Re: [Audyssey] intro

2013-09-02 Thread James Bartlett

hI Maria

   I just wanted to say walcom back and happy gameing.

bfn
James




--
From: Maria and Joe Chapman bubbygirl1...@gmail.com
Sent: Friday, August 30, 2013 7:17 PM
To: gamers@audyssey.org
Subject: [Audyssey] intro

Hi list.  I was on this list a long, long time ago.  I am Maria and live 
in australia.  I love audio games mostly on my apple devices.  there are a 
few games i like to play on the mac as well and I also have access to 
windows. I am totally in to Solara at the moment lol.  Am happy to be 
here.



Warm regards and blessings
Maria, Joe and FurBabies
Email:  iMessage:bubbygirl1...@gmail.com




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Re: [Audyssey] intro

2013-09-02 Thread Maria and Joe Chapman
Hi thanks heaps.


regards
Maria and crew from australia
email:
bubbygirl1...@gmail.com
check out 
www.95-the-mix.com
where we play lots of great music




On 03/09/2013, at 12:10 AM, James Bartlett jab8...@gmail.com wrote:

 hI Maria
 
   I just wanted to say walcom back and happy gameing.
 
 bfn
 James
 
 
 
 
 --
 From: Maria and Joe Chapman bubbygirl1...@gmail.com
 Sent: Friday, August 30, 2013 7:17 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] intro
 
 Hi list.  I was on this list a long, long time ago.  I am Maria and live in 
 australia.  I love audio games mostly on my apple devices.  there are a few 
 games i like to play on the mac as well and I also have access to windows. I 
 am totally in to Solara at the moment lol.  Am happy to be here.
 
 
 Warm regards and blessings
 Maria, Joe and FurBabies
 Email:  iMessage:bubbygirl1...@gmail.com
 
 
 
 
 ---
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Re: [Audyssey] intro

2013-09-02 Thread Teresa Cochran
Familiar name! Welcome, maria. I've noticed that games of every stripe, shape, 
size, and color are discussed here. The thing they have in common is that 
they're accessible to the visually impaired. I'm very comfortable on this list, 
and hope you have fun here, too. :)

Teresa
On Sep 2, 2013, at 3:04 PM, Maria and Joe Chapman bubbygirl1...@gmail.com 
wrote:

 Hi thanks heaps.
 
 
   regards
 Maria and crew from australia
 email:
 bubbygirl1...@gmail.com
 check out 
 www.95-the-mix.com
 where we play lots of great music
 
 
 
 
 On 03/09/2013, at 12:10 AM, James Bartlett jab8...@gmail.com wrote:
 
 hI Maria
 
  I just wanted to say walcom back and happy gameing.
 
 bfn
 James
 
 
 
 
 --
 From: Maria and Joe Chapman bubbygirl1...@gmail.com
 Sent: Friday, August 30, 2013 7:17 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] intro
 
 Hi list.  I was on this list a long, long time ago.  I am Maria and live in 
 australia.  I love audio games mostly on my apple devices.  there are a few 
 games i like to play on the mac as well and I also have access to windows. 
 I am totally in to Solara at the moment lol.  Am happy to be here.
 
 
 Warm regards and blessings
 Maria, Joe and FurBabies
 Email:  iMessage:bubbygirl1...@gmail.com
 
 
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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[Audyssey] intro

2013-08-31 Thread Maria and Joe Chapman
Hi list.  I was on this list a long, long time ago.  I am Maria and live in 
australia.  I love audio games mostly on my apple devices.  there are a few 
games i like to play on the mac as well and I also have access to windows. I am 
totally in to Solara at the moment lol.  Am happy to be here.


Warm regards and blessings 
Maria, Joe and FurBabies
Email:  iMessage:bubbygirl1...@gmail.com




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Re: [Audyssey] intro

2013-08-31 Thread Thomas Ward
Hi Maria,


Welcome back to the list. Hope you have fun here.

Cheers!


On 8/30/13, Maria and Joe Chapman bubbygirl1...@gmail.com wrote:
 Hi list.  I was on this list a long, long time ago.  I am Maria and live in
 australia.  I love audio games mostly on my apple devices.  there are a few
 games i like to play on the mac as well and I also have access to windows. I
 am totally in to Solara at the moment lol.  Am happy to be here.


 Warm regards and blessings
 Maria, Joe and FurBabies
 Email:  iMessage:bubbygirl1...@gmail.com




 ---
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Re: [Audyssey] intro

2013-08-31 Thread Maria and Joe Chapman
Hi.  thank you.  I'm sure I will.
regards
Maria and crew from australia
email:
bubbygirl1...@gmail.com
check out 
www.95-the-mix.com
where we play lots of great music




On 31/08/2013, at 10:23 PM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Maria,
 
 
 Welcome back to the list. Hope you have fun here.
 
 Cheers!
 
 
 On 8/30/13, Maria and Joe Chapman bubbygirl1...@gmail.com wrote:
 Hi list.  I was on this list a long, long time ago.  I am Maria and live in
 australia.  I love audio games mostly on my apple devices.  there are a few
 games i like to play on the mac as well and I also have access to windows. I
 am totally in to Solara at the moment lol.  Am happy to be here.
 
 
 Warm regards and blessings
 Maria, Joe and FurBabies
 Email:  iMessage:bubbygirl1...@gmail.com
 
 
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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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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Re: [Audyssey] intro

2013-08-31 Thread Chris H

Welcome!

On 31/08/2013 00:17, Maria and Joe Chapman wrote:

Hi list.  I was on this list a long, long time ago.  I am Maria and live in 
australia.  I love audio games mostly on my apple devices.  there are a few 
games i like to play on the mac as well and I also have access to windows. I am 
totally in to Solara at the moment lol.  Am happy to be here.


Warm regards and blessings
Maria, Joe and FurBabies
Email:  iMessage:bubbygirl1...@gmail.com




---
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.



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Re: [Audyssey] Intro to game engine creation

2013-08-12 Thread James Bartlett

Hello there

   R O F L sorry about that. MS word sucks as far as there spell checker. 
So I find that most of the time I have to google most words that I miss 
spell. so when a word sounds good on my screen reader I don't know if I miss 
spelled the word or not, and if I don't know it's broke,then why fix it.


bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Saturday, August 10, 2013 8:40 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Intro to game engine creation


Hi James,

LOL. You really want to check your spelling you spelled version as
vergen. Besides being misspelled it sounded like you were talking
about a young man or woman who hasn't had sex rather than a different
version of an idea or concept. :D

Cheers!


On 8/10/13, James Bartlett jab8...@gmail.com wrote:

hI Jacob

Yes I think that your vergen was a little confusing, but now that I
heard a different look at it I get what you were saying.

bfn
James


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Re: [Audyssey] Intro to game engine creation

2013-08-10 Thread James Bartlett

hI Jacob

   Yes I think that your vergen was a little confusing, but now that I 
heard a different look at it I get what you were saying.


bfn
James

--
From: Jacob Kruger ja...@blindza.co.za
Sent: Friday, August 09, 2013 9:56 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Intro to game engine creation

Animal version also makes sense to me, and didn't say too many people 
understood my explanation version, but, anyway...smile


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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 3:20 PM
Subject: Re: [Audyssey] Intro to game engine creation



Hi Jacob,

Well, I regret to say I think your discussion of utensils was more
confusing than it needs to be. You lost me a bit there when discussing
the utensils  and I know what inheritance is. When discussing
inheritance and multiple inheritance I think any examples should be as
simple as possible to get the salient points across. That's why I
prefer to use animals as a talking point.

For example, a master class might be called animal. It would have
functions for walk, swim, have hair color, etc. A subclass or child
class of animal would inherit the functionality of animal, but add or
build special functionality on top of it. Say a dog class would add
pant, bark, wag tail,  wine, etc. A cat subclass would inherit the
animal class, but add special functionality like purr, meow, hiss, and
so on. Each starts with animal as a base class, but builds on it and
gets more specialized as you work your way down through the different
levels. If I really wanted to I could further divide my code up into a
master class like animal, then have a mammal subclass, with cat, dog,
and rabbit, as child classes of mammal. That's the easiest way I know
of to explain inheritance.

Cheers!

On 8/9/13, Jacob Kruger ja...@blindza.co.za wrote:

Might be a form of OT reply, but, when try to explain
entities/classes/object oriented programming to people, one of the 
common

examples I bring up to explain concept of parent-child/inheritance is
something like utensils - know sounds silly, but bear with me...smile

As in, in the kitchen drawer you store utensils, and they all share some
similarities, like generally being made of metal, or plastic, but, then
there are some general attributes/properties that different utensils 
might
all have in common, like length, materials, colours collection, and 
targeted


meal types/usage, or target ingredient types.

Then when you take it further, there are, say 3 specific/separate types 
of
utensils - knife, fork, and spoon, and each of these children of the 
utensil


parent class/object has a few of it's own specific forms of
properties/attributes - knives are of different types, and also include
further attributes/children types like steak knife, serration, edge 
type,
point type, and general functionalities, whereas forks would 
specifically
focus on something like shape of and number of points, and then with 
spoons,


you might again have at least 3 child types - table spoon, dessert spoon 
and


teaspoon, and all of these might, for example share a specific
property/attribute relating to cubic capacity, which would therefore 
have

been assigned to the spoon type/entity, etc. etcLAM!
(laughing-at-myself)

Stay well

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



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Re: [Audyssey] Intro to game engine creation

2013-08-10 Thread Thomas Ward
Hi James,

LOL. You really want to check your spelling you spelled version as
vergen. Besides being misspelled it sounded like you were talking
about a young man or woman who hasn't had sex rather than a different
version of an idea or concept. :D

Cheers!


On 8/10/13, James Bartlett jab8...@gmail.com wrote:
 hI Jacob

 Yes I think that your vergen was a little confusing, but now that I
 heard a different look at it I get what you were saying.

 bfn
 James

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Re: [Audyssey] Intro to game engine creation

2013-08-10 Thread Thomas Ward
Hi Ian,

Not really. V B 6 allows you to create classes, but they are very
primitive compared to other languages. It does not support
inheritance, polymorphism, and so on. In VB 6 a class is little more
than a struct with a different name. VB 6 tends to be geared more for
procedural programming like Basic which it was largely based upon
where newer versions of VB like VB .NET is fully object oriented in
design and methodology.

Cheers!

On 8/10/13, Ian Reed supp...@blindaudiogames.com wrote:
 Hi Thomas,

 I'm not very familiar with VB6 but understand it to be a dynamically
 typed language.
 Don't dynamically typed languages sort of give you polymorphism on
 everything for free?

 In C# I would have an Animal class that has the Eat() method and use
 polymorphism to treat my Cat or Dog objects as Animals so that some
 function wouldn't need to be written twice to handle dogs and cats
 separately.
 But that's free in dynamically typed languages like javascript that
 don't check the type of the object for most tasks such as calling a
 method or getting a member variable.
 Javascript and Lua are actually using associative arrays for all their
 complex objects which is perhaps a bit different.
 But I believe it to be the same in Python and Ruby which let you define
 actual classes.

 Does VB6 let you define classes like Python and Ruby?
 Or associative arrays like javascript and lua?

 Thanks,
 Ian Reed

 Try my games at http://BlindAudioGames.com

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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Jacob Kruger
Might be a form of OT reply, but, when try to explain 
entities/classes/object oriented programming to people, one of the common 
examples I bring up to explain concept of parent-child/inheritance is 
something like utensils - know sounds silly, but bear with me...smile


As in, in the kitchen drawer you store utensils, and they all share some 
similarities, like generally being made of metal, or plastic, but, then 
there are some general attributes/properties that different utensils might 
all have in common, like length, materials, colours collection, and targeted 
meal types/usage, or target ingredient types.


Then when you take it further, there are, say 3 specific/separate types of 
utensils - knife, fork, and spoon, and each of these children of the utensil 
parent class/object has a few of it's own specific forms of 
properties/attributes - knives are of different types, and also include 
further attributes/children types like steak knife, serration, edge type, 
point type, and general functionalities, whereas forks would specifically 
focus on something like shape of and number of points, and then with spoons, 
you might again have at least 3 child types - table spoon, dessert spoon and 
teaspoon, and all of these might, for example share a specific 
property/attribute relating to cubic capacity, which would therefore have 
been assigned to the spoon type/entity, etc. etcLAM! 
(laughing-at-myself)


Stay well

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

- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 7:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time to 
time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly even 
the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that needs 
to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's input.

Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start automatically. 
Maybe you'll see or hear a logo of some sort, then perhaps go through a menu 
structure to set up your game. Once that happens, the game world might then 
be set up by loading a map or some sort of file. Usually then, you'd be 
ready to start your game loop and the action for the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 

menus etc and eventually start your game loop. Make sense?

• Entities

You can think of entities as your most basic game elements. I.E. every 
single thing which exists in your game is an entity. Everything in the game, 
and even the game world itself can be considered an entity if you choose.


So, your entity class needs to be really generic while still providing all 
of the basics that everything in your game needs. So what would this look 
like?


Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might have 
a shape defined by importing a map file.


entities also need to be able to move if they want to, so you'll need to add 
methods in them to reposition them.


they also need to perform artificial intelligence (AI) as well as perform 
actions.


Lastly, they need to respond to touches. I.E. what happens when other 
entities come into contact with them? What do they do?


to create an entity class which satisfies these requirements you can add 
both variables and functions (or methods) which all of the game elements can 
draw from to do what they need to. In fact, since all

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Jesse Gaona
Hi,

I understood what Cara implied, but you, Jacob, just confused the s**t
out of me. I get the basic, but when I try to set formulas, that's
where the problem lays. Which is funny, because I passed both college
algebra with an A, but I just can't understand how to apply it to
gaming. I'm sure it's something simple that I just can't see, but I
will keep on banging my head on the wall. LOL!

Hey, Cara, hope you keep on posting; hopefully I will comprehend your
way of thinking.

Sent from my jPhone 5

On Aug 9, 2013, at 1:58 AM, Jacob Kruger ja...@blindza.co.za wrote:

 Might be a form of OT reply, but, when try to explain entities/classes/object 
 oriented programming to people, one of the common examples I bring up to 
 explain concept of parent-child/inheritance is something like utensils - know 
 sounds silly, but bear with me...smile

 As in, in the kitchen drawer you store utensils, and they all share some 
 similarities, like generally being made of metal, or plastic, but, then there 
 are some general attributes/properties that different utensils might all have 
 in common, like length, materials, colours collection, and targeted meal 
 types/usage, or target ingredient types.

 Then when you take it further, there are, say 3 specific/separate types of 
 utensils - knife, fork, and spoon, and each of these children of the utensil 
 parent class/object has a few of it's own specific forms of 
 properties/attributes - knives are of different types, and also include 
 further attributes/children types like steak knife, serration, edge type, 
 point type, and general functionalities, whereas forks would specifically 
 focus on something like shape of and number of points, and then with spoons, 
 you might again have at least 3 child types - table spoon, dessert spoon and 
 teaspoon, and all of these might, for example share a specific 
 property/attribute relating to cubic capacity, which would therefore have 
 been assigned to the spoon type/entity, etc. etcLAM! (laughing-at-myself)

 Stay well

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

 - Original Message - From: Cara Quinn caraqu...@caraquinn.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 09, 2013 7:46 AM
 Subject: [Audyssey] Intro to game engine creation


 Hi All,

 -Thought I'd take a few minutes and write a very light introductory note 
 about the creation of a game engine, as this topic has come up from time to 
 time.

 this is just my own style so feel free to contribute or critique. :)

 People have asked of late about classes and how to organize them. I.E. Player 
 classes and such.

 Let me start at the beginning.

 • the game loop

 this is essentially the heart of any game with any kind of real-time actions.

 The game loop is simply a loop which does only a few things over and over and 
 over again. An example might be:

 Start of loop

 render entities etc

 Get player input

 Perform physics / collision detection etc)

 end loop

 that's essentially it.

 So what are entities?

 I define entities as all of the elements within the game, and possibly even 
 the game world itself. This means the player, the items, the game's 
 characters.

 So the first thing in my loop is to render everything in the game that needs 
 to be updated every frame. A frame is one pass of the game loop.

 So everything is displayed (video or audio) then we get the player's input.

 Lastly I process the states of all of the entities and then when the loop 
 comes around again, everything is rendered in it's new state.

 So that is essentially what keeps your game going.

 Depending on the player input, the game may be paused, saved, ended etc. When 
 those things happen, the game loop is stopped and appropriate methods are 
 called.

 Also, when the game starts, the game loop does not just start automatically. 
 Maybe you'll see or hear a logo of some sort, then perhaps go through a menu 
 structure to set up your game. Once that happens, the game world might then 
 be set up by loading a map or some sort of file. Usually then, you'd be ready 
 to start your game loop and the action for the level would begin.

 So where would the game loop and all this code live?

 For me, I like to create a game class where the game loop would be placed. 
 From the game class, you  would start your game and initiate your pre-game 
 menus etc and eventually start your game loop. Make sense?

 • Entities

 You can think of entities as your most basic game elements. I.E. every single 
 thing which exists in your game is an entity. Everything in the game, and 
 even the game world itself can be considered an entity if you choose.

 So, your entity class needs to be really generic while still providing all of 
 the basics that everything in your game needs. So what would this look like?

 Well, everything needs a shape and a place to exist. So I might define a 
 position and bounding box

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread James Bartlett

Hello

   Thank you for sharing that. It made lots of cence.

bfn
James

--
From: Cara Quinn caraqu...@caraquinn.com
Sent: Friday, August 09, 2013 1:46 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time 
to time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly 
even the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that 
needs to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's 
input.


Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start 
automatically. Maybe you'll see or hear a logo of some sort, then perhaps 
go through a menu structure to set up your game. Once that happens, the 
game world might then be set up by loading a map or some sort of file. 
Usually then, you'd be ready to start your game loop and the action for 
the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 
menus etc and eventually start your game loop. Make sense?


• Entities

You can think of entities as your most basic game elements. I.E. every 
single thing which exists in your game is an entity. Everything in the 
game, and even the game world itself can be considered an entity if you 
choose.


So, your entity class needs to be really generic while still providing all 
of the basics that everything in your game needs. So what would this look 
like?


Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might 
have a shape defined by importing a map file.


entities also need to be able to move if they want to, so you'll need to 
add methods in them to reposition them.


they also need to perform artificial intelligence (AI) as well as perform 
actions.


Lastly, they need to respond to touches. I.E. what happens when other 
entities come into contact with them? What do they do?


to create an entity class which satisfies these requirements you can add 
both variables and functions (or methods) which all of the game elements 
can draw from to do what they need to. In fact, since all elements of our 
game share the entity class, we call that inheritance. All game items and 
creatures and such all inherit from the entity class. Think of the entity 
class as being the parent of all other game elements.


So this means that the variables and methods in the entity class are all 
able to be used by every other class which inherits from Entity. Does this 
make sense?


If we add a variable called health to our Entity class, then every class 
which is an entity will have health.


Each entity may use that health amount differently, but they all have 
their own amount of health.


If Entity can move using a move method, then every class which is an 
Entity can also move.


Now each class may be able to move in a different way, but they all share 
the basic ability to move.


I think that's all I'll touch on for now. I know, this one was short. 
:) -Getting sleepy so I'll leave further discussion for another day. :)


Hope this makes sense and that others will share their own style / tips 
etc.


Night All and thanks for reading!

Smiles,

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara


---
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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
http://audyssey.org/mailman/listinfo

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread James Bartlett

what???

bfn
James

--
From: Jacob Kruger ja...@blindza.co.za
Sent: Friday, August 09, 2013 2:58 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Intro to game engine creation

Might be a form of OT reply, but, when try to explain 
entities/classes/object oriented programming to people, one of the common 
examples I bring up to explain concept of parent-child/inheritance is 
something like utensils - know sounds silly, but bear with me...smile


As in, in the kitchen drawer you store utensils, and they all share some 
similarities, like generally being made of metal, or plastic, but, then 
there are some general attributes/properties that different utensils might 
all have in common, like length, materials, colours collection, and 
targeted meal types/usage, or target ingredient types.


Then when you take it further, there are, say 3 specific/separate types of 
utensils - knife, fork, and spoon, and each of these children of the 
utensil parent class/object has a few of it's own specific forms of 
properties/attributes - knives are of different types, and also include 
further attributes/children types like steak knife, serration, edge type, 
point type, and general functionalities, whereas forks would specifically 
focus on something like shape of and number of points, and then with 
spoons, you might again have at least 3 child types - table spoon, dessert 
spoon and teaspoon, and all of these might, for example share a specific 
property/attribute relating to cubic capacity, which would therefore have 
been assigned to the spoon type/entity, etc. etcLAM! 
(laughing-at-myself)


Stay well

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

- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 7:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time 
to time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly 
even the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that 
needs to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's 
input.


Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start 
automatically. Maybe you'll see or hear a logo of some sort, then perhaps 
go through a menu structure to set up your game. Once that happens, the 
game world might then be set up by loading a map or some sort of file. 
Usually then, you'd be ready to start your game loop and the action for 
the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 
menus etc and eventually start your game loop. Make sense?


• Entities

You can think of entities as your most basic game elements. I.E. every 
single thing which exists in your game is an entity. Everything in the 
game, and even the game world itself can be considered an entity if you 
choose.


So, your entity class needs to be really generic while still providing all 
of the basics that everything in your game needs. So what would this look 
like?


Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might 
have a shape defined by importing a map file.


entities also need to be able to move if they want to, so you'll need to 
add methods in them to reposition them.


they also need to perform artificial intelligence (AI) as well as perform 
actions.


Lastly, they need to respond to touches. I.E. what happens when other 
entities

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Thomas Ward
Hi Jacob,

Well, I regret to say I think your discussion of utensils was more
confusing than it needs to be. You lost me a bit there when discussing
the utensils  and I know what inheritance is. When discussing
inheritance and multiple inheritance I think any examples should be as
simple as possible to get the salient points across. That's why I
prefer to use animals as a talking point.

For example, a master class might be called animal. It would have
functions for walk, swim, have hair color, etc. A subclass or child
class of animal would inherit the functionality of animal, but add or
build special functionality on top of it. Say a dog class would add
pant, bark, wag tail,  wine, etc. A cat subclass would inherit the
animal class, but add special functionality like purr, meow, hiss, and
so on. Each starts with animal as a base class, but builds on it and
gets more specialized as you work your way down through the different
levels. If I really wanted to I could further divide my code up into a
master class like animal, then have a mammal subclass, with cat, dog,
and rabbit, as child classes of mammal. That's the easiest way I know
of to explain inheritance.

Cheers!

On 8/9/13, Jacob Kruger ja...@blindza.co.za wrote:
 Might be a form of OT reply, but, when try to explain
 entities/classes/object oriented programming to people, one of the common
 examples I bring up to explain concept of parent-child/inheritance is
 something like utensils - know sounds silly, but bear with me...smile

 As in, in the kitchen drawer you store utensils, and they all share some
 similarities, like generally being made of metal, or plastic, but, then
 there are some general attributes/properties that different utensils might
 all have in common, like length, materials, colours collection, and targeted

 meal types/usage, or target ingredient types.

 Then when you take it further, there are, say 3 specific/separate types of
 utensils - knife, fork, and spoon, and each of these children of the utensil

 parent class/object has a few of it's own specific forms of
 properties/attributes - knives are of different types, and also include
 further attributes/children types like steak knife, serration, edge type,
 point type, and general functionalities, whereas forks would specifically
 focus on something like shape of and number of points, and then with spoons,

 you might again have at least 3 child types - table spoon, dessert spoon and

 teaspoon, and all of these might, for example share a specific
 property/attribute relating to cubic capacity, which would therefore have
 been assigned to the spoon type/entity, etc. etcLAM!
 (laughing-at-myself)

 Stay well

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


---
Gamers mailing list __ Gamers@audyssey.org
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
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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] Intro to game engine creation

2013-08-09 Thread James Bartlett

hI there

   thank you for clearing that up for me. now I know how to look at it.

bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, August 09, 2013 9:20 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Intro to game engine creation


Hi Jacob,

Well, I regret to say I think your discussion of utensils was more
confusing than it needs to be. You lost me a bit there when discussing
the utensils  and I know what inheritance is. When discussing
inheritance and multiple inheritance I think any examples should be as
simple as possible to get the salient points across. That's why I
prefer to use animals as a talking point.

For example, a master class might be called animal. It would have
functions for walk, swim, have hair color, etc. A subclass or child
class of animal would inherit the functionality of animal, but add or
build special functionality on top of it. Say a dog class would add
pant, bark, wag tail,  wine, etc. A cat subclass would inherit the
animal class, but add special functionality like purr, meow, hiss, and
so on. Each starts with animal as a base class, but builds on it and
gets more specialized as you work your way down through the different
levels. If I really wanted to I could further divide my code up into a
master class like animal, then have a mammal subclass, with cat, dog,
and rabbit, as child classes of mammal. That's the easiest way I know
of to explain inheritance.

Cheers!

On 8/9/13, Jacob Kruger ja...@blindza.co.za wrote:

Might be a form of OT reply, but, when try to explain
entities/classes/object oriented programming to people, one of the common
examples I bring up to explain concept of parent-child/inheritance is
something like utensils - know sounds silly, but bear with me...smile

As in, in the kitchen drawer you store utensils, and they all share some
similarities, like generally being made of metal, or plastic, but, then
there are some general attributes/properties that different utensils 
might
all have in common, like length, materials, colours collection, and 
targeted


meal types/usage, or target ingredient types.

Then when you take it further, there are, say 3 specific/separate types 
of
utensils - knife, fork, and spoon, and each of these children of the 
utensil


parent class/object has a few of it's own specific forms of
properties/attributes - knives are of different types, and also include
further attributes/children types like steak knife, serration, edge type,
point type, and general functionalities, whereas forks would specifically
focus on something like shape of and number of points, and then with 
spoons,


you might again have at least 3 child types - table spoon, dessert spoon 
and


teaspoon, and all of these might, for example share a specific
property/attribute relating to cubic capacity, which would therefore have
been assigned to the spoon type/entity, etc. etcLAM!
(laughing-at-myself)

Stay well

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



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
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You can make changes or update your subscription via the web, at
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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.



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Jacob Kruger

Same way, when trying to explain internet access protocols/ports like
http:80, ftp:21, pop3:110, smtp:25 etc. to people, tell them to consider
front and back doors to same house/address...smile

Stay well

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

- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 2:20 PM
Subject: Re: [Audyssey] Intro to game engine creation


what???

bfn
James

--
From: Jacob Kruger ja...@blindza.co.za
Sent: Friday, August 09, 2013 2:58 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Intro to game engine creation


Might be a form of OT reply, but, when try to explain
entities/classes/object oriented programming to people, one of the common
examples I bring up to explain concept of parent-child/inheritance is
something like utensils - know sounds silly, but bear with me...smile

As in, in the kitchen drawer you store utensils, and they all share some
similarities, like generally being made of metal, or plastic, but, then
there are some general attributes/properties that different utensils might
all have in common, like length, materials, colours collection, and
targeted meal types/usage, or target ingredient types.

Then when you take it further, there are, say 3 specific/separate types of
utensils - knife, fork, and spoon, and each of these children of the
utensil parent class/object has a few of it's own specific forms of
properties/attributes - knives are of different types, and also include
further attributes/children types like steak knife, serration, edge type,
point type, and general functionalities, whereas forks would specifically
focus on something like shape of and number of points, and then with
spoons, you might again have at least 3 child types - table spoon, dessert
spoon and teaspoon, and all of these might, for example share a specific
property/attribute relating to cubic capacity, which would therefore have
been assigned to the spoon type/entity, etc. etcLAM!
(laughing-at-myself)

Stay well

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

- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 7:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note
about the creation of a game engine, as this topic has come up from time
to time.

this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E.
Player classes and such.

Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time
actions.

The game loop is simply a loop which does only a few things over and over
and over again. An example might be:

Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly
even the game world itself. This means the player, the items, the game's
characters.

So the first thing in my loop is to render everything in the game that
needs to be updated every frame. A frame is one pass of the game loop.

So everything is displayed (video or audio) then we get the player's
input.

Lastly I process the states of all of the entities and then when the loop
comes around again, everything is rendered in it's new state.

So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc.
When those things happen, the game loop is stopped and appropriate methods
are called.

Also, when the game starts, the game loop does not just start
automatically. Maybe you'll see or hear a logo of some sort, then perhaps
go through a menu structure to set up your game. Once that happens, the
game world might then be set up by loading a map or some sort of file.
Usually then, you'd be ready to start your game loop and the action for
the level would begin.

So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed.
From the game class, you  would start your game and initiate your pre-game
menus etc and eventually start your game loop. Make sense?

• Entities

You can think of entities as your most basic game elements. I.E. every
single thing which exists in your game is an entity. Everything in the
game, and even the game world itself can be considered an entity if you
choose.

So, your entity class needs to be really generic while still providing all
of the basics that everything in your game needs. So what would this look
like?

Well, everything needs

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Jacob Kruger
Animal version also makes sense to me, and didn't say too many people 
understood my explanation version, but, anyway...smile


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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 3:20 PM
Subject: Re: [Audyssey] Intro to game engine creation



Hi Jacob,

Well, I regret to say I think your discussion of utensils was more
confusing than it needs to be. You lost me a bit there when discussing
the utensils  and I know what inheritance is. When discussing
inheritance and multiple inheritance I think any examples should be as
simple as possible to get the salient points across. That's why I
prefer to use animals as a talking point.

For example, a master class might be called animal. It would have
functions for walk, swim, have hair color, etc. A subclass or child
class of animal would inherit the functionality of animal, but add or
build special functionality on top of it. Say a dog class would add
pant, bark, wag tail,  wine, etc. A cat subclass would inherit the
animal class, but add special functionality like purr, meow, hiss, and
so on. Each starts with animal as a base class, but builds on it and
gets more specialized as you work your way down through the different
levels. If I really wanted to I could further divide my code up into a
master class like animal, then have a mammal subclass, with cat, dog,
and rabbit, as child classes of mammal. That's the easiest way I know
of to explain inheritance.

Cheers!

On 8/9/13, Jacob Kruger ja...@blindza.co.za wrote:

Might be a form of OT reply, but, when try to explain
entities/classes/object oriented programming to people, one of the common
examples I bring up to explain concept of parent-child/inheritance is
something like utensils - know sounds silly, but bear with me...smile

As in, in the kitchen drawer you store utensils, and they all share some
similarities, like generally being made of metal, or plastic, but, then
there are some general attributes/properties that different utensils 
might
all have in common, like length, materials, colours collection, and 
targeted


meal types/usage, or target ingredient types.

Then when you take it further, there are, say 3 specific/separate types 
of
utensils - knife, fork, and spoon, and each of these children of the 
utensil


parent class/object has a few of it's own specific forms of
properties/attributes - knives are of different types, and also include
further attributes/children types like steak knife, serration, edge type,
point type, and general functionalities, whereas forks would specifically
focus on something like shape of and number of points, and then with 
spoons,


you might again have at least 3 child types - table spoon, dessert spoon 
and


teaspoon, and all of these might, for example share a specific
property/attribute relating to cubic capacity, which would therefore have
been assigned to the spoon type/entity, etc. etcLAM!
(laughing-at-myself)

Stay well

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



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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Cara Quinn
Hi Tomas, I like animals too and was actually thinking of including that but 
was just too darned late for me at the time. lol! but agreed though, animals 
are good! Love the cat class! ;) Meow, purr, hiss! lol!

Anyway, I'll need to give Jacob's note a reread now that it's daytime. (Thanks 
Jacob!) I got what he was getting at. :)

anyway, thanks for the note and hope you and everyone's Friday / start of the 
weekend is going awesome!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 9, 2013, at 6:20 AM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Jacob,

Well, I regret to say I think your discussion of utensils was more
confusing than it needs to be. You lost me a bit there when discussing
the utensils  and I know what inheritance is. When discussing
inheritance and multiple inheritance I think any examples should be as
simple as possible to get the salient points across. That's why I
prefer to use animals as a talking point.

For example, a master class might be called animal. It would have
functions for walk, swim, have hair color, etc. A subclass or child
class of animal would inherit the functionality of animal, but add or
build special functionality on top of it. Say a dog class would add
pant, bark, wag tail,  wine, etc. A cat subclass would inherit the
animal class, but add special functionality like purr, meow, hiss, and
so on. Each starts with animal as a base class, but builds on it and
gets more specialized as you work your way down through the different
levels. If I really wanted to I could further divide my code up into a
master class like animal, then have a mammal subclass, with cat, dog,
and rabbit, as child classes of mammal. That's the easiest way I know
of to explain inheritance.

Cheers!

On 8/9/13, Jacob Kruger ja...@blindza.co.za wrote:
 Might be a form of OT reply, but, when try to explain
 entities/classes/object oriented programming to people, one of the common
 examples I bring up to explain concept of parent-child/inheritance is
 something like utensils - know sounds silly, but bear with me...smile
 
 As in, in the kitchen drawer you store utensils, and they all share some
 similarities, like generally being made of metal, or plastic, but, then
 there are some general attributes/properties that different utensils might
 all have in common, like length, materials, colours collection, and targeted
 
 meal types/usage, or target ingredient types.
 
 Then when you take it further, there are, say 3 specific/separate types of
 utensils - knife, fork, and spoon, and each of these children of the utensil
 
 parent class/object has a few of it's own specific forms of
 properties/attributes - knives are of different types, and also include
 further attributes/children types like steak knife, serration, edge type,
 point type, and general functionalities, whereas forks would specifically
 focus on something like shape of and number of points, and then with spoons,
 
 you might again have at least 3 child types - table spoon, dessert spoon and
 
 teaspoon, and all of these might, for example share a specific
 property/attribute relating to cubic capacity, which would therefore have
 been assigned to the spoon type/entity, etc. etcLAM!
 (laughing-at-myself)
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 

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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Thomas Ward
Hi Cara,

Well, back when I was in college getting my computer science degree
one of the professors stressed keeping things simple stupid. One of
the ways he taught us to understand object orientated programming is
by using common everyday things everyone was likely to be familiar
with. One of our first lab projects was to create a virtual pet in C++
that printed things to the screen like woof woof or meow meow
which sounds pretty lame, but got the point across that barking was to
the dog class and meowing went with the cat class, and both shared an
animal class that could eat, sleep, walk, wag tails, and so forth. I
got the OOP concept real quick just because the sample project was so
down to earth and common place. While there are plenty of
possibilities for OOP programming and inheritance I think the animals
demonstration is the one that clicks best for most people.

Cheers!



On 8/9/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi Tomas, I like animals too and was actually thinking of including that but
 was just too darned late for me at the time. lol! but agreed though, animals
 are good! Love the cat class! ;) Meow, purr, hiss! lol!

 Anyway, I'll need to give Jacob's note a reread now that it's daytime.
 (Thanks Jacob!) I got what he was getting at. :)

 anyway, thanks for the note and hope you and everyone's Friday / start of
 the weekend is going awesome!

 Smiles,

 Cara :)

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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Charles Rivard
woof, woof was appropriate for where you did your hands on learning if the 
dog was a Lab.  Or, if your instructor was from Germany, and if the students 
(as a group) were following his lead, you were the flock and he would have 
been a German shepherd.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 6:12 PM
Subject: Re: [Audyssey] Intro to game engine creation



Hi Cara,

Well, back when I was in college getting my computer science degree
one of the professors stressed keeping things simple stupid. One of
the ways he taught us to understand object orientated programming is
by using common everyday things everyone was likely to be familiar
with. One of our first lab projects was to create a virtual pet in C++
that printed things to the screen like woof woof or meow meow
which sounds pretty lame, but got the point across that barking was to
the dog class and meowing went with the cat class, and both shared an
animal class that could eat, sleep, walk, wag tails, and so forth. I
got the OOP concept real quick just because the sample project was so
down to earth and common place. While there are plenty of
possibilities for OOP programming and inheritance I think the animals
demonstration is the one that clicks best for most people.

Cheers!



On 8/9/13, Cara Quinn caraqu...@caraquinn.com wrote:
Hi Tomas, I like animals too and was actually thinking of including that 
but
was just too darned late for me at the time. lol! but agreed though, 
animals

are good! Love the cat class! ;) Meow, purr, hiss! lol!

Anyway, I'll need to give Jacob's note a reread now that it's daytime.
(Thanks Jacob!) I got what he was getting at. :)

anyway, thanks for the note and hope you and everyone's Friday / start of
the weekend is going awesome!

Smiles,

Cara :)


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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Ken The PionEar

Inheritance--there's a reason to give up vb6!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 1:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time to 
time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly even 
the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that needs 
to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's input.

Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start automatically. 
Maybe you'll see or hear a logo of some sort, then perhaps go through a menu 
structure to set up your game. Once that happens, the game world might then 
be set up by loading a map or some sort of file. Usually then, you'd be 
ready to start your game loop and the action for the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 

menus etc and eventually start your game loop. Make sense?

• Entities

You can think of entities as your most basic game elements. I.E. every 
single thing which exists in your game is an entity. Everything in the game, 
and even the game world itself can be considered an entity if you choose.


So, your entity class needs to be really generic while still providing all 
of the basics that everything in your game needs. So what would this look 
like?


Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might have 
a shape defined by importing a map file.


entities also need to be able to move if they want to, so you'll need to add 
methods in them to reposition them.


they also need to perform artificial intelligence (AI) as well as perform 
actions.


Lastly, they need to respond to touches. I.E. what happens when other 
entities come into contact with them? What do they do?


to create an entity class which satisfies these requirements you can add 
both variables and functions (or methods) which all of the game elements can 
draw from to do what they need to. In fact, since all elements of our game 
share the entity class, we call that inheritance. All game items and 
creatures and such all inherit from the entity class. Think of the entity 
class as being the parent of all other game elements.


So this means that the variables and methods in the entity class are all 
able to be used by every other class which inherits from Entity. Does this 
make sense?


If we add a variable called health to our Entity class, then every class 
which is an entity will have health.


Each entity may use that health amount differently, but they all have their 
own amount of health.


If Entity can move using a move method, then every class which is an Entity 
can also move.


Now each class may be able to move in a different way, but they all share 
the basic ability to move.


I think that's all I'll touch on for now. I know, this one was short. 
:) -Getting sleepy so I'll leave further discussion for another day. :)


Hope this makes sense and that others will share their own style / tips etc.

Night All and thanks for reading!

Smiles,

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara


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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Thomas Ward
Hi Charles,

Hahaha. Very funny. However, I think woof woof is better than bow wow.

Cheers!


On 8/9/13, Charles Rivard wee1s...@fidnet.com wrote:
 woof, woof was appropriate for where you did your hands on learning if the

 dog was a Lab.  Or, if your instructor was from Germany, and if the students

 (as a group) were following his lead, you were the flock and he would have
 been a German shepherd.

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Thomas Ward
hi Ken,

Yeah, you got that right. I love the flexibility of inheritance, but
that isn't the only thing about  object oriented programming you are
missing in VB 6. Polymorphism is another aspect of object oriented
programming that doesn't seem that big a deal until you realize all
the things you can do with it. I really think you should try your hand
at VB .NET or C# .NET one of these days.

Cheers!


On 8/9/13, Ken The PionEar kenwdow...@me.com wrote:
 Inheritance--there's a reason to give up vb6!
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken

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Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Ken The PionEar

jPhone? Sounds like a wild upgrade!
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jesse Gaona jesse.gaon...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 6:15 AM
Subject: Re: [Audyssey] Intro to game engine creation


Hi,

I understood what Cara implied, but you, Jacob, just confused the s**t
out of me. I get the basic, but when I try to set formulas, that's
where the problem lays. Which is funny, because I passed both college
algebra with an A, but I just can't understand how to apply it to
gaming. I'm sure it's something simple that I just can't see, but I
will keep on banging my head on the wall. LOL!

Hey, Cara, hope you keep on posting; hopefully I will comprehend your
way of thinking.

Sent from my jPhone 5

On Aug 9, 2013, at 1:58 AM, Jacob Kruger ja...@blindza.co.za wrote:

Might be a form of OT reply, but, when try to explain 
entities/classes/object oriented programming to people, one of the common 
examples I bring up to explain concept of parent-child/inheritance is 
something like utensils - know sounds silly, but bear with me...smile


As in, in the kitchen drawer you store utensils, and they all share some 
similarities, like generally being made of metal, or plastic, but, then 
there are some general attributes/properties that different utensils might 
all have in common, like length, materials, colours collection, and 
targeted meal types/usage, or target ingredient types.


Then when you take it further, there are, say 3 specific/separate types of 
utensils - knife, fork, and spoon, and each of these children of the 
utensil parent class/object has a few of it's own specific forms of 
properties/attributes - knives are of different types, and also include 
further attributes/children types like steak knife, serration, edge type, 
point type, and general functionalities, whereas forks would specifically 
focus on something like shape of and number of points, and then with 
spoons, you might again have at least 3 child types - table spoon, dessert 
spoon and teaspoon, and all of these might, for example share a specific 
property/attribute relating to cubic capacity, which would therefore have 
been assigned to the spoon type/entity, etc. etcLAM! 
(laughing-at-myself)


Stay well

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

- Original Message - From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 09, 2013 7:46 AM
Subject: [Audyssey] Intro to game engine creation


Hi All,

-Thought I'd take a few minutes and write a very light introductory note 
about the creation of a game engine, as this topic has come up from time 
to time.


this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. 
Player classes and such.


Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time 
actions.


The game loop is simply a loop which does only a few things over and over 
and over again. An example might be:


Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly 
even the game world itself. This means the player, the items, the game's 
characters.


So the first thing in my loop is to render everything in the game that 
needs to be updated every frame. A frame is one pass of the game loop.


So everything is displayed (video or audio) then we get the player's 
input.


Lastly I process the states of all of the entities and then when the loop 
comes around again, everything is rendered in it's new state.


So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. 
When those things happen, the game loop is stopped and appropriate methods 
are called.


Also, when the game starts, the game loop does not just start 
automatically. Maybe you'll see or hear a logo of some sort, then perhaps 
go through a menu structure to set up your game. Once that happens, the 
game world might then be set up by loading a map or some sort of file. 
Usually then, you'd be ready to start your game loop and the action for 
the level would begin.


So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 
menus etc and eventually start your game loop. Make sense?


• Entities

You can think of entities as your

Re: [Audyssey] Intro to game engine creation

2013-08-09 Thread Ian Reed

Hi Thomas,

I'm not very familiar with VB6 but understand it to be a dynamically 
typed language.
Don't dynamically typed languages sort of give you polymorphism on 
everything for free?


In C# I would have an Animal class that has the Eat() method and use 
polymorphism to treat my Cat or Dog objects as Animals so that some 
function wouldn't need to be written twice to handle dogs and cats 
separately.
But that's free in dynamically typed languages like javascript that 
don't check the type of the object for most tasks such as calling a 
method or getting a member variable.
Javascript and Lua are actually using associative arrays for all their 
complex objects which is perhaps a bit different.
But I believe it to be the same in Python and Ruby which let you define 
actual classes.


Does VB6 let you define classes like Python and Ruby?
Or associative arrays like javascript and lua?

Thanks,
Ian Reed

Try my games at http://BlindAudioGames.com


On 8/9/2013 8:30 PM, Thomas Ward wrote:

hi Ken,

Yeah, you got that right. I love the flexibility of inheritance, but
that isn't the only thing about  object oriented programming you are
missing in VB 6. Polymorphism is another aspect of object oriented
programming that doesn't seem that big a deal until you realize all
the things you can do with it. I really think you should try your hand
at VB .NET or C# .NET one of these days.

Cheers!






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You can make changes or update your subscription via the web, at
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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.


[Audyssey] Intro to game engine creation

2013-08-08 Thread Cara Quinn
Hi All,

-Thought I'd take a few minutes and write a very light introductory note about 
the creation of a game engine, as this topic has come up from time to time.

this is just my own style so feel free to contribute or critique. :)

People have asked of late about classes and how to organize them. I.E. Player 
classes and such.

Let me start at the beginning.

• the game loop

this is essentially the heart of any game with any kind of real-time actions.

The game loop is simply a loop which does only a few things over and over and 
over again. An example might be:

Start of loop

render entities etc

Get player input

Perform physics / collision detection etc)

end loop

that's essentially it.

So what are entities?

I define entities as all of the elements within the game, and possibly even the 
game world itself. This means the player, the items, the game's characters.

So the first thing in my loop is to render everything in the game that needs to 
be updated every frame. A frame is one pass of the game loop.

So everything is displayed (video or audio) then we get the player's input.

Lastly I process the states of all of the entities and then when the loop comes 
around again, everything is rendered in it's new state.

So that is essentially what keeps your game going.

Depending on the player input, the game may be paused, saved, ended etc. When 
those things happen, the game loop is stopped and appropriate methods are 
called.

Also, when the game starts, the game loop does not just start automatically. 
Maybe you'll see or hear a logo of some sort, then perhaps go through a menu 
structure to set up your game. Once that happens, the game world might then be 
set up by loading a map or some sort of file. Usually then, you'd be ready to 
start your game loop and the action for the level would begin.

So where would the game loop and all this code live?

For me, I like to create a game class where the game loop would be placed. 
From the game class, you  would start your game and initiate your pre-game 
menus etc and eventually start your game loop. Make sense?

• Entities

You can think of entities as your most basic game elements. I.E. every single 
thing which exists in your game is an entity. Everything in the game, and even 
the game world itself can be considered an entity if you choose.

So, your entity class needs to be really generic while still providing all of 
the basics that everything in your game needs. So what would this look like?

Well, everything needs a shape and a place to exist. So I might define a 
position and bounding box or sphere. In the case of the world, I might have a 
shape defined by importing a map file.

entities also need to be able to move if they want to, so you'll need to add 
methods in them to reposition them.

they also need to perform artificial intelligence (AI) as well as perform 
actions.

Lastly, they need to respond to touches. I.E. what happens when other entities 
come into contact with them? What do they do?

to create an entity class which satisfies these requirements you can add both 
variables and functions (or methods) which all of the game elements can draw 
from to do what they need to. In fact, since all elements of our game share the 
entity class, we call that inheritance. All game items and creatures and such 
all inherit from the entity class. Think of the entity class as being the 
parent of all other game elements.

So this means that the variables and methods in the entity class are all able 
to be used by every other class which inherits from Entity. Does this make 
sense?

If we add a variable called health to our Entity class, then every class which 
is an entity will have health.

Each entity may use that health amount differently, but they all have their own 
amount of health.

If Entity can move using a move method, then every class which is an Entity can 
also move.

Now each class may be able to move in a different way, but they all share the 
basic ability to move.

I think that's all I'll touch on for now. I know, this one was short. :) 
-Getting sleepy so I'll leave further discussion for another day. :)

Hope this makes sense and that others will share their own style / tips etc.

Night All and thanks for reading!

Smiles,

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara


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[Audyssey] intro and questions

2011-11-21 Thread Laurel
Hello all,
My name is Laurel and I just became a member of this list. I want to
tame a moment and introduce myself to you all. I also have a few
questions for you all.
I am from Dallas Texas and am a third year university student. I study
French and Russian and love learning languages! I use JAWS screen
reader along with an iPhone. I have a yellow lab female guide dog from
Guide Dogs for the Blind named Stockard.
I am interested in learning to write and create text based games as
well as iPhone applications and other accessible games for blind
people. This leads me to my questions. /smiles/ I know that in order
to write apps and games I need to learn a computer language so that I
can code properly. I also know that there are a tun of computer
programs out there that can help you write and design your games and
apps. My first question is what are the computer programs out there
that are the most JAWS accessible? I am having a hard time deciding
whether I should try to use c++, java or what because I don't know
what is good with JAWS. My second question is, I'm wondering if any of
you would be willing to menter me some. Like I said, I'm just learning
how to do this and I'm still learning the different computer languages
used to create games/apps. So would somebody be willing to menter me
and help me learn how to do this? Basically, I need somebody to help
me get started and point me in the right direction as far as resources
and helping me choose which programs to use, how to go about creating
a game etc.

Thanks,
Laurel and Stockard

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Re: [Audyssey] intro and questions

2011-11-21 Thread Christina
Hello and welcome to the list.
Unfortunately, I can't answer your questions.
I hope you find lots of good games and ideas here.
Christina

- Original Message - 
From: Laurel laurel.stock...@gmail.com
To: gamers@audyssey.org
Sent: Sunday, November 20, 2011 5:11 PM
Subject: [Audyssey] intro and questions


Hello all,
My name is Laurel and I just became a member of this list. I want to
tame a moment and introduce myself to you all. I also have a few
questions for you all.
I am from Dallas Texas and am a third year university student. I study
French and Russian and love learning languages! I use JAWS screen
reader along with an iPhone. I have a yellow lab female guide dog from
Guide Dogs for the Blind named Stockard.
I am interested in learning to write and create text based games as
well as iPhone applications and other accessible games for blind
people. This leads me to my questions. /smiles/ I know that in order
to write apps and games I need to learn a computer language so that I
can code properly. I also know that there are a tun of computer
programs out there that can help you write and design your games and
apps. My first question is what are the computer programs out there
that are the most JAWS accessible? I am having a hard time deciding
whether I should try to use c++, java or what because I don't know
what is good with JAWS. My second question is, I'm wondering if any of
you would be willing to menter me some. Like I said, I'm just learning
how to do this and I'm still learning the different computer languages
used to create games/apps. So would somebody be willing to menter me
and help me learn how to do this? Basically, I need somebody to help
me get started and point me in the right direction as far as resources
and helping me choose which programs to use, how to go about creating
a game etc.

Thanks,
Laurel and Stockard

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Re: [Audyssey] intro and questions

2011-11-21 Thread Thomas Ward
Hi Laurel,

Well, to begin with when it comes to the subject of what programming
language/languages to use that depends on a lot of factors. Fact is if
you ask 10 programmers that question chances are you will get 10
different answers in return. That's because a lot of it comes down to
personal preference.

What I mean by that is you really have to know what exactly you want
the language to do, and what you find easiest to work with. For
instance, C-style languages like C++, Java, and C# .Net all have a
C-style syntax using lots of braces, brackets, and that sort of thing
to define blocks of code. Basic style languages such as Visual Basic
.Net uses a lot of words instead of symbols like Sub, End Sub, Class,
End Class, etc to begin and end blocks of code. Then, there are
languages like Python that have very little to no sintax at all and
you define blocks of code through spacing and indention. Obviously,
everyone has there preference which language is easiest to work with,
and some people like one coding convention over another. this makes
the choice extremely personal.

Other things to think about is what platform or platforms you will be
programming for, what tools are accessible for that language, and what
types of games you will be creating. This largely would effect what
languages you might choose to use as well.

For example, you mentioned writing text adventures. The easiest way to
do that is use one of the text adventure specific languages such as
Inform 7, create the adventure in the Inform IDE/Compiler, and then
run the file using your favorite Inform interpreter like Frotz,
Winfrotz, etc. Its not necessary to use an all purpose language like C
or C++ to write a text adventure unless of course you plan to write
several different types of games besides just text adventures.

Finally, as far accessibility goes you don't really have to have a big
fansy IDE to write games and other software. Mostly what you need is a
plane text editor like Windows Notepad to write the source code, IE
the stuff you can read, and then compile it with the compiler of your
choice. Accessibility is largely up to weather you feel more
comfortable with a graphical IDE/compiler or if you would rather work
with command line text tools.Most development software such as
Microsoft's Visual Studio come with both a graphical environment, and
an optional command line environment with  text only tools. So I think
the place to start is to figure out what language you want to work
with, and then find the tools that is most accessible for that
programming language.

Oh, and before I forget there is one other option that needs
mentioning. For a beginner thinking about creating Windows games
Philip Bennefall has created an accessible game programming engine
called BGT. At the moment its a Windows only product, but it might be
a good place to start.

Cheers!



On 11/20/11, Laurel laurel.stock...@gmail.com wrote:
 Hello all,
 My name is Laurel and I just became a member of this list. I want to
 tame a moment and introduce myself to you all. I also have a few
 questions for you all.
 I am from Dallas Texas and am a third year university student. I study
 French and Russian and love learning languages! I use JAWS screen
 reader along with an iPhone. I have a yellow lab female guide dog from
 Guide Dogs for the Blind named Stockard.
 I am interested in learning to write and create text based games as
 well as iPhone applications and other accessible games for blind
 people. This leads me to my questions. /smiles/ I know that in order
 to write apps and games I need to learn a computer language so that I
 can code properly. I also know that there are a tun of computer
 programs out there that can help you write and design your games and
 apps. My first question is what are the computer programs out there
 that are the most JAWS accessible? I am having a hard time deciding
 whether I should try to use c++, java or what because I don't know
 what is good with JAWS. My second question is, I'm wondering if any of
 you would be willing to menter me some. Like I said, I'm just learning
 how to do this and I'm still learning the different computer languages
 used to create games/apps. So would somebody be willing to menter me
 and help me learn how to do this? Basically, I need somebody to help
 me get started and point me in the right direction as far as resources
 and helping me choose which programs to use, how to go about creating
 a game etc.

 Thanks,
 Laurel and Stockard

 ---
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to 

Re: [Audyssey] intro and questions

2011-11-21 Thread Orin
Hi,

May I suggest the Blastbay Game Engine for writing games at
http://www.blastbay.com

It's got a pretty extensive manual and community forum. It's the first language 
where when I read the manual I have an understanding of things, though 
designing games that I have in my head and turning them into code is the most 
difficult thing for me.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Nov 21, 2011, at 7:05 PM, Christina wrote:

 Hello and welcome to the list.
 Unfortunately, I can't answer your questions.
 I hope you find lots of good games and ideas here.
 Christina
 
 - Original Message - 
 From: Laurel laurel.stock...@gmail.com
 To: gamers@audyssey.org
 Sent: Sunday, November 20, 2011 5:11 PM
 Subject: [Audyssey] intro and questions
 
 
 Hello all,
 My name is Laurel and I just became a member of this list. I want to
 tame a moment and introduce myself to you all. I also have a few
 questions for you all.
 I am from Dallas Texas and am a third year university student. I study
 French and Russian and love learning languages! I use JAWS screen
 reader along with an iPhone. I have a yellow lab female guide dog from
 Guide Dogs for the Blind named Stockard.
 I am interested in learning to write and create text based games as
 well as iPhone applications and other accessible games for blind
 people. This leads me to my questions. /smiles/ I know that in order
 to write apps and games I need to learn a computer language so that I
 can code properly. I also know that there are a tun of computer
 programs out there that can help you write and design your games and
 apps. My first question is what are the computer programs out there
 that are the most JAWS accessible? I am having a hard time deciding
 whether I should try to use c++, java or what because I don't know
 what is good with JAWS. My second question is, I'm wondering if any of
 you would be willing to menter me some. Like I said, I'm just learning
 how to do this and I'm still learning the different computer languages
 used to create games/apps. So would somebody be willing to menter me
 and help me learn how to do this? Basically, I need somebody to help
 me get started and point me in the right direction as far as resources
 and helping me choose which programs to use, how to go about creating
 a game etc.
 
 Thanks,
 Laurel and Stockard
 
 ---
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] intro and questions

2011-11-21 Thread Thomas Ward
Hi Orin and all,

Might I just say something real quick about BGT and Laurel's request.
As I recall Laurel seemed interested in creating games for her IPhone.
While I agree using BGT for Windows games is the best place to start,
but  if Laurel wants to write games for her IPhone BGT won't work.
She'll have to consider a programming language and tools supported by
her IPhone. Keep that in mind when handing out suggestions like this.

Cheers!

On 11/21/11, Orin orin8...@gmail.com wrote:
 Hi,

 May I suggest the Blastbay Game Engine for writing games at
 http://www.blastbay.com

 It's got a pretty extensive manual and community forum. It's the first
 language where when I read the manual I have an understanding of things,
 though designing games that I have in my head and turning them into code is
 the most difficult thing for me.

 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112



 On Nov 21, 2011, at 7:05 PM, Christina wrote:

 Hello and welcome to the list.
 Unfortunately, I can't answer your questions.
 I hope you find lots of good games and ideas here.
 Christina

 - Original Message -
 From: Laurel laurel.stock...@gmail.com
 To: gamers@audyssey.org
 Sent: Sunday, November 20, 2011 5:11 PM
 Subject: [Audyssey] intro and questions


 Hello all,
 My name is Laurel and I just became a member of this list. I want to
 tame a moment and introduce myself to you all. I also have a few
 questions for you all.
 I am from Dallas Texas and am a third year university student. I study
 French and Russian and love learning languages! I use JAWS screen
 reader along with an iPhone. I have a yellow lab female guide dog from
 Guide Dogs for the Blind named Stockard.
 I am interested in learning to write and create text based games as
 well as iPhone applications and other accessible games for blind
 people. This leads me to my questions. /smiles/ I know that in order
 to write apps and games I need to learn a computer language so that I
 can code properly. I also know that there are a tun of computer
 programs out there that can help you write and design your games and
 apps. My first question is what are the computer programs out there
 that are the most JAWS accessible? I am having a hard time deciding
 whether I should try to use c++, java or what because I don't know
 what is good with JAWS. My second question is, I'm wondering if any of
 you would be willing to menter me some. Like I said, I'm just learning
 how to do this and I'm still learning the different computer languages
 used to create games/apps. So would somebody be willing to menter me
 and help me learn how to do this? Basically, I need somebody to help
 me get started and point me in the right direction as far as resources
 and helping me choose which programs to use, how to go about creating
 a game etc.

 Thanks,
 Laurel and Stockard

 ---
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 list,
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Re: [Audyssey] Intro and a question about pinball classic

2011-02-27 Thread Ben
Welcome to the list, new person!  This list is fun, very much so.  So just
have a good time!

And for the rest of you guys, here is a mod for danger city that I have
created - its practically finished.  Your comments are well and truly
appreciated.

Here is the link:
http://dl.dropbox.com/u/1891978/mortal%20kombat%20mod%20%28unofficial%29.zip

Hope this all works,
Ben/destroyer.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lelia Struve
Sent: 23 February 2011 22:14
To: gamers@audyssey.org
Subject: [Audyssey] Intro and a question about pinball classic

Hi all, my name is lelia and here is my question.
When answering please know that I've never played pinball, I've heard 
the sounds of pinball but have neve seen a pinball machine that I can 
remember.  so what I wanna know is how do I play the tables on the 
pinball classic game and which is the easiest one to start with, I'm 
assuming its the soccer table.
thanks for any informative tips you can give.

-- 
Lelia

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


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Re: [Audyssey] Intro and a question about pinball classic

2011-02-26 Thread Charles Rivard
There is also a good description of this in the user's guide to the original 
pack of pinball tables.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 23, 2011 5:40 PM
Subject: Re: [Audyssey] Intro and a question about pinball classic



Hi Lelia and welcome to the list.

I can't recall if it's the same in the esp pinball classic manual, but in 
the xtreme manual there is a very good explanation of the mechanics of 
pinball.


Basically the principle is you have a table which inclines steadily in 
front of you. On this is a ball bearing which obviously will naturally 
roll down towards you, however you can propelle the ball up the table by 
flicking it with flippers, small paddles usually two situated in the 
middle of the bottom edge of the table.


Going up the table away from you are various things your ball can roll 
around when flicked, targits to hit to score points, bumpers to bounce 
your ball off, switches which change the layout of the table or make 
something special happen etc.


The object is to hit the ball precisely with your flippers in order to 
propelle it up the table away from you hitting as many important targits 
and scoring as many points as possible.


the bad news though is should the ball fall to the bottom of the table 
completely past your flippers,  or indeed on some of the nastier 
tables should it run over some specific drains, it'll be lost and that 
turn will be over.


Hope this explains things.

This is only the general principle of pinball, and really I'd advise 
checking the manual for both a full explanation, and also an explaantion 
of how the tables work. I'd also advise trying esp pinball xtreme, not 
only are the tables much improved on, but imho the sounds used for things 
like scanning the table audibly are more logical and easier to handle.


as to which classic table is easiest, well I'm not sure sinse I've only 
played the demo I'm afraid, though I recall the wild west table as not 
being so bad, though that might be just because I've played the xtreme 
version in pinball party pack vol 1.


Hth.

beware the Grue!

dark.
- Original Message - 
From: Lelia Struve leliastr...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, February 23, 2011 10:13 PM
Subject: [Audyssey] Intro and a question about pinball classic



Hi all, my name is lelia and here is my question.
When answering please know that I've never played pinball, I've heard the 
sounds of pinball but have neve seen a pinball machine that I can 
remember.  so what I wanna know is how do I play the tables on the 
pinball classic game and which is the easiest one to start with, I'm 
assuming its the soccer table.

thanks for any informative tips you can give.

--
Lelia

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



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Re: [Audyssey] Intro and a question about pinball classic

2011-02-24 Thread Harmony Neil
I've never played it either, but do have it in the depths of my external
hard drive.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lelia Struve
Sent: 23 February 2011 22:14
To: gamers@audyssey.org
Subject: [Audyssey] Intro and a question about pinball classic

Hi all, my name is lelia and here is my question.
When answering please know that I've never played pinball, I've heard 
the sounds of pinball but have neve seen a pinball machine that I can 
remember.  so what I wanna know is how do I play the tables on the 
pinball classic game and which is the easiest one to start with, I'm 
assuming its the soccer table.
thanks for any informative tips you can give.

-- 
Lelia

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[Audyssey] Intro and a question about pinball classic

2011-02-23 Thread Lelia Struve

Hi all, my name is lelia and here is my question.
When answering please know that I've never played pinball, I've heard 
the sounds of pinball but have neve seen a pinball machine that I can 
remember.  so what I wanna know is how do I play the tables on the 
pinball classic game and which is the easiest one to start with, I'm 
assuming its the soccer table.

thanks for any informative tips you can give.

--
Lelia

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Re: [Audyssey] Intro and a question about pinball classic

2011-02-23 Thread dark

Hi Lelia and welcome to the list.

I can't recall if it's the same in the esp pinball classic manual, but in 
the xtreme manual there is a very good explanation of the mechanics of 
pinball.


Basically the principle is you have a table which inclines steadily in front 
of you. On this is a ball bearing which obviously will naturally roll down 
towards you, however you can propelle the ball up the table by flicking it 
with flippers, small paddles usually two situated in the middle of the 
bottom edge of the table.


Going up the table away from you are various things your ball can roll 
around when flicked, targits to hit to score points, bumpers to bounce your 
ball off, switches which change the layout of the table or make something 
special happen etc.


The object is to hit the ball precisely with your flippers in order to 
propelle it up the table away from you hitting as many important targits and 
scoring as many points as possible.


the bad news though is should the ball fall to the bottom of the table 
completely past your flippers,  or indeed on some of the nastier tables 
should it run over some specific drains, it'll be lost and that turn will be 
over.


Hope this explains things.

This is only the general principle of pinball, and really I'd advise 
checking the manual for both a full explanation, and also an explaantion of 
how the tables work. I'd also advise trying esp pinball xtreme, not only are 
the tables much improved on, but imho the sounds used for things like 
scanning the table audibly are more logical and easier to handle.


as to which classic table is easiest, well I'm not sure sinse I've only 
played the demo I'm afraid, though I recall the wild west table as not being 
so bad, though that might be just because I've played the xtreme version in 
pinball party pack vol 1.


Hth.

beware the Grue!

dark.
- Original Message - 
From: Lelia Struve leliastr...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, February 23, 2011 10:13 PM
Subject: [Audyssey] Intro and a question about pinball classic



Hi all, my name is lelia and here is my question.
When answering please know that I've never played pinball, I've heard the 
sounds of pinball but have neve seen a pinball machine that I can 
remember.  so what I wanna know is how do I play the tables on the pinball 
classic game and which is the easiest one to start with, I'm assuming its 
the soccer table.

thanks for any informative tips you can give.

--
Lelia

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



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Re: [Audyssey] Intro and random linux tips

2009-02-16 Thread Thomas Ward

Hi James,

Quote
linux (soundrts is the only linux-native game I've tried), be sure to
disable or uninstall PulseAudio if you have it.  SDL and other sound
mixing apps use ALSA, and there is a noticable amount of lag when
using pulse with these apps (SoundRTS played a sound from 1-3 seconds
after a keypress on my 1.6 ghz netbook).
End quote

Yes, during our research we encountered this issue first hand. At the 
time we weren't aware of what was causing the lag, and that may explain 
some of the problems we are experiencing with our Linux products. As you 
might or might not be aware in addition to the Windows releases of 
Mysteries of the Ancients and USA Raceway we have some cross platform 
games under development as well. As a result sometime in late 2009 or 
early 2010 games for the Linux platform should begin showing up on our 
products page.


Quote
Speaking of linux gaming,
wine is definitely not out of the question - I've managed to run
superdeekout, some lworks free games (betas of super egg hunt and toy
robbery) almost entirely successfully after registering dlls (lworks
games drop out some sounds like chicken clucking or flapping or your
footsteps but they're still playable).  I have had more trouble before
wine 1.0 was released late last summer, but now more programs run than
ever.
End quote

Well, we looked at wine for Mac OS X and Linux and discovered it works 
but isn't a practical solution. As you pointed out sounds can often drop 
out, keyboard/joystick input doesn't respond correctly,  or other things 
can go wrong with a game under wine. We managed to get Shades of Doom to 
play under wine 1.0, but it didn't play exactly perfect. As a result 
from a development and tech support standpoint we decided to go native 
Linux rather than depend on wine for our games. Though, for playing 
games like Jim Kitchen's games Wine works quite well.


Quote
I've shifted
completely away from windows (haven't used it since the beginning of
the year), and darwine on the mac works a little less well than it's
linux equivalent.  Despite that, Super Deekout runs perfectly on both.
End quote

Glad to see there is another Linux fan on list here. I also spend most 
of my time in Linux if i can help it. That is part of my interest in 
making Linux and Mac ports of my games.

If you want a no non-sense
Windows game emulator i'd say Cedega is a good start. In my experience 
some games run better with Cedega than Wine, but I've seen where some 
games work better with wine than Cedega. Neither solution is perfect and 
running Windows only games on Linux is tricky at best. However, i am 
glad to know some games like Super Deecout run equally well on Mac and 
Linux via emulation.

Thanks.



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[Audyssey] Intro and random linux tips

2009-02-15 Thread James Dietz
Hey,

I'm James.  I've been an audiogamer for a while now.  My first was
PCS' shooting range, mobius and foxhounds back in 1997.  Grizzly Gulch
came 3 years later, and only in 03 did I discover companies like ESP
and Lworks.  I've been hooked ever since.

My favorite game is technoshock, followed by SOD.  Sidescrollers are
fun, and the original alchemy monty showed a lot of promise.  Tom's
version sounds fun too.

Instead of waiting for a time when this might apply, I thought I'd
throw this at the end of my message, as I just discovered this and
wouldn't want to forget it.  If anyone attempts to play games under
linux (soundrts is the only linux-native game I've tried), be sure to
disable or uninstall PulseAudio if you have it.  SDL and other sound
mixing apps use ALSA, and there is a noticable amount of lag when
using pulse with these apps (SoundRTS played a sound from 1-3 seconds
after a keypress on my 1.6 ghz netbook).  Speaking of linux gaming,
wine is definitely not out of the question - I've managed to run
superdeekout, some lworks free games (betas of super egg hunt and toy
robbery) almost entirely successfully after registering dlls (lworks
games drop out some sounds like chicken clucking or flapping or your
footsteps but they're still playable).  I have had more trouble before
wine 1.0 was released late last summer, but now more programs run than
ever (unfortunately technoshock plays intro and menu sound, but
keyboard input doesn't work at all *WHY?*).  I've shifted
completely away from windows (haven't used it since the beginning of
the year), and darwine on the mac works a little less well than it's
linux equivalent.  Despite that, Super Deekout runs perfectly on both.

James

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Re: [Audyssey] Intro and random linux tips

2009-02-15 Thread James Homuth
If you don't mind me asking, which varient of linux do you use? You can fire
an off-list reply at me if you so choose.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of James Dietz
Sent: February 12, 2009 5:02 PM
To: gamers@audyssey.org
Subject: [Audyssey] Intro and random linux tips

Hey,

I'm James.  I've been an audiogamer for a while now.  My first was PCS'
shooting range, mobius and foxhounds back in 1997.  Grizzly Gulch came 3
years later, and only in 03 did I discover companies like ESP and Lworks.
I've been hooked ever since.

My favorite game is technoshock, followed by SOD.  Sidescrollers are fun,
and the original alchemy monty showed a lot of promise.  Tom's version
sounds fun too.

Instead of waiting for a time when this might apply, I thought I'd throw
this at the end of my message, as I just discovered this and wouldn't want
to forget it.  If anyone attempts to play games under linux (soundrts is the
only linux-native game I've tried), be sure to disable or uninstall
PulseAudio if you have it.  SDL and other sound mixing apps use ALSA, and
there is a noticable amount of lag when using pulse with these apps
(SoundRTS played a sound from 1-3 seconds after a keypress on my 1.6 ghz
netbook).  Speaking of linux gaming, wine is definitely not out of the
question - I've managed to run superdeekout, some lworks free games (betas
of super egg hunt and toy
robbery) almost entirely successfully after registering dlls (lworks games
drop out some sounds like chicken clucking or flapping or your footsteps but
they're still playable).  I have had more trouble before wine 1.0 was
released late last summer, but now more programs run than ever
(unfortunately technoshock plays intro and menu sound, but keyboard input
doesn't work at all *WHY?*).  I've shifted completely away from windows
(haven't used it since the beginning of the year), and darwine on the mac
works a little less well than it's linux equivalent.  Despite that, Super
Deekout runs perfectly on both.

James

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Re: [Audyssey] Intro

2008-12-16 Thread Phil Vlasak

Hi Lelia,
Although Shades of Doom and the Sarah game have the mark your position hot 
key, Pacman Talks does not.
Of the three games Pacman talks is the easiest to walk through as each level 
has the same maze pattern.
The following article written about ten years ago by my business partner 
shows one inexpensive way of going through a maze without need of a 
brailler.

HINTS AND TIPS ON MAZE SOLVING
Audyssey;
Computer Games Accessible to the Blind
Edited by Michael Feir
Issue 13: July/August, 1998

by Carl Mickla at P C S

There are a couple of ways to approach maze solving.  Here is how
I approach the puzzle.  First I order a pizza from Domino's,
because they have the best boxes.  then  I get a sheet of braille
graph paper from the American Printing House for the Blind.  I then
place the graph paper on top of the pizza box.  I secure the paper
with a map tack on all for sides.  I place a box of different types
of map tacks in easy reach.  If I know my starting X, Y, position
I count blocks across for X, and then I count down blocks for Y.
If I do not know where the starting position is I then place a tack
in the middle of the one side on the edge.  then I work the maze by
keeping the wall always to my right, placing a tack where every
wall is indicated.  If the maze breaks off, room, hallway, and so
on I only check it out if it is to my right.  I never leave the
maze for another level, when playing multi level games, until I
know every thing in the maze.  The other thing I like to do is to
turn the box or map when the maze changes direction.  This helps me
to keep the perspective of the map the same way as I am facing,
allowing for me to synchronize myself with the map.  Once I have
completed the maze with the wall to my right I then work the maze
by keeping the wall to my left.  Then I go back and hit all the
areas that I have passed by.  This might seem a little slow, but it
works.  Every time I start getting tired, I just open the box and
grab a slice! and keep going.

I once played a Dungeons and Dragons game called Wizardry.  There
was an area in the dungeon where light would not work.  Using the
method described earlier I was able to navigate and solve the whole
mapping puzzle.  I do very strongly suggest using graph paper.
After all the first mazes used on computers were not graphical and
you had to use paper to solve them.  Now the game creators do not
want to make there games to tough and draw the mazes out for the
players.  I think this is wrong, because many people playing maze
games are not getting the full challenge of solving mazes and the
opportunity to sharpen map puzzle solving skills.  If the maze goes
beyond the sheet of graph paper, call Domino's and order another
pie!  So do not shy away from tough maze puzzles.  Get some braille
graph paper, map tacks, and call Domino's.  Remember It is the box
you want, not the snack inside!

- Original Message - 
From: lelia struv...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 15, 2008 4:09 PM
Subject: [Audyssey] Intro



   Hi my name is Lelia and I'm just getting started getting in to games.

one thing I'm kind of finding out is that I'm not good at going through
mazes.  I'm looking for tips for beginner video game players.

Thanks.

Lelia


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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.9.18/1850 - Release Date: 12/15/2008 
5:04 PM



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Re: [Audyssey] Intro

2008-12-16 Thread Jim Kitchen

Hi lelia,

None of my games have mazes and I think that my games are some of the easiest 
to get started playing.  I hope that you will stop by my site and check out 
some of the games on my free windows sapi5 text to speech games page.  The 
games are
Baseball 
BattleShip

Black Jack
Bop It
Concentration 
Craps

Draw Poker
Football 
Golf 
Hangman 
Homer on a Harley
Life 
Mach 1
Master Mind 
Monopoly 
Pong

Puppy1
Roulette
Simon 
Skunk 
Slot Machine
Snakes and Ladders 
Spanker 
Star Mule

Trivia game engine
Trucker 
Yahtzee


Braille reference guide
Brain
Reader
Waver

Batting practice
Golf course maker
Monopoly board maker

BFN

Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Intro

2008-12-15 Thread lelia

   Hi my name is Lelia and I'm just getting started getting in to games.

one thing I'm kind of finding out is that I'm not good at going through 
mazes.  I'm looking for tips for beginner video game players.


Thanks.

Lelia 



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Re: [Audyssey] Intro

2008-12-15 Thread Thomas Ward
Hi lelia,
A lot of the advice I can give you would largely depend on the
specific game you were playing. If you could e-mail us with a list of
titles that you are having difficulties with we could be better
prepared to give you the advice you need.
For example, if you were using a game like Sarah and the Castle of
Witchcraft and Wizardry, Pacman Talks, or Shades of Doom which all use
the GMA Games Engine we would probably suggest you use the keystroke
to create abraille map file which you can send to a braille printer
and read. I know that feature came in handy when I first was learning
to play Shades of Doom. Just do control+w and it will save a map of
the level where you have been, and you can then send that map file to
any braille printer.
Another generic tip of advice about the games I just mentioned they
also have the ability to set markers. You can drop markers that will
let you know if you have visited that place before or if this is a new
section of the maze/world. It is another powerful feature of the GMA
Engine.
The suggestions listed above were just a couple of ideas that would
work for the games I just mentioned. However, as I don't know what
game/games your having difficulties with I really can't be of much
help.
Smile.

On 12/15/08, lelia struv...@yahoo.com wrote:
 Hi my name is Lelia and I'm just getting started getting in to games.

 one thing I'm kind of finding out is that I'm not good at going through
 mazes.  I'm looking for tips for beginner video game players.

 Thanks.

 Lelia


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-- 
Sincerely:
Thomas Ward
President of USA Games Interactive
http://www.usagames.us

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Re: [Audyssey] Intro

2008-12-15 Thread lelia
Hi, those are the exact games i needed help with meaning the pacman talks 
and shades of doom.


i can't remember which game it is but I know that I think its control v is 
to mark but what is the key command for the other game? I think control v 
marks Shades of Doom, but what is the key command to mark for pacman talks?


I keep finding myself in the same outer ring 1 on Pacman talks even though I 
go through those doors and land on another part of the maze.


thanks for your tips that is exactly what I needed, unfortunately, I don't 
have a braille printer so I can't get a map.


Again, thanks!!!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 15, 2008 3:55 PM
Subject: Re: [Audyssey] Intro



Hi lelia,
A lot of the advice I can give you would largely depend on the
specific game you were playing. If you could e-mail us with a list of
titles that you are having difficulties with we could be better
prepared to give you the advice you need.
For example, if you were using a game like Sarah and the Castle of
Witchcraft and Wizardry, Pacman Talks, or Shades of Doom which all use
the GMA Games Engine we would probably suggest you use the keystroke
to create abraille map file which you can send to a braille printer
and read. I know that feature came in handy when I first was learning
to play Shades of Doom. Just do control+w and it will save a map of
the level where you have been, and you can then send that map file to
any braille printer.
Another generic tip of advice about the games I just mentioned they
also have the ability to set markers. You can drop markers that will
let you know if you have visited that place before or if this is a new
section of the maze/world. It is another powerful feature of the GMA
Engine.
The suggestions listed above were just a couple of ideas that would
work for the games I just mentioned. However, as I don't know what
game/games your having difficulties with I really can't be of much
help.
Smile.

On 12/15/08, lelia struv...@yahoo.com wrote:

Hi my name is Lelia and I'm just getting started getting in to games.

one thing I'm kind of finding out is that I'm not good at going through
mazes.  I'm looking for tips for beginner video game players.

Thanks.

Lelia


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Re: [Audyssey] Intro!

2008-03-26 Thread dark
Greetings Geff,

welcome to the list, discuss away!

Beware the Grue!

Dark.
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, March 25, 2008 9:55 PM
Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer, 
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-26 Thread Danie and Eden
Hi Jeff:
Welcome to this lively group. You will learn more than you wanted to know 
and have fun doing it. I am Danielle and though I don't get much free time 
to play, I enjoy learning as much as possible. I am in school and tend to 
pop in every so often. Danie 



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Re: [Audyssey] Intro!

2008-03-26 Thread Charles Rivard
Away?  Is this a new game?  I just had to ask.  (grin)

---
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- Original Message - 
From: dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 26, 2008 4:50 AM
Subject: Re: [Audyssey] Intro!


 Greetings Geff,

 welcome to the list, discuss away!

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Jeffrey Parker [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, March 25, 2008 9:55 PM
 Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer,
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-26 Thread Raul A. Gallegos
I agree here. In fact, it's the trophe system which adds much of the 
replay value. That and the fact that you don't have much hand-holding 
with target beeps when an item is centered on screen. No offense to BSC 
Games for doing that, but I never did care for the hand-holding of a 
centered beep when targets are in the right place to be shot.

shaun everiss said the following on 3/25/2008 9:48 PM:
 its ok for what it is.
 the trophy system kicks major but.
 At 01:59 p.m. 26/03/2008, you wrote:
 
 How do you guys like judgement day?

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Re: [Audyssey] Intro!

2008-03-26 Thread Andy
Yeah Raul those beeps are annoying.  Ah well.  Least it's fun!





 - Original Message -
From: Raul A.  Gallegos [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 26 Mar 2008 15:46:08 -0400
Subject: Re: [Audyssey] Intro!

I agree here.  In fact, it's the trophe system which adds much of 
the
replay value.  That and the fact that you don't have much 
hand-holding
with target beeps when an item is centered on screen.  No offense 
to BSC
Games for doing that, but I never did care for the hand-holding 
of a
centered beep when targets are in the right place to be shot.

shaun everiss said the following on 3/25/2008 9:48 PM:
 its ok for what it is.
 the trophy system kicks major but.
 At 01:59 p.m.  26/03/2008, you wrote:

 How do you guys like judgement day?

 
_
 In a rush?  Get real-time answers with Windows Live Messenger.
 
http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM
_WL_Refresh_realtime_042008
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[Audyssey] Intro!

2008-03-25 Thread Jeffrey Parker

Hi,
I am Jeff, I was on the USA Games Developer's List. I am an audiogamer, and 
would like to discuss games!
I am very excited!
-Jeff

_
Windows Live Hotmail is giving away Zunes.
http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-25 Thread Charles Rivard
What are some of your favorite ones and why/  Welcome to the list.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, March 25, 2008 2:55 PM
Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer, 
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
 ---
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Re: [Audyssey] Intro!

2008-03-25 Thread Jeffrey Parker

How do you guys like judgement day?

_
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Re: [Audyssey] Intro!

2008-03-25 Thread Andy
Hi.  Love it!





 - Original Message -
From: Jeffrey Parker [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 25 Mar 2008 20:59:34 -0400
Subject: Re: [Audyssey] Intro!


How do you guys like judgement day?

_
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Re: [Audyssey] Intro!

2008-03-25 Thread Ryan Smith
I like Judgment Day, and Super Liam. SDM isn't that bad, uh what
elseI haven't tried alot

On 3/25/08, Charles Rivard [EMAIL PROTECTED] wrote:
 What are some of your favorite ones and why/  Welcome to the list.

 ---
 Laughter is the best medicine.  Look around you and find a dose.
 - Original Message -
 From: Jeffrey Parker [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, March 25, 2008 2:55 PM
 Subject: [Audyssey] Intro!


 
  Hi,
  I am Jeff, I was on the USA Games Developer's List. I am an audiogamer,
  and would like to discuss games!
  I am very excited!
  -Jeff
 
  _
  Windows Live Hotmail is giving away Zunes.
 
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-25 Thread Andy
Treasure hunt is also good so is Troop v 2!





 - Original Message -
From: Ryan Smith [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED], Gamers 
Discussion list gamers@audyssey.org
Date sent: Tue, 25 Mar 2008 21:03:38 -0400
Subject: Re: [Audyssey] Intro!

I like Judgment Day, and Super Liam.  SDM isn't that bad, uh what
elseI haven't tried alot

On 3/25/08, Charles Rivard [EMAIL PROTECTED] wrote:
 What are some of your favorite ones and why/  Welcome to the 
list.

 ---
 Laughter is the best medicine.  Look around you and find a dose.
 - Original Message -
 From: Jeffrey Parker [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, March 25, 2008 2:55 PM
 Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List.  I am an 
audiogamer,
 and would like to discuss games!
 I am very excited!
 -Jeff

 
_
 Windows Live Hotmail is giving away Zunes.

 
http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TX
T_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-25 Thread shaun everiss
hmm my favourites are in catogries.
gtc, and shades of doom arequite good fps titles.
superliam although I have never  got passed waterworks and even then never got 
passed lab level act 2 at all is still good for what it is.
stfc is a good stratogy game as are gtc and sod gtc has more stratogy in it 
though.
tarzan junior although simple is good if you need to kill an hour.
troop1 and 2 are good, so is judgement day, alien outback.
Soundrts is also good if I ever am able to pass the 3rd chapter in the compaign.
All the spoonbill, and games by kitchensinc are good for what they are, I don't 
have a favorite in these every day games, oh, well saying that life is also 
good if you want to kill 30 minutes.
lonewolf is reasonable to.
Hated games.
trek2k would be a game I really don't care about mainly due to stfc.
shoot da me is real crappy currently although the new version sounds promising, 
at the moment the game is far to easy and the ini game does not work.
soundmud, mailybecause I couldn't play it well.

Middle games.
These games are games I don't dislike nore like to do long term.
 the bavisoft games.
These are good if I want to test reflexes and kill time but its really not much 
fun afterwards.
Lastcrusade is the same althoug with random char and enemy stats you can have a 
different story each time.
Treasure hunt, well I have never completed the demo.
I always die, its fun to smash things.
Tourniment, mainly because its not got much action.
You push a few keys and listen to status messages.

Games I'd like converted.
cosmoserve was one of my interactive fiction favorites.
so were a few other things, starcross stationfall and planet fall since they 
were a series.
tactae, sorry I forgot the name.
streemdiver, and moments in time.
deep space drifter and ditchday drifter.

Sighted games I'd really want as accessible.
doom1-3.
wolf3d and the return to wolf.
the duke nukem series or at least one of them.
some sort of starwars game.
some startrek game like eleteforce1 or 2.
An
Americas army.
some sort of space fighter simulater, and something like fsx or something along 
these lines.
I'd also like more hybrid, sound/graphics games like teraformas, and also some 
games that have action, adventure style if and dialog.
I'd like a game that would be require so much that my computer would crash hard 
and corrupt the drive.
We really don't have games that are going to be over what our specs can handle 
but we are geting close.
I didn't mention sidescrollers because unless they are good, or are around with 
some or all the origional sounds in tact I really don't care.
audioquake, mainly because its not something I really play much.
At 03:52 p.m. 26/03/2008, you wrote:
What are some of your favorite ones and why/  Welcome to the list.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, March 25, 2008 2:55 PM
Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer, 
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-25 Thread shaun everiss
well sdm is quite crappy in its current state, but its not going to stay there 
because you'd probably would not let it.
Anyway keep up the 3 teered approach, sounds complex.
At 02:03 p.m. 26/03/2008, you wrote:
I like Judgment Day, and Super Liam. SDM isn't that bad, uh what
elseI haven't tried alot

On 3/25/08, Charles Rivard [EMAIL PROTECTED] wrote:
 What are some of your favorite ones and why/  Welcome to the list.

 ---
 Laughter is the best medicine.  Look around you and find a dose.
 - Original Message -
 From: Jeffrey Parker [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, March 25, 2008 2:55 PM
 Subject: [Audyssey] Intro!


 
  Hi,
  I am Jeff, I was on the USA Games Developer's List. I am an audiogamer,
  and would like to discuss games!
  I am very excited!
  -Jeff
 
  _
  Windows Live Hotmail is giving away Zunes.
 
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
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Re: [Audyssey] Intro!

2008-03-25 Thread shaun everiss
oh and just to add to my previous message, this is just informational, I don't 
care for another war over things.
At 03:52 p.m. 26/03/2008, you wrote:
What are some of your favorite ones and why/  Welcome to the list.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, March 25, 2008 2:55 PM
Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer, 
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
 ---
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Re: [Audyssey] Intro!

2008-03-25 Thread shaun everiss
its ok for what it is.
the trophy system kicks major but.
At 01:59 p.m. 26/03/2008, you wrote:

How do you guys like judgement day?

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Re: [Audyssey] Intro!

2008-03-25 Thread aiden gardiner
Got to agree there. How about seing something like medal of honour 
accessible? I'd love to see some military warfare style game where you get 
to either be a lone soldier, or in the case of a game like conflict desert 
storm, a group of soldiers. In that game, you control 1 man, but if you want 
another man to do something, you can either press a button to control him, 
if the order isn't in the order selection, or just select from an order list

Regards

Aiden
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Wednesday, March 26, 2008 1:40 AM
Subject: Re: [Audyssey] Intro!


 hmm my favourites are in catogries.
 gtc, and shades of doom arequite good fps titles.
 superliam although I have never  got passed waterworks and even then never 
 got passed lab level act 2 at all is still good for what it is.
 stfc is a good stratogy game as are gtc and sod gtc has more stratogy in 
 it though.
 tarzan junior although simple is good if you need to kill an hour.
 troop1 and 2 are good, so is judgement day, alien outback.
 Soundrts is also good if I ever am able to pass the 3rd chapter in the 
 compaign.
 All the spoonbill, and games by kitchensinc are good for what they are, I 
 don't have a favorite in these every day games, oh, well saying that life 
 is also good if you want to kill 30 minutes.
 lonewolf is reasonable to.
 Hated games.
 trek2k would be a game I really don't care about mainly due to stfc.
 shoot da me is real crappy currently although the new version sounds 
 promising, at the moment the game is far to easy and the ini game does not 
 work.
 soundmud, mailybecause I couldn't play it well.

 Middle games.
 These games are games I don't dislike nore like to do long term.
 the bavisoft games.
 These are good if I want to test reflexes and kill time but its really not 
 much fun afterwards.
 Lastcrusade is the same althoug with random char and enemy stats you can 
 have a different story each time.
 Treasure hunt, well I have never completed the demo.
 I always die, its fun to smash things.
 Tourniment, mainly because its not got much action.
 You push a few keys and listen to status messages.

 Games I'd like converted.
 cosmoserve was one of my interactive fiction favorites.
 so were a few other things, starcross stationfall and planet fall since 
 they were a series.
 tactae, sorry I forgot the name.
 streemdiver, and moments in time.
 deep space drifter and ditchday drifter.

 Sighted games I'd really want as accessible.
 doom1-3.
 wolf3d and the return to wolf.
 the duke nukem series or at least one of them.
 some sort of starwars game.
 some startrek game like eleteforce1 or 2.
 An
 Americas army.
 some sort of space fighter simulater, and something like fsx or something 
 along these lines.
 I'd also like more hybrid, sound/graphics games like teraformas, and also 
 some games that have action, adventure style if and dialog.
 I'd like a game that would be require so much that my computer would crash 
 hard and corrupt the drive.
 We really don't have games that are going to be over what our specs can 
 handle but we are geting close.
 I didn't mention sidescrollers because unless they are good, or are around 
 with some or all the origional sounds in tact I really don't care.
 audioquake, mainly because its not something I really play much.
 At 03:52 p.m. 26/03/2008, you wrote:
What are some of your favorite ones and why/  Welcome to the list.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, March 25, 2008 2:55 PM
Subject: [Audyssey] Intro!



 Hi,
 I am Jeff, I was on the USA Games Developer's List. I am an audiogamer,
 and would like to discuss games!
 I am very excited!
 -Jeff

 _
 Windows Live Hotmail is giving away Zunes.
 http://www.windowslive-hotmail.com/ZuneADay/?locale=en-USocid=TXT_TAGLM_Mobile_Zune_V3
 ---
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Re: [Audyssey] Intro!

2008-03-25 Thread Charles Rivard
Because I received errors when installing, I cannot say, and this was quite 
some time ago.

---
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- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 25, 2008 5:59 PM
Subject: Re: [Audyssey] Intro!



 How do you guys like judgement day?

 _
 In a rush?  Get real-time answers with Windows Live Messenger.
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Re: [Audyssey] Intro!

2008-03-25 Thread jason
Hi, I like it allot.  it puts you in a war simulation.  however even though 
you are protecting your base it would be cool if you can pilot the base and 
make it fly and shoot targets down as you are flying right passed them make 
the base moble that would be cool.

Sincerely,
Jason

windowslive contact [EMAIL PROTECTED] skype contact kb3icc This is Jason known 
as Blind Fury
- Original Message - 
From: Jeffrey Parker [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 25, 2008 8:59 PM
Subject: Re: [Audyssey] Intro!



 How do you guys like judgement day?

 _
 In a rush?  Get real-time answers with Windows Live Messenger.
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[Audyssey] intro.

2006-12-28 Thread ian and riggs
Hi all it is ian mcnamara here I just re subscribed using my new email
address. I hope that every one is okay just give you all a reminder of my
details. 

 

Email [EMAIL PROTECTED]

 

msn [EMAIL PROTECTED] 

 

skype heeman2730 

 

thanks very much and glad to be back ian 

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Re: [Audyssey] Intro and STFC

2006-12-21 Thread Thomas Ward
Hi Mark,
Some of the things you mentioned is on the wish list scheduled for 
version 2.0.
I will be adding a  feature that you and your enemies may move avoiding 
some attacks during a move.

Mark Pemberton wrote:
 Hi all, I am Mark and have just joined the list.  The targeting in stfc is 
 always 100% accurate.  I remember in trek2 you could mis at greater distances 
 and better still, be missed.  Also what about your ships fighting ability 
 gets better after each engagement always insuring you survive of course!  I 
 really like the idea of a battle hardened ship and crew bouncing a rooky 
 enemy. 
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[Audyssey] Intro and STFC

2006-12-20 Thread Mark Pemberton
Hi all, I am Mark and have just joined the list.  The targeting in stfc is 
always 100% accurate.  I remember in trek2 you could mis at greater distances 
and better still, be missed.  Also what about your ships fighting ability gets 
better after each engagement always insuring you survive of course!  I really 
like the idea of a battle hardened ship and crew bouncing a rooky enemy. 
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Re: [Audyssey] Intro and STFC

2006-12-20 Thread Everett Elam
Welcome tot he lister!
- Original Message - 
From: Mark Pemberton [EMAIL PROTECTED]
To: gaming gamers@audyssey.org
Sent: Wednesday, December 20, 2006 6:26 AM
Subject: [Audyssey] Intro and STFC


 Hi all, I am Mark and have just joined the list.  The targeting in stfc is 
 always 100% accurate.  I remember in trek2 you could mis at greater 
 distances and better still, be missed.  Also what about your ships 
 fighting ability gets better after each engagement always insuring you 
 survive of course!  I really like the idea of a battle hardened ship and 
 crew bouncing a rooky enemy.
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 visit
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 No virus found in this incoming message.
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 12/19/2006

 


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[Audyssey] intro

2006-09-03 Thread Rachel D Keyte
Hi gamers,
  Just subscribed to this list.  I actually attempted through email 
the other day but got nothing so am not really sure what happened 
there. so this time I went to the web page so it's all cool now!
I'm from Melbourne australia, and a bit of an audio game addict 
(though I only own about six or seven titles to date). I have both 
the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and 
2), Monkey business, Super Liam and the other day purchased 
superDeekout (from Dan Z games).
I also would love to one day see if I could develop my own audio game 
though I don't know the first thing about it at the moment.
  anyway there's me! Lol Nice to meet you all! :)
Cheers! :)


-- 
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Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006



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Re: [Audyssey] intro

2006-09-03 Thread Thomas Ward
Hi Rachel,
Welcome to the llist. I am one of the moderators of the list as well as 
a game developer myself. Currently I have about four games currently 
under development: Montezuma's Revenge, Star Trek Final Conflict, U.S.A. 
Raceway, and a possible Star Wars title. You can find my game demos and 
projects at:
http://www.usagames.us
Also if you don't already know it
http://www.audiogames.net
is a great resource to find out what is hot, new, upcoming, etc in the 
audio games comunity.
Smile.



Rachel D Keyte wrote:
   Hi gamers,
   Just subscribed to this list.  I actually attempted through email 
 the other day but got nothing so am not really sure what happened 
 there. so this time I went to the web page so it's all cool now!
 I'm from Melbourne australia, and a bit of an audio game addict 
 (though I only own about six or seven titles to date). I have both 
 the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and 
 2), Monkey business, Super Liam and the other day purchased 
 superDeekout (from Dan Z games).
 I also would love to one day see if I could develop my own audio game 
 though I don't know the first thing about it at the moment.
   anyway there's me! Lol Nice to meet you all! :)
 Cheers! :)


   


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Re: [Audyssey] intro

2006-09-03 Thread x-sight interactive
oh rachel i never knew you wanted to develop. if you want any help i can
help you. i provide a starter pack for developers who wish to start off
simple using autoit - most people don't like that though - but i would
recommend that before starting something like vb or something more
complicated.

you can visit my dev section at:

http://x-sight.brandoncole.net/dev

hth.

regards,

damien




- Original Message -
From: Rachel D Keyte [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Saturday, September 02, 2006 10:07 AM
Subject: [Audyssey] intro


 Hi gamers,
   Just subscribed to this list.  I actually attempted through email
 the other day but got nothing so am not really sure what happened
 there. so this time I went to the web page so it's all cool now!
 I'm from Melbourne australia, and a bit of an audio game addict
 (though I only own about six or seven titles to date). I have both
 the bavisoft ones, most BSC ones (hunter, Troopannum 1, 2, Pipe 1 and
 2), Monkey business, Super Liam and the other day purchased
 superDeekout (from Dan Z games).
 I also would love to one day see if I could develop my own audio game
 though I don't know the first thing about it at the moment.
   anyway there's me! Lol Nice to meet you all! :)
 Cheers! :)


 --
 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.1.405 / Virus Database: 268.11.7/436 - Release Date: 1/09/2006



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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
visit
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[Audyssey] intro and question.

2006-05-17 Thread Allison Mervis
Hi all!
Some of you might remember me from the old list. I'm a blind college senior, 
and I absolutely love computer games! I was wondering if anyone knew where I 
could access the old dos games like run for president, destination mars, and 
sounds like. I really miss playing them, and can't find the disk. Thanks!
Allison
 


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