 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] second life questions


Is this a game?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Juan Hernandez
Sent: Saturday, October 25, 2008 8:27 AM
To: gamers@audyssey.org
Subject: [Audyssey] second life questions

Hello All,
I'm new to this list, and I've been reading archives about second life. 
so,

how
accessible is second life?  can I move around the world? I heard there
objects such
as a cane and dog and a sl screen reader called EVA?
Thanks.

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Re: [Audyssey] Mainstream games was sl accessibility contact details

2008-09-27 Thread Mike Reiser
I posted a request to test the game in the intumbed topic on the 
blind-games site, was that the right place?  THanks,


Mike

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Re: [Audyssey] Mainstream games was sl accessibility contact details

2008-09-25 Thread Mike Reiser
Agreed.  I do think once the flight game from bpc is released we'll have 
something and also the rpg game, but I've wanted to take advantage of sl 
and other virtual worlds for years, thuss my willingness to test and 
give feedback when I can. 


Mike

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Re: [Audyssey] sl accessibility contact details

2008-09-25 Thread Mike Reiser
Don't really care for the theme my self, prefer sl which is general 
purpose.  Still at least this is something. 


Mike

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Re: [Audyssey] sl accessibility contact details

2008-09-25 Thread Mike Reiser
Yes have looked at it, runs slowly on my pc due to me having only a gig 
of ram.  It doesn't give you any feedback as to whether your character 
was created successfully.  Anyone we can contact to give feedback to 
about this? 


Mike

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[Audyssey] sl accessibility contact details

2008-09-24 Thread Mike Reiser
Re: SL coder and volunteers contact info
Hello all,

I've been given permission to give out Louise and Charles Morris, the 
developer of the guide dog  script's contact details.  First I'm going 
to provide links of interest to Charles Morris personal  wiki and the 
organization he works with.  


The site for info about Charles Morris AKA  Charles Mountain is  
https://wiki.secondlife.com/wiki/User:Charles_Mountain

The organization he is co-founding can be found at:  
https://wiki.secondlife.com/wiki/SecondAbility_Mentors
[EMAIL PROTECTED]

.  He's looking for testers and generally anyone who can help.  He's 
especially looking for c++  coders to help with the programming involved 
with this project.  I hope this helps,

Mike
  

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Re: [Audyssey] problem signing up to second life

2008-09-23 Thread Mike Reiser
The developer has some ideas on how to fix the log on screen problem, 
stay tuned. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
That's fine, my msn is [EMAIL PROTECTED]  Hope this helps,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I have the msi installer.  My skype name is miker1988 so you can add me 
and I can send it if you'd like. 

Mike

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Re: [Audyssey] my thoughts on second life so far

2008-09-22 Thread Mike Reiser
At this point it will speak chat messages.  Soon it will have the 
ability to tell you your current location.  There is an executable you 
need to install which will interface max with sapi.  Add me on skype if 
you have it and I can send it, my skype name is miker1988.  Thanks,

Mike

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Re: [Audyssey] my thoughts on second life so far

2008-09-22 Thread Mike Reiser
It is no longer required to use eva for text chatting which is basically 
what Max the dog does.  Once you get on, either Louis, or someone will 
be there and can give you the script for max the dog.  After this, there 
is an installation package which will install an executable on your 
machine that will interface with sapi.  I can't remember the url but if 
you add me on skype I can get it to you.  Once you are logged in, start 
this max program.  Your default sapi voice will prompt you for your 
name, type the name which youregestered with in SL.  Press enter and it 
will say "Your name is logged in" after this in the client type /2 speak 
on and press enter.  At this point you won't here it say that it is 
enabled but hopefully we can fix this at some point.  However, it should 
start reading you messages people send to you.  Hope this helps,

Mike

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Re: [Audyssey] interesting info for those wishing to get the cane and guide dog in second life

2008-09-22 Thread Mike Reiser
This does wor, in myu case, louis gave me the guide dog and I had help 
whereing it and stuff.  For anyone interested, my skype name is 
miker1988.  You can add me and I can help maybe if possible. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Not sure about the cane.  The dog will allow you to chat, however 
navigating via the arrow keys isn't there yet and there's no sound to 
signify this.  The coder is trying to get funding from lindin lab so he 
can work on this.  THe goal is to eventually create a custom client, 
however, this will take some time.  I'm just trying to give him ideas as 
to how to make the dog more windows like for a blind user. 

Mike

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Re: [Audyssey] problem signing up to second life

2008-09-22 Thread Mike Reiser
The names combo box is for selecting a lastname which will be used in 
the game world.  Webvisum should work for solving the captcha.  When the 
script is given to you, it will be stored in your account not on your 
comp.  If your willing to get sighted help to get started then it would 
be great if you could help test and give feedback.  THanks,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Rather than using eva, max can do this without a serial.  If you have 
aim or something add me and I will send you max, the msi file.  I 
suggest that if we want to make this useable and accessible we should 
try to stick with this and test any way we can. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I suggest you go to www.virtualability.org first and fill out the form 
to create an account.  I suggest you use webvisum with firefox if you 
have it to solve the captcha as the audio captcha is barily 
understandable.  My aim screen name is chrchmiker, add me and I can send 
you what you need.  Please note you will need sighted help to log in and 
stuff at this time. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I have no experience with eva or the cane.  The guidedog, max, will read 
text chats and will soon be able to speak your current location, and 
hopefully things arround you.  This is still at a very early I'd call it 
alpha stage at the moment, text chat was just put in last night.  Hope 
this helps,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Just a cautionary note.  There is no access whatsoever to the log on 
screen, or any other part of the program using a traditional reader such 
as jaws.  I'm currently working with Louis and some other people to try 
to figure out a temperary solution for this.  The guide dog, max, can 
now read text chat which is what eva can do at this time.  I have louis, 
the developer of max, and some others on my skype list.  I'll ask if I 
can give there names to you if you'd like.  Thanks,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
unfortunately, you'll need sighted help until you get the dog

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
You'll need to have sighted help to get started.  We're in an early 
stage of beta right now.  The dog has the ability to speak chats and 
that's it.  I'm talking with the author currently.  If you can have 
someone help you get started that would be great. 

Mike

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Re: [Audyssey] Entombed RPG Progress

2008-09-21 Thread Mike Reiser
Is there any way one can try the alphas would love to test. 

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-22 Thread Mike Reiser
Or use wubi like I do, it creates a linux system in a virtual like 
inviornment and creates a boot option for it.

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-21 Thread Mike Reiser
I dunno, I just like that at least with win I can press enter and it 
goes after a few questions.  With a .deb file in linux this can be done 
also and after the password is entered it will just extract it.  That's 
what I like.

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-20 Thread Mike Reiser
SOunds great.  One request, please make the game easy to install on 
linux.  Too often the new linux user has to compile sources and I think 
the installer should be as automatic as it is on windows.  Just my thought.

Mike

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Re: [Audyssey] Quick USA Games Survey.

2008-05-13 Thread Mike Reiser
Personally, I'd rather get the games released so I think you should 
release them with what you started using.  You can program future titles 
in c++.  I've been hopeing for raceway for several years now and also I 
was one of the preorderers of monty and I want what I payed for.  Not 
trying to sound rude but let's finish things up and start from scratch 
with other titles.

Mike

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Re: [Audyssey] text version of second life

2008-01-22 Thread Mike Reiser
It's a little bit easier to teleport using the first site.  I'd like to get 
involved with testing any accessibility put into the client it self, the 
ideas that IBM are working on are good.

Mike

--
From: "Yohandy" <[EMAIL PROTECTED]>
Sent: Tuesday, January 22, 2008 9:23 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] text version of second life

> Ok replying to my own message here, which I normally never do. There's
> another web-based second life client called AjaxLife. It was developed by
> Katharine, a teenager in the UK. You may wanna check both out and compare.
> Here's the link to her blog.
> http://blog.katharineberry.co.uk/2007/07/02/ajaxlife/
> - Original Message - 
> From: "Yohandy" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Tuesday, January 22, 2008 9:54 AM
> Subject: text version of second life
>
>
>>I can't believe this message was posted like 3 weeks ago and I just saw it
>>cause it was hiding in the spam folder. remind me to check spam folder
>>guys! grin. Anyhow just changed the subject line to spark a bit more
>>interest. If you guys don't know what second life is, it's basically a
>>virtual world. don't know how to explain it better than that. I suggest 
>>you
>>check out wikipedia.org and type in second life. Well gonna try signing in
>>to this thing and see if it's any good. if anyone else gets a username 
>>post
>>it here so we can all chat!
>>
>> - Original Message - 
>> From: "Orin" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Sunday, January 06, 2008 1:08 AM
>> Subject: [Audyssey] Movable Life, A web based,Text Based version of 
>> Second
>> Life,and SL accessibility related blogs
>>
>>
>>> Hi all,
>>>
>>> Just wanted to tell you about this interesting project. It's a project
>>> that basically gives you a limited version of SL. You can teleport and
>>> chat, search for users and look at your inventory I believe. But at
>>> least we can talk and let these accessibility groups that are forming
>>> in SL that we do, indeed, exist.
>>>
>>> To look at this, head on over to http://www.movablelife.net.
>>>
>>> Also, there are sevral accessibility related blogs on SL, but the most
>>> active one is at http://blindsecondlife.blogspot.com.
>>>
>>> Well, I think some people want to really make this thing accessible. A
>>> health island about disibilities formed where people can go and learn
>>> about disibilities, so at least people in the SL world do care.
>>>
>>>
>>>
>>> ---
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>>> please send E-mail to [EMAIL PROTECTED]
>>
>
>
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Re: [Audyssey] Speaking of Linux and Games.

2008-01-02 Thread Mike Reiser
Kuvvosh wrote:
> Where Oh Where do I get a Linux that has a talking installer?  I've looked
> up and down for a copy, and yet not  found one.  I used to use linux back in
> the days but, have yet found one with a talking installer.  I hope there is
> one of Mandrake I love that disco.
>
>  
>
> Kuvvosh
>
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>
>   
buntu is quite good, comes with espeak and orca. 

Mike

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Re: [Audyssey] Raceway for Mac or Linux?

2008-01-02 Thread Mike Reiser

Thomas Ward wrote:
> Hello gamers,
> For about a month or so I have been doing research for USA Games on how 
> to expand our future titles to target Mac, Linux, and Windows operating 
> systems all at the same time. While my research isn't complete I do have 
> some options on how I might actually target all three major operating 
> systems at once. If research is successful I would like to convert all 
> of the existing Raceway code over to a non-Windows specific language so 
> I can support Mac, Linux, and Windows all at the same time. There are 
> advantages and disadvantages to doing this which I would like to point 
> out below.
> The obvious major advantage would be that no longer would a gamer have 
> to be running Windows x to play accessible games like Raceway. Weather 
> you use Mac, Linux, or Windows as your favorite os of choice you can 
> play Raceway and future USA Games titles using the same technology.
> IN addition operating systems such as Linux with little to no high 
> quality accessible games would be an equally powerful accessible gaming 
> platform. Since Linux OS is free and my games are pretty cheap by most 
> currancy standards it would save gamers money if they chose it as their 
> gaming platform.
> One other advantage of going multiplatform in general that I think would 
> be good for this comunity is platform independant networked games. 
> Everyone who plays Rail Racer says that the online racing aspect is the 
> high point of the game. Now, imagine taking that idea, build it using 
> Java's excelant platform independant networking API, and play against 
> blind players on any operating system out there. You might be running 
> Windows Vista while the guy you are racing against is on Linux or Mac.
> However, there are a few pit falls and disadvantages I'd like to mention 
> which I think should be addressed here.
> First, to insure maximum platform independence I would not likely be 
> using DirectX as the multimedia API of choice. As a result some of the 
> features of Raceway that were promised like force feedback stearing 
> wheels, would have to be dropped in favor of using more generic and 
> universal input devices like mice and keyboards with universal keyboard 
> standards. This won't likely go down well with Raceway fans hoping for 
> these features.
> Second, is the question of speech output. Every operating system has its 
> own unique way of presenting text to speech. For Windows it is done 
> through Microsoft Speech API 5 and on say Linux the Gnome-Speech API 
> handles things like tts for applications. Obviously, making specific 
> wrappers for each
>  operating systems tts is time consuming and difficult. The more logical 
> thing would be to use wav samples of speech like many other accessible 
> games do That would be platform independant, but increase the size of 
> the games quite a bit, and could cutdown performence.
> One option I have if I pick Java is include the Free TTS engine in with 
> my games. The problem with that approach is that the voice is very 
> robotic and sounds like Robby the Robot  on crack. Though, it would 
> offer the possability to create built in chat clients and other platform 
> independant gaming tools that requires a tts engine.
> One thing about Raceway that bothers me is the custom driver feature. 
> While it is no sweat to have a language like Java read a list of custom 
> drivers from an xml file it wouldn't work if all the voice clips are wav 
> files. To pull that off you need something like Gnome-Speech, Sapi, etc 
> to read any updates or changes to the game made outside the factory 
> defaults. Either that or Free TTS which sounds terrible. in the end I 
> might have to cut out that feature which some customers might not like 
> as well.
> As a developer I am really torn by what I want to do, and what is good 
> for the game. I know many of you had requested features, suggestions, 
> etc that if I stick with Windows is all very possible. However, I've 
> been on the orca mailing list for Linux, seen recent Mac posts on this 
> list, and I can clearly see that multiplatform games are beginning to be 
> in demand. I think it is time that accesible game developers  begin 
> thinking about the possability of making games truly accessible to all. 
> Rather than just an elite group of Windows users.
> How would you feel about games like USA Raceway, STFC, etc going 
> multiplatform? Since STFC 2.0 is still in early production I should have 
> no issues converting the existing code to Java, Python, or something 
> else once I decide on what I need to do to make all this happen. Raceway 
> is obviously further along, but the basic logic is done, and just needs 
> converted from C-Sharp to whatever language I choose so no big deal 
> there. Just will take a month or two extra to convert and test what I 
> have written already.
> I am looking forward to any thoughts, comments, or suggestions you have 
> about this possability

Re: [Audyssey] MUD clients for Vista which are accessible

2008-01-01 Thread Mike Reiser
Michael Maslo wrote:
> Hi everyone:
> H
> Appy New Year's and a question.
>
> Does anyone know a mud client I can use with windows Vista? I use monkey
> term with my xp system with the scripts for self  speaking with Jaws.
> However when I installed Monkey Term as administrator that worked perfectly
> but when I tried to run the monkey lib file it would not register the
> regsrvr.dll file.
>
> Any ideas of what I can try to do this or install it? If not, does anyone
> know a mud client I can use with Jaws and windows vista?
>
> Thanks in advance.  If scripts are needed also, where can I get them at?
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Willem
> Sent: Sunday, December 30, 2007 11:29 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Woo! I bought monty
>
> I just bought Montezuma's Return. I look forward to playing.
>
> Good luck to you Thomas on this and all your projects.
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> Any stndrd mud client should work, including monkey term.  The GMA mudclient 
> should be out within a month or so in beta.  Hope this helps,
>   

Mike

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[Audyssey] monty ledge bug

2007-12-26 Thread Mike Reiser
I can't remember if this has already been posted but just in case i 
figured I'd post this bug.  The last two times I stepped onto a ledge I 
died.  the first time I thought maybe it had been because I was walking 
to fast, but the second time i stepped onto it to wait for the vanishing 
platfomr and immediately died.  She immediately fell onto the spikes.  
Just figured i'd share this.  Thanks,
Mike

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Re: [Audyssey] Bop It Ultimate

2007-12-11 Thread Mike Reiser
When I start the game I get the following error, running windows vista and I 
think I have what's required.  bop it ultimate
Run-time error '429':
ActiveX component can't create object
OK Thanks,

Mike
- Original Message - 
From: "Robjoy" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, December 11, 2007 10:27
Subject: [Audyssey] Bop It Ultimate


> Hello all,
> Some answers for bop it questions and complaints:
> Quote
> hi all, what is the server i connect too to play one on one?  I'd like to 
> beat rob joy in bopet.
> End quote
> You need to know the person's ip address, or if he/she has a dns host it's 
> address.
> While that person stands on one on one, you have to enter the ip or host 
> address. To do that, bop it on the one on one theme, enter the address and 
> press
> enter. The game will connect to him/her, and if he/she
> accepts your request, the game will begin.
> Quote
> the twest it key is too far away and would like to see it moved up a bit.
> End quote
> The layout of the action keys are layed out in a position which is quite 
> challenging, but once you get used to it it'll be logical.
> Quote
> can't even get the game to start, otherwise I would.
> End quote
> Mike, could you explain why can't you start it please?
> Quote
> I actually like how the keys are configured, it feels a bit like the
> original bop it. my only complaint is that f5 for push it is extremely
> annoying. I have to swing my hand all the way up there each time. arg.
> wouldn't the insert key on the numpad be a better option? I'm also 
> wondering
> if anyone got the one on one option to work? my game crashes each time I
> try.
> End quote
> Push it is indeed anoying, but it's there to pull you out from the mode 
> when you put your hands on the lower keys, grin. It's part of the 
> challenge.
> I might have a theory why your game crashes on one on one, and if it 
> becomes true, it'll be fixed in the next release.
> Try checking your firewall or router if it blocks the required port 
> (2300). If it does, the game might won't notice it, and it'll try starting 
> the server (without any
> response).
> Quote
> easy difficulty?
> thought there were no difficulty levels in bop it ultimate?
> End quote
> Indeed, however trickbop is harder than bop or one on one.
> Quote
> Has anyone managed to connect to another person successfully in this game? 
> If so, how do you do it, and how to you host a game...
> End quote
> See the first quote.
> Quote
> I only have one complaint about this game: the twist it sounds and spin it 
> sounds should be reversed so that the twist it sounds in this game are the 
> twist it
> sounds in the real bop it game--that keeps throwing me off.  I'd also like 
> to see configurable keys--using the number pad keys makes more sense to me 
> than
> flinging my hands all across the keyboard.
> End quote
> We tried to not follow the original bop it sounds scheme, so we made new 
> sounds which are similar, but not exactly the same, thus, adding our own
> touches. I'm sorry, but i don't think so we will reverse the two sounds.
> Quote
> One more comment about Bop it: you might consider a shared directory for 
> all your programs so that once you've configured it for one, you don't 
> have to run
> it for each additional program--a shared directory plus optional 
> individual directories if people do want different configs for each 
> program.  Question: when I
> play this game, and run other software as well, I keep getting the windows 
> installer trying to install a program I don't even use or have any more. 
> I tried
> uninstalling and reinstalling msiexe a few times, and it seems to work 
> until I restart the computer, but it's not permanent.  It's getting really 
> annoying really fast.
> Any ideas?  I keep escaping out of this game trying to bypass the prompts. 
> Oh yes, an are you sure message before quitting would be handy.
> End quote
> To make a shared directory, you can install the games you want in the same 
> folder specifying the same path when installing, and leaving or specifying
> another path for the other games.
> It seems something calls the windows installer and tries to configure 
> something. I am not sure if it is bop it specific.
> There is only one disadvantage of adding a prompt when you'd like to quit 
> from the game. It'd pause the game, and it means some rest for the lazy 
> ones,
> smiles.
>
> Rob
>
> Rob
>
> ---
> Lighttech Interactive
> http://www.lighttechinteractive.com
>
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Re: [Audyssey] bob it multyplayer

2007-12-11 Thread Mike Reiser
can't even get the game to start, otherwise I would.

Mike
- Original Message - 
From: "Claudio Zeni" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, December 11, 2007 2:48
Subject: [Audyssey] bob it multyplayer


> Hello all!
> Has anyone tryed the multyplayermode in bob it?
> Hhas anyone time to play a bob it with mee?
> Regards, Claudio.
>
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Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Mike Reiser
Congrads on an awesome game.  When I first started playing I thought I 
wouldn't enjoy it but now I'm hooked.  I just completed the first level 
yesterday and will purchase the game tomorrow..  I like the sounds just 
fine, I'm to young to remember consel games so can't comment on it feeling 
like an atari game.  Thanks for an awesome game and keep up the good work.

Mike
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, December 09, 2007 10:37
Subject: Re: [Audyssey] monte beta7 impressions


> Hi Nicol,
> I know where you are coming from with the end of level sounds and menu
> beeps, but I removed them, because they didn't really seam to fit in
> with the other high quality sound effects. It is not really a console
> game, and I felt using gongs and things like that would fit in better
> with the temple of doom type of theme Angela apparently is in.
> As for the menu sounds I am examining possibilities. Allot of people
> didn't like the step sounds for menus, which is an idea I got from Tomb
> Raider, so I am looking at other possabilities for Beta 8.
>
> nicol wrote:
>> Thom I like beta7. the screaming sound is cool.
>> Its much better than the screaming sound used in alpha1.
>> Also I like the sound when angela is   injured by electricity. The sound
>> used in the previous betas was frightening.
>> I  strongly feel you should revert back to the previous sound used for
>> completing a level.
>> That sound gave me the feeling I'm playing an Atari game.
>> When I played tv games way back with the help of my sighted friends many 
>> of
>> those games made more or less the same sound when completing a level than
>> was used in betas 1 to 6. the blind gamer must have the feeling that he 
>> is
>> playing a console game and  the end of level sound used in betas 1 to 6
>> gives that feeling.
>> I also feel the  menu sound used in previous betas  sounds better than 
>> the
>> step sound.
>> The menu sound used in previous betas  gives a feeling of playing a 
>> console
>> game. If I hear the  menu and end of level sounds used in betas 1 to 6 
>> it
>> feels like I'm sitting in front of a console. I'm living myself into it, 
>> it
>> doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
>> I'm in the console game world, that moment my pc feels like a console to 
>> me.
>> Those sounds makes the accessible  Atari  gaming experience more natural.
>> But I like the drum beat and intro sound, its cool.
>> I also like the new warp sound and invincibility music.
>> And please keep the sound when angela dies as its currently, I really 
>> like
>> it a lot.
>> Great job!
>>
>>
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Re: [Audyssey] James North?

2007-11-02 Thread Mike Reiser
Tom, since James didn't sell you Max, would you consider doing something 
like max but with a different name?  I think it would be cool to see what 
max would have been if it had been finished.  The trailors I read about it 
sounded really awesome.


Mike
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, November 02, 2007 5:50 PM
Subject: Re: [Audyssey] James North?


> Hi Lisa,
> In the final days of Alchemy James mentioned to me that he was giving
> up, because he was tired of the pressure of dealing with the comunity.
> His problem was that he took preorders and the comunity wanted immediate
> results, a reasonable time frame for release on the games, and he was
> busy dealing with his family issues etc. He had allot going on in his
> private life that he refused to tell the comunity, and so they hounded
> him day and night until he just quit.
> I have the proof on cd he was really working on the games, but he was
> months behind on anything that looked like a final release for Raceway
> or Montezuma's Revenge. He clamed he was unable to work on the games do
> to work, family issues, etc and so he was both unable and unwilling to
> work on the games in the time frame most gamers wanted him to.
> If he would have been more forth coming about his personal issues, not
> taken preorders, a few other bad mistakes I think the comunity would
> have left him alone or slackened off while he worked on the games on his
> own terms and time available.
>
>
>
> Lisa hayes wrote:
>> Quite frankly your attitude contributed to his attitude, you guys, or a
>> majority of same treated jams like scum, have a think on your own 
>> attitudes
>> before taking the iron to someone else.
>> Lisa Hayes
>> skype name, lisa12257
>> join my chat list subscribe at [EMAIL PROTECTED]
>>
>
>
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Re: [Audyssey] Raceway and Rail Racer

2007-08-07 Thread Mike Reiser
I was really looking forward to max, that sounded like it was going to be an 
awesome game.

Mike
- Original Message - 
From: "Trenton Matthews" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, August 06, 2007 9:25 PM
Subject: Re: [Audyssey] Raceway and Rail Racer


> Hmm. Come to think of it, the "shopping cart" on there seams to have some
> certificate problems.
>
> - Original Message -
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, August 06, 2007 8:10 PM
> Subject: Re: [Audyssey] Raceway and Rail Racer
>
>> Hi Trenton,
>> The fact the AGS site is still up doesn't mean anything at all. I
>> haven't been able to contact James North in months by email because his
>> email addresses have all been closed, and the AGS site hasn't been
>> updated for a very very long time.
>> I have no idea what happened to his remaining projects Max and the AGS
>> game engine,but I suspect we won't be seing them for a very long time if
>> at all.
>>
>>
>> Trenton Matthews wrote:
>>> If he's disappeared, then why is his Alchemy Game Studios web site is
>>> still
>>> up?
>>>
>>>
>>
>>
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>> 4:16 PM
>>
>>
>
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Re: [Audyssey] Another Monty solution to try.

2007-07-15 Thread Mike Reiser
When I start the game it gives me the microsoft error report.  I ran the 
dirrect X setup program from the microsoft site, I also have .net framework 
2.0.  I also have .net framework 3.0 as well.  In fact I have 1. and 1.1 
also.  Do I need to remove one of these versions?  Running xp pro sp2.

Mike
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, July 15, 2007 2:38 PM
Subject: Re: [Audyssey] Another Monty solution to try.


> Hi Mich,
> Oh, grief. Well, the error you gave below is a general protection fault.
> That means, in non-techno speak, that the application doesn't know what
> crashed the game, and so it gives a very generic error. Those are often
> the worst kinds to debug.
> Does it give you a details button to click on?
>
> Mich wrote:
>> hi tom. I still get this when trying to play monty. graphic 181 
>> Montezuma
>> Montezuma has encountered a problem and needs to close.  We are sorry
>> for the inconvenience.
>> If you were in the middle of something, the information you were working 
>> on
>> might be lost.
>> Close  I get thaqt when trying to playit using the ikon on the desk top 
>> and
>> also when trying to play it by hitting the .exe file in c program files 
>> usa
>> games monty. I hope this helps. from Mich Verrier.
>>
>
>
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Re: [Audyssey] Sapi issues

2007-07-12 Thread Mike Reiser
I'm a little confused where to put t he runtime?  It doesn't give me any 
dirrectory choices so I put it in program files\direct X, is this ok?

Mike
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, July 12, 2007 3:02 AM
Subject: Re: [Audyssey] Sapi issues


> reinstall directx 9c
> At 04:13 a.m. 12/07/2007, you wrote:
>
>>After updating everything I get the following error when running rail 
>>racer.
>>GameEngine.exe - Common Language Runtime Debugging Services
>>Application has generated an exception that could not be handled.
>>Process id=0x1660 (5728), Thread id=0x1664 (5732).
>>Click OK to terminate the application.
>>Click CANCEL to debug the application.
>>OK Cancel
>>
>>Using xp pro sp2.
>>
>>Mike
>>- Original Message -
>>From: "Che" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Wednesday, July 11, 2007 9:58 AM
>>Subject: [Audyssey] Sapi issues
>>
>>
>> >  If anyone else has been unable to run the Rail Racer demo, or the 
>> > Monty
>> > beta, please let us know.
>> > This is a problem we developers need to get a solid handle on for both
>> > current and future releases.
>> >  If so, please let us know what version of SAPI you have installed, as
>> > well
>> > as any other voices or sapi software that you know of.
>> >  Feel free to write me off list if you like.
>> >  thanks,
>> >  Che
>> > [EMAIL PROTECTED]
>> > Blind Adrenaline Simulations
>> > Games by one of us, for all of us
>> > www.blindAdrenaline.com
>> >
>> >
>> > ___
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>> > any subscription changes via the web.
>>
>>
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>>
>>
>>
>>--
>>No virus found in this incoming message.
>>Checked by AVG Free Edition.
>>Version: 7.5.476 / Virus Database: 269.10.4/897 - Release Date:
>>11/07/2007 9:57 p.m.
>
>
>
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Re: [Audyssey] Sapi issues

2007-07-11 Thread Mike Reiser
After updating everything I get the following error when running rail racer. 
GameEngine.exe - Common Language Runtime Debugging Services
Application has generated an exception that could not be handled.
Process id=0x1660 (5728), Thread id=0x1664 (5732).
Click OK to terminate the application.
Click CANCEL to debug the application.
OK Cancel

Using xp pro sp2.

Mike
- Original Message - 
From: "Che" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, July 11, 2007 9:58 AM
Subject: [Audyssey] Sapi issues


>  If anyone else has been unable to run the Rail Racer demo, or the Monty
> beta, please let us know.
> This is a problem we developers need to get a solid handle on for both
> current and future releases.
>  If so, please let us know what version of SAPI you have installed, as 
> well
> as any other voices or sapi software that you know of.
>  Feel free to write me off list if you like.
>  thanks,
>  Che
> [EMAIL PROTECTED]
> Blind Adrenaline Simulations
> Games by one of us, for all of us
> www.blindAdrenaline.com
>
>
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Re: [Audyssey] what's going on with bsc?

2007-06-03 Thread Mike Reiser
Yeah I agree, I'm ready for a developer that won't scrap a game after 
putting on a bunch of hipe about it.

Mike
- Original Message - 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 02, 2007 11:56 PM
Subject: Re: [Audyssey] what's going on with bsc?


> The basic jist of it is that BSC got into a disagreement with the folks 
> they
> were working with on the game. Apparently at issue was who was going to
> license the game when it came out, or who would market it or something or
> other. I don't remember exactly but Justin scrapped the idea and we've 
> heard
> nothing about any new titles since. Granted he did say they were working 
> on
> a new title after CQ was scrapped, but the name of the game and even a
> brief, general psynopsis were not forthcoming. All that was nearly two 
> years
> ago. I'm sorry to say this but I've rather lost interest in BSC since that
> whole incident, since it wasn't the first time a title had been scrapped.
> First it was BSC football, which actually stood a chance of getting me
> interested in the sport, then CQ and, on top of that, The Void was also
> scrapped, and at the same time as CQ. Of course The Void sounded to me 
> like
> a modified Troopanum, so I don't know how interested I'd have been if it 
> had
> come out.
>
>
>
> It ain't pretty when the pretty leaves you with no place to go.
>
>
>
>
>
>>From: "Andy Smith" <[EMAIL PROTECTED]>
>>Reply-To: Gamers Discussion list 
>>To: gamers@audyssey.org
>>Subject: [Audyssey] what's going on with bsc?
>>Date: Sat, 2 Jun 2007 17:39:39 -0400
>>
>>Hi,
>>I heard about that castle quest. Well... What happened to it! It was
>>supposed to be a great game!
>>Thanks,
>>Andy
>>
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Re: [Audyssey] AJAX MUD client

2007-05-28 Thread Mike Reiser
Also couldn't figure it out.  I tried it with JAWS and NVDA with the same 
results.

Mike
- Original Message - 
From: "Kirstan Mooney" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, May 28, 2007 1:59 AM
Subject: Re: [Audyssey] AJAX MUD client


> Hello there.  I went to the site you suggested below and I am afraid I
> couldn't make out even a thing.  When I went there, it said something 
> about
> color and then a lot about a type of font I think.  Soo, using Jaws 7.0, I
> couldn't understand one thing about your site I am sorry to say.
> Kirstan.
>
> [EMAIL PROTECTED]
> - Original Message - 
> From: "Adam Pecillo" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, May 28, 2007 6:16 PM
> Subject: Re: [Audyssey] AJAX MUD client
>
>
> On 5/28/07, ian and riggs <[EMAIL PROTECTED]> wrote:
>> hi addam can this be used by windows users.
>
> Thats what i hope. Why not try? Point your webbrowser to
> http://pecillo.kicks-ass.org and try.
>
> /Adam
>
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>
>
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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread Mike Reiser
I personally would like a learn game sounds option.  It's the easiest way 
for me to learn the game and get going.

Mike
- Original Message - 
From: "damien c. sadler - head of x-sight interactive" 
<[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, April 08, 2007 7:10 AM
Subject: [Audyssey] bomb blaster then?


> i've been following this list's opinions on learn game sounds menus then. 
> do you think i should put any sort of learn game sounds in bomb blaster? 
> currently there isn't one but if people want it it's easily added, but 
> through my understanding on what i've just read people aren't really 
> bothered about such a menu.
>
> regards,
>
> damien
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Re: [Audyssey] can't start light cars

2007-03-27 Thread Mike Reiser
Thanks, my email address should be listed in the message.


aim screen name: chrchmiker.

MSN screen name: [EMAIL PROTECTED]

Skype name: miker1988.

xanga site: http://www.xanga.com/metalhead1009000
- Original Message - 
From: "Robjoy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, March 26, 2007 10:39 AM
Subject: Re: [Audyssey] can't start light cars


> Hello,
> This is a bug which we discovered a few days ago, and it appears on some 
> systems with the latest version of the game.
> We'll put up a new version soon, which fixes this problem.
> Until that, i'll send you the appropriate patch file in private.
> If someone else has the problem as well, please send us a mail at 
> [EMAIL PROTECTED] (so this list won't be flooded), and 
> we'll send the
> appropriate information.
> Sorry for the inconveniences.
> Rob
>
> On Sun, 25 Mar 2007 18:15:46 -0500, Mike Reiser wrote:
>
>>Hi all, when I start light cars I get the following error.
>
>>lightCars
>>Run-time error '429':
>>ActiveX component can't create object
>>OK
>
>>Running xp pro SP2 with the latest dirrect x installed.  Any ideas?
>
>
>>aim screen name: chrchmiker.
>
>>MSN screen name: [EMAIL PROTECTED]
>
>>Skype name: miker1988.
>
>>xanga site: http://www.xanga.com/metalhead1009000
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>
>
> ---
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> http://www.lighttechinteractive.com
>
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[Audyssey] can't start light cars

2007-03-26 Thread Mike Reiser
Hi all, when I start light cars I get the following error.  

lightCars
Run-time error '429':
ActiveX component can't create object
OK 

Running xp pro SP2 with the latest dirrect x installed.  Any ideas?  


aim screen name: chrchmiker.  

MSN screen name: [EMAIL PROTECTED]  

Skype name: miker1988.  

xanga site: http://www.xanga.com/metalhead1009000
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