Re: [Audyssey] wha?

2007-06-28 Thread damien c. sadler - head of x-sight interactive
hey don't tell him that he may actually start charging lol

regards,

damien




- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 28, 2007 7:51 PM
Subject: Re: [Audyssey] wha?


 Hi Rob,

 I was just wondering: who are the developers at LightTech Interactive
 anyways and what programming lanuages and such do you use? All your games
 run pretty smooth! They're just nice freeware games that could easily be
 expensive shareware.
 - Original Message - 
 From: Robjoy [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Thursday, June 28, 2007 8:19 PM
 Subject: Re: [Audyssey] wha?


 Thank you Davy, i'll tell this to the other developers as well, smiles.
 Rob

 - Original Message -
 Subject: Re: [Audyssey] wha?
 Date: Wed, 27 Jun 2007 20:50:32 +0200
 From: Davy Kager [EMAIL PROTECTED]

 Oh by the way Rob, your games rock!



 ---
 Lighttech Interactive
 http://www.lighttechinteractive.com

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Re: [Audyssey] a suggestion for jim's bop it game

2007-06-21 Thread damien c. sadler - head of x-sight interactive
i know, how about a bop it trilogy where you can choose what version of bop 
it you want to play, as the sounds are all different and they all come with 
different features.

if jim makes the bop it program so it can take ini files, you could disable 
certain keys if you were playing an earlier version. for example:

presets.ini
[BopItOrig]
BopIt=Enabled
PullIt=Enabled
TwistIt=Enabled
SpinIt=Disabled
FlickIt=Disabled
SoundDir=classic
HighestScore=100
or something like that.

would that be possible?

regards,

damien



- Original Message - 
From: Jim Kitchen [EMAIL PROTECTED]
To: Yohandy Gamers@audyssey.org
Sent: Thursday, June 21, 2007 11:44 AM
Subject: Re: [Audyssey] a suggestion for jim's bop it game


 Hi Yohandy,

 Yes, please.  I would like those sound files if you can do it.  I can not 
 promise you when I might do another Bop It game though.

 BFN

 - Original Message -
 Hey Jim,
 I could beat the game and send you the sounds if you wish. I have a bopit
 extreme and extreme 2. have beat both. Let me know if you're interested.


 Jim

 Check my web site for my free blind accessible pc dos and windows games.

 [EMAIL PROTECTED]
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] looking for playtesters or feedback for pen paper RPG

2007-06-16 Thread damien c. sadler - head of x-sight interactive
oh, so we would be able to play this game then? how does it work? you mean 
you actually have to write things down for it? so how would that work if 
we're blind?

regards,

damien


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 16, 2007 3:53 PM
Subject: Re: [Audyssey] looking for playtesters or feedback for pen  paper 
RPG


 Hi Brian,
 This list is open to any game that is accessible or can be made
 accessible to blind and low vision gamers weather it is board games, pen
 and paper games, video games, audio games etc... Since you mentioned you
 are willing to offer ascii text copies of your pen and paper game that
 would fall in the category of reasonable accessibility for blind
 computer users who use screen reading software.
 As for the game itself it sounds interesting, and I am sure those of us
 on the list who are in to pen and paper RPG games would be interested in
 helping out. So ask away.
 smile


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Re: [Audyssey] SL Airbot battle.

2007-06-15 Thread damien c. sadler - head of x-sight interactive
just run from left to right. if you shoot him and hear a robotic pain sound, 
you know you've got him, that means he's up in the air, which means you can 
get to the other side of him ready for your next shot. it takes about 9 to 
11 shots to kill him.

hth.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, June 15, 2007 11:39 AM
Subject: [Audyssey] SL Airbot battle.


 Hi all,
 I've been running the demo of Super Liam, and I can't seam to beat the
 first airbot in the game. Can anyone lend me some hints, tips, and tricks?
 Thanks.

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[Audyssey] bavisoft?

2007-06-15 Thread damien c. sadler - head of x-sight interactive
hi. any updated status on bavisoft? are they out of business or something?

regards,

damien
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Re: [Audyssey] bavisoft?

2007-06-15 Thread damien c. sadler - head of x-sight interactive
i know about those, but i'm wondering if they've closed down, because there 
are some problems with ordering, as in, people never seem to get their 
games.

regards,

damien




- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Friday, June 15, 2007 3:31 PM
Subject: Re: [Audyssey] bavisoft?


 Hi Damien,
From what I've seen on the front page of Bavisoft's site, nothing has
 changed. The only news items posted are regarding some exhibits their 
 games
 are on display at. No news of new games or anything.
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal website at:
 http://www.ksapergia.net


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Re: [Audyssey] Harry Potter wombat test

2007-06-14 Thread damien c. sadler - head of x-sight interactive
oh lol don't know how to do that with jaws i only know how to turn them off, 
which i do quite frequently because they seem to mess with your cursor lol

regards,

damien

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 13, 2007 8:17 PM
Subject: Re: [Audyssey] Harry Potter wombat test


 Hi Damien,
 If you go to the link in my message there will be flash buttons.
 You first need Macromedia Flash
 Then you need a screen reader that can turn flash buttons to links that 
 you
 can click on.
 Then follow my hints below the link.

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 2:31 PM
 Subject: Re: [Audyssey] Harry Potter wombat test


 what's this test? i can't find it anywhere.

 regards,

 damien




 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 5:55 PM
 Subject: [Audyssey] Harry Potter wombat test


 Hi Folks,
 I've been wanting to take the wombat test since the first one came out
 and
 finally J.K.Rowling  has made it accessible on the ,
  accessibility enabled version of her web site.
 http://www.jkrowling.com/
 Hints:
 1. You need flash to make it work.
 2. you need to hit enter on the Eraser - question mark
 3. next hit enter on the fly.
 4. The fly turned into a key that opened the door to the Room of
 Requirements.  Through it is a view of my desk from above.  There is a
 wombat test paper on
 it under three paper weights.
 a paper weight in the shape of a triangle
 a paper weight in the shape of a circle
 a paper weight in the shape of a line

 You need to hit enter on all three paper weights.

 You can now take the test but be quick because you only get 35 minutes 
 to
 finish.
 Phil


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Re: [Audyssey] The Rail Racer demo is ready to race

2007-06-14 Thread damien c. sadler - head of x-sight interactive
yes i've been testing this beauty for a long time now. i really miss playing 
on this system, but my new laptop should sort things out! no pre-installed 
firewalls or blockers, none of those extra drivers that may have 
compatibility issues, so hopefully the net framework should work on my new 
system.

regards,

damien




- Original Message - 
From: Michael maslo  [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 13, 2007 9:39 PM
Subject: Re: [Audyssey] The Rail Racer demo is ready to race


 The game is an awesome game that will keep you highly entertained. Some of 
 course wont like it because it is not there type of game which is 
 everybodys choice. However how can someone bash something when everyone is 
 different.

 -original message-
 Subject: Re: [Audyssey] The Rail Racer demo is ready to race
 From: Che [EMAIL PROTECTED]
 Date: 06/13/2007 3:15 pm

  Whatever dude, some folks will like it, some won't, nature of the beast.
  I'm not sure why you didn't post their comments here, nor wy you didn't
 try the demo out yourself, but like I said, whatever.

 - Original Message - 
 From: Davy Kager [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 2:57 PM
 Subject: Re: [Audyssey] The Rail Racer demo is ready to race


 Okay, I spoke to someone who tried it, but I won't tell what he thought
 about it, since it'll damage your euphoria. Once again this ain't my
 opinion! I'm very sorry...
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 9:13 PM
 Subject: [Audyssey] The Rail Racer demo is ready to race


  It's alive! Alive!
  'nuff said.
  Get it here:
  www.blindAdrenaline.com
  Be sure and reed the reed me file included with the zip before 
 installing
 or bad things will happen, very evil and bad things.
  Enjoy,
  Che
 Blind Adrenaline Simulations
 Games by one of us, for all of us
 www.blindAdrenaline.com
 email: [EMAIL PROTECTED]


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Re: [Audyssey] The Rail Racer demo is ready to race

2007-06-14 Thread damien c. sadler - head of x-sight interactive
did you read the system requirements? you need the .net framework and 
directx9c.

regards,

damien




- Original Message - 
From: Sky Taylor Mundell [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 14, 2007 2:32 AM
Subject: Re: [Audyssey] The Rail Racer demo is ready to race


 Hi Che. I have downloaded the game, but whenever I run the game, I get he
 following error.
 This aplication generated an eseption that could not be handled. Press OK 
 to
 terminate the application. OK Button. Any ideas on what's causeing that?
 Just so your wondering, I am useing Windows XP Media Center adition 
 laptop,
 with 1 gig of ram, and i'm not sure the processor. I turn off Jaws,
 Window-Eyes, or Supernova before playing the game, and I get the error. 
 Any
 ideas on what is causeing this? ?Any help would be appreciated!  Thanks,
 Sky.
 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 6:10 PM
 Subject: Re: [Audyssey] The Rail Racer demo is ready to race


  Hi Brandon,
  I have one other person with a problem like this so far out of over 300
 downloads of the demo, I'm sure there will be some others though.
  I'm not sure what the trouble is, but I am looking into it.
  I assume you are running xp?  When was the last time you updated 
 directX?
  Please write me off list and we'll try to get it fixed for you, and 
 sorry
 for the trouble.
  Thanks,
  Che
 [EMAIL PROTECTED]
 - Original Message - 
 From: Brandon Hicks [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Wednesday, June 13, 2007 8:04 PM
 Subject: Re: [Audyssey] The Rail Racer demo is ready to race


 Hi,
 Anyone had a problem where gameEngine.exe pops up an error box that just
 says GameEngine.exe has encountered an error and needs to close.

 I have DirectX 9.0C and .net 2.0 so those aren't the problem.
 -- 
 Brandon Hicks
 Email: hicks.brandon 2 at gmail dot com
 MSN messenger: [EMAIL PROTECTED]


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Re: [Audyssey] Harry Potter wombat test

2007-06-13 Thread damien c. sadler - head of x-sight interactive
what's this test? i can't find it anywhere.

regards,

damien




- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 13, 2007 5:55 PM
Subject: [Audyssey] Harry Potter wombat test


 Hi Folks,
 I've been wanting to take the wombat test since the first one came out and
 finally J.K.Rowling  has made it accessible on the ,
  accessibility enabled version of her web site.
 http://www.jkrowling.com/
 Hints:
 1. You need flash to make it work.
 2. you need to hit enter on the Eraser - question mark
 3. next hit enter on the fly.
 4. The fly turned into a key that opened the door to the Room of
 Requirements.  Through it is a view of my desk from above.  There is a
 wombat test paper on
 it under three paper weights.
 a paper weight in the shape of a triangle
 a paper weight in the shape of a circle
 a paper weight in the shape of a line

 You need to hit enter on all three paper weights.

 You can now take the test but be quick because you only get 35 minutes to
 finish.
 Phil


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Re: [Audyssey] Pb-Games

2007-06-09 Thread damien c. sadler - head of x-sight interactive
pb-games has been replaced with pbsoundscape.net

regards,

damien




- Original Message - 
From: Sky Taylor Mundell [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 09, 2007 4:29 AM
Subject: [Audyssey] Pb-Games


 Hi List. Any new games from PB Games? The Developer of PB Games has not
 updated his sight for awhile now, and the news is still October.


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Re: [Audyssey] game cracks

2007-06-08 Thread damien c. sadler - head of x-sight interactive
let's just say, as far as i'm aware, all purchasable games have now got 
cracked.

regards,

damien




- Original Message - 
From: john snowling  [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 07, 2007 10:25 PM
Subject: [Audyssey] game cracks


 Hi all.  Having read the posts on this subject i've recently discovered 
 not
 only shades of doom hunter tru pannum have cracks but also pipe 2, all of
 the pinball games from draconis, pacman talks from phils site as well as
 pinball game ten pin alley.

 My own view is that i'd rather pay for a good game.
 Personally if this continues then this could cause serious damage to the
 audio games industry.

From john.


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Re: [Audyssey] Urgent! pyracy issue for Shades of doom

2007-06-08 Thread damien c. sadler - head of x-sight interactive
shades of doom 1.2 takes this measure, as does pipe, hunter, troopanum, 
superliam, etc. yet cracks are still being made of these games.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 06, 2007 4:25 PM
Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hi tom,

 Maybe someone is buying the games and then handing out the keys. I 
 recommend
 doing what gma-games does by assigning each computer a unique ID, and then
 baseing the key off of both the ID number and the user's full name. so 
 that
 way the game will only work on the user's computer, the one who baught it.

 Josh

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 06, 2007 10:38 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hi Kerry,
 If you ever discover the method by which they are cracking these games
 would you please drop me an email at
  [EMAIL PROTECTED]
 so I can test Montezuma's Revenge security system against it.
 Like Che if I discover allot of my commercial games wind up as cracked
 software I will either increase my security system, or not offer my
 services any longer.
 I'd just be as happy writing hgames for my own pleasure than allowing
 little ratts crack my hard work.


 kerry wrote:
 hate to say this, but shades of doom is not the only one. there is pipe
 2,
 tank commander, hunter, and a hole lot more. just to name a few. the
 stupid
 thing with these  games is, you can't post to the site. or maybe you
 could?
 not sure. never tried them. but I saw the game and  was shocked  to see
 people actually got those games cracked.
 it's flying around the blind community like a bug. and landing on
 computers.
 this is not going to be easy to stop. the person started by, posting 
 this
 to
 a e-mail list. with a hole bunch of cracks. don't really like cracks.
 it's
 the game or nothing. anyway, I also asked some one, what is the name of
 the
 tool being used to crack these games.  I would not say any more on this
 topic, but when the next game meeting I'll try and be there. I sort of
 have
 some info for the game makers. this is where I say take care.


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Re: [Audyssey] game pirates' should get their just desserts

2007-06-08 Thread damien c. sadler - head of x-sight interactive
exactly, although those said people would have to learn python first lol

regards,

damien



- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 06, 2007 1:23 PM
Subject: Re: [Audyssey] game pirates' should get their just desserts


 well as far as screen readers are concerned, there really shouldn't be any
 excuse for people cracking them now because we have NVDA which is
 open-source and if people want it to be as good as jaws or window-eyes 
 they
 can get the source-code, modify it and make it just as good or maybe 
 better.

 Josh

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 11:18 PM
 Subject: Re: [Audyssey] game pirates' should get their just desserts


  Yes, I agree with Charles 100 percent here, it doesn't matter if you are
 talking about a game for $5, or a screenreader for $1200, cracking
 software
 is just wrong and in the end really hurts us all because it damages the
 developers ability to give us new and exciting software.
  Anyhow, as this topic has a tenuous grip on gaming at best, I shan't
 comment on it anymore, but I would really hope someone from 
 audiogames.net
 would respond about cracks being discussed in their forums.
 Later,
  Che

 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 10:14 PM
 Subject: Re: [Audyssey] game pirates' should get their just desserts


 They shouldn't do it at all.
 --
 If guns cause crime, then pencils cause misspelled words.


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Re: [Audyssey] game cracks

2007-06-08 Thread damien c. sadler - head of x-sight interactive
oh yeh, and chain link and search party don't either.

regards,

damien




- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 08, 2007 2:51 PM
Subject: Re: [Audyssey] game cracks


I believe Treasure Hunt and Super Deekout hasn't.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 08, 2007 3:31 PM
 Subject: Re: [Audyssey] game cracks


 let's just say, as far as i'm aware, all purchasable games have now got
 cracked.

 regards,

 damien




 - Original Message - 
 From: john snowling  [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 07, 2007 10:25 PM
 Subject: [Audyssey] game cracks


 Hi all.  Having read the posts on this subject i've recently discovered
 not
 only shades of doom hunter tru pannum have cracks but also pipe 2, all of
 the pinball games from draconis, pacman talks from phils site as well as
 pinball game ten pin alley.

 My own view is that i'd rather pay for a good game.
 Personally if this continues then this could cause serious damage to the
 audio games industry.

From john.


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Re: [Audyssey] thoughts on game keys - Re: Urgent! pyracy issue forShades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
at the same time, if you have no other way of backing it up ...

i have plenty of ways but there might be some people who don't have any ways 
of backing up.
my plan when i start selling is to have a similar policy to bsc games and 
steve-audio - three licence keys per year, although i'm still looking for a 
simple registration system, because mine seem to have big flaws in them, as 
my old one used to randomly select letters and numbers and write it to the 
registry, so it would be very easy to crack.

regards,

damien.




- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Tuesday, June 05, 2007 3:53 PM
Subject: [Audyssey] thoughts on game keys - Re: Urgent! pyracy issue 
forShades of doom


 In every user's guide I have read, and I do read them before playing a 
 game,
 it is strongly suggested that you write your authorization code in 
 braille,
 put it on tape, or whatever.  Keep a backup copy of your keys in case you
 experience PC problems that cause your key to get lost.  If you don't, 
 it's
 your responsibility, not the game developer's.  If you buy a car, and lose
 the car key 6 months later, should the manufacturer furnish you with 
 another
 one free of charge?, or should you have made another key beforehand, just 
 in
 case?  Obviously, you should have made a duplicate key.  The same 
 principle
 applies to game keys.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Ronald Hopkins II [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 3:39 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hello.  I think that piracy can ruin business.  Although I think that
 there
 should be an agreement with the gaming company and customers if there 
 keys
 are unfortunately lost from comp crashes, they should be able to get them
 back.


 [Original Message]
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Date: 6/5/2007 5:50:26 AM
 Subject: [Audyssey] Urgent! pyracy issue for Shades of doom

 Hi.

 Recently on the audio games.net forums, a couple of members have been
 discussing cracks and such. However with this latest topic I think things
 are going slightly far. In light of the recent discussion about pyracy,
 I'm
 reporting it here, - because I'm not precisely sure whome to contact
 relating to shades of doom.

 Please see:

 http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

 I'm sorry for having to go through these sorts of things, but given the
 talk about pyracy, I thought it was probably better than leaving the
 issue.
 Also, as I said, this isn't this person's first discussion of pyracy (as
 che martin unfortunately noticed).

 Sorry again.

 all the best,

 Dark.
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Re: [Audyssey] thoughts on game keys - Re: Urgent! pyracy issueforShades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
oh-oh ...
looks like i'm gonna have to put some security checks, and maybe have 
records of people who have actually purchased something. the only problem 
then lies when someone else pretends to be the person who bought the game 
just so they can get a key, giving the product id for their computer.

regards,

damien

regards,

damien


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 05, 2007 6:19 PM
Subject: Re: [Audyssey] thoughts on game keys - Re: Urgent! pyracy 
issueforShades of doom


 It didn't sound as though this kid had even had a key. I think he just
 wanted a free ride. There was another kid who did something similar 
 several
 times not long back, once for SOD and once for Pinball Classic.
 Bryan and Jennie, the Engaged Audio Gamers.
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 8:53 AM
 Subject: [Audyssey] thoughts on game keys - Re: Urgent! pyracy issue
 forShades of doom


 In every user's guide I have read, and I do read them before playing a
 game,
 it is strongly suggested that you write your authorization code in
 braille,
 put it on tape, or whatever.  Keep a backup copy of your keys in case you
 experience PC problems that cause your key to get lost.  If you don't,
 it's
 your responsibility, not the game developer's.  If you buy a car, and 
 lose
 the car key 6 months later, should the manufacturer furnish you with
 another
 one free of charge?, or should you have made another key beforehand, just
 in
 case?  Obviously, you should have made a duplicate key.  The same
 principle
 applies to game keys.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Ronald Hopkins II [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 3:39 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hello.  I think that piracy can ruin business.  Although I think that
 there
 should be an agreement with the gaming company and customers if there
 keys
 are unfortunately lost from comp crashes, they should be able to get 
 them
 back.


 [Original Message]
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Date: 6/5/2007 5:50:26 AM
 Subject: [Audyssey] Urgent! pyracy issue for Shades of doom

 Hi.

 Recently on the audio games.net forums, a couple of members have been
 discussing cracks and such. However with this latest topic I think 
 things
 are going slightly far. In light of the recent discussion about pyracy,
 I'm
 reporting it here, - because I'm not precisely sure whome to contact
 relating to shades of doom.

 Please see:

 http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

 I'm sorry for having to go through these sorts of things, but given the
 talk about pyracy, I thought it was probably better than leaving the
 issue.
 Also, as I said, this isn't this person's first discussion of pyracy (as
 che martin unfortunately noticed).

 Sorry again.

 all the best,

 Dark.
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Re: [Audyssey] Urgent! pyracy issue for Shades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
the audiogames.net guy is on this list i think.

regards,

damien




- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 05, 2007 1:36 PM
Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


I read it as well, and it's quite nasty. What about reporting it to the
 forum moderators so they can erase it?
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 9:48 AM
 Subject: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hi.

 Recently on the audio games.net forums, a couple of members have been
 discussing cracks and such. However with this latest topic I think things
 are going slightly far. In light of the recent discussion about pyracy, 
 I'm
 reporting it here, - because I'm not precisely sure whome to contact
 relating to shades of doom.

 Please see:

 http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

 I'm sorry for having to go through these sorts of things, but given the 
 talk
 about pyracy, I thought it was probably better than leaving the issue. 
 Also,
 as I said, this isn't this person's first discussion of pyracy (as che
 martin unfortunately noticed).

 Sorry again.

 all the best,

 Dark.
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] thoughts on game keys - Re: Urgent! pyracyissueforShades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
lol not everyone's parents ... mine would very rarely buy a game for me 
without asking me for the money back ...
parents are always very cautious when it comes to buying online from parties 
they don't even know about, which is understandable.
that's why i'm also looking for a way for kids to be able to independently 
buy games from me, because parents, admittedly, can be a pain.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 05, 2007 8:03 PM
Subject: Re: [Audyssey] thoughts on game keys - Re: Urgent! 
pyracyissueforShades of doom


 I'm sure if the kids would ask their parents maybe their parents would buy
 the game for them.

 Josh

 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 1:19 PM
 Subject: Re: [Audyssey] thoughts on game keys - Re: Urgent! pyracy
 issueforShades of doom


 It didn't sound as though this kid had even had a key. I think he just
 wanted a free ride. There was another kid who did something similar
 several
 times not long back, once for SOD and once for Pinball Classic.
 Bryan and Jennie, the Engaged Audio Gamers.
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 8:53 AM
 Subject: [Audyssey] thoughts on game keys - Re: Urgent! pyracy issue
 forShades of doom


 In every user's guide I have read, and I do read them before playing a
 game,
 it is strongly suggested that you write your authorization code in
 braille,
 put it on tape, or whatever.  Keep a backup copy of your keys in case 
 you
 experience PC problems that cause your key to get lost.  If you don't,
 it's
 your responsibility, not the game developer's.  If you buy a car, and
 lose
 the car key 6 months later, should the manufacturer furnish you with
 another
 one free of charge?, or should you have made another key beforehand, 
 just
 in
 case?  Obviously, you should have made a duplicate key.  The same
 principle
 applies to game keys.
 --
 If guns cause crime, then pencils cause misspelled words.
 - Original Message - 
 From: Ronald Hopkins II [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 3:39 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hello.  I think that piracy can ruin business.  Although I think that
 there
 should be an agreement with the gaming company and customers if there
 keys
 are unfortunately lost from comp crashes, they should be able to get
 them
 back.


 [Original Message]
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Date: 6/5/2007 5:50:26 AM
 Subject: [Audyssey] Urgent! pyracy issue for Shades of doom

 Hi.

 Recently on the audio games.net forums, a couple of members have been
 discussing cracks and such. However with this latest topic I think
 things
 are going slightly far. In light of the recent discussion about pyracy,
 I'm
 reporting it here, - because I'm not precisely sure whome to 
 contact
 relating to shades of doom.

 Please see:

 http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

 I'm sorry for having to go through these sorts of things, but given 
 the
 talk about pyracy, I thought it was probably better than leaving the
 issue.
 Also, as I said, this isn't this person's first discussion of pyracy 
 (as
 che martin unfortunately noticed).

 Sorry again.

 all the best,

 Dark.
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Re: [Audyssey] Urgent! pyracy issue for Shades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
no, it'll just force him to find other and more secure ways of putting in a 
registration system, like che, he has the option of online activation, etc.

regards,

damien




- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 05, 2007 6:15 PM
Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 The only problem with that is that it might move David to cease all audio
 game development, and since his games are with little exception the most
 complex outthere at the moment we'd be putting in jeopardy one of the few
 developers for whom I still have any real hope. We've heard nothing from 
 him
 in almost two years regarding new titles---well actually that isn't 
 entirely
 true since he did say something in an audio interview whose URL I cannot
 remember, and I don't want to lose the promise of his titles.
 Bryan and Jennie, the Engaged Audio Gamers.
 - Original Message - 
 From: david [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 7:53 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 What about reporting it to David Greenwood? After all, he sells
 the game.

 David

 - Original Message -
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 5 Jun 2007 14:36:31 +0200
Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom

I read it as well, and it's quite nasty.  What about reporting it
 to the
forum moderators so they can erase it?
- Original Message -
From: Dark [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Tuesday, June 05, 2007 9:48 AM
Subject: [Audyssey] Urgent! pyracy issue for Shades of doom


Hi.

Recently on the audio games.net forums, a couple of members have
 been
discussing cracks and such.  However with this latest topic I
 think things
are going slightly far.  In light of the recent discussion about
 pyracy, I'm
reporting it here, - because I'm not precisely sure whome to
 contact
relating to shades of doom.

Please see:

http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

I'm sorry for having to go through these sorts of things, but
 given the talk
about pyracy, I thought it was probably better than leaving the
 issue.  Also,
as I said, this isn't this person's first discussion of pyracy
 (as che
martin unfortunately noticed).

Sorry again.

all the best,

Dark.
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Re: [Audyssey] Urgent! pyracy issue for Shades of doom

2007-06-06 Thread damien c. sadler - head of x-sight interactive
it's ok just saying things like oh you must buy the game, but the fact of 
the matter is, there is always going to be crackers out there. i'm not 
trying to condone it, but there must be some reason that crackers have for 
cracking it - either it's too expensive, or nobody else will buy it for 
them, or maybe they don't understand the importance or consequences of doing 
it - i.e., because copying tapes or recording the radio or recording off the 
tv was so unavoidable, and now cd burning and free music sharing, they think 
that software cracking is exactly the same, but it's completely different. 
cracking software is like hacking the source code or taking the backing 
track of somebody's piece and releasing your own version of it.
now there are alternatives to cracking as i myself found out - find a free 
alternative, or make a free alternative.

regards,

damien




- Original Message - 
From: Sky Taylor Mundell [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 05, 2007 3:15 PM
Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 Yes, I read the poast as well, only one, and it is quite nasty. You can't
 just do those types of things. You have to buy the game after all.
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 6:03 AM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


 I've deffinately done that as well Davy, but sinse this isn't the first
 time
 said member has made posts like this, I wonder if something definite 
 needs
 to be said, - either by Richard and sander (it is their forum
 afterall),
 or by David greenwood sinse it's his game.

 I'm glad you agree with me though that this sort of request isn't a good
 thing.

 all the best,


 Dark.
 - Original Message - 
 From: Davy Kager [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 1:36 PM
 Subject: Re: [Audyssey] Urgent! pyracy issue for Shades of doom


I read it as well, and it's quite nasty. What about reporting it to the
 forum moderators so they can erase it?
 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 9:48 AM
 Subject: [Audyssey] Urgent! pyracy issue for Shades of doom


 Hi.

 Recently on the audio games.net forums, a couple of members have been
 discussing cracks and such. However with this latest topic I think 
 things
 are going slightly far. In light of the recent discussion about pyracy,
 I'm
 reporting it here, - because I'm not precisely sure whome to contact
 relating to shades of doom.

 Please see:

 http://forum.audiogames.net/viewtopic.php?pid=12160#p12160

 I'm sorry for having to go through these sorts of things, but given the
 talk
 about pyracy, I thought it was probably better than leaving the issue.
 Also,
 as I said, this isn't this person's first discussion of pyracy (as che
 martin unfortunately noticed).

 Sorry again.

 all the best,

 Dark.
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Re: [Audyssey] I found a game for us

2007-06-06 Thread damien c. sadler - head of x-sight interactive
i find sendspace and yousendit a terror!

regards,

damien




- Original Message - 
From: eloheem team [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 06, 2007 4:00 AM
Subject: Re: [Audyssey] I found a game for us


I can definitely use sent space or u send it for those wanting to try it, 
it
 is a zip file that will download the game to any windows system; I use 
 Jaws,
 so everything is easy to get around with the normal functions with Jaws, 
 the
 question is, where do I send to zip file to?
 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 05, 2007 4:01 PM
 Subject: Re: [Audyssey] I found a game for us


 sounds good.
 does this game have a website?
 is it for windows?
 I don't think we allow attachments on the list.
 can you use sendspace or something to put the game up?
 At 01:49 p.m. 6/06/2007, you wrote:

Hello list, I have a game called drug lord 2, and it is very 
accessible,
it has documentation, sound and isn't very hard to play at all, to the
administrators of the list, can I send the game here? or what would yall
like me to do, for those wanting to try it? Eloheem
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Re: [Audyssey] game development

2007-05-29 Thread damien c. sadler - head of x-sight interactive
descent into madness seems to be run off python.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 29, 2007 7:58 PM
Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may 
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] Idea for game

2007-05-27 Thread damien c. sadler - head of x-sight interactive
that sounds almost like theme park or theme hospital, but just for 
restaurants.

regards,

damien




- Original Message - 
From: Ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 27, 2007 2:45 PM
Subject: [Audyssey] Idea for game


 Hi guys,
 Found this in The Guardian from the UK, would love a game like this, it 
 really seems charmingly fun!
 Ari
 Diner Dash Nintendo DS, PSP

 nick gillett

 Diner Dash makes you the sole member of the waiting staff in a

 sequence of progressively larger and busier restaurants. Manage

 the queue, seat diners, take orders, pass them to the kitchen,

 supply interim snacks, bring the food to the right table, pour

 the drinks, offer dessert, bring the bill, clear the table and

 drop off the dirty crockery at the kitchen. It starts easy and

 gets steadily more taxing with the addition of bigger tables,

 different sized parties, diners who eat very slowly even when you

 really need their table back and the tendency of customers to

 walk out if you take too long over any of the above. Reminiscent

 of the gameplay made famous by Nintendo's 1980s Game  Watch

 series, it requires management of increasingly hard to contain

 chaos and demands enormous concentration, which may sound like

 hard work, but is actually a pleasingly frenetic way to waste

 sizable portions of the tiny amount of time that constitutes

 human existence.
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Re: [Audyssey] Update on SAPI

2007-05-10 Thread damien c. sadler - head of x-sight interactive
wo, that's exactly the problem i had lol

regards,

damien


- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Mailinglist gamers@audyssey.org
Sent: Thursday, May 10, 2007 5:28 PM
Subject: [Audyssey] Update on SAPI


 Hi,

 I just noticed some weird things. First, when I installed a Nuance 
 RealSpeak voice the whole SAPI engine was working again. Then I 
 uninstalled that voice and SAPI stopped working immediately. So I decided 
 to keep the voice running, but when I started the Kitchensinc gamemenu, 
 well, Orpheus crashed everytime I ran into it in the voice selection. Now 
 I uninstalled Orpheus, and everything seems to work fine.
 One last thing, some of the DLLs that are bundled with the games are older 
 than the Windows XP defaults. Or at least the filesizes differ. Okay, 
 that's more than enough techtalk.
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Re: [Audyssey] jim's trivia and hangman

2007-05-09 Thread damien c. sadler - head of x-sight interactive
lol you mean six letters.

regards,

damien




- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
Sent: Tuesday, May 08, 2007 8:33 PM
Subject: [Audyssey] jim's trivia and hangman


 Hi
 Just wanted to say that I got  68 percent for  the harry potter trivia by
 jim and marcy and 62  percent for the  other harry potter trivia so my
 understanding of  the books is reasonably good.I've got a suggestion for
 your hangman game jim. Sometimes I come across a word which I don't know 
 the
 meaning of. Either I  can't make out the way sapi   pronounces the word or
 it's a word I never heard of.  When  the  game gives the answer whether I
 won or got hanged, I want to look up the word, so then I load jaws and I
 open the word web program to look up the word, but that causes mayhem when
 the hangman game is open. When I launch jaws and word web with the
 control+alt system hot keys the game thinks I want to change the speed and
 so it says the whole time: to change the rate use the arrow keys and then
 press enter.
 My suggestion  to you is: give an extra clue with each word.  Currently
 with each word, the game tells me how many letters is in the word and if
 it's a place, , person or thing. It would be really nice if an extra clue
 can also be given, at least on the easyexperience  level.
 I can't remember a word which I heard in the hangman game of which I 
 didn't
 know the meaning, but if there can be an   extra clue that describes the
 word,  then it will also broaden my  general knowledge.
 An example would be:
 Your word is a place and has 7 letters; it's a place where a king stays.
 Answer: palace.
 Or if you think it will make it too easy, at least give clues with less
 obvious words.


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Re: [Audyssey] jim's trivia and hangman

2007-05-09 Thread damien c. sadler - head of x-sight interactive
not everyone can afford sapi voices though. some of the prices of them 
voices, gees, you could get a proper screenreader! *smiles*

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 08, 2007 9:56 PM
Subject: Re: [Audyssey] jim's trivia and hangman


 Hi, another suggestion for those who play jim's games is buy a Scansoft
 voice or two from nextup.com . they sound real good.

 Josh

 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
 Sent: Tuesday, May 08, 2007 3:33 PM
 Subject: [Audyssey] jim's trivia and hangman


 Hi
 Just wanted to say that I got  68 percent for  the harry potter trivia by
 jim and marcy and 62  percent for the  other harry potter trivia so my
 understanding of  the books is reasonably good.I've got a suggestion for
 your hangman game jim. Sometimes I come across a word which I don't know
 the
 meaning of. Either I  can't make out the way sapi   pronounces the word 
 or
 it's a word I never heard of.  When  the  game gives the answer whether I
 won or got hanged, I want to look up the word, so then I load jaws and I
 open the word web program to look up the word, but that causes mayhem 
 when
 the hangman game is open. When I launch jaws and word web with the
 control+alt system hot keys the game thinks I want to change the speed 
 and
 so it says the whole time: to change the rate use the arrow keys and then
 press enter.
 My suggestion  to you is: give an extra clue with each word.  Currently
 with each word, the game tells me how many letters is in the word and if
 it's a place, , person or thing. It would be really nice if an extra clue
 can also be given, at least on the easyexperience  level.
 I can't remember a word which I heard in the hangman game of which I
 didn't
 know the meaning, but if there can be an   extra clue that describes the
 word,  then it will also broaden my  general knowledge.
 An example would be:
 Your word is a place and has 7 letters; it's a place where a king stays.
 Answer: palace.
 Or if you think it will make it too easy, at least give clues with less
 obvious words.


 ___
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] bomb blaster then?

2007-04-16 Thread damien c. sadler - head of x-sight interactive
so what are you suggesting, that i make it 30 of whatever currency? so if 
someone pays in dollars they pay $30, or if they pay in pounds they also pay 
£30?

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 3:11 AM
Subject: Re: [Audyssey] bomb blaster then?


Hi Damien,
How about setting your prices depending on the persons country or currency?
You are right that since the Brittish pound currently has a higher
exchange rate than the dollar some gamers may not want to pay the extra
exchange rate to equalise things. Then, again if that is your price to
be of value you may have to do what you have to do.




damien c. sadler - head of x-sight interactive wrote:
 there is a sticky situation when it comes to prices. i am british, 
 therefore
 my home currency is pounds. if i charge £30, i feel that the americans are
 being treated unfairly, but if i charge $30, then i wouldn't be getting 
 the
 equivalent of what i would usually be getting.

 regards,

 damien



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Re: [Audyssey] bomb blaster then?

2007-04-16 Thread damien c. sadler - head of x-sight interactive
hi will,

£30 is around $55 or $60.

regards,

damien



- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 8:35 AM
Subject: Re: [Audyssey] bomb blaster then?


hi

that might be the best way. either   way one or the other country
will ahve to pay more so just say 30 pounds for example equals what,
40 dollars i guess but not sure

why not in my view, get the game worked on, show us trailer etcetera
and then if it is of a high enough quality we can take a vote perhaps
on how much one would be prepared to pay in his or her currencty
will

On 16 Apr 2007, at 09:29, damien c. sadler - head of x-sight
interactive wrote:

 so what are you suggesting, that i make it 30 of whatever currency?
 so if
 someone pays in dollars they pay $30, or if they pay in pounds they
 also pay
 £30?

 regards,

 damien




 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 3:11 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi Damien,
 How about setting your prices depending on the persons country or
 currency?
 You are right that since the Brittish pound currently has a higher
 exchange rate than the dollar some gamers may not want to pay the
 extra
 exchange rate to equalise things. Then, again if that is your price to
 be of value you may have to do what you have to do.




 damien c. sadler - head of x-sight interactive wrote:
 there is a sticky situation when it comes to prices. i am british,
 therefore
 my home currency is pounds. if i charge £30, i feel that the
 americans are
 being treated unfairly, but if i charge $30, then i wouldn't be
 getting
 the
 equivalent of what i would usually be getting.

 regards,

 damien



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 can visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] bomb blaster then?

2007-04-16 Thread damien c. sadler - head of x-sight interactive
i'm confused.

does that mean that i should charge £30 which means americans should have to 
pay $60? or should i charge £30, $30, C$30, A$30, or whatever

regards,

damien



- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 4:00 PM
Subject: Re: [Audyssey] bomb blaster then?


I hope I'm not missing the point, here, but here's my thinking on the
potential cost of a game for people in different countries.  Actually, are
they paying more depending on which country they reside in?  No, because
different forms of money are worth different amounts.  Which is heavier.  A
pound of marshmallows? or a pound of mercury.  Now, which takes up more
space?  See what I mean?  Now, he's not going to charge a cubic foot of
whatever your currency is.  He's going to charge what amounts to a certain
value.  If a pound is worth fifty cents in American money, and the developer
lives in America, he's going to charge 2 pounds, or $1 in American money
because a pound is worth half as much as an American dollar.  If a person in
the UK earns 2 pounds per hour, and an American earns $1 doing the same job,
then there's no problem.  Everyone seems to be basing the potential price of
a game on the numbers rather than the value.  If the game costs $30 in
American money, should someone in the UK get it for 30 pounds, which is a 50
percent discount, because 30 equals 30?  No.  It should cost the equivalent
of $30 in American money, whether it is 60, 90, or however many of your
units of money it takes.


- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 2:35 AM
Subject: Re: [Audyssey] bomb blaster then?


hi

that might be the best way. either   way one or the other country
will ahve to pay more so just say 30 pounds for example equals what,
40 dollars i guess but not sure

why not in my view, get the game worked on, show us trailer etcetera
and then if it is of a high enough quality we can take a vote perhaps
on how much one would be prepared to pay in his or her currencty
will

On 16 Apr 2007, at 09:29, damien c. sadler - head of x-sight
interactive wrote:

 so what are you suggesting, that i make it 30 of whatever currency?
 so if
 someone pays in dollars they pay $30, or if they pay in pounds they
 also pay
 £30?

 regards,

 damien




 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 3:11 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi Damien,
 How about setting your prices depending on the persons country or
 currency?
 You are right that since the Brittish pound currently has a higher
 exchange rate than the dollar some gamers may not want to pay the
 extra
 exchange rate to equalise things. Then, again if that is your price to
 be of value you may have to do what you have to do.




 damien c. sadler - head of x-sight interactive wrote:
 there is a sticky situation when it comes to prices. i am british,
 therefore
 my home currency is pounds. if i charge £30, i feel that the
 americans are
 being treated unfairly, but if i charge $30, then i wouldn't be
 getting
 the
 equivalent of what i would usually be getting.

 regards,

 damien



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You
 can visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 ___
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 can visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] bomb blaster then?

2007-04-16 Thread damien c. sadler - head of x-sight interactive
well i don't know yet. it's only just started development. it may be that in 
the end it's free if i can't get all the systems implemented into it.
i was just giving 30 as an example, that's not my set price.

regards,

damien



- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 4:35 PM
Subject: Re: [Audyssey] bomb blaster then?


Hmmm Damien, the notion of paying the same amount in pounds and dollars
seems extremely strange to me, - not the least because using Paypal,
it's possible to pay in either currency.

While bomb blaster I'm sure will be a great game and well worth paying for,
given the choice i'd much rather pay 18 pounds - that would be thirty
dollars, than thirty pounds.

Personally, I'd say either you just give the game a price in dollars (they
instantly convert to pounds and can be paid into your bank so no trouble),
or, you give two relative prices based on the exchange rate, - eg 30
dollars or 18 pounds, or (if you think your game is worth thirty pounds),
thirty pounds or 55 dollars, the way Asabat software (also in the uk) have
done.

I don't personally see why there's such a major hastle going on over this
sort of issue.

More to the point is how much the game is actually worth (in pounds or
dollars).

All the best,

Dark.
- Original Message - 
From: damien c. sadler - head of x-sight interactive
[EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 4:05 PM
Subject: Re: [Audyssey] bomb blaster then?


i'm confused.

does that mean that i should charge £30 which means americans should have to
pay $60? or should i charge £30, $30, C$30, A$30, or whatever

regards,

damien



- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 4:00 PM
Subject: Re: [Audyssey] bomb blaster then?


I hope I'm not missing the point, here, but here's my thinking on the
potential cost of a game for people in different countries.  Actually, are
they paying more depending on which country they reside in?  No, because
different forms of money are worth different amounts.  Which is heavier.  A
pound of marshmallows? or a pound of mercury.  Now, which takes up more
space?  See what I mean?  Now, he's not going to charge a cubic foot of
whatever your currency is.  He's going to charge what amounts to a certain
value.  If a pound is worth fifty cents in American money, and the developer
lives in America, he's going to charge 2 pounds, or $1 in American money
because a pound is worth half as much as an American dollar.  If a person in
the UK earns 2 pounds per hour, and an American earns $1 doing the same job,
then there's no problem.  Everyone seems to be basing the potential price of
a game on the numbers rather than the value.  If the game costs $30 in
American money, should someone in the UK get it for 30 pounds, which is a 50
percent discount, because 30 equals 30?  No.  It should cost the equivalent
of $30 in American money, whether it is 60, 90, or however many of your
units of money it takes.


- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 2:35 AM
Subject: Re: [Audyssey] bomb blaster then?


hi

that might be the best way. either   way one or the other country
will ahve to pay more so just say 30 pounds for example equals what,
40 dollars i guess but not sure

why not in my view, get the game worked on, show us trailer etcetera
and then if it is of a high enough quality we can take a vote perhaps
on how much one would be prepared to pay in his or her currencty
will

On 16 Apr 2007, at 09:29, damien c. sadler - head of x-sight
interactive wrote:

 so what are you suggesting, that i make it 30 of whatever currency?
 so if
 someone pays in dollars they pay $30, or if they pay in pounds they
 also pay
 £30?

 regards,

 damien




 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 3:11 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi Damien,
 How about setting your prices depending on the persons country or
 currency?
 You are right that since the Brittish pound currently has a higher
 exchange rate than the dollar some gamers may not want to pay the
 extra
 exchange rate to equalise things. Then, again if that is your price to
 be of value you may have to do what you have to do.




 damien c. sadler - head of x-sight interactive wrote:
 there is a sticky situation when it comes to prices. i am british,
 therefore
 my home currency is pounds. if i charge £30, i feel that the
 americans are
 being treated unfairly, but if i charge $30, then i wouldn't be
 getting
 the
 equivalent of what i would usually be getting.

 regards,

 damien

Re: [Audyssey] bomb blaster then?

2007-04-15 Thread damien c. sadler - head of x-sight interactive
there is a sticky situation when it comes to prices. i am british, therefore 
my home currency is pounds. if i charge £30, i feel that the americans are 
being treated unfairly, but if i charge $30, then i wouldn't be getting the 
equivalent of what i would usually be getting.

regards,

damien




- Original Message - 
From: aaron danvers-jukes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 15, 2007 7:19 PM
Subject: Re: [Audyssey] bomb blaster then?


 and as the gmae comes nearer to release, perhaps a trailor. and of course 
 a
 freebie demo of course. i am guessing a price of $25/$30, or pounds, 
 though
 dollars will be better, because i we might not be able to afford it
 hehehehehe.
 thanks.



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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-15 Thread damien c. sadler - head of x-sight interactive
whatever you have on you you can try and use. some machines are rather 
easily broken, some are very hard to break and you may even break the item 
you are using by attempting it, and some just won't break at all.

regards,

damien




- Original Message - 
From: aaron danvers-jukes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 15, 2007 7:14 PM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 i'm confused what bbomb blaster is all about.
 sure you can break stuff and disable bombs and thigns...
 but how? with a gun? shoot the machines to disable the bombs... lol.
 that'd be fun.
 perhaps as a bonus game.
 thanks.



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Re: [Audyssey] bomb blaster then?

2007-04-15 Thread damien c. sadler - head of x-sight interactive
lol.
i can't remember if i said this, but please can people who want to be in the 
beta team email me offlist?

thanks.

regards,

damien




- Original Message - 
From: aaron danvers-jukes [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 15, 2007 7:11 PM
Subject: Re: [Audyssey] bomb blaster then?


i agree. a small learn game sounds menu will be good. i've come to be used
 to them.
 and, damien, i am also glad that progression is taking place. it may be
 slow, but as dark said and i agree with this, that a game is well, well
 worth the wait in the end! i've waited for judgment day, i've waited for
 sarah, and now, i am paciently waiting for bomb blaster!!
 also, please put me on the list for the beta team (if you want when the 
 time
 comes closer)
 thanks.
 and beware the bombs and the machines!



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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-11 Thread damien c. sadler - head of x-sight interactive
alan maynard had taken his site down due to a trogeon horse that had somehow 
got on the banner. he agreed to let me host it, and even better, carry on 
developing it to the interests of you guys. so if there is anything you want 
done to it, just let me know. alan has also given me permission if i 
understand him correctly to release it as another open source game.

regards,

damien




- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 11, 2007 10:29 AM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 Hello gamers, I have have another question.
 My question is where can I get the boxing game?  I had asked this a couple
 of weeks ago and I didn't receive a reply.
 so email me if you gamers can and tell me whre I can get that game.
 your friend,
 Jason
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 12:03 PM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 yeh, me too. ok then. a small sounds menu to give you an idea of what
 every
 thing sounds like i think is a good idea.
 obviously i won't include every single bomb or every single machine or
 explode, just one of each to let you know what to expect for other
 machines,
 bombs and explosions etc.

 regards,

 damien




 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:32 PM
 Subject: [Audyssey] game sounds menu - Re: bomb blaster then?


 To me, an audio game without a sounds menu is like a game without an
 instruction manual.  You have to know what to listen for in order to 
 know
 what to do.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 7:29 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi damien,
 I always appreciate a sound describing feature and if I have no trouble
 identifying sounds I do not need it but if I do have trouble it is
 important
 to have.
 Of course certain sounds may be critical to game play like the tone 
 when
 a
 target is in your cross hairs of your gun.
 If you have different creatures with different capabilities of killing
 you
 then something to distinguish one from another is important.
 phil

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 8:10 AM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
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Re: [Audyssey] bomb blaster then?

2007-04-11 Thread damien c. sadler - head of x-sight interactive
bomb blaster hasn't been released yet. it's currently in development by me 
and my team.

regards,

damien




- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 11, 2007 10:27 AM
Subject: Re: [Audyssey] bomb blaster then?


 Hello everyone, Where can you get bomb blaster?
 your friend,
 Jason
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 10:17 AM
 Subject: Re: [Audyssey] bomb blaster then?


 this game isn't 3d btw.

 regards,

 damien




 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 3:01 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Oh tar damian.

 Perhaps by the time it's ready I will have recording sorted so that I
 won't
 need to play on speakers and can reccord stuff in 3D, so maybe a casting
 of
 the pod about the game might be possible.

 A small learn game sounds menue deffinately sounds like a plan.

 good luck with the developement, I'm pleased to here things are
 progressing,
 even slowly, - I always think about the Tortoise in the parable in
 these
 situations! and as Sarah, and final conflict recently both showed me,
 it's
 a
 good thought to have, sinse games can be well worth the wait in the end.

 Beware the tortoise and the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 2:43 PM
 Subject: Re: [Audyssey] bomb blaster then?


i am not working on the beta list yet, as game development has only
really
 just started. i've been having problems for a while with it and i
 finally
 got it working, so i'm very happy again.
 i will put you down on the list though when the time gets nearer.
 there's not much to it right now, the character can walk and detect a
 door,
 but that's it.
 he can't fight or disable any bombs or machines yet.

 regards,

 damien





 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 2:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi Damian.

 As Phil says, it all depends upon the complexity of the game,
 especially
 if
 it's 3D and involves targiting and the like or many different types of
 enemy.

 I'd stil personally advise keeping it minimal though even in these
 cases
 so
 there is stil a surprise and exploration element. I thought the menue
 in
 Sarah was absolutely perfect, sinse it gave you all the tools you need
 to
 start the game and not get confused, but there is stil more than 
 enough
 to
 discover for yourself, even for a game exploration nut like me.

 Btw Damian, I'd be highly interested in beta testing work on bomb
 blaster
 if
 you'd like (the game certainly sounds fun).

 Of course, I'm sure lots of other people here would be interested in
 applying for positions on the beta team as well, so it'll all depend
 upon
 how you decide to handle beta tester applications etc.

 Beware the Grue!

 Dark.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 1:10 PM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-11 Thread damien c. sadler - head of x-sight interactive
the games aren't being hosted yet until i have made the changes i'd like to 
make for them, and the suggestions of my fellow gamers.
there are a few projects i have been asked or given permission to continue 
with, one of them being samuel proulx's jfw hangman.

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 11, 2007 12:03 PM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 Hi Damian.

 Wow! so your now in charge of Savage gambit and Savage gambit redemption?
 cool!

 You seem like quite a busy chap with this and bomb blaster on the go.

 Here's a couple of my thoughts about the game.

 While i certainly enjoyed the concept and execution of the game, i did 
 find
 it rather easy once I'd memorized the punches and counters, a bit like
 boppit with slightly more switches to pull.

 Stil, this might have just been me.

 if you wanted to muck about with the game mechanics, you could considder
 customizing the enemies a bit, giving them special moves and counters with
 their own audio for instance, if they block a certain number of punches 
 they
 get to taunt you and perform special moves, which you must avoide based on
 guess work, experience and knolige of the boxer's body. For instance, one 
 of
 the big heavy enemies could yell heads up as he attempts to perform a
 symbols move on the sides of your head, which you must obviously duck to
 avoid.

 On a basic level, you might also considder varying the rythm of the 
 punches,
 sinse one reason i found the game so easy is that the enemies blows came 
 in
 such a rythm.

 Statistics and a way to check them might be good as well, sinse often I
 found myself plugging away at the enemy trying to decide if i was actually
 damaging them or not. Along this line you might also include some jim
 training type games which you could do to increase your own boxer's
 stats, - though obviously this would mean loads of extra programming.

 Also, more audio would deffinately be good, - such as taunts by the
 opponents before the match. I very much got the impression from the manual
 that the opponents did have very individualized personalities, but sinse 
 all
 you heard of this was their pre-match laugh, it didn't really come across.

 In the same way, different arenas in different locations with different
 background audio would be nice, apart from the traditional boxing ring 
 with
 the crowd. Sinse the Savage Gambit is obviously quite a shady and violent
 tournament, you could have places like illegal dodgy bars, underground
 martial arts arenas, or mafia controled factories (yes! I'm a 
 streetfighter
 fan, it shows doesn't it).

 Obviously Bomb blaster is the major project your working on at the moment,
 and I know some of these changes would take a lot of time and effort to 
 put
 into the game, but sinse you asked suggestions I thought I'd give a few.

 Btw, you say your now hosting the game? Perhaps if you sent Phil and 
 Richard
 the appropriate Url, they could put up a link to it on Pcs games and
 audiogames.net respectively.

 Beware the Grue!

 Dark.


 -


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[Audyssey] sg suggestions

2007-04-11 Thread damien c. sadler - head of x-sight interactive
and whoever sent me the sg suggestions please resend them? i accidentally 
deleted the email lol

regards,

damien
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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-11 Thread damien c. sadler - head of x-sight interactive
i don't know about rocky.

regards,

damien




- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 11, 2007 10:57 PM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 Hi, Damian, In the boxing game are you going to have create your o wn 
 boxer?
 I hope you make the boxing game like the movie Rocky.
 your friend,
 Jason
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 11, 2007 6:03 AM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 alan maynard had taken his site down due to a trogeon horse that had
 somehow
 got on the banner. he agreed to let me host it, and even better, carry on
 developing it to the interests of you guys. so if there is anything you
 want
 done to it, just let me know. alan has also given me permission if i
 understand him correctly to release it as another open source game.

 regards,

 damien




 - Original Message - 
 From: jason [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 11, 2007 10:29 AM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 Hello gamers, I have have another question.
 My question is where can I get the boxing game?  I had asked this a
 couple
 of weeks ago and I didn't receive a reply.
 so email me if you gamers can and tell me whre I can get that game.
 your friend,
 Jason
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 12:03 PM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 yeh, me too. ok then. a small sounds menu to give you an idea of what
 every
 thing sounds like i think is a good idea.
 obviously i won't include every single bomb or every single machine or
 explode, just one of each to let you know what to expect for other
 machines,
 bombs and explosions etc.

 regards,

 damien




 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:32 PM
 Subject: [Audyssey] game sounds menu - Re: bomb blaster then?


 To me, an audio game without a sounds menu is like a game without an
 instruction manual.  You have to know what to listen for in order to
 know
 what to do.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 7:29 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi damien,
 I always appreciate a sound describing feature and if I have no
 trouble
 identifying sounds I do not need it but if I do have trouble it is
 important
 to have.
 Of course certain sounds may be critical to game play like the tone
 when
 a
 target is in your cross hairs of your gun.
 If you have different creatures with different capabilities of 
 killing
 you
 then something to distinguish one from another is important.
 phil

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 8:10 AM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
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Re: [Audyssey] bomb blaster then?

2007-04-09 Thread damien c. sadler - head of x-sight interactive
yes, i personally find documentation very useful. some games i wondered, i 
wonder what it'd be like if i just jumped straight in, and indeed, i'd 
always struggle. thank heaven for docs!

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 4:25 AM
Subject: Re: [Audyssey] bomb blaster then?


 Hi Niko,
 I certainly can not speak for every PC game out there, but in my
 experience games have had documentation in one form or another to help a
 player learn. For example, Star Trek Elite Force which I have installed
 came with a nice professionally done manual in html which covered all
 sorts of topics on menu structure, common keyboard commands, etc... This
 is just common sense. It also comes with a nice readme.txt which
 announces possible bug issues, latest revisions, and where to get
 updates, etc.
 I can't imagine a big game company just let you buy a game and giving
 you no clues how to play. Perhaps some players choose to jump in and
 play without reading first, but they are in my experience the first to
 complain when something doesn't happen they expect which was discussed
 at length in some manual or readme file.
 A great example here is STFC. While I had solvdd the bug related to the
 crash after installation months ago I am still amazed how many requests
 I get on and off list about that one error, and when I ask them did you
 read the frequently asked questions section on my site they answer no I
 did not. I half the time wonder why bother writing it up at all if
 people aren't going to take five seconds and look something up in the
 documentation before asking.
 I'm going to be shipping a text copy of the faq with every game I write
 from now on and if they don't read it, well, heaven help them if they
 can't read something before asking about something that is explained
 step by step right on their system.



 Niko C wrote:
 It is nice to have but I do not think it is neccessary. One thing that
 really get's to me is readmes! I hate readmes and I want to gouge my eyes
 out everytime a game made for blind people comes with readmes! Are there
 readmes for grand theft auto or final fantasy x? No! What is better is to 
 go
 through the game and learn. Go to training and learn how to use your gun 
 and
 learn how to fight. Muds don't have readmes. You have books to read and
 experience and experimenting.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 6:10 AM
 Subject: [Audyssey] bomb blaster then?



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

 regards,

 damien
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Re: [Audyssey] treasure mania 1

2007-04-09 Thread damien c. sadler - head of x-sight interactive
this all stems back to documentation. if you press r it'll beep when you're 
ready to pick up a chest.

regards,

damien




- Original Message - 
From: Michael Maslo [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, April 08, 2007 11:50 PM
Subject: Re: [Audyssey] treasure mania 1


I have a silly question here. I tried to play treasure mani and I can't 
tell
 where the chest are. The only thing I can catch are fish. What do the 
 sounds
 of the chest sound like??


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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-09 Thread damien c. sadler - head of x-sight interactive
what do you guys think about sound encryption? i don't know what to make of 
it. most developers are encrypting sounds left right and centre, free game 
or not, and as i'm only just starting i don't know how's the right way to go 
about it. i don't want to look like some paranoid security freak but then 
again i know that most of the mainstream games sounds are encrypted or 
packed up or something.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 3:59 AM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?



 I am jumping in on this rather late, but generally I think some sort of
 sound describing feature is necessary for many audio games. Not every
 sound is obvious what it's function is for or what it does.
 For example, in GMA Tank Commander it is helpful to here what the
 correct targeting pitches are for a good solution ahead of time before
 playing the game, and finding out which enemy tank is which by it's
 engine noises.
 In Monty for example there are two different types of platforms you will
 encounter. There is the vanishing platforms that have a sort of UFO
 sound to them, and the warp platform which has it's own sound. A player
 who had never played before would certain like to know ahead of time
 which is which. Vanishing platforms are tricky as you have to time your
 jumps onto them just right or you will die a wonderful death when they
 vanish on you. Warp platforms willwarp you up[ a level or take you some
 place else on the level.




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Re: [Audyssey] bomb blaster then?

2007-04-09 Thread damien c. sadler - head of x-sight interactive
that would make it less interesting.

for example, you want to smash a guard with your hammer, it wouldn't work. 
it'd be also challenging to smash the guard without things being near you, 
otherwise you smash whatever it is, or if you're near a wall, either the 
wall or you can get destroyed.

regards,

damien




- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 1:24 PM
Subject: Re: [Audyssey] bomb blaster then?


 How about chosing a path? like good or evil? If you're good, you keep 
 things
 from being destroyed, but if you're evil, you blow up everything and kill
 innocent bystanders and the like.



 -

 For an amazing video gaming site containing original soundtracks, game 
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 12:47 PM
 Subject: Re: [Audyssey] bomb blaster then?


 i'm always looking for suggestions, and if there are anything you want in
 this game then just tell me. at the moment, it is rooms and buildings,
 each
 filled with stacks of bombs, machines, alarms, guards, and special items.
 you can use any special item on anything, meaning that weapons are picked
 up
 are regarded as special items. the only items that are not considered
 special items are those you already come equipped with, which are an item
 detector, and obviously, your body. your body can be used for normal real
 life purposes, such as walking, fighting and opening doors. most special
 and
 standard items will have hotkeys so you will rarely even need to go into
 your inventory.
 the object is to disarm bombs, deactivate the machines that run them,
 fight
 the guards who watch over some of them, run from or destroy alarms that
 will
 alert the guards if you stay around them while they're shrieking or
 ringing
 at you, open, close, lock, unlock, or if you're getting so frustrated
 because you can't find a key, smash up doors, and deal with timewasters
 such
 as mobile phone calls, radio communication, giving explanations to the
 owners or workers if there are any in a specific building, buying items
 from
 the store, and having to do various other normal day-to-day things, but
 making certain to be quick about them, as some of these bombs could go 
 off
 at any time.
 as one bomb goes off you will lose some of your points, the more money 
 you
 end with the more points you get, the more health also, the quicker time
 you
 did it, the more buildings remain unharmed, score depends on those sorts
 of
 factors.
 it is my plans to run contests through this game, and build a
 contest-checking system and giving you the option of entering contests,
 where you can play in various strategies, like fastest person to get
 through, person with more money, sound contests, person with lowest 
 score,
 highest cheater, things like that.

 if there are any suggestions about what further developments (fun,
 challenging, interesting) i could put on it, do let me know. and yes, i 
 do
 plan to have the popular cheats and easter eggs in there too.

 regards,

 damien


 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:26 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well, it was more a question rather than a suggestion.

 Obviously bomb blaster will be a very different game from Monti, with a
 completely different atmosphere and emphasis, however I was only 
 thinking
 of
 some fairly generic game mechanics and behaviours,  which exist in many
 main
 stream 2D platform games, - but thus far Monti is the ony one to
 impliment them in audio that I know about, which Imho is a shame.

 However as I said, I'd love to see more complex audio 2D platform games,
 with multiple levels, ladders etc, like audio Donkey Kong or Audio
 original
 Mega man for example

 Of course though, it's your game, and you might have other (and most
 probably better), thoughts about where it might go,  as I said, it
 was
 more a question than anything else.

 Beware the Grue!

 Dark.


 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


i could make it if you want, but for obvious reasons i can't make it too
 much like monty.

 regards,

 damien




 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:27 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well cool!

 I'd certainly like to see more multi-level 2D games, and as you
 mentioned
 earlier that Bomb blaster has doors and multiple floors to the
 buildings

Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-09 Thread damien c. sadler - head of x-sight interactive
not everybody has a spellchecker, unless of course outlook express and 
pegasus come with them ...

regards,

damien




- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 7:51 PM
Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 We shouldn't have to guess, though.  It is up to the author to convey, not
 the reader to wonder and try to decipher, and a simple proofread and use 
 of
 a spell checker would have taken how long?.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 12:35 PM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


i think he meant there is a sound review feature in gma's games.

 regards,

 damien




 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 5:23 PM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


  Karl,
  It would help a lot if you would check your message before sending and
 correct any errors in spelling.
  I have no idea what you are saying here, and a quick check and fix 
 would
 have saved myself and the other couple of hundred members of this list
 from
 scratching their collective heads to try and figure out what in the 
 world
 you are saying.
  Your consideration is much apreciated.
  Che

 - Original Message - 
 From: carl [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 11:16 AM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 you hav sutch a finge on gma games a sound revew
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:03 PM
 Subject: Re: [Audyssey] game sounds menu - Re: bomb blaster then?


 yeh, me too. ok then. a small sounds menu to give you an idea of what
 every
 thing sounds like i think is a good idea.
 obviously i won't include every single bomb or every single machine or
 explode, just one of each to let you know what to expect for other
 machines,
 bombs and explosions etc.

 regards,

 damien




 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:32 PM
 Subject: [Audyssey] game sounds menu - Re: bomb blaster then?


 To me, an audio game without a sounds menu is like a game without an
 instruction manual.  You have to know what to listen for in order to
 know
 what to do.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 7:29 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi damien,
 I always appreciate a sound describing feature and if I have no
 trouble
 identifying sounds I do not need it but if I do have trouble it is
 important
 to have.
 Of course certain sounds may be critical to game play like the tone
 when
 a
 target is in your cross hairs of your gun.
 If you have different creatures with different capabilities of
 killing
 you
 then something to distinguish one from another is important.
 phil

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 8:10 AM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
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 any

[Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
i've been following this list's opinions on learn game sounds menus then. do 
you think i should put any sort of learn game sounds in bomb blaster? currently 
there isn't one but if people want it it's easily added, but through my 
understanding on what i've just read people aren't really bothered about such a 
menu.

regards,

damien
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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
i am not working on the beta list yet, as game development has only really 
just started. i've been having problems for a while with it and i finally 
got it working, so i'm very happy again.
i will put you down on the list though when the time gets nearer.
there's not much to it right now, the character can walk and detect a door, 
but that's it.
he can't fight or disable any bombs or machines yet.

regards,

damien





- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 2:02 PM
Subject: Re: [Audyssey] bomb blaster then?


 Hi Damian.

 As Phil says, it all depends upon the complexity of the game, especially 
 if
 it's 3D and involves targiting and the like or many different types of
 enemy.

 I'd stil personally advise keeping it minimal though even in these cases 
 so
 there is stil a surprise and exploration element. I thought the menue in
 Sarah was absolutely perfect, sinse it gave you all the tools you need to
 start the game and not get confused, but there is stil more than enough to
 discover for yourself, even for a game exploration nut like me.

 Btw Damian, I'd be highly interested in beta testing work on bomb blaster 
 if
 you'd like (the game certainly sounds fun).

 Of course, I'm sure lots of other people here would be interested in
 applying for positions on the beta team as well, so it'll all depend upon
 how you decide to handle beta tester applications etc.

 Beware the Grue!

 Dark.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 1:10 PM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
this game isn't 3d btw.

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 3:01 PM
Subject: Re: [Audyssey] bomb blaster then?


 Oh tar damian.

 Perhaps by the time it's ready I will have recording sorted so that I 
 won't
 need to play on speakers and can reccord stuff in 3D, so maybe a casting 
 of
 the pod about the game might be possible.

 A small learn game sounds menue deffinately sounds like a plan.

 good luck with the developement, I'm pleased to here things are 
 progressing,
 even slowly, - I always think about the Tortoise in the parable in 
 these
 situations! and as Sarah, and final conflict recently both showed me, it's 
 a
 good thought to have, sinse games can be well worth the wait in the end.

 Beware the tortoise and the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 2:43 PM
 Subject: Re: [Audyssey] bomb blaster then?


i am not working on the beta list yet, as game development has only really
 just started. i've been having problems for a while with it and i finally
 got it working, so i'm very happy again.
 i will put you down on the list though when the time gets nearer.
 there's not much to it right now, the character can walk and detect a
 door,
 but that's it.
 he can't fight or disable any bombs or machines yet.

 regards,

 damien





 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 2:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi Damian.

 As Phil says, it all depends upon the complexity of the game, especially
 if
 it's 3D and involves targiting and the like or many different types of
 enemy.

 I'd stil personally advise keeping it minimal though even in these cases
 so
 there is stil a surprise and exploration element. I thought the menue in
 Sarah was absolutely perfect, sinse it gave you all the tools you need 
 to
 start the game and not get confused, but there is stil more than enough
 to
 discover for yourself, even for a game exploration nut like me.

 Btw Damian, I'd be highly interested in beta testing work on bomb 
 blaster
 if
 you'd like (the game certainly sounds fun).

 Of course, I'm sure lots of other people here would be interested in
 applying for positions on the beta team as well, so it'll all depend 
 upon
 how you decide to handle beta tester applications etc.

 Beware the Grue!

 Dark.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 1:10 PM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
 ___
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 visit
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Re: [Audyssey] game sounds menu - Re: bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
yeh, me too. ok then. a small sounds menu to give you an idea of what every 
thing sounds like i think is a good idea.
obviously i won't include every single bomb or every single machine or 
explode, just one of each to let you know what to expect for other machines, 
bombs and explosions etc.

regards,

damien




- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 4:32 PM
Subject: [Audyssey] game sounds menu - Re: bomb blaster then?


 To me, an audio game without a sounds menu is like a game without an
 instruction manual.  You have to know what to listen for in order to know
 what to do.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 7:29 AM
 Subject: Re: [Audyssey] bomb blaster then?


 Hi damien,
 I always appreciate a sound describing feature and if I have no trouble
 identifying sounds I do not need it but if I do have trouble it is
 important
 to have.
 Of course certain sounds may be critical to game play like the tone when 
 a
 target is in your cross hairs of your gun.
 If you have different creatures with different capabilities of killing 
 you
 then something to distinguish one from another is important.
 phil

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 8:10 AM
 Subject: [Audyssey] bomb blaster then?


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

 regards,

 damien
 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
i could make it if you want, but for obvious reasons i can't make it too 
much like monty.

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 4:27 PM
Subject: Re: [Audyssey] bomb blaster then?


 Well cool!

 I'd certainly like to see more multi-level 2D games, and as you mentioned
 earlier that Bomb blaster has doors and multiple floors to the buildings,
 I'd guess it is one. Does it have platform jumping and or ladders like
 Monti?

 Beware the grue!

 Dark.

 -


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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
i'm always looking for suggestions, and if there are anything you want in 
this game then just tell me. at the moment, it is rooms and buildings, each 
filled with stacks of bombs, machines, alarms, guards, and special items.
you can use any special item on anything, meaning that weapons are picked up 
are regarded as special items. the only items that are not considered 
special items are those you already come equipped with, which are an item 
detector, and obviously, your body. your body can be used for normal real 
life purposes, such as walking, fighting and opening doors. most special and 
standard items will have hotkeys so you will rarely even need to go into 
your inventory.
the object is to disarm bombs, deactivate the machines that run them, fight 
the guards who watch over some of them, run from or destroy alarms that will 
alert the guards if you stay around them while they're shrieking or ringing 
at you, open, close, lock, unlock, or if you're getting so frustrated 
because you can't find a key, smash up doors, and deal with timewasters such 
as mobile phone calls, radio communication, giving explanations to the 
owners or workers if there are any in a specific building, buying items from 
the store, and having to do various other normal day-to-day things, but 
making certain to be quick about them, as some of these bombs could go off 
at any time.
as one bomb goes off you will lose some of your points, the more money you 
end with the more points you get, the more health also, the quicker time you 
did it, the more buildings remain unharmed, score depends on those sorts of 
factors.
it is my plans to run contests through this game, and build a 
contest-checking system and giving you the option of entering contests, 
where you can play in various strategies, like fastest person to get 
through, person with more money, sound contests, person with lowest score, 
highest cheater, things like that.

if there are any suggestions about what further developments (fun, 
challenging, interesting) i could put on it, do let me know. and yes, i do 
plan to have the popular cheats and easter eggs in there too.

regards,

damien


- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 5:26 PM
Subject: Re: [Audyssey] bomb blaster then?


 Well, it was more a question rather than a suggestion.

 Obviously bomb blaster will be a very different game from Monti, with a
 completely different atmosphere and emphasis, however I was only thinking 
 of
 some fairly generic game mechanics and behaviours,  which exist in many 
 main
 stream 2D platform games, - but thus far Monti is the ony one to
 impliment them in audio that I know about, which Imho is a shame.

 However as I said, I'd love to see more complex audio 2D platform games,
 with multiple levels, ladders etc, like audio Donkey Kong or Audio 
 original
 Mega man for example

 Of course though, it's your game, and you might have other (and most
 probably better), thoughts about where it might go,  as I said, it was
 more a question than anything else.

 Beware the Grue!

 Dark.


 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


i could make it if you want, but for obvious reasons i can't make it too
 much like monty.

 regards,

 damien




 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:27 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well cool!

 I'd certainly like to see more multi-level 2D games, and as you 
 mentioned
 earlier that Bomb blaster has doors and multiple floors to the 
 buildings,
 I'd guess it is one. Does it have platform jumping and or ladders like
 Monti?

 Beware the grue!

 Dark.

 -


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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
i told you, development has only just started.

regards,

damien




- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 6:07 PM
Subject: Re: [Audyssey] bomb blaster then?


 dude

 when's this thing gonna enter beta, or maybe a sound trailer could be
 put  up, lol. sounds intreagin mate
 will

 On 8 Apr 2007, at 18:47, damien c. sadler - head of x-sight
 interactive wrote:

 i'm always looking for suggestions, and if there are anything you
 want in
 this game then just tell me. at the moment, it is rooms and
 buildings, each
 filled with stacks of bombs, machines, alarms, guards, and special
 items.
 you can use any special item on anything, meaning that weapons are
 picked up
 are regarded as special items. the only items that are not considered
 special items are those you already come equipped with, which are
 an item
 detector, and obviously, your body. your body can be used for
 normal real
 life purposes, such as walking, fighting and opening doors. most
 special and
 standard items will have hotkeys so you will rarely even need to go
 into
 your inventory.
 the object is to disarm bombs, deactivate the machines that run
 them, fight
 the guards who watch over some of them, run from or destroy alarms
 that will
 alert the guards if you stay around them while they're shrieking or
 ringing
 at you, open, close, lock, unlock, or if you're getting so frustrated
 because you can't find a key, smash up doors, and deal with
 timewasters such
 as mobile phone calls, radio communication, giving explanations to the
 owners or workers if there are any in a specific building, buying
 items from
 the store, and having to do various other normal day-to-day things,
 but
 making certain to be quick about them, as some of these bombs could
 go off
 at any time.
 as one bomb goes off you will lose some of your points, the more
 money you
 end with the more points you get, the more health also, the quicker
 time you
 did it, the more buildings remain unharmed, score depends on those
 sorts of
 factors.
 it is my plans to run contests through this game, and build a
 contest-checking system and giving you the option of entering
 contests,
 where you can play in various strategies, like fastest person to get
 through, person with more money, sound contests, person with lowest
 score,
 highest cheater, things like that.

 if there are any suggestions about what further developments (fun,
 challenging, interesting) i could put on it, do let me know. and
 yes, i do
 plan to have the popular cheats and easter eggs in there too.

 regards,

 damien


 - Original Message -
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:26 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well, it was more a question rather than a suggestion.

 Obviously bomb blaster will be a very different game from Monti,
 with a
 completely different atmosphere and emphasis, however I was only
 thinking
 of
 some fairly generic game mechanics and behaviours,  which exist in
 many
 main
 stream 2D platform games, - but thus far Monti is the ony one to
 impliment them in audio that I know about, which Imho is a shame.

 However as I said, I'd love to see more complex audio 2D platform
 games,
 with multiple levels, ladders etc, like audio Donkey Kong or Audio
 original
 Mega man for example

 Of course though, it's your game, and you might have other (and most
 probably better), thoughts about where it might go,  as I
 said, it was
 more a question than anything else.

 Beware the Grue!

 Dark.


 - Original Message -
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


 i could make it if you want, but for obvious reasons i can't make
 it too
 much like monty.

 regards,

 damien




 - Original Message -
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:27 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well cool!

 I'd certainly like to see more multi-level 2D games, and as you
 mentioned
 earlier that Bomb blaster has doors and multiple floors to the
 buildings,
 I'd guess it is one. Does it have platform jumping and or
 ladders like
 Monti?

 Beware the grue!

 Dark.

 -


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 To unsubscribe send E-mail to [EMAIL PROTECTED]
 You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
ok, it depends if you want to wait longer for the game. if you do, then of 
course, i will make a map editor. this may also bring the price up slightly. 
not drastically, but a little.

regards,

damien


regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 6:25 PM
Subject: Re: [Audyssey] bomb blaster then?


 Deffinately sounds fun.

 I would guess from your description that each building has it's own 
 layout,
 rather than things being generated randomly.

 If that is the case, I've been thinking for a long time that a map editer
 for an audio game would be cool, to allow people to create their own 
 levels.

 thus far the only game I know that has one is Dyna man, and while that is
 fun to play around with, personally I don't find the amount of game 
 elements
 in Dyna man really enough to create a lot of variety when playing with the
 different maps.

 but for a game with lots of elements like Bomb blaster, a map editer would
 deffinately be good I think and could lead to some really interesting and
 challenging levels.
 though i do understand that doing this sort of thing might be time 
 consuming
 as far as programming goes.

 well there's a suggestion anyway.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:47 PM
 Subject: Re: [Audyssey] bomb blaster then?


 i'm always looking for suggestions, and if there are anything you want in
 this game then just tell me. at the moment, it is rooms and buildings,
 each
 filled with stacks of bombs, machines, alarms, guards, and special items.
 you can use any special item on anything, meaning that weapons are picked
 up
 are regarded as special items. the only items that are not considered
 special items are those you already come equipped with, which are an item
 detector, and obviously, your body. your body can be used for normal real
 life purposes, such as walking, fighting and opening doors. most special
 and
 standard items will have hotkeys so you will rarely even need to go into
 your inventory.
 the object is to disarm bombs, deactivate the machines that run them,
 fight
 the guards who watch over some of them, run from or destroy alarms that
 will
 alert the guards if you stay around them while they're shrieking or
 ringing
 at you, open, close, lock, unlock, or if you're getting so frustrated
 because you can't find a key, smash up doors, and deal with timewasters
 such
 as mobile phone calls, radio communication, giving explanations to the
 owners or workers if there are any in a specific building, buying items
 from
 the store, and having to do various other normal day-to-day things, but
 making certain to be quick about them, as some of these bombs could go 
 off
 at any time.
 as one bomb goes off you will lose some of your points, the more money 
 you
 end with the more points you get, the more health also, the quicker time
 you
 did it, the more buildings remain unharmed, score depends on those sorts
 of
 factors.
 it is my plans to run contests through this game, and build a
 contest-checking system and giving you the option of entering contests,
 where you can play in various strategies, like fastest person to get
 through, person with more money, sound contests, person with lowest 
 score,
 highest cheater, things like that.

 if there are any suggestions about what further developments (fun,
 challenging, interesting) i could put on it, do let me know. and yes, i 
 do
 plan to have the popular cheats and easter eggs in there too.

 regards,

 damien


 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:26 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well, it was more a question rather than a suggestion.

 Obviously bomb blaster will be a very different game from Monti, with a
 completely different atmosphere and emphasis, however I was only 
 thinking
 of
 some fairly generic game mechanics and behaviours,  which exist in many
 main
 stream 2D platform games, - but thus far Monti is the ony one to
 impliment them in audio that I know about, which Imho is a shame.

 However as I said, I'd love to see more complex audio 2D platform games,
 with multiple levels, ladders etc, like audio Donkey Kong or Audio
 original
 Mega man for example

 Of course though, it's your game, and you might have other (and most
 probably better), thoughts about where it might go,  as I said, it
 was
 more a question than anything else.

 Beware the Grue!

 Dark.


 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


i

Re: [Audyssey] bomb blaster then?

2007-04-08 Thread damien c. sadler - head of x-sight interactive
you do get clubs, whips, sticks, hammers, guns, knives, swords, bombs, 
grenades, missiles, certain types of gun, and i've just been told to put 
stairs in there, to give the ability to fight guards towards stairs and, ca 
plonkity crashity crash bash smash crunch! down! he! goes! heheheheheh so 
watch out guards!
but obviously you as the player have to watch out for them too. just like in 
real life, if you walk up or down them too fast you have a danger of falling 
down.

regards,

damien




- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 7:10 PM
Subject: Re: [Audyssey] bomb blaster then?


 Hmm, suggestions.
 missions, will we have a storyline.
 Could be cool to have a military sim.
 Hmm, what about disarming bombs, and picking them up, using them as 
 grenades or something, blowing up stuff.
 What about having a baseball bat in the game, big, heavy metal club.
 smash.
 At 04:47 a.m. 9/04/2007, you wrote:
i'm always looking for suggestions, and if there are anything you want in
this game then just tell me. at the moment, it is rooms and buildings, 
each
filled with stacks of bombs, machines, alarms, guards, and special items.
you can use any special item on anything, meaning that weapons are picked 
up
are regarded as special items. the only items that are not considered
special items are those you already come equipped with, which are an item
detector, and obviously, your body. your body can be used for normal real
life purposes, such as walking, fighting and opening doors. most special 
and
standard items will have hotkeys so you will rarely even need to go into
your inventory.
the object is to disarm bombs, deactivate the machines that run them, 
fight
the guards who watch over some of them, run from or destroy alarms that 
will
alert the guards if you stay around them while they're shrieking or 
ringing
at you, open, close, lock, unlock, or if you're getting so frustrated
because you can't find a key, smash up doors, and deal with timewasters 
such
as mobile phone calls, radio communication, giving explanations to the
owners or workers if there are any in a specific building, buying items 
from
the store, and having to do various other normal day-to-day things, but
making certain to be quick about them, as some of these bombs could go off
at any time.
as one bomb goes off you will lose some of your points, the more money you
end with the more points you get, the more health also, the quicker time 
you
did it, the more buildings remain unharmed, score depends on those sorts 
of
factors.
it is my plans to run contests through this game, and build a
contest-checking system and giving you the option of entering contests,
where you can play in various strategies, like fastest person to get
through, person with more money, sound contests, person with lowest score,
highest cheater, things like that.

if there are any suggestions about what further developments (fun,
challenging, interesting) i could put on it, do let me know. and yes, i do
plan to have the popular cheats and easter eggs in there too.

regards,

damien


- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 5:26 PM
Subject: Re: [Audyssey] bomb blaster then?


 Well, it was more a question rather than a suggestion.

 Obviously bomb blaster will be a very different game from Monti, with a
 completely different atmosphere and emphasis, however I was only 
 thinking
 of
 some fairly generic game mechanics and behaviours,  which exist in many
 main
 stream 2D platform games, - but thus far Monti is the ony one to
 impliment them in audio that I know about, which Imho is a shame.

 However as I said, I'd love to see more complex audio 2D platform games,
 with multiple levels, ladders etc, like audio Donkey Kong or Audio
 original
 Mega man for example

 Of course though, it's your game, and you might have other (and most
 probably better), thoughts about where it might go,  as I said, it 
 was
 more a question than anything else.

 Beware the Grue!

 Dark.


 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 5:02 PM
 Subject: Re: [Audyssey] bomb blaster then?


i could make it if you want, but for obvious reasons i can't make it too
 much like monty.

 regards,

 damien




 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 08, 2007 4:27 PM
 Subject: Re: [Audyssey] bomb blaster then?


 Well cool!

 I'd certainly like to see more multi-level 2D games, and as you
 mentioned
 earlier that Bomb blaster has doors and multiple floors to the
 buildings,
 I'd guess it is one. Does it have platform jumping and or ladders like
 Monti?

 Beware the grue!

 Dark

[Audyssey] game cheater?

2007-04-06 Thread damien c. sadler - head of x-sight interactive
does anyone know how to use the game cheater software? i'm struggling to 
understand how to make cheat lists with it and to find the cheats with it?

regards,

damien
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Re: [Audyssey] list status was a joke

2007-04-02 Thread damien c. sadler - head of x-sight interactive
lol raul, very funny. i wondered whether you'd lost your sense of humour 
during the move lol

regards,

damien




- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 02, 2007 1:39 PM
Subject: [Audyssey] list status was a joke


 Hi gang. The whole thing about Paypal not posting my payment was a fool's
 joke. I actually meant to post this last night, but I fell asleep. My bad 
 on
 that. In any case, things are well and the list is still going strong.


 --
 Raul A. Gallegos | http://www.asmodean.net


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

2007-04-01 Thread damien c. sadler - head of x-sight interactive
very good! lol

regards,

damien




- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 01, 2007 3:20 PM
Subject: Re: [Audyssey] note from J.K. Rowling


 Lol. I was actually ready for that one. All I had to read was I got a 
 letter
 from J. haha.



 -

 For an amazing video gaming site containing original soundtracks, game 
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 31, 2007 11:58 PM
 Subject: [Audyssey] note from J.K. Rowling


 Hi Folks,
 I got a note from J.K. Rowling today and she likes my ideas about 
 Hogwarts
 so much that she is recalling  her manuscript for  Harry Potter and the
 Deathly Hallows,
 and adding the Elf's sleeping quarters on the sixth floor in Harry's 
 visit
 to Hogwarts in Chapter 11.
 She says this will only delay the book release by three months.
 And she also wants to say
 Happy Birthday to Fred and George Weasley.

 April Fools!
 Phil



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Re: [Audyssey] New Experimental Audio Game: Underwater

2007-03-30 Thread damien c. sadler - head of x-sight interactive
and me.

regards,

damien'



- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 31, 2007 12:55 AM
Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 do you need more testers, if so I would be happy to test if that would 
 speed things up.
 At 10:03 a.m. 31/03/2007, you wrote:
Hi,

No, unfortunately not. Development should take another two weeks or so (we
can only spend one day a week on it now since the project is officially
ended already) but then we still need testing. Luckily we have been
approached by a fellow game design student of the lead programmer of Audio
Game Maker and he's willing to continue work as an intern on Audio Game
Maker over the next few months if that is possible.

So the plan is to finish AGM as quickly as possible, test it on major bugs
and issues, get it out as a BETA so people can finally toy around with it
and then using your feedback improve AGM. That's the good scenario. The 
bad
one is, if we can't fix major bugs and issues in time, the testing will 
take
longer and the intern will have less time to improve AGM with your 
feedback.
Currently we have some performance issues, mainly resultin in that you 
might
need quite a computer now to run AGM - not one older than 2 or 3 years I
guess - or the games made with AGM. But we're still working on that.

That's about it. Don't worry, we're busy with AGM every week!

Greets,

Richard


- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2007 11:24 PM
Subject: Re: [Audyssey] New Experimental Audio Game: Underwater


 on the subject of audio game experiments whats happening on audiogame
 maker, any status reports forth coming?
 At 08:21 a.m. 31/03/2007, you wrote:
Hi,

Amongst other things, Sander and I (of AudioGames.net) also teach a
seminar Game Audio to game design student at the Utrecht School of the
Arts. Here we have given the students the assignment to develop a small
audio game. I say small since they only have several weeks to come up 
with
a game concept, create the sounds and program and test the game. In a 
few
weeks time the students will present their work and the results will be
published in the Experimental Audio Games section at AudioGames.net
PlayCenter:

http://www.audiogames.net/playcenter/index_exp.php (so here you can
download all games)

Three students have already finished their (mouse-controlled) audio game
entitled Underwater. Here's a description:

*quote*
In this audio game you command a submarine and are exploring the deep 
sea.
With your sonar you navigate, and locate treasures.

Use the mouse to move to the left and right.
Press the right mouse button to move forward.
Press the left mouse button to use your sonar. Now listen carefully!
When you hear a low ping back, it means there is a wall. When you hear a
high ping back, it means there's treasure! When you get near a treasure
you will hear it tinkle. Find them all and dive deeper in to the sea!

But be warned... There are rumors of sea mines in the sea. Some say you
only hear them by a beeping sound... so watch out!
*quote end*

The students are very interested in your feedback and comments and tips 
to
improve the game in the remaining time. You can download Underwater
through this link:

 http://www.drawingnightmare.com/games/Underwater.exe

Since the students are not a member of this list, please post all your
comments and tips in the Underwater-forum thread at the AudioGames.net
forum:

http://forum.audiogames.net/viewtopic.php?id=1203

This way other students might also benefit from your feedback.

Have fun!

Richard


http://www.audiogames.net
http://www.game-accessibility.com
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Re: [Audyssey] Lightech Interactive: A new game released!

2007-03-29 Thread damien c. sadler - head of x-sight interactive
no, the sounds are encrypted.

regards,

damien




- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 29, 2007 10:25 AM
Subject: Re: [Audyssey] Lightech Interactive: A new game released!


 Hello all It's Jason again.
 question.
 Did all of you try to go to my computer then open local disk known as c
 drive and then open program files and then try to go to the folder to the
 treasure game and look for  the sound files   that way.  I am sure you
 probably did this but I thought I would ask the question.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 24, 2007 6:05 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


 and another thing, i don't know where the rocks are, or when lightning's
 going to strike, or what all the sounds are.

 regards,

 damien




 - Original Message - 
 From: Michael Feir [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 24, 2007 10:54 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


I figured that out. Just keep quickly hitting the down arrow and it'll go
down. It disn't seem to if I just held down the down arrow.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 24, 2007 6:47 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


 yes, i have just downloaded it. i had to download it three times lol.

 yes, i'm finding the game rather difficult too, sometimes i find that 
 my
 hook isn't lowering for the chest.

 regards,

 damien




 - Original Message - 
 From: Michael Maslo [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, March 24, 2007 10:07 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


I was able to download and install the game. Have not had a chance to
play
 yet


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Re: [Audyssey] more bugs in treasure mania

2007-03-26 Thread damien c. sadler - head of x-sight interactive
i don't even know when i'm near the rocks.

regards,

damien




- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, March 26, 2007 11:18 AM
Subject: Re: [Audyssey] more bugs in treasure mania


 I've only got one or 2, I concerntrate on the treasure detecter, the only 
 issue is when the treasure is a step away from a wall or up against it, 
 you sometimes can't get it or you hit before you can if you are not 
 watdching your rear.
 At 06:59 p.m. 26/03/2007, you wrote:
I caught nine in my last game using headphones but lots got away too.  The
big bug I just found was that I was getting ready to send my score--15000 
on
medium, when it crashed.  Oh man that sucked!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 25, 2007 5:10 PM
Subject: Re: [Audyssey] more bugs in treasure mania


 yes, I am using headphones and not a surround system.

 Josh

 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 25, 2007 2:03 PM
 Subject: Re: [Audyssey] more bugs in treasure mania


 What i find difficult to do in this game is catch the fish. They don't
 seem
 to pan properly. This is probably because I'm using stereo headphones 
 and
 not a surround system though. I think many of us are using headphones.



 -

 For an amazing video gaming site containing original soundtracks, game
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Sunday, March 25, 2007 12:14 AM
 Subject: [Audyssey] more bugs in treasure mania


 Hi all.
 Found  another bug.
 There are treasures at the edges of the grid.
 At one stage the treasure was at the end of the right side, one step
 away
 from the rocks.
 I was able to get this one.
 however today I found treasure that was on the rocks.
 I hit the rocks before I could take the treasure.
 I stopped at the point I hit the rocks and at the same time I detected
 treasure.
 Another thing is that once I have all treasures I should go up a 
 level,
 not go looking around the level for a random thing that will put me up 
 a
 level.
 Can't I just automatically go up?
 Also any way to get the status of how much food/treasures you have and
 how
 many on the level and how many you need to get?
 Another thing you could do would be at least on easy, that is to have 
 an
 arcade mode in the game, or rather remove the rocks, ok that defeats 
 the
 purpose but for those on easy its real hard.
 The only sound you can here to distinguish the rocks is the sea, and
 there
 is loads of that around you with all the fishes.
 For a 1.0 release its real good.
 But there are things I feel could be improved.


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Re: [Audyssey] more bugs in treasure mania

2007-03-26 Thread damien c. sadler - head of x-sight interactive
well, the sea is the sea, so with all the other sea sounds i can't hear 
anything distinct when i'm near the rocks. next thing i know? smash smash 
crash crash!

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 26, 2007 2:22 PM
Subject: Re: [Audyssey] more bugs in treasure mania


 Well, that's relatively easy, just listen for a long, shallow sea sound 
 with
 a bit of undertone, like the sound a sea would make against the shore 
 coming
 from one side more strongly than the other.

 While it was a pest at first, I can usually pick it out now, however 
 knowing
 how far away from the rocks I actually am is much harder, but I'd put that
 type of thing down to practice rather than game design.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, March 26, 2007 1:30 PM
 Subject: Re: [Audyssey] more bugs in treasure mania


i don't even know when i'm near the rocks.

 regards,

 damien




 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, March 26, 2007 11:18 AM
 Subject: Re: [Audyssey] more bugs in treasure mania


 I've only got one or 2, I concerntrate on the treasure detecter, the 
 only
 issue is when the treasure is a step away from a wall or up against it,
 you sometimes can't get it or you hit before you can if you are not
 watdching your rear.
 At 06:59 p.m. 26/03/2007, you wrote:
I caught nine in my last game using headphones but lots got away too.
The
big bug I just found was that I was getting ready to send my 
score--15000
on
medium, when it crashed.  Oh man that sucked!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 25, 2007 5:10 PM
Subject: Re: [Audyssey] more bugs in treasure mania


 yes, I am using headphones and not a surround system.

 Josh

 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 25, 2007 2:03 PM
 Subject: Re: [Audyssey] more bugs in treasure mania


 What i find difficult to do in this game is catch the fish. They 
 don't
 seem
 to pan properly. This is probably because I'm using stereo headphones
 and
 not a surround system though. I think many of us are using 
 headphones.



 -

 For an amazing video gaming site containing original soundtracks, 
 game
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Sunday, March 25, 2007 12:14 AM
 Subject: [Audyssey] more bugs in treasure mania


 Hi all.
 Found  another bug.
 There are treasures at the edges of the grid.
 At one stage the treasure was at the end of the right side, one step
 away
 from the rocks.
 I was able to get this one.
 however today I found treasure that was on the rocks.
 I hit the rocks before I could take the treasure.
 I stopped at the point I hit the rocks and at the same time I
 detected
 treasure.
 Another thing is that once I have all treasures I should go up a
 level,
 not go looking around the level for a random thing that will put me
 up
 a
 level.
 Can't I just automatically go up?
 Also any way to get the status of how much food/treasures you have
 and
 how
 many on the level and how many you need to get?
 Another thing you could do would be at least on easy, that is to 
 have
 an
 arcade mode in the game, or rather remove the rocks, ok that defeats
 the
 purpose but for those on easy its real hard.
 The only sound you can here to distinguish the rocks is the sea, and
 there
 is loads of that around you with all the fishes.
 For a 1.0 release its real good.
 But there are things I feel could be improved.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You
 can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] Lightech Interactive: A new game released!

2007-03-24 Thread damien c. sadler - head of x-sight interactive
yes, i have just downloaded it. i had to download it three times lol.

yes, i'm finding the game rather difficult too, sometimes i find that my 
hook isn't lowering for the chest.

regards,

damien




- Original Message - 
From: Michael Maslo [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, March 24, 2007 10:07 PM
Subject: Re: [Audyssey] Lightech Interactive: A new game released!


I was able to download and install the game. Have not had a chance to play
 yet


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Re: [Audyssey] Lightech Interactive: A new game released!

2007-03-24 Thread damien c. sadler - head of x-sight interactive
and another thing, i don't know where the rocks are, or when lightning's 
going to strike, or what all the sounds are.

regards,

damien




- Original Message - 
From: Michael Feir [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 24, 2007 10:54 PM
Subject: Re: [Audyssey] Lightech Interactive: A new game released!


I figured that out. Just keep quickly hitting the down arrow and it'll go 
down. It disn't seem to if I just held down the down arrow.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive 
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 24, 2007 6:47 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


 yes, i have just downloaded it. i had to download it three times lol.

 yes, i'm finding the game rather difficult too, sometimes i find that my
 hook isn't lowering for the chest.

 regards,

 damien




 - Original Message - 
 From: Michael Maslo [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, March 24, 2007 10:07 PM
 Subject: Re: [Audyssey] Lightech Interactive: A new game released!


I was able to download and install the game. Have not had a chance to 
play
 yet


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[Audyssey] treasure mania sounds

2007-03-24 Thread damien c. sadler - head of x-sight interactive
please can someone help me out with the sounds? i am really puzzled.

regards,

damien
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Re: [Audyssey] tresure mania

2007-03-24 Thread damien c. sadler - head of x-sight interactive
me too if i can get the hang of things.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 25, 2007 3:02 AM
Subject: Re: [Audyssey] tresure mania


 Hi,

 The game works good. I just installed it, played a little, then 
 uninstalled
 it because the current computer that I'm using is not my computer. So I'll
 get it again when I get to my own computer at home. But anyway, it's a fun
 game. And the first game where you can fish in and dive and stuff and 
 drive
 a boat. I like it. I'll be playing this one for hours after I get back 
 home.

 Josh

 - Original Message - 
 From: john snowling  [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, March 24, 2007 9:49 PM
 Subject: Re: [Audyssey] tresure mania


 There is a way to turn down the music volume use f2 to turn down f3 to
 turn
 up and f1 to take out the music all together.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of shaun everiss
 Sent: Saturday, March 24, 2007 11:22 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] tresure mania

 Hi all.
 I did a recording of tm1.
 Problem is that there is no way to turn down volume of sounds, pause the
 game,  or turn down music and other things.
 When I did the recording within aph studio record, my mike was drowned 
 out
 by the sfx and music.
 One way I may fix this is to use my digital recorder for a voice track.
 The digital recorder  however records background noise and its quality is
 not as good as the in pc recorder.
 I must thank phil for mentioning aph recorder in another review of
 something, I have tried using total recorder, and well hmm I never got 
 the
 hang of it.
 Anyway the game is quite good.
 I have got 6000, and 5200 on other games I have played.
 quite good.
 I think there should be another alarm for when you hit the rocks or are
 about to since the only reason I can tell when I am close is when the sea
 is
 right in my right ear.
 sometimes the treasure is one step away from me smashing myself.
 I think you should not lose a life if you get your hook stuck though as
 you
 can fix it.
 I also think arrows should make a noise that doesn't sound simular to a
 bird.
 Its hard.
 I think I get the hang of the sfx on the game though.
 Can't seem to be able to send the scores though.
 Oh well.


 ___
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] tresure mania

2007-03-24 Thread damien c. sadler - head of x-sight interactive
it's not the manual that bothers me, it's that i don't know all the sounds, 
i don't know when i'm near the rocks, i don't know when i'm about to be 
struck by lightning, etc, etc.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 25, 2007 3:26 AM
Subject: Re: [Audyssey] tresure mania


 it's not that hard. if you read the read-me file you should get the hang 
 of
 it. Keep at it. I was able to get about 3000 or 4000 points the last time 
 I
 played it.
 It's a great game!

 Josh

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 24, 2007 10:13 PM
 Subject: Re: [Audyssey] tresure mania


 me too if i can get the hang of things.

 regards,

 damien




 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 25, 2007 3:02 AM
 Subject: Re: [Audyssey] tresure mania


 Hi,

 The game works good. I just installed it, played a little, then
 uninstalled
 it because the current computer that I'm using is not my computer. So
 I'll
 get it again when I get to my own computer at home. But anyway, it's a
 fun
 game. And the first game where you can fish in and dive and stuff and
 drive
 a boat. I like it. I'll be playing this one for hours after I get back
 home.

 Josh

 - Original Message - 
 From: john snowling  [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, March 24, 2007 9:49 PM
 Subject: Re: [Audyssey] tresure mania


 There is a way to turn down the music volume use f2 to turn down f3 to
 turn
 up and f1 to take out the music all together.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On
 Behalf Of shaun everiss
 Sent: Saturday, March 24, 2007 11:22 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] tresure mania

 Hi all.
 I did a recording of tm1.
 Problem is that there is no way to turn down volume of sounds, pause 
 the
 game,  or turn down music and other things.
 When I did the recording within aph studio record, my mike was drowned
 out
 by the sfx and music.
 One way I may fix this is to use my digital recorder for a voice track.
 The digital recorder  however records background noise and its quality
 is
 not as good as the in pc recorder.
 I must thank phil for mentioning aph recorder in another review of
 something, I have tried using total recorder, and well hmm I never got
 the
 hang of it.
 Anyway the game is quite good.
 I have got 6000, and 5200 on other games I have played.
 quite good.
 I think there should be another alarm for when you hit the rocks or are
 about to since the only reason I can tell when I am close is when the
 sea
 is
 right in my right ear.
 sometimes the treasure is one step away from me smashing myself.
 I think you should not lose a life if you get your hook stuck though as
 you
 can fix it.
 I also think arrows should make a noise that doesn't sound simular to a
 bird.
 Its hard.
 I think I get the hang of the sfx on the game though.
 Can't seem to be able to send the scores though.
 Oh well.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] treasure mania sounds

2007-03-24 Thread damien c. sadler - head of x-sight interactive
well it seems like when i hear thunder i lose a life ...

regards,

damien




- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 25, 2007 5:22 AM
Subject: Re: [Audyssey] treasure mania sounds


 yeah they are really not clear.
 Currently turning on your detecter will produce a loud buzzing when there 
 is stuff for you to get.
 A wave at the side vary close means you are about to hit something.
 Fish gooing around are little to mediam waves and sharks are big snorting 
 things.
 Thunder is thunder, and lightning strikes are breaking glass.
 Birds are birds and arrows sound like small birds.
 A slight rattling sound is cash and a bell sound is special item.
 The sounds are not clear although treasure detectors, and other things 
 like net repairs, nets and such are destinct.
 most treasures that are bonuses are announced although not what treasure 
 it is unless its a bonus, a bomb ticks and goes bang.
 At 12:04 p.m. 25/03/2007, you wrote:
please can someone help me out with the sounds? i am really puzzled.

regards,

damien
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[Audyssey] sarah problems

2007-03-15 Thread damien c. sadler - head of x-sight interactive
The page cannot be displayed

The page cannot be displayed

Explanation: There is a problem with the page you are trying to reach and it 
cannot be displayed.

Try the following:
Refresh page: Search for the page again by clicking the Refresh button. The 
timeout may have occurred due to Internet congestion.
Check spelling: Check that you typed the Web page address correctly. The 
address may have been mistyped.
Access from a link: If there is a link to the page you are looking for, try 
accessing the page from that link.

Technical Information (for support personnel)
Error Code: 500 Internal Server Error. The request was rejected by the HTTP 
filter. Contact your ISA Server administrator. (12217)



this is the lovely error i get when trying to download sarah. is that through 
my end or yours?

thanks.

regards,

damien
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Re: [Audyssey] sarah problems

2007-03-15 Thread damien c. sadler - head of x-sight interactive
oh lol i can't download it from there either.

regards,

damien




- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 15, 2007 7:32 PM
Subject: Re: [Audyssey] sarah problems


 Yeah,
 how about letting me update my web site first?
 It's hard to go to a page that is being worked on!
 smiles,
 Most people find the Draconis server better and faster than mine.
 Phil

 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, March 15, 2007 2:29 PM
 Subject: Re: [Audyssey] sarah problems


 If you're trying to access it from PCS, it might actually be easier just
 to
 go to Draconis. That's where I'm getting it from, and I was sufficiently
 impressed with the preview to purchase it. And let me tell you, that
 doesn't
 happen often.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, March 15, 2007 1:20 PM
 Subject: [Audyssey] sarah problems


 The page cannot be displayed

 The page cannot be displayed

 Explanation: There is a problem with the page you are trying to reach 
 and
 it cannot be displayed.

 Try the following:
 Refresh page: Search for the page again by clicking the Refresh button.
 The timeout may have occurred due to Internet congestion.
 Check spelling: Check that you typed the Web page address correctly. The
 address may have been mistyped.
 Access from a link: If there is a link to the page you are looking for,
 try accessing the page from that link.

 Technical Information (for support personnel)
 Error Code: 500 Internal Server Error. The request was rejected by the
 HTTP filter. Contact your ISA Server administrator. (12217)



 this is the lovely error i get when trying to download sarah. is that
 through my end or yours?

 thanks.

 regards,

 damien
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Re: [Audyssey] sarah

2007-03-15 Thread damien c. sadler - head of x-sight interactive
no, i waited for, like, 5 minutes, because i couldn't load jaws back up to 
try and end the task, so it was still running for five minutes on my system 
before i had to switch it off. oh and btw, i had to get someone else to 
download it for me lol. darn technicians and their crafty ways.

regards,

damien




- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 16, 2007 3:20 AM
Subject: Re: [Audyssey] sarah


 Hi shaun
 This did not occur during any of the beta testing and it does not on my
 computer!
 At the point you hit the third initial the game reloads the level which 
 may
 take a minute.
 I used to have the high score list pop up but people did not want this but
 it seems that taking it out may have caused an extra long pause.
 I will see what I can do.
 Phil

 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Thursday, March 15, 2007 8:29 PM
 Subject: [Audyssey] sarah


 Hi phil.
 When I try to quit I get to the score enter name thing, I enter my name,
 and then I hit enter.
 At which point the game locks and I have to end the task.
 Is this a bug or something?


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Re: [Audyssey] sarah

2007-03-15 Thread damien c. sadler - head of x-sight interactive
even if you hit q it shows the high score thing.

regards,

damien




- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 16, 2007 5:48 AM
Subject: Re: [Audyssey] sarah


 Hi Shaun,
 I stick a dx8vb.dll file in the game to make it Vista compatible and now
 this bug shows up!
 It was not there earlier this week.
 Maybe it's the Ides of March bug!
 Now my computer is doing the same thing, locking up when it hits the high
 score function..
 I will ask David about it.
 Meantime, if you want to end the game hit q.
 Phil

 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 16, 2007 12:14 AM
 Subject: Re: [Audyssey] sarah


 what about if you only have 2 inituals and not 3 or even less than 3 or
 more than 3?
 At 04:20 p.m. 16/03/2007, you wrote:
Hi shaun
This did not occur during any of the beta testing and it does not on my
computer!
At the point you hit the third initial the game reloads the level which
may
take a minute.
I used to have the high score list pop up but people did not want this 
but
it seems that taking it out may have caused an extra long pause.
I will see what I can do.
Phil

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, March 15, 2007 8:29 PM
Subject: [Audyssey] sarah


 Hi phil.
 When I try to quit I get to the score enter name thing, I enter my 
 name,
 and then I hit enter.
 At which point the game locks and I have to end the task.
 Is this a bug or something?


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[Audyssey] sarah

2007-03-13 Thread damien c. sadler - head of x-sight interactive
that was a fantastic audio preview. i'm so looking forward to it. it sounds so 
much better than the beta 3 file i have.

regards,

damien
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Re: [Audyssey] Playing Draconis Entertainment games

2007-03-12 Thread damien c. sadler - head of x-sight interactive
lol. weird.

regards,

damien





- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 12, 2007 2:35 PM
Subject: [Audyssey] Playing Draconis Entertainment games


 The two keywords are:

 Manual
 Practice

 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 11, 2007 10:36 PM
 Subject: Re: [Audyssey] Replacement Keys and such


 yes i've tried to play them but i just can't get the hang of them.


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Re: [Audyssey] Replacement Keys and such

2007-03-12 Thread damien c. sadler - head of x-sight interactive
all games are educational in some way.

regards,

damien



- Original Message - 
From: david [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 12, 2007 10:35 PM
Subject: Re: [Audyssey] Replacement Keys and such


 Um, why would a school purchase Monkey Business? Those games aren't 
 exactly
 academical?
 - Original Message - 
 From: Raul A. Gallegos [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, March 12, 2007 10:44 AM
 Subject: Re: [Audyssey] Replacement Keys and such


 If a school purchases keys for itself, I do not think it is legal for you
 to
 use that registration key for your own personal use off the school 
 campus.

 - Original Message - 
 From: Davy Kager [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, March 12, 2007 10:03 AM
 Subject: Re: [Audyssey] Replacement Keys and such


I think Monkey Business is even better than PBX (how's that ever
possible?).
 And about those registration keys, well, it has a huge benefit: If for
 instance your school purchases one license, you can use that for your 
 own
 PC
 too.


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Re: [Audyssey] Replacement Keys and such

2007-03-11 Thread damien c. sadler - head of x-sight interactive
oh yes, and when i can, i shall buy some of those games. mainly the pinball 
ones, unless someone could teach me monkey business, change reaction, 
dynaman, etc ...

regards,

damien




- Original Message - 
From: damien c. sadler - head of x-sight interactive 
[EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 12, 2007 2:12 AM
Subject: Re: [Audyssey] Replacement Keys and such


 to be honest, i think that how you are going about things is very
 professional. i might just do it like that myself when i write my games.
 don't know what everyone else thinks.

 regards,

 damien




 - Original Message - 
 From: Draconis Entertainment [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 11, 2007 9:40 PM
 Subject: [Audyssey] Replacement Keys and such


 We recently received an e-mail from an individual.  Their name will be
 omitted from the copies pasted below, but I thought it important to
 include their message to us regarding registration keys, and our
 response.  I hope that, if there are others out there who are also
 confused by our policies, that this might help them understand how it
 all works and why.  Your feedback is welcome.  Thanks.

 The original contact:


 Dear Draconis team:

 I am disappointed by your lack of customer support. I know a number of
 people who previously purchased games like ESP Pinball, Change
 Reaction, and Monkey Business from your organization or its
 predecessors. They are now unable to enjoy the games they legitimately
 bought and paid for because of your unwillingness to help them
 rediscover lost product codes.

 It is a fact of life in the real world that product packaging, e-mail,
 paper, hard drives, thumb drives and note takers can be destroyed,
 damaged or lost. Thus, it would make sense to provide your customers
 with more support than a discounted re-purchase price, or lack of
 genuine support for older (CD) copies. I personally would have
 considered purchasing products from your company, but I don't feel any
 desire to deal with your draconian business practices. I will gladly
 tell anyone who asks that the software you sell is of high quality,
 but not worth purchasing because of an utter lack of respect for the
 customer. I wish your company all the prosperity it deserves.

 Sincerely,


X


 And our response:


 Hi X,

 Thanks for voicing your concerns.

 Let me explain about the discounted replacement fee, so that hopefully
 you will understand the situation from our perspective as well.

 Every CD purchased from us has a printed sticker attached with the
 user's registration key. It is true that sighted assistance would be
 necessary to read this sticker.

 Every e-mail we send out with registration information advises the
 customers to back up their key in multiple and safe formats, and that
 Draconis is not responsible for lost keys.

 For a time, we offered replacement keys free of charge. The problem
 arises in two areas. First, if we offer replacement keys for free, users
 are not inclined to take the proper safeguards to protect their keys. We
 were deluged with dozens of requests a week for replacements when they
 were free. This causes substantial loss of time we could be devoting to
 developing new products, processing new orders, responding to technical
 support, etc.

 Secondly, our keys, for the customers convenience, are not tied to the
 users hardware. Many of our competetors require their customers to
 obtain a new key every time they upgrade their system, purchase a new
 system, etc, and we feel that waiting for new keys in these
 circumstances is an unacceptable inconvenience to our customers. Making
 that decision comes at a high price for us, for a huge number of our
 customers then feel no pangs at sharing their keys with their friends.
 Such piracy is highly illegal and we lose sales. We trust that, if we
 make it painless for the customers to install their game on new
 machines, they will remain loyal to us and encourage others to obtain
 the games legally. This is not always the case. We lose a great deal of
 income every day from those who have opted to obtain the games illegally.

 All we are asking is a nominal fee to compensate us for the time
 varifying that the person requesting the key is a legitimate licensee of
 the product, generating a new key, and sending it to them. This process
 takes time, and the user should have been careful with their key in any
 case. The majority of the companies selling accessible games follow this
 same or similar policy.

 As another example, if you purchased a Nintendo game from your local
 store and then lost the disc containing the game, the store would not
 give you a new free copy of the game because you were careless with your
 game. You would be forced to purchase a full copy of the game again at
 the full price. We are not even asking this of our customers.

 I hope this helps you understand

Re: [Audyssey] Replacement Keys and such

2007-03-11 Thread damien c. sadler - head of x-sight interactive
to be honest, i think that how you are going about things is very 
professional. i might just do it like that myself when i write my games. 
don't know what everyone else thinks.

regards,

damien




- Original Message - 
From: Draconis Entertainment [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 11, 2007 9:40 PM
Subject: [Audyssey] Replacement Keys and such


 We recently received an e-mail from an individual.  Their name will be
 omitted from the copies pasted below, but I thought it important to
 include their message to us regarding registration keys, and our
 response.  I hope that, if there are others out there who are also
 confused by our policies, that this might help them understand how it
 all works and why.  Your feedback is welcome.  Thanks.

 The original contact:


 Dear Draconis team:

 I am disappointed by your lack of customer support. I know a number of
 people who previously purchased games like ESP Pinball, Change
 Reaction, and Monkey Business from your organization or its
 predecessors. They are now unable to enjoy the games they legitimately
 bought and paid for because of your unwillingness to help them
 rediscover lost product codes.

 It is a fact of life in the real world that product packaging, e-mail,
 paper, hard drives, thumb drives and note takers can be destroyed,
 damaged or lost. Thus, it would make sense to provide your customers
 with more support than a discounted re-purchase price, or lack of
 genuine support for older (CD) copies. I personally would have
 considered purchasing products from your company, but I don't feel any
 desire to deal with your draconian business practices. I will gladly
 tell anyone who asks that the software you sell is of high quality,
 but not worth purchasing because of an utter lack of respect for the
 customer. I wish your company all the prosperity it deserves.

 Sincerely,


X


 And our response:


 Hi X,

 Thanks for voicing your concerns.

 Let me explain about the discounted replacement fee, so that hopefully
 you will understand the situation from our perspective as well.

 Every CD purchased from us has a printed sticker attached with the
 user's registration key. It is true that sighted assistance would be
 necessary to read this sticker.

 Every e-mail we send out with registration information advises the
 customers to back up their key in multiple and safe formats, and that
 Draconis is not responsible for lost keys.

 For a time, we offered replacement keys free of charge. The problem
 arises in two areas. First, if we offer replacement keys for free, users
 are not inclined to take the proper safeguards to protect their keys. We
 were deluged with dozens of requests a week for replacements when they
 were free. This causes substantial loss of time we could be devoting to
 developing new products, processing new orders, responding to technical
 support, etc.

 Secondly, our keys, for the customers convenience, are not tied to the
 users hardware. Many of our competetors require their customers to
 obtain a new key every time they upgrade their system, purchase a new
 system, etc, and we feel that waiting for new keys in these
 circumstances is an unacceptable inconvenience to our customers. Making
 that decision comes at a high price for us, for a huge number of our
 customers then feel no pangs at sharing their keys with their friends.
 Such piracy is highly illegal and we lose sales. We trust that, if we
 make it painless for the customers to install their game on new
 machines, they will remain loyal to us and encourage others to obtain
 the games legally. This is not always the case. We lose a great deal of
 income every day from those who have opted to obtain the games illegally.

 All we are asking is a nominal fee to compensate us for the time
 varifying that the person requesting the key is a legitimate licensee of
 the product, generating a new key, and sending it to them. This process
 takes time, and the user should have been careful with their key in any
 case. The majority of the companies selling accessible games follow this
 same or similar policy.

 As another example, if you purchased a Nintendo game from your local
 store and then lost the disc containing the game, the store would not
 give you a new free copy of the game because you were careless with your
 game. You would be forced to purchase a full copy of the game again at
 the full price. We are not even asking this of our customers.

 I hope this helps you understand the position we are in, and changes
 your mind about our company. We're very sorry that you feel the way you
 do, and we hope you will reconsider your opinion.

 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web. 



Re: [Audyssey] Replacement Keys and such

2007-03-11 Thread damien c. sadler - head of x-sight interactive
yes i've tried to play them but i just can't get the hang of them.

regards,

damien




- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 12, 2007 3:29 AM
Subject: Re: [Audyssey] Replacement Keys and such


 Download the demos and work with those for a while.  That'll tell you
 whether you want to buy them.  Only problem will be, you'll want to. 
 Then,
 it takes bucks!
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 11, 2007 9:16 PM
 Subject: Re: [Audyssey] Replacement Keys and such


 oh yes, and when i can, i shall buy some of those games. mainly the
 pinball
 ones, unless someone could teach me monkey business, change reaction,
 dynaman, etc ...

 regards,

 damien




 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, March 12, 2007 2:12 AM
 Subject: Re: [Audyssey] Replacement Keys and such


 to be honest, i think that how you are going about things is very
 professional. i might just do it like that myself when i write my games.
 don't know what everyone else thinks.

 regards,

 damien




 - Original Message - 
 From: Draconis Entertainment [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 11, 2007 9:40 PM
 Subject: [Audyssey] Replacement Keys and such


 We recently received an e-mail from an individual.  Their name will be
 omitted from the copies pasted below, but I thought it important to
 include their message to us regarding registration keys, and our
 response.  I hope that, if there are others out there who are also
 confused by our policies, that this might help them understand how it
 all works and why.  Your feedback is welcome.  Thanks.

 The original contact:


 Dear Draconis team:

 I am disappointed by your lack of customer support. I know a number of
 people who previously purchased games like ESP Pinball, Change
 Reaction, and Monkey Business from your organization or its
 predecessors. They are now unable to enjoy the games they legitimately
 bought and paid for because of your unwillingness to help them
 rediscover lost product codes.

 It is a fact of life in the real world that product packaging, e-mail,
 paper, hard drives, thumb drives and note takers can be destroyed,
 damaged or lost. Thus, it would make sense to provide your customers
 with more support than a discounted re-purchase price, or lack of
 genuine support for older (CD) copies. I personally would have
 considered purchasing products from your company, but I don't feel any
 desire to deal with your draconian business practices. I will gladly
 tell anyone who asks that the software you sell is of high quality,
 but not worth purchasing because of an utter lack of respect for the
 customer. I wish your company all the prosperity it deserves.

 Sincerely,


X


 And our response:


 Hi X,

 Thanks for voicing your concerns.

 Let me explain about the discounted replacement fee, so that hopefully
 you will understand the situation from our perspective as well.

 Every CD purchased from us has a printed sticker attached with the
 user's registration key. It is true that sighted assistance would be
 necessary to read this sticker.

 Every e-mail we send out with registration information advises the
 customers to back up their key in multiple and safe formats, and that
 Draconis is not responsible for lost keys.

 For a time, we offered replacement keys free of charge. The problem
 arises in two areas. First, if we offer replacement keys for free, 
 users
 are not inclined to take the proper safeguards to protect their keys. 
 We
 were deluged with dozens of requests a week for replacements when they
 were free. This causes substantial loss of time we could be devoting to
 developing new products, processing new orders, responding to technical
 support, etc.

 Secondly, our keys, for the customers convenience, are not tied to the
 users hardware. Many of our competetors require their customers to
 obtain a new key every time they upgrade their system, purchase a new
 system, etc, and we feel that waiting for new keys in these
 circumstances is an unacceptable inconvenience to our customers. Making
 that decision comes at a high price for us, for a huge number of our
 customers then feel no pangs at sharing their keys with their friends.
 Such piracy is highly illegal and we lose sales. We trust that, if we
 make it painless for the customers to install their game on new
 machines, they will remain loyal to us and encourage others to obtain
 the games legally. This is not always the case. We lose a great deal of
 income every day from those who have opted to obtain the games
 illegally.

 All we are asking is a nominal fee to compensate us

Re: [Audyssey] idea for a pinball table

2007-03-09 Thread damien c. sadler - head of x-sight interactive
hmm. there is going to be a table editor? wow!

regards,

damien




- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 09, 2007 4:55 PM
Subject: Re: [Audyssey] idea for a pinball table


 According to how many i do not deliver, yes... *smile*
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 09, 2007 5:22 PM
 Subject: Re: [Audyssey] idea for a pinball table


 Do you drink it in great quantities? (grin)- Original Message - 
 From: Davy Kager [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 09, 2007 9:39 AM
 Subject: Re: [Audyssey] idea for a pinball table


I really like Brandy!
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 09, 2007 6:53 AM
 Subject: [Audyssey] idea for a pinball table


 hi.
 first off, will there be any way for us to make our own pinball extreme
 tables?
 and while there's not, i may as well put down my pinball extreme table
 idea
 before it disappears into the misty void.

 similar to old man stanley's house, you are sick of that little horror
 little miss brandy, who you've seen shoot many a person for either not
 having or not giving her brandy.
 you will follow her to her house, and you will get rid of that gun of
 hers!
 you won't just shoot her straight though, that'd spoil some of the fun,
 but
 even if you do, you can still wreck her house with her gun, your body and
 maybe some other objects you could pick up to smash things with. maybe a
 hammer? and you could kick down doors and lob things at the cat or dog or
 smash the fishtank or lob the hamster cage or whatever. what you guys
 think?
 because i certainly feel like teaching that little miss spoilt rotten 
 tyke
 brandy a lesson sometimes! lol

 regards,

 damien
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[Audyssey] idea for a pinball table

2007-03-08 Thread damien c. sadler - head of x-sight interactive
hi.
first off, will there be any way for us to make our own pinball extreme tables?
and while there's not, i may as well put down my pinball extreme table idea 
before it disappears into the misty void.

similar to old man stanley's house, you are sick of that little horror little 
miss brandy, who you've seen shoot many a person for either not having or not 
giving her brandy.
you will follow her to her house, and you will get rid of that gun of hers! you 
won't just shoot her straight though, that'd spoil some of the fun, but even if 
you do, you can still wreck her house with her gun, your body and maybe some 
other objects you could pick up to smash things with. maybe a hammer? and you 
could kick down doors and lob things at the cat or dog or smash the fishtank or 
lob the hamster cage or whatever. what you guys think? because i certainly feel 
like teaching that little miss spoilt rotten tyke brandy a lesson sometimes! lol

regards,

damien
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[Audyssey] sapi conked out on me!

2007-03-05 Thread damien c. sadler - head of x-sight interactive
hi.
is there any way to reinstall sapi5? is there an installer for it? if so, where 
can i get it other than the completely madly graphical frame filled impossibly 
messy microsoft website?
my sapi has completely conked out on me somehow, as discovered when trying to 
play jim kitchen's games, i know it's sapi because it's also not working with 
jfw.

thanks.

regards,

damien

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[Audyssey] no way at all?

2007-03-05 Thread damien c. sadler - head of x-sight interactive
so there's no way at all of fixing my sapi short of a windows repair or 
reinstall?

thanks.

regards,

damien
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[Audyssey] sapi problem still on the run

2007-03-05 Thread damien c. sadler - head of x-sight interactive
the gwmicro support sapi repair didn't do anything, and didn't even display 
anything. if it's meant to do things in the background it didn't do anything 
that helped the problem.

regards,

damien
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[Audyssey] good news!

2007-03-05 Thread damien c. sadler - head of x-sight interactive
hi guys.
thanks to shaun everiss, i was able to track down my sapi problem.
thanks to those of you who sent in their suggestions, but in the end they were 
all rather unnecessary lol.

for those of you who are interested, i used to have a copy of supernova on this 
machine, which includes the orpheus2 synth, which is sapi5 compatible.
somehow, when i uninstalled supernova, it somehow missed a few vital steps out 
- including removing references to it in the text-to-speech voices section of 
the speech control, so that because orpheus tts engine was selected by default 
in my sapi voice list, it was trying to use an engine that wasn't installed. i 
had to literally remove all references to orpheus on the registry to fix it.

again, thanks for those of you who took the time to attempt to help me.

regards,

damien
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Re: [Audyssey] bomb blaster!

2007-03-04 Thread damien c. sadler - head of x-sight interactive
sure thing.
yes, i already have it planned for finding keys to unlock doors to rooms and 
buildings alike.

regards,

damien




- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 04, 2007 11:59 AM
Subject: Re: [Audyssey] bomb blaster!


 Hi Damien.

 the game sounds good, especially if you can get some atmospherically nasty
 audio for it.

 How about on later levels adding some light elements to the game, such as
 finding keys and unlocking doors.

 I hope you don't mind, but I've also posted a news item about Bomb 
 blaster's
 developement on audiogames.net, so that people not subscribed to this list
 will be able to know about the game's developement.

 Hope this is okay with you.

 all the best,

 Dark.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 03, 2007 1:42 PM
 Subject: [Audyssey] bomb blaster!


 hi gamers!

 some of you may or may not be aware, that my team of 17 lazy rebels are
 now working on bomb blaster. this will be a game where you follow
 different buildings deactivating bombs, picking up items, fighting 
 guards,
 being a total utter rebel yourself, smashing up unwanted objects, taking
 other useful ones, punching and kicking and flogging the ever living
 daylights out of people, and just totally taking out your frustrations on
 everything in the building.
 each level is its own building, with different rooms and floors.
 we have just started on the game code, and are currently unsure of 
 release
 dates.
 if you guys have any suggestions, please feel free to either reply or
 email or msn me off list.
 my email and msn address is [EMAIL PROTECTED]
 hopefully i can come up with a game that you'll enjoy.
 also, if you have any suggestions for other games and software, then
 please also email/IM me. i always like to get people's feedback and
 suggestions.

 thanks.

 regards,

 damien

 http://x-sight.brandoncole.net
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Re: [Audyssey] jim's latest trivia file

2007-03-04 Thread damien c. sadler - head of x-sight interactive
hmm that's weird i've downloaded it just fine.

regards,

damien




- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
Sent: Sunday, March 04, 2007 3:16 PM
Subject: [Audyssey] jim's latest trivia file


 HI jim
 I can't find the latest trivia file  on your website. Wintgf5.


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Re: [Audyssey] bomb blaster!

2007-03-04 Thread damien c. sadler - head of x-sight interactive
don't know yet. you've got to remember that this game has just started 
development and have no idea of the extra features i may add.
coincidentally, when i first thought up the idea of the game, i was thinking 
of a rewarding system for completing certain tasks, but liam happened to 
beat me to that one with jd.
so instead, i may have a contest system where every gamer who goes above a 
certain score will be given a choice to enter some sort of contest, whether 
it be a mod contest, a points contest, a time contest, whatever contest is 
being run at the time.
what do you guys think of this idea? i'm trying to come up with something 
that will give it a lot of replay value. i don't believe in just charging 
for games that once you complete it they become boring.
so keep the suggestions coming please. i'm always looking forward to hearing 
from others.

regards,

damien





- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 04, 2007 2:49 PM
Subject: Re: [Audyssey] bomb blaster!


 How much are you going to  charge for the game once its released?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of damien c. sadler - head of x-sight interactive
 Sent: Saturday, March 03, 2007 3:43 PM
 To: Gamers Discussion list
 Subject: [Audyssey] bomb blaster!

 hi gamers!

 some of you may or may not be aware, that my team of 17 lazy rebels are 
 now
 working on bomb blaster. this will be a game where you follow different
 buildings deactivating bombs, picking up items, fighting guards, being a
 total utter rebel yourself, smashing up unwanted objects, taking other
 useful ones, punching and kicking and flogging the ever living daylights 
 out
 of people, and just totally taking out your frustrations on everything in
 the building.
 each level is its own building, with different rooms and floors.
 we have just started on the game code, and are currently unsure of release
 dates.
 if you guys have any suggestions, please feel free to either reply or 
 email
 or msn me off list.
 my email and msn address is [EMAIL PROTECTED]
 hopefully i can come up with a game that you'll enjoy.
 also, if you have any suggestions for other games and software, then 
 please
 also email/IM me. i always like to get people's feedback and suggestions.

 thanks.

 regards,

 damien

 http://x-sight.brandoncole.net
 ___
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 visit
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[Audyssey] other x-sight news Re: Contests

2007-03-04 Thread damien c. sadler - head of x-sight interactive
hi.
that's a good idea. yes, we will be offering shareware games, i intend bomb 
blaster to be. this game isn't complete however, and we are also helping out 
with five other audiogames originally not started on by x-sight interactive.
speaking of other games, i also forgot to mention that the Bop It Extreme is 
being redeveloped, now known as X-BeepBop, or just BeepBop.

regards,

damien



- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 04, 2007 3:47 PM
Subject: [Audyssey] Contests was Re: bomb blaster!


 Hi,

 Speaking about contests, a few weeks or months ago I was thinking about 
 some
 system to promote your games. I thought of a contest where people have to
 beat each other (highest score, best time) in a freeware game. That game
 would be a sort of demo for a more extended shareware game. The one with 
 the
 best results obtains a free copy of this full game, and the others are
 triggered to purchase it, because they've played the demo. You could do 
 such
 a contest every two or three months.
 Of course this is only possible if you offer shareware games, but I think
 that it would add much more multiplayability to a game.
 - Original Message - 
 From: damien c. sadler - head of x-sight interactive
 [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 04, 2007 4:27 PM
 Subject: Re: [Audyssey] bomb blaster!


 don't know yet. you've got to remember that this game has just started
 development and have no idea of the extra features i may add.
 coincidentally, when i first thought up the idea of the game, i was 
 thinking
 of a rewarding system for completing certain tasks, but liam happened to
 beat me to that one with jd.
 so instead, i may have a contest system where every gamer who goes above a
 certain score will be given a choice to enter some sort of contest, 
 whether
 it be a mod contest, a points contest, a time contest, whatever contest is
 being run at the time.
 what do you guys think of this idea? i'm trying to come up with something
 that will give it a lot of replay value. i don't believe in just charging
 for games that once you complete it they become boring.
 so keep the suggestions coming please. i'm always looking forward to 
 hearing
 from others.

 regards,

 damien





 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, March 04, 2007 2:49 PM
 Subject: Re: [Audyssey] bomb blaster!


 How much are you going to  charge for the game once its released?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of damien c. sadler - head of x-sight interactive
 Sent: Saturday, March 03, 2007 3:43 PM
 To: Gamers Discussion list
 Subject: [Audyssey] bomb blaster!

 hi gamers!

 some of you may or may not be aware, that my team of 17 lazy rebels are
 now
 working on bomb blaster. this will be a game where you follow different
 buildings deactivating bombs, picking up items, fighting guards, being a
 total utter rebel yourself, smashing up unwanted objects, taking other
 useful ones, punching and kicking and flogging the ever living daylights
 out
 of people, and just totally taking out your frustrations on everything in
 the building.
 each level is its own building, with different rooms and floors.
 we have just started on the game code, and are currently unsure of 
 release
 dates.
 if you guys have any suggestions, please feel free to either reply or
 email
 or msn me off list.
 my email and msn address is [EMAIL PROTECTED]
 hopefully i can come up with a game that you'll enjoy.
 also, if you have any suggestions for other games and software, then
 please
 also email/IM me. i always like to get people's feedback and suggestions.

 thanks.

 regards,

 damien

 http://x-sight.brandoncole.net
 ___
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 visit
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Re: [Audyssey] jim's latest trivia file

2007-03-04 Thread damien c. sadler - head of x-sight interactive
ah, you have to go to the windows sapi 5 tts games page.

regards,

damien




- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 04, 2007 3:43 PM
Subject: Re: [Audyssey] jim's latest trivia file


 Step 1:
 I typed www.kitchensinc.net in to the address bar of IE.
 Step 2:
 Once the page finished loading and I heard a voice said kitchen sinc, I
 brought up the  jaws  I e find dialogue with control+f and I typed wintgf5
 and hit enter.
 I got a message box  telling me  the  search item was not found
 Wintgf4 is there but not wintgf5.
 Has jim's website changed in the meantime?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of damien c. sadler - head of x-sight interactive
 Sent: Sunday, March 04, 2007 5:29 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] jim's latest trivia file

 hmm that's weird i've downloaded it just fine.

 regards,

 damien




 - Original Message -
 From: nicol [EMAIL PROTECTED]
 To: Audyssey Blind gaming Gamers discussion list Gamers@audyssey.org
 Sent: Sunday, March 04, 2007 3:16 PM
 Subject: [Audyssey] jim's latest trivia file


 HI jim
 I can't find the latest trivia file  on your website. Wintgf5.


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Re: [Audyssey] quick vb6 coding question

2007-03-04 Thread damien c. sadler - head of x-sight interactive
oh? dsbstatus_playing is the one i use.

regards,

damien




- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 05, 2007 3:34 AM
Subject: Re: [Audyssey] quick vb6 coding question


 Actually, there is a way to see if a file is playing.  Here is the 
 sequence.
 I feel dumb because I asked about it on list and it's right there in my
 enemy attack game.
 Do While dsStartup.GetStatus = DSCBSTATUS_CAPTURING
   DoEvents
  Loop

 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Azabat Software (Steve Crawford) [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Friday, March 02, 2007 6:17 PM
 Subject: Re: [Audyssey] quick vb6 coding question


 Well, there's at least 3 different answers depending on your approach.
 There's the whole DirectX approach using DirectSound, or you can use an
 ActiveX multimedia control or you can use the Windows API. I used a
 multimedia control in the early days but had some compatibility problems
 and
 on some systems there were huge delays between playing the WAV files 
 which
 made the games unusable. I now use the API because it works on anything
 and
 doesn't give hassles but the problem I have with it is that you issue a
 command to play a WAV file but you can't check the status to see if it's
 finished. Consequently, I have to use the sync and async flags - sync
 means
 play the WAV before you process the next command and async carries on. 
 So,
 if the score is made of several WAV files I'd have to play all but the
 last
 one in sync mode, which means the computer isn't doing anything else -
 like
 processing the keyboard - while the score is being announced.

 Azabat Software
 Computer Games for Blind and Partially Sighted Beginners
 Tel: 07740 777 364
 Email: [EMAIL PROTECTED]
 Web: www.azabat.co.uk


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Ken the Crazy
 Sent: 02 March 2007 10:20
 To: Gamers Discussion list
 Subject: [Audyssey] quick vb6 coding question


 Hey yall,
 Could anyone point me in the right direction as to how to code the
 speaking
 of a player's score using wave files?  I know, of course, how to set up
 the
 files, just not how or when to play them, or how to cue them so they 
 don't
 play all at once.  also, how do you check to see if a sound is playing?

 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.
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[Audyssey] bomb blaster!

2007-03-03 Thread damien c. sadler - head of x-sight interactive
hi gamers!

some of you may or may not be aware, that my team of 17 lazy rebels are now 
working on bomb blaster. this will be a game where you follow different 
buildings deactivating bombs, picking up items, fighting guards, being a total 
utter rebel yourself, smashing up unwanted objects, taking other useful ones, 
punching and kicking and flogging the ever living daylights out of people, and 
just totally taking out your frustrations on everything in the building.
each level is its own building, with different rooms and floors.
we have just started on the game code, and are currently unsure of release 
dates.
if you guys have any suggestions, please feel free to either reply or email or 
msn me off list.
my email and msn address is [EMAIL PROTECTED]
hopefully i can come up with a game that you'll enjoy.
also, if you have any suggestions for other games and software, then please 
also email/IM me. i always like to get people's feedback and suggestions.

thanks.

regards,

damien

http://x-sight.brandoncole.net
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Re: [Audyssey] Kitchensinc games was One Year Ago

2007-03-03 Thread damien c. sadler - head of x-sight interactive
i have an idea of what the problem may be with troopanum and pipe2. the 
sound encryption/decryption is done using an external library, it may be the 
library itself, not the game that's causing the problem with vista.

hth.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 04, 2007 12:41 AM
Subject: [Audyssey] Kitchensinc games was One Year Ago


 Hi Jason,
 I have found a work around to make Jim's games to work on Vista with no
 compatibility issues. I have sent Jim a copy of what to do, and probably
 at some point he will put it up on his site or somewhere.
 I have for the most part located work arounds to get 99% of accessible
 games to play under Vista. The exception to that rule is Troopenum and I
 think it was Pipe I can't even start without crashing.
 Just in case if anyone asks if the downloads were damaged i tested them
 on my laptop which still has XP and the ran fine so there is certainly
 up with Vista and Troopenum II.



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Re: [Audyssey] quick vb6 coding question

2007-03-02 Thread damien c. sadler - head of x-sight interactive
hi ken,
if you email me offlist i can help you if you like.
do you have msn? i can go through a few things if you like. i've gotten 
quite far in vb now, farther than i ever thought i'd get lol.

regards,

damien




- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Friday, March 02, 2007 10:20 AM
Subject: [Audyssey] quick vb6 coding question


 Hey yall,
 Could anyone point me in the right direction as to how to code the 
 speaking of a player's score using wave files?  I know, of course, how to 
 set up the files, just not how or when to play them, or how to cue them so 
 they don't play all at once.  also, how do you check to see if a sound is 
 playing?

 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.
 ___
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Re: [Audyssey] Updated Vista compatibility chart

2007-03-02 Thread damien c. sadler - head of x-sight interactive
does it have to be the main administrator, or can it be a user with 
administrative privileges

regards,

damien




- Original Message - 
From: Matthew Bullis [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 02, 2007 9:49 PM
Subject: Re: [Audyssey] Updated Vista compatibility chart


 Hello, to avoid some of these potential problems, can you set up Windows
 Vista as always running in administrator mode, if you're the only one who
 ever uses the computer?
 Matthew


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Re: [Audyssey] Windows Vista In Review

2007-02-28 Thread damien c. sadler - head of x-sight interactive
gaaarr! that'll be bad for me too.

regards,

damien


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 28, 2007 6:05 AM
Subject: Re: [Audyssey] Windows Vista In Review


 Hi Damien,
 On the system I installed Vista to there is no way to record from the
 wave out mix as before. The only way I can see that one could record
 game reviews or other content like that is via a microphone, or use XP
 on a separate computer to do it.
 Now, I am not sure weather this is do the the fact Vista's drivers are
 all very experimental and not as full featured as we would all hope, or
 this feature is something that is absolutely dropped.
 What I can say is midi support for musicians etc is gone as well, and
 since I am one myself I am pretty ticked about that. I am hoping this is
 added in the next patches, updates, and or service packs.


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Re: [Audyssey] Vista Game Compatibility Chart

2007-02-28 Thread damien c. sadler - head of x-sight interactive
hi,

please could you test out my bluff game? i don't think it'll work with sapi4 
but just to try out.
if not then i'll redevelop it in sapi5.

thanks.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, February 28, 2007 7:09 AM
Subject: [Audyssey] Vista Game Compatibility Chart


 Hello gamers and fellow developers,
 Earlier today I spent a large part of this morning and afternoon testing
 and trouble shooting applications and games as I port everything from
 Windows XP to Windows Vista. Many of these applications were accessible
 games. Many passed with no issues, some passed with issues, and others
 did not pass at all. The results of my findings can be found in the
 chart below.

 BSC Games

 Hunter
 Failed
 Had errors

 Pipe
 2.0
 Failed
 Had errors
 Unable to run

 Troopenum
 2.0
 Failed
 Had errors
 Unable to run

 Draconis Entertainment

 Aliens in the Outback
 2.02
 Passed
 No issues

 Dinaman
 2.2.5
 Passed
 No issues

 Monkey Business
 Untested
 Unknown

 Pinball Classic
 Passed
 No issues

 Pinball Extreme
 Passed
 No issues

 Dan Z Games
 \
 None tested

 GMA Games

 GMA Tank Commander
 1.2
 Passed
 No issues

 Lonewolf
 3.5.5
 partial
 Had errors
 Unable to connect with Window Eyes 6.1 when using screen reader support,
 but could be used with Sapi 5 tts engines.

 Shades of Doom
 1.2
 Passed
 No issues

 Trek 2000
 Untested
 Unknown

 Kitchens Inc

 Baseball
 Failed
 Had errors
 Unable to unpack and install

 Battleship
 Failed
 Had errors
 Unable to unpack and install

 Golf
 Failed
 Had errors
 Unable to unpack and install

 Life
 Failed
 Had errors
 Unable to unpack and install

 Monopoly
 Failed
 Had errors
 Unable to unpack and install

 NFL
 Failed
 Had errors
 Unable to unpack and install

 Spanker
 Failed
 Had errors
 Unable to unpack and install

 L-Works

 Judgement Day
 1.0
 Passed
 No issues

 Super Liam
 1.0
 Passed
 No issues

 PCS Games

 Packman Talks
 1.0
 Passed
 No issues

 Sarah and the Castle of Whichcraft and Wizardry
 2005 beta
 Passed
 No issues

 Super Dog Bone Hunt
 1.0
 Passed
 No Issues

 USA Games

 Final Conflict
 1.0
 Failed
 Had errors
 Unsolved

 Montezuma's Revenge
 Alpha 4.4
 Failed
 Had errors
 unsolved

 USA Raceway
 0.1
 Failed
 Had errors
 Unsolved

 If you are a game developer and would like me to test your product with
 Vista Home Preimum send me an email at
 [EMAIL PROTECTED]
 and I will try and find some time to test and report any passes,
 failiors, and bug reports related with the failior if necessary.



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Re: [Audyssey] Vista Game Compatibility Chart

2007-02-28 Thread damien c. sadler - head of x-sight interactive
the sapi4 engine is included with the game's installer.
the webpage is:
http://x-sight.brandoncole.net/games
thanks.

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 28, 2007 4:14 PM
Subject: Re: [Audyssey] Vista Game Compatibility Chart


 Hi Damien,
 What is the web page to get your game and I will give it a try.
 Although, if you are using Sapi 4 it is likely to be trouble since only
 Sapi 5 comes with Vista.


 damien c. sadler - head of x-sight interactive wrote:
 hi,

 please could you test out my bluff game? i don't think it'll work with 
 sapi4
 but just to try out.
 if not then i'll redevelop it in sapi5.

 thanks.

 regards,

 damien



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Re: [Audyssey] Off topic - QuickEnd

2007-02-28 Thread damien c. sadler - head of x-sight interactive
email me offlist.

regards,

damien




- Original Message - 
From: Sky Taylor Mundell [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 01, 2007 2:48 AM
Subject: [Audyssey] Off topic - QuickEnd


 Hello Daneon, I have decided to check out your quickend program, that 
 allows
 you to shut down with hotkeys and restarts with a hotkey, however, if I 
 push
 the hot key, my laptop doesnot shut down nor restart. Any ideas on why the
 hot keys aren't working?
 - Original Message - 
 From: x-sight interactive [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 18, 2007 1:21 AM
 Subject: Re: [Audyssey] encrypting sound files


 the bsc sound files can be cracked. i got sent a game which i was meant 
 to
 be hosting with lots of those files in it. i obviously said, no, way! i 
 am
 not, under any circumstances, hosting that unless you change those 
 sounds,
 because i'm not sure that justin would approve of that.

 i myself have also witnessed someone decompiling the pipe2 sounds with a
 program made for unpacking game files and scanning an encrypted zip file
 for
 sounds.

 regards,

 damien



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Thursday, January 18, 2007 8:25 AM
 Subject: Re: [Audyssey] encrypting sound files


 Hi Ken,
 That is a perfect example of what does and does not work for encryption.
 BSC's games like Troopenum seam to be using an encrypted file packing
 utility like Molebox. I don't know of anyone who cracked in to it which
 is good.
 GMA Games sound encryption isn't all that advanced. In fact I am not
 sure they are encrypted. They appear to be some raw sound source which
 gets loaded in to the SOD engine and reconstructed at runtime.
 All you are doing with Soundforge or Goldwave is reconstructing the
 sounds from that raw state.
 A C++ programmer does have the advantage of packing all sounds in to a
 dll, but there are tools out there that can pick icons and sounds out of
 compiled dlls.
 I have heard one of the ways to secure sounds is to include them
 directly in to your exe file, and then use a binary encryption tool to
 scramble the exe file so it can not be decompiled and other hacking
 tools can not steel the sounds or images from it. Down side as with
 Molebox you have a file several hundred megs large or at least 20 or 30
 MB, or whatever size it ends up being.


 Ken the Crazy wrote:
 Yeah, look at GMA games's sounds--gsf sounds, but you can easily load 
 em
 up
 in gold wave.
 Ken Downey
 President
 DreamTechInteractive!



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Re: [Audyssey] Windows Vista In Review

2007-02-27 Thread damien c. sadler - head of x-sight interactive
so if the waveout/stereo mix/what you hear options are gone, then how are we 
supposed to record game reviews then? is there any way of using that option? 
you've just brought my feelings right back to no unnecessary upgrades. lol

regards,

damien




- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Matthew Bullis [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Wednesday, February 28, 2007 1:43 AM
Subject: Re: [Audyssey] Windows Vista In Review


 Hi Matthew,
 Yes, the What You Hear option is gone. apparently, Microsoft felt that
 the feature was being used or abused to illegally copy sound content
 when it was played over a sound card and recorded. As a result a feature
 I liked was taken out.
 The new mixer I have only offers line in and microphone devices for
 recording.
 As far as restarting in dos, um, that has been gone for years.
 However, there is a command prompt Window which you can use to load
 older dos programs if they will run in Vista.

 Matthew Bullis wrote:
 For me, I would want to make sure that the audio things I can do now in 
 XP
 can still be done. I heard that we won't have the what you hear option in
 the sound card anymore, and also that we can't drop to DOS anymore. 
 There's
 one program which never got made into a Windows version, which is 
 SHNTool,
 so I'm concerned about that. Anyhow, my concerns are not game related, 
 but I
 still won't upgrade yet.
 Matthew



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Re: [Audyssey] Windows Vista In Review

2007-02-27 Thread damien c. sadler - head of x-sight interactive
i don't think microsoft will listen to 200 of 200 people that may use 
it.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 28, 2007 2:32 AM
Subject: Re: [Audyssey] Windows Vista In Review


 Hi,

 What about using total recorder? Would that work?
 Or, we could all email microsoft and tell them to put it back in.

 Josh


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Re: [Audyssey] Windows Vista

2007-02-25 Thread damien c. sadler - head of x-sight interactive
what is drm?

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 25, 2007 11:46 AM
Subject: Re: [Audyssey] Windows Vista


 yes but where people make drm, other people write software to get around 
 the
 drm stuff.

 Josh

 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 25, 2007 5:17 AM
 Subject: Re: [Audyssey] Windows Vista


I have never heard something like that.
 There is all this drm and antipiracy things that the music and video
 industry has got ms to do.
 in short meaning you can only play licenced files.
 At 09:06 a.m. 23/02/2007, you wrote:
erm? so is all i've been told about it lies then? that you have to keep
the
windows dvd in the drive to run it? or will computers start coming with
two
drives?

regards,

damien





- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 22, 2007 4:39 PM
Subject: [Audyssey] Windows Vista


 Hi Kim and all,
 I am approving this topic as I am certain many gamers are going to be
 asking the same kinds of questions.
 Overview

 Windows Vista is a totally new operating system, and is the first
 operating system to offer a fully 3D graphical operating environment
 Microsoft has named Windows Arrow.
 The new Windows Explorer can not only burn data cds and music cds it 
 has
 been updated to burn data dvds, your home vidios and pictures to dvds,
 and with Windows media center you can play your dvds and edit media
 content.
 Windows Vista has an all new firewall which allows you to block all
 ports you are not using to prevent hackers, crackers, trogen horses, 
 and
 other attempts to access your data and content remotely.
 Windows Vista comes with the .NET Framework 3.0, DirectX 10.0, and
 Windows Media 11, Internet Explorer 7.0, Outlook Express 7.0, Windows
 Media Center, and a bunch of other new stuff never seen before.
 In addition Windows Vista is the first and only operating system that
 supports the playing of the new blue ray high definition dvds that have
 just came out on the market in the USA. According to press releases 
 from
 MS only Vista and newer operating systems will support the blue ray 
 high
 def disk technology.
 Since .NET framework 3.0 is now a core component of the operating 
 system
 rather than an add on Microsoft has bundled the managed DirectX 10 and
 Managed SAPI support for .NET enabled games and applications right out
 of the box. No extra software required. Good news for Monty and Raceway
 fans which are already using the .NET technologies as the core 
 component
 of those games.
 Apparently Windows Vista has also intruduced some built in speech
 recognition into the operating system which allows you to voice dictate
 emails in Outlook Express, and other documents using notepad wordpad,
 etc..
 I've read there is suppose to be some new features with Vista that
 allows you to interface with the MS XBox 360, and do some special 
 things
 if you have an XBox as well.
 One other cool feature I read about is Windows Vista is installed from
 images rather than a triditional setup file so the os is litterally
 extracted on to your hard drive, and ran and configured from that 
 point.
 Here is a general list of requirements for running Vista with Windows
 Arrow disabled which I think most blind users would likely wish to do.
 You need at least a 40 MB hard drive, 512 MB of ram, 800 MHZ processor,
 a dvd disk drive, and a video card that supports 3D axcelerated
 graphics. If you want all the really cool blue ray support and the
 Windows Arrow desktop experience we are talking a gig of memory and
 somethinglike a 1.2 GHZ processor, 3D graphics card, and so on.

 Kim Etheridge wrote:
 Hi. I know this is off topic, but what all comes with Windows Vista?




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Re: [Audyssey] Trivia time #1

2007-02-24 Thread damien c. sadler - head of x-sight interactive
lol yes true.

regards,

damien




- Original Message - 
From: Azabat (Steve Crawford) [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 24, 2007 11:52 PM
Subject: Re: [Audyssey] Trivia time #1


I think the smell would probably kill him anyway.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of damien c. sadler - head of x-sight interactive
 Sent: 24 February 2007 20:39
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Trivia time #1


 could you explain this?
 surely, if you say that the man was condemned to death, then what would be
 the point in setting up a room with some dead lions in it?

 regards,

 damien




 - Original Message -
 From: Richard Sherman [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 24, 2007 7:07 PM
 Subject: Re: [Audyssey] Trivia time #1


 Hi,
 I didn't think this one was all that hard but you really had to listen
 carefully. For those who do not want to know the correct answer yet now 
 is
 the time to go to another email.

 The correct answer is:

 The room with the lions. As it was pointed out the lions would be dead
 after
 not eating for three years.

 Congratulations to all those who guessed it correctly.

 Rich
  - Original Message -
  From: Richard Sherman
  To: Gamers Discussion list
  Sent: Thursday, February 22, 2007 3:08 PM
  Subject: Trivia time #1


  Hi,
  I have 3 new trivia questions to post and see if you can figur them out.
 I
 will post them one at a time. Here is question 1.

  A murderer is condemned to death. He has to choose between three rooms.
 The first is full of
  raging fires, the second is full of assassins with loaded guns, and the
 third is full of lions that
  haven't eaten in 3 years. Which room is safest for him?

  I will post the answer in a couple of days if no one guesses it, but I
 seriously doubt it will go unsolved.

  Rich
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