Re: [Audyssey] Swamp version 2.1 is here!

2012-05-01 Thread Scott Chesworth
Well, there goes my Tuesday. Hurrah!

On 5/1/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Stephen, back in version 2.0 offline play was added.

 Hi there.  Can I play swamp
 offline yet?
 Thanks.


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Re: [Audyssey] Swamp 2.0 accuracy stats bug

2012-05-01 Thread Scott Chesworth
Eh? Do we get reset to being level 1's with each update then?

On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I wouldn't worry Scott, my online stats are terrible, and no sooner do I
 reach level 2 than with the next update I'm booted back to level 1 again
 :(  Still it's great to get the update.

 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 10:53 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 Don't beat yourself up over it dude, my online stats are nowhere near
 that level of accuracy. It's one thing to pull that off on the offline
 map when there's no real insentive to stay alive and a ton of loot,
 quite another to do the same thing once missions get involved and
 you're running low on pretty much everything. I suck online!

 Scott

 On 5/1/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Curses, foiled again. I'm struggling to keep Liberty above 80%. It's
 kind of a pride thing.

 On 4/30/12, Scott Chesworth scottcheswo...@gmail.com wrote:
 Ah, that explains it! Cheers.

 On 4/30/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Scott, you are able to go above 100% because some of the higher
 powered
 guns
 and shotguns can travel through one zombies to kill more behind it.
 The
 shotgun is a prime example since on burst mode you might be able to
 kill
 several dogs in a single shot.

 Just been doing a bit of hunting
 practice offline with different
 weapons. I noticed that over time, I was able to push my
 accuracy to
 above 100%? Dunno how far this will stretch, I got to 120%
 and thought
 I'd better report it.

 Scott


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Re: [Audyssey] Swamp 2.0 accuracy stats bug

2012-05-01 Thread Scott Chesworth
I don't remember directions being on Kai's script, so guessing that
direction announcement voice will always stay the same regardless of
which character voice you're using.

Real life has been determined to stop me from checking out 2.1 this
afternoon, but I'm even more determined to stop real life stopping me
from checking out 2.1 this afternoon. Hehe.

Scott

On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 Actually, I just checked and I seem to still have all my stats, thank
 goodness :)  The odd thing is I picked the voice I wanted the game to use,
 but when I move I hear a female voice reading out the directions.  I love
 the new voices by the way.

 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 11:48 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 Eh? Do we get reset to being level 1's with each update then?

 On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I wouldn't worry Scott, my online stats are terrible, and no sooner do I
 reach level 2 than with the next update I'm booted back to level 1 again
 :(  Still it's great to get the update.

 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 10:53 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 Don't beat yourself up over it dude, my online stats are nowhere near
 that level of accuracy. It's one thing to pull that off on the offline
 map when there's no real insentive to stay alive and a ton of loot,
 quite another to do the same thing once missions get involved and
 you're running low on pretty much everything. I suck online!

 Scott

 On 5/1/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Curses, foiled again. I'm struggling to keep Liberty above 80%. It's
 kind of a pride thing.

 On 4/30/12, Scott Chesworth scottcheswo...@gmail.com wrote:
 Ah, that explains it! Cheers.

 On 4/30/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Scott, you are able to go above 100% because some of the higher
 powered
 guns
 and shotguns can travel through one zombies to kill more behind it.
 The
 shotgun is a prime example since on burst mode you might be able to
 kill
 several dogs in a single shot.

 Just been doing a bit of hunting
 practice offline with different
 weapons. I noticed that over time, I was able to push my
 accuracy to
 above 100%? Dunno how far this will stretch, I got to 120%
 and thought
 I'd better report it.

 Scott


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Re: [Audyssey] Whispering in swamp was Swamp 2.0 accuracy stats bug

2012-05-01 Thread Scott Chesworth
Yep, good explanation from Richard, that should get you up and running
with whispers. Worth noting that if a player has a space in their
name, you'll need to replace that with an underscore, underline,
whatever you want to call it (shift and dash basically). If you spel a
player's name wrong, you'll hear a message saying they couldn't be
found, so don't worry, as long as your message started with /w it
shouldn't end up going public.

Might see ya on the map if you'll be on later tonight UK time...

Scott

On 5/1/12, Richard Sherman squir...@gmail.com wrote:
  Hi,

 To whisper, try this:

 /w Lori this is your text here

 You pres the slash key to enter chat mode. Then press the slash key again
 followed by a w. Put a space, the persons name, and then another space.
 Followed by the text. The good thing is that you can even whisper to someone

 who is in a mission.

 Good luck.

 shermanator
 - Original Message -
 From: Lori Duncan lori_dunca...@hotmail.com
 Sent: Tuesday, May 01, 2012 8:27 AM


 Lil, I can't find how to do the whisper command, I think it's the W key,
 but
 shift W does nothing.
 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 3:03 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 I don't remember directions being on Kai's script, so guessing that
 direction announcement voice will always stay the same regardless of
 which character voice you're using.

 Real life has been determined to stop me from checking out 2.1 this
 afternoon, but I'm even more determined to stop real life stopping me
 from checking out 2.1 this afternoon. Hehe.

 Scott

 On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 Actually, I just checked and I seem to still have all my stats, thank
 goodness :)  The odd thing is I picked the voice I wanted the game to
 use,
 but when I move I hear a female voice reading out the directions.  I
 love
 the new voices by the way.

 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 11:48 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 Eh? Do we get reset to being level 1's with each update then?

 On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:

 I wouldn't worry Scott, my online stats are terrible, and no sooner do
 I
 reach level 2 than with the next update I'm booted back to level 1
 again
 :(  Still it's great to get the update.

 --
 From: Scott Chesworth scottcheswo...@gmail.com
 Sent: Tuesday, May 01, 2012 10:53 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp 2.0 accuracy stats bug

 Don't beat yourself up over it dude, my online stats are nowhere near
 that level of accuracy. It's one thing to pull that off on the
 offline
 map when there's no real insentive to stay alive and a ton of loot,
 quite another to do the same thing once missions get involved and
 you're running low on pretty much everything. I suck online!

 Scott

 On 5/1/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Curses, foiled again. I'm struggling to keep Liberty above 80%. It's
 kind of a pride thing.

 On 4/30/12, Scott Chesworth scottcheswo...@gmail.com wrote:
 Ah, that explains it! Cheers.

 On 4/30/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Scott, you are able to go above 100% because some of the higher
 powered
 guns
 and shotguns can travel through one zombies to kill more behind
 it.
 The
 shotgun is a prime example since on burst mode you might be able
 to
 kill
 several dogs in a single shot.

 Just been doing a bit of hunting
 practice offline with different
 weapons. I noticed that over time, I was able to push my
 accuracy to
 above 100%? Dunno how far this will stretch, I got to 120%
 and thought
 I'd better report it.

 Scott


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[Audyssey] Possible additions to Swamp keyconfig

2012-05-01 Thread Scott Chesworth
Hey Aprone,

I'm running Swamp virtualised on a Macbook Air here. For the most
part, things are hunky dory (London speak for rather good), but I have
had to do a lot of tinkering with the key config. This is partly due
to Apple's slightly insane approach where they have a huge trackpad,
the entirety of which serves as one giant mouse button when you press
on it, and mostly due to their keyboard layout being a bit different.

There are a few keys which the key config system doesn't seem to
recognise at all, such as backspace (also tried that written all in
uppercase). I don't know how your system works, but is there a way I
could perhaps send you the ascii values for the problematic keys and
get those added?

Cheers
Scott

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Re: [Audyssey] Swamp version 2.2

2012-05-01 Thread Scott Chesworth
Hey Lori,

There's a rep bug that Jeremy is trying to iron out. It hits pretty
hard when you're just starting out, so let's hope he gets it sorted
soon eh. For what it's worth I just lost 300 rep by going into a menu,
so it's nothing you're doing wrong.

Scott

On 5/1/12, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi, I'm still having problems with my reputation in Swamp, I'm still losing

 about 5 reputation whenever I try doing something in the safezone, is this
 happening to anyon e else?  Thank goodness for offline mode, this way no one

 knows just how terrible I actually am at this game.

 Also I was wondering how do I reach map 2 in the online version, do I have
 to be a higher level?  Thanks from Lori.

 --
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 Sent: Tuesday, May 01, 2012 6:14 PM
 To: audyssey gamers@audyssey.org
 Subject: [Audyssey] Swamp version 2.2

 OK guys, in my rush to toss out 2.1 before work, there were a few
 overlooked bugs.  Not big deal of course, but still some of them needed to

 be fixed quickly.  The funniest problem was that I accidentally tossed old

 sounds into the update!  Oops!

 The main 2.2 download file won't be finished uploading for a few hours at

 least.  That will contain the proper sounds.  In the mean time though I
 have posted the very small 2.2 patch that will update your 2.1 version to

 2.2.  I'll have a hundred people confused about this I'm sure, but to
 solve some bugs I am switching things over to 2.2 even though the main
 download file isn't ready.  There is an annoying bug with the long bow
 that needed to be fixed but more important than anything, there is a bug
 with the elevator that needed to be fixed as soon as possible.

 www.kaldobsky.com/audiogames/SwampPatch.zip

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Re: [Audyssey] Swamp version 2.2

2012-05-01 Thread Scott Chesworth
Hey Jeremy,

The rep bug still isn't fixed. I just had the battle of my short
Swampy life, made it right the way across map 1 with only an axe and
was down to 1% health at some points of the run. Got back to the safe
zone with 303 rep, saved, went to the safe zone menu, then to get
equipment, and boom, all of a sudden I've only got 3 rep. I tried
exiting and reconnecting before saving just in case the server had the
correct stats, but no joy.

This is running 2.2 patched. I'm Scottsdale in the swamp. If there's
any log files or anything I can send over to help track it down, just
shout.

*bangs head against desk*

Scott

On 5/1/12, Ben gamehead...@aol.co.uk wrote:
 Thanks for this man!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: 01 May 2012 18:14
 To: audyssey
 Subject: [Audyssey] Swamp version 2.2

 OK guys, in my rush to toss out 2.1 before work, there were a few
 overlooked
 bugs.  Not big deal of course, but still some of them needed to be fixed
 quickly.  The funniest problem was that I accidentally tossed old sounds
 into the update!  Oops!

 The main 2.2 download file won't be finished uploading for a few hours at
 least.  That will contain the proper sounds.  In the mean time though I
 have
 posted the very small 2.2 patch that will update your 2.1 version to 2.2.
 I'll have a hundred people confused about this I'm sure, but to solve some
 bugs I am switching things over to 2.2 even though the main download file
 isn't ready.  There is an annoying bug with the long bow that needed to be
 fixed but more important than anything, there is a bug with the elevator
 that needed to be fixed as soon as possible.

 www.kaldobsky.com/audiogames/SwampPatch.zip

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 -
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 Version: 2012.0.1913 / Virus Database: 2411/4971 - Release Date: 05/01/12


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Re: [Audyssey] Possible additions to Swamp keyconfig

2012-05-01 Thread Scott Chesworth
Ah perfect, that'd be just the ticket in my case! I'll soldier on
until then, then.

Cheers
Scott

On 5/1/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I'm planning to add in something soon that will detect key presses to help
 you set up the key config file.

 Hey Aprone,

 I'm running Swamp virtualised on a Macbook Air here. For the
 most
 part, things are hunky dory (London speak for rather good),
 but I have
 had to do a lot of tinkering with the key config. This is
 partly due
 to Apple's slightly insane approach where they have a huge
 trackpad,
 the entirety of which serves as one giant mouse button when
 you press
 on it, and mostly due to their keyboard layout being a bit
 different.

 There are a few keys which the key config system doesn't
 seem to
 recognise at all, such as backspace (also tried that written
 all in
 uppercase). I don't know how your system works, but is there
 a way I
 could perhaps send you the ascii values for the problematic
 keys and
 get those added?

 Cheers
 Scott


 ---
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Re: [Audyssey] Swamp version 2.2

2012-05-01 Thread Scott Chesworth
Hi Jeremy,

How sure are you that that's the pattern? Reason I ask is that I
dropped from 303 rep to 3, which is less than I started out with when
I connected. That doesn't fit with what you described below unless I'm
missing something.

Scott


On 5/1/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 In regards to the rep bug, I should jump in to give a bit of information
 about it.  You aren't actually losing any reputation even though it seems
 like it.  What's happening is that the client is incorrectly giving you too
 much reputation as you play and kill zombies.  The server holds the correct
 amount and when you interact with the safe zone or travel, the mistake is
 caught and your client is given the correct amount.  While this doesn't make
 it less irritating, at least you know that you aren't being jipped out of
 reputation points that you've earned.

 Hey Lori,

 There's a rep bug that Jeremy is trying to iron out. It hits
 pretty
 hard when you're just starting out, so let's hope he gets it
 sorted
 soon eh. For what it's worth I just lost 300 rep by going
 into a menu,
 so it's nothing you're doing wrong.

 Scott


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[Audyssey] Swamp 2.0 accuracy stats bug

2012-04-30 Thread Scott Chesworth
Just been doing a bit of hunting practice offline with different
weapons. I noticed that over time, I was able to push my accuracy to
above 100%? Dunno how far this will stretch, I got to 120% and thought
I'd better report it.

Scott

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Re: [Audyssey] Swamp 2.0 accuracy stats bug

2012-04-30 Thread Scott Chesworth
Ah, that explains it! Cheers.

On 4/30/12, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Scott, you are able to go above 100% because some of the higher powered guns
 and shotguns can travel through one zombies to kill more behind it.  The
 shotgun is a prime example since on burst mode you might be able to kill
 several dogs in a single shot.

 Just been doing a bit of hunting
 practice offline with different
 weapons. I noticed that over time, I was able to push my
 accuracy to
 above 100%? Dunno how far this will stretch, I got to 120%
 and thought
 I'd better report it.

 Scott


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[Audyssey] Swamp quests

2012-04-15 Thread Scott Chesworth
Hi all,

I'm tentatively dabbling in Swamp, so forgive the newbie question.

When you're on a quest, and you reach a building that's likely to
contain the item you're searching for, what then? For example, if I
were on a quest for replacement spark plugs and I've been instructed
to check the places that sell car parts, my first instinct would be
the Automart. When I get there, I can wander around inside the
building to the most likely isles and go up to the parts counter, but
I don't find anything.

Any pointers appreciated... I'm down to just an axe, so could really
do with the rep to stock up on ammo.

Cheers
Scott

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Re: [Audyssey] Swamp quests

2012-04-15 Thread Scott Chesworth
Cheers chaps, between those replies I just completed my first quest.
Treated myself to a shiny new Winchester, then promptly died and lost
said shiny new Winchester. Ha, so it goes!

Scott

On 4/15/12, Richard Sherman squir...@gmail.com wrote:
 Hi,

 To find out the sound a quest item makes, please go to your sounds folder.
 In there is an items foldre, hit enter on that. Go down to quest.wav, and
 hit enter on it. That is the sound the quest item will make. Wehn you get
 close enough to it, you wil hear this sound. As mentioned, just walk over it
 and it will say you picked upthat particular item. Then your mission/quest
 key should say  to take it to the safe zone and donate it. Do that and you
 earn yor 250 rep.

 One nifty little trick is if you have a winchester with a scope, or an m40.
 Use the scope to search buildings from the outside. The scope will allow you
 to find items inside most buildings without  having to go inside. If it is
 there, your scope will let you know. Otherwise just walking around the
 outside you will probably hear the item inside. The only 2 buildings this
 does not work on is K mart or the church. They ar just too big. But the
 other buildings are small enough to walk around the outside to hear the
 quest item ping.

 If it  sounds like you would benefit from hearing a couple of walk thru's,
 you want them, just download from the followng links:

 harp's Swamp Demo.mp3
 done on the full release of version 1.9

 http://dl.dropbox.com/u/13968355/harp%27s%20Swamp%20Demo.mp3

 Drew's tutorial.mp3
 Done on an early version of 1.9 test

 http://dl.dropbox.com/u/13968355/Drew%27s%20tutorial.mp3

 steady the butcher.mp3
 steady on an axing rampage. Done on version 1.8 or earlier

 http://dl.dropbox.com/u/13968355/steady%20the%20butcher.mp3

 Valiant's swamp playthrough.mp3
 playthrough of swamp by vallient. done on version 1.1

 http://dl.dropbox.com/u/13968355/Valiant%27s%20swamp%20playthrough.mp3

 Even though some of these walk thru's were done on earlier versions, they
 give some good advice that still works on the latest version.

 Be sure to read the readme.txt, and changelog.txt files.

 Always glad to help newbees on the game. Look me up or contact off list.

 Shermanator
 squir...@gmail.com
 - Original Message -
 From: Johnny Tai johnnyti...@shaw.ca
 Sent: Sunday, April 15, 2012 3:00 PM


 Quite often, where you think the item is is not where it is- as people
 pointed out to me, stores have been looted, so things can be anywhere. If
 you're near the item you need, you'll here a chime, not the flies like
 corpses, but a nice clear chime of quest item, just walk over it like you do
 collecting loots and you'll pick it up, then return to safe zone and donate
 the item for rep.


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Re: [Audyssey] BGT competition - any interest?

2011-12-28 Thread Scott Chesworth
Whether there'd be enough interest (or indeed time in Philip's
schedule) to justify such a framework is debatable, but how about
this.

People vote by rating games out of 10 on different aspects, as in a
score of 10 is this is killer, a score of 5 is it ticks the boxes
and a score of 1 is meh, not so much. A few categories that would
apply across the board to most genre of games I can think of would be
originality, replayability, sound design, stability (you'd need a
catchier title for that one), and perhaps round it off with a very
generalised overall, how awesome is this game question. That way,
the categories combine to make it fairer. A Bop IT clone might recieve
low marks from most people for originality, but there's room for an
inovative genius to step up to the mark with a Bop IT clone that turns
out to be totally addictive and they'll get the credit they deserve
for replayability. Similarly, games that are great can shine even with
bad sound design, or awesome sound design can still stand out as what
it is even if the gaming experience ends up being a bit drab. I
suggested the overall awesomeness category because, for me at least,
there have been games I've loved or gone back to time and again but I
can't always explain why.

It'd be a balancing act, but with the scores being made public, I
think there could be a fair system here.

Scott

On 12/28/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Chris,

 That was basically my concern as well. How do you judge between say a
 new clone of BopIt and say a modern remake of Castlevania or something
 like that. The games are so completely different in design, different
 genres, etc that there needs to be some criteria here for submissions
 I think.

 Cheers!


 On 12/28/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I am likely to participate, but I have two concerns.

 1.  The free version does not allow for mouse control, which is one of the
 current innovation tools we are seeing in games such as RailRacer and
 Swamp.
 I'm not willing to spend $99 to participate in a contest more effectively
 by
 having access to these controls.

 2.  I think it will be difficult to judge different game types against one
 another.  What criteria will you use?  How will you define innovative, and
 how will completely different game genres be comparable?

  Chris Bartlett

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Re: [Audyssey] audiogames.net

2011-12-22 Thread Scott Chesworth
There are a few forums that have a way of launching a thread with
focus on the first unread post, though off the top of my head I don't
recall any of them being as accessible overall as audiogames.net.
Swings and roundabouts really,, but just thought I'd let Chris know
that the functionality he's after isn't unheard of.

Scott

On 12/23/11, dark d...@xgam.org wrote:
 Nope, I've not seen a Punbb system that has that feature.

 You can display topics with unread posts, but not the posts individually, in
 fact I tend to find such things irritating personally sinse I'd rather have
 all the info there in case I need to refer back to something, and just rely
 on page navigation to get to what I want.

 Beware the grue!

 dark.
 - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, December 23, 2011 1:45 AM
 Subject: Re: [Audyssey] audiogames.net


 Oh, that's disappointing if there isn't a more automated method to show
 the
 most recent posts.  other forum software I have used, such as that on
 http://www.burningwheel.org keeps track of read and unread posts and
 there's
 a mechanism to only see the unread ones.  Ok, well, I'll work on
 developing
 strategies.

 Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Thursday, December 22, 2011 4:41 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] audiogames.net

 I do similar things with hal actually, though usually there I use e to get
 to the edit area of the quick reply box and then alt tab back to my own
 last

 post so that I can read all the people who posted after me.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 22, 2011 9:24 PM
 Subject: Re: [Audyssey] audiogames.net


 Hi Chris,

 You don't necessarily have to read all 1,000 messages on a thread just
 to get to the newest message/post. If you want to quickly get to the
 bottom of a thread you can either use the h key to jump to headings,
 or you can use control+end to get to the bottom of the page and use
 shift+h to get to the top of the last post on a particular thread.
 That's what I do and I can usually find the newest posts just by
 working backwards rather than reading from the top down.

 HTH

 On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Ok, just joined audiogames.net and I am having some trouble doing things
 efficiently on the forums.  (fora?, I hate that plural. *smile*)
 Anyhow,

 is
 there a clean way of tracking particular topics and only hearing the new
 messages since the last time I read the topic?  I don't need to read the
 1,037 messages in the Swamp FPS topic each time someone adds a new
 message.




 In general, is there a detailed help file somewhere I can read to learn
 all
 the little tricks of this forum software?



 Chris Bartlett (themadviolinist)

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
Hi Tom,

As much as I'm itching to get my hands on MOTA 3d and see what the
engine can do, I reckon the side scroller with extensive 2d movement
would be the most appropriate for a retro take on this series. I'd say
learn a valuable lesson from MOTA and go with your gut instinct rather
than what we want. If you left this thread here for long enough,
there'd likely be a fairly even split between the gamers who see games
as a challenge and compare them to mainstream wanting FPS, and the
people who play games for fun sticking to what they know and love in
the form of another side scroller. IMHO, with a development timeframe
like this (assuming you intend to release on or around 31st October),
getting something addictive out should be the focus rather than
pushing boundaries. Remember that whatever you release is going to be
a first taste of a true FPS environment rendered in audio for some
people, and if that's not water-tight, it might impact sales of MOTA
3D. Reputation is everything in a small comunity like this, so for a
quick release, do something you're 100% sure you're going to nail.

Scott

On 9/28/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 Sorry, I didn't make myself clear. If I were going to do a 2d
 side-scroller obviously I would include full 2d elements like climbing
 up and down staircases, jumping low walls, jumping onto ledges
 above/below you, etc. All of that is pretty par for the course.

 What I meant to say is that I could use a more traditional 2d layout
 where the level is a long rectangle rather than a square is in the
 case of MOTA. The levels could start out simple and get more complex
 depending on where you are. For instance, the first couple of levels
 might be out in the courtyard jumping low walls, fighting off
 skeletons, zombies, and werewolves, etc. Then, you get into the castle
 proper. Here you would have wooden staircases, hidden spike traps, and
 other traditional Castlevania elements. The basic point I was making
 is that creating a 2d level is a lot less complex than a 3d one. That
 is especially true for something like Q9 or Super Liam where there is
 no full 2d movement involved. However, it sounds like the majority of
 gamers so far want 3d so I'm now leaning that way.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well as I said a side scroller would sute me just as much as something
 fully
 3D, however if the game is to be a side scroller, I'd prefer it to be a
 true! 2D side scroller like the original game, with your character
 climbing
 up and down stairs, maybe even taking on flying enemies or jumping betwene
 ledges.

 As we've discussed on list before, Q9 and Superliam, while both fun, don't
 really qualify as 2D sinse they make litle to no use of an actual second
 dimention.

 For a castlevania game, some or all of which would be set in a castle,
 going
 up stairs, climbing around and finding items (with of course the big boss
 fight on the highest tower), would be a crytical part of gameplay, indeed
 the stairs made a huge difference to Super castlevania, changing where you
 fought enemies, which route was easier and where items were, indeed some
 levels just involved very long assents or descents going up or down
 stairs.

 I personally would feel quite disappointed if a castlevania game just
 involved walking along hitting things as fast as possible jumping the
 occasional pit like Q9.

 Beware the Grue!

 dark.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 12:30 PM
 Subject: Re: [Audyssey] USA Games Halloween Project


 Hi Dark,

 Yes, I've thought about that problem. The 3d navigation isn't bad, but
 could use improvements etc. Plus it takes a bit more time to do a full
 3d level as there is a lot more to code. With a 2d side-scroller it
 doesn't really take much to code at all. Especially, if we are talking
 simple levels like Q9 or Super Liam for an initial release.

 I think, and this is just my thoughts currently, doing the initial
 release as a side-scroller is probably the right thing to do. For one,
 it is much simpler to code than a full 3d game. Two, it can be made
 into a classic arcade game like the original Castlevania which  for
 some people would be something of a retro remake. Finally, we know the
 ability to create side-scrollers is extremely stable, is working well,
 and I can borrow lots of code from MOTA to get a basic game up and
 running in a fairly short amount of time. So it would be the logical
 choice here.

 However, before I make it final I would like to get people's input on
 it. After all, there are plenty of advantages in a FPS game too. It
 just might take a little longer to create. Yet it would be more
 rewarding, I think, if it was in full 3d.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Myself, I can't actually decide.

 As you know, i'm certainly a fan of the 

Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
Fair play Dark, after reading the messages between you and Tom and
your description, I'm starting to understand the untapped potential
here. I grew up on mainstream games, but really only ever geeked out
on MK and a couple of beat 'em ups that were playable back in the SNES
and MegaDrive days. As a result, when I compare what we have to
mainstream side scrollers, I probably head straight for something
retro like Streets of Rage. Fun in abundance in it's own way, but
nowhere near as cool as what you described of the torture chamber.

Standing corrected...

Scott

On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Yes indeed it is slime in my version sinse I'm playing the uk release, 
 and in fact don't have a manual which is why I describe it as slime.

 I did know about the japanese version, we've probably read the same faq on
 the subject ;D.

 But obviously when thinking out what the level is like and what it contains
 I used what I remember, hence the slime.

 I'll have to ask my friend who owns a wii if the version on the wii is the
 Japanese or Us/europe one, sinse a lot of people were as annoyed as you
 about the cuts,  afterall a lot didn't make sense, like taking all the
 crosses out of the game (for goodness sake, it's supposed to be a tomb! ie,
 consecrated ground).

 Beware the Grue!

 dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 5:45 PM
 Subject: Re: [Audyssey] game styles was, USA Games Halloween Project


 Hi Dark,

 Great description. Although, a slight correction. According to the
 Castlevania manual those slime pits are actually suppose to be pools
 of blood. I call them blood pools for short. Only they do look more
 like slime than blood because Nintendo changed the color from red to
 green in order to sell it to younger audiences in the USA and
 elsewhere.

 What they should have done, in my opinion, is release a version rated
 T, for teen, and then a rated m version for mature audiences. After
 all, i've played the Japanese version and it totally rocks. there is
 lots of stuff they yanked out like the naked statues, turned the blood
 green instead of red, and things like that to make it less offensive
 to American audiences. I'd like to see an American version uncut and
 unsensored.

 Cheers!

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Re: [Audyssey] Rock Band 3: Mozart's Rondo Alla Turka expert pro keys

2011-09-08 Thread Scott Chesworth
Bwahahaha! I'm in no position to laugh at your performance dude seeing
as I'm a horrible keys player, but can you imagine the reaction of
old-school classical purest musicians to this? The idea of Mozart
being tabbed out for a game would definitely be an abomination!

On 9/7/11, Yohandy yohand...@gmail.com wrote:
 Forgive me Mozart, for I have horribly butchered your song. I have a good
 excuse though guys! I just got this song yesterday, and I've only played it
 for a couple hours. there. that makes me feel a lot better about myself. oh
 and the song's also hard, so yeah. ok anyway here you go. don't laugh too
 hard at my horrible efforts ok? :P
 http://www.sendspace.com/file/882zrv


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Re: [Audyssey] 2 new and short MK matches for you guys.

2011-08-25 Thread Scott Chesworth
Daigo took a beating? When and where!
Haven't had the time to put in to SF to become anything beyond
distinctly average at it myself, but Daigo is one of those dudes who
you can watch play and want to be them. If there's Youtube footage or
something with decent enough audio to analyse what went wrong I'd love
to see it.

Scott

On 8/24/11, Yohandy yohand...@gmail.com wrote:
 Well, they're not unblockables. you don't really have those in this game.
 it's just that Jade has a wide range of moves at her disposal. I've fought
 jade lots of times online and with friends, but never have I been beaten
 that soundly. I compare that beating to the one Poongko gave Daigo. rofl.
 also as I mentioned, my brain just sorta shut down. I didn't even try to do
 a breaker which is just about the dumbest thing anyone could ever do. I
 remember at the time thinking ok I'm gonna just wait for my meter to fill up
 and x-ray at random to try and stand a chance. needless to say I didn't even
 get a chance to use it. also you saw when I threw my spear and he hit me
 with a low jab as soon as it was coming out? that was totally awesome.



 - Original Message -
 From: Sarah Haake ti...@gmx.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 24, 2011 2:56 PM
 Subject: Re: [Audyssey] 2 new and short MK matches for you guys.


 Hi Yohandi,

 I really don't want to put you down further or something, but this
 fighting of Jade in the second match was simply awesome.
 I think the simple answer to the question why you lost so badly is, that
 she simply didn't give you a chance to fight back. You couldn't even stand

 up properly after getting hit, she immediately sent you down again!
 My guess is, that she constantly put in very long combos, possible
 unblockables or things like that. Just a guess though, since I don't
 really know the game and the combo system.
 But I whish I could fight that way, her fingers have to fly over the
 controller to put such a constant stream of attacks in. *lol*

 Best regards
 Sarah

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Re: [Audyssey] What is Mk?

2011-08-24 Thread Scott Chesworth
Nope, it's a mainstream fighting game series that's been around since
the early 90's on consoles. There have been a few versions released
for PC too, but nothing recent that I'm aware of. Most of the MK games
have been playable to a fairly high extent by blind people, and this
is even more the case with the latest couple of releases due to the
awesome sound design of the games. It's worth pointing out that
playable is different from accessible, so although there are audio
cues of some kind for most forms of action or defence, and it's
possible to tell the location of your character and whoever you're
going up against nowadays from sound alone, none of that has been put
in place specifically to enhance accessibility. There's nothing in
place in the way of talking menus and the like.

Hth
Scott

On 8/24/11, Christina greensleev...@gmail.com wrote:
 Hi.
 Has this game been adapted for blind players?
 Christina

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, August 23, 2011 7:56 PM
 Subject: Re: [Audyssey] What is Mk?


 Hi Alfredo,

 I see the source of your confusion. Normally combat is spelled with a
 c, but not in the name Mortal Kombat. For reasons I'll never
 understand the game named Mortal Kombat has a k instead of a c in
 Kombat. So no its not spelled MOrtal Combat but Mortal Kombat.

 HTH


 On 8/23/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Not the actual name Mortal Combat, with a C instead of a k?


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Re: [Audyssey] 2 new and short MK matches for you guys.

2011-08-24 Thread Scott Chesworth
Yup, agreed on all fronts dude. Round two was a particularly
impressive display of playing on recovery times I thought, seems like
everytime you got up he was perfectly placed and ready with his next
move. Tbh I listened and thought not sure I would've been able to
hold off flawless victory here. Quite an education.

Scott

On 8/24/11, Yohandy yohand...@gmail.com wrote:
 Lol something like that. I was basically cornered for the entire match
 hahaha. you hear that you'd be like man! doesn't he know how to use the
 block button? or jump out the way? thing is, that guy is extremely good at
 mixups. when I blocked high he'd hit low and vice versa. when I jumped, he'd
 defeat the jump-ins with something else. and he'd do it in a split second.
 he really knew Jade's recovery times quite well, as well as scorpion's, and
 his well timed wake-up attacks meant death. I wish I knew who that person
 was so I could congratulate them. I know skill when I see it lol. course the
 fact that I made some of the stupidest mistakes in the book can't be ignored
 either. blame nerves. hehe


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, August 23, 2011 5:13 PM
 Subject: Re: [Audyssey] 2 new and short MK matches for you guys.


 Lordy lordy, that was relentless! I'd be so interested in seeing the
 stats of whoever was controlling Jade, sounded like experience and
 pure man hours poured into the game won out that time.

 On 8/23/11, Yohandy yohand...@gmail.com wrote:
So I decided to play online and record. I played more, but only
 recorded 2 matches for you. 1 of them I win, the other I lose. I don't
 just
 lose, I get killed so bad that I'm considering quitting the game.
 hahahaha.
 even now listening to the match I'm speechless. Perhaps you guys could
 shed
 some light on how I got killed this badly? that player had me totally in
 his/her control and my brain shut down completely. I'll post link to the
 one
 where I won first. gotta leave the best for last you know? lol. here you
 go:
 Scorpion VS Kenshi:
 http://www.sendspace.com/file/d4lhq3
 and the beating of the century is: Scorpion VS Jade
 http://www.sendspace.com/file/q5mth1


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Re: [Audyssey] 2 new and short MK matches for you guys.

2011-08-23 Thread Scott Chesworth
Lordy lordy, that was relentless! I'd be so interested in seeing the
stats of whoever was controlling Jade, sounded like experience and
pure man hours poured into the game won out that time.

On 8/23/11, Yohandy yohand...@gmail.com wrote:
So I decided to play online and record. I played more, but only
 recorded 2 matches for you. 1 of them I win, the other I lose. I don't just
 lose, I get killed so bad that I'm considering quitting the game. hahahaha.
 even now listening to the match I'm speechless. Perhaps you guys could shed
 some light on how I got killed this badly? that player had me totally in
 his/her control and my brain shut down completely. I'll post link to the one
 where I won first. gotta leave the best for last you know? lol. here you go:
 Scorpion VS Kenshi:
 http://www.sendspace.com/file/d4lhq3
 and the beating of the century is: Scorpion VS Jade
 http://www.sendspace.com/file/q5mth1


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Re: [Audyssey] Some totally awesome MK online matches on sendspace!

2011-08-22 Thread Scott Chesworth
Oh man, whoever is playing as Subzero in the first Subzero vs Scorpion
match could teach me a thing or 5 about navigation. Very slick!

Mind sharing the code to increase the pitch of the sounds dude? Next
time I'm over at my buddy's place who has a PS3 I'd quite like to try
a chick fight hehe.

Question, can PS3 and Xbox owners of the game compete online? Very
seriously considering picking up a console again sometime soon, I'd be
inclined to head for an Xbox (prefer the controllers and small
differences in accessibility), but at the same time it would be great
to hang out with you chaps online for some simulated punishment.

Scott

On 8/22/11, shaun everiss sm.ever...@gmail.com wrote:
 yeah those rrock definately put more of them up.
 At 03:46 a.m. 22/08/2011, you wrote:
These are all KOTH online matches between myself, Kyle who's on
these lists, and Nathaniel, a friend of mine who actually has some
sight. this is some good stuff, so have fun! also feedback guys, or
we'll be all sad and never record these again lol. oh btw, Nathaniel
and I, as well as some other friends of ours have started doing MK
tournaments. first one was completed yesterday, and unfortunately we
lost by a few points, but this shall only make us practice harder
and longer. because the winners of these tournaments wins free PSN
cards! If anyone would like to join these tournaments, or wish me to
record them and upload them on here let me know. I tell ya, when
theirs cash or prizes on the line, the pressure is tremendous.
especially since we're doing these as teams and the loss from a
teammate really hurts hahaha. really wish I had recorded it. it was
s good! well too late now. enjoy these matches though!
http://www.sendspace.com/file/5o70vf

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Re: [Audyssey] Some totally awesome MK online matches on sendspace!

2011-08-22 Thread Scott Chesworth
Yup, it was mixing and matching consoles that I was hoping for. Hmmm,
given that the vast majority of MK players I know own PS3's, looks
like I'll have to join that club.

Thanks for the code and input tips dude, neat system! I'm assuming you
put the code in at the character select screen?

Scott

On 8/22/11, Yohandy yohand...@gmail.com wrote:
 Scott,
 Code is 091. you input them by pressing appropriate button. square, triangle
 and circle respectively. if you hold up on the Dpad and a button you go in
 reverse. so hold up and press square you'll get 9. keep holding button and
 press again you get 8 etc. they all default to 0. there are all sorts of
 neat codes like unlimited super meter lol. as to your question, we can play
 online on both consoles, but if you have an xbox and I have a ps3, we can't
 fight each other. console's online modes are exclusive.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 22, 2011 3:29 PM
 Subject: Re: [Audyssey] Some totally awesome MK online matches on sendspace!


 Oh man, whoever is playing as Subzero in the first Subzero vs Scorpion
 match could teach me a thing or 5 about navigation. Very slick!

 Mind sharing the code to increase the pitch of the sounds dude? Next
 time I'm over at my buddy's place who has a PS3 I'd quite like to try
 a chick fight hehe.

 Question, can PS3 and Xbox owners of the game compete online? Very
 seriously considering picking up a console again sometime soon, I'd be
 inclined to head for an Xbox (prefer the controllers and small
 differences in accessibility), but at the same time it would be great
 to hang out with you chaps online for some simulated punishment.

 Scott

 On 8/22/11, shaun everiss sm.ever...@gmail.com wrote:
 yeah those rrock definately put more of them up.
 At 03:46 a.m. 22/08/2011, you wrote:
These are all KOTH online matches between myself, Kyle who's on
these lists, and Nathaniel, a friend of mine who actually has some
sight. this is some good stuff, so have fun! also feedback guys, or
we'll be all sad and never record these again lol. oh btw, Nathaniel
and I, as well as some other friends of ours have started doing MK
tournaments. first one was completed yesterday, and unfortunately we
lost by a few points, but this shall only make us practice harder
and longer. because the winners of these tournaments wins free PSN
cards! If anyone would like to join these tournaments, or wish me to
record them and upload them on here let me know. I tell ya, when
theirs cash or prizes on the line, the pressure is tremendous.
especially since we're doing these as teams and the loss from a
teammate really hurts hahaha. really wish I had recorded it. it was
s good! well too late now. enjoy these matches though!
http://www.sendspace.com/file/5o70vf

---
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You can make changes

Re: [Audyssey] Some totally awesome MK online matches on sendspace!

2011-08-22 Thread Scott Chesworth
Oops, just realised that in my original post to this thread, I
actually meant the 2nd Scorpion vs Subzero match I was admiring the
handywork on.

Scott

On 8/22/11, Scott Chesworth scottcheswo...@gmail.com wrote:
 Yup, it was mixing and matching consoles that I was hoping for. Hmmm,
 given that the vast majority of MK players I know own PS3's, looks
 like I'll have to join that club.

 Thanks for the code and input tips dude, neat system! I'm assuming you
 put the code in at the character select screen?

 Scott

 On 8/22/11, Yohandy yohand...@gmail.com wrote:
 Scott,
 Code is 091. you input them by pressing appropriate button. square,
 triangle
 and circle respectively. if you hold up on the Dpad and a button you go
 in
 reverse. so hold up and press square you'll get 9. keep holding button
 and
 press again you get 8 etc. they all default to 0. there are all sorts of
 neat codes like unlimited super meter lol. as to your question, we can
 play
 online on both consoles, but if you have an xbox and I have a ps3, we
 can't
 fight each other. console's online modes are exclusive.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 22, 2011 3:29 PM
 Subject: Re: [Audyssey] Some totally awesome MK online matches on
 sendspace!


 Oh man, whoever is playing as Subzero in the first Subzero vs Scorpion
 match could teach me a thing or 5 about navigation. Very slick!

 Mind sharing the code to increase the pitch of the sounds dude? Next
 time I'm over at my buddy's place who has a PS3 I'd quite like to try
 a chick fight hehe.

 Question, can PS3 and Xbox owners of the game compete online? Very
 seriously considering picking up a console again sometime soon, I'd be
 inclined to head for an Xbox (prefer the controllers and small
 differences in accessibility), but at the same time it would be great
 to hang out with you chaps online for some simulated punishment.

 Scott

 On 8/22/11, shaun everiss sm.ever...@gmail.com wrote:
 yeah those rrock definately put more of them up.
 At 03:46 a.m. 22/08/2011, you wrote:
These are all KOTH online matches between myself, Kyle who's on
these lists, and Nathaniel, a friend of mine who actually has some
sight. this is some good stuff, so have fun! also feedback guys, or
we'll be all sad and never record these again lol. oh btw, Nathaniel
and I, as well as some other friends of ours have started doing MK
tournaments. first one was completed yesterday, and unfortunately we
lost by a few points, but this shall only make us practice harder
and longer. because the winners of these tournaments wins free PSN
cards! If anyone would like to join these tournaments, or wish me to
record them and upload them on here let me know. I tell ya, when
theirs cash or prizes on the line, the pressure is tremendous.
especially since we're doing these as teams and the loss from a
teammate really hurts hahaha. really wish I had recorded it. it was
s good! well too late now. enjoy these matches though!
http://www.sendspace.com/file/5o70vf

---
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Re: [Audyssey] Some totally awesome MK online matches on sendspace!

2011-08-22 Thread Scott Chesworth
Gotcha, thanks man I'll give it a go.

On 8/22/11, Yohandy yohand...@gmail.com wrote:
 it's after you select your character. a code input screen appears right
 before the fight starts.

 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 22, 2011 4:24 PM
 Subject: Re: [Audyssey] Some totally awesome MK online matches on sendspace!


 Yup, it was mixing and matching consoles that I was hoping for. Hmmm,
 given that the vast majority of MK players I know own PS3's, looks
 like I'll have to join that club.

 Thanks for the code and input tips dude, neat system! I'm assuming you
 put the code in at the character select screen?

 Scott

 On 8/22/11, Yohandy yohand...@gmail.com wrote:
 Scott,
 Code is 091. you input them by pressing appropriate button. square,
 triangle
 and circle respectively. if you hold up on the Dpad and a button you go
 in
 reverse. so hold up and press square you'll get 9. keep holding button
 and
 press again you get 8 etc. they all default to 0. there are all sorts of
 neat codes like unlimited super meter lol. as to your question, we can
 play
 online on both consoles, but if you have an xbox and I have a ps3, we
 can't
 fight each other. console's online modes are exclusive.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 22, 2011 3:29 PM
 Subject: Re: [Audyssey] Some totally awesome MK online matches on
 sendspace!


 Oh man, whoever is playing as Subzero in the first Subzero vs Scorpion
 match could teach me a thing or 5 about navigation. Very slick!

 Mind sharing the code to increase the pitch of the sounds dude? Next
 time I'm over at my buddy's place who has a PS3 I'd quite like to try
 a chick fight hehe.

 Question, can PS3 and Xbox owners of the game compete online? Very
 seriously considering picking up a console again sometime soon, I'd be
 inclined to head for an Xbox (prefer the controllers and small
 differences in accessibility), but at the same time it would be great
 to hang out with you chaps online for some simulated punishment.

 Scott

 On 8/22/11, shaun everiss sm.ever...@gmail.com wrote:
 yeah those rrock definately put more of them up.
 At 03:46 a.m. 22/08/2011, you wrote:
These are all KOTH online matches between myself, Kyle who's on
these lists, and Nathaniel, a friend of mine who actually has some
sight. this is some good stuff, so have fun! also feedback guys, or
we'll be all sad and never record these again lol. oh btw, Nathaniel
and I, as well as some other friends of ours have started doing MK
tournaments. first one was completed yesterday, and unfortunately we
lost by a few points, but this shall only make us practice harder
and longer. because the winners of these tournaments wins free PSN
cards! If anyone would like to join these tournaments, or wish me to
record them and upload them on here let me know. I tell ya, when
theirs cash or prizes on the line, the pressure is tremendous.
especially since we're doing these as teams and the loss from a
teammate really hurts hahaha. really wish I had recorded it. it was
s good! well too late now. enjoy these matches though!
http://www.sendspace.com/file/5o70vf

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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Scott Chesworth
Hi Tom,

Hmmm, the issue with assigning silence to shift for me would be that
it'd probably make it tricky to get information whilst running, and
that's kinda the main reason I asked about the silence function. Alt
would be perfect, but it sounds like the API is pretty determined to
hold onto that.

Bit out of left field, but how about backspace? My thinking is that
it's a nice big button to aim for so good for shutting speech up even
when things are getting busy, plus so far as I've seen it's a
consistent placement for non-US layouts.

One thought that's just struck as I wrote the idea is that I've seen
backspace be assigned to snap around 180 before. If that's something
you had planned for the FPS version, we're back to square 1.

Scott

On 8/19/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,

 Well, the alt key is problematic. At the moment because I used the
 Windows API to draw the Window the alt key is automatically asigned to
 pull up the blasted context window menu. I can't seem to find a decent
 way to disable this behavior. So if you pressed alt to silence speech
 you would also bring up the context menu for the game as well. The
 only way to fix that problem is to use something like Direct3D as a
 window manager so that it would free up the alt key for use in games.
 As for the grave accent key it could work, but it is way out of the
 way. It is not something that is a logical key asignment which brings
 us right back to the problem. I believe in mapping keys to logical
 keyboard assignments. The grave accent key isn't logical since most
 screen readers and speech devices use control or escape to silence
 speech.

 Cheers!



 On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Just a tidbit to add to the stairs discussion, it's currently not
possible to run up/down stairs either. Would be handy if you could get
that resolved, what with there being so many timed levers in the game.

Cheers
Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be me
 needing to get used to the mechanics (something which is actually nice to
 see in an audio game for once).

 i'll give the game another try and see if I can work around this.

 Beware the grue!

 dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 17, 2011 4:41 PM
 Subject: Re: [Audyssey] Mota thoughts


 Hi Dark,

 As for your first point about jumping onto ledges and missing that's
 often the result of simply not jumping far enough. I've done it plenty
 of times myself and all I can say is to try again if that happens.You
 will get a feel for jumping onto ledges after a while.

 As to your second point that's an unresolved technical problem between
 side-scrollers and 3d based game play. You can not shoot from a
 staircase, ledge, etc because the look up/down commands page up and
 down only changes the y axis of view and unfortunally in MOTA the z
 axis is up/down. So I'm going have to write a custom look up/down
 function for this game specifically to resolve this problem or rewrite
 the targeting code to do this automatically in a 2d environment.
 Either way it is one of those things I intend to fix sometime between
 now and rc1.

 Cheers!


 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing
 thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb
 your
 in a position to jump off might help, as might an indicator on how far
 you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
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Re: [Audyssey] two new and epic trailers

2011-08-17 Thread Scott Chesworth
Nice to see that they've gone with the Street Fighter esque soundscape
over Tekken. I prefer Tekken's music, but the last few SF's have come
forward in terms of actual SFX in leaps and bounds. Seems like we're
getting close to SF speed too, that's gonna drive Tekken players nuts
haha!

I've not touched Soul Calibur since the second game I think it was, so
couldn't be sure how much of that was actual game play and how much
was just wooshy expensive trailer, but no doubt it'll be worth picking
up.

I'm totally strapped at the moment. Considering auctioning off a few
body parts to get me an Xbox... none of the limbs required for playing
games though obviously!

Scott

On 8/16/11, Sarah Haake ti...@gmx.net wrote:
 Hi Clement,

 thanks for sending these links. The trailers sound really great!
 Well, maybe I'll spend some cash on a console some time or get the
 chance to try these games elsewhere, they really sound worth playing!

 Best regards
 Sarah


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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Tom, two more bugs freshly stumbled upon and one hopefully quick question:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that I landed on it.

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms
either against a time limit or low on health where every detail
matters.

Filing 'em as I find 'em, so hopefully that's all...

Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Hi Hayden,

Yup, having played a bit on headphones now I see what you mean. My
first couple of runs were on laptop speakers, so not ideal for
spotting subtleties like that.

Either way, the bug is still valid that it gets a location mentioned
by the view command but no description of what's in that location.

Scott

On 8/17/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Scot,
 I'm not suer how you had problems landing on it. Just listen for the sound
 and jump from the ledge.

 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Scott Chesworth
 Sent: Wednesday, August 17, 2011 12:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mota thoughts

 Tom, two more bugs freshly stumbled upon and one hopefully quick question:

 1. Room 16, whatever the platform thing is in the middle of the big
 fire pit has a location but not a description of the object itself
 announced by the view command. It was a stroke of luck on the 18
 zillionth attempt that I landed on it.

 2. Stairs still aren't announced in the view menu. This one's been
 around since last time I played and caught up on the list, must've
 been pre beta 18, so chances are you already know about it?

 The question is, while I do prefer the view command nowadays, is there
 a key to silence speech? When there are a lot of objects in a room, I
 quite often find it continuing to talk around other stats. It can get
 mega distracting when you're trying to barge your way through rooms
 either against a time limit or low on health where every detail
 matters.

 Filing 'em as I find 'em, so hopefully that's all...

 Scott

 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread Scott Chesworth
Hi Clement,

I'll fess up now and say that I totally intend to get you started on
x-ray moves. I'm wondering whether we think the same thing.

I actually pulled off my first ever X-ray move by accident. Oh the
joys of button mashing!

Having learned how to execute them intentionally now, they've started
to really irritate me. Essentially I think the problem is, while they
sound and by all accounts look great, they totally break the constant
pressure of the fight. Things like mega long combos or chains of
attacks make me panic when I'm on the receiving end or exhilerated
when I'm the one dealing them out, but X-ray doesn't manage to do
that. I think the problem is that once the sequence has started, so
far as I can tell there's no way to break it, so the person on the
receiving end just sits there hopelessly. The sequences take so long
that I have time to be angry that someone's x-rayed me, sad that my
character is having a bad day internally all of a sudden, but then
there's also time to consider what to do next. On the other end of the
equation, they're not satisfying to be the person who's dishing them
out either. I think that's because they aren't hard enough to execute,
so there's no big sense of achievement, just the break in the rhythm
of the fight. That disruption has put me off my stride enough that
I've almost lost matches I was comfortably winning before throwing an
X-ray into the mix.

Is that what you meant by broken? To me, they just seem like a gimick.
Sad part is that they didn't need to be there. It's hard to tell how
deep this new engine is just from the characters in the demo, but to
me, it definitely feels like an improvement from MK VS DC. It's all
subjective of course, but that would've been enough for me I think
without the new gimick.

Scott

On 4/7/11, Clement Chou chou.clem...@gmail.com wrote:
 Simple mode lets you chain three hit combos... but nothing more than
 that. Personally, I don't see what the problem with six buttons is.
 It's simply three punches and three kicks.. at different strengths.
 Is it that hard to get that? Again I don't want to sound
 antagonizing, but it doesn't take a genius to figure that out... I
 happen to agree with the upper-level fighting game community, that
 while four buttons in this game is okay, you're taking out so much of
 the learning curve that it almost seems like there's nothing to
 learn. Supers I don't mind since that's the way they've always been
 done in the vs. series... since those and Street Fighter games are
 completely different entities. MK's definition of accessibility is
 having almost the same startup chain of attacks to cancel into other
 moves. Unlike SF and tekken that require a lot of timing, MK, at
 least from the demo seems like you'll be able tochain attacks
 together without too much effort. And x-ray moves... don't even get
 me started on those. Gory and cool, yes... but a bit broken as a lot
 of people will point out to you. But I won't get into that now... I'm
 excited for the game, and want to save any griping for if and when I
 find things to gripe about. lol.

 At 04:03 AM 07/04/2011, you wrote:
I wonder what MK is doing so to speak to  make it more
accessible.  Simple mode in my honest opinion in MVC3 is... good
although it'll only get you to Galactus. It only let's you do two
specials, which is stupid.  I like the less buttons approach to
things, a four button layout rather than six. It makes normal mode
in MVC3 easy to grasp than, say, SF, and I was able to remember the
control skeme as to what attack was what and could focus on
moves.  Also, people may have problems with this but I personally
like the way supers are performed in this game. A motion followed by
two attack buttons, doesn't matter what they are it would
appear.  That also applies to moves, all you really have to know is
the motion and you can use any attack depending on how damaging you
want the combo to be.  Allowing simple mode online sure causes
cheating though.  I dunno if you can even chain combos with simple
mode, because once I was playing online with this dude and he
pointed out that I really sucked at chaining combos; I wanted to
test out Simple Mode and see if it was what the devs say it is, that
you need skill and whatnot, but you also need the wrest of the
characters moves...
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



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Re: [Audyssey] Installing Audio Quake on Mac?

2011-02-25 Thread Scott Chesworth
Good question. i had this working many moons ago, but honestly can't
remember the steps that were required in Terminal.

I reckon CQ's your girl for this one. She lurks here, so sit tight and
hopefully a more useful answer will be forthcoming. If not, there was
definitely a step by step guide up on the agrip site toward the end of
development, so it might be worth a search on the way back machine to
try and dig that up.

Scott

On 2/25/11, James Malone james.9...@gmail.com wrote:
 Hi guys. Recently I bought a Mac, and I would like to try playing Audio
 Quake, seeing as I have been playing it for a while on the windows side. I
 was wondering if anyone knew how to install it on Mac?
 Any help would be greatly appreciated.
 Cheers,
 James
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Re: [Audyssey] mvc 3 arcade mode playthrough

2011-02-24 Thread Scott Chesworth
Yup I'd already seen this, it's pretty cool. There's a whole series of
these clips focusing on different characters. Search Youtube for
Mortal Kombat 9 gameplay to find them. Lu Kang's one is cool, Noob
Saibot's one has an awesome combo in it toward the end, but there are
a few of them that worry me a little, like this one for Scorpion:
http://www.youtube.com/watch?v=g62X9pLGiKQ
Something about the speed of that, or lack of it, irks me. It feels
lumpy. Plus, the music is the weirdest thing I've heard in mk yet! I'm
hoping that it's a case of each character plays dramatically
differently though, because Scorpion seems this slow in everything
I've seen, and maybe the soundtrack is a grower, who knows.

This interview is awesome too, only a few key bits of game play are
audable, but Ed covers quite a lot that's worth hearing about with the
dialogue:
http://www.youtube.com/watch?v=izVZsnCiaWk


On 2/24/11, Yohandy yohand...@gmail.com wrote:
 Well I know that this video's getting me psyched for the game. check it and
 tell me what you think!
 http://goo.gl/VcKvR
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 22, 2011 7:55 PM
 Subject: Re: [Audyssey] mvc 3 arcade mode playthrough


 Hmmm, agreed about MK's gameplay not being as deep nowadays. It's
 gradually been happening since MK4 onward, I find each title to be
 that little bit more watered down. It might only be me clinging to the
 characters I know, but I keep finding myself saying little prayers
 that MK9 can combine the insanely good sound design of the last few
 titles with a sharp increase in the depth of control available for
 each character. I want to be able to feel like there's more work to do
 to master a character than just learning specials and fatalities. I
 want to be a totally horrible MK player again because I'm so out of
 practice, rather than being able to plough my way through with a moves
 list and some half-hearted button mashing. From everything I've seen
 online so far, MK9 is holding its own sound-wise, so now we've just
 got to hope they haven't been lazy about the actual number crunching
 and mechanics of reverting to 2d movement. If 2d movement turns out to
 be just a gimick, the series is going to feel s tired IMO.

 On 2/23/11, Clement Chou chou.clem...@gmail.com wrote:
 Ah yes. The MK series, while good, has always been a bit technically
 inferior in terms of mechanics and competition. lol. But hey, if
 there's a way for retribution, why not take it? lol.

 At 04:36 PM 22/02/2011, you wrote:
Cheers Clement, I'll be taking you up on the offer of help if pennies
don't start to drop within a few hours of game play. I'm not new to
fighters by any stretch of the imagination, but the MK series has
always been my comfort zone. The differences in the mechanics of MVC3
mean that I'm pretty much starting from a clean slate though. Luckily,
there are going to be a few retro MK and Tekken titles on hand for
retribution purposes lol.

On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
  Hope you have a good time! Let us know how it goes... and don't be
  afraid to lose. When you haven't played a fighter very many times,
  it's very normal to have trouble. That arcade playthrough is proof of
  that. lol. See if your friend'll be nice enough to let you go into
  training mode for a bit. lol. If you need or want advice and or tips,
  just write and I'll try and write up a few that'll be helpful for you
  and any other people trying to start playing.
 
  At 11:39 PM 21/02/2011, you wrote:
 Looks like I'm eventually going to get to try this title on Friday
 night. I'll be playing with someone who's a massive fan of this
 flavour of fighting, so will get my butt handed to me on a plate no
 doubt, but I'm looking forwar to it all the same. Don't think I've
 ever heard a fighter with quite as many sounds cues to keep track of
 all at once lol.
 
 Keep your fingers crossed, I'm gonna need it...
 Scott
 
 On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
   Only a partial playthrough... the last few matches before the boss.
   And that boss is a monster. I'm using a team of Dante, Chris
   Redfield
   and Wolverine. Enjoy... comments and the rest welcome as usual.
  
 
 http://dl.dropbox.com/u/3394499/marvel%20vs.%20capcom%203%20partial%20arcade%20playthrough.mp3
  
  
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Re: [Audyssey] mvc 3 arcade mode playthrough

2011-02-22 Thread Scott Chesworth
Cheers Clement, I'll be taking you up on the offer of help if pennies
don't start to drop within a few hours of game play. I'm not new to
fighters by any stretch of the imagination, but the MK series has
always been my comfort zone. The differences in the mechanics of MVC3
mean that I'm pretty much starting from a clean slate though. Luckily,
there are going to be a few retro MK and Tekken titles on hand for
retribution purposes lol.

On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
 Hope you have a good time! Let us know how it goes... and don't be
 afraid to lose. When you haven't played a fighter very many times,
 it's very normal to have trouble. That arcade playthrough is proof of
 that. lol. See if your friend'll be nice enough to let you go into
 training mode for a bit. lol. If you need or want advice and or tips,
 just write and I'll try and write up a few that'll be helpful for you
 and any other people trying to start playing.

 At 11:39 PM 21/02/2011, you wrote:
Looks like I'm eventually going to get to try this title on Friday
night. I'll be playing with someone who's a massive fan of this
flavour of fighting, so will get my butt handed to me on a plate no
doubt, but I'm looking forwar to it all the same. Don't think I've
ever heard a fighter with quite as many sounds cues to keep track of
all at once lol.

Keep your fingers crossed, I'm gonna need it...
Scott

On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
  Only a partial playthrough... the last few matches before the boss.
  And that boss is a monster. I'm using a team of Dante, Chris Redfield
  and Wolverine. Enjoy... comments and the rest welcome as usual.
 
 http://dl.dropbox.com/u/3394499/marvel%20vs.%20capcom%203%20partial%20arcade%20playthrough.mp3
 
 
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Re: [Audyssey] mvc 3 arcade mode playthrough

2011-02-22 Thread Scott Chesworth
Hmmm, agreed about MK's gameplay not being as deep nowadays. It's
gradually been happening since MK4 onward, I find each title to be
that little bit more watered down. It might only be me clinging to the
characters I know, but I keep finding myself saying little prayers
that MK9 can combine the insanely good sound design of the last few
titles with a sharp increase in the depth of control available for
each character. I want to be able to feel like there's more work to do
to master a character than just learning specials and fatalities. I
want to be a totally horrible MK player again because I'm so out of
practice, rather than being able to plough my way through with a moves
list and some half-hearted button mashing. From everything I've seen
online so far, MK9 is holding its own sound-wise, so now we've just
got to hope they haven't been lazy about the actual number crunching
and mechanics of reverting to 2d movement. If 2d movement turns out to
be just a gimick, the series is going to feel s tired IMO.

On 2/23/11, Clement Chou chou.clem...@gmail.com wrote:
 Ah yes. The MK series, while good, has always been a bit technically
 inferior in terms of mechanics and competition. lol. But hey, if
 there's a way for retribution, why not take it? lol.

 At 04:36 PM 22/02/2011, you wrote:
Cheers Clement, I'll be taking you up on the offer of help if pennies
don't start to drop within a few hours of game play. I'm not new to
fighters by any stretch of the imagination, but the MK series has
always been my comfort zone. The differences in the mechanics of MVC3
mean that I'm pretty much starting from a clean slate though. Luckily,
there are going to be a few retro MK and Tekken titles on hand for
retribution purposes lol.

On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
  Hope you have a good time! Let us know how it goes... and don't be
  afraid to lose. When you haven't played a fighter very many times,
  it's very normal to have trouble. That arcade playthrough is proof of
  that. lol. See if your friend'll be nice enough to let you go into
  training mode for a bit. lol. If you need or want advice and or tips,
  just write and I'll try and write up a few that'll be helpful for you
  and any other people trying to start playing.
 
  At 11:39 PM 21/02/2011, you wrote:
 Looks like I'm eventually going to get to try this title on Friday
 night. I'll be playing with someone who's a massive fan of this
 flavour of fighting, so will get my butt handed to me on a plate no
 doubt, but I'm looking forwar to it all the same. Don't think I've
 ever heard a fighter with quite as many sounds cues to keep track of
 all at once lol.
 
 Keep your fingers crossed, I'm gonna need it...
 Scott
 
 On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
   Only a partial playthrough... the last few matches before the boss.
   And that boss is a monster. I'm using a team of Dante, Chris Redfield
   and Wolverine. Enjoy... comments and the rest welcome as usual.
  
 
 http://dl.dropbox.com/u/3394499/marvel%20vs.%20capcom%203%20partial%20arcade%20playthrough.mp3
  
  
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Re: [Audyssey] mvc 3 arcade mode playthrough

2011-02-21 Thread Scott Chesworth
Looks like I'm eventually going to get to try this title on Friday
night. I'll be playing with someone who's a massive fan of this
flavour of fighting, so will get my butt handed to me on a plate no
doubt, but I'm looking forwar to it all the same. Don't think I've
ever heard a fighter with quite as many sounds cues to keep track of
all at once lol.

Keep your fingers crossed, I'm gonna need it...
Scott

On 2/22/11, Clement Chou chou.clem...@gmail.com wrote:
 Only a partial playthrough... the last few matches before the boss.
 And that boss is a monster. I'm using a team of Dante, Chris Redfield
 and Wolverine. Enjoy... comments and the rest welcome as usual.
 http://dl.dropbox.com/u/3394499/marvel%20vs.%20capcom%203%20partial%20arcade%20playthrough.mp3


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Re: [Audyssey] Consoles (was Re: my frustration with the blind gaming comunity.)

2011-02-16 Thread Scott Chesworth
Hi Michael,

Dunno if it's fair to say that Linux is the only market trying to make
their system fully accessible, nor whether it's fair to say it's the
perfect platform for us. I'd touche with Mac OS and iOS. VoiceOver and
Zoom are fully integrated into both OSs, aren't going anywhere, and
both seem to move forward with each major revision of the OS. True,
the initial price you have to shell out for the hardware is higher
than you'd need to shell out to get a bare bones Linux system up and
running, but the advantage you gain is a more consistent GUI on top of
equal access to the command line.

I'm not dumbing down what's happening on the Linux front at all man,
far from it, just felt it necessary to say that there's more than one
variety of rose to smell in this space, should anybody feel like
waking up and taking a good long snort.

Scott


On 2/16/11, Frost znvyyv...@gmail.com wrote:
 On Wed, Feb 16, 2011 at 11:01:24AM +1300, shaun everiss wrote:
 on that note we almost want to build the console round a preexisting
 engine.

   Yeah, but how is the majority of the blind community going to
 pay for all of this, especially in this economy.  If we're not on
 welfare, then we're spending the majority of our money on accessibility
 items to try to keep current with our work environments.  $1000 for a
 screen reader, $2000 for an accessible PDA or smart-phone, $4000 for an
 accessible GPS, $10,000 for a braill display...

   Windows and the game console market simply doesn't want to deal
 with us.  We're an unprofittable nitch market, and they have to charge
 us 10 times the going rates just to break even on any project.

   Eventually you guys are gonna wake up and smell the roses and
 realize that Linux is the only market out there that's even trying to
 make their system fully accessible.  The SpeakUP screen reader is now
 part of the Linux kernel, making the text console fully accessible.  It
 will remain part of Linux from now on, unlike Windows Narrator, which
 only supports the Windows operating system itself, and nothing else.
 You can't even use it to go on the web to find something better like
 NCDA.  You can't even use Narrator to help you install Windows, unlike
 Linux, which has many distributions with accessible installation setups.

   The developers of the Orca screen reader for the Linux GUI have
 also come a long way. I only have a monitor still, because I only
 occasionally need sighted assistance for something, and with a little
 scripting in a few other languages, they're working on supporting it
 all, and they're not charging anyone a cent.  Have a problem?  File a
 bug report and watch it get fixed.

   Like Thomas said, the game console development market just blew
 him off when he assed for more support for accessibility.  It's only
 recently since they started adding wheelchair ramps in standard design
 for public access.  You're not going to find it for the home design
 market for a long time to come, let alone the kitchen appliance market.

   I hope you folks wake up soon and see what Linux is doing for
 us, and doing it in a big way, and doing it all free of charge.  If
 there's any platform out there made for us, it's Linux.  Yes, there's a
 steep learning curve, but DOS had the same curve in the beginning.
 Without our support and input, Linux just may end up being another
 Windows Narrator, and that would be a shame.  All I know, is that my
 Linux console is accessible from power-on to power off now, and when I
 hear you folks discussing writing for other platforms, I can only wonder
 how insane it all sounds.  If you want to pick up your brooms and
 continue sweeping up the sighted community's messes, feel free.  We
 Linux converts will just sit back and laugh and shake our heads.  You're
 only hurting yourselves, bashing your brains against the wall again and
 again.

   Michael

 --
 Linux User:   177869 # Powered By: Intel # http://rivensight.dyndns.org
   Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] When a blind man rocks

2011-02-10 Thread Scott Chesworth
Nice one Yohandy! Good to read about some of the specifics so that it
doesn't just seem like magic. It came across really well.

Scott

On 2/10/11, Clement Chou chou.clem...@gmail.com wrote:
 Nice... well, just goes to show one of us has been doing some work!
 I've never done something like that yet... my gaming ability isn't
 something I try and advertise. lol. Nice job, Yohandi... way to
 spread the message! I wouldn't mind doing an interview like that,
 just haven't gotten the chance yet. lol.

 At 07:30 AM 10/02/2011, you wrote:
Hi Folks,
I searched for the article where the blind man beat the sighted on a
video game but couldn't fine it.
I did find this article from last year:
When a blind man rocks: Interview with Yohandy Rodriguez
April 20th, 2010
11:07 am ET
When you play Guitar Hero and Rock Band, you rely heavily on the
rhythm of the song and the overall flow, but if you turn on
performance mode, where the charts are hidden, you more times than
not, will fail within seconds.

Now imagine having to play performance mode every single time you
fired up the game. For Yohandy Rodriguez, that is no hypothetical;
that is his reality.

As someone who has been blind from birth, Rodriguez never learned to
rely on his vision as a way to navigate through life or games.

I was actually born prematurely, said Rodriguez. Due to the fact
my lungs hadn't developed properly, it was necessary to put me in an
incubator and pump oxygen into it to keep me alive. This was
obviously successful, but due to too much oxygen intake at such an
early age, I became blind. I was born in 1985, and I actually
remember gaming at a very early age. I don't really know how I got
started. All I know is everyone around me was playing video games,
and there was no reason why I shouldn't be as well. So that's
exactly what I did. I never considered my blindness as a barrier for
a second. I remember playing games like Super Mario 2 and Donkey
Kong Country quite clearly, and it was definitely a blast.

Rodriguez may have been able to play games like Mario and Donkey
Kong Country, but there are certain games that he is unable to play
due to his blindness.


According to a recent Rodriguez Tweet, Guitar Hero's menus can prove
problematic for blind gamers to navigateWell, I was never able to
beat Super Mario or Donkey Kong [laughs], even though I did complete
a few levels through trial and error, said Rodriguez. However, I
did come across fighting games, and suddenly things changed. I
recall playing Mortal Kombat 1 and 2 with my sighted cousin on a
SNES and man was it fun. All the attacks had distinctive sounds,
kicks and punches all sounded different and unique. It was such an
awesome experience I begged my parents to buy me a super Nintendo
immediately. So they did, and the first game I bought was a copy of
Ultimate Mortal Kombat 3. I played that game all day long and I
eventually beat it on medium. then I beat it on the hardest
difficulty. Then after that I had to buy more fighting games so I
purchased Killer Instinct. I know I'm digressing a bit here so I'll
get back on track. I find games with 3D environments and shoot 'em
ups the hardest to play. It's quite easy to get lost in such large
playing fields, and often enough there's not enough audio to convey
everything happening on screen.

While it's not instantaneously known by Rodriguez whether or not
he'll be able to play a game when it first comes out, there are
various indicators that point him and other blind gamers in the
right direction.

There's actually a few blind gamers out there, not just me, said
Rodriguez. We already know that games like Mortal Kombat VS. DC
Universe and Super Street Fighter IV are accessible since we've been
buying fighting games for years, and of course games like Guitar
Hero and Rock Band, but we actually love to experiment with
different genres. One of my blind friends bought Final Fantasy XIII
when it came out and told everyone how playable it ended up being
for the blind, so another friend went and got the game and can't
shut up about it [laughs]. I'm eventually going to purchase it as
well and see what all the hype's about.

One of Yohandy Rodriguez's favorite types of games to play is the
music video game genre. Guitar Hero and Rock Band provide blind
gamers such as Rodriguez with a unique opportunity to actually learn
to master a game through listening to the subtle changes in the music
 itself.


Rock Band 2's simplified menu system has proven very accessible to
blind gamersFirst and foremost, for rhythm games, I think it's more
about the music, and less about the visual aspect, said Rodriguez.
I don't have much experience with Guitar Hero since I've only
rented some of their games, but I have purchased Rock Band games so
I'll concentrate my efforts on that particular title. First thing I
like to do is listen to the song I'm attempting to learn. An easy
way of doing this is to go in practice mode and highlight the full
song for listening purposes. 

Re: [Audyssey] playing mainstream games vs blindness specific ones

2011-02-09 Thread Scott Chesworth
Just catching up on the deluge, and there's very little I can add from
the point of view of the mainstream players that hasn't already been
said in one way or another. thought someone should chime in though to
point out that, even though it's clearly not the case on Planet
Everiss, considerations of which devices can or can't be used
efficiently by blind gamers the world over might go a bit deeper than
what Shaun can fit on his desk.

I totally understand the financial issues of acquiring a console and
staying current as new games are released for it. I get why that comes
up over and over again in these threads. The space thing though?
Utterly baffled.

Scott


On 2/9/11, shaun everiss sm.ever...@gmail.com wrote:
 it is a device for sighted people.
 Yes I have mouse games but hardly play them.
 I have barely enough space for the mouse.
 At 05:30 p.m. 9/02/2011, you wrote:
Yup. well put guys. Most people on here assume oh this is a video
game, therefore I must have sight to play or to get full enjoyment
out of it, which isn't actually true. I get 100% enjoyment out of
games I play. If I didn't, why would I play them? It's like the
whole mouse issue when audiogames with mice support came out. oh the
mouse is a device for sighted people only. why would a blind person
use a mouse? it can't be done, etc, which of course was the wrong
 assumption.





From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 08, 2011 8:54 PM
Subject: Re: [Audyssey] playing mainstream games vs blindness specific ones


Hi Raul,

This is exactly the attitude I think Yohandi and Orin would like to
see on this list. I myself wouldn't mind seeing it, but I, like
you, feel everyone is entitled to what they think. I can name all
sorts of games that I play which are not designed specifically for
the blind... all the cards, Chess, etc... but I have much the same
view as you do. If I enjoy a game, I'll do whatever I can to milk
as much enjoyment out of it as I possibly can. And the same applies
for console games. On no game case or console box does it say blind
people aren't allowed to use them or will get less out of them than
any other average person. We haven't lost anything, in my opinion.
If anything, we work our brains more by working strategies and
memorizing things based off stuff other than just visual cues, but
rather some mental calculations on our own part.

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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Scott Chesworth
It does indeed mean that the punch has already landed, but that'd be
the same in an accessible version of the same game, or even in real
life would it not? Given that you've missed the chance to defend by
that point, it'd be time to either retreat or counter, and being able
to tell which attacks your opponent is launching, how close they'd
need to be to launch those attacks, the speed and individual fighting
styles of the characters in the game and gamers holding the
controllers are all contributing factors. Luckily, footsteps, dashes,
specials and the like often have sound cues associated with them
nowadays, so a gamer who's done their homework can often defend before
hearing that punch land, which was what you were asking I think. True,
you need quick reactions, but no quicker than the sighted person who's
just jumped back to avoid your attack or blocked your combo. They
didn't see that coming any sooner than you would've heard it if the
roles were reversed. It hasn't always been the case, but in this
particular genre, it's very possible now for blind people to be aware
of their surroundings and their opponents actions, so it's no longer
about who attacks hardest.

I'm not knocking your taste in games at all, if beat 'em ups aren't
your thing then that's one less person who's waiting in line to beat
me lol. As far as actual mastery of the in-game action goes though,
it's possible to be good at them now as a blind gamer, that's what I'm
getting at.

On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:
 When you hear a punch, doesn't that indicate that it has already hit the
 mark, in which case you're too late to defend against it?

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 08, 2011 5:34 PM
 Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of
 mainstream fighting games.


 Well said, Christopher... and I hear what you are saying completely. I can

 explain it in some detail, but I'll answer more questions next week when I

 have a new game to show, so I can walk people through things as I explore
 for the first time.

 In fighting games on this generation of consoles, there are sounds for
 everything. A punch sounds different than a kick, a block sounds different

 from a successful hit. Dashing has sounds, and so does jumping. There are
 sounds for when a character uses a special attack such as a projectile
 versus a straight hit, and using the sound of the projectile's launch and
 impact you can gage how far away from the screen you are or your opponent
 is. Since fighting games are rarely about reloading weapons, you can put
 that worry aside. The trick in a fighting game is to learn combos and
 moves, but that requires no more effort than any sighted person. If you
 seriously are interested in knowing more, feel free to write me offlist. I

 would be glad to help in any way I can... I wanted to keep this
 description short. But as I said, I'll do more showing with audio when I
 get my hands on Marvel Vs. Capcom 3 next week.

 At 02:54 PM 08/02/2011, you wrote:
Ok, I would like to understand something.  I have heard that there is a
lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make
the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen
readers
without a hell of a lot of effort, because the information was in fact
there
if one expended the effort.  As Anacreon was a turn-based game, I could
take
the time to find it, incorporate it into my understanding of the game
state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact
is
that I could learn 

Re: [Audyssey] Windows screen reader software?

2011-01-28 Thread Scott Chesworth
Hi David,

Yup, as a user experience NVDA feels a little clunky at times, but I'd
still recommend testing with that on Windows. My thinking is that NVDA
currently has the least amount of quirks in terms of how it interprets
HTML, so although it's a bit raw, a page that is easy for you to use
with both NVDA and VoiceOver shouldn't throw up any surprises no
matter what people are using.

For the record, your JAWS is much nicer, it approaches VoiceOver in
usability comment gave me a good laugh. Talk like that would get you
the cyber equivalent of a standing ovation from some groups of blind
folks, and thrown to the lions by others. Fortunately, this list is
pretty neutral.

Good luck, and if there's anything specific you get stuck on
accessibility-wise just shout.

Scott


On 1/28/11, David Rose drokaudysseygam...@ddrose.com wrote:
 Thanks for the advice, everyone!  NVDA and System Access are workable,
 but clumsy.  JAWS is much nicer, it approaches VoiceOver in usability,
 but it's incredibly expensive (you could buy a new computer for less).
 Of course, I can use it in the free demo mode for my purposes, but do
 people really spend so much on JAWS?

 I guess the most important question is, what software do people actually
 use?  I see after a quick inspection that all of these options read my
 webpages slightly differently.  I don't want to waste time making it
 work well with a program that no one uses.

 Thanks,
 David

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Re: [Audyssey] Games from APH?

2011-01-23 Thread Scott Chesworth
I'm not highly strung or easily offended as a rule, but I've read the
quoted message below three times now and still can't quite believe it
was posted. Presumably either everyone else deletes by default in this
case or can't find the words? I don't delete by default, and have
found a few:

Shaun, I implore you to take a few moments out of your undoubtedly
hectic day (scathing sarcasm, yes) to re-read any message you're about
to send before you actually send it. In the unlikely event that you
can re-read the quoted message and not understand how that advice
pertains to you, I'm suggesting that you reign in your choice of
dirogatory terms and inappropriate examples. FYI, though the example
in the message below seems to describe your public persona quite
accurately, it's still pretty far removed from what most sane people
would consider appropriate. While we're having this moment of
reflection, you might also want to count your lucky sheep that the
moderators here are a friendly forgiving bunch.

On 1/23/11, shaun everiss sm.ever...@gmail.com wrote:
 I wouldn't touch them.
 I played termite torpedo once.
 Its probably good if you are the average poor handicapt blind retard
 maybe even a child that has even less inteligence than a deranged
 retard and is generally bad and likes to format his drive or run
 things like lets see what  this command does kind of thing.
 But for any real computer user, ie one that can actually know what
 the internet is, well.
 Long and short is These are worse than bavisoft and they well are not for
 us.
 Maybe some narrow minded sole made these because thats what the
 retarded blind are worth.
 I don't want to be associated with the blind retards association and
 I don't play these though I did find and try these ages ago.
 To say, bd, is an understatement.
 If you want something like this, then you should play the kitchensinc games.
 Yeah, basic, and quite old school but at least they emulate the
 physical boards and actually are enjoyable.
 At 03:56 p.m. 23/01/2011, you wrote:
Hey everyone,

I just ran across these games from American Printing House for the
Blind, but they seem a little highly priced to me. Does anyone have
these games, and are they worth it? The games are:
Armidillo Army, Termite Torpedo, and Tudle Tiles or something like
that.. Sorry, I know I destroyed the spelling on those, lol.
If anyone has any information, please let me know.
Take care,
Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4d3b990149a1981410ast05vuc

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Re: [Audyssey] thinking of coding a game dtmf guess

2011-01-12 Thread Scott Chesworth
Ever heard of perfect pitch? It's going to make for some interestingly
high scores methinks.

Scott

On 1/12/11, shaun everiss sm.ever...@gmail.com wrote:
 I think this a fantastic idea.

 At 08:21 p.m. 12/01/2011, you wrote:
Hi,
I'm thinking of coding a simple game, called dtmf guess. Basically,
you have 60 seconds to guess as many dtmf tones as you can, and then
there will be score boards and stats.
I might possily include other modes, for example musical notes.
What do you guys think?

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Re: [Audyssey] Yet another iOS audio game under development: Captain Dynamite and the Fallen Hero

2011-01-10 Thread Scott Chesworth
Good find man, sounds like fun! Is there any projections for a release date?

Cheers
Scott

On 1/10/11, Ian McNamara ianandri...@googlemail.com wrote:
 woo this sounds brilliant, i hope it comes out soon i want this game.

 probly get it for xbox as well as itos.

 Ian McNamara

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Re: [Audyssey] Yet another iOS audio game under development: Captain Dynamite and the Fallen Hero

2011-01-10 Thread Scott Chesworth
Development does seem to be pretty far along from the Youtube clips
doesn't it, so hopefully not too long to wait.

On 1/10/11, Orin orin8...@gmail.com wrote:
 He said Spring 2011, which is around this time.
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112



 On Jan 10, 2011, at 6:54 AM, Scott Chesworth wrote:

 Good find man, sounds like fun! Is there any projections for a release
 date?

 Cheers
 Scott

 On 1/10/11, Ian McNamara ianandri...@googlemail.com wrote:
 woo this sounds brilliant, i hope it comes out soon i want this game.

 probly get it for xbox as well as itos.

 Ian McNamara

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Re: [Audyssey] Mouse Support in Games

2011-01-09 Thread Scott Chesworth
Hi,

Answers below each question for you Tom.

1. As a gamer how important is mouse support to you?
Keyboards feel clunky as input devices, so yup it's pretty important
if the game requires anything more than button pounding.

2. If supported would you consider purchasing a mouse with five or
more buttons for game input?
I would if there was no pad support. TBH, my instinct would likely be
to use a pad before a 5 button mouse if both were supported though.
This is partly because most decent pads have analog input in some form
along with more than 5 buttons, and mostly because I already own
one... did someone say cheapskate?

3. What type of mouse device/devices do you currently own? (Such
answers may include: none, touch pad, USB optical mouse, wireless
optical mouse, PS2 standard mouse, trackball, etc.)
A decent sized touch pad, and a USB optical mouse.

4. How many buttons does your mouse device have? Is it a two button,
three button, five button, or eight button mouse?
Touch pad has two, the USB mouse has 2 plus a scroll wheel which can
be clicked, so 3 I guess.

5. Does your mouse device have a scroll wheel?
Indeed it does.

6. What do you think of the following input commands for a
side-scroller like Mysteries of the Ancients?
Deleted the list for ease of reading, but it looks quite intuitive to
me. Only slight concern would be that, as far as I understand it,
clicking the scroll wheel would be button 3 on my current mouse?
That's never felt like an action that's smooth to pull off. I know
nothing of what's considered to be standard in terms of mouse input,
so if this list is the standard I guess we can put it down to my mouse
being a cheapo.

Hth
Scott

On 1/9/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I have a standard 3 button ps2 mouse on both computers.  Never use them.
 They are both behind the monitor which I also never use.  Now if people
 really wanted it, and I could find code for VB6 and the mouse, I would think
 about adding it.  But in my current game, the arrows to run, the control key
 to jump and the shift key to duck.  But even more fun and easier on my
 fingers, the gas peddle to run, the left fin to jump and the right fin to
 duck.  I am pretty sure that I will be using the steering wheel to play on
 all of the different levels that I have planned for this new game.

 But I find that between the keyboard, my Logitech MOMO Racing steering
 wheel, my Saitek ST290 Pro joystick and a nice game pad that was given to
 me, I do not feel the need to use a mouse.

 BFN

  Jim

 My mouse only has one ball

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] A question to you all audyssey folks.

2011-01-09 Thread Scott Chesworth
Hi,

Nope, a low pass filter passes the lows, so it allows the low
frequencies through. That'd be what you'd go for if you wanted the
party next door sound to take an extreme example. A high pass filter
would be more appropriate in this case, but you'd still need to boost
the upper mids quite a bit if you're using a parametric EQ to get that
tinny speaker sound, so be sure not to record the original speech mega
hot levels-wise.

Hth
Scott

On 1/9/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Muhammed,
 What ou want is something called a low pass filter; what this will do is
 remove sounds lower than a frequency you specify.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: Sunday, January 09, 2011 2:52 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] A question to you all audyssey folks.

 This is what I do. I go to perimetric witch is in eq, then I select size
 phoneline effect. I don't know how to remove bace, someone or any sound
 designers like Lee, please help me out. I have been trying to figure this
 thing out.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, January 08, 2011 10:03 PM
 Subject: Re: [Audyssey] A question to you all audyssey folks.


 Hi Muhammed,

 In order to create a radio sound effect you need a sound editor like
 Goldwave or Soundforge. You would start by removing some of the base
 from the speech recording in order to give it that radio tinny
 quality. Then, you can mix in some radio static to give it that fuzzy
 connection sound. That's one way of creating radio voice overs.

 Another way is you can set a walky-talky in front of the computer
 microphone. The person doing the voice over can go to another room and
 speak the lines into the walky-talky. This method is quite authentic
 and is great for a Star Trek communicator, a Star Wars comlink, or any
 other generic radio/communicator effect.  Creating a generic radio
 sound like this is pretty easy.


 As far as sound effect libraries goes there is this little thing
 called copyrights. Basically, before anyone can or should provide you
 with sounds it would largely depend on the copyright license for the
 sounds, and what exactly you plan to do with the sounds. If they are
 going to be used in a free production in most cases the sounds are
 free or sold for much less than a commercial license. If they are
 going to be used in a commercial product then you will have to pay out
 royalty fees that can range in the hundreds of dollars, pounds, euros,
 etc.


 Cheers!


 On 1/8/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi all,
 I just  need to post this quickly. First of all, this is the biggest
 question of all. Sorry if I can't spell check, I don't really have any
 time.
 So, to the point, how do you do a radio quality like Captain Chase
 communicates with Orion in the missions telling him the objectives? I
 tryed
 all I can, lowering the freaquency, but still didn't work. Any help would

 be
 appreciated. Question 2. Any good collections that someone could send me
 off
 list? Note. They have to be 50 mb or 100 mb. No higher than that. Any
 help
 on these questions would be appreciated. Thanks.
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Re: [Audyssey] the future of Shades of Doom

2011-01-03 Thread Scott Chesworth
Damn, I don't have an account, but would've been very keen to attend
this. Can anyone report back or record the workshop? I'd prefer the
former, but would still be mega grateful for the latter. Will try
getting an account too, just in case it goes through in time.

Cheers all
Scott

On 1/3/11, Charles Rivard woofer...@sbcglobal.net wrote:
 From David Greenwood:

 Hi all,

 I'm holding a workshop on the upcoming changes to Shades of Doom Multi-User.
 I'd like to give you some of my thoughts, and I'd really like to hear yours.

 Place: VIPConduit.com
 Date: Tuesday, January 4, 2010.
 Time: 9PM eastern
 Room: Special Events

 Open to all.

 Note that you will need a VIP Conduit guest account to participate.  If you
 currently do not have one, it probably is too late at this point, but sign
 up anyway since we'll be doing this on the first Tuesday of every month.


 If you would like to pass this on to other game lists that might be
 interested, I'd appreciate it.

 Regards,
 David Greenwood
 davidgreenw...@gmagames.com
 http://www.GMAGames.com






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Re: [Audyssey] You don't know Jack demo

2010-12-24 Thread Scott Chesworth
Muhahaha, this sounds like it'll be a lot of fun. Keep us posted if
you figure out how to get the keyboard entry playing nice.

Scott

On 12/24/10, Alfredo calfr...@aol.com wrote:
 Hello,
 I think they need to label the buttons properly so all screen readers
 can read them.
 BTW, where is the URL for this game?
 Alfredo

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[Audyssey] An interview about Papa Sangre on the radio

2010-12-24 Thread Scott Chesworth
Hi all,

This morning, I had a quick chat about Papa Sangre on RNIB's Insight
Radio. Thought I'd post the interview up here for anyone who's curious
about the game. I'm thinking that an organisation like RNIB giving
this air time is a good sign for the audio gaming scene too, so wanted
to spread the word that it had happened and get some discussion
flowing around what we can talk about next.

Here's the download:
http://dl.dropbox.com/u/182718/Scott%20Chesworth%20-%20Papa%20Sangre%20interview.mp3

Cheers, comments/critique welcome of course
Scott

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Re: [Audyssey] An interview about Papa Sangre on the radio

2010-12-24 Thread Scott Chesworth
Hi Darren,

In all honesty, I have no idea man. I was conscious that we only had a
short time slot assigned for the interview hence I didn't ask
questions. I'm curious too though, so will ask around lol.

Scott

On 12/24/10, Darren Duff duff...@gmail.com wrote:
 Nice interview.

 I want to know what was the movie without video and only sound that you
 where talking about .

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Scott Chesworth
 Sent: Friday, December 24, 2010 8:00 AM
 To: Gamers Discussion list
 Subject: [Audyssey] An interview about Papa Sangre on the radio

 Hi all,

 This morning, I had a quick chat about Papa Sangre on RNIB's Insight Radio.
 Thought I'd post the interview up here for anyone who's curious about the
 game. I'm thinking that an organisation like RNIB giving this air time is a
 good sign for the audio gaming scene too, so wanted to spread the word that
 it had happened and get some discussion flowing around what we can talk
 about next.

 Here's the download:
 http://dl.dropbox.com/u/182718/Scott%20Chesworth%20-%20Papa%20Sangre%20inter
 view.mp3

 Cheers, comments/critique welcome of course Scott

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Re: [Audyssey] papasangre and itouch 3g

2010-12-19 Thread Scott Chesworth
Weird that you're not getting vibrations, is anybody else with a 3GS
seeing the same behaviour? On an iPhone 4, the vibrations seem to work
fine.

Sounds being behind you is one of the hardest things to simulate. In
Papa Sangre, they do it by the sound being slightly duller (a bit less
top end, you'll notice it if you spin on the spot). It's not perfect,
but once you know it's there it's usually enough of a difference to
get the job done.

On 12/19/10, william lomas lomaswill...@googlemail.com wrote:
 I note though that i get no vibrations at all on my device and also sounds
 that are behind me, are not coming from behind my head

 On Dec 19, 2010, at 1:06 PM, Darren Duff wrote:

 They built it from scratch. Tell you what... Download this file and give a
 listen to it... It can explain binaural audio much better than I can...

 http://www.sendspace.com/file/aplrry

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Hayden Presley
 Sent: Saturday, December 18, 2010 8:51 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] papasangre and itouch 3g

 Hi,

 I hope you know that I've never heard of that engine, so that means
 nothing
 to me...grin

 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Darren Duff
 Sent: Saturday, December 18, 2010 7:21 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] papasangre and itouch 3g

 Do you know what binaural sound is? The game is using a binaural 3d
 engine.
 It's one of the best audio games I've ever played! Especially for the I
 devices.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Hayden Presley
 Sent: Saturday, December 18, 2010 5:55 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] papasangre and itouch 3g

 Hi,
 Hmmm...sounds good, but it beytter be awesome; I'm certainly not
 purchasing
 a game for $7 unless it's the best thing out there.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Darren Duff
 Sent: Saturday, December 18, 2010 4:04 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] papasangre and itouch 3g

 Yes, I can confirm this. They really need to update there web site with
 this
 information.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of peter Mahach
 Sent: Saturday, December 18, 2010 4:54 PM
 To: Gamers Discussion list
 Subject: [Audyssey] papasangre and itouch 3g

 for those wondewring, despite the developer's warning sand despite the
 game
 giving you an initial warning at startup it has no issues with the iPod
 touch 3g. it's just they don't have a way to tell if it's the 8 gig model
 which does indeed have less memory, hence all the warnings. but for us
 voiceover users with touches it'll work just fine, and imho it's a
 worthwile
 purchase.
 -
 Peter Mahach
 |piterm...@gmail.com
 msn: pitermac...@hotmail.com
 skype (not very often): pitermach
 twitter: http://www.twitter.com/pitermach
 webpage: http://pmsworld.weisi4u.de/



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Re: [Audyssey] Some Extremely Sad News

2010-12-19 Thread Scott Chesworth
Hi Tom,

Not the religious type here, so I can't offer much in the way of
prayers, but it looks like you've got quite a few of those on the way
already. Just wanted to chime in and say that I hope the festive
season doesn't put you and yours through the ringer too much this
year. From memory, I think you have a young son right? That like a
kid at Christmas saying is there for a reason, he'll be a little ball
of energy whatever happens so long as Crimbo is on the TV and in the
neighbours windows. Focus on him, it'll help.

Outpourings of sympathy won't actually change anything, but shout if
there's anything I or we can do other than keep sending you positivity
in whichever way we each subscribe too.

Chin up bud...
Scott

On 12/20/10, Allison Mervis alliso...@gmail.com wrote:
 Dear Thomas,
 I am so sorry for your loss. My thoughts and prayers are with you and your
 family during this difficult time.
 Allison
 http://www.allisonmervis.com/


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Sunday, December 19, 2010 1:13 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Some Extremely Sad News

 Dear list,

 I regret to inform you that there has been a very very tragic death in my
 family this weekend. Last night my mom called me and told me that my oldest
 step sister died under extremely tragic circomstances. At this point in time
 the police are ruling it out is a suicide. To say that this comes as a
 shocking suprise for the family and is very sad is an understatement.

 Although, my step sister and I were never close I still feel sad and
 extremely disappointed in how she chose to end her life. I feel extremely
 sorry for my neace who will be cellibrating this and every other Christmas
 without her mother. I also feel deeply sorry for my step father who lost a
 daughter, and my surviving step sisters who lost one of their sisters. For
 them Christmas will never ever be the same. For those of you who have faith
 in a religious background please pray for them in this time of morning and
 grief. Also pray for my step sister that perhaps she can find happiness in
 death that she never could in this life time. Moreover, never forget to tell
 your closest ffriends, family, and other loved ones that you love them.
 Remember that there is nothing more precious than life, and that no matter
 how bad life gets at times that taking your own life without a good cause is
 the greatest tragity of all.

 Finally, I wish to leave you with something that I learned from this
 experience. Remember to forgive those who have wronged you, and try to make,
 if possible, peace with everyone that you can. Especially, those who are
 your family and friends. Nothing is more tragic than what happened in my
 sisters' case.

 I'm not going to get into details and specifics, but one thing I can say is
 that my oldest sister was troubled. In her death she left behind a lot of
 unsettled arguments with my step father, my younger step sisters, her
 grandparents, and things were said in the heat of the moment to each other
 that can never be taken back or settled in this life time. My youngest step
 sister, for example, vowed never to see my oldest step sister again in this
 life time, and now, of course, she never will. My youngest step sister has
 to live with the guilt of allowing her personal feelings get in the way of
 making peace with her sister when she could have. Moreover, she now realises
 she wasn't there for her sister when she went over the emotional brink and
 took her own life when she needed her family, her loved ones,  more than
 ever.

 So the lesson I want to pass on to each and every single one of you is don't
 let your anger, your personal differences, etc go so far that you have to
 live each and every day of your life regretting the things you have said and
 done. Make your peace while you have time, and tell those you love that you
 love them. Let them know you care regardless of how angry you might be at
 them. You will never know when tomorrow is simply too late to say, I'm
 sorry. I love you.

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Re: [Audyssey] papa out later today?

2010-12-18 Thread Scott Chesworth
Will, have you read the About the game blurb which can be reached
from the main menu yet?
If not, do it. There's a shout out to someone in there you'll
recognise methinks.

Scott

On 12/18/10, william lomas lomaswill...@googlemail.com wrote:
 no he means it has been released from apples grip and it should be in the ap
 store later today

 On Dec 18, 2010, at 9:19 AM, Shiny protector wrote:

 Who's coming, and who's angry? And how is it supposed to be broken? I
 don't understand.
 - Original Message - From: william lomas
 lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 18, 2010 8:54 AM
 Subject: [Audyssey] papa out later today?


 HI got this on twitter

 Paul Bennun - OMG. Just heard from the Cupertino Fruit Co. Papa Sangre
 has broken free. He's angry. He's coming for us. LATER TODAY. -


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Re: [Audyssey] a tweet from papa

2010-12-16 Thread Scott Chesworth
Nice one! I'd take issue and say that the sound design is closer to
superb than ok, but it's all subjective I suppose.

Yeah, got to be pretty linear and relatively straight forward because
they're aiming for a market who aren't used to following audio cues
and clues. It's not going to have many people on this list scratching
their heads for long, but as I said before I'd be happy enough to pay
a couple of quid to have it on my phone for the occasional night time
strole through somewhere scary.

Let's hope it's not too long before it's publicly available via the
app store. If it's not there by Sunday, I'd like to propose a Papa
Party at Will's house lol.

Scott

On 12/16/10, Orin orin8...@gmail.com wrote:
 I completely expected it to be linear.
 - Original Message -
 From: Darren Duff duff...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, December 16, 2010 2:16 PM
 Subject: Re: [Audyssey] a tweet from papa


 They just offered it to you? How Did you beta test or something? That's
 really cool congrads man.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Thursday, December 16, 2010 1:56 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] a tweet from papa

 they offered it me.

 As it nearly out I guess I will say it is ok. THe sound is ok so far but
 the
 levels are really easy as scot said for us as totals. It seems there are
 25
 levels to complete. the main menu reads with voiceover. turning is a bit
 odd
 i use a roter gesture it seems to work ok not to bad to be honest.
 It is very linear

 On Dec 16, 2010, at 6:46 PM, Darren Duff wrote:

 \HI.

 I got this tweet from papa sangre and I'm not quite sure what it means...

 start tweet.
 Happy Christmas, William Lomas, first person to have me inside their
 phone.
 http://twitter.com/papasangre/status/15469603232681984
 end tweet.

 Isn't that a person on this list? did you win a copy of the game or
 something? I know it's not out yet.

 do tell! grin!
 Darren Duff.

 Drummer for The Overflow worship band!

 Band web site http://www.theoverflowband.com
 http://www.theoverflowband.com/

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 personal E-mail duff...@gmail.com

 windows live messenger *no mail please* darren...@hotmail.com

 skype contact duffman31279


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Scott Chesworth
Hi Hayden,

A USB mouse is cheaper and less bulky than almost any joystick or
controller. Plus, the majority of actions translate easily onto a
laptop track pad, it's easy enough to take curves in Rail Racer on one
for example.

Hth
Scott

On 12/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the swing

 as
 you could move it like you would actually move the weapon.
 Phil


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[Audyssey] Moderated status for Chastity?

2010-12-02 Thread Scott Chesworth
Hi mods,

Would it be a wise move to place Chastity Morse's address on moderated
status for the time being? From her previous posts, I'm totally
convinced that she's not spamming intentionally and no doubt you've
reached the same conclusion, but still, it seems wrong to assume that
the entire list will have the foresight to ignore the links. Hopefully
she'll be made aware of what's going through her account and find a
fix soon.

Not meaning to tread on any toes, just a thought from a humble lister.

Cheers
Scott

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Re: [Audyssey] Moderated status for Chastity?

2010-12-02 Thread Scott Chesworth
Indeed, but for the people who, for whatever reason haven't been
keeping up with list happenings and catch up cgronologically when time
allows...

More to the point, those spam messages are being needlessly archived
at the moment. I suggested moderation until it's fixed to keep a tidy
and safe list and archive, not as any sort of punishment.

On 12/3/10, Charles Rivard woofer...@sbcglobal.net wrote:
 If people have been keeping up with their Email, they will know to ignore
 and, in fact, delete those messages.  I wouldn't think there is a need to
 moderate, but that's just the opinion of a list member who is not a
 moderator of anyone buy myself, which we all should be.

 ---
 Shepherds are the best beasts!
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: gamers@audyssey.org
 Sent: Thursday, December 02, 2010 7:02 PM
 Subject: [Audyssey] Moderated status for Chastity?


 Hi mods,

 Would it be a wise move to place Chastity Morse's address on moderated
 status for the time being? From her previous posts, I'm totally
 convinced that she's not spamming intentionally and no doubt you've
 reached the same conclusion, but still, it seems wrong to assume that
 the entire list will have the foresight to ignore the links. Hopefully
 she'll be made aware of what's going through her account and find a
 fix soon.

 Not meaning to tread on any toes, just a thought from a humble lister.

 Cheers
 Scott

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Re: [Audyssey] News from papa sangre

2010-12-01 Thread Scott Chesworth
Hi Darren,

Nope, didn't have the foresight to record it I'm afraid. You wouldn't
have gotten much out of a recording in any case, all of the testing
was done with us both wearing headphones.

Hmmm, I didn't see anything where vibration was used. Then again, I
didn't see the entire game either so it's possible.

Scott

On 12/1/10, Darren Duff duff...@gmail.com wrote:
 Well, guess that's good enough for me... You didn't happen to record that
 little session now did you? Evil grin!

 Can't wait for this one guys. I've been looking out for it for a long old
 time!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Scott Chesworth
 Sent: Tuesday, November 30, 2010 5:33 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] News from papa sangre

 Hi chaps,

 Well, not a teaser as such but I can tell you that I spent an hour or so
 playing PS a couple of weeks ago, and it looked like being pretty close to
 releasable to me, plus the project manager seemed intent on a release before
 Christmas.
 We spent the hour with him listening to me take on the game (interestingly,
 the guy really did seem to listen as much as he watched), then going over a
 few accessibility tweaks that, while they weren't absolutely necessary,
 would make the menu system of the game and the transitions between levels
 easier to navigate with VoiceOver.
 During actual game play, you'll still need VoiceOver turned off unless you
 fancy doing a lot of unnecessary doubletapping.

 For what it's worth, my impressions were that the sound design was
 absolutely top notch. The biggest issue I encountered in the levels I played
 was telling the difference between something being behind you or in front of
 you, hopefully by release they'll have found a way to make that more
 obvious. It was a lot of fun to play, but I would advise you all to remember
 that this is a slightly odd situation, in that the game is audio-only, but
 being marketted to average Joe. The upshot seemed to be that, although the
 sound design was brilliant, the actual challenges and tasks were easy for
 someone who's used to navigating environments based entirely in audio. That
 said, I haven't seen the whole game, and even if the difficulty doesn't pick
 up, I'd happily splurge a few quid on it.

 Hope sending this doesn't tread on any toes at Somethin' Else, you boys
 should've got me to sign an NDA if you really didn't want any public
 mumblings at all!

 Scott

 On 11/30/10, Darren Duff duff...@gmail.com wrote:
 Sweet! Are you friends with him or something? I wish they would give
 us another teaser as I am sure things have changed much...

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
 On Behalf Of michael barnes
 Sent: Tuesday, November 30, 2010 9:56 AM
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] News from papa sangre

 I email Paul Benit and he told me that if apple aproves of things then
 dec.14 it will be release. when i hear from Paul again I will let
 everyone on the list know.

 --
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 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] papa sangre again

2010-12-01 Thread Scott Chesworth
Don't sweat it fellas. I was in the same boat as everyone else in that
i got a hopeful reply to an application to test then it all went
quiet. It was literally a case of being in the right place at the
right time, nothing more than a fluke.

Scott

On 12/1/10, Darren Duff duff...@gmail.com wrote:
 Either way I wouldn't really worry about it.  I'm sure no harm was ment. The
 game will be out soon and we will all be having fun playing it...

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Oriol Gómez
 Sent: Wednesday, December 01, 2010 2:20 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] papa sangre again

 that's not my poitn though. They said they would contact me as soon as the
 game woudl be available for testing. And it's only 2 weeks before the
 release? Either they just forgot all about us non UK testers or they simply
 laughing at us.

 On 12/1/10, Darren Duff duff...@gmail.com wrote:
 Well I am sure he's not the only one Just because you put your
 name down as a tester that doesn't mean they will use you and it
 shouldn't effect you personally. I even told them That I have some
 experience with binaural recording but they didn't choose me. But that
 doesn't mean I am not going to buy the game or get mad because I wasn't
 chosen.

 Darren.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
 On Behalf Of william lomas
 Sent: Wednesday, December 01, 2010 7:36 AM
 To: Gamers Discussion list
 Subject: [Audyssey] papa sangre again

  no offense to anyone here but why was scott the only person used for

 testing?
 A lot of us put our names down


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Re: [Audyssey] News from papa sangre

2010-11-30 Thread Scott Chesworth
Hi chaps,

Well, not a teaser as such but I can tell you that I spent an hour or
so playing PS a couple of weeks ago, and it looked like being pretty
close to releasable to me, plus the project manager seemed intent on a
release before Christmas.
We spent the hour with him listening to me take on the game
(interestingly, the guy really did seem to listen as much as he
watched), then going over a few accessibility tweaks that, while they
weren't absolutely necessary, would make the menu system of the game
and the transitions between levels easier to navigate with VoiceOver.
During actual game play, you'll still need VoiceOver turned off unless
you fancy doing a lot of unnecessary doubletapping.

For what it's worth, my impressions were that the sound design was
absolutely top notch. The biggest issue I encountered in the levels I
played was telling the difference between something being behind you
or in front of you, hopefully by release they'll have found a way to
make that more obvious. It was a lot of fun to play, but I would
advise you all to remember that this is a slightly odd situation, in
that the game is audio-only, but being marketted to average Joe. The
upshot seemed to be that, although the sound design was brilliant, the
actual challenges and tasks were easy for someone who's used to
navigating environments based entirely in audio. That said, I haven't
seen the whole game, and even if the difficulty doesn't pick up, I'd
happily splurge a few quid on it.

Hope sending this doesn't tread on any toes at Somethin' Else, you
boys should've got me to sign an NDA if you really didn't want any
public mumblings at all!

Scott

On 11/30/10, Darren Duff duff...@gmail.com wrote:
 Sweet! Are you friends with him or something? I wish they would give us
 another teaser as I am sure things have changed much...

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of michael barnes
 Sent: Tuesday, November 30, 2010 9:56 AM
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] News from papa sangre

 I email Paul Benit and he told me that if apple aproves of things then
 dec.14 it will be release. when i hear from Paul again I will let everyone
 on the list know.

 --
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Scott Chesworth
Even making 3 steps exactly 1 meter wouldn't totally nail it though
surely? What happens if you hear a trap, you hit v and it's 1 meter
away. Is that one step remaining or 2 or 3? There's still no way to
know without stepping and hitting V until you here 0 meters.

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 To be honest, I don't mind the lack of edges much. If the game's
 measuring system was a bit more precise, I wouldn't mind it at all.
 I'm being picky, but if 3 steps is approx 1 meter why not just make
 it exactly one? Measuring then would be a lot easier, plus judging of
 distances and then I'd have enough warning to put away whatever piece
 of mine that happened to be in my hand at the moment be it a gun or
 sword, or hat have you. Just my opinion though. I like as much
 challenge in the games I play as possible. Hence why I play all the
 mainstream competetive fighters I can. Because unlike most
 anime-based fighters, there's a lot of complex stuff underneath what
 looks like a simple engine.

 At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as
clear as you might think.

Take mario as an example. A large pit you might need to be on the
very edge of, or do a running jump, and in both of these
circumstances you may well miss the edge (especially with running),
you might also missjudge the distance and fall down, or, if jumping
in a small area, jump too high and hit your head on the cieling,
falling down once again.

These sorts of factors to do with varying the distance of jumps are
less easy to add in an audio side scroller (in fact, I don't think
any audio game has had variable hight jumps), so you need another
factor for challenge, and lack of edges is a very good one, sinse it
forces you to calculate matters as carefully as in a sited game
rather than just get all the information.

How about a compromise? either, removing the bounderies on higher
difficulty levels, or keeping the bounderies on chasms but not on fire
 pits.

Personally, with the review mode and by taking it slow, i don't find
lack of edges really a big deal at all.

Beware the Grue!

Dark.

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Re: [Audyssey] Superdeekout

2010-11-03 Thread Scott Chesworth
I must interject. The first mention of Mr Motor in this thread was
typed by one Ms Lori Duncan. Unless Mr Chou can provide evidence of
ownership, my client shall lay claim to the naming genius.

Lori, just holding the fort. My people will call your people to sort
out the fees for representation soon lol.

On 11/2/10, Clement Chou chou.clem...@gmail.com wrote:
 Hey, that name is copyrighted... Mr. Motor belongs to me!

 At 03:20 PM 02/11/2010, you wrote:
Hi Clement,
Lol. That's what I assumed. This is my science project. Behold...Mister
Motor! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, November 01, 2010 8:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Hey, MR Motor sounds pretty nerdy to me... and it's not me who's the
nerd. It's the you in the story... which I'm not associated with. lol.

At 03:57 PM 01/11/2010, you wrote:
 Hi Clement,
 That's 101 bot, since you are such an ultra-nerd...lol.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Clement Chou
 Sent: Monday, November 01, 2010 6:52 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Superdeekout
 
 He came from what was intended to be your science project. lol.
 
 At 03:44 PM 01/11/2010, you wrote:
  Hi,
  Where did Mr Motor come from?
  
  Best Regards,
  Hayden
  
  
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
   On
  Behalf Of Clement Chou
  Sent: Sunday, October 31, 2010 3:43 PM
  To: Lori Duncan; Gamers Discussion list
  Subject: Re: [Audyssey] Superdeekout
  
  Nope. When you pick up something bad, nothing happens... but your
  friend Mr Motor can't pick them up as they're already gone.
  
  Might start uploading replays of this soon... I loved this game. But
  I'm really rusty. lol.
  
  At 12:41 PM 31/10/2010, you wrote:
   I'm sad the company is down now, considering how clear the voice for
   start menu, the good music and sounds were.  That was the tone I
   meant, I'm also sure that robot knows when I only have 2 coins left
   and is determoned to keep me off them!  Also what do i do when I get
   a bad item?  Is there a way I can chuck it at MR moter?
   - Original Message - From: Scott Chesworth
   scottcheswo...@gmail.com
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Sunday, October 31, 2010 8:11 PM
   Subject: Re: [Audyssey] Superdeekout
   
   
   Hey Lori,
   
   The robot won't stay out of your way. He, or perhaps she (I guess
   that'd make her a robette?) is pretty determined to catch you, so
it's
   up to you to avoid that happening. The higher the level, the faster
   the robot comes after you.
   
   Do the strange tones you're hearing come a few coins before you
level
   up, as you're collecting up the last few coins on the grid? If they
   do, it's because earlier in that level you collected a bonus object
   which allows you to finish the level with a set number of coins
still
   left by pressing space after you hear one of those tones. It's been
a
   while since I played so I forget the exact name of the bonus object
   that makes this happen, but what I do remember is that if you choose
   to press space and finish the level early, you miss out on some of
the
   standard bonuses. It's only really a good idea to level up early if
   you're having a really fast run through and think you can get one of
   the time bonuses by doing so.
   
   Bombs tick, so skirt around them, and wherever possible try to be
   where they're not. Sounds easy enough, but factor in the robot
chasing
   you and it makes for some pretty wiggly movement until the bombs are
   all exploded.
   
   Hth, I found the game to be seriously addictive considering there
was
   nothing to kill lol
   
   Scott
   
   On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
   When you pick up coins you get a tone. I'm not sure what you mean
by
   sometimes... as to staying out of the robot's way, you just need to
   move more or less in a circle around it, but make sure to keep it
   evenly spaced from you at all times.
   
   
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Re: [Audyssey] Superdeekout

2010-11-03 Thread Scott Chesworth
There's no mercy here punk!

No people either, so it's not as bad as that first line would have you believe.

On 11/3/10, Clement Chou chou.clem...@gmail.com wrote:
 In that case, I will do the right thing and admit to false claims of
 ownership. lol. May the people have mercy! grins.


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Re: [Audyssey] Q9 version 1.2.

2010-11-02 Thread Scott Chesworth
The when is this or that coming out type questions usually annoy me,
but Ryan is on to something in as much as that this isn't Blastbay's
typical cycle. Usually Phillip goes from announcement to product way
quicker than this.

On 11/2/10, Charles Rivard woofer...@sbcglobal.net wrote:
 It will come out after it has been written and tested, I would think.

 ---
 Shepherds are the best beasts!
 - Original Message -
 From: Ryan Conroy staindadd...@juno.com
 To: Gamers@audyssey.org
 Sent: Tuesday, November 02, 2010 5:15 PM
 Subject: [Audyssey] Q9 version 1.2.


 Hi,

 When is this coming out? It's been like almost a month since it was
 announced, well maybe not a month, but at least three weeks. I'm just
 anxious for it to come out;  I can't wait. Please let me know.

 Ryan

 
 Globe Life Insurance
 $1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
 http://thirdpartyoffers.juno.com/TGL3131/4cd08d973d21a1d7cfst04vuc

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Re: [Audyssey] Superdeekout

2010-10-31 Thread Scott Chesworth
Hey Lori,

The robot won't stay out of your way. He, or perhaps she (I guess
that'd make her a robette?) is pretty determined to catch you, so it's
up to you to avoid that happening. The higher the level, the faster
the robot comes after you.

Do the strange tones you're hearing come a few coins before you level
up, as you're collecting up the last few coins on the grid? If they
do, it's because earlier in that level you collected a bonus object
which allows you to finish the level with a set number of coins still
left by pressing space after you hear one of those tones. It's been a
while since I played so I forget the exact name of the bonus object
that makes this happen, but what I do remember is that if you choose
to press space and finish the level early, you miss out on some of the
standard bonuses. It's only really a good idea to level up early if
you're having a really fast run through and think you can get one of
the time bonuses by doing so.

Bombs tick, so skirt around them, and wherever possible try to be
where they're not. Sounds easy enough, but factor in the robot chasing
you and it makes for some pretty wiggly movement until the bombs are
all exploded.

Hth, I found the game to be seriously addictive considering there was
nothing to kill lol

Scott

On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
 When you pick up coins you get a tone. I'm not sure what you mean by
 sometimes... as to staying out of the robot's way, you just need to
 move more or less in a circle around it, but make sure to keep it
 evenly spaced from you at all times.


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[Audyssey] Panning in MOTA FPS

2010-10-09 Thread Scott Chesworth
Hi Tom, quick question for you.

The difference in panning in MOTA Beta 14 and the reasons for it have
been, um, shall we say thoroughly covered. Forgive me if I've missed
it, but I haven't yet seen anybody discussing how the new setup will
work for the FPS version. I guess what I'm asking is, are the current
jumps across the stereo field that people are struggling with only
occuring because you're having to try and find the common ground
between a 2d audio landscape and a panning system that was designed
exclusively for realism in 3d maps?

I'm hoping that the answer to this will be that the FPS version will
sound more natural whenever it's ready to be rolled out. Seems logical
to assume given all the cool sounding stuff that's still happening on
consoles, but I thought I'd check for sure. Call me a maverick, but
I'm trying to make panning and positivity fit into the same sentence
lol!

Cheers
Scott

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Re: [Audyssey] legac help

2010-09-07 Thread Scott Chesworth
Hi Lori,

Seconded, our chap should be able to stash more than one small item at
a time, I don't think it's unreasonable to assume he'd have pockets?
That frustrated me no-end for the first few chapters, until I got used
to remembering where I'd put things. Then I realised that the reason I
was finding remembering that hard is that so far as I can tell there's
no way of putting an item down unless it's to swap it with another
item. This makes it so that often where I had to leave items wasn't
logical at all in my tiny mind.

Am I missing something? Does anybody else know of a way to put things
down and walk away holding nothing?

Cheers
Scott

On 9/7/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Kelly, I'm using a laptop so don't have a keypad.  What you think of the
 different objects, I wish you could have an inventry rather than have to go
 back and forward to places.  It makes sense to hold one object at a time,
 but he could have a backpack.  I've a feeling I'll need that paperclip and
 paper weight
 - Original Message -
 From: Kelly Sapergia ksaper...@sasktel.net
 To: gamers@audyssey.org
 Sent: Tuesday, September 07, 2010 3:23 PM
 Subject: Re: [Audyssey] legac help


 Hi Lori,
   To route your JAWS cursor to the PC cursor, press Insert+Num Pad Minus,
 which is the key at the top right of the numeric keypad.
 I was able to get to Chapter 2 of the game last night, and think it's
 pretty good.
   Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an
 affordable price, visit KJS Productions at:
 http://www.kjsproductions.com/.


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Re: [Audyssey] legac help

2010-09-06 Thread Scott Chesworth
Hi all,

Phil: yup, Flash is installed and running. In my add/remove programs
list I have Adobe Flash 10 ActiveX, and Adobe Flash 10 plugin. Still
no joy with keyboard input directly into the flash movie though even
with no screen reader running. Any other tips?

Ben: aha, tell me more tell me more sir?

Cheers
Scott

On 9/6/10, Ben gamehead...@aol.co.uk wrote:
 I can help you there Kelly.  I've got a version that is far easier.  If you
 wish we can talk on skype and I'll sort it out with you.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kelly Sapergia
 Sent: 06 September 2010 16:03
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] legac help

 Hi,
I agree, I can't seem to do anything with this game. I tried moving to
 the link before the Flash player, then turning off the virtual PC cursor in
 JAWS 11, and tabbing to where the player is, but was instead taken to the
 address bar. I finally got so frustrated I closed the page after a few
 minutes.
Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an affordable
 price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] legac help

2010-09-06 Thread Scott Chesworth
Just varified that Flash is up to date.  Still no joy though.

A little alarming to see someone who relies on accessibility knocking
Apple and saying good things about Adobe... can't even begin to fathom
the logic!

Any other ideas, keep 'em coming folks, this game sounds like a worthy
timewaster!
Scott

On 9/6/10, shaun everiss sm.ever...@gmail.com wrote:
 well try getting the latest flash it may not be the latest.
 you can mostly rely on java flash shockwave and the klite mega codec
 pack to get buy.
 not many things use quicktime thank god.
 though, on that note if the ipod didn't have the advantages its
 gained I wouldn't touch it because of all the baggage it has to be
 installed with to work.
 At 05:35 a.m. 7/09/2010, you wrote:
Hi all,

Phil: yup, Flash is installed and running. In my add/remove programs
list I have Adobe Flash 10 ActiveX, and Adobe Flash 10 plugin. Still
no joy with keyboard input directly into the flash movie though even
with no screen reader running. Any other tips?

Ben: aha, tell me more tell me more sir?

Cheers
Scott

On 9/6/10, Ben gamehead...@aol.co.uk wrote:
  I can help you there Kelly.  I've got a version that is far easier.  If
  you
  wish we can talk on skype and I'll sort it out with you.
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of Kelly Sapergia
  Sent: 06 September 2010 16:03
  To: gamers@audyssey.org
  Subject: Re: [Audyssey] legac help
 
  Hi,
 I agree, I can't seem to do anything with this game. I tried moving
  to
  the link before the Flash player, then turning off the virtual PC cursor
  in
  JAWS 11, and tabbing to where the player is, but was instead taken to
  the
  address bar. I finally got so frustrated I closed the page after a few
  minutes.
 Thanks.
 
  Yours Sincerely,
  Kelly John Sapergia
  For information regarding my Internet radio shows, links to my favorite
  sites, and more, visit my personal website at http://www.ksapergia.net/.
  If you need jingles, voiceovers and music for your project at an
  affordable
  price, visit KJS Productions at: http://www.kjsproductions.com/.
 
 
  ---
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Re: [Audyssey] legac help

2010-09-06 Thread Scott Chesworth
Yup, I'm running IE8 here also. The plot thickens...

Out of interest, if this is flash-based it seems reasonable to assume
it's compatible with any platform Flash can be displayed on? Might
reboot into Mac OS and give it a shot there instead.

Scott

On 9/6/10, Michael Feir michael.f...@gmail.com wrote:
 I got it to work once I had updated my flash and shockwave players and used
 Internet Explorer version 8. Haven't tried it again since that one
 successful time though.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 06, 2010 4:10 PM
 Subject: Re: [Audyssey] legac help


 Just varified that Flash is up to date.  Still no joy though.

 A little alarming to see someone who relies on accessibility knocking
 Apple and saying good things about Adobe... can't even begin to fathom
 the logic!

 Any other ideas, keep 'em coming folks, this game sounds like a worthy
 timewaster!
 Scott

 On 9/6/10, shaun everiss sm.ever...@gmail.com wrote:
 well try getting the latest flash it may not be the latest.
 you can mostly rely on java flash shockwave and the klite mega codec
 pack to get buy.
 not many things use quicktime thank god.
 though, on that note if the ipod didn't have the advantages its
 gained I wouldn't touch it because of all the baggage it has to be
 installed with to work.
 At 05:35 a.m. 7/09/2010, you wrote:
Hi all,

Phil: yup, Flash is installed and running. In my add/remove programs
list I have Adobe Flash 10 ActiveX, and Adobe Flash 10 plugin. Still
no joy with keyboard input directly into the flash movie though even
with no screen reader running. Any other tips?

Ben: aha, tell me more tell me more sir?

Cheers
Scott

On 9/6/10, Ben gamehead...@aol.co.uk wrote:
  I can help you there Kelly.  I've got a version that is far easier.
  If
  you
  wish we can talk on skype and I'll sort it out with you.
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of Kelly Sapergia
  Sent: 06 September 2010 16:03
  To: gamers@audyssey.org
  Subject: Re: [Audyssey] legac help
 
  Hi,
 I agree, I can't seem to do anything with this game. I tried moving
  to
  the link before the Flash player, then turning off the virtual PC
  cursor
  in
  JAWS 11, and tabbing to where the player is, but was instead taken to
  the
  address bar. I finally got so frustrated I closed the page after a few
  minutes.
 Thanks.
 
  Yours Sincerely,
  Kelly John Sapergia
  For information regarding my Internet radio shows, links to my
  favorite
  sites, and more, visit my personal website at
  http://www.ksapergia.net/.
  If you need jingles, voiceovers and music for your project at an
  affordable
  price, visit KJS Productions at: http://www.kjsproductions.com/.
 
 
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 All

Re: [Audyssey] legac help

2010-09-06 Thread Scott Chesworth
Aha, cheers Ian, I'll try this method next.

On 9/6/10, Ian McNamara ianandri...@googlemail.com wrote:
 you have to go to the flash content and left click with your mouse button
 and then unload your screan reader and that should get it going.

 ian mcnamara. Î
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Re: [Audyssey] legac help

2010-09-06 Thread Scott Chesworth
Phil et al,

Ian's tip about clicking your physical mouse when focused on the flash
movie worked here too. You do need to unload your screen reader before
you get working arrow keys, I figured that'd only be true of JAWS but
it holds true for NVDA too which is a bit surprising.

Nevertheless, stick with the weird navigation for a chapter or 2 and
see if you get into it. What the interface lacks in elegance it
definitely makes up for in the way of enjoyment. Unless there's a lot
of randomisation happening though, which I don't think there is, this
will be a game you only play through once or maybe twice.

Scott

On 9/7/10, Phil Vlasak p...@pcsgames.net wrote:
 http://www.bbc.co.uk/radioscotland/legacy/


 - Original Message -
 From: shaun everiss sm.ever...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 06, 2010 10:06 PM
 Subject: Re: [Audyssey] legac help


 what is the link to this phill?
 I am kind of bord so I may try this out.
 At 12:59 p.m. 7/09/2010, you wrote:
Hi Scott,
I did finally get Legacy to work.
First I had to close down all my windows.
Then on the game page, I had to maximize the screen.
Then with JAWS I had to rout to the top of the flash that said play game.
And rout my cursor to the p in play.
Then I double clicked.
Then I unloaded jaws.
Once the game was started I got a menu with three choices, accessed
by the left and right arrow keys.
I hit enter to select.
The help gave me several other keys to use in the game but as my
speech was off I could not write them down.
One annoying thing is you need to locate objects such as the
gramophone so you have to walk around until you hear a gramophone
record playing and when you are on it you can get it to work.
The footstep sounds were also quite loud and as your left foot sound
was in your left ear and your right foot sound was in your right
ear, it did not sound realistic.

However I was not able to find the attic so could not continue.
Phil

- Original Message - From: Scott Chesworth
scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 06, 2010 7:25 PM
Subject: Re: [Audyssey] legac help


Aha, cheers Ian, I'll try this method next.

On 9/6/10, Ian McNamara ianandri...@googlemail.com wrote:
you have to go to the flash content and left click with your mouse button
and then unload your screan reader and that should get it going.

ian mcnamara. Î
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09/06/10 02:35:00


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 No virus found in this incoming message.
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[Audyssey] requesting major Legacy spoiler

2010-09-06 Thread Scott Chesworth
There won't be any actual spoilers contained herein, this is a request
for spoilage not a provision of such.

I've been playing Legacy for a couple of hours, I'm on chapter 6, and
I've got the first 2 codes. This 3rd keypad is driving me insane! I've
examined the keypad, so I know about the plaque above it. I trawled a
significantly long way back through the chapter to doublecheck I'd
remembered Juliet's birthday correctly, and to my annoyance discovered
that I had indeed done so.

So, given that I've tried literally everything surrounding these clues
that I can think of, I'm sucking it up and asking if anybody knows the
code to the 3rd keypad. Feel free to, in fact I'd advise you to, drop
me a mail off list if you're planning to put me out of my misery. If
you do reply on list, please be sure to do a gigantic spoiler space,
because not everyone is going to be as dim as me and I really wouldn't
want to ruin this game for them.

Cheers in advance,
Scott

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Re: [Audyssey] legac help

2010-09-05 Thread Scott Chesworth
When I go to the link, it plays the intro so I know the URL is right.
Tricky thing is that once I'm there, I don't seem to be able to
interact at all from the keyboard. This happens even when I go to the
page with no screen reader loaded.

Anyone know what I'm missing?
Scott

On 9/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Wiliam,
 Thanks for that link. I didn't see it yet on the Audiogames Database.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Sunday, September 05, 2010 3:02 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] legac help

 www.bbc.co.uk/radioscotland/legacy
 It fantastic game

 On Sep 5, 2010, at 9:00 PM, James Howard wrote:

 Hi, what is the link to this, I would like to try it.

 On 9/5/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Could someone give me the link to this game? I had it once but I lost it.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Lori Duncan
 Sent: Sunday, September 05, 2010 12:24 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] legac help

 Hi what is this game?  Is it a 3-D one like SOD?
 - Original Message -
 From: william lomas lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, September 05, 2010 5:38 PM
 Subject: [Audyssey] legac help


 Hi all, has anyone beaten the legacy audiogame?
 I am on chapter six
 s
 p
 o
 i
 l
 e
 r
 s
 p
 a
 c
 e


 I have found 4 levers, one has no handle and I find a metal door back to
 security room but where please, do I go and what do I do as no doors
 relating to the levers, exist


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All messages 

Re: [Audyssey] SF seminar

2010-08-16 Thread Scott Chesworth
Hi chaps,

Yep, I'm another person who's keen to be there but couldn't have made
this Tuesday due to playing a gig. Aside from that though, the two of
you being there and using multiplayer so you can take it at whatever
pace is most appropriate is a must I reckon, so my vote is to
reschedule.

Still looking forward to this, whenever it may happen
Scott

On 8/16/10, Tom Randall kf6...@comcast.net wrote:
 Unfortunately there will almost certainly be some folks who cannot show up
 whenever we pick, but I agree with everything you say.  This is why I plan
 to record the seminar if I am there and hopefully others will if I am not.

 Thanks.

 Tom

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Yohandy
 Sent: Sunday, August 15, 2010 5:28 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] SF seminar


 well seeing as I can't use line-in and microphone simultaneously, it
 would be a bad idea if I took over lol. not to mention we wouldn't be able
 to showcase the multiplayer mode which is a very convenient way to show
 people how to play the game. Perhaps it's better if we leave it for a
 different day. some folks couldn't show up Tuesday so it's probably for the
 best. What do you all say?


   - Original Message -
   From: clement chou
   To: Gamers Discussion list ; brandonsl...@freelists.org ; Yohandy
   Sent: Sunday, August 15, 2010 4:21 PM
   Subject: SF seminar


   I wanted everyone to know that I won't be attending on Tuesday. I have a
 family matter to atend to this week and can't make it. So Yohandy can take
 over, or we could arrange another day when the both of us can't be there.
 What does everyone think? Would people prefer another day?
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Re: [Audyssey] Fw: competetive street fighter

2010-07-30 Thread Scott Chesworth
One more with interest in attending such a talk here. I'm more of an
MK player at heart, but would definitely like to learn more about SF
from someone who's taken it further than I've ever managed too.

Cool idea, keep me in the loop.

Scott

On 7/30/10, Brice Mellen buu...@gmail.com wrote:
 Um I don't know if it's on the xbox 360 or not, but most people that I know
 who do play it, play it on the ps3.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Mike Maslo
 Sent: Friday, July 30, 2010 5:52 AM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] Fw: competetive street fighter

 What game systems does this run on?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of clement chou
 Sent: Thursday, July 29, 2010 4:49 AM
 To: Gamers Discussion list
 Subject: [Audyssey] Fw: competetive street fighter

 Sent this to another list but figured some people might be interested. Sorry
 for those who are getting it twice.
 - Original Message -
 From: clement chou
 To: brandonsl...@freelists.org
 Sent: Wednesday, July 28, 2010 11:26 PM
 Subject: competetive street fighter


 I'm wondering, would anyone be interested in learning the more competetive
 aspects of street fighter, and how to improve your game? I don't claim to be
 a master player, but Yohandy and myself are both quite proficient. At least
 yohandy is. Don't know about me. But such stuff would include stuff like how
 to use your focuss attacks, the different combo types in SF, and character
 tips. Would anyone be interested? Because such a conference, over something
 like team talk or skype could work, if enough people are interested. What do
 you guys think? I'd be more than happy to teach what little I know, and I'm
 sure Yohandy would be too.
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Re: [Audyssey] games and 64bit

2010-07-14 Thread Scott Chesworth
Though I'm not a moderator, I do feel it's necessary to point out that
so far this conversation has spanned about 15 more threads than it
needs too. For the love of Bob, please can we only change subject
lines when the subject really has changed.

Cheers all
Scott

On 7/14/10, Josh Kennedy jkenn...@gmail.com wrote:
 Hi
 well then unless Jim updates his games, I guess the only way to play them in
 future versions of windows will be to use vmware and virtualise windows xp.

 Josh Kennedy
 jkenn...@gmail.com



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Re: [Audyssey] BGT - new pricing structure and pre-ordering available!

2010-07-14 Thread Scott Chesworth
Hi Philip,

It's amazing what this comunity can do. Personally I think these
prices under value your work, under value it in quite a big way. That
said, I'll be heading to blastbay.com to get my preorder in for the
lite version before you change your mind LOL.

Scott

On 7/14/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi all,

 I have two announcements to make this time. First, it is now possible to
 pre-order the BGT engine by visiting the ordering section of the Blastbay
 Studios website. Second, I have decided to completely restructure the
 pricing of the engine. Over the last few months I have spoken with quite a
 few people in the community regarding the pricing and while some think it's
 reasonable, many others consider it to be way too high. Thus, I have decided
 to do a general price reduction for the engine, as well as add the Pro
 Single license. The licenses are as follows:

 BGT Demo (0.0 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of games,  in source code form. No compiled executables may
 be created with this version, and nothing may be sold.

 BGT Lite Version (29.95 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of compiled freeware games written by an individual.
 Nothing may be sold.

 BGT Pro Single Version (99.95 USD):
 This version of the engine allows the creation and distribution of one
 single commercial game written by an individual. An unlimited number of free
 games may still be compiled and distributed with this version, but only one
 title may be sold.

 BGT Pro Unlimited Version (399.95 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of commercial games written by an individual.

 For more legal information, please see the BGT end user license agreement.

 Please note that the purchase of one version of the engine also counts
 towards the purchase of a more expensive license type. For example, if you
 purchase the lite version and then wish to upgrade to a Pro Single license,
 you will then only have to pay 70 USD rather than the full 99.95.

 Any feedback on this restructuring is most welcome.

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] BGT - new pricing structure and pre-ordering available!

2010-07-14 Thread Scott Chesworth
Hi Philip,

Just preordered my copy of BGT Lite. Was the Paypal site being in
Swedish meant to happen? I was a bit unnerved, pretty sure I don't
remember the same thing happening with Q9.

Scott

On 7/14/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi Scott,

 I personally also thought the original prices were reasonable, but I have to
 listen to the majority of my target audience as I will probably get more
 sales that way in the end. I've actually had a bunch of pre-orders already,
 which I'm very happy about and so I won't be changing these prices. I'll add
 higher ones for actual companies, though, so that they don't get the same
 deal as individuals making games mainly as a hobby.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 14, 2010 11:05 PM
 Subject: Re: [Audyssey] BGT - new pricing structure and pre-ordering
 available!


 Hi Philip,

 It's amazing what this comunity can do. Personally I think these
 prices under value your work, under value it in quite a big way. That
 said, I'll be heading to blastbay.com to get my preorder in for the
 lite version before you change your mind LOL.

 Scott

 On 7/14/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi all,

 I have two announcements to make this time. First, it is now possible to
 pre-order the BGT engine by visiting the ordering section of the Blastbay
 Studios website. Second, I have decided to completely restructure the
 pricing of the engine. Over the last few months I have spoken with quite a
 few people in the community regarding the pricing and while some think
 it's
 reasonable, many others consider it to be way too high. Thus, I have
 decided
 to do a general price reduction for the engine, as well as add the Pro
 Single license. The licenses are as follows:

 BGT Demo (0.0 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of games,  in source code form. No compiled executables
 may
 be created with this version, and nothing may be sold.

 BGT Lite Version (29.95 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of compiled freeware games written by an individual.
 Nothing may be sold.

 BGT Pro Single Version (99.95 USD):
 This version of the engine allows the creation and distribution of one
 single commercial game written by an individual. An unlimited number of
 free
 games may still be compiled and distributed with this version, but only
 one
 title may be sold.

 BGT Pro Unlimited Version (399.95 USD):
 This version of the engine allows the creation and distribution of an
 unlimited number of commercial games written by an individual.

 For more legal information, please see the BGT end user license agreement.

 Please note that the purchase of one version of the engine also counts
 towards the purchase of a more expensive license type. For example, if you
 purchase the lite version and then wish to upgrade to a Pro Single
 license,
 you will then only have to pay 70 USD rather than the full 99.95.

 Any feedback on this restructuring is most welcome.

 Kind regards,

 Philip Bennefall
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 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


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Re: [Audyssey] MOTA fire

2010-07-09 Thread Scott Chesworth
Well the answer is two fold. Firstly, yup, I'd always walk when
playing with fire so to speak unless I knew that part of the level
well, just for safety's sake. Secondly, the warning messages do seem
to be a bit late IMHO. I don't think there's a delay in triggering
them, think it's more about the breath that's been left on the
beginning of the ogg files. I've mentioned it in another thread to
Thomas already, so hopefully he agrees and sees the problem.

Hth
Scott

On 7/9/10, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi,
 I tried to play MOTA on the training level, but still managed to get burned
 in a fire, angela seemed to warn me a second or two too late. Is she usually
 slow to warn you, should I walk slower, or is this a bug? She warned me,
 funnily and comically enough, during her scream of death.
 Regards,
 Damien.
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Re: [Audyssey] Palace Punch-up Released!

2010-07-09 Thread Scott Chesworth
Hey Lori,

The good news is that this IP stuff is pretty simple to get your head
around, at least, in this context it is. Your IP is simply a string of
numbers that identifies your computer to anything you might want to
connect too. Every computer with any sort of network interface has
one, and in the case of internet conectivity your IP is usually
automatically assigned by your service provider, and will likely
change from time to time when you reconnect. There are ways of keeping
it the same at all times, they call that a static IP, but you'll know
if that applies to you because chances are you'll be being charged for
the privilage lol.

So, to find out what your current IP is, just go to
www.whatismyip.com. Near the top of that page, you'll find a line that
displays your current IP. For example, mine is currently
188.223.43.44.

Palace Punch-up connects two computers. So, if you're hosting the
game, you just need to check your current IP at www.whatismyip.com,
and give that number to whoever you want to be able to connect to you.
If someone else is acting as host, just ask for there IP, choose to
join a game, and paste it there.

It's worth noting that the first time you play online, Windows
Firewall will likely throw a warning up at you that Palace Punch-up is
trying to access the internet. So far as I can tell, Philip isn't an
evil crime lord who'll hack your computer, rob your identity, sell
your data, or do anything along those exciting lines, so your probably
safe to click Allow.

If you're still stuck, just shout...
Scott

On 7/9/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Oh dear I just looked at the online section of the manual, don't have a
 clue about this I.P stuff, I only know I'm running outlook express Smile
 - Original Message -
 From: Philip Bennefall phi...@u7142039.fsdata.se
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, July 09, 2010 8:06 PM
 Subject: Re: [Audyssey] Palace Punch-up Released!


 Hi there,

 Dark: No, that is a term of phrase that has never featured in my
 vocabulary. Grin.

 Lori: If you go grab the setup yet again now, I have inserted a safety
 check which should make it totally impossible for it to get stuck.

 I'll be looking forward to getting some punching opponents soon, once
 people are familiar with the game.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: Lori Duncan lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, July 09, 2010 9:01 PM
 Subject: Re: [Audyssey] Palace Punch-up Released!


 It's cool, just picture your worst enimie living in that palace then go
 get
 them!  How are you Philip after that intro punch?  Smile
 - Original Message -
 From: dark d...@xgam.org
 To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list
 gamers@audyssey.org
 Sent: Friday, July 09, 2010 7:49 PM
 Subject: Re: [Audyssey] Palace Punch-up Released!


 Yee gods philip that was quick!

 Ever heard of the pleasures of anticipation? ;D.

 I'll look forward to trying it out.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@u7142039.fsdata.se
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, July 09, 2010 6:59 PM
 Subject: [Audyssey] Palace Punch-up Released!


 Hi everyone,

 I am happy to announce the release of Palace Punch-up, an arcade/action
 game where your objective is to break your opponent's palace into a pile
 of debris by throwing rocks at it. At the same time, of course, you have
 to protect your own palace from suffering the same unhappy end.

 This game is freeware, and can be played both against the computer and
 against a human opponent over the internet, on six difficulty levels.

 Head over to blastbay.com and grab your copy today!

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Scott Chesworth
Hi Tom,

Just taken MOTA Beta 13 for a spin, and a few thoughts occurred.

Thanks for adding the escape key to skip movies. Not sure when this
was done as I've been somewhat out of the loop, but I appreciated it
after dying for the 4th time lol.

Is speech in a separate thread still on the to do list? I really hope
so, as for things like checking your ammo half way through a fight I
don't want the action to grind to a halt while the ammo count is
announced.

Can we get some very subtle menu sounds, especially with the current
situation where speech isn't in it's own thread? I love the new view
menu, but found myself unsure of whether I was back in the game or not
at times because I wasn't sure whether I had hit escape too soon as it
doesn't take effect until after speech. Just a tiny sound to signify
that the key was recognised would be useful.

Weapons firing on key release feels odd, again not sure how long this
has been the case, but it took some serious getting used too and I'm
not sure I'm there yet.

Is there a way that you can set key repeat rate on a per-key basis?
Things like arrows or J and L should of course be repeated, and it's
great how d can be held down along with movement, but things like
numbers one through 9 should probably be one hit only. I noticed that
the key repeat grabs input so soon that quite often I was getting
multiple draw sounds, and it marred the realism a bit.

The training mode idea is cool, but could be slightly improved by more
responsive watch out warnings. Perhaps chop the breaths from the
beginning of those sounds? When you're at a run, the extra split
second those breaths add sometimes means that the warnings are quite
out of sync and it's easy to slip up.

Oh, and I got bitten by the multiple torch sound bug. Can't reproduce
it consistently I'm afraid. It happened twice in the space of about 8
runs through to different extents, always in different locations with
different sequences beforehand.

It's come such a long way since I last played, really enjoyable! Can't
wait for the FPS version!

Cheers
Scott


On 7/6/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hello everyone,
 USA Games Interactive would like to announce the immediate
 availability of Tomb Hunter Mysteries of the Ancients beta 13. This
 all new test release includes a number of bug fixes, keyboard
 commands, various updates to levels 1 and 2, as well as an all new
 training mode. For a complete list of changes in this release read the
 Changes.txt file included with the game. As always please remember to
 uninstall beta 12 and earlier releases before installing this new
 release.
 To download this release visit our products page
 http://www.usagamesinteractive.com/products.php
 and click the Mysteries of the Ancients (Standard) link.

 P.S.

 This version is the side-scroller version of the game. As there are a
 number of bugs in the fps version of the game we have elected to go
 ahead and release this version first, and follow up with the 3d fps
 version in a week or two once we know the fps version is stable enough
 for public testing.

 Happy Gaming!

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Re: [Audyssey] Advice on gamepads

2010-07-04 Thread Scott Chesworth
I'd call those shoulder buttons as opposed to triggers really on the
PS3 pads. Of course if it's a case of a button is a button then it
makes little difference, but sometimes, I find that I want a proper
trigger...

On 7/4/10, Ben gamehead...@aol.co.uk wrote:
 Playstation 3 comtrollers have easy to feel buttons and have trigger buttons
 I got troop2 and blast chamber working with it

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of The Kolesar Brothers
 Sent: 10 June 2010 19:08
 To: Lori Duncan; Gamers Discussion list
 Subject: Re: [Audyssey] Advice on gamepads

 Hi Lori, from Ron and leader dog Boz.
 I am using the following game pad.
 Philips retractable game controller model 2909. I heard that there's now a
 2910 out now but don't know what the differences would be.
 I too am looking to up grade my gamepad.
 I never could get it to work with blast chamber.
 But if you're looking for help via the keyboard?
 Let me know.
 We had a blast beta testing that game out.
 Just curious if you've defused the bomb yet. SMILES.
 If you have a question and I can answerit for you, the address is at the
 bottom of the letter.
 Are you into flight simulators?
 There are two blind friendly flight simulators out there and  one is free
 and the second one is getting the bugs worked out of it as we speak.
 The first one is called puppy one and it is free.
 Go to
 www.kitchensinc.net
 Jim Kitchen is blind andwriteswindow games for free.
 The second simulator is called three D velocity.
 This is still a beta but I think you'll enjoy it.
 The address is
 www.bpcprograms.com
 Then go to down loads, then to the games down load then to the threeD
 velocity folder then to the down load button.
 Hope this helps.
 Ron who also is looking for a new game pad that would work with the hand to
 ear flight simulators and as many of the hand to ear games as possible.

 Have a good day,
 From the Kolesar brothers and our puppies
 kolesar16...@roadrunner.com

 - Original Message -
 From: Lori Duncan lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 11:11 AM
 Subject: [Audyssey] Advice on gamepads


 Hi I would like to be able to play Pipe2 Blastchamber using a joystick or
 game controler, but I'd need one which has quite big easy to feel buttons,
 what is the best one to go for?  I'm based in the UK, but not sure if
 play.com would have any.  I'm using my laptop to play Pipe2, and the really
 anoying thing are the F number keys for killing spiders.  There's another
 key yu've to hold down while hitting the f1 key or any of the F keys, so I
 struggle to do that and keep trying to fit my pipes at the same time.  I
 wonder if someone could help me with how to set up a joystick as I don't
 know the first thing about them.  Smile  Many thanks from Lori.
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Re: [Audyssey] Rock Band 3 will teach gamers how to play real instruments.

2010-06-22 Thread Scott Chesworth
Really wouldn't hold out much hope on this as a teaching aid folks,
every app/game that I've encountered thus far that aims to do that has
done so with funky visuals but no usable clues.
On the other hand, actual strings are going to make this 200% more fun.
Yohandy, I'll be awaiting your Final Countdown solo on a real 6 string
then, muhahaha.

On 6/21/10, Orin orin8...@gmail.com wrote:
 Oh yeah, and about the release date, they say it's coming out in October.
 Not sure if an official date was set, however.


 On Jun 21, 2010, at 11:59 AM, Yohandy wrote:

   The game will be released this holiday season for ps3, xbox 360 and
 Wii with a keyboard peripheral, as well as symbol attachments for drums,
 and various new guitars, including a real 6 string electric guitar. the
 awesome thing about this is that you can use these instruments as midi
 instruments if you so wish, so you aren't restricted to the game. Is
 anyone picking this up, and if so will you be checking out pro mode? If
 you know how to play the real guitar, then that's basically what you'll be
 doing in pro mode. You'll play the real cords and notes from the actual
 song. keyboard is also similar except that you'll only have 25 keys that
 you can use. I doubt a real keyboard layout would've been feasible lol.
 Bohemian rhapsody will be one of the songs included in the game. man it
 would rock to play that song with a full band (Keys, guitar, bass, drums
 and 3-part vocal harmonies. it would sound totally awesome. I know I'll be
 preordering this game as soon as it's available!

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Re: [Audyssey] Has anyone actually managed to beat Q-9

2010-06-12 Thread Scott Chesworth
Hi Lori,

Yup, beaten it a few times on easy, only ever managed once on a higher
difficulty than that though. Best advice I can give you is:

Pay attention to the speed each creature moves at and how many hits
you'll need to take them out. The idea being that over time you'll
develop the ability to judge distances to accurately attack and
retreat, making sure that you can take out each creature in the least
time possible and without taking any damage.
Try to never ever miss a falling bonus item, but save up the ones that
you can choose to trigger such as shields for when you really, really
need them.
The enemies are spectacularly daft in this game, so there's a lot to
be said for luring them into situations. Two good examples would be to
proceed through a force field thingy, reap what is hopefully a reward,
go on a while to find something to chase you, and lure a few nasties
back through it to try and observe a pattern of when it'd be a safe
time to go back through it again. This way, you can end up with some
pretty spectacular health levels that will last you a long time,
assuming you don't fall into a pit
of course. When you're good at judging enemy movement, you can also
use the same luring technique to make the most of the times to use
shields and pick off nasties left and right because their own attacks
rebound upon them when the shield is active, dancing with a couple of
bears is always fun with shields up.
Lastly, be aware that as far as I know it's physically not possible
for Q9 to take out a bear close up without getting clobbered at least
once, so save up your rocks and pick them off from a distance wherever
possible, it'll make a big difference to your health.

Hth, I'm well overdue another run through those worlds too.
Scott

On 6/12/10, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Lori,
 I have beaten Q9, but it is very hard. Those demons are the trickiest,
 teleporting from one location to another.
 Regards,
 Damien.



 - Original Message -
 From: Lori Duncan lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 12, 2010 9:56 PM
 Subject: [Audyssey] Has anyone actually managed to beat Q-9


 Hi the subject line says it all!  I've tried and tried but just can't seem

 to do it!  I had 16 lives and am down to 12, even so I'm wondering if I
 should keep going or not, because A I want to win, and B I don't want to
 start over again until I've beaten the game at least once.  I'm playing in

 easy mode, so I'd like to see insane.  Smile  While I love the game,
 sounds and music and first class voice acting I just want to win  Any
 tips on getting through Death World?  I've got a couple shields, and keep
 using them, but don't think i have enough to see me through the game.  I'm

 only on level1 of Death world it's the fartherest I've gotten.  Hope
 someone can give me a hand in the right direction.  Thanks from Lori.  I'm

 off to kick some demon!  By the way, does anyone know what those horror
 demons are supposed to be saying?
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Re: [Audyssey] Has anyone actually managed to beat Q-9

2010-06-12 Thread Scott Chesworth
Ahh, the galloping thingy is a mind-melter for me because I somehow
always forget that I'm supposed to jump it and not mame it to certain
death like everything else in reach. Still, I did discover last time I
played that it's possible to give him a wack on the bonce with the
club when you're above him if you time it right, and will continue to
do so next time I play because I'm vengeful.
Question: anybody ever tried letting him run into you with a shield
up? Do you get any less killed?

On 6/13/10, David Chittenden dchitten...@gmail.com wrote:
 Hello,

 I actually find the demons to be fairly easy as long as you keep waiting
 for them and just turn around. The hardest for me is the running
 creature which you need to jump. I occasionally get my timing off on it.


 David Chittenden, MSc, CRC, MRCAA
 Email: dchitten...@gmail.com


 On 6/13/2010 9:18 AM, Damien Pendleton wrote:
 Hi Lori,
 I have beaten Q9, but it is very hard. Those demons are the trickiest,
 teleporting from one location to another.
 Regards,
 Damien.



 - Original Message - From: Lori Duncan
 lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 12, 2010 9:56 PM
 Subject: [Audyssey] Has anyone actually managed to beat Q-9


 Hi the subject line says it all!  I've tried and tried but just can't
 seem to do it!  I had 16 lives and am down to 12, even so I'm
 wondering if I should keep going or not, because A I want to win, and
 B I don't want to start over again until I've beaten the game at
 least once.  I'm playing in easy mode, so I'd like to see insane.
 Smile  While I love the game, sounds and music and first class
 voice acting I just want to win  Any tips on getting through
 Death World?  I've got a couple shields, and keep using them, but
 don't think i have enough to see me through the game.  I'm only on
 level1 of Death world it's the fartherest I've gotten.  Hope someone
 can give me a hand in the right direction.  Thanks from Lori.  I'm
 off to kick some demon!  By the way, does anyone know what those
 horror demons are supposed to be saying?
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Re: [Audyssey] MK trailer and news

2010-06-11 Thread Scott Chesworth
Sound-wise it seems like a slightly sped up DCU to me, not a bad thing
at all. Gonna be all over this when it comes out!

On 6/10/10, clement chou chou.clem...@gmail.com wrote:
 That's my point. But the text scrolling is in the faq. lol.
 - Original Message -
 From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 5:30 PM
 Subject: Re: [Audyssey] MK trailer and news


 Yeah, BlazBlue's got the deepest story I've scene too, only thing is that
 MK's won't be anime like, which is good IMO because I don't like that
 whole text scrolling thing. BlazBlue's story is so deep and involved with
 time travel they had to make an FAQ on the story itself alone, with no
 gameplay tips or anything, just to understand the story. So if they had to

 do that. It's deep as heck.


 On Jun 9, 2010, at 10:34 PM, clement chou wrote:

 If they can beat blazblue, I'll be impressed. That game's got the deepest

 story I've seen, despite how good tekken's actually is.
 - Original Message - From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 5:23 PM
 Subject: Re: [Audyssey] MK trailer and news


 Co-Op arcade and apparently a deepest story not scene in any other
 fighting game. They're probably saying that because most fighting games
 have pretty much no story, unless you count Tekken although that game
 map is a serious pain for me to even guess at where to go, not to
 mention the thing is subtitled.


 On Jun 9, 2010, at 9:33 PM, clement chou wrote:

 Huh. Well, this should definitely be interesting to see.. any other
 details aside from tag mode?
 - Original Message - From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:46 PM
 Subject: Re: [Audyssey] MK trailer and news


 nope.  there is a game launch trailer, and it's been confirmed they're
 working on it.
 really excited about this.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]

 On
 Behalf Of clement chou
 Sent: Wednesday, June 09, 2010 7:54 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MK trailer and news

 That so-called trailor is apparently something to sell WB with...
 unless
 there's another one up.
 - Original Message -
 From: Orin orin8...@gmail.com
 To: brandonsl...@freelists.org
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:03 PM
 Subject: [Audyssey] MK trailer and news


 Hey all,

 Anyone hear this brand new trailer and news of the next MK, MK9,
 released in March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] Advice on gamepads

2010-06-10 Thread Scott Chesworth
Hi Lori,

Though it pains me to praise Microsoft, the Xbox 360 pads are the best
designs I've seen in quite a few years. Enough buttons to cover almost
any eventuality, well pronounced spaces between them considering how
many there are, and all of the buttons triggers joysticks and d-pad
are snappy and responsive.
Unless you're really into the idea of some extra tweaking though, I'd
save yourself a few quid and a headache by going with the wired USB
version. Wireless pads are cool yes, but in this particular case the
drivers that ship with them are naff.

Assuming Pipe 2 has support for pads you should be well away. If not,
there is a neat little utility called JoyToKey that you can google for
which will allow you to map keyboard keys to specific buttons on your
gamepad and set the repeat rate. I've used it to play games like GMA
Tank Commander that don't have pad support, takes a bit of fiddling on
initial design but once it's done it's done.

So there's one option for you. Pop into almost any game shop and
they'll have one out on display for you to hold, should set you back
somewhere around 15 maybe 20 quid at the worst. No doubt other people
will chime in on this though, people's choice of pads are quite
subjective.

Hth
Scott

On 6/10/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi I would like to be able to play Pipe2 Blastchamber using a joystick or
 game controler, but I'd need one which has quite big easy to feel buttons,
 what is the best one to go for?  I'm based in the UK, but not sure if
 play.com would have any.  I'm using my laptop to play Pipe2, and the really
 anoying thing are the F number keys for killing spiders.  There's another
 key yu've to hold down while hitting the f1 key or any of the F keys, so I
 struggle to do that and keep trying to fit my pipes at the same time.  I
 wonder if someone could help me with how to set up a joystick as I don't
 know the first thing about them.  Smile  Many thanks from Lori.
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[Audyssey] An interesting interpretation of some Final Fantasy game music

2010-04-22 Thread Scott Chesworth
Hi folks,

I must confess to not being overly familiar with the original, but if
this is anything to go on then I really need to become so.  This is a
link to a metal interpretation of a peace from Final Fantasy 7 called
Bombfare, originally composed by a chap called Nobuo Uematsu so I'm
told.

http://www.sendspace.com/file/ar8f9p

Knowing this guy's typical work rate, this would've taken him less
than a day to track... envy isn't even the word... incredible
musician.

Does anyone know of anything else that's been done along these lines?
A mate of mine has been to a gig that was entirely game music being
played live with a massive string section... apparently some of the
Zelda material in particular was superbly done, although there is the
slight disclaimer that she's virging on zeldaholic status lol.

Cheers
Scott

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Re: [Audyssey] crush crush crush, expert bass.

2010-04-22 Thread Scott Chesworth
Well played as usual sir.

I Scott Chesworth, being of sound mind, do hereby declare this to be
my vote for hearing a vocal version.  Move over Hayley Williams,
Yohandy needs that mic for the next 3 and a half minutes.

Let's get some good old peer pressure going here people, lol.

On 4/22/10, Yohandy yohand...@gmail.com wrote:
 rock band 2 of course. Had to learn this song on bass too since it's so fun
 to play. I think I also know it on vocals, however you guys really don't
 wanna hear me sing so I'll not post that version hahaha. Here you go!
 http://www.sendspace.com/file/dtsv0b


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Re: [Audyssey] another rock band song on sendspace. down with the sickness. expert guitar.

2010-03-28 Thread Scott Chesworth
Nice job man.  Not sure exactly from listening to it what you were
missing in the mid section but it might help you to know that when it
goes back into the chords (underneath the no mommy lyrics) they're
playing 2 bars of 4 followed by a bar of 6 if memory serves.  Silly
phrasing.

On 3/27/10, Yohandy yohand...@gmail.com wrote:
 Again, sorry for the horrible quality! Here it is
 http://www.sendspace.com/file/kr4xan

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[Audyssey] Rock Band on iPod Touch and iPhone

2010-02-05 Thread Scott Chesworth
Hi all,

Just got me a shiny new iPod touch and I noticed Rock Band is
currently in the top 25 apps on the store.  Wondered whether anyone
has had any experience?  To be honest, I'm not expecting us to be able
to do much with it, but I've been surprised by a few things on here so
far so never say never.

cheers
Scott

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Re: [Audyssey] final countdown solo on expert guitar now on sendspace. rock band 2

2010-02-02 Thread Scott Chesworth
Only just had a chance to check this out, nice work man!
Yup, I'd be up for learning it if you'd be up for posting the rest of
the tutorial.  I'd also be interested to know more about your process
for figuring parts like this out, should think we all have differing
methods.

Cheers
Scott

On 1/30/10, Yohandy yohand...@gmail.com wrote:
 This is part of my final countdown 100% notes hit tutorial on rock band 2.
 the section where I try explaining which colors to press didn't come out all
 that great and sounded rather confusing, so I'm considering re-recording it.
 however since this could take a while I'm sending this file first so you
 guys can listen to the solo, and consider whether or not you wish to learn
 it or are interested in how it's played before I waste a bunch of time
 working on the re-recording of the tutorial. Also please note the fact I'm
 not able to use line-in on this laptop for now and I'm using the built-in
 mic, so take that into consideration. if you guys like what you hear and
 don't mind the quality I'll be glad to re-record it. Here's the file.
 http://www.sendspace.com/file/po5aru


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Re: [Audyssey] Entombed Feedback was: Entombed Complaints

2010-01-24 Thread Scott Chesworth
Hi Hayden,

You're not the first to encounter this.  There was one other case on
the entombed list who seemed to have somehow slipped through the net
earlier as well.  The list itself is pretty high traffic, so your best
bet is probably to drop an email to the developer Jason on
evildi...@gmail.com and describe the steps you went through.

No doubt he'll spot it on here at some point, but I think you'll agree
a bug like this should be squashed sooner rather than later.

On 1/24/10, Hayden Presley hdpres...@hotmail.com wrote:
 I never ordered it...curious.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Sunday, January 24, 2010 2:56 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Entombed Feedback was: Entombed Complaints

 It does it automatically apparently.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, January 24, 2010 12:48 PM
 Subject: Re: [Audyssey] Entombed Feedback was: Entombed Complaints


 Where do you enter the Key? After I created the account, it said tt had
 upgraded to the full version, but I'm not sure about that.
 Best Regars,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Sunday, January 24, 2010 12:51 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Entombed Feedback was: Entombed Complaints

 no you can register to as many as you want up to a point.
 the system is user account based so the code is on the server.
 there is a limit which has not been told but you can contact jayson about
 it
 if you go over.
 At 05:50 a.m. 25/01/2010, you wrote:
Will this game be tied to a single machine's hardware, or can I use the
 registration key on any machine?
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 24, 2010 12:53 AM
Subject: Re: [Audyssey] Entombed Feedback was: Entombed Complaints


not to mention that loads of ideas and other junk are being chucked
round.
Speaking of which I have to find time to buy the game.
Things keep getting the way, like general life but its gona have to
happen
 as I am rather disadvantaged at the mo.
At 06:00 p.m. 24/01/2010, you wrote:
The game is in balance release, which means things like the below are
 still
being hammered out. We discuss this stuff pretty regularly on the
 Entombed
discussion list, and we'd be happy to have your suggestions there.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On
Behalf Of Hayden Presley
Sent: Saturday, January 23, 2010 9:09 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Entombed Complaints

Hi,

I will say this, I thuroghly enjoyed the storyline and voice acting in
 this
game, but the first level needs some work. Every five steps I get
 attacked
by cave bats, and I have no time to rest before they attack again.

Best Regards,

Hayden

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Re: [Audyssey] my attempt at a final countdown expert guitar solo tutorial.

2010-01-19 Thread Scott Chesworth
defo interested in taking a listen to it here man.

On 1/19/10, Yohandy yohand...@gmail.com wrote:
 Would anyone like this? I just recorded it and am considering uploading
 if anyone's interested in getting the trophy/achievement which requires 100%
 notes hit. I probably made a few mistakes, not to mention I hate recording
 stuff since I'm basically talking to myself, but hey if anyone who has lego
 rock band will benefit from it I'll put it up even though I'm not satisfied
 with how it all came out.


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Re: [Audyssey] Off topic wayfinder access under threat. Please read

2010-01-12 Thread Scott Chesworth
Surely a more sensible move would be to gather support and impress
upon Vodafone the need for them to build access into the replacement
product from the ground up?  In my experience, whatever reasons
they've got for dropping the line will be many and varied and more
importantly won't be swayed by us.  Plus, should any sort of national
press get hold of this, it seems like a much more reasonable request
and gives us the image of being keen to move forward rather than the
usual one where we're moaning about change.  Considering Wayfinder
Access has always cost more than the mainstream version for no real
reason, the prospect of Voda's solution being accessible out of the
box seems more attractive to me.

On 1/12/10, Darren Harris darren_g_har...@btinternet.com wrote:
 Ok well I'm not a part of that but I'll post it on our group.

 Our group is at http://www.facebook.com/group.php?gid=422661100607

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of peter Mahach
 Sent: 12 January 2010 19:03
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Off topic wayfinder access under threat. Please read


 I just did. the groups homepage, although empty for now, is at
 http://swFa.klango.net
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, January 12, 2010 7:59 PM
 Subject: Re: [Audyssey] Off topic wayfinder access under threat. Please read


 Ok link to us as well will you?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
 On Behalf Of peter Mahach
 Sent: 12 January 2010 18:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Off topic wayfinder access under threat.
 Please
 read


 hi, I'm going to make a klango group like you did on fb and, I'll post
 this
 message there.
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org;
 gw-i...@gwmicro.com;

 thegar...@googlegroups.com; victorstrea...@googlegroups.com;
 talks...@freelists.org; 'Access e-mail forum'
 acc...@accessusers.com
 Sent: Tuesday, January 12, 2010 7:35 PM
 Subject: [Audyssey] Off topic wayfinder access under threat. Please read


 Greetings all,

 I do apologize for this cross posting but I feel that it is
 necessary.

 I don't know how many of you have herd but the wayfinder access gps
 solution for simbion based mobile phones is no longer available.
 Vodafone who own the
 rights to wayfinder products have pulled the plug on it completely. They
 have discontinued the entire wayfinder product line effectively in order
 to
 create their own package. Which we believe is going to be completely
 inaccessible to blind people.

 Considering how accessible wayfinder access is to use as a product,
 we feel that this is unacceptable action to be undertaken.

 If you are on facebook, then I have created a group called (save
 wayfinder action group). The purpose of this group is to bring a
 dedicated group of people together so that we can constructively
 build a case in favour of keeping access going as a product.

 If you think and believe as we do that this product should be saved,
 then please come and join in and help to build a case for this
 product.

 It's not often that  we come across a product that is in the adaptive
 market and that is as cheap comparatively as access.

 Please spread the word on other mailing lists as this is important.
 Specifically the various phone and technology lists that there are
 out there and anybody else who you think may benefit from this.

 Thank you for your attention.

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Re: [Audyssey] formatting was: Re: question on games

2010-01-09 Thread Scott Chesworth
Hmmm I haven't even seen this thread yet.
Some people might wonder why.
I'm mid format and well...
In which case how am I even sending this.
Channeling I think it's called, and you can't do that on a mac.
Well you probably could just not much.
Probably could more if you had the time.
I have the time.
it's 10:33 almost.
Hmmm.

Its actually really hard to stop once you get into the flow of writing
like that lol.

On 1/10/10, Charles Rivard woofer...@sbcglobal.net wrote:
 If you laugh your butt off, you'll have to sit on your laptop.  What a
 terrible situation!
 ---
 In God we trust!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, January 09, 2010 3:07 AM
 Subject: Re: [Audyssey] formatting was: Re: question on games


 Hi Peter,
 Lol! That's a good one. I'm sitting here laughing my butt off. Honestly
 Shaun had this one coming. Grin

 On Sat, 2010-01-09 at 12:13 +0100, peter Mahach wrote:
 rofl.
 my tab key isn't working!
 just reformat.
 I'm getting a file not found error when trying to open my email!
 reformat.
 my icons aren't properly red!
 just reformat. I see it. just reformat, inc. 1-800-format for free
 technical
 support!



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Re: [Audyssey] Rhythm Game Accessibility

2010-01-07 Thread Scott Chesworth
Hi Orin,

Yeah I thought some people would do that.  Not sure how much real
guitar you've played but it's not uncommon to see people using both
hands on the fretboard for lead work.  There's a few techniques like
tapping that are built entirely on that idea, very Final Countdown era
hehe.

Anyways, from an accessibility point of view, as far as i'm aware the
sighted player doesn't receive indication of which fingers on which
hand to use for which button, so we don't need too either.  Hope
that's true anyway, cos I'm clueless about how to express that lol.

Scott

On 1/7/10, Yohandy yohand...@gmail.com wrote:
 You can, but it's not really necessary. with songs such as the final
 countdown though, it's probably a bad idea to try strumming the notes and
 pressing buttons simultaneously as you'll most likely miss most notes since
 they're so fast. It's a matter of preference whether we strum or not.

 - Original Message -
 From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 7:39 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


 You also have to remember that the right hand is used for playing solos
 with the solo buttons as well.


 On Jan 6, 2010, at 4:18 PM, Scott Chesworth wrote:

 I think the idea here is to get across the most amount of info with
 the least amount of noise over the top of a good song, right?

 So, firstly there needs to be a clear distinction between the left and
 right hand.
 The right hand seems simple enough, as as far as I know we're only
 dealing with a down or up strum.  Seeing as down tends to be used more
 and traditionally marks accents they should probably stand out
 slightly more than upstrokes.  Peccussive sounds make sense to me for
 the right hand seeing as we're dealing with rhythm, so perhaps a high
 short peccussive noise for an upstroke, and a lower one with a bit
 more oomph could indicate a down.

 The left hand being less peccussive and more note-based would make
 sense seeing as there's a wider set of options to express.  I'd
 suggest a short beep is bound to each button, with widely spread
 intervals between the choice of note that expresses each button so
 that those without good relative pitch still have a fair chance of
 distinguishing a fast sequence.  That doesn't solve chords, because a
 few short sounds playing at once would be hard to analyse.  Don't
 really have a solution for that unless Harmonix's engine sees chords
 as being different from just a set of simultaneous notes if that makes
 sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.

 All the above probably sounds super annoying on paper, but with a
 volume option for it and the ability to switch it on and off with ease
 (perhaps in the pause menu if there is one) most VI gamers could
 probably find a level to suit them.  Remember that most people will
 turn the thing off once they're comfortable with a song anyway.

 It's not super eligant, but seems like it could be fairly easy to
 integrate for them.  Any takers or better suggestions?

 Scott

 On 1/6/10, Yohandy yohand...@gmail.com wrote:
yup definitely appreciate that you're willing to speak to them. Now
 does
 anyone have any idea of a good method harmonix could use for figuring
 out
 the notes? I've been thinking hard but can't come up with an idea that
 would
 actually work, and not annoy the blind gamer to the point that we simply
 never enable the feature and play how we're used to doing it. I'm
 thinking
 expert difficulty here which the average blind gamer will eventually
 tackle,
 and it contains so many notes and chords and such that I'm at a loss

 as
 to what could be done. There will need to be a way for us to know what
 the
 notes are in advanced, the different fret combinations, and the
 strumming
 patterns. I'll also send this to Brandon's list and see if anyone has
 any
 ideas.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 3:13 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


 No probs Eleanor, thanks for letting us know.  It's actually a good
 thing, gives us more time to get the perfect note to them together.

 Cheers
 Scott

 On 1/6/10, Eleanor elea...@7128.com wrote:
 Hi Yohandy  Scott - I just found out that the January meeting of the
 IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not
 be
 here on that date and so will have to wait till February to get that
 message to the Harmonix developer.  Sorry about that - they usually
 have
 their meetings a little later in the month than that.
 Eleanor Robinson
 7-128 Software

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