Re: [Audyssey] Rail Racer Not working on Windows 7

2014-02-26 Thread Che Martin
  Hi all,
 Sorry for my delayed response to this, a friend just told me about the
thread a bit ago.
  Rail Racer 1 is no longer supported, as it is ancient in computer code
terms.
  I have not taken down the demo of RR 1, thinking a few folks might want to
play around with it, but looks like I should do that to avoid confusion.
  RR 2 is in final beta form and dozens of folks have already purchased it.
It is far superior to rr 1 in almost every way, and I will be releasing a
demo for it as soon as I can get caught up in real life.
  It works fine with windows 7 and 8, the only problems I have seen are on
really old XP systems, and I'm pretty sure I have that problem fixed for the
next update of the beta.
  You can find more details if you want at the website:
http://www.blindAdrenaline.com/railRacer
  I don't check this list that often, but you can mail me off list if you
like at:
blindadrenal...@gmail.com
  Be sure and check out the web page first though as it will answer most
questions.
  There is also a thread on the audio games dot net forums that I update as
patches and updates come out.
  Take care,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian Reed
Sent: Wednesday, February 26, 2014 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rail Racer Not working on Windows 7

Hi valiant8086,

Good suggestion, but I had already run it as administrator and forgotten to
mention it.

I think my next step is to find a copy of the 1.5.3 patch.
Unfortunately the link to it on the main BlindAdrenaline.com page is broken.
Here is that link:
http://www.blindadrenaline.com/uploads/rrUpdates/rr153Update.zip

Ian Reed

On 2/26/2014 8:16 AM, valiant8086 wrote:
> Hi.
> Try running the game as administrator
> Cheers, Sent with thunderbird 17.0.8 portable


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Re: [Audyssey] New from RS Games: I Doubt It/Zombie Dice

2013-12-20 Thread Che Martin
 Hi Ryan,
  Those are some impressive numbers man, if those are all unique
subscriptions, you've got BA beat 40 to 1 with members, congratulations.
  I tried emailing you from the RS Games page a while back to see if you
would be interested in having BA advertise at RSGames, but I didn't hear
anything back.
  You may think BA having ads there is a conflict of interest, but I
personally don't think so, I think us helping you guys with money to keep
some wind in your sails would be good for you guys, and the exposure would
be good for us, and bring in a few folks that would be willing to use a
commercial site for playing some card games.
  Anyhow, wanted to hit you up here in case you didn't get my email
previously.
  If your interested, or would just like to talk some shop, email me off
list, love to talk to ya.
  Email is:
blindadrenal...@gmail.com
  Thanks,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ryan Smith
Sent: Friday, December 20, 2013 10:41 PM
To: Gamers Discussion list
Cc: RSGames Discussion
Subject: [Audyssey] New from RS Games: I Doubt It/Zombie Dice

Hello,

Today, December 20, 2013, marks the fourth anniversary of RS Games. We have
grown from a single game, Monopoly, which ran on a single platform, to
cross platform, online gaming network, consisting of 15 games, including the
new releases we have for all of you. We have nearly 16,000 registered
players from all corners of the world. In celebration of our fourth
anniversary, we are excited to announce the release of two new games, Zombie
Dice and I Doubt It!

Zombie Dice is a game with elements of Press Your Luck where the goal is to
obtain 13 "brains" by rolling dice. I Doubt It is a turn-based card game,
where your goal is to get rid of your cards, as quickly as possible.
Honesty (or lack thereof) and luck are necessary to be victorious. Thanks go
out to our beta testers for helping to ensure the release goes as smoothly
as possible.

We want to thank all of our players for supporting us over the past four
years. We hope to continue to bring you new games and improvements for years
to come. We hope you enjoy the new games! As always, the new games are
available from the games menu when you log in to the client. To check out
the instructions for playing the games, click on the "Read the RS Games
Documentation" link on our home page.

Thank you Audyssey!

-Ryan
RS Games, Co-Founder
www.rsgames.org
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Re: [Audyssey] Rail Racer 2 and mac numpad

2013-12-18 Thread Che Martin
 Yeah, sounds like a possibility scott, but hate for users to have to
install more third party stuff just to use my game.
  Hmm, looks like I'll have to come up with a different solution, that
sucks, already spent a lot of time getting this num pad thing to work.
 Ah well, live and learn.
 Later
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Scott
Chesworth
Sent: Wednesday, December 18, 2013 11:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rail Racer 2 and mac numpad

Yo Che,

Yup, out of the box Apple don't imbed numpad functionality into their
portables now. Haven't done for a few years. I emailed accessibility to
request that they reintroduce the feature drawing their attention to the
fact that they provided numpad commander as a feature of VoiceOver, then
dropped imbedded numpads. VO users are just the tip of the iceberg though, I
know plenty of sighted musos and design folks who miss the functionality. In
Mac OS, there's a free utility called KeyRemap4Macbook that does an awesome
job of filling the gap, but I'm guessing RR2 is a Windows only release?
You'd think a similar utility would exist for Windows though! I know Apple's
dodgy keyboard driver passes the F/N key to some extent, because it works in
conjunction with the F keys to tweak brightness, volume etc.

If you'd like, I can drop the KeyRemap4Macbook developer a line to see if he
has any suggestions. He's implemented some tweaks specifically for Boot Camp
users in his other utility, and seems to get his jollies from remapping, so
maybe he'd be able to shed some light.

Scott


On 12/18/13, Che Martin  wrote:
>   Hi all,
>   I have set up a thread on the forums at audio games:
> www.audiogames.net
> in the new releases section called rail racer cometh for those 
> interested in purchasing and playing the public beta.
>   Right now, the online chat feature uses the num pad to review 
> messages, for instance numpad 1 repeats the last message.
>   However, mac laptops don't seem to have a num pad emulation, at 
> least that is what I have been told.
>Is this correct? There is no modifier key you can use to have a 
> numpad on the keyboard?
>   The last few windows laptops I used were able to do this with a 
> modifier key, surely there is something similar on macs?
>   Lastly, if anyone is running rr 2 on a mac in windows mode, and your 
> having issues racing online, please let me know. We have at least one 
> user that is failing to run online, and I'm not sure why at this point.
>   Please email me off list if your running rr 2 online with a mac.
>  Email address is:
> blindadrenal...@gmail.com
> thanks all
> che
>
>
>
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Re: [Audyssey] Rail Racer 2 and mac numpad

2013-12-18 Thread Che Martin
  Hi lucas,
 Please email me off list with your email address and I will check your
purchase.
  I have sent out licenses to everyone that has purchased the game, so make
sure and check your junk folder as well.
 Again, email me off list at:
blindadrenal...@gmail.com
 thanks
che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Lukáš Kakara
Sent: Wednesday, December 18, 2013 10:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rail Racer 2 and mac numpad

Please,
I Purchase your game Rail racer, but I don.t get license key. I have windows
7, What can I do with? Thank you very much.

Dne 18.12.2013 17:12, Che Martin napsal(a):
>Hi all,
>I have set up a thread on the forums at audio games:
> www.audiogames.net
>  in the new releases section called rail racer cometh for those 
> interested in purchasing and playing the public beta.
>Right now, the online chat feature uses the num pad to review 
> messages, for instance numpad 1 repeats the last message.
>However, mac laptops don't seem to have a num pad emulation, at 
> least that is what I have been told.
> Is this correct? There is no modifier key you can use to have a 
> numpad on the keyboard?
>The last few windows laptops I used were able to do this with a 
> modifier key, surely there is something similar on macs?
>Lastly, if anyone is running rr 2 on a mac in windows mode, and 
> your having issues racing online, please let me know. We have at least 
> one user that is failing to run online, and I'm not sure why at this
point.
>Please email me off list if your running rr 2 online with a mac.
>   Email address is:
> blindadrenal...@gmail.com
> thanks all
> che
>
>
>
> ---
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> list, send E-mail togamers-unsubscr...@audyssey.org.
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>

--
Lukáš Kakara

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[Audyssey] Rail Racer 2 and mac numpad

2013-12-18 Thread Che Martin
  Hi all,
  I have set up a thread on the forums at audio games:
www.audiogames.net
in the new releases section called rail racer cometh for those
interested in purchasing and playing the public beta.
  Right now, the online chat feature uses the num pad to review messages,
for instance numpad 1 repeats the last message.
  However, mac laptops don't seem to have a num pad emulation, at least that
is what I have been told.
   Is this correct? There is no modifier key you can use to have a numpad on
the keyboard?
  The last few windows laptops I used were able to do this with a modifier
key, surely there is something similar on macs?
  Lastly, if anyone is running rr 2 on a mac in windows mode, and your
having issues racing online, please let me know. We have at least one user
that is failing to run online, and I'm not sure why at this point.
  Please email me off list if your running rr 2 online with a mac.
 Email address is:
blindadrenal...@gmail.com
thanks all
che



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[Audyssey] ios possibility

2013-12-14 Thread Che Martin
Hi ya,
i am tinking about making a game available for ios. we will be parterning with 
mister liam erven, the guy with the hairy anus, to make the game available to 
ios. that way you can shove your iphone up your ass and pretend it's his cock. 
it will make big sound for you

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[Audyssey] ios possibility

2013-12-14 Thread Che Martin
Hi ya,
i am tinking about making a game available for ios. we will be parterning with 
mister liam erven, the guy with the hairy anus, to make the game available to 
ios. that way you can shove your iphone up your ass and pretend it's his cock. 
it will make big sound for you

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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread Che Martin
 Hi dark,
  Yah, as far as the extra payments to advance in a game, that is what I was
referring to with the micro payments.
 It is an interesting model, and definitely one I will be looking at later
on, it is perfect for a RPG., or space exploration epic.
 For now, I have to clear my slate of rail racer 2 and make  a few small
tweaks to our online cribbage game at BA, but once that is taken care of, I
will be focusing tightly on iOS.
  Rr would be a fun game on a mobile platform, but much like swamp, it would
require a keyboard interface, there are just too many things you have to get
feedback on to be able to do it with a single touch screen. Not to mention,
I can barely make a hello world demo on iOS, much less something as
extremely complex as rr.
  I think there is some huge potential that hasn't been scratched yet for
accessible gaming on mobile platforms, its just gonna take time and effort
from developers to get there.
  It is unfortunate that there is no way to get any hard numbers on the
amount of folks using iOS with voiceover exclusively, the lack of data
really muddles the picture for accessible developers.
  Nothing unique there, same goes for windows VI gamers, just no way to pin
it down.
  BTW, Che is spelled c h e, pronounced shay, if yer curious, I was named
after Che Guevara, the revolutionary. A man, despite what one might think of
his politics or tactics, was hard core dedicated to his cause.
  Take care,
Che
 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Saturday, December 14, 2013 6:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of mobile accessible gaming, was: : mac
versus windows

Hi Chae.

Actually, while many Ios games are indeed on the lower end of the price
spectrum that is a matter that is likely to change, since some of the major
mainstream coorporations are producing rpgs and the like. Squares new Iphone
game for example was priced at 20 usd.

Even in the accessible games market, after seeing King of Dragon pass for 10
dollars, I am less convinced that all Ios games need to be that much less
than windows ones. no, you probably couldn't sell a 50 dollar game, but a 15
or 20 dollar one would not be so unusual provided it had the depth to go
with it.

While prices on the Iphone are lower, eg, 5 usd for a sound adventure game
like Papasangre or 10 or 15 at most for a complex game, I don't believe
they're quite as low as I initially thought. Plus of course, remember on Ios
people are far more comfortable with in ap purchices even of initially
published games.

you could for example publish a racing game like Rail racer with an initial
50 tracks and upgrades up to level 3 for 7 usd, then publish packs of an
additional 50 tracks for 5 usd each. You could also do the route that games
like Solara use of having in game currency buy upgrades and charge players
for the currency convertion, and provided you A, allowed a method to get
some currency in the game even at slow amounts and B, weren't grasping with
the upgrades and free version you'd likely make up extra money that way.

Beware the grue!

Dark. 


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[Audyssey] voiceover interface on mac, was:RE: mac versus windows sales plus iOS question

2013-12-14 Thread Che Martin
  Hi dallas,
  Thanks for that info man.
  I remember now reading something about the num pad commander, but never
did check it out, no excuse for my laziness there.
  I do have an external bluetooth keyboard by logiTech, which is awesome by
the way, you can assign it to three different devices, so for instance I can
hit the f 2 key and use it for my apple TV, then f 1 to go back to the mac
book, very cool.
  The keyboard does not have a num pad on it however. I suppose there are
bluetooth num pads one could purchase, any idea?
 Sorry if this seems off topic, I guess technically it is, but it impacts me
as a game developer, hope that gets us a pass.
  Take care,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dallas
O'Brien
Sent: Saturday, December 14, 2013 4:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mac versus windows sales plus iOS question

hi Che, from messing around with OSX in a vm, i learned one thing.
apple has added in a numpad commander. this makes navigating around the
system farely quick and painless. feels a bit like nvda in some ways. except
you don't need to use a modifyer. 6 and 4 become similar to VO right and VO
left. 9 becomes interact, 7 becomes uninteract.
numpad 5 becomes similar to a double tap on the trackpad / activate item
with normal VO commands. and so on. you can also map the other numpad keys
to various functions. you turn the numpad commander on, by holding the VO
keys down, and pressing the numlock key. this of course, means you will have
to either use the wired apple keyboard that you can buy, or preferably, a
standard external keyboard. i use a wireless one, but you could of course
use a wired one if you wanted.
the advantage to this, compared to using quick nav, is that for example.
when you want to type in an edit field, you won't face problems with
quicknav getting in the way of certain key presses. so it makes entry and
navigation a lot more smooth. of course, unless you map a key on the numpad
to navigate to next heading and so on, this will mean you will have to use
such commands as VO H to navigate to next headings and so on in safari. but
its easy to map a key on the numpad to go to next heading. also, when numpad
commander is on, pressing numlock is defaulted to taking you straight to the
dock. so there is another handy fast way of getting around. press the
numlock, type the first letter, or first couple of letters of what you want
from your dock, and hit enter to open it.

Good luck with RR2. i'll be buying it in a few days, when my money comes in.
can't wait!

regards:
Dallas


On 15/12/2013, Che Martin  wrote:
>  Hi Josh and all,
>   Fair enough, sorry I misunderstood what you were posting there, my bad.
>   That is very interesting that your mac sales are far outstripping 
> windows sales, I would be curious to know the numbers there, but I 
> completely understand if you'd rather keep it under your hat.
>   I have put up Rail Racer 2 for sale, where folks can buy the beta 
> and get all upgrades as it reaches final release, and sales have been 
> far more impressive than I thought they would be so far, so still 
> plenty of folks wanting accessible games for windows at this point.
>   I may yet get to a point where I've earned over $2 an hour for the 
> coding and tech support time, hah.
>   I have no idea how many of these folks are running windows on mac, 
> that would be a good thing to know, I might set up a poll on audio 
> games and see what the response is.
>   The last time I did some informal polling, windows users outstripped 
> mac users in the blind community at least 10 to 1, but those are 
> slippery numbers for several reasons, including what you are saying 
> about mac purchasers being more willing to fork over cash for their 
> gaming experience.
>   I completely agree that the appple hardware is more solid than the 
> same price point PC hardware, the stuff is just rock solid. I have a 
> mac book pro, and hav had zero issues with it.
>   I just wish apple would spend some more time on their voiceover 
> interface, it is to me cumbersome in a lot of areas for no good 
> reason.  For instance, why two keys for VO by default?
>  I realize you can use the touch pad, and the quick nav is a way 
> better way to go as well, but man, some of their interface decisions 
> are just baffling.
> Having to drill up and down into Xcode over and over and over is just 
> ridiculous to me.
>   Even with quick nav, I have to move my hands off the main keys, then 
> press two arrow keys to drill up or down, then back again, there is 
> just no good reason for this much of a waste of time, I don't get it.
>   Having developed with visual studio, then going to Xcode with 
> voiceover feels like going from running to crawling.
>   I know a large p

[Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread Che Martin
  Hi ya phil,
  Yeah man, as a commercial entity selling to a very limited market, the
price point of iOS games is a concern.
  As you mentioned, , while it is true that a release of an iOS title will
far out sale the same title for mac or windows, at what price will it be
offered ?
  You said you have purchased over 40 games, but you've probably spent less
than you would have for 2 premium mac or windows games I would think?
  True, the games for mobile devices don't offer nearly the depth or
replayability of a quality premium mac or PC title, but even if it did, what
would folks pay for  it?  
  For instance, , I think Jeremy could have easily sold swamp for $50 a
license and moved at the very minimum 250 units, but what would he get for
it on iOS with the same features?
  Of course, you'd need a bluetooth keyboard hooked up to your iOS device to
get the same features, but you catch my drift.
  In the very limited market of accessible games, even if one sold a couple
thousand copies at a buck a piece, a developer wouldn't even be approaching
minimum wage per hour most likely.
  And if an accessible developer tried to sell a game for $15 or $20, I
think a great deal of potential purchasers would scream rip off, because
they are used to the super low price of most apps, not considering most of
those apps are selling to tens of thousands of customers.
  This is not to say its all about money, nobody develops accessible games
to get rich, but it is nice to get a few ounces of dough coming in for tons
of hard work.
  I am personally hoping to release a set of educational apps for blind kids
for free once I learn xCode.  After that, I may look more closely at the
commercial market, including micro purchases for in game upgrades, etc.
  No matter what, it is an interesting time for accessible gaming me thinks,
as mister Zimmerman so concisely put it, the times they are a changin'.
  Take care,
 Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Saturday, December 14, 2013 6:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mac versus windows sales plus iOS question

Hi Che,
I am sure Josh is talking about  his mac games are outselling his windows
games.
 I am sure when Draconis develops a full IOS game for iPhone and iPad, that
will outsell the other two combined.
I just got my iPhone two months ago and already have purcheased over forty
games on it.
True, they are in the $0.99 and 1.99 price point.


- Original Message -
From: "Che Martin" 
To: "'Gamers Discussion list'" 
Sent: Saturday, December 14, 2013 4:18 AM
Subject: [Audyssey] mac versus windows sales plus iOS question


>   Hi ya,
> Just red this quote from the list:
> Start quote:
>
>> First, ignoring Mac as a viable platform for blind gamers is a poor
> strategy. One year on, and Mac sales are still far exceeding Windows 
> sales,
> even in comparison to back in the hay day of audio games, some 10 years 
> ago
> or so. It isn't just about raw user numbers, it is about demographics and
> the quality of those users.
> End quote
>
>  Maybe I am misunderstanding the quote here, but are you saying that macs
> are outselling windows machines?
>  Where are you getting those numbers?
>  Its been a while since I checked, but last time I took notice macs were
> around 5 or 6 percent with PC's over 80 percent.
>  I am sure the mac has made strides in recent years, but if they are
> outselling windows machines in pretty much any significant market, that is
> surprising news to me.
>  I could see where macs may be accelerating with the decline of the PC, 
> but
> last I checked, they have a really long way to go to be anywhere near
> outselling windows machines.
>  If macs are indeed outselling pc's with windows, I would have lost a 
> large
> bet on that, had a wager been presented to my degenerate gambling self.
>  Here is what I dug up quickly on google before going to bed:
> In an interview with Computerworld, Gartner analyst Carolina Milanesi says

> a
> major OS shift is coming. By 2015, she predicts, devices running Apple
> operating systems will overtake those running Windows.
>
>
> Last year, shipments of products running Windows still handily outnumbered
> those running Mac OS and iOS, by 347 million to 213 million, according to
> figures from Gartner published Monday. The lead will be slashed to 23
> million in 2014, and the Apple OSes will likely outnumber Windows devices 
> in
> 2015, said Carolina Milanesi, research vice president at Gartner.
>
> End article clip
>
>  So based on those numbers, even throwing in the mobile iOS into the mac
> equation,  windows is outselling them, strip out iOS and those numbers get
> far more out of balance when we're talki

Re: [Audyssey] mac versus windows sales plus iOS question

2013-12-14 Thread Che Martin
 Hi Josh and all,
  Fair enough, sorry I misunderstood what you were posting there, my bad.
  That is very interesting that your mac sales are far outstripping windows
sales, I would be curious to know the numbers there, but I completely
understand if you'd rather keep it under your hat.
  I have put up Rail Racer 2 for sale, where folks can buy the beta and get
all upgrades as it reaches final release, and sales have been far more
impressive than I thought they would be so far, so still plenty of folks
wanting accessible games for windows at this point.
  I may yet get to a point where I've earned over $2 an hour for the coding
and tech support time, hah.
  I have no idea how many of these folks are running windows on mac, that
would be a good thing to know, I might set up a poll on audio games and see
what the response is.
  The last time I did some informal polling, windows users outstripped mac
users in the blind community at least 10 to 1, but those are slippery
numbers for several reasons, including what you are saying about mac
purchasers being more willing to fork over cash for their gaming experience.
  I completely agree that the appple hardware is more solid than the same
price point PC hardware, the stuff is just rock solid. I have a mac book
pro, and hav had zero issues with it.
  I just wish apple would spend some more time on their voiceover interface,
it is to me cumbersome in a lot of areas for no good reason.  For instance,
why two keys for VO by default?
 I realize you can use the touch pad, and the quick nav is a way better way
to go as well, but man, some of their interface decisions are just baffling.
Having to drill up and down into Xcode over and over and over is just
ridiculous to me.
  Even with quick nav, I have to move my hands off the main keys, then press
two arrow keys to drill up or down, then back again, there is just no good
reason for this much of a waste of time, I don't get it.
  Having developed with visual studio, then going to Xcode with voiceover
feels like going from running to crawling.
  I know a large part of that is me not being nearly as familiar with Xcode,
but having worked with it for months now, its still frustrating, and it
seems to me unnecessarily so.
  I am sure there are many shortcuts and work arounds that I just haven't
learned yet, and I plan to keep knawing at it, as I am convinced the future
of accessible gaming is in mobile platforms, and specifically iOS, at least
until and if google gets it together for the android platform.
  I would like to ask if anyone out there has an email list or forum or
anything they would recommend for a blind developer getting into developing
for iOS.  I have some questions that relate directly to developing using
voiceover, and I'm not sure the best place to ask.
  Thanks much for any advice,
  Che
 Email: blindadrenal...@gmail.com


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[Audyssey] mac versus windows sales plus iOS question

2013-12-14 Thread Che Martin
   Hi ya,
 Just red this quote from the list:
Start quote:

> First, ignoring Mac as a viable platform for blind gamers is a poor
strategy. One year on, and Mac sales are still far exceeding Windows sales,
even in comparison to back in the hay day of audio games, some 10 years ago
or so. It isn't just about raw user numbers, it is about demographics and
the quality of those users.
 End quote

  Maybe I am misunderstanding the quote here, but are you saying that macs
are outselling windows machines?
  Where are you getting those numbers?
  Its been a while since I checked, but last time I took notice macs were
around 5 or 6 percent with PC's over 80 percent.
  I am sure the mac has made strides in recent years, but if they are
outselling windows machines in pretty much any significant market, that is
surprising news to me.
  I could see where macs may be accelerating with the decline of the PC, but
last I checked, they have a really long way to go to be anywhere near
outselling windows machines.
  If macs are indeed outselling pc's with windows, I would have lost a large
bet on that, had a wager been presented to my degenerate gambling self.
  Here is what I dug up quickly on google before going to bed:
In an interview with Computerworld, Gartner analyst Carolina Milanesi says a
major OS shift is coming. By 2015, she predicts, devices running Apple
operating systems will overtake those running Windows.


Last year, shipments of products running Windows still handily outnumbered
those running Mac OS and iOS, by 347 million to 213 million, according to
figures from Gartner published Monday. The lead will be slashed to 23
million in 2014, and the Apple OSes will likely outnumber Windows devices in
2015, said Carolina Milanesi, research vice president at Gartner.

End article clip

  So based on those numbers, even throwing in the mobile iOS into the mac
equation,  windows is outselling them, strip out iOS and those numbers get
far more out of balance when we're talking windows versus mac straight up.
  Obviously on the mobile side of things, apple is owning microsoft, but if
we're talking macs versus windows, i.e. desktops and laptops, its not even
close, and won't be for many years to come.
  I think regarding mobile platforms if MS doesn't get their heads out of
their collective rear ends, they'll be selling Xbox 2s exclusively in
another decade, but for now, they dominate the desktop and laptop market
hands down in raw sales.
  I'm no microsoft fan boy, I have plenty of apple equipment as well, just
wanted to make sure folks had the right information on this topic,
especially potential developers.
  There are a lot of audio gamers using macs now, and I am glad for it, but
the windows users as far as raw numbers go blow them out of the water,
something I considered and researched very carefully when deciding whether
to port Rail Racer 2 to mac.  In the end, the work didn't justify the
return, not at this point in time anyhow.
  I am learning slowly how to program for iOS, but it is tedious the way
voiceover works on the mac, too many hoops to jump through for basic stuff
making it very inefficient.
  Secondly, I'm having a hard time finding help out in the community,
although I've only recently started, and I'm sure there are groups of
accessible programmers out there somewhere willing to help out with the
occasional question from a newbie to the system and xCode IDE, I just
haven't ferreted them out yet.
  If anyone out there knows of someone willing to help me answer a few basic
questions about xcode and the like, I'm all about it, and willing to pay for
the tutoring,.
  Cara graciouslly showed me a few things, but I thinnk she is too busy at
this point, and I don't want to pester folks.
Thanks,
 Che
Email: blindadrenal...@gmail.com





  Comments?


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Re: [Audyssey] Time of conflict, was: RE: Civilization games on PC or iPhone

2013-12-13 Thread Che Martin
  Hi dark and all,
  You might write david directly and ask him what the situation is with TOC
and the latest release, let him know you might want to update the audio
games site with newer info and he may give you the details.
 On the other hand, he may not want folks bugging him about the new stuff,
so he may prefer to keep it under his hat for now, but he is a good dude,
won't hurt to try.
  Also, would you guys please change the subject line when you change the
topic of conversation? I changed the subject to time of conflict when the
topic went that way, then I come back to check responses and get stuff on
here from charles about screenreader pronunciations, trust me, this is far
more annoying and disruptive than folks spelling iPhone iphone and the like.
  Thanks
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jacob Kruger
Sent: Friday, December 13, 2013 5:50 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of conflict, was: RE: Civilization games on PC
or iPhone

An issue I have with even demo of time of conflict is that on this windows7
64 bit machine, it generally bombs out/crashes just as you're about to start
playing on the actual map.

Anyone else?  Among other things, tried running it as administrator, etc.,
just in case, but, nope...

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, December 13, 2013 01:15 PM
Subject: Re: [Audyssey] Time of conflict,was: RE: Civilization games on PC
or iPhone


> Hi Che,
>
> Unfortunately, the only version available from the GMA site is the 
> original 1.0 version. I am a paid customer of Time of Conflict and 
> wasn't given any beta versions to try so it must only be available to 
> a handful of insiders and trusted testers. Never-the-less I am glad to 
> hear about your experiences with the new release.
>
> Cheers!
>
>
> On 12/12/13, Che Martin  wrote:
>>   Hi dark,
>>Actually, I'm not sure if the version you can buy from David's 
>> website is the latest or not. I thought he was selling the latest 
>> beta version, but that was just my assumption.
>>   There is definitely a huge difference between the 1.0 version and 
>> what is being tested now, and those that want an immerssive audio 
>> game with lots of replayablillity are in for a real experience.
>>   Later
>> Che
>
> ---
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[Audyssey] Time of conflict, was: RE: Civilization games on PC or iPhone

2013-12-12 Thread Che Martin
  Hi dark,
   Actually, I'm not sure if the version you can buy from David's website is
the latest or not. I thought he was selling the latest beta version, but
that was just my assumption.
  There is definitely a huge difference between the 1.0 version and what is
being tested now, and those that want an immerssive audio game with lots of
replayablillity are in for a real experience.
  Later
Che


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Re: [Audyssey] Civilization games on PC or iPhone

2013-12-11 Thread Che Martin
 Hi dark,
  You should check out the latest version of TOC, sounds like its been a
while since you looked at it.
  You can now make all kinds of custom units and situations, the game is as
much a war simulation builder as it is a game in itself.
  For instance, there are now star trek and medieval themes included in the
game, and you can make up any kind of battle situation you want, only
limited by the amount of time and dedication you have to spend on your
creation.
  Happy holidays.
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Wednesday, December 11, 2013 2:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Civilization games on PC or iPhone

I agree Che, time of conflict is an awsome peace of work especially in it's
context sensative menues and map understanding.

The only thing that for me feels lacking in time of conflict is not having
as much on unit production and management of resources, and only having a
few unit types to play with,  for example, only one sort of soldier and
artilliary.

I know though David is working on a more advanced version of the game which
does have many more units and ability to create full campaignes and
customized maps, and that I think will be as much a revolution in audio
games as shades of doom or swamp.

BEware the Grue!

Dark.
- Original Message -
From: "Che Martin" 
To: "'Gamers Discussion list'" 
Sent: Wednesday, December 11, 2013 7:56 PM
Subject: Re: [Audyssey] Civilization games on PC or iPhone


>  Hi all,
>  These types of games can definitely be developed by a single developer.
>  Check out Time of Conflict by David Greenwood if you don't believe it.
>  Probably the most complex audio game out there, and nothing touches it as
> far as replayability.
>  I don't think enough has been made of the work David has put into this
> game, and until you spend the time learning to play it and get immersed in
> the game, you can't appreciate how deep it is.
>  The fact that he did this in VB 6 if I am not mistaken is even more mind
> blowing, too bad he isn't on list here to toot his own horn a bit.
>  Anyhow, if you haven't checked it out, you can find it at:
> http://gmagames.com/
>
> Take care,
>  Che
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
> Sent: Wednesday, December 11, 2013 12:16 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Civilization games on PC or iPhone
>
> Hi Mohsin:
>
> I completely disagree. While it would be a time consuming project creating
> an accessible Civilization game can be done by one person if he or she has
> the time to devote to it.  Its not terribly complex to code, but does
> require a lot of time to work on the project. A normal sighted person
> probably has a 9 to 5 job, a wife, kids, etc so has no time to put into 
> such
> a project. However, many blind developers are not employed full time, if 
> at
> all,  and may have the required time to put into such a project. So I 
> don't
> think it is so much a question of number of developers, but more how much
> time someone really has to put into such a project.
>
> Cheers!
>
> On 12/11/13, Mohsin Ali  wrote:
>> hello guys !
>>
>> I think that the above mentioned games like "Age of Empires" and
>> "Civilization" can not be developed in audio. the simplest fact is
>> that those kind of games are developed by a large number of
>> programmers working together as a team. If we want to develop those
>> kind of games, then several programmers will need to work together in
>> order to achieve the required results. A single programmer will not be
>> able to produce those kind of games on his/her own.
>>
>>
>>
>> regards
>>
>> Mohsin
>
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Re: [Audyssey] Civilization games on PC or iPhone

2013-12-11 Thread Che Martin
  Hi all,
  These types of games can definitely be developed by a single developer.
  Check out Time of Conflict by David Greenwood if you don't believe it.
  Probably the most complex audio game out there, and nothing touches it as
far as replayability.
  I don't think enough has been made of the work David has put into this
game, and until you spend the time learning to play it and get immersed in
the game, you can't appreciate how deep it is.
  The fact that he did this in VB 6 if I am not mistaken is even more mind
blowing, too bad he isn't on list here to toot his own horn a bit.
  Anyhow, if you haven't checked it out, you can find it at:
http://gmagames.com/

Take care,
  Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Wednesday, December 11, 2013 12:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Civilization games on PC or iPhone

Hi Mohsin:

I completely disagree. While it would be a time consuming project creating
an accessible Civilization game can be done by one person if he or she has
the time to devote to it.  Its not terribly complex to code, but does
require a lot of time to work on the project. A normal sighted person
probably has a 9 to 5 job, a wife, kids, etc so has no time to put into such
a project. However, many blind developers are not employed full time, if at
all,  and may have the required time to put into such a project. So I don't
think it is so much a question of number of developers, but more how much
time someone really has to put into such a project.

Cheers!

On 12/11/13, Mohsin Ali  wrote:
> hello guys !
>
> I think that the above mentioned games like "Age of Empires" and 
> "Civilization" can not be developed in audio. the simplest fact is 
> that those kind of games are developed by a large number of 
> programmers working together as a team. If we want to develop those 
> kind of games, then several programmers will need to work together in 
> order to achieve the required results. A single programmer will not be 
> able to produce those kind of games on his/her own.
>
>
>
> regards
>
> Mohsin

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Re: [Audyssey] gear shifting formula

2013-10-10 Thread Che Martin
 I have to disagree here.
  The gear ratio directly affects acceleration versus top speed, as I have
mirrored the physics of this in Rail Racer.
  A higher ratio on the input gear results in less input torque, but higher
overall output rotation speed, resulting in higher top rotation speed to the
wheels.
  Alternatively, a lower gear ratio results in the ability to more easily
turn that output gear, resulting in more acceleration at the expense of top
rotation speed.
  To think of it in simple terms, consider a 10 speed bicycle. When you need
to climb a steep hill, you drop your driving gear ratio, so you turn the
rear wheel more slowly per crank, but those cranks allow more turning force
to the wheel. 
  Modeling all of this for a realistic game engine is no trivial task, but
results in a much more satisfying and realistic simulation.
  In the new RR 2, if you have a lot of short sections with high grade
angles, you'll get smoked by other players if you don't drop that gear
ratio, because acceleration and keeping your RPM in the power curve will be
more important than top speed.
  Its all about spreading your power out amongst your gears to get you
around the track in the fastest time.
  On the flip side, with a lot of long sections, you need as much top speed
as you can get, thus requiring you shift to a higher gear ratio.
  This is the cool thing about a true racing simulation with an engine
modeled on reality, you have to get in there and put in the laps to see what
gear ratio works best and results in the lowest lap times, exactly the
reason all forms of motor sports teams spend countless hours on the various
tracks testing out dozens of configurations.
  In RR, the gear ratio affects all gears, instead of being able to adjust
each one seperately, but in general you would be adjusting the ratio across
each gear evenly more or less anyhow, so tweaking each gear isn't really
necessary.
  For those interested, the RR engine is based on the Ford GT 500 plus
horsepower engine, and mirrors its stock gear ratios when your own ratio is
set to 1.0.
  Having said all this, I am no expert, and my simulation is not perfect,
but the feel of the game is close to reality, and that is what we're going
for.
  If someone has more info on this or sees a mistake in my math or logic,
please let me know, always open to input.
  Happy racing,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Thursday, October 10, 2013 2:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] gear shifting formula

Hi Ken,

Actually, the gear ratio doesn't have anything to do with the amount of
acceleration of the car. That has to do with the power curve of the engine,
how much horsepower is available, and how much torque is available at the
moment. Once you know those things you can easily divide the available
amount of horsepower and acceleration up into gear ratios like first,
second, third, etc.

Cheers!

On 10/10/13, Ken Downey  wrote:
> I'm looking for the formula for the coding of shifting of gears. That 
> is, when you're in fourth gear you don't accelerate unless already 
> going fast and so on. Any thoughts?
> Check out my games at
> www.ThePionEar.net
> and my music, and that of my band, at
> www.ThePionEar.net/BlindLabyrinth.html .
> Also, check out, "The Believer and Skeptic Show," at iTunes!
> If you want to reach me, you can call 419-744-0517, friend me on 
> Facebook,
> (KenWDowney,) or write me at kenwdow...@me.com .
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Re: [Audyssey] BA games on iPhone, was: RE: The Apple iphone, was RE: building in the storm 8 games.

2013-10-07 Thread Che Martin
  Hi Cara and all,
  Just wanted to let folks know I answered Cara off list, and I am going to
be taking another stab at iOS development once I finish rr2 and online
cribbage, both of which are very close to full deployment at long last.
  I think some very interesting audio games have been released for iOS, but
the ones I've played and enjoyed were more about content than interface.
  For instance, Freeq is really interesting and very well executed, but its
basically a choose your own adventure book in audio game form.
  With the technology that is available for iOS, some really cool interface
options are out there that haven't been taken advantage of, at least not
that I have seen.  Blind spot gave it a shot with the compass being used to
navigate , but in my estimation fell short of an engrossing title.
  I realize it is very easy for me to sit here and point out the
shortcomings of other titles, having created exactly nothing myself for iOS,
but I am huge on interface, strategy, and an immerssive experience, and I
just think we haven't yet turned the corner on this type of game for the VI
community.
  Also, although I have some ideas for a couple of mobile based audio games,
I am a really long way from being able to produce them, and as I did with
learning dot net, I am going to start with something really simple.
  Before I did rail racer, I made a simple and stupid cockroach shoot em up,
simple rotate, fire and reload kind of thing, and for what it is worth, I
strongly suggest anyone looking to develop any kind of software make sure
you can crawl before you try to run.  A lot of times, folks have a grand
idea in mind, and set out to conquer that idea before they even learn how to
do the basic coding, leading to frustration and failure.
  Anyhow, didn't mean to go off on a rip there.
  Bottom line, I really hope BA is headed for mobile development in the
future, but I'll be releasing some free educational  apps first hopefully
and try to build on that, there seems to be a real vacuum for educational
stuff for blind children and iOS, and that is a shame, as iOS makes for  a
killer educational platform for kids.
  Stay tuned.
 Che

 
  

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Saturday, October 05, 2013 11:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BA games on iPhone, was: RE: The Apple iphone, was
RE: building in the storm 8 games.

Hi Che,

Thanks for such a thoughtful note.

As far as iOS development goes, I develop professionally for iOS with
LookTel.com and also work with DraconisEntertainment.com, so I use the Mac
and XCode daily.

As for Mac accessibility lacking the iOS sheen, you're only partially
correct at this point. There have been many advances in VoiceOver which have
brought some of the very fast and convenient navigation of iOS to the Mac.
For example, you can use the trackpad with gesture based navigation to
access your Mac just as you do with the iPhone now. So this is one way of
eliminating the at-times absurd key combos of the earlier incarnations of
VoiceOver.

-And, despite my love / not so love relationship with XCode, ;) the
accessibility and usability of this IDE is absolutely unparalleled.

Anyway, not sure when the last time you checked in with OSX and VO was, but
just thought I'd let you know that there are people doing this on a daily
basis, so it can be done. :)

Feel free to write me privately if you'd like! :)

Nice to hear that you're still developing and that RR2 is on the horizon!
You rock!

Catch ya laters, and have an awesome weekend!

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Oct 5, 2013, at 7:00 PM, Che Martin  wrote:

  Hey ya
Bryan and all,
 I'd love to do RR on iphone, but it is a very complex game, so probably
not.
 At this point, I don't have the programming skills to do even a hello world
on iOS.
However, I have looked very seriously at iOS development, going so far as to
buy a Mac Book Pro so I could start learning objective C, since you can't
program for iOS on a PC.
 However, I was so sorely dissapointed by Mac accessibility I haven't picked
up the Mac for months.
 After using an iphone for over a year now, when I bought the Mac, I just
assumed the accessibility would be as polished as what is offered with iOs,
man was I in for a rude awakening after spending 1600 bucks.
 Some of the decisions made by the Apple accessibility folks are amazingly
puzzling to say the least.
 Why do we have to do finger acrobatics to get the simplist of things done
on a mac?
 I could go on and on about the terrible interface, but bottom line, its
very frustrating for no good reason, its just bad design all around, and I
don't understand it.
 I know lots of 

Re: [Audyssey] Rr2 questions was: Re: BA games on iPhone, was: RE: The Apple iphone, was RE: building in the storm 8 games.

2013-10-07 Thread Che Martin
  Hi dark and all,
  RR 2 is indeed a total replacement for rr 1.
  However, I've spent a lot of time making sure the old tracks are still
functional, as you said a good deal of the best tracks were created by users
and I want to make sure we can continue to race them.
 The new track editor should bring us even better tracks, as it has been
totally redesigned to allow easy and quick editing of all track sections.
Frankly the track editor for rr 1 was clunky to use at best, and turned off
a lot of folks that would have otherwise enjoyed making their own tracks
  In addition, you can add power up rings to your track, allowing a racer to
pick up nitros and extra fuel if they can navigate an accurate jump through
the power ring, and grade angles have been added, which allow you to tilt a
section up or down, slowing or speeding up the racer on a section.
  These options have already shown some really interesting strategic
possibilities, as I've been working on a couple new tracks to take advantage
of the new features.
  For instance, if your going up a 45 degree angle hill, do you really want
to jump and slow down even more to grab that nitro?
  Likewise, should you grab extra fuel to allow you to burn more nitros, or
skip it and conserve your fuel?
  I want RR 2 to be about much more than just driving fast, for the more
complicated tracks, you will have to map out a strategy that leads to the
best lap times, which gear ratio to use, when to use power rings, when to
burn those precious nitros, should you use boost to get up a steep hill, or
save it to get your speed back up after a curve, its all pretty interesting
stuff, and will really reward those that want a challenging and immerssive
experience.
  With the new track editor system, you can alt tab from the game, make an
edit to your track, jump back into the game and check it out, allows for
much more creativity without a bunch of hassle.
  For those that have already purchased the beta, but aren't on the rail
racer list, make sure and join that low traffic list, lots of patches have
been sent out in the past few weeks with more to come
  Hope to see you on the track soon.
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Sunday, October 06, 2013 4:22 AM
To: Gamers Discussion list
Subject: [Audyssey] Rr2 questions was: Re: BA games on iPhone, was: RE: The
Apple iphone, was RE: building in the storm 8 games.

Hi Che.

I can't speak for mac access but I agree with you on ios potential, albeit I
haven't been quite as disappointed with audio games,  I've mentioned my
liking for somethinelse's work in Papasangre and the Nightjar, and while
both essentially could! have been equally done on pc, the fact that Ios can
support such well done audio in first person is encouraging, (I'm looking
forward to seeing hopefully deeper gameplay in Pappa 2).

One question about Rr2, what will e the status of rr1 once it is released? 
Will Rr2 replace the game entirely, ie, be essentialy version 2.0, rather
than a sequell. If it is (as I suspect), a completely new version, then what
happens to all the existing tracks made for rr1, will they be compatible
with the new version?

I just ask because people have created some quite fun tracks for the
original game and it'd be a shame if they were made obsolete, even if they
don't contain new features or gameplay additions to rr2.

All the best,

Dark. 



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[Audyssey] BA games on iPhone, was: RE: The Apple iphone, was RE: building in the storm 8 games.

2013-10-05 Thread Che Martin
  Hey ya
Bryan and all,
  I'd love to do RR on iphone, but it is a very complex game, so probably
not.
  At this point, I don't have the programming skills to do even a hello
world on iOS.
 However, I have looked very seriously at iOS development, going so far as
to buy a Mac Book Pro so I could start learning objective C, since you can't
program for iOS on a PC.
  However, I was so sorely dissapointed by Mac accessibility I haven't
picked up the Mac for months.
  After using an iphone for over a year now, when I bought the Mac, I just
assumed the accessibility would be as polished as what is offered with iOs,
man was I in for a rude awakening after spending 1600 bucks.
  Some of the decisions made by the Apple accessibility folks are amazingly
puzzling to say the least.
  Why do we have to do finger acrobatics to get the simplist of things done
on a mac?
  I could go on and on about the terrible interface, but bottom line, its
very frustrating for no good reason, its just bad design all around, and I
don't understand it.
  I know lots of blind folks are using macs exclusively, but having spent
several weeks patiently and tenaciously trying to work with the mac, I am
confident that I could run circles around any mac user using voiceover
versus windows and jaws when it comes to efficiency and productiveness.
  I am no apple hater, I made the switch from android to iphone a while
back, and have no regrets.  I love my iphone and ipad, and appreciate the
time and money Apple has put into accessibility for iOS.  
  I don't care about the operating system, I am no fan boy of any system, I
just want to be able to create my designs efficiently and effectively, but
the accessibility implementation on Mac is just sad so far.
  Hopefully there will be major improvements soon to voiceover on the mac,
because obviously the future of audio games lies in the mobile platforms,
and apple is way ahead of the curve with iOs when it comes to a mobile
platform for the blind.
  I have some design ideas for iOs, and I too have been mostly dissapointed
by the current crop of audio games available on iOs, though there are some
standouts, it just seems the potential has so far not even been scratched.
  The possibilities are amazing on mobile platforms for the blind, with the
accelerometers, positional feedback, vibration and so forth, developers just
need the door to their ideas to be cracked open a little wider.
  I know it can be done, as many other blind developers have developed for
iOS and android, and I'll keep my finger on the pulse of mobile development,
but for now its PC for me and Blind Adrenaline.
  If other blind developers are on this list and have had success with iOS
development, I'd love to hear from you, my email address is:
blindadrenal...@gmail.com
  If I have missed the boat as far as blind developers posting success
stories on list here, my apologies, I very infrequently check this list.
  Regarding Rail Racer, if you liked the first version, your gonna love the
new one, I've spent more time improving this one than I spent on the
entirety of making RR 1, and this time around I have a lot more programming
experience under my belt.
  I personally think rr2 will be in the top 3 of audio games as far as
replayablility and pure fun, along with swamp and time of conflict.
  Happy gaming all,
Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Saturday, October 05, 2013 5:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The Apple iphone, was RE: building in the storm 8
games.

Are we looking at the possibility of an Iphone version of Rail Racer? LOL. 
Seriously thouh that might be kinda neat. So far there haven't been many
games on IOS that interested me all that muc. In point of fact just The
Inquisitor.


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[Audyssey] The Apple iphone, was RE: building in the storm 8 games.

2013-10-05 Thread Che Martin
  Hi charles,
  You have brought this subject up multiple times on this list now, and from
what I've seen you are the only person that cares at all how folks spell
iphone.
  I don't really understand why you are allowed to go on and on about this
time after time, as the posts about how iphone is spelled are completely off
topic for this list,and several folks have complained already about the
whining.
  Doctor, you may somewhat heal thyself though by changing the subject line
to reflect what you are complaining about, so folks don't read your messages
thinking they are going to be reading about storm 8 games.  Your lack of
effort to change the subject line is far more annoying to members of this
list than how someone spells iphone.
  Give it a rest man, nobody cares how iphone is spelled here, we all know
what is meant.
  Anyone can feel free to respond if you like off list by emailing me
directly at:
blindadrenal...@gmail.com
  While I realize my own message is off topic here, seems to me a goose and
gander issue, and I think the community needs to know there are others out
there that are sick of Charles' constant complaining about this while making
his own list manners foibles, i.e. not changing the subject line to
something like "My irrelevant rant about folks not hitting shift on the p
key when discussing Apple's killer device."
And just to make this somewhat relevant to list for those that have read
this far, keep your eyes on the audio games  dot tnet site over the next
couple weeks for a major update about Rail Racer 2, yes, we are indeed close
to a final release at long last.
Che
  



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
Rivard
Sent: Saturday, October 05, 2013 2:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] building in the storm 8 games.

How about the pronunciation through most screen readers and synthesizers? 
iphone?  What the heck is that?  On the other hand, iPhone is immediately
recognizable, as is any other iDevice that is punctuated correctly.  Maybe
I'm in the minority, but it just sounds wrong.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message -
From: "Ryan Strunk" 
To: "'Gamers Discussion list'" 
Sent: Saturday, October 05, 2013 10:48 AM
Subject: Re: [Audyssey] building in the storm 8 games.


> One of my responsibilities at Target is working with the team who manages
> and programs our iOS apps. Everyone on the team but me is sighted. As you
> might expect, we talk about the iphone and the ipad pretty extensively. To

> a
> soul, not one of the team bothers to capitalize the letter P except in
> official communications such as release announcements. When we discuss bug
> tracking, feature implementation, ux design, etc. it's always iphone and
> ipad.
> For the magazine, we should pay more attention to proper capitalization. 
> To
> my mind, though, this is a discussion list, and it can be treated as such.
> In my experience, Charles and anyone else obsessed with iPhone and iPad, 
> the
> sighted public just doesn't care.
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles
> Rivard
> Sent: Wednesday, October 02, 2013 10:26 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] building in the storm 8 games.
>
> I wonder how long it will take for people to start proofreading their
> messages?  If you do, you will hear the mistakes and hopefully correct 
> them.
>
> It's iPhone, not iphone!
>
> ---
> Shepherds are the best beasts, but Labs are a close second.
> - Original Message - 
> From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, October 02, 2013 4:23 AM
> Subject: Re: [Audyssey] building in the storm 8 games.
>
>
>> Hi Ian.
>>
>> it depends very much on the game and situation. If however you listen to
>> Raul's storm8 podcasts, he gives some very important tips.
>>
>> Find both parts on http://asmodean.net/games/gameaudio.shtml
>>
>> Personally though I confess the storm8 games just didn't have the
>> atmosphere or playability to interest me, too much number crunching and
>> not enough actual substance to the game's world or plot. This is one
>> reason why the only game of that sort that I've consistantly played on my
>> iphone is Solara, since there the missions  and buildings and such mean!
>> something.
>>
>> Still, if you like that style of game fair enough.
>>
>> All the best,
>>
>> Dark.
>> - Original Message - 
>> From: "Ian McNamara" 
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, O

[Audyssey] Looking for a purchaser of Rail Racer Beta named Thomas Leonard

2013-06-20 Thread Che Martin
  Hi all,
  I received a order for the Rail Racer 2 beta from a person named Thomas
Leonard, but when I tried sending his order and license info, the email
bounced, and I have no other contact info for him.
  If anyone knows Thomas, would you please ask him to email me directly at:
blindadrenal...@gmail.com
  Thanks much,
  Che



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[Audyssey] Praise for alter aeon

2013-04-15 Thread Che Martin
  Hi all,
  While I was busy replying to list about rail racer, and in a typing mood,
I just wanted to post a note about alter aeon, which I've been playing a
good bit lately.
  I played alter aeon years ago and really enjoyed it.
  I'm considering a new project using RPG standards as a model and wanted to
do some research by playing some RPG games, so I got back into alter.
  Dentin has done an amazing job with this game, and I feel it is one of the
best experiences available to blind gamers hands down.
  The world is very well constructed, and tons of time and thought have been
put into making alter aeon the best mud possible, with a special emphasis on
the VI player.
  The different areas and rooms are excellently written, and rich with
detail, and the various systems for experience, magic, brewing potions,
grouping, and on and on are just fantastic.
  As far as I can tell, Dentin is online a great deal of the time and is
quick and helpful if folks have questions.
  Bottom line, if you have not checked out alter aeon, your really missing
out.
  Also, please consider buying some in game content with real money to help
support the game. You can get some really cool stuff for cheap, and help
support a great game for the accessible community,.
  You can find out all the info you need at:
http://www.alterAeon.com

  With the sound packs for various clients, the game really comes alive,
just make sure you spend a little time reading how best to configure your
client before jumping in to avoid frustration.
  My character name on there is Che if you wanna look me up, original I
know, aheheh.
  Happy hunting,
  Che
blindadrenal...@gmail.com





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[Audyssey] Rail Racer 2 info

2013-04-15 Thread Che Martin
 Hi all,
  Sorry it took so long for me to respond to this thread, I don't check this
list much anymore, and I've been very busy coding the sequel to RR as well
as our new cribbage online game.
  First of all, I would like to point out some absolute BS that sean posted
so we can clear up his mis information.

  Sean wrote:
> don't hold your breath.
> I own a coppy but am unsure if I should write che off as bad or not.
> it was 1 key for  each system which made a licence file.
> that server was not always up and people coppied them,  che then made 
> basically everyone have to buy the game again to get another key.
> I never got the game by paying as I tested it so I am not going to go 
> and get a crack for it.
  End quote

  This is total crap all around from sean, as usual.
  I don't like flaming folks on public lists, but frankly sean's posts are
for the most part a detriment to our little community, he is full of bad
info, complains about the accessible games out there all the time, and is a
crap beta tester that just wants a free game without any useful feedback.
  I've taken a lot of hits from sean on this list regarding the software I
work very hard on with his half baked opinions, and kept mum about it, but
I'm sick and tired of it, as I am sure every other developer is that have
been knocked by him.
  I think sean is probably a good dude, honestly think he doesn't mean to
mis lead folks, and he does have some technical info that is correct some of
the time about technology, but reader beware when reading his posts..
  If any other developers out there care to get my appraisel of his beta
testing skills before you bring him on board for your projects, email me off
list. 
  Now to respond to his email:
  Folks that got in touch with me and needed new keys were provided them as
soon as I could get to there request, I've sent out tons of extra keys to
folks, and have frankly been more than generous about it, even though a lot
of those folks were lying and sharing the keys with friends, but that is the
nature of this small market, everybody wants to have fun, but a lot don't
want to pay for it.
  Ask those that bought RR 1 and needed new keys while the game was still
being supported, as far as I know, nobody was turned away.
  I've been pretty mum about RR 2 development, to avoid getting swampped
with questions from folks before it was ready.
  We have been testing it for a  few months now and adding new stuff, making
it compatible with modern systems, compatible with all major screenreaders,
new sounds, new control systems etc.
  This is not a trivial task, and has taken many months of development time,
but I feel the results will be well worth it.
  A new demo will be released as I finish RR 2, allowing folks to create and
play user created tracks all they want, they just won't be able to play
official tracks to earn money, nor play on line until they purchase a
license.
  The folks that are currently beta testing purchased a new license for
$39.95, which will be the price of the sequel.  They of course will get all
upgrades as new versions come out.
Those that purchased RR 1 will receive a discount on the purchase of
RR2, at this point I haven't decided how much that discount will be, but
will update the list as we near final.
  Some folks will feel this isn't fair, that they should get rr 2 for free
if they purchased rr 1, as it is basically an updated version of the
original game with new content, I can completely understand this stance, but
this is the same model used in main stream games, you don't get a free
version of madden football 2012 if you bought 2011. The developers feel the
purchase price is worth the extra content, and I agree with them, many won't
concur with this purchase model, and that is fine.
  Again, I will update the list about rr2 with more details as we get closer
to release.
  I will be checking the list for any responses to this email, and I ask
that folks please respect the subject line and not change topic without
changing the subject. This is one major reason I rarely check the list
anymore, I'll see a subject line that sounds interesting, open it up and its
totally unrelated to the subject line, very frustrating, time wasting, and
inconsiderate overall.
  Also, this is already a large message, be sure and delete the content
before replying or your response may go over the size limit and be rejected.
  Thanks for your patience in waiting for RR2, I feel the wait will be very
worth it.
  Take care, and I look forward to seeing you guys on the tracks very soon
  Che
blindadrenal...@gmail.com




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[Audyssey] Looking for Michelle from swamp for rail racer

2013-02-15 Thread Che Martin
  Hey all,
 I am looking for the person that did the michelle voice in swamp to
possibly do some voice over work for rail racer 2.
 If she is on this list, or if anyone knows her, please tell her I'm
interested in using her voice for the new version of rail racer if she is
interested.
  Feel free to email me directly at:
blindadrenal...@gmail.com
  thanks,
che

guns don't kill people, people kill people, and so do monkeys if they have
guns.
  -Eddie izzard



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Re: [Audyssey] Question Regarding The Blind Adrenaline Card Room

2013-01-28 Thread Che Martin
 Hi kimberly,
 Feel free to email me if your still having problems with the blind
adrenaline card room, my email address is:
blindadrenal...@gmail.com
 thanks
che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Kimberly
Qualls
Sent: Monday, January 28, 2013 1:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Question Regarding The Blind Adrenaline Card Room

Sorry about not giving all of the info, but it didn't tell me...It actually
said I needed something else downloaded...Seriously...But it is me on the
computer, so I will try again...maybe I didn't install something
correctly...I know, what a shock...But, it's the only gaming site I have
seen euchre on, so I'd really like to try...I'll get back and let you know
exactly what it says, either way...Thanks for the help...Happy
Monday...(smile)

On 1/27/13, Thomas Ward  wrote:
> Hi Kimberly,
>
> What exactly did it say you needed. One thing you need to do if you 
> are going to report problems, bugs, etc is you need to give as much 
> detail as possible or frankly some of us can't help you. Just saying 
> something is missing without specifying what is missing really leaves 
> us in the dark as to your actual problem. :D
>
> On 1/26/13, Kimberly Qualls  wrote:
>> When I trie to go on, it said that I didn't have something on my 
>> computer that I needed
>
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2890 / Virus Database: 2639/6059 - Release Date: 01/26/13


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Re: [Audyssey] Question Regarding The Blind Adrenaline Card Room

2013-01-26 Thread Che Martin
 Hi all,
 Sorry for being so late to this topic, I don't check this list much
anymore.
  When you sign up at BA, you get 30 days to play for free, then you need a
subscription, you can pay monthly for $5.95, or get a six or 12 month sub
with an extra free month or 2 months respectively.
  Check out the tutorial and FAQ page for audio tutorials to help you get
going quickly with all our games, including hold em, spades, hearts, euchre,
yahtzee and more.
  Also, we have a tournament every day for one of the games, for example,
there is a hold em tournament every Saturday and Tuesday. this is probably
the single most popular feature right now.
  You can get your free trial at:
http://www.blindAdrenaline.com/cardroom
  When you sign up, you will be sent a confirmation email, if you don't get
it, check your junk or spam folder, if its not there, feel free to email me
directly at the below address.
  After registering your membership, be sure and run the installer found on
the downloads page to install the games.
  If you have any trouble, I'd be glad to help personally, , you can email
me at:
blindadrenal...@gmail.com
  Thanks much,
  Che
  Owner, Blind Adrenaline Simulations


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Re: [Audyssey] Swamp Music

2012-09-05 Thread Che

  Hi Lori,
  Glad you like the music, thanks for that.
  I did that piece a couple years ago while teaching myself JSonar, and 
ended up asking Jeremy if he would like to use it for swamp, as it 
seemed to fit the mood.
  as for the piano part, i'm not really a pianist, focusing more on 
guitar, so I just used a simple easy melody that fit the music.
  if ryan strunk is reading this, he may be able to tell you what key 
its in, cause he is brilliant with music, has a degree and everything 
and taught me stuff i wouldn't have known otherwise.
  for you folks out there that are interested in making your own music 
for games or whatever, you can do professional sounding recording with 
sonar producer and a small hardware investment.

  Later,
  Che


On 9/4/2012 4:02 AM, simon dowling wrote:

hi lori, taken from the read me file
- The menu music was provided by Che, from Blind Adrenaline Simulations Inc.


On 04/09/2012, Lori Duncan  wrote:

Hi I was wondering who composed the opening music for Swamp, the one you
hear in the main menu?  I play piano, and would be interested to learn how
to play that piece, that and onceI hear it it sticks in my brain, but in a
good way.  Thanks, from Lori.
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Re: [Audyssey] Redistributing RPG Source Books

2012-06-18 Thread Che

 Hi dark,
  Your statement about the use of bit torrenting software being illegal 
in and of itself was startling to me.
  That would be like outlawing the use of knives because some folks use 
them to stab their fellow bipeds.
  I did a bit of research, and I can't find that this is the case 
however.  Obviously, downloading copyrighted material is illegal, but 
using a tool that allows file sharing isn't, at least as far as I can 
tell from my googling.
  Do you have other info you could point me to on that?  I know the 
U.K. is getting a bit out of hand with the surveillance of its own 
populace, but forbidding legitimate software like this outright would be 
something else, though not totally shocking unfortunately.
  also, you may not have realized it, but your cash strapped government 
recently doubled the budget for the opening ceremonies to over 110 
million dollars.  It aint cheap to make rivers athletes can walk on, 
generate fake rain over an entire stadium, and bring in literally 
thousands of animals.  apparently, they are going to turn the place into 
a massive idyllic british farmland. should be spectacular, and to hell 
with the homeless, they should have trained harder as kids apparently, 
then maybe they could be benefitting from the money dump.
  oh, and gandhi probably didn't go to hell for being a non christian, 
but he might have gotten nailed for being a fairly hard core racist. 
check out his time spent in africa for some quotes from mister peace.

  Later
che


On 6/18/2012 4:21 PM, dark wrote:

Hi Tom.

well those sorts of christians are nuts, and I agree they give
reasonable christians a bad name the same way extreme muslims give the
entirity of islam a bad name (personally I don't like either group).

When I was in colidge a friend of mine always used to introduce me to
such people, because, as a philosopher I could always manage to tie them
in knots. One of my favourite tactics was asking if mahatma Gandi had
gone to hell for not being a christian, and when they admitted that he
did saying "well okay then,  if hell is good enough for the greatest
peace activist of the 20th century, it's good enough for me!"

In fact I've often thought if indeed those people are right and only
people with those sorts of views go to heaven,  I really wouldn't
want to go to heaven! :D.

It can however be extremely unpleasant when they decide to start a witch
hunt. For example, my brother once had an awefull experience where he
went to what he assumed to be a reasonable church. Outside, was a man
collecting for the gay awareness charity. In the middle of the service
the priest actually stopped and told the congrigation about "the sinfull
thing going on outside the church" where upon after the service lots of
people went across and gave the fellow at the gay rights stand a
severely hard time,  and yet god is love!

Sometimes I think that the worst instinct humans have is to band
together in groups and say "everyone in our group is right" whether
that's national, religious, racial, even disability based. But before
this becomes a discourse on ethics I'lls top.

Beware the grue!

Dark.

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Re: [Audyssey] Redistributing RPG Source Books

2012-06-18 Thread Che
  Wait, you mean we can't gain access to super cool satanic powers by 
running role playing games?

looks like my grandma was right,  games are a big waste of time after all.
 and i was so looking forward to going toe to toe with jimmy swaggart 
wielding my killer inferno fireball spell up against his shield of tears 
and hordes of hooker minions.




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Re: [Audyssey] Swamp: The killer of games

2012-04-10 Thread Che

  Ha Phil, 'tis true, 'tis true.
  I've actually had to force myself to quit playing swamp so I could 
get work done on my own games.
  I used to be a huge FPS fan, when I first got Doom way back when, I 
sat down to play it and didn't stop playing until it was done, albeit on 
an easy difficulty level.
  Since losing my sight, no other game has come closer than swamp to 
that experience for me, and to say it can be addictive is an understatement.
  Zombie thought for the day: do zombies poop? If not, where do all the 
flesh and brains go?

  Che


On 4/10/2012 6:36 AM, Phil Vlasak wrote:

Swamp: The killer of games
by Phil Vlasak.
Aprone sat in his castle thinking about how to kill off all the other
game companies.
He knew that soon Phillip would be coming out with his Ponderous Farts
game that would be a big seller. Even old David was working on his
multi-person Shades of Gloom game.
Then there was Phil and his Sarah Good and the Castle designed to keep
Rowling from suing him game that was reported to be coming out with an
update.
What he needed to do was to create the perfect time waster, a game no
one could resist, including other game developers.
He had a brilliant idea. He would start simple and he could lull them
into submission with great sound effects and hundreds of updates so they
would be so busy playing his game to come up with anything on their own.

Aprone spent all his time on the Swamp game killer project. Working on a
laptop he could take it anywhere and fiddle with the code hundreds of
times a day. Checking a syntax error between bites of a sandwich,
writing an if then loop while standing over the toilet.
Eventually he posted the first beta and instantly got several other game
developers hooked.
Little did the public know that he had convinced all the other game
developers to participate in Swamp as zombies.
Aprone sent them secret keys to become the enemy in the game. While the
general gaming public was learning how to play the game becoming
fighters and practicing getting out of the safe house, the other game
developers were having fun walking around grunting and having a good old
time.
Che and Ken were truly hooked, each spawning themselves so that they
played dozens of zombies.
Even Jeremy took part in the game, soon becoming the top tyrant zombie.
His plan was totally successful. All the other game companies closed up
and stopped working on new games. The developers played Swamp until
their fingers bled.
Aprone smiled from his castle as he was now planning to do even more and
take over the Audio game forum. His Swamp fan fiction contest would
bring them down in no time.




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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Che

  Hi Nikola,
  Keep something in mind here man as you read what others say about 
your project.  Lots of folks on the lists and forums talk about making a 
game, or doing this or that to improve a game, or having this or that 
idea to someday make a killer game.
  but talk is cheap, and coding is hard, and you've done the work, went 
through all the learning and frustration of coding, and you have 
something to show the world, something few of your critics can say.
  My first games were so basic and terrible, I never bothered sending 
them to anyone, just used them as learning experiences and moved on, but 
I'm sure I would have heard even worse criticism of them had i released 
them to a wide audience.
  so congratulations to you man, and hats off to Philip for providing a 
great opportunity for folks to showcase their stuff, Ijust wish more 
folks had been able to push through to a final project.
  I think most of the criticism is well intended, and meant to be 
constructive, but I know it can be hard to take when someone just  poo 
poos your work when they have little idea of how hard it is to produce a 
finished project.
  I hope what Philip is doing here becomes an annual event, what BGT 
can provide is just amazing, and we need more bright minds with creative 
ideas and the motivation to get their visions turned into reality in the 
audio game community.

Good luck man, I look forward to seeing what you release in the future,
 Che


On 4/5/2012 12:35 PM, Nikola Stojsic (NS studios) wrote:

Hello,

Thank for your replys.

Just to avoid everything related to panning: there's nothing I can do  to
sound being panned better or worse, in my opinion it works more than
desired, and when you're at the same position as the glass is, it will be
nicely played on the center.
If you don't believe, I can produce audio recording for everyone not
believing in my words.
About the games, I agree with everyone said that the games are stupid, they
are, but they aren't more stupid than 2 other games from Claudio and aprone,
since i played both games.
This games aren't supposed and made for my young child, since I'm not going
to have my children in sooner time.
Just take a note that I had in realtime my school and tests, exams, and so
on. I gave all my time on playmania, and believe that it herts when you can
say something like that that games are made for the children.

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
company's twitter: https://twitter.com/nsstudios_co
company's facebook:
http://www.facebook.com/profile.php?id=13655297521&ref=tn_tnmn
private twitter: https://twitter.com/nikola_stojsic
web site: http://www.nsstudiosweb.com


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Andrews
Sent: Thursday, 05 April, 2012 03:15 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] playmania, bgt competition collection

Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty pouring
into the glass. I think that sound was in stereo so it was extremely
difficult to determine where exactly it was in relation to where you are.
Also I have to agree with the dice game. It quickly became a very monotonous
task of just rolling the dice and being moved a random position and random
events possibly happening. It has potential for younger audiences though so
perhaps try to target these specific groups of people.

On 4/5/2012 8:33 AM, Christopher Bartlett wrote:

I've commented on the bgt topic on audiogames.net.  Here is a longer
set of comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I
would remove the help text from the installer though, as at least for
me running NVDA, the text was a jumble due to formatting and I ended
up having to read it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound
for some reason.  My accuracy in Swamp hovers around 75% so I don't think

it's me.


The snowball fight portion of the game is the most interesting, but we
need some more behaviors from the bully, as, once you get the rhythm,
it is possible to hit him with two snowballs every time he approaches
without him being able to touch you.

The animals game needs something more than simply rolling dice and
moving through randomly determined obstacles.  There are no decisions
to be made in this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and
frankly they would be the only ones interested in any of these games
for any length of time.  That's ok, if that's your goal.

Christopher Bartlett



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Re: [Audyssey] Can this please stop? was Monopoly

2012-03-15 Thread Che

 Pitermach wrote:
> I can't remember the moderator address, so I'm just throwing it out like
> this, but can this Monopoly thread get closed? It went wy OT and
> it's generating a lot of annoying traffic.
 end quote

  Easy dude.
  Although you would have a legitimate complaint on most lists, it is 
important to keep in mind here that when it comes to list policy, such 
as OT discussion, changing subject lines to match the topic of 
discussion, cussing out other members of the list, etc. that we are all 
equal here, its just that some of us are more equal than others.



On 3/15/2012 12:45 PM, Pitermach wrote:

I can't remember the moderator address, so I'm just throwing it out like
this, but can this Monopoly thread get closed? It went wy OT and
it's generating a lot of annoying traffic.

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[Audyssey] zombies anyone?

2012-02-25 Thread Che
  Hey, I know there hasn't been much discussion of swamp on here 
lately, but that is because most of the talk is going down over on 
audioGames dot net.  Think the swamp topic hit 2100 posts today, is that 
a record, anyone know?
  If you haven't played swamp yet, your seriously missing out if you 
like killer action and killer sound effects.
  Also, I ran across an interesting article on cnn dot com today about 
zombie survival, check it out here:

http://goo.gl/Nug26
  Later,
che


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[Audyssey] Learning some games for a prize tournament

2012-02-21 Thread Che

  Hi all,
  Blind Adrenaline is hosting a set of tournaments this weekend in 
conjunction with The Zone BBS.
  We're going to have a texas hold em tournament saturday, and spades 
sunday.
  There is a total of $150 cash to be won, as well as memberships to 
both BA and The Zone BBS, plus millions of Zone BBS points.
  To help newer players get up to speed, we're going to be hosting 
tutorial tables on BA from Wednesday through Friday for both games.
  You can sign up for a free 30 day trial at BA if you want to come 
check it out, and if your trial has run out, let me know and Ican reset 
it for you.
  If you would like to participate in the tutorial tables, or just come 
and listen in while we give instruction, send me an email and let me 
know what time will be best for you, we will schedule the table times 
after we have an idea what times will work best.

  You can email me at:
blindadrenal...@gmail.com

  for full details on the prize tournaments, check this page out:
http://goo.gl/HN0lH
  Look forward to hearing from you, it outta be a lot of fun,
  Che
Blind Adrenaline Simulations
  Now that sounds like fun.
  http://www.blindAdrenaline.com/cardroom

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[Audyssey] The Zone BBS and Blind Adrenaline tournaments coming Feb 25 and 26

2012-02-14 Thread Che

   Hey gang,
  We're gonna be doing a set of tournaments Feb 25 and 26, 
inconjunction with The Zone BBS.
  There will be a hold em tournament on Saturday, Feb 25, and a spades 
tourney on sunday the 26th.
  You can win prizes, including free membership to The Zone BBS and BA, 
The Zone BBS points, and the best of all, cold hard cash.
  Everyone is eligible to play, even if you have an old trial account 
that has run out.

  For details, check out the official BA Zone BBS tournament page:
http://www.blindadrenaline.com/cardroom/events/ZoneTourney.html
  So get ready, and spread the word, its gonna be a blast.
 If you have any questions, email Che at:
blindadrenal...@gmail.com
  See ya on the tables,
  Che



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Re: [Audyssey] Swamp question

2012-01-31 Thread Che
  Yeah, Jeremy is right about the right mouse button thing.  I didn't 
realize the standard had changed so much since my days of Doom, Quake 
and so forth, but there is definately some merit in being able to use 
that left hand for doing things in conjunction with moving forward with 
the right hand.
  Personally, I have mapped forward to the space bar, but that is the 
cool thing about the keys.ini file, you can adjust it any way you want.
  Its too bad more developers aren't playing swamp.  there is a lot to 
be learned here, from the way the AI is working, to the best quality 
sounds I've ever heard in an audio game.  Even if I didn't care for the 
style of game, I'd be playing swamp just to immerse myself in a game 
done at top quality from the bottom to the top.
  Don't forget to support the effort by sending a few bucks to help the 
cause at Jeremys site:

http://www.kaldobsky.com/audiogames/
  You can donate with pay pal or a credit card and its totally secure.
  I mention the donation thing because I want jeremy to keep making 
excellent cutting edge games for us, and showing our appreciation with 
cold hard cash is one way to do that.

  Rock.
  che



On 1/31/2012 4:34 PM, Jeremy Kaldobsky wrote:

Actually the Tomb raider games are 3rd person perspective instead of first 
person perspective.  It's a small difference but the control methods were 
usually set up a little different between those styles of games.

I actually have had several people say that mainstream first person shooter 
games use W as forward instead of the right mouse button.  I know people aren't 
actually trying to argue, but I do find it a little funny.  Some FPS games have 
shipped with W as the default over the years, but even some have shipped with 
the up arrow as default.  What I'm focused most on is what became the control 
scheme overwhelmingly adopted by players for each game's online base of 
players.  In all of these games, the right mouse button remained forever the 
king, haha.

I feel a little bad even bringing this up because I don't want anyone to think 
I'm offended by those comments or trying to defend myself.  I just felt like 
taking a different approach at explaining what I had originally meant.  I'm 
sure that many people on the list have played mainstream FPS games before they 
lost their sight and it's possible that the ones they played all happened to 
use w for walking.  I took a few minutes to think about it and I came up with 
47 first person computer games I've played.  I knew it would be a lot, but I'm 
surprised it was that many!


Hi Kelvin,

Actually, I have played Swamp before, but not for quite a
while. I
tried it out, found I didn't really care for the game, and
stopped
playing it. So my experience is limited to a few hours of
playing it
in single player mode.

The reason I thought w walked forward and s walked backward
is that is
a typical FPS setup for mainstream games. Jedi Knight, a lot
of the
newer Tomb Raider games, as well as a few others I could
name allowed
you to walk forward/backward with w/s and you could turn etc
with the
mouse. So that's the source of my slight confusion.



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Re: [Audyssey] Swamp question

2012-01-30 Thread Che

  Hi Lori,
  It is the same concept as using a keyboard totally blind, you just 
get used to where the items you need are located.
  It takes some practice, but my wife just started playing swamp, she 
is totally blind, and never used a mouse before either, but she is doing 
quite well and really enjoying the game.
  Keep in mind, hundreds of totally blind folks are playing swamp now 
with a mouse, and hundreds others have played other audio games with 
mouse support, with more on the way.
  The mouse is a great method of input for the blind, folks just need 
to be open minded and give it a fair shot.
  I sent some tips to the list a while back on using the mouse for the 
first time, perhaps someone could dig that post up and re post?

  Later
che


On 1/30/2012 10:09 AM, Lori Duncan wrote:

But if you can't see then how are you supposed to opperate a mouse?

--
From: "dan cook" 
Sent: Monday, January 30, 2012 4:02 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Swamp question


hi,
swamp was intended to be mouse controled to make it feel more mainstream.
however even though it takes a while to get used to, its easy enough
to get used to mouse control as the mouse cannot move outside the
window of the game.
also in an fps like this, learning to use a mouse completely defeats
keyboard control, as its much easier to have prosice movements among
other things.
if you need to config keys diferently such as the reload button etc,
the config file makes it easy to understand anyway.
my advice is just keep at it, you'll get it eventually.

On 1/30/12, Lori Duncan  wrote:

Hi I just downloaded Swamp, but am quite disappointed to descover it
is only
really mouse friendly, so not really friendly for people with ni
sight at
all. I know you can change the keys in the config file, but still
feel that
there should be a totally blind-friendly version made availible. I'm not
sure how to go about trying to make the game work for me as far as
changing
keys goes. Thanks from Lori.
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Re: [Audyssey] 2012 Top 25 List and Blind Bargains Annual awards

2012-01-24 Thread Che
  Sorry for my late response on this, the topic was just brought to my 
attention today.
  I would just like to thank Eleanor, Cynthia and the rest of the gang 
at 7128 for being open minded about their process and making changes to 
their list this year, allowing Blind Adrenaline to be listed in the top 25..
  Also, to Dark's point, the information about Blind Adrenaline being 
inactive since 2009 is completely my fault.


  Cynthia had emailed me about a week ago asking if there were any 
changes that needed to be made to my listing, and I was out of town and 
unable to keep up with my email.
 It is true we're very active however, and in fact our dice game Yacht 
is up for game of the year voting at Blind Bargains website:

http://blindbargains.com/awardvote11.php

  You can go to that site and vote on several categories for accessible 
awards of the year, including accessible game of the year.
  While I am shamelessly self promoting here, if you want to check out 
Yacht, you can play for free for 30 days, and we have two yacht 
tournaments every week with our custom designed tourney software, each 
monday at 8 PM eastern and Wednesday at 3 PM eastern.  Its a very 
popular event.

  Sign up at:
http://www.blindAdrenaline.com/cardRoom

 Thanks all,
  Che
  Owner - Blind Adrenaline Simulations



On 1/22/2012 10:50 AM, dark wrote:

Hi eleanor.

nice list indeed, it's particularly good to see some sites like
driftwood and Aprone's get a mention as they deserve.

There are however a couple of points.

firstly, Paulosoft, the makers of airik the clerric have changed their
name and their site to www.breakerbox.games. com. they have also (as of
december of last year), released another game, a cartoon 3D cutesy spy
adventure called Curt wolf which has graphics and mouse control but is
also fully audio accessible. I haven't tried it yet myself, but it
sounds awsome. so you might want to either change that entry, or at the
least update the link so that people don't get a 404.

Also, though Blind adrenaline itself in terms of it's site and rail
racer haven't been updated sinse 2009, work goes on constantly on the
cardroom with weekly tournaments and other events. Just this year Yacht,
the game best known as Yahtzee was added, along with the omahar varient
of Texus holdem poker. i also think Spades was added earlier in the year
too. So it is in a very different state to say Draconis that really
hasn't! shown any life sinse 2009.

then, Nielsbauer actually have two acessible games, sinse smugglers 3 is
also accessible. They are however tyring to get interest in their
Empires and dungeons game, and if they get enough from the eyeball
defficient community they will make an access mode for it, so you might
want to put a more prominant announcement on there.

Lastly, not that it particularly matters, but the audiogames.net db is
actually up to 392 games now, though sinse that'll probably be going up
this week as I add some pages that isn't a major factor, I just thought
I'd mention it :d.

I'm actually looking forward to the big 400, which hopefully should be
soon.

Beware the grue!

dark.
- Original Message - From: "Eleanor Robinson" 
To: 
Sent: Sunday, January 22, 2012 3:10 PM
Subject: [Audyssey] 2012 Top 25 List for Gamers who are Blind



Hi gamers

Our Top 25 Lists for 2012 have been published. In response to the
comments made on Audyssey, we revised our criteria and have added a
listing of online games. Although we don't feel we can adequately rank
them, we listed them in one location so people who want to try online
games can know where to go.

The ranking criteria can be found at the end of the page. We adhere to
the criteria, and where it appears that a website is not in the order
you would expect, try to explain the reason they are in that location.
It is a lot of work, but we feel we add value in our analysis of the
sites and their offerings as well as giving you an easy way to get
directly to the best sites for gamers who are blind.

Please check the list out at our website, www.7128.com and select the
Top 25 button at the bottom of the page. Enjoy!

Eleanor Robinson
7-128 Software

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All m

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Che
  I am with Chris on the hard core simulation aspect, and I think there 
are many others out there as well that would appreciate as much realism 
as possible in their simulations.
  As a diabetic, I could not get a pilot's license, though I wished 
badly to be able to fly.  So back when I had sight, I bought an ultra 
light aircraft, which at the time did not require a license.  Aftr 
taking lessons for several weeks, I was out flying the countryside, and 
other than some wild ladies in Los Angeles, its about as much fun as 
I've ever had.
  I was also a hard core simulation player, from Falcon, to Apache A 
H64, to Grand Prix Legends, including all the flight controls, force 
feedback steering wheels, etc.
  Point being, I know how an aircraft responds to input, and so far, 
nobody has gotten close to the realism a hard core simulation fan would 
be seeking.
  Frankly, as far as selling a game went, a developer would be better 
off making a shoot em up that was much more fun than realistic, 
especially given the difficulty of producing an accurate physics model 
for something so complicated.
  chris may have a spreadsheet of data, but having done a physics model 
for a racing game, with engine RPM transferred to transmission, 
transferred to the road, its not a task for the uninitiated, and 
something that will take hundreds and hundreds of hours of learning time 
behind a coding package to even begin to scratch at success.
  These games seem so simple when we play them, just push the throttle, 
then this or that happens, but under the hood, a lot is going on, and 
its not as simple as plugging A into B.


It can be done however, no doubt in that, but ideas and wishful thinking 
are cheap, hard work and dedication to a project are not.
  Kudos to those out there taking a stab at flight simulation.  I plan 
on doing some more sculpting of my Apache Helicopter Simulation as time 
permits over the next few years, and if I end up making a full product, 
it will be as realistic as I can make it, including two person cockpits, 
with one pilot, and one weapons engineer playing together over the 
internet and a voice comm, against other players in what should be some 
hard core action.

.  even for those not into hard core simulation, that outta be fun, eh?
 Later
che

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Re: [Audyssey] Top 25 websites for gamers who are blind

2011-12-22 Thread Che
  Glad to hear back from Eleanor.  Making any kind of list like this is 
a pain in the butt to say the least, but I have to strongly echo Dark's 
sentiment that if this list is to be a list of games that have no online 
component at all, then it will be incomplete at the least, and certainly 
would need major tweaking from last years list, as some games that are 
playable online made the list, so I don't really understand where the 
line is drawn at this point.
I think Dark alluded to creating a more comprehensive list on audio 
games.net, and that may be the way to go here, as we would have input 
from more folks that have the time and capacity to play the various 
games out there and give their feedback.
  I applaud what Eleanor and John are doing here, we need all the 
exposure we can get for audio games, but if it is just the two of them 
trying to carve out this list, that is a pretty tall order to try and 
evaluate what is out there.
  As far as blind adrenaline, if anyone from 7128 wishes to take a look 
at the games and see how they work, i'd be happy to walk them through it 
in a quick ten minute session on skype.  You'll find I'm not nearly the 
crusty cummergion I come across as on list here, and maybe I could 
answer some questions about how these types of audio games offer the 
best of both worlds, single and multi player..
  You will have to download a client for the games however, as they are 
played with a local client that then shares data via our server, as does 
soundRTS, as  does swamp, etc..
If my tone has come across as impatient on the topic, my apologies, 
I just want a fair shot for everyone that is deserving here, and that 
not only includes BA, but RS Games, Quentin's playroom, AProne's site, 
and so forth.  To exclude the hard work and dedication of all these 
folks is to do a disservice to not only the list, but those looking to 
find out more info about our fascinating hobby.

  Later
che

  .


On 12/22/2011 1:53 PM, dark wrote:

Hi Eleanor.

I'll be interested to see what you come to on this. Even now I'm afraid
if the criteria is where the game exists, then sound rts and topspeed
probably need reconsiddering, sinse for both games people setting up
servers and playing across the net is the main attraction.

pluss, Allof the game clients like blind adrenaline have the ability to
play against bots single player, just as you can race against or fight
computer opponents in sound rts and topspeed.

Myself, I'd suggest "online" should apply only to games like Core exiles
or Sryth, online hosted gmaes that happen to be accessible, where as
specifically accessible clients for online games designed as audio games
in themselves should be considdered.

Beware the grue!

Dark.
- Original Message - From: "Eleanor Robinson" 
To: 
Sent: Thursday, December 22, 2011 7:21 PM
Subject: [Audyssey] Top 25 websites for gamers who are blind



Hi Folks - I posted this but I haven't seen it show up - so I'm
re-posting it so no one thinks I'm ignoring what people say.

First I want to thank all of you for your input. It is important for
us to hear your thoughts as we consider our criteria for evaluating
the Top 25. We plan to discuss this over the next several weeks and
decide then how we will handle the review this year.

We do stick to the criteria described in the methodology so that is
how the rankings are determined.

One thing you need to be aware of is that we are NOT really
knowledgeable about online gaming and games. Our focus has always been
computer games that reside on a computer rather than on a server. That
being said - if you stop learning you stop growing. So we will explore
this issue and decide the criteria shortly.

Thanks again.

Eleanor Robinson
7-128 Software

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Re: [Audyssey] Top 25 websites for gamers who are blind

2011-12-20 Thread Che
  yes, I can see where a line needs to be drawn if your considering top 
sites for blind gamers.
  To me, the online thing shouldn't matter, what should matter is if 
the site offers games produced mainly for the blind, whether they are 
played online or not.
  Web based games such as Core Exiles and so forth are games that 
happen to be accessible because they are browser based, maybe with a 
few accessible bits thrown in.

  This is not the case with BA, Quinten's playroom or RS games.
  Although these all offer games played on the internet, they are all 
games designed for the blind, not games designed for the general public 
that happen to be playable by those with screenreaders.
  Of course, every game out there that happens  to be playable by the 
blind cannot be properly reviewed by such a small staff for inclusion on 
such a list, but the sites that are developing computer games basically 
exclusively for the blind should be recognized for their efforts, and 
not lumped in with a bunch of offerings designed for the general public 
that just happen to be accessible as an afterthought.
  Eleanor has fallen quiet on the issue here, so perhaps their mind is 
made up on the topic, but if so, it is a shame they aren't taking input 
from the community on this, as I get the impression they are missing the 
point some of us are trying to make big time.
  If she is simply waiting to see what others have to say on the issue, 
thats great, and I look forward to hearing from her.
  No list of top sites is going to make that much of a difference one 
way or another frankly, but it would be a shame to see deserving work 
not get a bit of recognition because the powers that be might be mis 
informed about some of these sites out there.
  Bottom line, what is the purpose of posting a top 25 list, and is 
that purpose served by dismissing games designed by the blind, for the 
blind, just because their main mode of play happens to be against other 
human beings via the internet.  No less fun is had with these games, no 
less work is put into their creation, and in fact doing multi player 
adds a level of complexity most non programmers cannot fathom.
  If I were to take the ability to play other human beings out of my 
games, would they then qualify for the top 25 list?  Because if so, 
almost all of my games can be played as is single player that way, but 
this seems really silly to have to strip out a major component of a game 
so it can qualify as good enough for anything, when the option is there 
for you to play it that way.
  The exclusion of these sites just makes absolutely no sense to me, 
and I don't think I'm alone here.
  Again, I can see not including web based games, and even most muds 
though I think Alter Eon should be an exception given the amount of work 
put towards allowing the blind to be immersed in the game, but to 
dismiss a site because it makes games for the blind that also are 
playable online is just illogical to say the least..
  Let me say this as well.  Swamp, which by most accounts is a 
frontrunner candidate for accessible game of the year would not make 
this list given the current guidelines, , as it can be played online. 
Will the impact it has had on the gaming community be dismissed because 
it is played online, and if not, what is the difference between swamp, 
castaways, and other games jeremy has made, and the games RS Games, 
Quentin's Playroom and BA have to offer?

  Thoughts?
  Che


On 12/20/2011 1:50 PM, dark wrote:

Hi Dennis.

i believe the "online games" mentioned doesn't mean games that have some
online capability, but games that are entirely online, such as brouser
games and yes, muds.

If the top 25 list included all the online text games that blind people
can play well that's a catagory in itself, pluss it's then hard to
separate out games that have been adaptated or altered for blind players
vs those that just happen to be accessible.

that's why i see the point of excluding most online games, even
including those I like such as Core exiles.

Alteraeon though is I think the exception to this rule.

other muds like New worlds, materiamagica and avatar muds have "some
features for blind or vi players" but alteraeon goes way beyond the call
of duty here with what it does with atmospheric and adapted text like
the weather descriptions, and is as I said tantamount to an audio rpg
with the mushclient pack as well.

Beware the Grue!

Dark.
- Original Message - From: "Dennis Towne" 
To: "Gamers Discussion list" 
Sent: Tuesday, December 20, 2011 5:56 PM
Subject: Re: [Audyssey] Top 25 websites for gamers who are blind



Elanor,

Unlike Dark, I don't understand why you would exclude online games in
this day and age. It may have made sense a decade ago, but the fact
of the matter is that 'standalone' games are rapidly becoming the
minority. Even now, I wou

Re: [Audyssey] Top 25 websites for gamers who are blind

2011-12-19 Thread Che

  hi Eleanor,
  I am still confused as to what you guys are calling an online site 
I'm afraid.
  at Blind Adrenaline, we have 10 computer games, but none of them are 
played on our web site, they are each their own clients, the web site is 
just used so that people can see who is playing and launch their game 
from there.

  the games are not run on the web site itself, each one is its own client.
  When you say online sites, are you talking about games that are 
played exclusively on the web, like you put in a decision on a web page, 
then a new page loads with updates, etc? there are many examples of 
these that mimick role playing games, and because they are using 
standard web pages, they are usually accessible. This is nothing like 
what BA provides.
I encourage whoever is judging the sites to take a look at how BA works 
and what we offer.
  On top of that, we released Rail Racer, voted the 2007 game of the 
year, which offered a lot of leading edge implementation of audio game 
ideas, including mouse support, multi player racing, and a full career mode.
  I guess once again, what I'm asking for is a definition of what you 
guys are calling online sites, because I think there may be some 
confusion here.
  Sites like RS games and Quentin's playroom should be considered as 
well in my opinion, they both serve the audio game needs of a lot of 
people, even though they also are played online, they have their own 
clients seperate of any web page.

  Thanks for any clarity on the subject.
  Che


On 12/19/2011 2:50 PM, Eleanor Robinson wrote:

Che asked why we did not list online sites - the answer is that, as is
posted in the Methodology section at the bottom of the list, it is
primarily for computer game sites. We don't discuss hand-helds,
consoles, or online sites. That being said, the Sites to Watch category
lists several of the more influential online sites, including Blind
Adrenaline. If you look at the methodology it spells out what we look at
when we review sites. What I want to make sure is that I don't miss
looking at a new site because I don't know about it.

I appreciate the sites you have already given me and assure you they
will be reviewed for this years update of the Top 25.

Thanks again.
Eleanor Robinson
7-128 Software

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Re: [Audyssey] Top 25 websites for gamers who are blind

2011-12-19 Thread Che

  Hi Dark,
  Yah man, I know it was in the extra section, and I emailed Eleanor 
earlier this year about it, but it seems to me if the list is made up of 
sites that have an impact on audio gaming and the community, BA should 
be in the main list.
  There are several sites on that list that have only one or two games, 
and few games that have the complexity of Rail Racer, and no sites that 
have the feature set of the BA card room.
  With over 250 current paying customers and over 2000 trial accounts 
over the past 3 years, I'd say BA deserves its place in the pond, eh?
  Sorry for the excessive horn tooting, but sometimes card games get 
dismissed as something anybody can code out in a weekend. What we've 
created at BA is a very intricate set of features and options, leaving 
things as open ended as possible to the end user, and a lot of blood 
sweat and tears has gone into making the interface as efficient as 
possible.  Ok, no blood or sweat, but I almost cried once when I stubbed 
my toe sitting at my computer chair.


  I think however I may be confused still about how the list is 
generated, there was something about not listing online games, which I 
never quite understood, if anyone can explain that to me more, I'd 
appreciate it.  I think playing online is the best way of playing audio 
games, as your going up against other humans, the most dangerous game so 
to speak.
  Also, kudos to these guys for making a list and helping to get the 
word out there about accessible games, no matter where BA ends up, glad 
you guys are doing this.
  As for Jeremy's site, I would definately rank it top 10 at this 
point.  Nobody has done more in less time than Jeremy in the history of 
audio games, and we need to encourage him all we can to keep up the 
great work.
  One last thing, I think free games have been given a leg up when it 
comes to making the list over commercial games, but the card room is as 
close to free as I can make it and maintain a dedicated server and a 
high level of tech support.
  At less than a dollar a week, its difficult to find less expensive 
entertainment with such high attention to detail and features.

  Later gang,
  Che


On 12/19/2011 12:13 PM, dark wrote:

Actually che, Blind adrenaline was! on last years list, just in the
recommended sites bit under the top 25 list, see
http://www.7128.com/top25/topsitesblind.html

so it'll likely be reviewed this year too.

I also agree with Dennnis. Altereon, especially with the mush client
soundpack could actually be considdered as a fully audio rpg rather than
a standard text mmorp, sinse the access in the game, level of textual
descriptions and interaction with the soundpack goes beyond just "making
a mud accessible" and as far as developing a game for everyone. That's
why it's got an entry on audiogames.net specifically, (I actually need
to get back on the game myself :D).

As to other sites, first is Aprone's games on
http://www.kaldobsky.com/audiogames/

Aprone aka Jeremy Kaldobski discovered audio games in late 2010, and has
done a staggering amount sinse then, particularly in creating unusual
games that explore genres and ideas not tried in audio.

These include the rapidly developing first ever mouse aiming online
zombi shooter swamp, Castaways, a very detailed military and settlement
stratogy game with online cooperative or pvp play, Lunimals, a detailed
eco system management simulation, Daytona an arcade game with ful mouse
movement, towers of war, the first tower defense game in audio, and
indeed Dog who hates ttoast, a random litle word game.

He also makes various other useful litle programs, like one to turn your
keyboard into a brailler, or a colour identifyer for use with digital
cameras, so imho deffinately deserves a place.

Another is driftwood games, http://www.blind-games.com/

this is the home of Entombed, the first, and stil largest and most
complex audio role playing game. Random generating passages of a massive
dungeon, a complex battle system, more character choices than are
concieveable and a huge amount of replay value. it even has it's own
mailing list administrated by muggins. Like sound rts, it's a very
revolutionary audio game.

Then there is Paulosoft on http://pawlosoft.webs.com/ they are also a
very new developer just started this year, and have made the first
action/rpg game in the manner of Zelda. you play as Airik the clerric
and explore a vast Kingdom, collecting christals to increase your
abilities.

the game has hopefully good voice acting to tell the story.

They are intent on making Airik into a series with an ongoing story, and
indeed are very interested in access in mainstream games.

Hth.

Beware the grue!

dark.
- Original Message - From: "Eleanor Robinson" 
To: 
Sent: Monday, December 19, 2011 3:41 PM
Subject: [Audyssey] Top 25 websites for gamers who are blind



Gamers - I think my request for information got

Re: [Audyssey] Top 25 websites for gamers who are blind

2011-12-19 Thread Che

  Hi ya,
  I'd like to nominate Blind Adrenaline for your list of the best 
gaming web sites:

www.blindAdrenaline.com
  We have 10 games for the blind that are played over the internet, 
with interfaces designed specifically for screenreaders.  our card and 
yahtzee games are hands down the most fully featured available for the 
blind, and the only card site with a built in system allowing 
tournaments to be held every day of every week in one game or another, a 
feature most players really dig.
We have extensive audio tutorials to get beginners going, and a very 
easy and quick setup procedure to get rolling quick.


  Our prices are half that of All in Play, the other accessible 
commercial card   game site, we have more games, and we have more 
features per game.  We keep our prices reasonable, because we know 
budgets are strainged out there.
Also, players are allowed to play free for a full month to try the games 
out and see what they think when they register a new account.
  Best of all, we have a thriving community of folks that enjoy getting 
together to play, chat, and share some fun.  We've raised money for 
various charities in the past, and hope to continue to do so in the future.

  Thanks for your consideration.
  Che Martin
  Owner - Blind Adrenaline Simulations
email: blindadrenal...@gmail.com


On 12/19/2011 9:41 AM, Eleanor Robinson wrote:

Gamers - I think my request for information got lost in the shuffle. We
would like people on this list to let us know if there are any websites
we should consider for the Top 25 list that are not currently on our
list. If there are, please let me know so they will be included in our
review.

Thanks.

Eleanor Robinson
7-128 Software

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[Audyssey] News about Rock Vibe

2011-12-17 Thread Che

  An article about a kickstart for accessible Rock Band:
http://ireport.cnn.com/docs/DOC-717896?hpt=hp_bn2

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[Audyssey] swamp off center and blue language

2011-12-14 Thread Che

  hey gang,
  At what number of kills do you officially have a swamp problem? 
3000, 5000?
  I have a really small issue that is almost certainly just me, but was 
wondering if maybe anyone else was experiencing it.
  If I fire at what i perceive to be dead center, I miss a lot, if I 
fire slightly to the right of what i think is center, i have much better 
success.
   so probably what we've got here is a slight imbalance between my 
ears sensitivity wise, but wanted to throw that out there to see if 
maybe others had noticed it.
  and when i say slightly, i mean very slightly, like just a couple 
degrees.
  one last thing here as well, some of you guys are really going 
overboard with the profanity on the default radio channel.
  anyone that knows me personally knows i am not adverse to cussing to 
say the least, but my concern here is that newer players will be tuned 
off by the language, and mis out on a great experience due to a few 
folks that feel the need to throw an f bomb into every sentence.
   without assigning moderators or putting in word filtering in code, 
the only solution i see is to assign the default channel as PG rated or 
whatever, with other channels maybe being unrated for the profane 
amongst us.
  if Aprone wanted to get creative with this issue, he could deduct a 
rep point for using carlin's 7 words, along with a spoken warning or 
something, but this is more coding on top of his already massive to do list.
  ideally, the community would self regulate if aprone felt it was a 
problem and let everyone know the default channel isn't for language to 
make your grandma stroke out.

  thoughts?
  later
che


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Re: [Audyssey] time of conflict info

2011-12-12 Thread Che

  yeah, TOC is already amazing as is, with more coming.
  It is going to not only be a great strategy game out of the box, but 
the best thing in my opinion is it is going to be a killer game 
construction kit for those willing to take the time.
  I've already created a couple of custom setups with unique units, and 
I think the community is going to go nuts with the potential to make 
star wars, MECH Warrior, LORD of the Rings, whatever they want given 
enough time and effort.
  Between TOC and SWAMP, looks like visual basic 6 is alive and kicking 
gang, its all in the skills, not the tools baby.

  later
che


On 12/12/2011 2:15 PM, pitermach wrote:

Guess I'll need to dust off my toc skills and ask for a key replacement
then... Wow. 2012 is looking to so totally be full of releases like PH,
zero sight, and now this thing.

On 12/12/2011 8:41 PM, dark wrote:

Wow John.

This is way more than I expected would be in the game, I knew he was
making more units and multiplayer, but the other stuff is amazing! it
sounds like time of conflict will end up as more than just a modern
warfare sim, it'll end up as a platform for all sorts of sim games
too, which would be fantastic!

Great news indeed, and this certainly explains what happened with time
of conflict and why we haven't seen the new release as yet.

Beware the Grue!

dark.
- Original Message - From: "john" 


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Che
  regarding the flies sounds, depending on how this is implemented, it 
may or may not fix the issue.
  what is happening isn't a result of the same sound being played in 
multiple places, its the fact that the flies sound is continuous and 
loud when your near it, making it hard to hear to target the baddies.
  if the sounds are re designed, it could address that problem, 
depending on how its done, but I maintain having a key to drop the 
volume is quick and easy programming wise, and won't require a new set 
of sounds to be made.

  Later
che


On 12/11/2011 6:22 PM, Christopher Bartlett wrote:

An excellent and simple solution.  I'm eager for the next update.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Sunday, December 11, 2011 5:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

This issue is being addressed. There are now multiple fly sounds,
eliminating the probability of the same sound being played at multiple
sources.

Kai

- Original Message -
From: "Christopher Bartlett"
To: "'Gamers Discussion list'"
Sent: Sunday, December 11, 2011 1:30 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.



If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even
with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding
the
individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is
his
department.  :)

With the graphics I knew that no matter what the sighted players would
have
an advantage in some ways, so I tried to restrict them in others.  So
rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh "loot!"

Signed:
Dakotah Rickard



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-11 Thread Che
  yes, the flies buzzing can be a serious problem when your being 
surrounded. might i suggest a key to mute or at least significantly 
decrease the volume of the flies.

  control f perhaps.
  so you have too many flies buzzing around to make out what is going 
on, you hit control f, clear out the greenies, control f to turn flies 
back on, grab your loot and move along, nothing to see here...



On 12/11/2011 3:30 PM, Christopher Bartlett wrote:

If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even with
the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding the
individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is his
department.  :)

With the graphics I knew that no matter what the sighted players would have
an advantage in some ways, so I tried to restrict them in others.  So rather
than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.


Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh "loot!"

Signed:
Dakotah Rickard



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Re: [Audyssey] Ok, escape has *got* to be changed.

2011-12-10 Thread Che
  I could see where it could happen if your chatting, get attacked and 
try escape, and enter trying to clear the chat buffer in a panic.
  either way, i like your previous idea of having a 30 second delay 
before you can exit. lots of folks are getting in zombie situations and 
using exit as a quick get out of jail free card, taking a lot of the 
suspense out of the game.
  i did this once myself, but felt like such a cheater, i never did it 
again, though it meant i got killed in situations i could have exited 
out of.

  things are really solid now though, great job man.
  later
che


On 12/10/2011 5:21 PM, Jeremy Kaldobsky wrote:

Actually I'm also not sure how pressing escape got you out of the game.  You 
should have had to arrow to exit game and press enter.  Pressing escape should 
just bounce you back and forth between the game and the main menu without ever 
exiting you.


Hi there.
I've been out of the loop for a while but it was my
understanding
that escape just pauses the game and brings you back to the
main menu
and if you want to continue your game, you press escape a
second
time.  It's like a toggle.  Perhaps this was only
true for single player mode?
maybe it should ask are you sure you want to quick and then
you'd
have to spell out the word "exit" if you really mean it.



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Re: [Audyssey] swamp, a few thoughts

2011-12-07 Thread Che
  I agree with Ryan on this one, maybe a seperate area or two 
accessible for those above a certain level. past level 7, at this point 
the challenge is not much with all the weapons at your disposal.
  As the game matures and evolves, these kind of balance issues can be 
dealt with.
  One minor thing here, the mouse4 is not working here to allow me to 
assign the mouse wheel button. all other commands in the INI file are 
working fine.  tried mouse3 as well, no luck.
  also, once again, if you like the game and spend lots of hours on the 
server as many folks do, please support the cause by sending Aprone a 
few bucks, its quick and easy to do from his site with  a credit card or 
pay pal account.

  Rock.
  Che


On 12/7/2011 7:38 PM, Ryan Strunk wrote:

I disagree. The game should be made harder. Not everywhere, but there should
be scaling difficulty for those of us who want a greater challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Wednesday, December 07, 2011 1:47 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] swamp, a few thoughts

I do like the baricade idea a lot. It could create a bit of time for a
person to breathe if they were being chased, as well as trap in zombies for
a while. I'm not a fan of the other idea, the game is really hard enough as
is.


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[Audyssey] modifying keys, was: Re: ammo in swamp

2011-12-04 Thread Che
  guys, don't forget you can now easily modify the key commands by 
editing your keyboard .ini file.
  so if you want to use r or shift r, or tab or whatever to unload ammo 
once the option is in there, no problem.
  if you haven't modified your keys yet, you might give it some 
thought, i've modified several things on mine, and as a result, i really 
think the controls are smoother and more efficient than the defaults, 
and no way would i go back to using the standard controls.
  it does take some getting used to after you make a change, but its 
worth the small amount of time.
  i reccomend you play single player after making a change to practice 
with any new config.
  just as an example, i use q and e to rotate 45 degrees left and right 
respectively, having to reach for the shift key on commands you use all 
the time is wasted motion, and can lead to critical input errors in the 
heat of battle.
  also, for those of us that type a lot, modifying the keys can help 
with hand and wrist fatique and all that.
  i can post my .ini file if anyone wants it, but its significantly 
different from Aprone's defaults and will take a good bit of getting 
used to.

  happy hunting,
che


On 12/4/2011 5:57 PM, Darren Duff wrote:

Wow! Where have you been stranger? Haven't seen you post on here in forever!


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Sunday, December 04, 2011 2:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ammo in swamp

Hello gamers,

Where can I download swamp from?
- Original Message -
From: "Jeremy Kaldobsky"
To: "Johnny Tai"; "Gamers Discussion list"

Sent: Sunday, December 04, 2011 7:46 PM
Subject: Re: [Audyssey] ammo in swamp


Good idea, I'll add that.


Is it possible to have
a feature that allow us to unload a gun? lol with so many
guns sharing ammo types, I loaded my remaining ammo into the
m60 instead of the sniper rifle by accident and now I can't
get them out! rofl



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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Che

  hey kel,
worked here. maybe you have to do the left alt key, instead of the 
right? not sure.

  glad the option is in there though.
  you can modify that key in the keyboard.ini file if you want and see 
if that works

 later
che


On 12/1/2011 7:51 PM, Kelvin Tan wrote:

hi all. did the alt / key to turn of chat work for everyone? because when i
press it, nothing happens.
- Original Message -
From: "Jeremy Kaldobsky"
To: "audyssey"
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot of
time explaining it here.
The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is meant
to be played with the mouse.  What I mean by this is that if you are playing
the game with only a keyboard, don't post suggestions or comments about the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

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[Audyssey] swamp key config

2011-11-29 Thread Che

 yay jeremy for giving us a key config, you rock.
  i have changed a few of the keys, such as making q and e rotate 45 
west and east, but when i tried assigning the w key to move forward, it 
fires my gun when i hit w instead, seems like the tail is wagging the 
dog with the mouse commands maybe.
  i tried a few different ways, such as assigning mouse 2 and so forth, 
 looks like the code is confusing mouse 1 and 2 somewhere, and the game 
confuses w as a incorrect mouse button command when its changed perhaps, 
 its odd.
 also, according to the default config file, mouse 1 is right mouse 
button and mouse 2 is left, is that right? usually, its the other way 
around i thought.
  finally,  there is a typo, it says hunging rifle instead of hunting 
rifle, not sure if that matters or not.

  good job man, games getting more enjoyable every update.
 later
che

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Re: [Audyssey] SWAMP

2011-11-29 Thread Che

 hi john,
 make sure you explore the map, that is the way to find corpses for 
ammo, etc.
  also, don't run around with your favorite weapon armed, put the axe 
in defensive mode and if your exploring, have it armed, that way, your 
best weapon doesn't get broken if you get ambushed.
  and yes, you can definately hear farther than your guns can shoot, 
sometimes you have to do what i call ping fire, to see if your in range, 
if not, move closer, and ping fire again, with practice you'll figure 
out how loud the vollume has to be on footsteps for each weapon.

  good luck
che


On 11/29/2011 3:31 PM, Valiant8086 wrote:

Hi.
Well I think I figured out. I got an assault rifle and discovered I'm
vastly better with it than with the pistol. Are you sure you can't hear
further than any of the projectile weapon's ranges? Because it turns out
I have been aiming properly as far as I can tell. The little problem of
losing anything but the pistol though meant that I lost it right away.
Some people are doing really well with the game now, but so far I can't
figure it out. I can't keep anything but the pistol and if I run out of
ammo I get stuck having to fight with the pistol which I can't hit with
so I end up getting hurt and lose that weapon anyway. I guess it helps
if I'm leveled up enough to buy that stuff maybe.

I have a couple of suggestions too. You haven't made the safe zone heal
yet, are you going to do that eventually? Also the medkits don't seem to
be plentiful enough to bother with, and they cost too much and don't
give enough health. Someone had 35 of them on the game though, no idea
how they managed that.


Sent with Thunderbird 3.1.14 portable.

On 11/29/2011 3:46 PM, Valiant8086 wrote:

Hi.
So I've been playing swamp for a while today. I just can't hit
anything. I used to be really good at it at least I thought so, but
now I can't hit anything unless I get right on top of it. Lining up
with the footsteps never works unless they're just a few steps from
me. Making footsteps louder actually caused me lots of problems. Also
them not groaning very often and when they do it won't pan is hurting
too. I know that's on the table to get fixed, but can you get zombies
to groan more often. I can't understand why I can't aim though, I get
it dead center and fire at it. But if I walk towards it it's quite a
ways off to my left or right. You'd think I didn't have any left right
stereo balance perception. Also does anybody know if you can turn
double click delay down? If I fire at a zombie, then release to listen
if I hit, hit, and push down to fire some more, nothing happens
because at that point it's a double click. *sigh*. When I let up, wait
a second, then hold down again the zombie has already moved out of the
line of fire.



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[Audyssey] swamp interface, was:Re: another swamp suggestion

2011-11-28 Thread Che
  i like the idea of a 180 degree turn around key, but i don't 
understand why all these combos are being used with the shift key.
  for me, a long session is leaving my poor pinky finger aching with 
all the shift reaching, not to mention causing more incorrect keystrokes 
than necessary, getting coords when you want to check XP, etc.

. surely i am not alone in this?.
  why not use double taps, for instance double tap s to turn around, 
double tap d to turn right 45 degrees, etc.
  i realize audio games have used this kind of modifier interface with 
shift, control etc. for the past 20 years, but I really think we can 
evolve a bit with the concept of keyboard input now.
  might sound minor to some, but keep in mind not only is reaching for 
the shift key over and over inefficient, but some blind players have 
issues with hitting two keys at once at all, and even for those that 
don't, shift v is a reach.
  if the double tap doesn't float your boat,, why not make the right 
mouse button a shift modifier instead of move forward, and make w move 
forward instead, the way it is in almost all PC FPS games.
  that way, you could right click and hit s to flip around, right click 
and v for coords, and so forth.
  the games i've made have spent a great amount of time laying out an 
efficient and transparent user interface, and i think it would be time 
well spent for swamp as well, and would take a minimum of coding to do, 
making what is already a great game that much cooler, and in my opinion 
helping the player immersion factor.

  thoughts anyone?
later
che


On 11/28/2011 7:56 PM, Johnny Tai wrote:

Can we make it so shift+s makes you turn around 180 to face backward? It'd make 
control alot smoother when trying to flee, also not that unrealistic- heck, 
most of us can turn on the dime like that in RL no problem, so should be 
allowed in game.
I know you can probably achieve that with the mouse- but I tend to turn either 
not far enough or way too far doing that lol and that often get me killed.
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Re: [Audyssey] swamp suggestions

2011-11-28 Thread Che
 i agree with johnny on both points, a female voice would be good, my 
wife enjoys the game, but not having a female voice is a turn off for 
the ladies.
  as for the chat, i agree we should have an option to turn it off, as 
it can lead to you getting killed in a sticky situation, perhaps control 
slash or something, but maintain the ability to review messages if you 
want, so maybe you only hear the radio click if you have chat off, and 
you can check to see what was sent if you want.
  there were 20 players on last time i played, which is great, but 4 of 
them were giving constant updates to what was happenning, i.e. my 
shotgun got broke, i can't find any corpses, etc.  not being able to 
turn that off was definately taking away from the enjoyment of the game, 
and 90 percent of those messages were totally pointless, and that is 
probably only going to get worse as the game gets more popular.
 ideally, we could have a key to block chat from certain players only, 
perhaps hit alt period when you review back to a player's chat to block 
that person,  but that adds a level of complexity that jeremy probably 
doesn't want to put on his stack at this point.
  don't forget to support jeremy's continued updating and improvements 
by donating at his web site, its quick and easy with pay pal or a credit 
card.

  later
che


On 11/28/2011 5:27 PM, Johnny Tai wrote:

1: We need some female voices- for those who may wish to play female characters.
2: Don't think I'm anti social, but can we have a radio off command for when 
the spam gets real bad?

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Re: [Audyssey] cheated again

2011-11-27 Thread Che
  hmm, it worked well for me on this end, i traded in some assault 
rifle ammo for some shotgun shells, and all worked as it should.

  anybody else having a problem trading in rep?


On 11/27/2011 8:08 PM, Johnny Tai wrote:

Bought a new helmet for 40 rep, first time, no prob. went out, got it broken, 
came back to buy a new one...it didn't respond, so I hit enter again, said I 
didn't have enough rep- but it too 40 rep off, gave me no helmet.
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Re: [Audyssey] swamp

2011-11-26 Thread Che
  I would say the majority of the players i've talked with like the 
fact you pay a stiff penalty if you die, myself included.
  I know some people just want action all the time, but swamp isn't 
really designed that way it seems to me.
  if you can get into the spirit of the MP play by planning out your 
attacks, making sure you don't walk into a situation where you might get 
ambushed, etc. you'll appreciate the game more, and start to feel more 
in tune with your character.
  One thing I would personally like to see more of is team work, and 
maybe missions that require teamwork down the line.
  it seems most folks just do their own thing, when a couple of players 
cooperating can really do some damage if they have their crap together.


  To that end, my name on there is B A if anyone ever needs backup or 
whatever.
  One question though, didn't we get 5 rep points per kill before, and 
now we get 1? this seems a bit on the cheap side, considering 20 rounds 
of .45 ammo costs you  30 rep, leather jacket is 40 i think, etc.
  i love the idea of reputation as barter, and hopefully the rep 
economy can be tweaked out as we go here.   having to kill 100 zombies 
to buy a shotgun is a bit expensive.
  also, if you haven't already and your spending hours of time in the 
game, remember even a five dollar donation helps out, jeremy could 
easily be charging 50 bucks for this game, so do the right thing and 
help support a great game developer.

happy hunting,
che


On 11/26/2011 6:22 PM, Ryan Strunk wrote:

I have to agree with the latter traffic in stating that death in the game
should cost you your equipment, especially considering some of the other
mechanics that exist. If zombies can rip a weapon out of your hand and break
it, what makes you think they wouldn't do the same to the rest of your
weapons once they had taken you out. And that's not even considering what
they'd do to your body.
It sucks losing your gear after an hour of hunting, but that's the danger in
being out hunting for an hour. Either come back at regular increments to
drop off gear, or face the possibility that all the work will go to waste if
you make a wrong turn.
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 25, 2011 11:22 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp

Hi.
So far I prefer the game to not make you lose your equipment when you
die. Maybe that won't be so bad if weapons become more plentiful again
though. I had lots of equipment today about 45 minutes worth of time
went down the drain when I got killed trying to reach the safe zone. We
might be a little better off maintaining equipment on death though,
assuming the bug fixes don't rebalance it.



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Re: [Audyssey] Swamp version 1.3b patch

2011-11-25 Thread Che

  Hi phil,
  hmm, that is odd man, i used the vulcan in single player mode with no 
 issues on this end.
  i set up shop in the central swamp in single player mode and went to 
town mowing down zombies with the vulcan.
  i think maybe the slowed down movement is on purpose, so you don't 
just cruise around with a devestating weapon full of ammo, but i'm not sure.
  for those of you new to the game, you hav to hit the t key to set 
upthe the vulcan before you can fire it.

  later
che


On 11/25/2011 8:40 PM, Phil Vlasak wrote:

Hi Jeremy,
I noticed that the Vulcan gun fire.wav doesn't play and wile walking you
sound like you're carrying 1000 pounds.
It doesn't play because it is a stereo file while all the other guns are
in mono.
After I converted the fire.wav to mono the gun fire.wav sounded and you
walked a lot faster.

With this patch the single player game is much more enjoyable.
I haven't tried multy player because I kept getting killed in the shack.
thanks,
Phil

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[Audyssey] swamp single player

2011-11-25 Thread Che
  with the new patch, the single player game is way way easier than 
before. i'm not sure if this is due to the way zombies are spread out or 
what, but it now makes for a great training mission for newer players, 
and good target practice for everyone with all weapons and plenty of 
ammo available.
  however, the game shuts down after you complete the missions by 
bringing the chair back to the north shack, at least it has for me the 
two times i did it.

  happy hunting,
che

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[Audyssey] swamp notes

2011-11-25 Thread Che
  hey jeremy, that list of bug fixes is great, thanks again for the 
hard work, i know sometimes all you hear from the list is what we'd like 
to be better or new features, but it really is an amazing game you've 
made here.
  one thing i noticed jeremy fixed that i don't think he mentioned is 
when you start in the safe zone, your now facing the door, so all you 
have to do is walk forward, very nice.
  There seems to be way way less zombies now, either that, or the range 
thing is keeping me from hearing them.
 i went from safe zone, down to green, to cardigan, to indy, all the 
way to north border, back to the bridge, all the way to the west border, 
up to north border, then back to the safe zone, and heard exactly one 
zombie. there were 8 to 10 players online at the time. this was around 
10 minutes of walking total.
  regarding the reputation bug, is it possible that the database is 
getting cross threaded with other players? my numbers seem to fluctuate 
wildly, as if I were picking up someone elses stats, although when i 
went to grab items at the safe zone, it initially said i had like 2400 
rep, then said i didn't have enough when i tried buying a bennelli, and 
after leaving safe zone, i had 5 rep, as if it had caught up to what my 
stats were actually supposed to be maybe.  you might try logging in as 
another player and seeing if it matches your DB?
if i am not hearing zombies because the range of the axe and pistol are 
really really short, i think that is a bad thing.  this would give even 
more of an advantage to players that have longer range weapons. i for 
one just don't like the idea of my ability to hear zombies based on the 
range of my weapon.
how about the flies, i assume if the range is in effect, the flies 
aren't affected by range, right?

  keep up the good work man,
che


On 11/25/2011 5:23 PM, Valiant8086 wrote:

Hi.
I'm having strange problems with impact sounds. I even walked up to a
wall and swung my axe at it, and I didn't hear it hit. I'm not sure how
to tell if I actually did hit a zombie or not, but I do know I shot one
a few times without moving because I was pretty sure I was lined up with
him and he died after my third shot. I don't know if he just wandered
into my line of fire or if there was no impact sound for that one. So so
weird.;

Sent with Thunderbird 3.1.14 portable.

On 11/25/2011 6:08 PM, Jeremy Kaldobsky wrote:

I'll add it to the list. Sadly I've already been told that the new
patch isn't solving the reputation bug. It works perfectly when I'm
testing, so I am quite frustrated.



think music's broken


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Re: [Audyssey] some swamp tips

2011-11-23 Thread Che
  The radar is helpful, not just in buildings either, and worth some 
practice.

  It makes one sound when a wall is there, and another for open space.
  It seems to me it makes 5 beeps per side, so if you turn on the radar 
in front of you with the up arrow and assume your facing north, you'll 
hear a beep for west-north west, northwest, north, north east, and east 
north-east in that order.  this is just what i've assumed from using it, 
jeremy may could shed some light on this subject for us.
  If for instance, your trying to find a doorway in a wall that is on 
your left, hit left arrow, if the wall is solid, you'll hear 5 solid 
beeps, as you walk forward, once a door way comes up, or you reach the 
end of a wall if your outside, you'll hear the open air sound, its quite 
handy to do this when going around the outside of buildings for 
instance, and by keeping the wall to your side, you can fire on any 
baddies that might pop up in front of you.
  as for typing interrupt, how to do it depends on your version of 
jaws, but its quite easy. google is your friend, as is the jaws help docs.

  happy shooting.
che



On 11/23/2011 7:14 AM, dark wrote:

I must agree, I've tried playing with and without graphics and without
the buildings with their many small walls and rooms are particularly
tricky. The problem really isn't the layout as such, sinse it is just
walls with 90 degree turns, it's that openings in the walls' and
particularly doors to different rooms and areas aren't made clear.

I think a directional door sound that you could turn towards, which
could be used both on the front doors of buildings and to openings to
different rooms and areas would help this considderably.

Beware the grue!

DArk.
- Original Message - From: "Cary" 
To: ; "'Gamers Discussion list'"

Sent: Wednesday, November 23, 2011 1:01 PM
Subject: Re: [Audyssey] some swamp tips



yeah man I agree about buildings, if I ever get into an actual
building, I
end up just exiting out and coming back in somewhere else, because I
have no
hope of navigating out of there. I sort of understand the concept of the
radar but I don't understand it well enough to apply it to how to get
out of
buildings. it would be nice if Jeremy would put in some sort of
navigational aid to let us know where doors are. whether it be some
sort of
scan that said something like a door northeast in however many feet,
or like
shades of doom does it, with wind sounds where there are openings. it
wouldn't have to be wind, though. it could be some other kind of
indicator.
Just my $0.02.
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Tuesday, November 22, 2011 23:56
To: Gamers Discussion list
Subject: [Audyssey] some swamp tips

a few tips here that might be helpful:

If you start out in the safe zone, you need to get to coordinates
216 40, or right near it.
to do this, go west to the defense room, there is a doorway at the south
side of that room, just face west, turn your west radar on with the left
arrow key, and head west until you find it, after going through that
doorway, you should be able to go west to the 216 40 coordinate and
get out.
hopefully jeremy will make this much easier next update, i think maybe he
is playing with graphics on and doesn't realize the challenge this
presents.
myself, even though i can use the radar fairly effectively, and have a
decent feel for some of the buildings, i stay out of them, its just
frustrating to get in one of them and not be able to get out.
right now, a lot of zombies tend to congregate south east of the safe
zone. if you need weapons and ammo, lots of corpses turn up there, but
you
better get in, and get out. head in, find a weapon you can use, then
go to a
less infested area and pick your targets.

if your using jaws, turn typing interrupt off, so you don't miss
messages, you can always shut it up with the control key if you want.

learn the layout. for instance, you should know that jackson and green
intersect, and that jackson runs east to west, and the east end dumps out
fairly near the safe zone.

if you encounter a zombie that does not pan, either get away from it, or
turn toward where you heard the initial sound and fire as you back
away, you
may get lucky. personally, i try to hit it, but if i miss the first
time, i
just take off, otherwise, your just asking for it.
hope some of this helps.
good luck
che

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[Audyssey] some swamp tips

2011-11-22 Thread Che

  a few tips here that might be helpful:

   If you start out in the safe zone, you need to get to coordinates 
216 40, or right near it.
  to do this, go west to the defense room, there is a doorway at the 
south side of that room, just face west, turn your west radar on with 
the left arrow key, and head west until you find it, after going through 
that doorway, you should be able to go west to the 216 40 coordinate and 
get out.
  hopefully jeremy will make this much easier next update, i think 
maybe he is playing with graphics on and doesn't realize the challenge 
this presents. myself, even though i can use the radar fairly 
effectively, and have a decent feel for some of the buildings, i stay 
out of them, its just frustrating to get in one of them and not be able 
to get out.
  right now, a lot of zombies tend to congregate south east of the safe 
zone. if you need weapons and ammo, lots of corpses turn up there, but 
you better get in, and get out. head in, find a weapon you can use, then 
go to a less infested area and pick your targets.


  if your using jaws, turn typing interrupt off, so you don't miss 
messages, you can always shut it up with the control key if you want.


  learn the layout. for instance, you should know that jackson and 
green intersect, and that jackson runs east to west, and the east end 
dumps out fairly near the safe zone.


  if you encounter a zombie that does not pan, either get away from it, 
or turn toward where you heard the initial sound and fire as you back 
away, you may get lucky. personally, i try to hit it, but if i miss the 
first time, i just take off, otherwise, your just asking for it.

  hope some of this helps.
  good luck
che

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[Audyssey] a real world swamp range idea

2011-11-22 Thread Che
  I think a modifier to the trigger mouse button would make a really 
good range indicator.
  so instead of firing, if you press shift and left click after you 
have targeted a zombie yourself, you get a ping if that zombie is in 
range, and a pong if not.  ping and pong here being placeholders for 
Kai's imagination of course.
  I personally don't like the idea of the zombie sounds being modified 
depending on what weapon your holding, it introduces a level of 
unreality to the game that seems simply odd to me, whereas having a 
range finder fits in nicely, and perhaps with a forced 2 second delay to 
use it, would add a bit of a strategic level to the whole operation, 
i.e. do you use the range finder and burn the 2 seconds, or do you take 
the shot and hope your in range?
  If the zombie sounds stay consistent we would start to get an idea of 
how far a zombie was away from us based on volume, and the skilled 
player would be using the range finder mostly for the longer range 
weapons perhaps.
  Note that this kind of range distance indicator technology is 
available now in the real world, and a couple seconds to use it would be 
about right once it was set up me thinks.

  Thoughts?

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Che

  i agree with christopher for the most part here.
  before, a skilled player was able to run around, blasting away, not 
caring much if they got killed.
 now we care, and that is a huge advantage to the game experience in my 
opinion.
  i still haven't quite figured out how to tell if zombies are far 
away, or behind a wall yet, and there seem to be tons of them 
congrigating there south of the safe zone.  with some zombies not 
panning properly as the mouse is moved, its a huge problem, even with 
plenty of ammo.
  also, although i managed to get out of the safe zone building after 
spawning there once, i was not able to do so again, even after trying to 
go around the perimeter of the building in hopes of finding a door. 
quite frustrating.
  as jeremy said, this is a major release, so will take some tweaking 
and feedback, but i for one hope no matter what, he puts in a beginner 
server for the newer players to get going, and a second server for those 
that are experienced and want a real challenge.
  this is now a pretty hard game to get momentum in, and a lot of 
potential new players are going to give up if they can't get in a few 
easy kills while learning the game.
  also, i would reverse the order of the options when hitting enter in 
the safe zone. once we've read the history etc. no need to have to arrow 
through all that every time you wanna withdraw or deposit to the safe 
zone. glad you guys put sound effects in the menus, makes the game feel 
more professional and crisp.
  also, has anyone tried the field kits' new range ability to heal 
others? i only found one field kit so far, and was promptly zombie 
fodder, so i didn't get to check it out.
  btw, if you see a player named B A in there, thats me, for better or 
for worse.

  later
che


On 11/21/2011 4:33 PM, Dallas O'Brien wrote:

yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, dark  wrote:

What I'm trying to learn currently is how to judge the weapon range in
audio, so I know when I'm at close range and can start axe murdering.

Beware the grue!

Dark.
- Original Message - From: "Dallas O'Brien"

To: "Gamers Discussion list"
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
  wrote:


Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead
of
running, and trying to take zombies at long range when I had the weapons.
I
have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this from
radio chatter, but it appears that people tried buying weapons and
couldn't
though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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If you have any q

[Audyssey] opening the box, was:Re: Game concepts

2011-11-17 Thread Che
  I agree with Dark here, given the short development time relatively 
speaking for castaways, given something more like a commercial release 
schedule, the possibilities are pretty amazing.
  one thought here is to open the game up for player content by 
releasing a mission creator, and allowing for the manipulation and 
creation of new types of characters.
  with either an open  XML file, or better yet, a character and unit 
editor, you could create new commodities, that could be required to 
produce a more complex item or building. likewise, you could tie in new 
characters into the commodities in various ways, the only limit would be 
the players imagination.
  for instance, if you wanted to turn castaways into a star wars 
colonization simulation, you could have a mission where you play the 
dark side, the ultimate goal being the creation of a death star, but 
along the way, you'd have to hold off those pesky jedi and their do 
gooder ways while you mined raw materials to produce the weapons and 
components necessary to defend and build your ultimate weapon. just one 
quick possibility there.
  I think there are a lot of folks out there that would take a design 
tool like this and really run with it.
  when i allowed folks to make their own tracks for RR, some of the 
tracks they came up with blew my mind, stuff i had never thought of 
using the track creator to do. for me, that was the most satisfying part 
of RR in the end, seeing folks take the tools i had given them and 
creating something totally new and fun with them.
  david greenwood is doing something quite cool with time of conflict 
by allowing end users to make and change units in a very open ended way, 
making the game as much a combat simulation creation tool as a game. 
with just a few man hours of time and some tweaking, making  a star wars 
or magic the gathering war simulation including sound effects is 
completely possible, and its a brilliant stroke on david's part.
  this kind of out of the box thinking is what we need in audio games, 
and once again goes to show the most important ingredient in game making 
is the designer and their creativity, not the tools the designer is using.

  may the force live long and prosper and all that,
che

On 11/17/2011 4:25 PM, dark wrote:

Hi chris.

I've agree, and I've heard of aprone's rpg and am looking forward to it.

I personally would prefer castaways to turn into something more like
dwarf fortrass or civ, where you can start from just a few people stuck
on a beach and end up building cities, making luxury goods for trade,
building castles and fortifications and maybe even ships to go to other
lands and extend your holdings,  but hay, either or both is a good
direction.

The purpose of my message as I believe you gathered was neither to
complain nor to make light of what Aprone has done in the past. It was
just that as the bgt discussion lead aprone to talking about his impact
on audio games, it seemed a good point to bring this up.

All Of aprone's games have broken new ground,s but perhaps none has
broken it as deeply. I'm fairly sure aprone could design a game as
complex and revolutionary with as much replay as lone wolf, entombed, or
any of the other greats, however it sometimes feels as if his projects
are somewhat shorter than they could be.

hopefully he'll considder something more expansive in future, sinse if
all that creativity of his was focused on one thing it could be amazing!

Beware the Grue!


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Re: [Audyssey] swamp saving game question

2011-11-15 Thread Che

 hey ya steady,
  i learned through darren's podcast that we're supposed to go to the 
safe zone, then hit escape twice to save our progress.  you can then 
quit the game, or keep going if you like.
  i haven't had time to play today to check this out, and i may be mis 
remembering what Darren said, but i think that is right.

  Later
che


On 11/15/2011 8:49 PM, Steady Goh wrote:

Hi Jeremy, when does the server save my game stats? Is it every time i
enter the save zone or only when i quit game?
Every time when i start game, only the pistol is loaded. I have to
reload other guns even if they were not empty when i exit from the save
zone. The pistol always starts full and not the number of bullets left
when i quit. Is it ment to be?
The server also doesn't save the player's health info.

锦发/Steady Goh
- Original Message - From: "Jeremy Kaldobsky"

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 3:29 AM
Subject: Re: [Audyssey] swamp suggestions and questions


The Axe is very much a skill based weapon in that regard. The attack
range is slightly longer than the zombie's reach, so if you strike at
just the right moment and then move back, you will cleave the monster
but never give it a chance to slash back. I have witnessed a few people
pulling this off with great skill, while the myself and the rest are
still trying to get the hang of it. lol.


Ah man... Ya gotta take way all the
fun *grin* One thing I don't understand is how some people
are making 1 swing kills with the ax and not getting
attacked. Is there a method to the madness?



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[Audyssey] Mouse tips for swamp and other games

2011-11-14 Thread Che

 hey all,
  I wanted to share some tips for you all that may be new to mouse control.
  some players of RR complained they didn't have enough surface area 
for their mouse, but usually the problem is they weren't picking up the 
mouse and resetting it properly.
  This kind of thing is taken for granted by those that have used the 
mouse for years, but isn't instinctive if you've never picked up a mouse 
before.
  I play swamp with my mouse on my keyboard slide out stand, with the 
mouse to the right of the keyboard, and i literally have less than 2 
inches of space to either side of the mouse.

  This is what works for me, your mileage may vary:
  When holding the mouse, keep your thumb and pinky on the sides of the 
mouse, so you can easily pick it up by lifting your thumb.  The pinky 
doesn't lift up, it just acts as the axis of rotation when the mouse is 
tilted, in fact when i do it, the right edge of the mouse never loses 
contact with the table surface.
  This will tilt the mouse up, allowing you to slide the mouse left or 
right without the virtual cursor actually moving.
 you can then put the mouse back down, and continue moving it, repeat 
as necessary.
  so for instance, if i wanted to do a 180 in swamp, i may need to move 
the mouse a total of six inches. assuming the mouse is in the center of 
my little area, i slide the mouse right 2 inches, tilt it up, move it 
back to the left 4 inches, place it back down, and then to the right 4 
inches.  Then i reset it back to the center, so i'm ready to rotate 
either direction if a baddie pops up.
   i keep my wrist planted on the keyboard stand the whole time, so my 
arm does not move.
  this takes some practice, but if your new to the mouse, fire up 
swamp, and just practice this technique by checking your heading with 
the w key, and see if you can nail going from north to east back and 
forth for a bit.after a few minutes, you'll get the hang of it, and 
you'll be blowing away the undead in no time.
  also, although i haven't had to modify my mouse sensitivity on this 
system, you can do so in your control panel so you don't have to move 
the mouse as far, or go the other way if it rotates you more quickly 
than you like. i assume this will adjust sensitivity in swamp unless 
jeremy is overiding the control panel in game.
  There is a mouse sensitivity option in RR, so you can set it in game, 
something jeremy might consider, though as i said, on this system i 
liked the default responsiveness.
  also, having the rotation wheel and button for changing weapons would 
be awesome, as would having an .ini file to set our own keyboard 
commands.  I know i have mentioned this before, but jeremy has a very 
very thick skull, so i'm gonna keep pounding on that nail until it taps 
his brain, mooahahhah.

  Happy hunting,
che


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[Audyssey] rail racer, was: Re: question about input methods for swamp

2011-11-14 Thread Che

  Hey christopher,
  Hold off on getting the demo of RR. i've got a couple glitches to 
work out of rail racer that will allow a new demo that works properly 
with modern 64 bit win7 systems, as well as allows you to make and race 
your own tracks with a brand new track editor.
  also, it won't require updating your framework, or installing direct 
x etc. which was a major pain with the original version.
  i had hoped to have it out earlier this year, but I added new games 
to the card room, and we've had a lot of people join, which means time 
taken up with tech support, and time is at a premium when your a one 
band operation.
  anyhow, i'll update the list when the new RR full version and demo 
are ready to check out.

  later
che


On 11/14/2011 3:09 PM, Christopher Bartlett wrote:

For me, the track pad wasn't a good method as I kept accidentally firing.  I
prefer my trusty $20 usb wireless mouse, and would never go back to keyboard
controls.  In fact, I find I miss the fluidity and speed of the mouse in Sod
and GMA Tank Commander.

Chee, I'm probably going to d/l a demo of RailRacer, now that I've lost my
mouse cherry.  Where do I find it?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Monday, November 14, 2011 3:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about input methods for swamp

I play on my netbook, using my touchpad. Honestly, I haven't tried it
with a normal mouse yet. Still, I love it, and I'm glad to have tried
the new method.

Thanks for being a jerk, man.

As for accuracy, it depends on your playing style. I'm trying not to
go crazy with characters, but currently I have three, with 65%, 45%,
and 40% respectively. The 65% is me actually playing as me, meaning I
never, ever shoot without thinking I'd hit, because it attracts
zombies and makes me unsure of what's going on for a second. I'm
weird, in that I'm already enjoying the roleplay.

Signed:
Dakotah Rickard

On 11/14/11, john  wrote:

Straifing rules!!! Only problem with it is that you:
1. attract every zombie nearby (get everybody to one location and
tell them there's going to be a big flashy party)
2: waist all your rifle/pistol ammo, I go through three clips in
twenty seconds with the assault rifle.
Oh and 3: devastate your accuracy percentage (who cares, I've got
1200 kills with 36%, and you've got 400 with 65% haha).

  - Original Message -
From: "Johnny Tai"http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Che

  hey jeremy, good for you man.
  i sent the idea up the flagpole of forcing users to use only a mouse 
with rail racer, and got such a massive negative response, i ended up 
putting in the option for keyboard support, even though the keyboard 
input isn't as accurate, or frankly in my opinion, as fun.
  i applaud your decision here, its not like a mouse is going to break 
anyones bank, and almost all computer systems come with one anyhow.
  Hopefully more AG gamers and developers will realize the mouse is a 
great way to interact with our games and it will soon be the norm 
instead of the exception.
  for you folks out there not playing swamp because you don't want to 
break out a mouse, your seriously missing potentially the game of the 
year.

  See you in zombie land.
  Che


On 11/14/2011 1:20 PM, Jeremy Kaldobsky wrote:

Yes this is definitely a question that has been asked a lot, lol.  I have the 
game coded so that you can't accidentally move the mouse outside of the game's 
window, in fact, the mouse cursor stays perfectly centered on the screen and 
can not move while the game is running.

While it would be possible for the current Swamp game to have keyboard support, 
I am choosing not to add it.  If the support exists, then I will be constantly 
limited as I add and change controls and map content.  Juggling 2 totally 
different ways to play is more trouble than it's worth, since I am actually 
wanting people to use a mouse in this game.  If I was neutral about it and 
didn't really care which was used, I would be willing to bend a little more in 
order to maintain separate keyboard support.

Clearly people will not all agree with my pro mouse stance for Swamp, and I do 
apologize for those who are unhappy with it, but I'm kind of trying to hold my 
ground in order to establish the mouse as a valid input method.  If given any 
other choice, I think most people wouldn't even give the mouse a chance.  By 
forcing people to use the mouse, I have a feeling many people have grown to 
like it.  In short, I'm totally being a jerk with the controls, just to force 
people to try something they don't want to try, haha!  I can admit it.



Hi list.
I guess this question has been asked before,
but is there a way I can play swamp without the mouse?
I realise that the mouse is more accurate than keyboard
navigation,
however I am playing on a laptop, and so only have a track
pad.
also, I can easily see myself clicking outside the window
and opening other stuff on the computer, plus, I guess I am
just lazy and would rather use the keyboard.
perhaps some alternative keystrokes could be added such as
control for firing your gun etc,
of course I guess movement will be a bit of a problem given
the arrow keys control radar functions, but I would really
rather use the keyboard for navigation and firing of
weapons.
I just had a thought, perhaps alt and the arrow keys could
be added in to allow for navigation with the keyboard. so
alt and up could move you forward, alt and down could move
you back, and alt left and right could side step you.



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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Che

  Hey valiant,
  good job on the walkthrough man. the sound quality was very good, but 
the volume levels as i know you know were pretty up and down.
  not sure what your using to edit your audio, but have you tried 
running a normalizer on it, to level out the volume, that sometimes 
helps a lot.
  glad someone has done a demo of this, i think lots of folks new to 
the game will find it helpful.

 later
che


On 11/11/2011 4:24 PM, Valiant8086 wrote:

Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

Sent with Thunderbird 3.1.16 portable.

On 11/11/2011 5:20 PM, Valiant8086 wrote:

Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

Sent with Thunderbird 3.1.14 portable.

On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while
testing out that program some of you were talking about on here just
awhile ago, Soundtap. I put it on my website and I think I'll leave
it where it is now. It's not as good as I'd like, but it's a start.
http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

  hi jeremy,
  good deal with not being able to hear zombies on the other side of 
walls. this will have folks being careful how they come around a wall so 
they don't get a sudden shock from the baddies.
  any feedback on the interface questions? perhaps a keys.ini file so 
we can modify key behavior?

  thanks for another great game, you've outdone yourself this time.
 che


On 11/11/2011 11:02 AM, Dakotah Rickard wrote:

The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky  wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test before
I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of zombies
being behind you, but it reminded me to share the strategy I use.


Hi Dakotah,
Yeah, that is a good suggestion about
using the radar, i've tried
that myself, but maybe i need to pay more attention to the
sounds its
putting out.
the thing i am finding now that is
helping the most is knowing where
i am on the map and how i am oriented, so i know where the
walls are as
much as I can and try to avoid them.
as for the previous suggestions of
pingging or changing the sound for
indicating a wall between you and the zombie, that
shouldn't be anything
that puts any more work on the server.
The server is sending location info of
other players and zombies to
each client, and the client does all the processing from
there. at least
that is the standard way MP setups are done, and jeremy has
to be pretty
efficient with his server code since he is running a
personal server,
and so far it seems to be working very well.
Now, if we can just get some grenades in
here...
later
che



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Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

Hi Dakotah,
  Yeah, that is a good suggestion about using the radar, i've tried 
that myself, but maybe i need to pay more attention to the sounds its 
putting out.
  the thing i am finding now that is helping the most is knowing where 
i am on the map and how i am oriented, so i know where the walls are as 
much as I can and try to avoid them.
  as for the previous suggestions of pingging or changing the sound for 
indicating a wall between you and the zombie, that shouldn't be anything 
that puts any more work on the server.
  The server is sending location info of other players and zombies to 
each client, and the client does all the processing from there. at least 
that is the standard way MP setups are done, and jeremy has to be pretty 
efficient with his server code since he is running a personal server, 
and so far it seems to be working very well.

  Now, if we can just get some grenades in here...
  later
che


On 11/11/2011 8:22 AM, Dakotah Rickard wrote:

Listen. I started doing something that works really, really well.

When you think you've got a shot, you can use the long and short range
radars to find out if there's a wall in the way. For those who don't
know or don't feel like looking it up, radar keys are the four arrows
and/or e. To put it into long range, it's shift plus one of the radar
keys. Shift up arrow, for example, is pretty handy for telling if
there's a wall in the way. I've made a far fewer mistakes because of
this.

I actually didn't do this very much until I decided to play the game
exactly as though I were in that world. What with me being blind, I
started walking with my area radar on to make sure I would hear what's
around me. It got me thinking about the uses for that device, and
sniper checking is one of them.

Hope that helps with the walls thing, because, frankly, the more sound
issues we make the server have, the more work it has, and the less
work, the smoother the operation.

Signed:
Dakotah Rickard

On 11/10/11, john  wrote:

How you managed to figure that out is way beyond me. It's handy
info, though.

  - Original Message -
From: "Kai"; "'Gamers Discussion list'"
mailto:gamers-boun...@audyssey.org] On
  Behalf Of Che
  Sent: Thursday, November 10, 2011 4:00 PM
  To: Gamers Discussion list
  Subject: [Audyssey] Swamp questions

Wow, Jeremy has done it again. Great job man.
Swamp has the potential to be one of the most popular games
ever for the
  action oriented AG community in my opinion.
The sound effects especially deserve kudos.
Some questions though:
  1. Why the deviation from the time tested standard input method
of FPS on
  the PC? Every FPS I played when I was sighted used the mouse in
  conjunction
  with the A S D and W keys fore movement by default, a system
that works
  great. Why not mirror this, in other words, w moves one forward,
and use
  the
  right mouse button for replicating the shift key, removing the
need to
  stretch the fingers for shift v for example.
   also, having the scroll wheel move between available weapons
would be
  great.
2. I can't get jaws to work with swamp on my system, when I
hit tab, the
  game ends up crashing. is there maybe a config file or something
that can
  be
  set to jaws so the game will launch in JFW mode, or is this just
a bug
  that
  has to be worked out?
  3. I end up shooting a lot of walls, because it sounds like a
zombie is
  right there, when he is actually on the other side of a wall.
can we have
  a
  mode that gives a subtle audio cue when you have a direct shot,
or maybe a
  key to hit to ping and see if we're facing a wall directly?
  4. if we could drop our own waypoint beacons, that would be way
cool,
  maybe
  double tap a number to drop a beacon, then control number to
turn that
  beacon on.  being able to name the beacon when you drop it would
be a
  great
  bonus as well, with the name being read out when you control
numbered.
thanks for another excellent release Jeremy, and awesome job
on the
  sound
  efffects Chi, hope I'm spelling that right.
Later
  che
  .

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[Audyssey] Swamp questions

2011-11-10 Thread Che

  Wow, Jeremy has done it again. Great job man.
  Swamp has the potential to be one of the most popular games ever for 
the action oriented AG community in my opinion.

  The sound effects especially deserve kudos.
  Some questions though:
1. Why the deviation from the time tested standard input method of FPS 
on the PC? Every FPS I played when I was sighted used the mouse in 
conjunction with the A S D and W keys fore movement by default, a system 
that works great. Why not mirror this, in other words, w moves one 
forward, and use the right mouse button for replicating the shift key, 
removing the need to stretch the fingers for shift v for example.
 also, having the scroll wheel move between available weapons would be 
great.
  2. I can't get jaws to work with swamp on my system, when I hit tab, 
the game ends up crashing. is there maybe a config file or something 
that can be set to jaws so the game will launch in JFW mode, or is this 
just a bug that has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is 
right there, when he is actually on the other side of a wall. can we 
have a mode that gives a subtle audio cue when you have a direct shot, 
or maybe a key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe double tap a number to drop a beacon, then control number to turn 
that beacon on.  being able to name the beacon when you drop it would be 
a great bonus as well, with the name being read out when you control 
numbered.
  thanks for another excellent release Jeremy, and awesome job on the 
sound efffects Chi, hope I'm spelling that right.

  Later
che
.

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[Audyssey] AG instructions and stem stumper for smart phones

2011-08-18 Thread Che

  hmm, not seeing that, maybe it is on i phone and not droid version?
  when i start it up, i get play now, select level, something that 
sounds like start marathon, but nothing about instructions or tutorials.
  when i start level one, it says find the fertilizer by tapping the 
sound that is playing now.
 so after 5 minutes of randomly moving around the screen, i found the 
sound and tapped it, having had no clue what i was doing or why.
  so you guys that have played this, any tips or know of anywhere i can 
find instructions?
 the fact that the developer has not even basic instructions on their 
web site blows me away frankly.
  i don't really get how a developer can spend countless hours working 
on a game, then just throw in instructions as an afterthought.
  check out Grey Matter's block party, the instructions are clear, laid 
out well and easy to navigate.
  compare that to castaways, jeremy knows i love his stuff, and 
castaways so far has my vote for game of the year, but he also knows i 
think his instructions are terrible, and a real turnoff for a person 
just picking up the game.
  as i've mentioned before, i've reccomended castaways to several folks 
at blind adrenaline that i know to be fairly avid audio gamers, only one 
of which ended up giving it an honest try because they weren't clear on 
how the game worked, etc.  remember, the vast vast majority of audio 
gamers are not on this list, and do not get all the information that 
jeremy and others have posted about the game, a great deal of which i 
have found vital to playing it and understanding it enough to play well.
  this is a key element, and i think its a real tragedy when a good 
game doesn't get a fair shot because the instructions aren't complete or 
clear enough.
  whew, anyhow, didn't mean to get on a rant there, just an aspect of a 
lot of games i don't understand at all.
  anyhow, stem stumpers has gotten good reviews, and i'd love to check 
it out, but totally baffled as to how to even get going with it.

 any info appreciated.
thanks,
 che


On 8/18/2011 6:47 PM, Michael Taboada (AI5HF) wrote:

Hi,
If you start the game, there will be a tutorial.
Hth,

-Michael.
------
From: "Che" 
Sent: Thursday, August 18, 2011 5:43 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Stem stumper for smart phones


hey all, i purchased the game stem stumper for my android phone today
to help support development of audio games on smart phones in a small
way, as we have very few audio games so far.
anyhow, the reviews i have read of it say its great, but i cannot find
instructions on how it is played, or what the goal is or much else.
anybody out there played this either on iPhone or droid and can give
some info, or maybe a site where instructions can be found?
i searched for a solid ten minutes today, but came up empty handed,
the developers site doesn't seem to have instructions either, if they
do they seem to be well hidden.
thanks for any info.

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[Audyssey] Rail racer response, was:Re: question on switching liscensing

2011-08-18 Thread Che

  hi gang,
 sorry, I didn't realize that was sent to list instead of me directly.
i think this is totally my fault though, as i realized my old email 
address is on the rail racer web page, and tim was probably sending to 
it instead of my current one, thus i wasn't getting his emails.
  I answer all customer emails as soon as i can, nobody is ignored, so 
if you have tried contacting me via that old email address, please send to:

blindadrenal...@gmail.com
  also, i skip huge chunkcs of the gamers list, so if you need me for 
something, best to email me directly as well.
  Finally, regarding rail racer, it got delayed due to making updates 
and new stuff for the blind adrenaline card room, but a new version of 
RR is coming, along with a much improved free demo that will allow you 
to create and race your own tracks.

  thanks, and sorry for the trouble.
che

On 8/18/2011 8:00 PM, Thomas Ward wrote:

Hi Tim,

Just a suggestion, but its better to send these messages to the
developer privately rather than to the general Audyssey list. While
not directly off topic I always considered messages between you
personally and the software developer regarding licensing to be a
personal off list discussion from a moderating standpoint.

HTH

On 8/18/11, tim kilgore  wrote:

Hey, I've sent you a couple of messages regarding how to switch my railracer
liscense.  Is that a possibilityy? If so, could you send me my liscense key?
Also, is there a limit as to how many keys you'll send.

My old email address was: tim8275@sbcglobalnet.

Any help you could gie would be appriciated.

Thanks

Tim Kilgore


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[Audyssey] Stem stumper for smart phones

2011-08-18 Thread Che
  hey all, i purchased the game stem stumper for my android phone today 
to help support development of audio games on smart phones in a small 
way, as we have very few audio games so far.
 anyhow, the reviews i have read of it say its great, but i cannot find 
instructions on how it is played, or what the goal is or much else.
  anybody out there played this either on iPhone or droid and can give 
some info, or maybe a site where instructions can be found?
  i searched for a solid ten minutes today, but came up empty handed, 
the developers site doesn't seem to have instructions either, if they do 
they seem to be well hidden.

 thanks for any info.

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[Audyssey] yahtzee tournament wednesday at 3 eastern

2011-08-16 Thread Che

  hey all,
  we're having a yahtzee tournament over on blind adrenaline wednesday 
august 17.

  we call the game yacht to avoid lawyers, but its the same thing.
  if you haven't signed up to BA yet, it takes just a minute to 
register, then download the games and your good to go.
  all trials have been wiped clean, so if you had a trial a ways back, 
you can set up a new one now.

  think we had like 42 folks in our last yahtzee tournament.
 basically, the way it works, after registering for the tournament, the 
game assigns you a random table with 3 other players, after 3 rounds of 
rolling and scoring, the 4 players with the highest scores go to a final 
table where legends are made.
  If you win the final table, you go on our list of champions, adn 
eventually we'll be having a tournament made up only of champions, and 
maybe some knighting going on at the end, who knows.
  the system does all the work, all you have to do is show up, go to 
the tournament page to register and take your seat after it starts.
  The interface is really easy to get used to, but you may wanna go 
ahead and get signed up and try a game or two before tournament to get 
your feet wet.

  fare thee well, and good luck.
che
www.blindAdrenaline.com/cardroom
Blind Adrenaline Simulations
 Now that sounds like fun

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Re: [Audyssey] arrangement of buildings list in castaways and a suggestion.

2011-08-16 Thread Che

  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from 
anywhere else on the map, pop open my marker list, hit q, then enter and 
boom, i'm at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:

Yep, I'd agree with the terrain location suggestions and the reorder of the
building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful anyway.

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[Audyssey] About the free trials at BA

2011-08-06 Thread Che

  Hey all,
  After my first post, I Got a few questions about the free trials at 
BA, so here is some more info:
  If you had a trial before at BA that ran out, you can register a new 
one now which will allow you to play for a month free.
  The reason I did it this way is because a lot of folks haven't played 
in a  while, and may not remember their login or password info, so this 
makes it easy to get back in, takes like 30 seconds to register.
The trial accounts will run for a full month from the day you sign up, 
and not end at the end of August. For instance if you sign up today, the 
6th, it will run for free until September 6.
  Also, the best way to get going with the site is to check out the 
audio tutorials section, we've got tutorials covering the whole site, 
from how to get started to tips for playing the various games.
  Finally, there will be a Euchre tournament next week, details will be 
on our splash page later on.

  Enjoy,
 che
http://www.blindAdrenaline.com/cardRoom

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[Audyssey] Fwd: Are You Ready For Some Poker? On AudioAccessRadio?

2011-08-06 Thread Che


Hi There!
Join us for an entertaining late afternoon/early evening of gambling,
raising, checking and folding, as AudioAccessRadio presents the first
ever BlindAdrenaline.com Texas Holdem Poker Tournament we've ever
covered on this station!
Stand by through twitter at
audioaccess1
email on this list and on the stream at
http://www.audioaccessradio.com/listen_live.php
for when the final table is ready on blindadrenaline.com's game, we'll
be launching live coverage!
Who will come out on top? Who can take out the other players in the game
and emerge the champion of the day?
Find out with our special holdem coverage on AudioAccessRadio, listen in at
http://www.audioaccessradio.com/listen_live.php
Hope you'll take a gamble on this being good coverage, and watch some
poker go down on the internet and on your online radio!
 From David

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[Audyssey] Come play for free at the most fully featured online accessible game site

2011-08-06 Thread Che

  Hi ya,
  This is Che Martin, owner of Blind Adrenaline Simulations.
  I'm sending this to let folks out there know about our August 
promotion, allowing everyone to play for free.

BA now hosts 9 different games that are played online by the blind.
  These are the most fully featured online card games available, and in 
most cases these are the only versions of the games available at all for 
online play for the visually impaired.
  There is a list of the games below, but I wanted to let you know that 
we're celebrating our 2nd anniversary during August, and to get as many 
people in on the fun as we can, we're letting everyone play for free.
  This means if you had a trial account before, you can re register a 
new one and play for a month no charge.
  We have reset all game points and chips, so there will never be a 
better time to get in on the ground floor and start building your 
poinnts and bankroll up.
  During August, we're going to be having various tournaments 
throughout the month, including twice weekly hold em and yahtzee 
tournaments, spades and hearts as well as draw poker.
  Many folks think the tournaments systems are the best thing about the 
site, allowing you to get some fun action in against friends and 
competitors, and see how far you can progress.
  If it has been a while since you have tried BA, you'll be pleasantly 
surprised how fast and how far the site has evolved with new features.
  With our overall installer, that installs all games at one go, you'll 
be up and running very quickly, and we've got audio tutorials available 
to walk you through the interface as well as give you tips on how to 
play the various games.
  If you decide you want to become a member, its $3.95 a month for a 
monthly subscription, or you can get six or 12 month subs with a free 
month or 2 free months respectively.
As much fun as you can stand for less than a dollar a week, you 
can't beat it.

  But first, come play for free for a month and see how you like it.
  For anyone that likes a fun and comfortable game of wits against 
similarly minded folks, its the place to be.
I won't go through all the features we've got available, but its pretty 
amazing how many table creation options there are alone, so you can make 
a game the way you want it.

  Here are the games we offer currently:
  Draw poker
  Hearts
  Hold Em
  Omaha
Spades
  Euchre
  Blackjack, including our tournament variety, burnout blackjack
  Roulette, though to be fair here, this one is used mainly to reset 
your poker chips if


you bust out
  yahtzee, though we call our version Yacht, since yahtzee is a 
copyrighted name, and we're allergic to lawyers.
  I play a great deal on the site myself, and I listen to the players, 
and because of that, I've integrated a lot of input from our players 
over the past 2 plus years, and the result

is a site chock full of online games that are second to none.
  If you have any questions, feel free to email me directly at:
blindadrenal...@gmail.com
  Come check us out at:
http://www.BlindAdrenaline.com/cardRoom
  And if you want a quick overview of the site, grab this audio podcast:
http://www.blindadrenaline.com/cardroom/tutorials/quickOverview.mp3

  Thanks for your time, and I hope to see you on the tables soon.
  che
Blind Adrenaline Simulations
  Now that sounds like fun.






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Re: [Audyssey] Twitter instead of e-mail

2011-08-05 Thread Che
  yes, twitter is an amazing way to keep track of multiple subjects, 
not just people.
  I thought it was all just a way to let folks know what you just ate 
for breakfast myself but after using it for a while now, I gotta say, 
its pretty amazing, and I wouldn't think of not having it now, 
especially with the brilliant accessible interface of qwitter.
  I've been sending out updates and tournament info for the card room 
for a while on twitter, the feed is:

BACardRoom
  if your using qwitter, just control windows l, then put that in, and 
your subscribed to the feed, nothing to it.
  and i cannot reccomend qwitter highly enough, don't have URL here, 
but look up

qwitter client
in google and you'll find it.
 later
che



On 8/5/2011 8:07 AM, dark wrote:

Hmmm, I'm not personally a fan of social networking like facebook, sinse
at least with E-mail you can insure that what someone is sending is
relatively important, rather than just something like "I'm on the train!"

I might have to look into twitter myself though if this goes on, though
I think I'm a litle too antisocial to want to use it much myself ;D.

Oh, and I am! a person in my twenties ;D.

Beware the grue!

Dark.
- Original Message - From: "Phil Vlasak" 
To: "Gamers Discussion list" 
Sent: Friday, August 05, 2011 1:16 PM
Subject: [Audyssey] Twitter instead of e-mail



Hi Folks,
There was a news story this week that many students and those in their
twenties are dropping e-mail accounts for twitter and facebook.
In Checking L-works it seems that development on Super Egg Hunt Plus
news is only on his twitter feed.
It looks like I'll have to get a twitter account to follow new game
development from now on.
Here is L-works twitter feed:
http://twitter.com/#!/lworksgames


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Re: [Audyssey] Block Party Released!

2011-07-31 Thread Che

  very nice job man.
  when you guys play this, make sure you are planning ahead to maximize 
points, don't just blast the first blocks that connect. i found it takes 
more strategy than is at first apparent.

 and as always, read the read me, its short and will get you going quickly.
  congrats to Ryan for a very solid and well produced first title.
  Che


On 7/31/2011 2:33 PM, GreyMatter Info wrote:

Hello everyone,
Block Party is here! It's been four weeks, and there have been a few
setbacks, but the game is finally released. Block Party is a strategic
puzzle game which will challenge your mind to develop complex strategies.
Create chains of blocks, plot your moves, and rack up points as you exercise
your grey matter.
The game is absolutely free, and it can be found at http://is.gd/Vwzkh8.
I hope you enjoy it, and I welcome all feedback.
Good luck!
Sincerely,
Ryan Strunk, Grey Matter Productions
Unleash Your Potential!
P.S. For the full story on why I'm using dropbox instead of the Grey Matter
Productions website, stay tuned to the blog at
http://greymatterproductions.com/blog. To get the fastest-possible responses
for your questions and the latest updates, join us on twitter at
http://twitter.com/gmpupdates. You could have been playing this game 41
minutes ago!


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[Audyssey] Castaways kudos and questions

2011-07-29 Thread Che
  Yay Jeremy for including Jaws support!  For me, this makes the 
difference in trying mission 2 and feeling like its not worth the 
aggrivation to deal with SAPi's crappy output, thank you sir.
  I know your doing a lot of stuff now with the game, not to mention 
your paying real job, but I just want to remind you of the idea of a 
hotkey to bring up a list of jobs to switch a character to, so you can 
just hit one letter for the job, like maybe hit control j after 
selecting a character, then c to switch to carpenter, then c again for 
cook. instead of hitting a or s over and over.
  This would go a long way in minimizing keystrokes, and the folks out 
there working on their carpel tunnel syndrome would seriously appreciate it.

  A few questions for anyone out there that knows:
1. Does it matter where you build the houses after they are built? Like 
do folks occasionally go there to chill out or anything? I know the 
further away they are, the longer it takes to get materials to build 
them and all, but if i can place them anywhere, i'd prefer to save the 
land close to storehouses for other buildings.
2. What terrain can quarrys mine bricks from, and is it more efficient 
to have them near more dense deposits of rocks, or is it just a matter 
of having them near any rocks at all? ditto for saw mills.
3. is there an order buildings are built? is it from the storehouse out, 
or chronological? i thought i knew the answer to this, but seems my last 
try, things didn't get built as I had predicted.
  4. when i check how hungry my peeps are with shift t, it is jumping 
to the t column. is there a way around this, or is this just an issue 
with the interface? same for shift any other letter, such as d and f for 
checking buildings.
5. is there a limit on how many carpenters can work a saw mill at one 
time? and if so, will 2 carpenters automatically stick with one saw mill 
if i have 2 saw mills? in other words, do they recognize that a saw mill 
is already being used and go to the other, or do they queue up? Ditto 
for quarries.
 I know I could experiment and find out, but i figured others might 
know right off the bat.
6. Can we hunt down and have a stake burning for the folks that took off 
in the ship? Cause if I ever get my hands on them...

  Hehehe.
 Excellent stuff again man, best game I've picked up since TOC for my 
taste in audio games.

  Thanks
che

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Re: [Audyssey] I broke castaways, plus soldiers and knights

2011-07-28 Thread Che
  it sounds like maybe brian is spending resources getting barracks and 
knights fairly early in the game, though i could be totally wrong about 
that.
  i've only completed the game twice, but both times i left mining and 
forging until quite late in the game, well after I had a bakery, etc. 
and probably around a population of 30 or so.
  not saying that is the way to go, just that if you spend a lot of 
time and resources early on with knights you won't need for quite a 
while, it can make things significantly more difficult later on near the 
end game, as your settlement isn't developed enough due to the front 
loading of your resources towards the military end of things.

  later
che


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[Audyssey] Castaways questions

2011-07-28 Thread Che

  Hey Jeremy, glad to see your making so much progress on the game.
  I downloaded the new version, which by the way says 1,9b on the website.
  I went through the read me and building guide, and even listened to 
my  horrible SAPI voice re read how to play, but the read me mentions 
the keystrokes for upgrading and sendin out a war party, but I don't see 
any docs about what this entails, how you get tome's, what a war party 
consists of,  etc.

  is there another doc file i'm missing somewhere?
  Just want to make sure I understand what the deal is before I start a 
new game, given the massive amounts of time involved, especially 
considering the scale of mission 2's map..
  if i missed an email to the list explaining this stuff, apologies for 
that.

  later
che


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[Audyssey] Star wars XBox

2011-07-21 Thread Che

  Hey yawl,
  I know we got a lot of fellow star wars fans on here, so I thought 
you might be interested in this article from comic con that posted 
earlier today:


Microsoft Corp. unveiled a limited edition Xbox 360 console at a 
Comic-Con panel on Thursday that will be modeled after the character 
R2-D2, with a wireless gold-colored controller resembling his droid pal 
C-3PO.


The console will make the character's signature beeping sounds when the 
white-and-blue console is turned on and the disc tray is opened. It will 
also feature a 320-gigabyte hard drive, the largest available for 
Microsoft's gaming system.


The "Star Wars"-themed console, available later this year, will cost 
$449.99 and come with a white Kinect sensor, headset and "Kinect Star 
Wars," an action-adventure game utilizing the camera-based controller 
system.


"Kinect Star Wars" developers also confirmed that a pod-racing mode 
based on "Star Wars: Episode I — The Phantom Menace," would be featured 
in the game.


The game allows players to use gestures to drive pods across 
intergalactic landscapes, as well as wield light sabers and other powers 
of The Force.


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Re: [Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-21 Thread Che

  Hi Dennis,
  Let me be the first to reitterate that I am not very experienced as a 
programmer.  I didn't get a degree in it, I had to do most of the heavy 
lifting by learning from the web and various books.
  I agree that if I were to take on a massive multi year project with 
tons of database pulls etc. I'd have to look at something more low level.
  But neither myself, nor the vast majority of audio game developers 
need that kind of juice, and our games run just fine, and we make decent 
products with what we know.
  More importantly, folks have to walk before they can run, and others 
constantly crapping on python, VB et. al. are doing a disservice to new 
developers trying to get a toe hold. I know I keep repeating that 
sentiment, but it bears repeating as evidenced once again by this post.
  So while you may think VB is a toy, we've made a lot of people smile 
and enjoy themselves with our toys.

  also, you said:
quote:
I have zero patience for thin-skinned people that
> take offense at anything they feel might slight them.  I have worked
> too long in this industry to tolerate drama queens.
 end quote.
  Given the rant sent to list yesterday, I wasn't sure who you were 
talking about there, so I didn't know if I should feel offended or not, 
please advise.

  Later,
che


On 7/21/2011 12:38 PM, Dennis Towne wrote:

Thomas and friends,

Sorry to reopen what is probably a closed conversation, but I'm a
developer as well, and I have something to say.  Further, I have a
similar background to Thomas in regard to programming, and I'm not
nearly as polite and restrained as he is. So let me be blunt:

VB is a toy scripting language useful only for small projects and
hobby work.  Full stop.  Do not pass go, do not collect two hundred
dollars.  If anyone chooses to take that as an insult for some reason,
go right ahead.  I have zero patience for thin-skinned people that
take offense at anything they feel might slight them.  I have worked
too long in this industry to tolerate drama queens.

If developers want to release a small project that isn't necessarily
portable, doesn't care about memory requirements, doesn't care about
processor requirements, and doesn't always work exactly right, that's
their business.  In fact, a lot of applications fall into this
category, and I personally use perl, PHP, and bash for a bunch of
them.  But I'd never use those for any serious, long term project.

The fact of the matter is that rapid prototyping languages and
scripting languages are meant for just that: rapid prototyping and
scripting.  I would never consider writing something like Alter Aeon
in VB. The server has well over a million allocated objects in flight
on a slow day, and I'd be surprised if the VB allocator could even
create that many objects without crashing, much less keep track of
them all.

Finally, development time is largely unrelated to the choice of
programming language once a project reaches a certain size.  Any large
project will have a number of libraries created over the years to make
things easier and simpler.  Myself, I spend at most 20% of my time
actually writing C++ code.  The remaining 80% is spent coming up with
a good design, testing it, and getting feedback from the users.
Switching to a faster language would provide virtually no benefit when
adding new features to the game.

In fact, lack of design and testing is the most common problem I see
in programs.  Sure, it's only a thousand lines of code, and it only
took three days to implement.  But it also doesn't work quite right,
and it isn't consistent, and things that should be there aren't while
things that are there probably shouldn't be.  The solution to this is
to design more, and code less, regardless of the programming language.


Dennis Towne

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Re: [Audyssey] Cycling Through People in Castaways

2011-07-20 Thread Che
  Have you given any thought to making hotkeys for changing job types 
Jeremy?
  later in the game, when there are a lot of jobs to choose from, it 
seems like I spend most my time hitting A or S.
  keys such as control shift 1 through 0 are a possibility, though that 
brings up its own set of issues.
  what might work as well is a mode where you chose the job, so you can 
type the first letter of the job you want to change to.
 finally, with mouse support, one could rip through the various job 
types quickly as well.
  I think one problem I have here as well is that being locked to SAPI 
and this crappy Microsoft Anna voice, there is a delay each time a new 
job is spoken, and those delays add up when I have to cycle through 
several jobs to get to the one  I want.
  I'm running win 7 on a 64 bit machine, but I still have to kill the 
game from time to time and restart because the delays get to be too long.

  In other words: please please give us Jaws.  Pretty please?
  Later,
Che


On 7/20/2011 1:26 PM, Jeremy Kaldobsky wrote:

Also, while using E and R, you come to a group called "Total".  When in total, 
every person is available when you use D and F to cycle through them.

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Re: [Audyssey] This is all crazy

2011-07-20 Thread Che
  First of all, to Dark, you had no hand in this whatever man, and 
frankly I think you would make a great co moderator of this list, much 
the opposite of your feelings about your posts.

  Secondly, I am genuinely sad that Thomas has decided to leave the list.
  My messages to him were more harsh than I normally would send to 
someone on a public list, but I felt it was required to get a point 
through to him that he had already missed time and again.

  I had no idea he would react so violently.
  I think Thomas is a good dude, and as I stated in my message to him, 
he has done a lot of good for the community here, and I hope he comes 
back, and I hope MOTA is a raving success for him.
  For those of you that feel I drove Thomas away, I encourage you to 
read what was posted again. I did not personally insult the man, I was 
pointing out that while he has been going on and on about what an 
experienced intelligent non lazy programmer should be capable of, his 
own output has been stuck in neutral for years.  So not only were his 
statements hipocracy, but in putting down other languages that new 
developers might look into, he was doing harm to the community.
  instead of a mea culpa, or a reasoned response, he freaked out 
instead.  I just don't think there was any arguing that he was adversely 
affecting potential new developers and he knew it, so he took the low road.
 At any rate, it looks like we've all pretty much got our minds made up 
on the issue one way or the other at this point, so lets get back to 
gaming, eh?
  And if anyone talks to Thomas, please let him know I bear no ill will 
to him for that eloquent cussing he laid on me, I've answered in anger 
many times myself and regreted it the next day, we're all human.

  Later all,
Che



On 7/20/2011 1:06 PM, Jeremy Kaldobsky wrote:

Don't worry Richard, I intend to stick around.  I have been badgered by Thomas, 
but fortunately I was never openly sworn at, and personally attacked like he 
did to Che!  I personally believe that, no matter what happened before it, 
Thomas' post to Che was stepping way over the line.  If he hadn't left 
voluntarily, I would have expected other moderators to ban him over it.  
Swearing at someone, and attacking them personally is never the answer, no 
matter what they've said.

I also support Che's statements.  He was a little harsh, but it wasn't personal 
attacks.  He was standing up against a bully, and I respect that.

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Re: [Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-19 Thread Che

  Hi Dark,
  I think maybe you missed my point in mentioning David and Jeremy.
My point was that they have an amazing output in both quantity and 
quality with tools that Thomas keeps putting down with his various 
comments, and they certainly don't fall under the category of lazy, nor 
are they ignorant of the other programming choices available to them.
  I don't respond well to passive aggressive behavior, and if Thomas 
didn't mean to be insulting by using terms such as lazy and saying he 
does things the right way, etc, he should have, given the previous flags 
thrown up by other developers on this list previously.
  Again, to understand why this behavior on list is so upsetting to me 
and others, refer to my previous message on the topic of hurting the 
community whether meaning to or not as well as being obtuse.
  I don't expect to get much support here on list. Folks don't like 
getting in the middle of crap like this, and I don't blame them, but I'm 
a direct kind of guy, and when I've had enough of something, I'm gonna 
let you know, and again apologies if folks don't wanna hear this.
  Also, please note that I changed the subject line on this, although 
you did get this topic going, I did not hijack it.

  Later,
Che



On 7/20/2011 12:45 AM, dark wrote:

Good grief! I never intended this to turnn into such an arguement.

My intention primarily was to find out, as an end user, what difference
different programming languages made and why, life concerns and legal
issues aside, some games took far longer to produce than others.

though I am not a moderator, I'd like to remind people very strongly
that a discussion of programming languages is not! a discussion of the
merrits or flaws of a given programmer.

The one is useful and informative, the other is deffinately not!

Beware the Grue!

Dark.

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[Audyssey] Programming elitists was: Re: Jeremy's incredible programming speed

2011-07-19 Thread Che

  Hi Thomas and all,
  I'm not sure what your angle is with putting down everyone that uses 
a different language than you do, but I think its time for a reality 
check man, caues I for one am sick of hearing it.
  In your latest post to Dark, you state that you use the language that 
you do because you have the skills and your not lazy.
  So the only thing to infer there is the rest of us are lazy and 
incompetent at least to some level compared to yourself.
Indirectly, I can say the output of other developers using so called 
lazy programming, with their incompetent skills has produced an amazing 
body of work.  Have you taken a look at what David Greenwood has put out 
in the past 10 years with his incompetent skills, inferior programming 
language and low level work ethic?
  A rhetorical question to be sure, but anyone that has kept up with 
accessible gaming the past ten years knows Greenwood has simply got it 
done with what he has, whether you think he has inferior tools and 
skills or not.   The proof is in the pudding.
As a second example, take a look at what Jeremy has done in just 
the past 2 months, it speaks for itself quite loudly.
  And speaking for myself, In the fall of 2005, I knew next to nothing 
about programming an accessible game, in 2007 I released a game that was 
as fully featured as any game out there and more featured than most, 
with a fully playable online mode, a track creator, mouse support, etc. 
that ended up winning Blind Bargains game of the year, for what thats worth.
  I don't mention that to blow my own horn, just to let you know I take 
grave offense at being passivly aggressivly labeled as a lazy programmer 
with inferior skills, using a toolset simply because I don't have either 
the determination or the intelligence to use the language you prefer.
  If we wanted to get down to a work ethic here, one could start 
picking apart the amount of time put into MOTA, which when you get down 
to it is a simple platform arcade game that an experienced programmer 
should have had out in far less than a year, cross platform or not.
  If that seems harsh, so be it, but I've just about had it with the 
jabs at the other developers on this list, and I know from talking to 
others that I'm not alone.
  Being moderator of this list and posting a great percentage of the 
words sent to this list does not give you license to insult the rest of us.
  So from a guy that has a lot of games out there that have both sold 
and are being played, why not knock it off man, cause I don't think 
anyone is buying the line that you are the top of the crop as a game 
developer here anymore.
  I respect you as a game developer, and I look forward to MOTA when 
its done, but working on a game for 4 years does not a judge of others make.
  For you guys on list that just want to read about games and are tired 
of this crap, I do apologize, but Thomas has been given several hints 
about people's annoyance at this attitude lately, and the shots across 
the bow don't seem to be registering, and the other developers on list 
shouldn't have to grit their teeth and take it.

  Very sincerely,
 Che



On 7/19/2011 7:59 PM, Thomas Ward wrote:

Hi Dark,

That's very true, and that's why languages like Java, C# .Net, Visual
Basic .Net, Python, etc exists. Most developers realise that writing
an application from scratch in a language like C++ is far too time
consuming for the average developer and project. In the corperate
world if a company needs an interface for a new database or a report
writer etc they aren't going to want to take any more time than
absolutely necessary or pay any more money than necessary to have that
program developed. Since languages like Java, C#. or VB already have a
good portion of the low-level stuff done a developer can rapidly
produce the application in question with a lot less time and effort
making his/her corperate bosses happy in the process.

For example, let's take the .Net Framework. Microsoft created the .Net
Framework for three reasons. One, it wraps all of the core Windows
APIs, and puts them under a single API that is now shared by C++, C#,
J#, and VB. Two, it makes it easier to design a program that will
operate on XP, Vista, Windows 7, and Windows Server, without requiring
any kind of recompilation when targeting multiple Windows platforms
and CPUs at once. Three, it is fully object oriented, and moduler,
making it extremely easy to take existing classes and code to build
applications rapidly using a common code base. Finally, the .Net
runtime contains a builtin garbage collecter that frequently monitors
when blocks of memory are no longer being used/referenced and cleans
the garbage out of memory making your application run more
efficiently. The best part of the garbage collecter is the developer
can't be a complete slob when it comes to memory management and
cleaning upbecause it takes 

[Audyssey] sounds for castaways

2011-07-17 Thread Che
  Overall, I really like the sounds chosen so far, minus the birth 
sound, which I've replaced myself, as it scares the crap out of me every 
time, hehehehe.
 To that end, sound packs could be put on send space or drop box if 
folks out there would like to share their custom sounds.
This worked out well for BA, with folks replacing sounds, adjusting 
volume, etc. as they wished. Having an open sounds folder is a great way 
to allow folks to do some fairly easy customization of their game 
experience, and I'm glad Jeremy has gone this route.

  Che
On 7/17/2011 10:39 AM, Jeremy Kaldobsky wrote:

When it comes to sound effects, I have a pretty poor track record for choosing 
ones that are of high quality, haha!  Because I think it is important to 
recognize your own limitations, I have asked fellow user Locutus to handle the 
game's sounds.  For the moment, the game is equipped with only a few temporary 
sounds which are only there to help Locutus play around with different 
possibilities.  A recent issue with his external hard drive has slowed him 
down, but I'm sure we will eventually get some great stuff to replace the 
current sounds.  For the most part, the decisions about what sounds to have is 
being left in his capable hands.  I will simply change around code to fit 
whatever he comes up with.

That's a rather long way, of me saying, I can't answer your question because I 
put someone else in charge of that decision, lol.

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[Audyssey] security for games was castaways

2011-07-16 Thread Che

  Hi Jeremy,
Wow, I am a posting fiend today, eh?
  Well, your right and wrong there my man.
  I agree, if you hit the mainstream with a MP game, the twits would 
come out of the woodwork to screw it up, but even in as small a market 
as we have, I've had several attempts made to bring my online dedicated 
server down.
  I was completely brand new to this in 2006 when I started on RR, and 
after very little time, i got a heck of an education in protecting both 
my code and my server.
  I know I come across a lot of the time as a crotchity old grouch on 
this list, but I would like to once again offer that you email me off 
list so we can maybe hook up on skype or something and discuss things. 
As I've said before, I'm willing to help developers pushing the envelope 
of accessible gaming where I can.
  Obviously, your programming experience blows probably anyone else on 
the list away, especially me, but if your considering opening up your 
games online and perhaps going commercial, I think I can offer some good 
advice earned from hard experience.
  If you'd rather not do that, no worries at all, but the offer remains 
anytime you want.
  and if I have missed any replies from you on list here, I apologize 
for that, I sometimes go weeks without checking it all all when I'm busy.
  Finally, you should definately see a donation now to your site PP, if 
not, something is wrong, as I received confirmation on my end. If it is 
the first donation, I hope it is the first of many.

  Keep up the excellent work.
  Later,
che
blindadrenal...@gmail.com




On 7/16/2011 3:04 PM, Jeremy Kaldobsky wrote:

I was actually just speaking with Hatred about adding some graphics, and 
pitching the game to a sighted community he is the administrator for.  I have 
only 1 reservation when it comes to inviting mainstream gamers into the game, 
and that is security.

I'm sure they are everywhere, but the sighted gaming communities run rampant 
with people who want nothing more than to try to break a game.  The first thing 
they will do is try to exploit any security holes to hack the game, or even 
bring the servers down.  I've seen this so much, that I can't help but wonder 
if I'm on the verge of opening up Pandora's box here.

As someone who has made indie mainstream games, I know how to put the proper 
security measures in place, but I'd rather not have to.  Instead of adding new 
features, or fixing bugs, I could wind up spending all of my time constantly 
trying to stay 1 step ahead of those who get a thrill out of trying to break it 
and ruin it for everyone else.  Our biggest form of security is simply being 
hidden.  The moment word gets out, into the wrong groups of people, that's 
forever gone.

Here in the blind community, it seems less likely that someone will 
intentionally try to ruin things for everyone, mostly because this is a smaller 
community.  I guess I'll keep mulling it over, though any recommendations would 
be appreciated.

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[Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread Che
  Dark mentioned that Blind Adrenaline could pull sighted players, but 
the name would be a hinderance if I put in graphics.
  Actually, we have a full set of graphics for all the suited games, 
along with mouse support to click on cards etc. additionally, the poker 
games show the cards, though the graphics aren't as fleshed out as the 
suited games.
  I did this thinking the friends and family of sighted players would 
want to play with them, and although we did get a few sighted players, 
overall it was a large waste of coding time unfortunately.
  Folks on the site have told their friends and family about Blind 
Adrenaline, let them know they play there a lot and love it, and they 
can play for free for a month an dall that, and yet, almost nobody 
sighted checked it out.
  I think the reasons for this are many, but it was a good lesson to me 
as a commercial game developer.
  BTW, I love graphics, in fact made my living doing compositing and 3D 
animation before losing my sight, but the potential for cross selling 
here, at least in my experience is very limited.
  In other words, if someone were going to develop a audio game and had 
limited time to get it out the door, I'd advise them to forget the graphics.

  Thoughts?
 Che


On 7/16/2011 10:54 AM, Jeremy Kaldobsky wrote:

Lol, Darren.  I just thought you were cold.

You're right though, people who have some sight, will probably want at least 
some graphics that they can use.  There isn't much of a point taking away a 
sense if we don't have to.

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[Audyssey] Jeremy doing commercial games, was: that really long subject line

2011-07-15 Thread Che

  hey ya dark,
  i'm not exactly sure on the number of rail racer copies sold to date, 
I think we're somewhere around the 275 mark though at this point.
  rail racer is a bad comparison for Jeremy to look at though frankly. 
 It is a game that takes a fair amount of time to get decent at, and 
getting the timing down especially using a keyboard can be frustrating.
  It was designed to have a lot of re playability, and the sacrifice 
for that was its not a game you can just jump into and do well at right off.
  Also, the free demo of RR for the first version didn't give the 
casual gamer enough experience with the game to see if they could really 
get into it or not, something I will be addressing with RR 2.0, as folks 
will be able to play user created tracks all they want, at least that is 
the current plan.
  I think Jeremy's stuff properly fleshed out would sell more like 
between 400 and 700 copies, depending on price, word of mouth and just 
how far he fleshed them out.
  Given the fact he is holding down a full time job and still releasing 
these games on an incredible pace, I think it would pay handsome 
dividends for him while maintaining his current schedule, just that 
instead of a game a couple weeks or whatever, might take a few months to 
really nail one down.
  Sorry to be making judgements about your schedule and capacities 
there Jeremy, nothing personal man, ahehehhe. Just trying to give a 
perspective from a commercial game developer for the blind.
  Other games such as troop n' em have sold really well, and no reason 
he couldn't put something out to at least come close to those kind of 
sales in less than 2 months fully fleshed out in my opinion.
  as for the tech support, the biggest issue there is licensing, and 
skinning that cat is one of the biggest challenges out there in my 
opinion, but it can be done without blowing a lot of time on support.

  Hope that is of some help.
  Later,
che


On 7/16/2011 12:05 AM, dark wrote:

Actually yohandi, lots of Jeremy's games do have graphics, though
admittedly simple ones and they're of use to me.

In Castaways you can see the map and the terrain of the tyles which
makes for a handy overview, though from what I can gather buildings and
other items don't appear on it at the moment, (unless they are really
tiny nd too small for me to see, the way many of the animals in lunimals
were).

As to selling games, the problem is self support would be difficult.

if we assume a 30 usd game will sell roughly 150 copies as games like
rail racer I believe have, that means something like 4500 usd per game.

at that wrate, Jeremy would need to sell one game every 2 months to earn
27 thousand dollars a year.

In england that is roughly the equivolent to the 20 thousand a year
earned by starting level teachers, junior doctors and the like.

thus, if aprone has a semi decent job, he could probably get more
programming,  though admittedly I don't know what the cost of living
in the us is like and what a professional wage of a similar level would be.

I'm also not sure on the two month mark even for aprone, --- and then of
course there's the fact that sales money would come gradually, not
making things very secure.

that being said, some special games have sold many more copies (I'm told
entombed hit the 500 mark), so my estimate is probably pretty low,
though there's also the fact that most vi gamers aren't rolling in cash,
and the number of Aprone's games they buy may be limited.

Beware the grue!

Dark.

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Re: [Audyssey] Jeremy's incredible programming speed

2011-07-15 Thread Che

  hi Jeremy and all,
 Email me off list at the below address if you like and we can go over 
the jaws .api stuff.
  however, if you've done much research, I'm sure you've run across 
Jamal's say tools, which I'm not sure how it works with v b 6, but i'm 
sure it works, and I would look into going that route first, as it 
covers several of the main screenreaders in one package.
  regarding thomases comparison of Jeremy's s games to MOTA and all 
that, I gotta say, not a lot of that holds water, and I'm not really 
even sure why Thomas made that post, as I could see no comparisons being 
made to MOTA, Raceway, etc..
 yeah, sound effects take some time to record and edit, but 
implementation isn't much at all if your setup correctly.  Even if 
Jeremy spent 3 times his coding cycle working on sound effects, we'd 
have some pretty kick butt stuff in less than a month.
  I think the bottom line is Jeremy is just a really efficient and 
excellent programmer, with a lot of focus and the ability to get his 
ideas implemented without wasting  much time and being distracted with 
other crap along the way.

I for one am envious of his ability's and hope he can keep it up.
  I also agree that completely fleshing out a game with full sound 
effects, getting full screenreader support in there and all that, then 
charging a reasonable price for his games would be a great thing all around.
  It would make Jeremy some extra cash, it would give us some excellent 
games, and hopefully inspire others to take up coding games for us.

  anyhow, my two cents.
  Che
blindadrenal...@gmail.com


On 7/15/2011 10:59 PM, Thomas Ward wrote:

Hi,

No kidding. Jeremy seems to program new games with inhuman speed.
Speeds I myself can't even match without a lot of time and energy.

Actually, that said, Jeremy has a number of factors in his favor that
allows him to produce these games faster than someone like myself.
Which makes all the difference, and those of you who aren't
programmers probably aren't aware of these factors.

First, Jeremey is programming in Visual Basic. From the start the
language was designed to be easy to learn, easy to program, and was
designed for rapid development and deployment. Although, Visual Basic
6 has now been completely fazed out in favor of languages like C# .Net
and Visual Basic .Net they both were designed for rapid development
and deployment as well. In short, what I'm saying is that the ability
to get things done quickly and simply is in large part do to the
language Jeremy is using.

For someone like myself it takes a lot longer because I've taken a
more traditional programming route and base my code on C++. Compared
to a rapid development/deployment language like Visual Basic or one of
the newer .Net languages C++ is something on par with climbing a
mountain, or so it seems to me. C++ is more technical, and certain
libraries are more bare bones requiring some extra steps in developing
software.

Second, issue is Jeremy largely relies on third-party speech support
like Jaws, Window-eyes, NVDA, or Sapi. This obviously speeds up the
process because he can send text to whatever speech service is
available and speak it. It is in its own way as easy as printing text
to the screen once you have the speech services initialized and
running.

However, many accessible game developers llike GMA, PCs Games, and
myself use prerecorded speech for our games. You have no idea how long
it takes to first record, edit, and then write the code to load/speak
the message. i'd say it takes three or four times longer to do that
alone.

Third, Jeremy is targeting a specific platform and target group.
Obviously since his games are only intended for MS Windows platforms
he has lots of options and choices when it comes to programming APIs
etc. It takes less time to create software for one target environment
and considerably more if a developer wants to target Mac or Linux.

This imho is one area where I myself lost considerable time. I spent
months looking at various cross-platform APIs, experimenting with
potential cross-platform betas, which only ended up delaying the
process. If I had skipped the cross-platform research altogether
Mysteries of the Ancients would have been completed long ago.

Finally, the time it takes to create a game largely depends on the
type of game being produced. Castaways for example seems more complex
than it really is from a programming standpoint.  Were I to write
something similar given the same factors above I could probably
produce something equal in a weeks time period too.

One of the things that speeds up development in this type of game is
Jeremeyhas very minimal sounds and music. He hasn't had to deal with
loading, playing, and processing hundreds of sounds in real time.
Producing a soundscape as complex as Tank Commander or Shades of Doom
takes lots more time. Writing a good high qualityaudio en

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