Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread shaun everiss
hmm 64kbps ogg is really good quality still.
if you made all the sounds mono 8bit wav then you would get small and crappy 
sound, though 22000 is the only real lowest I'd go.
At 07:28 a.m. 24/06/2009, you wrote:
I am also considering the possibilities of compressed audio formats, such as 
Ogg Vorbis and ADPCM. I wonder if I can get the sound files reasonably small 
while still maintaining the sound's quality. I suppose I'll have to do a 
couple of tests on that subject, but any advise is of course pretty much 
welcome!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:32 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


Even some of the freeware graphical games I've got installed on here,   
which probably have similar amounts of developer resources etc going into 
them are at least 100 mb.

with harddrive size now being what it is I wouldn't worry too much about the 
game being big.

One thing you could do if the game is too large, is feature it as several 
sets of downloadable files rather than just one, - say an exe file (once 
the thing is compiled), and then a pack containing the encripted sound files.

This is also a method I've seen smaller devs of graphical games use, and it 
might be o help to people with slower connections sinse it's quicker to 
download several smaller files than one big one.

Just another thought.

Beware the Grue!

Dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:36 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, is 
considerably smaller than most mainstream games these days. Mysteries of the 
Ancients fully installed is only about 110 MB. That is not bad considering 
the fact the mainstream games I do have installed on this PC are well over 1 
GB and one is about 4 GB fully installed. Big difference in size. We aren't 
eeven close to matching the mainstream markets in terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time that 
problem will go away. XAudio2 ships with Windows 7 out of the box so once 
people begin retiring older Windows versions like XP and upgrade to Windows 
7 the number of people who have to upgrade DirectX will start dropping off. 
It is just one of those things that will get better over time.
Cheers.

Davy Kager wrote:
Hi,

Well, as I am using XAudio2, I will already get a lot of questions about 
upgrading DirectX to run the game. And I certainly don't want to keep up 
with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice for 
the flight command center, and so on. SAPI won't be able to give me all of 
these features. And it's not that hard to use wave-files. With the modern 
computers and Internet connections, almost everybody should be able to use 
the bigger game with pre-recorded speech. The number speaking system was a 
pain int he rear to write, took me about two days, but it works now. YAY!


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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread Davy Kager

Hi,

I have just decided that ADPCM is not my thing. It is good for sounds with 
mainly low frequencies, but for really splendid sounds it is useless. You 
can hear it crackling and hissing too much. That's one whing I didn't like 
about WMA as well, but I'll look into XWMA to see if it is any better. Ogg 
Vorbis has proven itself already in Top Speed, so that's another 
possibility. But as encryption is more important to me than size, I will 
work on that first.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 24, 2009 12:45 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
One of the nice features of XAudio2 is it has its own compression format, 
xwma, which seams to have extremely good compression. Of course, alot 
depends on how high a bit rate and quality you are using, but it is 
extremely good compression. To convert a wav file to a xwma file simply 
run a command line tool such as xwmaencode to convert your wav files to 
xwma files. For example, opening a command window and typing

xwmaencode Music.wav Music.xwma
would convert a PCM music track to a xwma file with a byt rate of 48000 
KBPS. Since that is rather low doing

xwmaencode -b 192000 Music.wav Music.xwma
would create a very high quality xwma music track with better than average 
compression.
Of course, if you would rather use something more standard like mp3 files 
you can use DirectShow that comes with the Windows Platform SDK or you can 
incorperate libvorbus support for ogg. No matter what you use though you 
will take a performance hit for using compressed files, and you can not 
apply special dsp effects to ogg, mp3, and wma files. So I'd recommend 
only using compressed files for large ambience and music tracks.




Davy Kager wrote:
I am also considering the possibilities of compressed audio formats, such 
as Ogg Vorbis and ADPCM. I wonder if I can get the sound files reasonably 
small while still maintaining the sound's quality. I suppose I'll have to 
do a couple of tests on that subject, but any advise is of course pretty 
much welcome!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread william lomas

thanks

On 23 Jun 2009, at 18:32, Davy Kager wrote:


this is the starting point of the thread:
http://www.mail-archive.com/gamers@audyssey.org/msg46048.html
- Original Message - From: william lomas lomaswill...@googlemail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 6:02 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



what is all this about?
Sorry I  have been on holiday

On 23 Jun 2009, at 16:36, Thomas Ward wrote:


Hi Davy,
Agreed. The size of accessible games, even with recorded speech   
files, is considerably smaller than most mainstream games these   
days. Mysteries of the Ancients fully installed is only about 110   
MB. That is not bad considering the fact the mainstream games I  
do  have installed on this PC are well over 1 GB and one is about  
4 GB  fully installed. Big difference in size. We aren't eeven  
close to  matching the mainstream markets in terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over  
time  that problem will go away. XAudio2 ships with Windows 7 out  
of the  box so once people begin retiring older Windows versions  
like XP and  upgrade to Windows 7 the number of people who have to  
upgrade  DirectX will start dropping off. It is just one of those  
things that  will get better over time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of  
questions about upgrading DirectX to run the game. And I  
certainly don't want  to keep up with all the SAPI problems as  
well.
Furthermore, I'd like that true punchy voice for my menus, that   
cool British accented voice for my flight instructor, a nice   
American voice for the flight command center, and so on. SAPI  
won't  be able to give me all of these features. And it's not  
that hard to  use wave-files. With the modern computers and  
Internet connections,  almost everybody should be able to use the  
bigger game with pre- recorded speech. The number speaking system  
was a pain int he rear  to write, took me about two days, but it  
works now. YAY!



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 .

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread valiant8086

Hi.
using .ogg files seems to be pretty good. With com audio, .ogg files take a 
little bit longer to open, probably about an 8th of a second or so. That 
means when you start to play an .ogg file if xAudio2 works anywhere like com 
audio they might be a wee little bit less responsive. Mp3 for com audio is 
very bad, they take about half a second to start playing. I wonder if you 
can somehow decompress the .ogg files before you need to play them. I know 
top speed uses .ogg files I think? for the menus and it doesn't have any big 
responsiveness problems.
- Original Message - 
From: Davy Kager m...@davykager.nl

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 3:28 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


I am also considering the possibilities of compressed audio formats, such 
as Ogg Vorbis and ADPCM. I wonder if I can get the sound files reasonably 
small while still maintaining the sound's quality. I suppose I'll have to 
do a couple of tests on that subject, but any advise is of course pretty 
much welcome!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:32 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


Even some of the freeware graphical games I've got installed on 
here,   which probably have similar amounts of developer resources 
etc going into them are at least 100 mb.


with harddrive size now being what it is I wouldn't worry too much about 
the game being big.


One thing you could do if the game is too large, is feature it as several 
sets of downloadable files rather than just one, - say an exe file 
(once the thing is compiled), and then a pack containing the encripted 
sound files.


This is also a method I've seen smaller devs of graphical games use, and 
it might be o help to people with slower connections sinse it's quicker 
to download several smaller files than one big one.


Just another thought.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:36 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, 
is considerably smaller than most mainstream games these days. Mysteries 
of the Ancients fully installed is only about 110 MB. That is not bad 
considering the fact the mainstream games I do have installed on this PC 
are well over 1 GB and one is about 4 GB fully installed. Big difference 
in size. We aren't eeven close to matching the mainstream markets in 
terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time that 
problem will go away. XAudio2 ships with Windows 7 out of the box so 
once people begin retiring older Windows versions like XP and upgrade to 
Windows 7 the number of people who have to upgrade DirectX will start 
dropping off. It is just one of those things that will get better over 
time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions 
about upgrading DirectX to run the game. And I certainly don't want to 
keep up with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice 
for the flight command center, and so on. SAPI won't be able to give me 
all of these features. And it's not that hard to use wave-files. With 
the modern computers and Internet connections, almost everybody should 
be able to use the bigger game with pre-recorded speech. The number 
speaking system was a pain int he rear to write, took me about two 
days, but it works now. YAY!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread Davy Kager
Yes, you can decompress the files before you use them just like you'd load a 
regular Wave-file into memory.
- Original Message - 
From: valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 24, 2009 7:28 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi.
using .ogg files seems to be pretty good. With com audio, .ogg files take 
a little bit longer to open, probably about an 8th of a second or so. That 
means when you start to play an .ogg file if xAudio2 works anywhere like 
com audio they might be a wee little bit less responsive. Mp3 for com 
audio is very bad, they take about half a second to start playing. I 
wonder if you can somehow decompress the .ogg files before you need to 
play them. I know top speed uses .ogg files I think? for the menus and it 
doesn't have any big responsiveness problems.
- Original Message - 
From: Davy Kager m...@davykager.nl

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 3:28 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


I am also considering the possibilities of compressed audio formats, such 
as Ogg Vorbis and ADPCM. I wonder if I can get the sound files reasonably 
small while still maintaining the sound's quality. I suppose I'll have to 
do a couple of tests on that subject, but any advise is of course pretty 
much welcome!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:32 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


Even some of the freeware graphical games I've got installed on 
here,   which probably have similar amounts of developer resources 
etc going into them are at least 100 mb.


with harddrive size now being what it is I wouldn't worry too much about 
the game being big.


One thing you could do if the game is too large, is feature it as 
several sets of downloadable files rather than just one, - say an 
exe file (once the thing is compiled), and then a pack containing the 
encripted sound files.


This is also a method I've seen smaller devs of graphical games use, and 
it might be o help to people with slower connections sinse it's quicker 
to download several smaller files than one big one.


Just another thought.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:36 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, 
is considerably smaller than most mainstream games these days. 
Mysteries of the Ancients fully installed is only about 110 MB. That is 
not bad considering the fact the mainstream games I do have installed 
on this PC are well over 1 GB and one is about 4 GB fully installed. 
Big difference in size. We aren't eeven close to matching the 
mainstream markets in terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time 
that problem will go away. XAudio2 ships with Windows 7 out of the box 
so once people begin retiring older Windows versions like XP and 
upgrade to Windows 7 the number of people who have to upgrade DirectX 
will start dropping off. It is just one of those things that will get 
better over time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions 
about upgrading DirectX to run the game. And I certainly don't want to 
keep up with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice 
for the flight command center, and so on. SAPI won't be able to give 
me all of these features. And it's not that hard to use wave-files. 
With the modern computers and Internet connections, almost everybody 
should be able to use the bigger game with pre-recorded speech. The 
number speaking system was a pain int he rear to write, took me about 
two days, but it works now. YAY!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread Thomas Ward

Hi Shaun,
Personally, I think 64 KBPS still sounds like crap. I wouldn't recommend 
anything less than 128 KBPS, which is cd quality, and is still quite 
small in wma, ogg, xwma, etc. It is like  come on guys. Most computers 
these days have over 100 GB of hard drive space and there is plenty of 
room for the games, and high speed internet use far out numbers dial up 
access now days. There is no need to sacrofice quality to save space or 
download time any more.


shaun everiss wrote:

hmm 64kbps ogg is really good quality still.
if you made all the sounds mono 8bit wav then you would get small and crappy 
sound, though 22000 is the only real lowest I'd go.
  



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread ChB
I totally agree. All my mp3 music files for example are in 192 kb because
then I will get a decent sound. 64kbs do sound really inferior in
comparison, so yes, do them at least in 128. Harddrives are a lot bigger
than what they used to be, I have one that is 500 gigs on my pc and 300 on
my laptop, so I am not hurting for space really. But even older ones with a
bit less of capacity should not be bothered by the odd game using better
output.
Regards
chrissy

-Ursprüngliche Nachricht-
Von: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] Im
Auftrag von Thomas Ward
Gesendet: Mittwoch, 24. Juni 2009 19:41
An: Gamers Discussion list
Betreff: Re: [Audyssey] A new audiogame MP3 demo

Hi Shaun,
Personally, I think 64 KBPS still sounds like crap. I wouldn't recommend 
anything less than 128 KBPS, which is cd quality, and is still quite 
small in wma, ogg, xwma, etc. It is like  come on guys. Most computers 
these days have over 100 GB of hard drive space and there is plenty of 
room for the games, and high speed internet use far out numbers dial up 
access now days. There is no need to sacrofice quality to save space or 
download time any more. 
shaun everiss wrote:
 hmm 64kbps ogg is really good quality still.
 if you made all the sounds mono 8bit wav then you would get small and
crappy sound, though 22000 is the only real lowest I'd go.
   


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Re: [Audyssey] A new audiogame MP3 demo

2009-06-24 Thread piotr machacz
well  said, well said. nothing to add though I'm a fan of modding
things and seeying a compressed restricted protected pack file that I
can't open makes me disappointed. personally I'm not a fan of denying
access to sounds to prevent what? ok I know that people are paying for
sounds but some people do a lot of cool ideas like damian protected
the sounds but made a way for people to mod ace fire. not sure if
streamway allows it, but anyway yeah you get the idea. ps I don't
steal sounds and I made 1 mod already called lighht cars the heavy
edition and I'm doing final touches on my second one. but this is
off-topic so I better stop rambling!

On 6/24/09, ChB chr1...@gmx.de wrote:
 I totally agree. All my mp3 music files for example are in 192 kb because
 then I will get a decent sound. 64kbs do sound really inferior in
 comparison, so yes, do them at least in 128. Harddrives are a lot bigger
 than what they used to be, I have one that is 500 gigs on my pc and 300 on
 my laptop, so I am not hurting for space really. But even older ones with a
 bit less of capacity should not be bothered by the odd game using better
 output.
 Regards
 chrissy

 -Ursprüngliche Nachricht-
 Von: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] Im
 Auftrag von Thomas Ward
 Gesendet: Mittwoch, 24. Juni 2009 19:41
 An: Gamers Discussion list
 Betreff: Re: [Audyssey] A new audiogame MP3 demo

 Hi Shaun,
 Personally, I think 64 KBPS still sounds like crap. I wouldn't recommend
 anything less than 128 KBPS, which is cd quality, and is still quite
 small in wma, ogg, xwma, etc. It is like  come on guys. Most computers
 these days have over 100 GB of hard drive space and there is plenty of
 room for the games, and high speed internet use far out numbers dial up
 access now days. There is no need to sacrofice quality to save space or
 download time any more.
 shaun everiss wrote:
 hmm 64kbps ogg is really good quality still.
 if you made all the sounds mono 8bit wav then you would get small and
 crappy sound, though 22000 is the only real lowest I'd go.



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Davy Kager

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into wave-files 
to save some time. I will not link in with SAPI if it is not necessary.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to sapi5 
directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought it 
could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters of 
his/her fighter as well as the main engine seperately, then mouse support 
would be difficult. However, if the player just uses the arrow keys to 
control the fighter much like you control cars in Top Speed, then mouse 
support is indeed a cool feature to add. We'll see how development comes 
along. This determines the game's controls for a great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool that 
a friend of mine created. This speeds up development, as I don't have to 
record and edit my own voice. So the game runs entirely on wave-sounds, 
but still it is too early to find the real voice for this project. 
However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is created 
is just a seperate part. If you could start up your fighter and control 
the engines, you would probably not be able to fly somewhere, even with 
the engines running at a 100%. But as soon as parts are linked together 
and something playable comes out, I will either select a few private beta 
testers or release a public beta. This will take a few months, though.


And of course I want to thank everybody for all the helpful messages they 
sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread shaun everiss
well tell me when you want stuff, and what to say, may be good to get out what 
you want as I could get it done ahead of time if needed.
At 06:53 p.m. 23/06/2009, you wrote:
Hi,

The game will eventually feature human speech, but because it takes more time 
to create these voice files, I just convert SAPI 5 TTS into wave-files to save 
some time. I will not link in with SAPI if it is not necessary.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to sapi5 
directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought it 
could be better doing this and smaller to.
ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:
Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters of 
his/her fighter as well as the main engine seperately, then mouse support 
would be difficult. However, if the player just uses the arrow keys to 
control the fighter much like you control cars in Top Speed, then mouse 
support is indeed a cool feature to add. We'll see how development comes 
along. This determines the game's controls for a great deal.

Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool that a 
friend of mine created. This speeds up development, as I don't have to 
record and edit my own voice. So the game runs entirely on wave-sounds, but 
still it is too early to find the real voice for this project. However, I 
will certainly keep your kind offer in mind.

Quote
I'd certainly love to help test this. This is actually something I'm looking 
forward to getting my hands on.
End quote
I will stick to MP3 demos for the time being as everything that is created 
is just a seperate part. If you could start up your fighter and control the 
engines, you would probably not be able to fly somewhere, even with the 
engines running at a 100%. But as soon as parts are linked together and 
something playable comes out, I will either select a few private beta 
testers or release a public beta. This will take a few months, though.

And of course I want to thank everybody for all the helpful messages they 
sent me. I do appreciate them very much! Thanks for the support!

Regards,
Davy

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread dark

As I said on the audiogames.net forum Davy.

I can also provide speech if needed. I have my own recorder, can reccord in 
Wav or mp3, sterrio or mono,  and do have a certain amount of acting 
experience on stage.


I suspect though, your mainly concerned with getting the game working at the 
moment rather than with how it will sound,  but feel free to get back to 
me when the time comes, - or not, as you choose.


All the best,

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:00 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo


well tell me when you want stuff, and what to say, may be good to get out 
what you want as I could get it done ahead of time if needed.

At 06:53 p.m. 23/06/2009, you wrote:

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into 
wave-files to save some time. I will not link in with SAPI if it is not 
necessary.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to sapi5 
directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought it 
could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters 
of his/her fighter as well as the main engine seperately, then mouse 
support would be difficult. However, if the player just uses the arrow 
keys to control the fighter much like you control cars in Top Speed, 
then mouse support is indeed a cool feature to add. We'll see how 
development comes along. This determines the game's controls for a great 
deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool 
that a friend of mine created. This speeds up development, as I don't 
have to record and edit my own voice. So the game runs entirely on 
wave-sounds, but still it is too early to find the real voice for this 
project. However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is 
created is just a seperate part. If you could start up your fighter and 
control the engines, you would probably not be able to fly somewhere, 
even with the engines running at a 100%. But as soon as parts are linked 
together and something playable comes out, I will either select a few 
private beta testers or release a public beta. This will take a few 
months, though.


And of course I want to thank everybody for all the helpful messages 
they sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Davy Kager
Yes, the source code is more important for now. Without the engine, there's 
not much need for nice sounds and voices. The whole game map/grid system, 
the fighters (friend and foe), the score system, the division in classes and 
ranks, the multiplayer part (probably a feature for v2.0), the sound 
encryption... That's just a few things that need to be written before sound 
comes into play. But I'm sure we'll get there, eventually!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 9:37 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo



As I said on the audiogames.net forum Davy.

I can also provide speech if needed. I have my own recorder, can reccord 
in Wav or mp3, sterrio or mono,  and do have a certain amount of 
acting experience on stage.


I suspect though, your mainly concerned with getting the game working at 
the moment rather than with how it will sound,  but feel free to get 
back to me when the time comes, - or not, as you choose.


All the best,

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:00 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo


well tell me when you want stuff, and what to say, may be good to get out 
what you want as I could get it done ahead of time if needed.

At 06:53 p.m. 23/06/2009, you wrote:

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into 
wave-files to save some time. I will not link in with SAPI if it is not 
necessary.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to 
sapi5 directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought 
it could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters 
of his/her fighter as well as the main engine seperately, then mouse 
support would be difficult. However, if the player just uses the arrow 
keys to control the fighter much like you control cars in Top Speed, 
then mouse support is indeed a cool feature to add. We'll see how 
development comes along. This determines the game's controls for a 
great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool 
that a friend of mine created. This speeds up development, as I don't 
have to record and edit my own voice. So the game runs entirely on 
wave-sounds, but still it is too early to find the real voice for this 
project. However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is 
created is just a seperate part. If you could start up your fighter and 
control the engines, you would probably not be able to fly somewhere, 
even with the engines running at a 100%. But as soon as parts are 
linked together and something playable comes out, I will either select 
a few private beta testers or release a public beta. This will take a 
few months, though.


And of course I want to thank everybody for all the helpful messages 
they sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread shaun everiss
hmmm I can record in mp3 ogg wav I think wma but don't quote me on that and I 
am sure flack.
At 07:37 p.m. 23/06/2009, you wrote:
As I said on the audiogames.net forum Davy.

I can also provide speech if needed. I have my own recorder, can reccord in 
Wav or mp3, sterrio or mono,  and do have a certain amount of acting 
experience on stage.

I suspect though, your mainly concerned with getting the game working at the 
moment rather than with how it will sound,  but feel free to get back to 
me when the time comes, - or not, as you choose.

All the best,

Dark.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:00 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo


well tell me when you want stuff, and what to say, may be good to get out 
what you want as I could get it done ahead of time if needed.
At 06:53 p.m. 23/06/2009, you wrote:
Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into wave-files 
to save some time. I will not link in with SAPI if it is not necessary.
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to sapi5 
directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought it 
could be better doing this and smaller to.
ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:
Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters of 
his/her fighter as well as the main engine seperately, then mouse support 
would be difficult. However, if the player just uses the arrow keys to 
control the fighter much like you control cars in Top Speed, then mouse 
support is indeed a cool feature to add. We'll see how development comes 
along. This determines the game's controls for a great deal.

Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool that 
a friend of mine created. This speeds up development, as I don't have to 
record and edit my own voice. So the game runs entirely on wave-sounds, 
but still it is too early to find the real voice for this project. 
However, I will certainly keep your kind offer in mind.

Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.
End quote
I will stick to MP3 demos for the time being as everything that is created 
is just a seperate part. If you could start up your fighter and control 
the engines, you would probably not be able to fly somewhere, even with 
the engines running at a 100%. But as soon as parts are linked together 
and something playable comes out, I will either select a few private beta 
testers or release a public beta. This will take a few months, though.

And of course I want to thank everybody for all the helpful messages they 
sent me. I do appreciate them very much! Thanks for the support!

Regards,
Davy

---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Thomas Ward

Hi,
Smile. Talking like a true developer already. You are absolutely 
correct. The game needs to be written before you can worry too much 
about high quality sounds, music, and what sort of speech you will ship 
with the final product. All of those things are icing on the cake so to 
speak.


Davy Kager wrote:
Yes, the source code is more important for now. Without the engine, 
there's not much need for nice sounds and voices. The whole game 
map/grid system, the fighters (friend and foe), the score system, the 
division in classes and ranks, the multiplayer part (probably a 
feature for v2.0), the sound encryption... That's just a few things 
that need to be written before sound comes into play. But I'm sure 
we'll get there, eventually!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Davy Kager

Hi,

Well, as I am using XAudio2, I will already get a lot of questions about 
upgrading DirectX to run the game. And I certainly don't want to keep up 
with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool British 
accented voice for my flight instructor, a nice American voice for the 
flight command center, and so on. SAPI won't be able to give me all of these 
features. And it's not that hard to use wave-files. With the modern 
computers and Internet connections, almost everybody should be able to use 
the bigger game with pre-recorded speech. The number speaking system was a 
pain int he rear to write, took me about two days, but it works now. YAY!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi,
Yeah, sometimes I think supporting Sapi 5 is more trouble than it is 
worth. Even though the actual number of people who have problems with Sapi 
is relatively low it still can turn out to be a hastle. When I was still 
supporting Sapi in Montezuma's Revenge I got a number of bug reports, 
complaints, with the game. Upon further investigation quite a number of 
those were a result of a broken Sapi installation, and because it was a 
core component of my games I would do all i could to try and resolve those 
issues. Thing is Sapi is easy to break, and much harder to fix.In the end 
I personally felt it was too much hastle to worry about.
Another issue was that not everyone owns or can purchase high quality Sapi 
voices. I sometimes got complaints that they would rather have a voice 
ship with the game rather than use Sapi. If I were stuck with something as 
terrible sounding as Microsoft Sam I couldn't blame them. There is much 
that could be said about having a realy cool game, but being forced to use 
a really aweful sounding Sapi voice. That doesn't quite match the image i 
want to project with my games.

Smile.

Davy Kager wrote:

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into 
wave-files to save some time. I will not link in with SAPI if it is not 
necessary.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to 
sapi5 directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought 
it could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters 
of his/her fighter as well as the main engine seperately, then mouse 
support would be difficult. However, if the player just uses the arrow 
keys to control the fighter much like you control cars in Top Speed, 
then mouse support is indeed a cool feature to add. We'll see how 
development comes along. This determines the game's controls for a 
great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool 
that a friend of mine created. This speeds up development, as I don't 
have to record and edit my own voice. So the game runs entirely on 
wave-sounds, but still it is too early to find the real voice for this 
project. However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is 
created is just a seperate part. If you could start up your fighter and 
control the engines, you would probably not be able to fly somewhere, 
even with the engines running at a 100%. But as soon as parts are 
linked together and something playable comes out, I will either select 
a few private beta testers or release a public beta. This will take a 
few months, though.


And of course I want to thank everybody for all the helpful messages 
they sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Thomas Ward

Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, 
is considerably smaller than most mainstream games these days. Mysteries 
of the Ancients fully installed is only about 110 MB. That is not bad 
considering the fact the mainstream games I do have installed on this PC 
are well over 1 GB and one is about 4 GB fully installed. Big difference 
in size. We aren't eeven close to matching the mainstream markets in 
terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time that 
problem will go away. XAudio2 ships with Windows 7 out of the box so 
once people begin retiring older Windows versions like XP and upgrade to 
Windows 7 the number of people who have to upgrade DirectX will start 
dropping off. It is just one of those things that will get better over 
time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions 
about upgrading DirectX to run the game. And I certainly don't want to 
keep up with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice 
for the flight command center, and so on. SAPI won't be able to give 
me all of these features. And it's not that hard to use wave-files. 
With the modern computers and Internet connections, almost everybody 
should be able to use the bigger game with pre-recorded speech. The 
number speaking system was a pain int he rear to write, took me about 
two days, but it works now. YAY!



---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread william lomas

what is all this about?
Sorry I  have been on holiday

On 23 Jun 2009, at 16:36, Thomas Ward wrote:


Hi Davy,
Agreed. The size of accessible games, even with recorded speech  
files, is considerably smaller than most mainstream games these  
days. Mysteries of the Ancients fully installed is only about 110  
MB. That is not bad considering the fact the mainstream games I do  
have installed on this PC are well over 1 GB and one is about 4 GB  
fully installed. Big difference in size. We aren't eeven close to  
matching the mainstream markets in terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time  
that problem will go away. XAudio2 ships with Windows 7 out of the  
box so once people begin retiring older Windows versions like XP and  
upgrade to Windows 7 the number of people who have to upgrade  
DirectX will start dropping off. It is just one of those things that  
will get better over time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions  
about upgrading DirectX to run the game. And I certainly don't want  
to keep up with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that  
cool British accented voice for my flight instructor, a nice  
American voice for the flight command center, and so on. SAPI won't  
be able to give me all of these features. And it's not that hard to  
use wave-files. With the modern computers and Internet connections,  
almost everybody should be able to use the bigger game with pre- 
recorded speech. The number speaking system was a pain int he rear  
to write, took me about two days, but it works now. YAY!



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.

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the list,

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Davy Kager

this is the starting point of the thread:
http://www.mail-archive.com/gamers@audyssey.org/msg46048.html
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 6:02 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



what is all this about?
Sorry I  have been on holiday

On 23 Jun 2009, at 16:36, Thomas Ward wrote:


Hi Davy,
Agreed. The size of accessible games, even with recorded speech  files, 
is considerably smaller than most mainstream games these  days. Mysteries 
of the Ancients fully installed is only about 110  MB. That is not bad 
considering the fact the mainstream games I do  have installed on this PC 
are well over 1 GB and one is about 4 GB  fully installed. Big difference 
in size. We aren't eeven close to  matching the mainstream markets in 
terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time  that 
problem will go away. XAudio2 ships with Windows 7 out of the  box so 
once people begin retiring older Windows versions like XP and  upgrade to 
Windows 7 the number of people who have to upgrade  DirectX will start 
dropping off. It is just one of those things that  will get better over 
time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions 
about upgrading DirectX to run the game. And I certainly don't want  to 
keep up with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that  cool 
British accented voice for my flight instructor, a nice  American voice 
for the flight command center, and so on. SAPI won't  be able to give me 
all of these features. And it's not that hard to  use wave-files. With 
the modern computers and Internet connections,  almost everybody should 
be able to use the bigger game with pre- recorded speech. The number 
speaking system was a pain int he rear  to write, took me about two 
days, but it works now. YAY!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread valiant8086
I'm also good at making menu voices. Reading out numbers and such so they 
sound right when they're played back by the game. I don't like to act, but 
for menu voices and informational and stuff like that I'm happy to 
contribute.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 3:37 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo



As I said on the audiogames.net forum Davy.

I can also provide speech if needed. I have my own recorder, can reccord 
in Wav or mp3, sterrio or mono,  and do have a certain amount of 
acting experience on stage.


I suspect though, your mainly concerned with getting the game working at 
the moment rather than with how it will sound,  but feel free to get 
back to me when the time comes, - or not, as you choose.


All the best,

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:00 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo


well tell me when you want stuff, and what to say, may be good to get out 
what you want as I could get it done ahead of time if needed.

At 06:53 p.m. 23/06/2009, you wrote:

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into 
wave-files to save some time. I will not link in with SAPI if it is not 
necessary.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to 
sapi5 directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought 
it could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters 
of his/her fighter as well as the main engine seperately, then mouse 
support would be difficult. However, if the player just uses the arrow 
keys to control the fighter much like you control cars in Top Speed, 
then mouse support is indeed a cool feature to add. We'll see how 
development comes along. This determines the game's controls for a 
great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool 
that a friend of mine created. This speeds up development, as I don't 
have to record and edit my own voice. So the game runs entirely on 
wave-sounds, but still it is too early to find the real voice for this 
project. However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is 
created is just a seperate part. If you could start up your fighter and 
control the engines, you would probably not be able to fly somewhere, 
even with the engines running at a 100%. But as soon as parts are 
linked together and something playable comes out, I will either select 
a few private beta testers or release a public beta. This will take a 
few months, though.


And of course I want to thank everybody for all the helpful messages 
they sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread valiant8086

you could use the library portable version of ESpeak in a pinch.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 10:29 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi,
Yeah, sometimes I think supporting Sapi 5 is more trouble than it is 
worth. Even though the actual number of people who have problems with Sapi 
is relatively low it still can turn out to be a hastle. When I was still 
supporting Sapi in Montezuma's Revenge I got a number of bug reports, 
complaints, with the game. Upon further investigation quite a number of 
those were a result of a broken Sapi installation, and because it was a 
core component of my games I would do all i could to try and resolve those 
issues. Thing is Sapi is easy to break, and much harder to fix.In the end 
I personally felt it was too much hastle to worry about.
Another issue was that not everyone owns or can purchase high quality Sapi 
voices. I sometimes got complaints that they would rather have a voice 
ship with the game rather than use Sapi. If I were stuck with something as 
terrible sounding as Microsoft Sam I couldn't blame them. There is much 
that could be said about having a realy cool game, but being forced to use 
a really aweful sounding Sapi voice. That doesn't quite match the image i 
want to project with my games.

Smile.

Davy Kager wrote:

Hi,

The game will eventually feature human speech, but because it takes more 
time to create these voice files, I just convert SAPI 5 TTS into 
wave-files to save some time. I will not link in with SAPI if it is not 
necessary.

- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 10:29 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


if you are just going to use sapi why not just link the thing in to 
sapi5 directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought 
it could be better doing this and smaller to.

ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters 
of his/her fighter as well as the main engine seperately, then mouse 
support would be difficult. However, if the player just uses the arrow 
keys to control the fighter much like you control cars in Top Speed, 
then mouse support is indeed a cool feature to add. We'll see how 
development comes along. This determines the game's controls for a 
great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool 
that a friend of mine created. This speeds up development, as I don't 
have to record and edit my own voice. So the game runs entirely on 
wave-sounds, but still it is too early to find the real voice for this 
project. However, I will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm 
looking forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is 
created is just a seperate part. If you could start up your fighter and 
control the engines, you would probably not be able to fly somewhere, 
even with the engines running at a 100%. But as soon as parts are 
linked together and something playable comes out, I will either select 
a few private beta testers or release a public beta. This will take a 
few months, though.


And of course I want to thank everybody for all the helpful messages 
they sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy

---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread dark
Even some of the freeware graphical games I've got installed on here,   
which probably have similar amounts of developer resources etc going into 
them are at least 100 mb.


with harddrive size now being what it is I wouldn't worry too much about the 
game being big.


One thing you could do if the game is too large, is feature it as several 
sets of downloadable files rather than just one, - say an exe file (once 
the thing is compiled), and then a pack containing the encripted sound 
files.


This is also a method I've seen smaller devs of graphical games use, and it 
might be o help to people with slower connections sinse it's quicker to 
download several smaller files than one big one.


Just another thought.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:36 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, is 
considerably smaller than most mainstream games these days. Mysteries of 
the Ancients fully installed is only about 110 MB. That is not bad 
considering the fact the mainstream games I do have installed on this PC 
are well over 1 GB and one is about 4 GB fully installed. Big difference 
in size. We aren't eeven close to matching the mainstream markets in terms 
of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time that 
problem will go away. XAudio2 ships with Windows 7 out of the box so once 
people begin retiring older Windows versions like XP and upgrade to 
Windows 7 the number of people who have to upgrade DirectX will start 
dropping off. It is just one of those things that will get better over 
time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions about 
upgrading DirectX to run the game. And I certainly don't want to keep up 
with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice 
for the flight command center, and so on. SAPI won't be able to give me 
all of these features. And it's not that hard to use wave-files. With the 
modern computers and Internet connections, almost everybody should be 
able to use the bigger game with pre-recorded speech. The number speaking 
system was a pain int he rear to write, took me about two days, but it 
works now. YAY!



---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Davy Kager
I am also considering the possibilities of compressed audio formats, such as 
Ogg Vorbis and ADPCM. I wonder if I can get the sound files reasonably small 
while still maintaining the sound's quality. I suppose I'll have to do a 
couple of tests on that subject, but any advise is of course pretty much 
welcome!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 8:32 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


Even some of the freeware graphical games I've got installed on here,   
which probably have similar amounts of developer resources etc going into 
them are at least 100 mb.


with harddrive size now being what it is I wouldn't worry too much about 
the game being big.


One thing you could do if the game is too large, is feature it as several 
sets of downloadable files rather than just one, - say an exe file 
(once the thing is compiled), and then a pack containing the encripted 
sound files.


This is also a method I've seen smaller devs of graphical games use, and 
it might be o help to people with slower connections sinse it's quicker to 
download several smaller files than one big one.


Just another thought.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:36 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
Agreed. The size of accessible games, even with recorded speech files, is 
considerably smaller than most mainstream games these days. Mysteries of 
the Ancients fully installed is only about 110 MB. That is not bad 
considering the fact the mainstream games I do have installed on this PC 
are well over 1 GB and one is about 4 GB fully installed. Big difference 
in size. We aren't eeven close to matching the mainstream markets in 
terms of game size.
As far as XAudio2 and DirectX upgrades goes you will find over time that 
problem will go away. XAudio2 ships with Windows 7 out of the box so once 
people begin retiring older Windows versions like XP and upgrade to 
Windows 7 the number of people who have to upgrade DirectX will start 
dropping off. It is just one of those things that will get better over 
time.

Cheers.

Davy Kager wrote:

Hi,

Well, as I am using XAudio2, I will already get a lot of questions about 
upgrading DirectX to run the game. And I certainly don't want to keep up 
with all the SAPI problems as well.
Furthermore, I'd like that true punchy voice for my menus, that cool 
British accented voice for my flight instructor, a nice American voice 
for the flight command center, and so on. SAPI won't be able to give me 
all of these features. And it's not that hard to use wave-files. With 
the modern computers and Internet connections, almost everybody should 
be able to use the bigger game with pre-recorded speech. The number 
speaking system was a pain int he rear to write, took me about two days, 
but it works now. YAY!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-23 Thread Thomas Ward

Hi Davy,
One of the nice features of XAudio2 is it has its own compression 
format, xwma, which seams to have extremely good compression. Of course, 
alot depends on how high a bit rate and quality you are using, but it is 
extremely good compression. To convert a wav file to a xwma file simply 
run a command line tool such as xwmaencode to convert your wav files to 
xwma files. For example, opening a command window and typing

xwmaencode Music.wav Music.xwma
would convert a PCM music track to a xwma file with a byt rate of 48000 
KBPS. Since that is rather low doing

xwmaencode -b 192000 Music.wav Music.xwma
would create a very high quality xwma music track with better than 
average compression.
Of course, if you would rather use something more standard like mp3 
files you can use DirectShow that comes with the Windows Platform SDK or 
you can incorperate libvorbus support for ogg. No matter what you use 
though you will take a performance hit for using compressed files, and 
you can not apply special dsp effects to ogg, mp3, and wma files. So I'd 
recommend only using compressed files for large ambience and music tracks.




Davy Kager wrote:
I am also considering the possibilities of compressed audio formats, 
such as Ogg Vorbis and ADPCM. I wonder if I can get the sound files 
reasonably small while still maintaining the sound's quality. I 
suppose I'll have to do a couple of tests on that subject, but any 
advise is of course pretty much welcome!



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread Thomas Ward

Hi Davy,
It is late here, but I just wanted to drop you a quick e-mail saying 
that I think you are off to a great start. Your menu design is 
brilliant, sounds extremely user friendly, and the music you have for 
the audio demo sounds impressive as well. As a fellow game developer I 
just want to give you a big pat on the back, thumbs up, etc. In other 
words, good job.
As for your English don't worry about it. I think you handled the 
language very well. I've heard much worse from fellow Americans, some of 
them in college, that didn't do as well as you did in your demo. If it 
makes you feel better there are some areas in America where poor English 
grammar is quite common. Some people grow up in racial or regional areas 
that have a slang that horrifies English teachers all over the world. Grin.
For example, my grandma was born in the south, raised in the south, and 
said a lot of words phonetically and grammatically wrong. Instead of 
saying she was going to wash the close she'd say she had to worsh her 
close. Instead of calling a creek a creak she'd call it a crick. Instead 
of calling a fish a fish she'd call it a feesh. You get the idea. My 
grandma wasn't stupid by any means, actually was quite smart, but she 
just grew up around people who talked that way, and ended up saying 
words in a way that was phonetically and grammatically wrong. Sometimes 
I didn't know to laugh at it or try and correct her.

Smile.


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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread Davy Kager

Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters of 
his/her fighter as well as the main engine seperately, then mouse support 
would be difficult. However, if the player just uses the arrow keys to 
control the fighter much like you control cars in Top Speed, then mouse 
support is indeed a cool feature to add. We'll see how development comes 
along. This determines the game's controls for a great deal.


Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, 
because I can easily create wave-files out of text with a little tool that a 
friend of mine created. This speeds up development, as I don't have to 
record and edit my own voice. So the game runs entirely on wave-sounds, but 
still it is too early to find the real voice for this project. However, I 
will certainly keep your kind offer in mind.


Quote
I'd certainly love to help test this. This is actually something I'm looking 
forward to getting my hands on.

End quote
I will stick to MP3 demos for the time being as everything that is created 
is just a seperate part. If you could start up your fighter and control the 
engines, you would probably not be able to fly somewhere, even with the 
engines running at a 100%. But as soon as parts are linked together and 
something playable comes out, I will either select a few private beta 
testers or release a public beta. This will take a few months, though.


And of course I want to thank everybody for all the helpful messages they 
sent me. I do appreciate them very much! Thanks for the support!


Regards,
Davy 



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread Charles Rivard
Hey, Tom:  It's nearly 10 in the mornin' here.  Concerning breakfast, gotta 
question fer yuh.  Jeet yet?  (grin)  Hmm.  How about the little 
introduction to the wild west table of pinball Xtreme, although I guess 
that's more of a twang than a way of pronunciation, huh?

---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 21, 2009 11:35 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



Hi Davy,
It is late here, but I just wanted to drop you a quick e-mail saying that 
I think you are off to a great start. Your menu design is brilliant, 
sounds extremely user friendly, and the music you have for the audio demo 
sounds impressive as well. As a fellow game developer I just want to give 
you a big pat on the back, thumbs up, etc. In other words, good job.
As for your English don't worry about it. I think you handled the language 
very well. I've heard much worse from fellow Americans, some of them in 
college, that didn't do as well as you did in your demo. If it makes you 
feel better there are some areas in America where poor English grammar is 
quite common. Some people grow up in racial or regional areas that have a 
slang that horrifies English teachers all over the world. Grin.
For example, my grandma was born in the south, raised in the south, and 
said a lot of words phonetically and grammatically wrong. Instead of 
saying she was going to wash the close she'd say she had to worsh her 
close. Instead of calling a creek a creak she'd call it a crick. Instead 
of calling a fish a fish she'd call it a feesh. You get the idea. My 
grandma wasn't stupid by any means, actually was quite smart, but she just 
grew up around people who talked that way, and ended up saying words in a 
way that was phonetically and grammatically wrong. Sometimes I didn't know 
to laugh at it or try and correct her.

Smile.


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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread shaun everiss
if you are just going to use sapi why not just link the thing in to sapi5 
directly and not use these voice waves.
ok its unrealistic but if you are intent on using sapi5 then I thought it could 
be better doing this and smaller to.
ofcause some have issues with sapi could not play the thing.
yeah when you have a voice then cool.
I have loads of time to do something for this project.
At 10:21 p.m. 22/06/2009, you wrote:
Hi,

Quote
Are you going to have mouse support for the game?
End quote
Well, that depends. If the player is able to control the wing thrusters of 
his/her fighter as well as the main engine seperately, then mouse support 
would be difficult. However, if the player just uses the arrow keys to control 
the fighter much like you control cars in Top Speed, then mouse support is 
indeed a cool feature to add. We'll see how development comes along. This 
determines the game's controls for a great deal.

Quote
I may be able to help with voiceovers etc for this.
End quote
Thanks for offering your help! For now, I will be using SAPI 5 voices, because 
I can easily create wave-files out of text with a little tool that a friend of 
mine created. This speeds up development, as I don't have to record and edit 
my own voice. So the game runs entirely on wave-sounds, but still it is too 
early to find the real voice for this project. However, I will certainly keep 
your kind offer in mind.

Quote
I'd certainly love to help test this. This is actually something I'm looking 
forward to getting my hands on.
End quote
I will stick to MP3 demos for the time being as everything that is created is 
just a seperate part. If you could start up your fighter and control the 
engines, you would probably not be able to fly somewhere, even with the 
engines running at a 100%. But as soon as parts are linked together and 
something playable comes out, I will either select a few private beta testers 
or release a public beta. This will take a few months, though.

And of course I want to thank everybody for all the helpful messages they sent 
me. I do appreciate them very much! Thanks for the support!

Regards,
Davy 

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread Thomas Ward

Hi Charles,
Grin. Now, that brings back fond memories from my childhood. As it 
happens it is afternoon when I am grabbing this post so I have eaten a 
couple of times today.  Although I haven't had any bacon and grits today.

Smile.


Charles Rivard wrote:
Hey, Tom:  It's nearly 10 in the mornin' here.  Concerning breakfast, 
gotta question fer yuh.  Jeet yet?  (grin)  Hmm.  How about the little 
introduction to the wild west table of pinball Xtreme, although I 
guess that's more of a twang than a way of pronunciation, huh?

---
Shepherds are the best beasts.



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread dark

And don't think you have a monopoly on weerd accents across the pond!

I've been living in the Durham/newcastle area for 7 years now, and the local 
accent here is almost incomprehensible to the uninnitiate.


For at least the first year I was up here, I never realized the river which 
flows through newcastle is the tine, not the tane


I also was very confused whenever someone told me to wack into toon rather 
than walk into town.


The only lucky thing is that probably through a combination of singing, 
stage performing, and associating with lots of students and professors, my 
own accent has just got more and more sterriotypically queens English to the 
point where everyone assumes I'm upper class!


Which is jolly strange what? Lol!

Beware the Grue!

Dark. 



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread Charles Rivard
I've always wondered why what? is used at the end of sentences, when a 
question is not being asked.

---
Shepherds are the best beasts.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 4:27 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



And don't think you have a monopoly on weerd accents across the pond!

I've been living in the Durham/newcastle area for 7 years now, and the 
local accent here is almost incomprehensible to the uninnitiate.


For at least the first year I was up here, I never realized the river 
which flows through newcastle is the tine, not the tane


I also was very confused whenever someone told me to wack into toon 
rather than walk into town.


The only lucky thing is that probably through a combination of singing, 
stage performing, and associating with lots of students and professors, my 
own accent has just got more and more sterriotypically queens English to 
the point where everyone assumes I'm upper class!


Which is jolly strange what? Lol!

Beware the Grue!

Dark.

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-22 Thread dark

Actually it isn't,  that's just one of those odd English sterriotypes.

I have however encountered a few people who do use the word jolly eg 
jolly good occasionally in speech, so that one does at least exist.


I'm always amazed in Us films how often English characters sound like 
sterriotypical second world war airforce pilots, - constantly saying 
things like criky! and having the word bloody every other sylable.


Witness the British in independence day for an example of this.

Then again, I suppose all countries have their sterriotypes.

Beware the Grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 23, 2009 4:41 AM
Subject: Re: [Audyssey] A new audiogame MP3 demo


I've always wondered why what? is used at the end of sentences, when a 
question is not being asked.

---
Shepherds are the best beasts.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 22, 2009 4:27 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo



And don't think you have a monopoly on weerd accents across the pond!

I've been living in the Durham/newcastle area for 7 years now, and the 
local accent here is almost incomprehensible to the uninnitiate.


For at least the first year I was up here, I never realized the river 
which flows through newcastle is the tine, not the tane


I also was very confused whenever someone told me to wack into toon 
rather than walk into town.


The only lucky thing is that probably through a combination of singing, 
stage performing, and associating with lots of students and professors, 
my own accent has just got more and more sterriotypically queens English 
to the point where everyone assumes I'm upper class!


Which is jolly strange what? Lol!

Beware the Grue!

Dark.

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[Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Davy Kager
Note: Every single word below this line is commercial talk which can be 
disregarded. The real message of this message, is that I would like some 
feedback on my new accessible game release. But for the fun of it still, here's 
the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new 
audiogame in development. This game has been in development for over a month 
now under the codename Excalibur. And the first result from this development is 
an MP3 demo of the menu system, just to rise some excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can: 
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a 
spacefighter? Ever wanted to face a one-on-one battle with your opponent, 
either using AI or via multiplayer? What, ever wanted to stand up against a 
whole fleet of enemy fighters in an AI driven game? Then stop wanting it, now 
it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in 
December 2009. The game is based on CrystalSpire, the game engine that was 
written only to serve the needs of this exciting new title. CrystalSpire uses 
XAudio2 for the latest and greatest audio performance, is optimized to run on 
older and slower machines, and has numerous other features that will ensure a 
great experience.



The project's current status is not too exciting though --- the menu system has 
just been completed. There will probably be some minor enhancements, and of 
course some vast extensions, but the basic system is up and ready to go. And 
because you still don't know much about the real thing after reading this 
plain text message, I decided to put an MP3 demo online so that you can hear 
what has been built so far. For more information regarding the story and 
proposed details of the game, refer to the following topics in the 
Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks, 
complaints, requests or any other type of feedback if you like. Also, don't 
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread piotr machacz
hi davy, I would like to help with testing and sound designing if you
want. contact me off-list if you're interested, o btw it really was a
dream for me, smiles.

On 6/21/09, Davy Kager m...@davykager.nl wrote:
 Note: Every single word below this line is commercial talk which can be
 disregarded. The real message of this message, is that I would like some
 feedback on my new accessible game release. But for the fun of it still,
 here's the more commercial way...



 Hello gamers,



 As those of you following the Audiogames.net forum may know, there is a new
 audiogame in development. This game has been in development for over a month
 now under the codename Excalibur. And the first result from this development
 is an MP3 demo of the menu system, just to rise some excitement. *smiles*

 So what is this Excalibur thing anyway? Well, to put it as basic as I can:
 Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a
 spacefighter? Ever wanted to face a one-on-one battle with your opponent,
 either using AI or via multiplayer? What, ever wanted to stand up against a
 whole fleet of enemy fighters in an AI driven game? Then stop wanting it,
 now it's time to get it!



 Project Excalibur is a new audiogame that is planned for beta release in
 December 2009. The game is based on CrystalSpire, the game engine that was
 written only to serve the needs of this exciting new title. CrystalSpire
 uses XAudio2 for the latest and greatest audio performance, is optimized to
 run on older and slower machines, and has numerous other features that will
 ensure a great experience.



 The project's current status is not too exciting though --- the menu system
 has just been completed. There will probably be some minor enhancements, and
 of course some vast extensions, but the basic system is up and ready to go.
 And because you still don't know much about the real thing after reading
 this plain text message, I decided to put an MP3 demo online so that you can
 hear what has been built so far. For more information regarding the story
 and proposed details of the game, refer to the following topics in the
 Audiogames.net forum:

 - A new game to shake the stars: Project Excalibur

  - http://forum.audiogames.net/viewtopic.php?id=3048

 - The Flight Commander trailer

  - http://forum.audiogames.net/viewtopic.php?id=2935

 The MP3 demo file can be found here:

 http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



 Please have a listen and be sure to send me suggestions, ideas, remarks,
 complaints, requests or any other type of feedback if you like. Also, don't
 hesitate to ask for further information, or to add to the game's storyline.



 Sincerely,

 Davy Kager - Project Excalibur / CrystalSpire Main Developer
 ---
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Orin
I'd certainly love to help test this. This is actually something I'm  
looking forward to getting my hands on.

On Jun 21, 2009, at 7:44 AM, piotr machacz wrote:


hi davy, I would like to help with testing and sound designing if you
want. contact me off-list if you're interested, o btw it really was a
dream for me, smiles.

On 6/21/09, Davy Kager m...@davykager.nl wrote:
Note: Every single word below this line is commercial talk which  
can be
disregarded. The real message of this message, is that I would like  
some
feedback on my new accessible game release. But for the fun of it  
still,

here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there  
is a new
audiogame in development. This game has been in development for  
over a month
now under the codename Excalibur. And the first result from this  
development
is an MP3 demo of the menu system, just to rise some excitement.  
*smiles*


So what is this Excalibur thing anyway? Well, to put it as basic as  
I can:

Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a
spacefighter? Ever wanted to face a one-on-one battle with your  
opponent,
either using AI or via multiplayer? What, ever wanted to stand up  
against a
whole fleet of enemy fighters in an AI driven game? Then stop  
wanting it,

now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta  
release in
December 2009. The game is based on CrystalSpire, the game engine  
that was
written only to serve the needs of this exciting new title.  
CrystalSpire
uses XAudio2 for the latest and greatest audio performance, is  
optimized to
run on older and slower machines, and has numerous other features  
that will

ensure a great experience.



The project's current status is not too exciting though --- the  
menu system
has just been completed. There will probably be some minor  
enhancements, and
of course some vast extensions, but the basic system is up and  
ready to go.
And because you still don't know much about the real thing after  
reading
this plain text message, I decided to put an MP3 demo online so  
that you can
hear what has been built so far. For more information regarding the  
story
and proposed details of the game, refer to the following topics in  
the

Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

- http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

- http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas,  
remarks,
complaints, requests or any other type of feedback if you like.  
Also, don't
hesitate to ask for further information, or to add to the game's  
storyline.




Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
---
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--
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---
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the list,

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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Reinhard Stebner
Are you going to have mouse support for the game?  I think it is a much
better experience  if one can play the game using mouse support.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Davy Kager
Sent: Sunday, June 21, 2009 4:23 AM
To: Gamers Discussion list
Subject: [Audyssey] A new audiogame MP3 demo

Note: Every single word below this line is commercial talk which can be
disregarded. The real message of this message, is that I would like some
feedback on my new accessible game release. But for the fun of it still,
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new
audiogame in development. This game has been in development for over a month
now under the codename Excalibur. And the first result from this development
is an MP3 demo of the menu system, just to rise some excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can:
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a
spacefighter? Ever wanted to face a one-on-one battle with your opponent,
either using AI or via multiplayer? What, ever wanted to stand up against a
whole fleet of enemy fighters in an AI driven game? Then stop wanting it,
now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in
December 2009. The game is based on CrystalSpire, the game engine that was
written only to serve the needs of this exciting new title. CrystalSpire
uses XAudio2 for the latest and greatest audio performance, is optimized to
run on older and slower machines, and has numerous other features that will
ensure a great experience.



The project's current status is not too exciting though --- the menu system
has just been completed. There will probably be some minor enhancements, and
of course some vast extensions, but the basic system is up and ready to go.
And because you still don't know much about the real thing after reading
this plain text message, I decided to put an MP3 demo online so that you can
hear what has been built so far. For more information regarding the story
and proposed details of the game, refer to the following topics in the
Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks,
complaints, requests or any other type of feedback if you like. Also, don't
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
---
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread shaun everiss
hmmm.
the project idea sounds good.
the menu system is a good menu system.
I may be able to help with voiceovers etc for this.
I don't have a full suite of apps and editers but I have enough for simple 
stuff, my system is the stock laptop crappy system but it should be able to 
record voices, I have done some before.
check I think www.rsgames.co.nr, get shoot da me.
if you are interested email me offlist and I'll send you a zip with the voices 
I pulled for this project, these were generic voice for a guard but that should 
give you an idea.
At 11:22 p.m. 21/06/2009, you wrote:
Note: Every single word below this line is commercial talk which can be 
disregarded. The real message of this message, is that I would like some 
feedback on my new accessible game release. But for the fun of it still, 
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new 
audiogame in development. This game has been in development for over a month 
now under the codename Excalibur. And the first result from this development 
is an MP3 demo of the menu system, just to rise some excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can: 
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a 
spacefighter? Ever wanted to face a one-on-one battle with your opponent, 
either using AI or via multiplayer? What, ever wanted to stand up against a 
whole fleet of enemy fighters in an AI driven game? Then stop wanting it, now 
it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in 
December 2009. The game is based on CrystalSpire, the game engine that was 
written only to serve the needs of this exciting new title. CrystalSpire uses 
XAudio2 for the latest and greatest audio performance, is optimized to run on 
older and slower machines, and has numerous other features that will ensure a 
great experience.



The project's current status is not too exciting though --- the menu system 
has just been completed. There will probably be some minor enhancements, and 
of course some vast extensions, but the basic system is up and ready to go. 
And because you still don't know much about the real thing after reading 
this plain text message, I decided to put an MP3 demo online so that you can 
hear what has been built so far. For more information regarding the story and 
proposed details of the game, refer to the following topics in the 
Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks, 
complaints, requests or any other type of feedback if you like. Also, don't 
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
---
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If you have any questions or concerns regarding the management of the list,
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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread shaun everiss
it would also be something I'd like to get my teeth intol.
At 02:47 a.m. 22/06/2009, you wrote:
I'd certainly love to help test this. This is actually something I'm  
looking forward to getting my hands on.
On Jun 21, 2009, at 7:44 AM, piotr machacz wrote:

hi davy, I would like to help with testing and sound designing if you
want. contact me off-list if you're interested, o btw it really was a
dream for me, smiles.

On 6/21/09, Davy Kager m...@davykager.nl wrote:
Note: Every single word below this line is commercial talk which  
can be
disregarded. The real message of this message, is that I would like  
some
feedback on my new accessible game release. But for the fun of it  
still,
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there  
is a new
audiogame in development. This game has been in development for  
over a month
now under the codename Excalibur. And the first result from this  
development
is an MP3 demo of the menu system, just to rise some excitement.  
*smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as  
I can:
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a
spacefighter? Ever wanted to face a one-on-one battle with your  
opponent,
either using AI or via multiplayer? What, ever wanted to stand up  
against a
whole fleet of enemy fighters in an AI driven game? Then stop  
wanting it,
now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta  
release in
December 2009. The game is based on CrystalSpire, the game engine  
that was
written only to serve the needs of this exciting new title.  
CrystalSpire
uses XAudio2 for the latest and greatest audio performance, is  
optimized to
run on older and slower machines, and has numerous other features  
that will
ensure a great experience.



The project's current status is not too exciting though --- the  
menu system
has just been completed. There will probably be some minor  
enhancements, and
of course some vast extensions, but the basic system is up and  
ready to go.
And because you still don't know much about the real thing after  
reading
this plain text message, I decided to put an MP3 demo online so  
that you can
hear what has been built so far. For more information regarding the  
story
and proposed details of the game, refer to the following topics in  
the
Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

- http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

- http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas,  
remarks,
complaints, requests or any other type of feedback if you like.  
Also, don't
hesitate to ask for further information, or to add to the game's  
storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
---
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If you have any questions or concerns regarding the management of  
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-- 
peter, the one that really tries to get the pcs dos games back!

---
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.
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Trouble
not bad for what you got, and take your time to do what you want with 
the game. this type of game would be great to play, and is a long 
time in coming.
And just to let you know, Your English isn't that bad. i have heard 
worse by those speaking it as a second language for a long time.
So give us some updates now and then, and we all await the release of 
this game in the works.


At 07:22 AM 6/21/2009, you wrote:
Note: Every single word below this line is commercial talk which can 
be disregarded. The real message of this message, is that I would 
like some feedback on my new accessible game release. But for the 
fun of it still, here's the more commercial way...




Hello gamers,



As those of you following the Audiogames.net forum may know, there 
is a new audiogame in development. This game has been in development 
for over a month now under the codename Excalibur. And the first 
result from this development is an MP3 demo of the menu system, just 
to rise some excitement. *smiles*


So what is this Excalibur thing anyway? Well, to put it as basic as 
I can: Excalibur is your sci-fi dream becoming true. Ever wanted to 
pilot a spacefighter? Ever wanted to face a one-on-one battle with 
your opponent, either using AI or via multiplayer? What, ever wanted 
to stand up against a whole fleet of enemy fighters in an AI driven 
game? Then stop wanting it, now it's time to get it!




Project Excalibur is a new audiogame that is planned for beta 
release in December 2009. The game is based on CrystalSpire, the 
game engine that was written only to serve the needs of this 
exciting new title. CrystalSpire uses XAudio2 for the latest and 
greatest audio performance, is optimized to run on older and slower 
machines, and has numerous other features that will ensure a great experience.




The project's current status is not too exciting though --- the menu 
system has just been completed. There will probably be some minor 
enhancements, and of course some vast extensions, but the basic 
system is up and ready to go. And because you still don't know much 
about the real thing after reading this plain text message, I 
decided to put an MP3 demo online so that you can hear what has been 
built so far. For more information regarding the story and proposed 
details of the game, refer to the following topics in the Audiogames.net forum:


- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, 
remarks, complaints, requests or any other type of feedback if you 
like. Also, don't hesitate to ask for further information, or to add 
to the game's storyline.




Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Tim
trouble
Verizon FIOS support tech
Never offend people with style when you can offend them with substance.
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread Shannon Heisey
I would also be happy to do sound editing and sthings of that nature for 
this and any other game under development.  I use GoldWave on an EMachines 
computer with a 260 gig hard drive and one gig of ram.  I also do my own 
production work. Let me know if I can be of any help.
Shannon
- Original Message - 
From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 21, 2009 3:09 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


hmmm.
the project idea sounds good.
the menu system is a good menu system.
I may be able to help with voiceovers etc for this.
I don't have a full suite of apps and editers but I have enough for simple 
stuff, my system is the stock laptop crappy system but it should be able to 
record voices, I have done some before.
check I think www.rsgames.co.nr, get shoot da me.
if you are interested email me offlist and I'll send you a zip with the 
voices I pulled for this project, these were generic voice for a guard but 
that should give you an idea.
At 11:22 p.m. 21/06/2009, you wrote:
Note: Every single word below this line is commercial talk which can be 
disregarded. The real message of this message, is that I would like some 
feedback on my new accessible game release. But for the fun of it still, 
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new 
audiogame in development. This game has been in development for over a 
month now under the codename Excalibur. And the first result from this 
development is an MP3 demo of the menu system, just to rise some 
excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can: 
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a 
spacefighter? Ever wanted to face a one-on-one battle with your opponent, 
either using AI or via multiplayer? What, ever wanted to stand up against a 
whole fleet of enemy fighters in an AI driven game? Then stop wanting it, 
now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in 
December 2009. The game is based on CrystalSpire, the game engine that was 
written only to serve the needs of this exciting new title. CrystalSpire 
uses XAudio2 for the latest and greatest audio performance, is optimized to 
run on older and slower machines, and has numerous other features that will 
ensure a great experience.



The project's current status is not too exciting though --- the menu system 
has just been completed. There will probably be some minor enhancements, 
and of course some vast extensions, but the basic system is up and ready to 
go. And because you still don't know much about the real thing after 
reading this plain text message, I decided to put an MP3 demo online so 
that you can hear what has been built so far. For more information 
regarding the story and proposed details of the game, refer to the 
following topics in the Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks, 
complaints, requests or any other type of feedback if you like. Also, don't 
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
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Re: [Audyssey] A new audiogame MP3 demo

2009-06-21 Thread shaun everiss
well I have audacity fully loaded and a version of studio recorder.
At 08:27 a.m. 22/06/2009, you wrote:
I would also be happy to do sound editing and sthings of that nature for 
this and any other game under development.  I use GoldWave on an EMachines 
computer with a 260 gig hard drive and one gig of ram.  I also do my own 
production work. Let me know if I can be of any help.
Shannon
- Original Message - 
From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 21, 2009 3:09 PM
Subject: Re: [Audyssey] A new audiogame MP3 demo


hmmm.
the project idea sounds good.
the menu system is a good menu system.
I may be able to help with voiceovers etc for this.
I don't have a full suite of apps and editers but I have enough for simple 
stuff, my system is the stock laptop crappy system but it should be able to 
record voices, I have done some before.
check I think www.rsgames.co.nr, get shoot da me.
if you are interested email me offlist and I'll send you a zip with the 
voices I pulled for this project, these were generic voice for a guard but 
that should give you an idea.
At 11:22 p.m. 21/06/2009, you wrote:
Note: Every single word below this line is commercial talk which can be 
disregarded. The real message of this message, is that I would like some 
feedback on my new accessible game release. But for the fun of it still, 
here's the more commercial way...



Hello gamers,



As those of you following the Audiogames.net forum may know, there is a new 
audiogame in development. This game has been in development for over a 
month now under the codename Excalibur. And the first result from this 
development is an MP3 demo of the menu system, just to rise some 
excitement. *smiles*

So what is this Excalibur thing anyway? Well, to put it as basic as I can: 
Excalibur is your sci-fi dream becoming true. Ever wanted to pilot a 
spacefighter? Ever wanted to face a one-on-one battle with your opponent, 
either using AI or via multiplayer? What, ever wanted to stand up against a 
whole fleet of enemy fighters in an AI driven game? Then stop wanting it, 
now it's time to get it!



Project Excalibur is a new audiogame that is planned for beta release in 
December 2009. The game is based on CrystalSpire, the game engine that was 
written only to serve the needs of this exciting new title. CrystalSpire 
uses XAudio2 for the latest and greatest audio performance, is optimized to 
run on older and slower machines, and has numerous other features that will 
ensure a great experience.



The project's current status is not too exciting though --- the menu system 
has just been completed. There will probably be some minor enhancements, 
and of course some vast extensions, but the basic system is up and ready to 
go. And because you still don't know much about the real thing after 
reading this plain text message, I decided to put an MP3 demo online so 
that you can hear what has been built so far. For more information 
regarding the story and proposed details of the game, refer to the 
following topics in the Audiogames.net forum:

- A new game to shake the stars: Project Excalibur

 - http://forum.audiogames.net/viewtopic.php?id=3048

- The Flight Commander trailer

 - http://forum.audiogames.net/viewtopic.php?id=2935

The MP3 demo file can be found here:

http://www.davykager.nl/uploads/excalibur_demo_a1.mp3



Please have a listen and be sure to send me suggestions, ideas, remarks, 
complaints, requests or any other type of feedback if you like. Also, don't 
hesitate to ask for further information, or to add to the game's storyline.



Sincerely,

Davy Kager - Project Excalibur / CrystalSpire Main Developer
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