Re: [Audyssey] memory
Hi Justin, Xenogear sounds pretty cool, I like the idea of being able to get into the mechs for battle. As for the programing, i'd actually be really intrested in that, as I've said I'm still only learning so my knowledge is still pretty basic so I can't produce anything amazing yet, but it would be good to chat and swap ideas. My email if you want to write me off list is paul.l...@sky.com -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones Sent: 28 October 2016 17:08 To: Gamers Discussion list Subject: Re: [Audyssey] memory Xenogears is an obscure game published by Squaresoft in the late 90's for the PSX. It was a J-RPG with a fairly complex, and rather dark, story. The interesting thing about the game, in addition to the story, that is, is that your characters could pilot mechs and use them in battle. You know, Paul, maybe you and I ought to do some serious talking about designing a role-playing game. I have the creative side, but not the programming skills. Please let me know. On 10/28/16, Paul Lemm wrote: > Hi Justin, > > Ok, so final fantasy and Chrono trigger I've heard of (although never > actually played chrono trigger), but never heard of xenogears, , I > actually > remember from a while back that one of the audio game developers, I think > it was Ian reid was actually working on something that would add > accessibility to the older final fantasy and chrono trigger game, that > was a while back now though , so not sure how far he ever got with that or > if he's still working on it. As for the other more recent games you > mentioned, I actually lost my sight about 12 years ago so haven't played a > lot of those, I see where you're coming from though, as with the constant > advancement of main stream consoles and PC's the games for those machines > become more complex in both environment and game play, which in turn makes > accessibility more and more difficult. As for the programing side of it, I > actually started to teach myself to program just for the reason of wanting > to create my own j-rpg, although I have to confess to being pretty rubbish > at writing story's, but I'm hoping if I can get the game creation part > mastered I can work with someone who will help with the story side of it. > it is really rewarding though when you begin to see your little game start > to take shape, so definitely worthwhile, although I've also had a ton of > nights ridiculously frustrated wondering why a bit of code won't work like > it should lol, still definitely a long way to go but maybe one day we'll > see > a game on here from me, let's just hope if I do people actually play it > hahaha > > Paul > > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 28 October 2016 01:34 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > Up until recently, I was able to play some mainstream video games, but > I lost the rest of my eyesight almost a year ago. I can confirm that > part of it was menu layout memorization, and for certain role-playing > games/real-time strategy games, hotkeys were a big part of playing > them. Unfortunately, where I ran into trouble was with navigating > (particularly the third-person/first-person perspective games) and > reading dialogue/menues. > > In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an > obscure one for you: Xenogears, the menu layout stayed the same. Also, > in many of these games, if you went into the equipment menu and > highlighted a weapon/armor/other accessory, there was an indicator as > to whether or not the equipment in question would do you any good. > This usually involved the new values conferred by the equipment > showing up in a different color (and I had the eyesight to see this). > However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age: > Origins, Pillars of Eternity or Skyrim, this is absent. Also, the > layouts are more difficult to memorize in these latter instances. > > We haven't even touched on action-RPG's either, e.g. Diablo II, > Titan's Quest or Torchlight. When I had a little eyesight, I could, > sort of, play these, but it took a lot of work and extra effort. With > Diablo II, for example, every time I leveled/found new gear I had to > open up a third-party utility called Hero Editor that actually played > nicely with JAWS (sort of) to make the necessary changes to my > character. > > Anyway, once I get my new computer up and running, I am going to try > to learn how to program. After I try to create a Dungeons and Dragons > character creator for the blind (5th edition), providin
Re: [Audyssey] memory
Xenogears is an obscure game published by Squaresoft in the late 90's for the PSX. It was a J-RPG with a fairly complex, and rather dark, story. The interesting thing about the game, in addition to the story, that is, is that your characters could pilot mechs and use them in battle. You know, Paul, maybe you and I ought to do some serious talking about designing a role-playing game. I have the creative side, but not the programming skills. Please let me know. On 10/28/16, Paul Lemm wrote: > Hi Justin, > > Ok, so final fantasy and Chrono trigger I've heard of (although never > actually played chrono trigger), but never heard of xenogears, , I > actually > remember from a while back that one of the audio game developers, I think > it was Ian reid was actually working on something that would add > accessibility to the older final fantasy and chrono trigger game, that > was a while back now though , so not sure how far he ever got with that or > if he's still working on it. As for the other more recent games you > mentioned, I actually lost my sight about 12 years ago so haven't played a > lot of those, I see where you're coming from though, as with the constant > advancement of main stream consoles and PC's the games for those machines > become more complex in both environment and game play, which in turn makes > accessibility more and more difficult. As for the programing side of it, I > actually started to teach myself to program just for the reason of wanting > to create my own j-rpg, although I have to confess to being pretty rubbish > at writing story's, but I'm hoping if I can get the game creation part > mastered I can work with someone who will help with the story side of it. > it is really rewarding though when you begin to see your little game start > to take shape, so definitely worthwhile, although I've also had a ton of > nights ridiculously frustrated wondering why a bit of code won't work like > it should lol, still definitely a long way to go but maybe one day we'll > see > a game on here from me, let's just hope if I do people actually play it > hahaha > > Paul > > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 28 October 2016 01:34 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > Up until recently, I was able to play some mainstream video games, but > I lost the rest of my eyesight almost a year ago. I can confirm that > part of it was menu layout memorization, and for certain role-playing > games/real-time strategy games, hotkeys were a big part of playing > them. Unfortunately, where I ran into trouble was with navigating > (particularly the third-person/first-person perspective games) and > reading dialogue/menues. > > In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an > obscure one for you: Xenogears, the menu layout stayed the same. Also, > in many of these games, if you went into the equipment menu and > highlighted a weapon/armor/other accessory, there was an indicator as > to whether or not the equipment in question would do you any good. > This usually involved the new values conferred by the equipment > showing up in a different color (and I had the eyesight to see this). > However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age: > Origins, Pillars of Eternity or Skyrim, this is absent. Also, the > layouts are more difficult to memorize in these latter instances. > > We haven't even touched on action-RPG's either, e.g. Diablo II, > Titan's Quest or Torchlight. When I had a little eyesight, I could, > sort of, play these, but it took a lot of work and extra effort. With > Diablo II, for example, every time I leveled/found new gear I had to > open up a third-party utility called Hero Editor that actually played > nicely with JAWS (sort of) to make the necessary changes to my > character. > > Anyway, once I get my new computer up and running, I am going to try > to learn how to program. After I try to create a Dungeons and Dragons > character creator for the blind (5th edition), providing I am > successful, I would try my luck at creating a game. I do not know if I > will have any luck/will be able to do this, but I would rather try and > fail, then simply never try. > > It is my turn, now, to apologize for the lengthy message... > > On 10/27/16, Paul Lemm wrote: >> Hi Justin, >> >> To be fair I've never quite understood how people manage to play these >> games >> myself, as I've heard of people playing mortal combat, Teken,guitar hero >> even down to things like castlevania , I think a lot of it is done by >> memo
Re: [Audyssey] memory
Hi Justin, Ok, so final fantasy and Chrono trigger I've heard of (although never actually played chrono trigger), but never heard of xenogears, , I actually remember from a while back that one of the audio game developers, I think it was Ian reid was actually working on something that would add accessibility to the older final fantasy and chrono trigger game, that was a while back now though , so not sure how far he ever got with that or if he's still working on it. As for the other more recent games you mentioned, I actually lost my sight about 12 years ago so haven't played a lot of those, I see where you're coming from though, as with the constant advancement of main stream consoles and PC's the games for those machines become more complex in both environment and game play, which in turn makes accessibility more and more difficult. As for the programing side of it, I actually started to teach myself to program just for the reason of wanting to create my own j-rpg, although I have to confess to being pretty rubbish at writing story's, but I'm hoping if I can get the game creation part mastered I can work with someone who will help with the story side of it. it is really rewarding though when you begin to see your little game start to take shape, so definitely worthwhile, although I've also had a ton of nights ridiculously frustrated wondering why a bit of code won't work like it should lol, still definitely a long way to go but maybe one day we'll see a game on here from me, let's just hope if I do people actually play it hahaha Paul -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones Sent: 28 October 2016 01:34 To: Gamers Discussion list Subject: Re: [Audyssey] memory Up until recently, I was able to play some mainstream video games, but I lost the rest of my eyesight almost a year ago. I can confirm that part of it was menu layout memorization, and for certain role-playing games/real-time strategy games, hotkeys were a big part of playing them. Unfortunately, where I ran into trouble was with navigating (particularly the third-person/first-person perspective games) and reading dialogue/menues. In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an obscure one for you: Xenogears, the menu layout stayed the same. Also, in many of these games, if you went into the equipment menu and highlighted a weapon/armor/other accessory, there was an indicator as to whether or not the equipment in question would do you any good. This usually involved the new values conferred by the equipment showing up in a different color (and I had the eyesight to see this). However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age: Origins, Pillars of Eternity or Skyrim, this is absent. Also, the layouts are more difficult to memorize in these latter instances. We haven't even touched on action-RPG's either, e.g. Diablo II, Titan's Quest or Torchlight. When I had a little eyesight, I could, sort of, play these, but it took a lot of work and extra effort. With Diablo II, for example, every time I leveled/found new gear I had to open up a third-party utility called Hero Editor that actually played nicely with JAWS (sort of) to make the necessary changes to my character. Anyway, once I get my new computer up and running, I am going to try to learn how to program. After I try to create a Dungeons and Dragons character creator for the blind (5th edition), providing I am successful, I would try my luck at creating a game. I do not know if I will have any luck/will be able to do this, but I would rather try and fail, then simply never try. It is my turn, now, to apologize for the lengthy message... On 10/27/16, Paul Lemm wrote: > Hi Justin, > > To be fair I've never quite understood how people manage to play these > games > myself, as I've heard of people playing mortal combat, Teken,guitar hero > even down to things like castlevania , I think a lot of it is done by > memorising menu layouts,,, routes, and map lay outs via trial and error > etc., in fact I occasionally play my little boy at teken vs street fighter > , although he sets it up since I can't navigate the menus I imagine I could > if I wanted learn the layout of menus and navigate it to start a game > myself, and I do occasionally win to, which is probably down to remembering > all the moves/combo's from when I used to play, so I can see to a degree > how with enough memorisation and practise that you could play some games > in > this way., I guess you could argue that if you have to put that much effort > into remembering so much about the game to be able to play it, that does > it then lose some of the fun of the game? I guess it all comes down to how > much you want to play the game and how much effort you want
Re: [Audyssey] memory
Up until recently, I was able to play some mainstream video games, but I lost the rest of my eyesight almost a year ago. I can confirm that part of it was menu layout memorization, and for certain role-playing games/real-time strategy games, hotkeys were a big part of playing them. Unfortunately, where I ran into trouble was with navigating (particularly the third-person/first-person perspective games) and reading dialogue/menues. In many J-RPG's, e.g. Final Fantasy, Chrono Trigger, and here's an obscure one for you: Xenogears, the menu layout stayed the same. Also, in many of these games, if you went into the equipment menu and highlighted a weapon/armor/other accessory, there was an indicator as to whether or not the equipment in question would do you any good. This usually involved the new values conferred by the equipment showing up in a different color (and I had the eyesight to see this). However, in a western-style RPG, e.g. Baldur's Gate, Dragon Age: Origins, Pillars of Eternity or Skyrim, this is absent. Also, the layouts are more difficult to memorize in these latter instances. We haven't even touched on action-RPG's either, e.g. Diablo II, Titan's Quest or Torchlight. When I had a little eyesight, I could, sort of, play these, but it took a lot of work and extra effort. With Diablo II, for example, every time I leveled/found new gear I had to open up a third-party utility called Hero Editor that actually played nicely with JAWS (sort of) to make the necessary changes to my character. Anyway, once I get my new computer up and running, I am going to try to learn how to program. After I try to create a Dungeons and Dragons character creator for the blind (5th edition), providing I am successful, I would try my luck at creating a game. I do not know if I will have any luck/will be able to do this, but I would rather try and fail, then simply never try. It is my turn, now, to apologize for the lengthy message... On 10/27/16, Paul Lemm wrote: > Hi Justin, > > To be fair I've never quite understood how people manage to play these > games > myself, as I've heard of people playing mortal combat, Teken,guitar hero > even down to things like castlevania , I think a lot of it is done by > memorising menu layouts,,, routes, and map lay outs via trial and error > etc., in fact I occasionally play my little boy at teken vs street fighter > , although he sets it up since I can't navigate the menus I imagine I could > if I wanted learn the layout of menus and navigate it to start a game > myself, and I do occasionally win to, which is probably down to remembering > all the moves/combo's from when I used to play, so I can see to a degree > how with enough memorisation and practise that you could play some games > in > this way., I guess you could argue that if you have to put that much effort > into remembering so much about the game to be able to play it, that does > it then lose some of the fun of the game? I guess it all comes down to how > much you want to play the game and how much effort you want to put into > learning /memorising all that stuff in a game to be able to play it, but I > don't have any proof of anyone playing these games, other than my somewhat > frantic button tapping teken with my boy lol, and I do also admit that > some > games would definitely be more playable to some degrees by a blind person > with no accessibility adaptations and some games it just wouldn't be > possible at all, but and we'll probably just have to beg to differ on this > one, but I still think a lot of games, but definitely not all of them could > be made slightly more accessible for blind people by the main stream > developers if they wanted, but your also right that unless a game is > written from the ground up with the accessibility for the blind in mind > from > the start then the game will never feel like an audio game , since it will > have not been designed like that and also would lose a lot of the game > detail and playability missing out on the more graphical stuff in the > game, > still as mentioned I'd happily give that up to get some basic way of > navigating a final fantasy game and some text to speech to read all the > menus etc., well I can dream lol. Anyway talking of dreaming its late here > so off to bed, good to talk, oh and sorry for the long message! > > Paul > So the > > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 28 October 2016 00:13 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > Okay, fair enough, no offense intended, but I'd like to see some > sources on that, i.e. articles/blogs/something-or-other detailing how > these people have managed to pull this off
Re: [Audyssey] memory
Hi Justin, To be fair I've never quite understood how people manage to play these games myself, as I've heard of people playing mortal combat, Teken,guitar hero even down to things like castlevania , I think a lot of it is done by memorising menu layouts,,, routes, and map lay outs via trial and error etc., in fact I occasionally play my little boy at teken vs street fighter , although he sets it up since I can't navigate the menus I imagine I could if I wanted learn the layout of menus and navigate it to start a game myself, and I do occasionally win to, which is probably down to remembering all the moves/combo's from when I used to play, so I can see to a degree how with enough memorisation and practise that you could play some games in this way., I guess you could argue that if you have to put that much effort into remembering so much about the game to be able to play it, that does it then lose some of the fun of the game? I guess it all comes down to how much you want to play the game and how much effort you want to put into learning /memorising all that stuff in a game to be able to play it, but I don't have any proof of anyone playing these games, other than my somewhat frantic button tapping teken with my boy lol, and I do also admit that some games would definitely be more playable to some degrees by a blind person with no accessibility adaptations and some games it just wouldn't be possible at all, but and we'll probably just have to beg to differ on this one, but I still think a lot of games, but definitely not all of them could be made slightly more accessible for blind people by the main stream developers if they wanted, but your also right that unless a game is written from the ground up with the accessibility for the blind in mind from the start then the game will never feel like an audio game , since it will have not been designed like that and also would lose a lot of the game detail and playability missing out on the more graphical stuff in the game, still as mentioned I'd happily give that up to get some basic way of navigating a final fantasy game and some text to speech to read all the menus etc., well I can dream lol. Anyway talking of dreaming its late here so off to bed, good to talk, oh and sorry for the long message! Paul So the -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones Sent: 28 October 2016 00:13 To: Gamers Discussion list Subject: Re: [Audyssey] memory Okay, fair enough, no offense intended, but I'd like to see some sources on that, i.e. articles/blogs/something-or-other detailing how these people have managed to pull this off. I'd love to know how it would be possible to play, say, Pillars of Eternity or the original Baldur's Gate as a blind person. If this is doable, I am more than willing to admit my error. Until then, as is so often said on the Internet: proof or it didn't happen. On 10/27/16, Paul Lemm wrote: > Hi Justin, > > Not to sound argumentative , but I believe the point of making quake > accessible was to prove that you could take a main stream game and make it > accessible . I do believe that if it is possible to turn a game like > Quake > which is a completely graphical game that was designed with no > accessibility > in mind and with the intent for purely sighted people to play, then > similar > techniques could be used for most games, as if you could incorporate text > to > speech for on screen text and could implement a system for identifying > objects, walls, your players position and the location of enemy players > etc. as quake does it would allow blind people to play these games, > admittedly it wouldn't be as blind friendly as a game designed specifically > for the blind, but it would definitely open up these games to be played by > the blind if they wanted, especially when there are blind people who > manage at present to play games like this without any accessibility > adaptations, as I've heard of people playing all kinds of fighting games, > old NES and SNES games and even of one person playing one of the final > fantasy games, although I still struggle to understand how you could do > that > last one with no accessibility lol,, but none the less they have. > Unfortunately though as mentioned previously although I do think this > could > be written into main stream games , that it would still cost the developers > money and they wouldn't recoup the extra spend through the few extra > copies of the games they would sell, so it is probably highly unlikely to > happen, which is a real shame as I'd love to pick up and play one of the > final fantasy games again as used to love playing those games. > > Paul > -Original Message- > From: Gamers [mailto:
Re: [Audyssey] memory
Okay, fair enough, no offense intended, but I'd like to see some sources on that, i.e. articles/blogs/something-or-other detailing how these people have managed to pull this off. I'd love to know how it would be possible to play, say, Pillars of Eternity or the original Baldur's Gate as a blind person. If this is doable, I am more than willing to admit my error. Until then, as is so often said on the Internet: proof or it didn't happen. On 10/27/16, Paul Lemm wrote: > Hi Justin, > > Not to sound argumentative , but I believe the point of making quake > accessible was to prove that you could take a main stream game and make it > accessible . I do believe that if it is possible to turn a game like > Quake > which is a completely graphical game that was designed with no > accessibility > in mind and with the intent for purely sighted people to play, then > similar > techniques could be used for most games, as if you could incorporate text > to > speech for on screen text and could implement a system for identifying > objects, walls, your players position and the location of enemy players > etc. as quake does it would allow blind people to play these games, > admittedly it wouldn't be as blind friendly as a game designed specifically > for the blind, but it would definitely open up these games to be played by > the blind if they wanted, especially when there are blind people who > manage at present to play games like this without any accessibility > adaptations, as I've heard of people playing all kinds of fighting games, > old NES and SNES games and even of one person playing one of the final > fantasy games, although I still struggle to understand how you could do > that > last one with no accessibility lol,, but none the less they have. > Unfortunately though as mentioned previously although I do think this > could > be written into main stream games , that it would still cost the developers > money and they wouldn't recoup the extra spend through the few extra > copies of the games they would sell, so it is probably highly unlikely to > happen, which is a real shame as I'd love to pick up and play one of the > final fantasy games again as used to love playing those games. > > Paul > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 27 October 2016 21:44 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > Perhaps with first-person shooters something could be done, but games > in the role-playing, fighting and real-time strategy genres cannot be > made accessible unless accessibility is built in from the ground up. > > On 10/27/16, Paul Lemm wrote: >> Hi I disagree with the statement it is not possible to make main stream >> games accessible, I think the audio Quake project proves that you can >> take >> a >> main stream game and make it accessible , unfortunately the sad truth of > it >> is that to the companies that make these games , the money it would cost >> them to add in accessibility features would be a lot more than the extra >> games they would sell because of the added accessibility. I did hear > that >> there was a chance that Microsoft may build in there text to speech >> narrator >> to the xBox, but again I would imagine this would be unlikely to work >> with >> games as the developers of these games would need to write there games >> differently to allow screen readers to interact with them, like many >> mainstream games on the iPhone don't work with screen readers. So I'm >> afraid to say that I don't think main stream developers will ever make an >> audio game, the best we could ever hope for is slightly more >> accessibility >> , >> but the fact they are all so heavily driven by huge profits I can't see >> that >> happening and like others have said I see the best audio games coming > from >> either our own excellent audio game programmers or indy developers. >> >> Paul >> -Original Message- >> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin > Jones >> Sent: 25 October 2016 13:01 >> To: Gamers Discussion list >> Subject: Re: [Audyssey] memory >> >> No, actually, there is not a way to make current mainstream games >> accessible, unless, of course, they already have accessibility >> features built in. >> >> It does not help us (blind folks), but all of Relic Entertainment's >> games provide subtitles for all spoken dialogue in their games, >> starting with Company of Heroes and onward. >> >> If we want accessible ga
Re: [Audyssey] memory
Hi Justin, Not to sound argumentative , but I believe the point of making quake accessible was to prove that you could take a main stream game and make it accessible . I do believe that if it is possible to turn a game like Quake which is a completely graphical game that was designed with no accessibility in mind and with the intent for purely sighted people to play, then similar techniques could be used for most games, as if you could incorporate text to speech for on screen text and could implement a system for identifying objects, walls, your players position and the location of enemy players etc. as quake does it would allow blind people to play these games, admittedly it wouldn't be as blind friendly as a game designed specifically for the blind, but it would definitely open up these games to be played by the blind if they wanted, especially when there are blind people who manage at present to play games like this without any accessibility adaptations, as I've heard of people playing all kinds of fighting games, old NES and SNES games and even of one person playing one of the final fantasy games, although I still struggle to understand how you could do that last one with no accessibility lol,, but none the less they have. Unfortunately though as mentioned previously although I do think this could be written into main stream games , that it would still cost the developers money and they wouldn't recoup the extra spend through the few extra copies of the games they would sell, so it is probably highly unlikely to happen, which is a real shame as I'd love to pick up and play one of the final fantasy games again as used to love playing those games. Paul -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones Sent: 27 October 2016 21:44 To: Gamers Discussion list Subject: Re: [Audyssey] memory Perhaps with first-person shooters something could be done, but games in the role-playing, fighting and real-time strategy genres cannot be made accessible unless accessibility is built in from the ground up. On 10/27/16, Paul Lemm wrote: > Hi I disagree with the statement it is not possible to make main stream > games accessible, I think the audio Quake project proves that you can take > a > main stream game and make it accessible , unfortunately the sad truth of it > is that to the companies that make these games , the money it would cost > them to add in accessibility features would be a lot more than the extra > games they would sell because of the added accessibility. I did hear that > there was a chance that Microsoft may build in there text to speech > narrator > to the xBox, but again I would imagine this would be unlikely to work with > games as the developers of these games would need to write there games > differently to allow screen readers to interact with them, like many > mainstream games on the iPhone don't work with screen readers. So I'm > afraid to say that I don't think main stream developers will ever make an > audio game, the best we could ever hope for is slightly more accessibility > , > but the fact they are all so heavily driven by huge profits I can't see > that > happening and like others have said I see the best audio games coming from > either our own excellent audio game programmers or indy developers. > > Paul > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 25 October 2016 13:01 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > No, actually, there is not a way to make current mainstream games > accessible, unless, of course, they already have accessibility > features built in. > > It does not help us (blind folks), but all of Relic Entertainment's > games provide subtitles for all spoken dialogue in their games, > starting with Company of Heroes and onward. > > If we want accessible games, we are going to have to find a way to > convince a mainstream developer, i.e. any company that develops > mainstream games, to take a crack at creating something for us. But, > and here is the thing, it has to be presented in such a way that they > will be able to make a profit, i.e. we (the blind community) have to > be willing to pay for it and not complain how it is not free to play. > > On 10/25/16, lenron brown wrote: >> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >> So if they was away for narator to pull the text from games we would >> be golden. I still love my consoles even though you can get a lot of >> the same games for computers. My comp only has 6 gb of ram and >> probably not the best graphics card anyways. All I have ever really >> wanted is for main stream games to be accessible and I
Re: [Audyssey] memory
Perhaps with first-person shooters something could be done, but games in the role-playing, fighting and real-time strategy genres cannot be made accessible unless accessibility is built in from the ground up. On 10/27/16, Paul Lemm wrote: > Hi I disagree with the statement it is not possible to make main stream > games accessible, I think the audio Quake project proves that you can take > a > main stream game and make it accessible , unfortunately the sad truth of it > is that to the companies that make these games , the money it would cost > them to add in accessibility features would be a lot more than the extra > games they would sell because of the added accessibility. I did hear that > there was a chance that Microsoft may build in there text to speech > narrator > to the xBox, but again I would imagine this would be unlikely to work with > games as the developers of these games would need to write there games > differently to allow screen readers to interact with them, like many > mainstream games on the iPhone don't work with screen readers. So I'm > afraid to say that I don't think main stream developers will ever make an > audio game, the best we could ever hope for is slightly more accessibility > , > but the fact they are all so heavily driven by huge profits I can't see > that > happening and like others have said I see the best audio games coming from > either our own excellent audio game programmers or indy developers. > > Paul > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones > Sent: 25 October 2016 13:01 > To: Gamers Discussion list > Subject: Re: [Audyssey] memory > > No, actually, there is not a way to make current mainstream games > accessible, unless, of course, they already have accessibility > features built in. > > It does not help us (blind folks), but all of Relic Entertainment's > games provide subtitles for all spoken dialogue in their games, > starting with Company of Heroes and onward. > > If we want accessible games, we are going to have to find a way to > convince a mainstream developer, i.e. any company that develops > mainstream games, to take a crack at creating something for us. But, > and here is the thing, it has to be presented in such a way that they > will be able to make a profit, i.e. we (the blind community) have to > be willing to pay for it and not complain how it is not free to play. > > On 10/25/16, lenron brown wrote: >> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >> So if they was away for narator to pull the text from games we would >> be golden. I still love my consoles even though you can get a lot of >> the same games for computers. My comp only has 6 gb of ram and >> probably not the best graphics card anyways. All I have ever really >> wanted is for main stream games to be accessible and I am sure there >> is away to do this. >> >> On 10/25/16, dark wrote: >>> Sadly "just having the sounds turned into pictures" is easier said than >>> done, likewise I doubt game stop (which I assume is rather like game >>> station >>> >>> is over here in the Uk), would stock independently produced games. >>> >>> If there was an audiogames console, the plane fact is only blind people >>> would buy it and it's doubtful anyone would develop games with graphics >>> for >>> >>> it. Plus, to be brutally honest, why should I pay for additional >>> hardware >>> when I already have a computer and an Iphone that can play games no >>> problem? >>> When a sighted person buys a games consoles, there are lots of games >>> that >>> won't! be available on their pc, or mac or whatever, however as a blind >>> person that is not the case, and I don't think you could find a >>> dedicated >>> list of developers willing to write games for a new platform when they >>> could >>> >>> already develop games for Windows pc, Ios, or even Mac or Android and >>> know >>> they'd have a dedicated pool of users who already have the hardware and >>> inclination to buy their games without laying out additional costs. >>> >>> Developing audiogames for actual graphical consoles like the playstation >>> or >>> >>> xbox might be a possibility, though even there you have the problem of >>> firstly how a blind person accesses the text in the game with no >>> software >>> or os based synthesisers (I have heard importing of things like sapi >>> onto >>> Xbox a
Re: [Audyssey] memory
Hi I disagree with the statement it is not possible to make main stream games accessible, I think the audio Quake project proves that you can take a main stream game and make it accessible , unfortunately the sad truth of it is that to the companies that make these games , the money it would cost them to add in accessibility features would be a lot more than the extra games they would sell because of the added accessibility. I did hear that there was a chance that Microsoft may build in there text to speech narrator to the xBox, but again I would imagine this would be unlikely to work with games as the developers of these games would need to write there games differently to allow screen readers to interact with them, like many mainstream games on the iPhone don't work with screen readers. So I'm afraid to say that I don't think main stream developers will ever make an audio game, the best we could ever hope for is slightly more accessibility , but the fact they are all so heavily driven by huge profits I can't see that happening and like others have said I see the best audio games coming from either our own excellent audio game programmers or indy developers. Paul -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Justin Jones Sent: 25 October 2016 13:01 To: Gamers Discussion list Subject: Re: [Audyssey] memory No, actually, there is not a way to make current mainstream games accessible, unless, of course, they already have accessibility features built in. It does not help us (blind folks), but all of Relic Entertainment's games provide subtitles for all spoken dialogue in their games, starting with Company of Heroes and onward. If we want accessible games, we are going to have to find a way to convince a mainstream developer, i.e. any company that develops mainstream games, to take a crack at creating something for us. But, and here is the thing, it has to be presented in such a way that they will be able to make a profit, i.e. we (the blind community) have to be willing to pay for it and not complain how it is not free to play. On 10/25/16, lenron brown wrote: > Steam pisses me off majorly. The xbox one and ps4 are both accessible. > So if they was away for narator to pull the text from games we would > be golden. I still love my consoles even though you can get a lot of > the same games for computers. My comp only has 6 gb of ram and > probably not the best graphics card anyways. All I have ever really > wanted is for main stream games to be accessible and I am sure there > is away to do this. > > On 10/25/16, dark wrote: >> Sadly "just having the sounds turned into pictures" is easier said than >> done, likewise I doubt game stop (which I assume is rather like game >> station >> >> is over here in the Uk), would stock independently produced games. >> >> If there was an audiogames console, the plane fact is only blind people >> would buy it and it's doubtful anyone would develop games with graphics >> for >> >> it. Plus, to be brutally honest, why should I pay for additional hardware >> when I already have a computer and an Iphone that can play games no >> problem? >> When a sighted person buys a games consoles, there are lots of games that >> won't! be available on their pc, or mac or whatever, however as a blind >> person that is not the case, and I don't think you could find a dedicated >> list of developers willing to write games for a new platform when they >> could >> >> already develop games for Windows pc, Ios, or even Mac or Android and >> know >> they'd have a dedicated pool of users who already have the hardware and >> inclination to buy their games without laying out additional costs. >> >> Developing audiogames for actual graphical consoles like the playstation >> or >> >> xbox might be a possibility, though even there you have the problem of >> firstly how a blind person accesses the text in the game with no >> software >> or os based synthesisers (I have heard importing of things like sapi onto >> Xbox and ps4 has been tried but I'm not sure how it went), also >> manifestly >> you have the problem that only some blind users will have consoles, and >> of >> the potential sighted users of games consoles it's uncertain how many >> would >> >> buy an audiogame anyway making development of it worth while. >> >> Game consoles come from a time when most people didn't own computers, >> and >> when the dedicated processing power and potentials of the hardware was >> far >> >> more than a similar computer system. That however is fading these days no >> longer the case, mos
Re: [Audyssey] memory
I wonder how much it cost to develop Manamon? On 10/25/16, Shaun Everiss wrote: > Hmmm I wouldn't run a petition at all. > A recent studdy here has shown these to be feel good things to make us > feel as if we are doing something. > But online petitions are non binding. > Ie you don't have to accept these at all. > They could be spam, and once those sites have your email who knows what > viruses/ spam/ fishing attacks you will then get. > Bottem line, they don't work. > The mainstream market just doesn't want audiogames like that. > At least the big companies. > I work for sonnar interactive, a small new zealand company. > I had a lot of news I posted, and allready on the audiogames forum I see > the post way down the first page, and by tomorrow it will be off of > that meaning the interest is 0. > Audio games do cost a lot we will need 5000 to 5 to make things, > 1000 for small game. > So yes it costs a lot to make games not the millions it may cost but > depends what you do and use. > For example, a lot of my sfx are from sound libraries that I pulled of > private servers by others in the audio production industry, some I have > directly pulled from games, others are my own but not many. > It costs a lot to actually buy sfx, and while I have spent about 300 > bucks on royalty free sfx, it is certainly harder to justify the spend > on high quality libraries especially when there is a lot out there. > Voice acters cost, the website, domain, cost, everything for the games > cost so yeah while maybe a little less in the tens to hundreds of > thousands instead of millions I'd like to assure users that things may > not even pan out. > > > > On 26/10/2016 4:07 a.m., Justin Jones wrote: >> I would remind you that developing an audio game is not nearly as >> expensive as a mainstream game. If it cost ten million dollars, then >> yes, it would not be worth the overhead and effort to develop it. I am >> positive that developing an audio game would be a fraction of that >> cost and would not require nearly as much to make a profit from. >> >> In any instance, I have drafted letters to Blizzard, Obsidian >> Entertainment, Bethesda Softworks and Bioware. I have not sent these >> letters as of yet, but I would be willing to do so, if, perhaps, a few >> of you would be willing to take a look/add your signatures. Or, we >> could try and start up a petition to some of these companies to at >> least consider the merits of developing a game. >> >> Thoughts? >> >> On 10/25/16, dark wrote: >>> Actually in terms of the sort of prophet that mainstream developers want, >>> I >>> >>> don't think there are enough blind people to matter, even if everyond >>> di! >>> buy the game. >>> >>> These people talk in the millions, or at least in the hundreds of >>> thousands, >>> >>> not in the hundreds or at most a couple of thousands that could be had >>> from >>> >>> the accessible games community. >>> >>> On the other hand, indi developers would! recognize the advantage, and >>> also >>> >>> tend to be much more easy to contact given that all the developers for >>> mainstream games are hidden in bunkers somehwere and impossible to talk >>> to, >>> >>> that when games aren't designed by board room committees anyway. >>> >>> So, mainstream no, I don't think it'll happen, but good indi games? most >>> definitely, indeed it already has, and we're likely to see more in the >>> future. >>> >>> All the best, >>> >>> Dark. >>> Due to Btinternet being inconvenient, this email address will not be in >>> use >>> >>> for very long. Please contact me on my other public address, >>> d...@xgam.org. >>> >>> When I have a new private address, I will let everyone know. >>> - Original Message - >>> From: "Justin Jones" >>> To: "Gamers Discussion list" >>> Sent: Tuesday, October 25, 2016 1:01 PM >>> Subject: Re: [Audyssey] memory >>> >>> >>>> No, actually, there is not a way to make current mainstream games >>>> accessible, unless, of course, they already have accessibility >>>> features built in. >>>> >>>> It does not help us (blind folks), but all of Relic Entertainment's >>>> games provide subtitles for all spoken dialogue in their games, >>>> starting with Company of Heroes and onward. &g
Re: [Audyssey] memory
I would maybe have the game say when loading press X Y X to turn on accessible mode or some such. I have even thought of ways to make games accessible that you need to drive in. On 10/25/16, lenron brown wrote: > For a lot of these games I would really be happy with tts for the > menus or something. Like some of the dragon ball z games would read > the menus or how the mkb games would say the char name when selecting. > I am not asking for a separate game I just wouldn't mind if these > games came with tts and maybe a couple other things that could help > us. Really makes me wish I could start a main stream game company that > could possibly go somewhere. > > On 10/25/16, englishride...@gmail.com wrote: >> Now that you mention it, Dark, indi developers are probably our best bet. >> >> >> Thanks, >> Ari >> >>> On Oct 25, 2016, at 7:09 AM, dark wrote: >>> >>> Actually in terms of the sort of prophet that mainstream developers >>> want, >>> I don't think there are enough blind people to matter, even if everyond >>> di! buy the game. >>> >>> These people talk in the millions, or at least in the hundreds of >>> thousands, not in the hundreds or at most a couple of thousands that >>> could >>> be had from the accessible games community. >>> >>> On the other hand, indi developers would! recognize the advantage, and >>> also tend to be much more easy to contact given that all the developers >>> for mainstream games are hidden in bunkers somehwere and impossible to >>> talk to, that when games aren't designed by board room committees >>> anyway. >>> >>> So, mainstream no, I don't think it'll happen, but good indi games? most >>> definitely, indeed it already has, and we're likely to see more in the >>> future. >>> >>> All the best, >>> >>> Dark. >>> Due to Btinternet being inconvenient, this email address will not be in >>> use for very long. Please contact me on my other public address, >>> d...@xgam.org. When I have a new private address, I will let everyone >>> know. >>> - Original Message - From: "Justin Jones" >>> >>> To: "Gamers Discussion list" >>> Sent: Tuesday, October 25, 2016 1:01 PM >>> Subject: Re: [Audyssey] memory >>> >>> >>>> No, actually, there is not a way to make current mainstream games >>>> accessible, unless, of course, they already have accessibility >>>> features built in. >>>> >>>> It does not help us (blind folks), but all of Relic Entertainment's >>>> games provide subtitles for all spoken dialogue in their games, >>>> starting with Company of Heroes and onward. >>>> >>>> If we want accessible games, we are going to have to find a way to >>>> convince a mainstream developer, i.e. any company that develops >>>> mainstream games, to take a crack at creating something for us. But, >>>> and here is the thing, it has to be presented in such a way that they >>>> will be able to make a profit, i.e. we (the blind community) have to >>>> be willing to pay for it and not complain how it is not free to play. >>>> >>>>> On 10/25/16, lenron brown wrote: >>>>> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >>>>> So if they was away for narator to pull the text from games we would >>>>> be golden. I still love my consoles even though you can get a lot of >>>>> the same games for computers. My comp only has 6 gb of ram and >>>>> probably not the best graphics card anyways. All I have ever really >>>>> wanted is for main stream games to be accessible and I am sure there >>>>> is away to do this. >>>>> >>>>>> On 10/25/16, dark wrote: >>>>>> Sadly "just having the sounds turned into pictures" is easier said >>>>>> than >>>>>> done, likewise I doubt game stop (which I assume is rather like game >>>>>> station >>>>>> >>>>>> is over here in the Uk), would stock independently produced games. >>>>>> >>>>>> If there was an audiogames console, the plane fact is only blind >>>>>> people >>>>>> would buy it and it's doubtful anyone would develop games with >>>>>> graphics >>>>>&
Re: [Audyssey] memory
For a lot of these games I would really be happy with tts for the menus or something. Like some of the dragon ball z games would read the menus or how the mkb games would say the char name when selecting. I am not asking for a separate game I just wouldn't mind if these games came with tts and maybe a couple other things that could help us. Really makes me wish I could start a main stream game company that could possibly go somewhere. On 10/25/16, englishride...@gmail.com wrote: > Now that you mention it, Dark, indi developers are probably our best bet. > > > Thanks, > Ari > >> On Oct 25, 2016, at 7:09 AM, dark wrote: >> >> Actually in terms of the sort of prophet that mainstream developers want, >> I don't think there are enough blind people to matter, even if everyond >> di! buy the game. >> >> These people talk in the millions, or at least in the hundreds of >> thousands, not in the hundreds or at most a couple of thousands that could >> be had from the accessible games community. >> >> On the other hand, indi developers would! recognize the advantage, and >> also tend to be much more easy to contact given that all the developers >> for mainstream games are hidden in bunkers somehwere and impossible to >> talk to, that when games aren't designed by board room committees anyway. >> >> So, mainstream no, I don't think it'll happen, but good indi games? most >> definitely, indeed it already has, and we're likely to see more in the >> future. >> >> All the best, >> >> Dark. >> Due to Btinternet being inconvenient, this email address will not be in >> use for very long. Please contact me on my other public address, >> d...@xgam.org. When I have a new private address, I will let everyone >> know. >> - Original Message - From: "Justin Jones" >> To: "Gamers Discussion list" >> Sent: Tuesday, October 25, 2016 1:01 PM >> Subject: Re: [Audyssey] memory >> >> >>> No, actually, there is not a way to make current mainstream games >>> accessible, unless, of course, they already have accessibility >>> features built in. >>> >>> It does not help us (blind folks), but all of Relic Entertainment's >>> games provide subtitles for all spoken dialogue in their games, >>> starting with Company of Heroes and onward. >>> >>> If we want accessible games, we are going to have to find a way to >>> convince a mainstream developer, i.e. any company that develops >>> mainstream games, to take a crack at creating something for us. But, >>> and here is the thing, it has to be presented in such a way that they >>> will be able to make a profit, i.e. we (the blind community) have to >>> be willing to pay for it and not complain how it is not free to play. >>> >>>> On 10/25/16, lenron brown wrote: >>>> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >>>> So if they was away for narator to pull the text from games we would >>>> be golden. I still love my consoles even though you can get a lot of >>>> the same games for computers. My comp only has 6 gb of ram and >>>> probably not the best graphics card anyways. All I have ever really >>>> wanted is for main stream games to be accessible and I am sure there >>>> is away to do this. >>>> >>>>> On 10/25/16, dark wrote: >>>>> Sadly "just having the sounds turned into pictures" is easier said >>>>> than >>>>> done, likewise I doubt game stop (which I assume is rather like game >>>>> station >>>>> >>>>> is over here in the Uk), would stock independently produced games. >>>>> >>>>> If there was an audiogames console, the plane fact is only blind >>>>> people >>>>> would buy it and it's doubtful anyone would develop games with >>>>> graphics >>>>> for >>>>> >>>>> it. Plus, to be brutally honest, why should I pay for additional >>>>> hardware >>>>> when I already have a computer and an Iphone that can play games no >>>>> problem? >>>>> When a sighted person buys a games consoles, there are lots of games >>>>> that >>>>> won't! be available on their pc, or mac or whatever, however as a >>>>> blind >>>>> person that is not the case, and I don't think you could find a >>>>> dedicated &
Re: [Audyssey] memory
Now that you mention it, Dark, indi developers are probably our best bet. Thanks, Ari > On Oct 25, 2016, at 7:09 AM, dark wrote: > > Actually in terms of the sort of prophet that mainstream developers want, I > don't think there are enough blind people to matter, even if everyond di! buy > the game. > > These people talk in the millions, or at least in the hundreds of thousands, > not in the hundreds or at most a couple of thousands that could be had from > the accessible games community. > > On the other hand, indi developers would! recognize the advantage, and also > tend to be much more easy to contact given that all the developers for > mainstream games are hidden in bunkers somehwere and impossible to talk to, > that when games aren't designed by board room committees anyway. > > So, mainstream no, I don't think it'll happen, but good indi games? most > definitely, indeed it already has, and we're likely to see more in the future. > > All the best, > > Dark. > Due to Btinternet being inconvenient, this email address will not be in use > for very long. Please contact me on my other public address, d...@xgam.org. > When I have a new private address, I will let everyone know. > - Original Message - From: "Justin Jones" > To: "Gamers Discussion list" > Sent: Tuesday, October 25, 2016 1:01 PM > Subject: Re: [Audyssey] memory > > >> No, actually, there is not a way to make current mainstream games >> accessible, unless, of course, they already have accessibility >> features built in. >> >> It does not help us (blind folks), but all of Relic Entertainment's >> games provide subtitles for all spoken dialogue in their games, >> starting with Company of Heroes and onward. >> >> If we want accessible games, we are going to have to find a way to >> convince a mainstream developer, i.e. any company that develops >> mainstream games, to take a crack at creating something for us. But, >> and here is the thing, it has to be presented in such a way that they >> will be able to make a profit, i.e. we (the blind community) have to >> be willing to pay for it and not complain how it is not free to play. >> >>> On 10/25/16, lenron brown wrote: >>> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >>> So if they was away for narator to pull the text from games we would >>> be golden. I still love my consoles even though you can get a lot of >>> the same games for computers. My comp only has 6 gb of ram and >>> probably not the best graphics card anyways. All I have ever really >>> wanted is for main stream games to be accessible and I am sure there >>> is away to do this. >>> >>>> On 10/25/16, dark wrote: >>>> Sadly "just having the sounds turned into pictures" is easier said than >>>> done, likewise I doubt game stop (which I assume is rather like game >>>> station >>>> >>>> is over here in the Uk), would stock independently produced games. >>>> >>>> If there was an audiogames console, the plane fact is only blind people >>>> would buy it and it's doubtful anyone would develop games with graphics >>>> for >>>> >>>> it. Plus, to be brutally honest, why should I pay for additional hardware >>>> when I already have a computer and an Iphone that can play games no >>>> problem? >>>> When a sighted person buys a games consoles, there are lots of games that >>>> won't! be available on their pc, or mac or whatever, however as a blind >>>> person that is not the case, and I don't think you could find a dedicated >>>> list of developers willing to write games for a new platform when they >>>> could >>>> >>>> already develop games for Windows pc, Ios, or even Mac or Android and >>>> know >>>> they'd have a dedicated pool of users who already have the hardware and >>>> inclination to buy their games without laying out additional costs. >>>> >>>> Developing audiogames for actual graphical consoles like the playstation >>>> or >>>> >>>> xbox might be a possibility, though even there you have the problem of >>>> firstly how a blind person accesses the text in the game with no >>>> software >>>> or os based synthesisers (I have heard importing of things like sapi onto >>>> Xbox and ps4 has been tried but I'm not sure how it went), also >
Re: [Audyssey] memory
Hmmm I wouldn't run a petition at all. A recent studdy here has shown these to be feel good things to make us feel as if we are doing something. But online petitions are non binding. Ie you don't have to accept these at all. They could be spam, and once those sites have your email who knows what viruses/ spam/ fishing attacks you will then get. Bottem line, they don't work. The mainstream market just doesn't want audiogames like that. At least the big companies. I work for sonnar interactive, a small new zealand company. I had a lot of news I posted, and allready on the audiogames forum I see the post way down the first page, and by tomorrow it will be off of that meaning the interest is 0. Audio games do cost a lot we will need 5000 to 5 to make things, 1000 for small game. So yes it costs a lot to make games not the millions it may cost but depends what you do and use. For example, a lot of my sfx are from sound libraries that I pulled of private servers by others in the audio production industry, some I have directly pulled from games, others are my own but not many. It costs a lot to actually buy sfx, and while I have spent about 300 bucks on royalty free sfx, it is certainly harder to justify the spend on high quality libraries especially when there is a lot out there. Voice acters cost, the website, domain, cost, everything for the games cost so yeah while maybe a little less in the tens to hundreds of thousands instead of millions I'd like to assure users that things may not even pan out. On 26/10/2016 4:07 a.m., Justin Jones wrote: I would remind you that developing an audio game is not nearly as expensive as a mainstream game. If it cost ten million dollars, then yes, it would not be worth the overhead and effort to develop it. I am positive that developing an audio game would be a fraction of that cost and would not require nearly as much to make a profit from. In any instance, I have drafted letters to Blizzard, Obsidian Entertainment, Bethesda Softworks and Bioware. I have not sent these letters as of yet, but I would be willing to do so, if, perhaps, a few of you would be willing to take a look/add your signatures. Or, we could try and start up a petition to some of these companies to at least consider the merits of developing a game. Thoughts? On 10/25/16, dark wrote: Actually in terms of the sort of prophet that mainstream developers want, I don't think there are enough blind people to matter, even if everyond di! buy the game. These people talk in the millions, or at least in the hundreds of thousands, not in the hundreds or at most a couple of thousands that could be had from the accessible games community. On the other hand, indi developers would! recognize the advantage, and also tend to be much more easy to contact given that all the developers for mainstream games are hidden in bunkers somehwere and impossible to talk to, that when games aren't designed by board room committees anyway. So, mainstream no, I don't think it'll happen, but good indi games? most definitely, indeed it already has, and we're likely to see more in the future. All the best, Dark. Due to Btinternet being inconvenient, this email address will not be in use for very long. Please contact me on my other public address, d...@xgam.org. When I have a new private address, I will let everyone know. - Original Message - From: "Justin Jones" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2016 1:01 PM Subject: Re: [Audyssey] memory No, actually, there is not a way to make current mainstream games accessible, unless, of course, they already have accessibility features built in. It does not help us (blind folks), but all of Relic Entertainment's games provide subtitles for all spoken dialogue in their games, starting with Company of Heroes and onward. If we want accessible games, we are going to have to find a way to convince a mainstream developer, i.e. any company that develops mainstream games, to take a crack at creating something for us. But, and here is the thing, it has to be presented in such a way that they will be able to make a profit, i.e. we (the blind community) have to be willing to pay for it and not complain how it is not free to play. On 10/25/16, lenron brown wrote: Steam pisses me off majorly. The xbox one and ps4 are both accessible. So if they was away for narator to pull the text from games we would be golden. I still love my consoles even though you can get a lot of the same games for computers. My comp only has 6 gb of ram and probably not the best graphics card anyways. All I have ever really wanted is for main stream games to be accessible and I am sure there is away to do this. On 10/25/16, dark wrote: Sadly "just having the sounds turned into pictures" is easier said than done, likewise I doubt game stop (which I assume is rather like
Re: [Audyssey] memory
I would remind you that developing an audio game is not nearly as expensive as a mainstream game. If it cost ten million dollars, then yes, it would not be worth the overhead and effort to develop it. I am positive that developing an audio game would be a fraction of that cost and would not require nearly as much to make a profit from. In any instance, I have drafted letters to Blizzard, Obsidian Entertainment, Bethesda Softworks and Bioware. I have not sent these letters as of yet, but I would be willing to do so, if, perhaps, a few of you would be willing to take a look/add your signatures. Or, we could try and start up a petition to some of these companies to at least consider the merits of developing a game. Thoughts? On 10/25/16, dark wrote: > Actually in terms of the sort of prophet that mainstream developers want, I > > don't think there are enough blind people to matter, even if everyond di! > buy the game. > > These people talk in the millions, or at least in the hundreds of thousands, > > not in the hundreds or at most a couple of thousands that could be had from > > the accessible games community. > > On the other hand, indi developers would! recognize the advantage, and also > > tend to be much more easy to contact given that all the developers for > mainstream games are hidden in bunkers somehwere and impossible to talk to, > > that when games aren't designed by board room committees anyway. > > So, mainstream no, I don't think it'll happen, but good indi games? most > definitely, indeed it already has, and we're likely to see more in the > future. > > All the best, > > Dark. > Due to Btinternet being inconvenient, this email address will not be in use > > for very long. Please contact me on my other public address, d...@xgam.org. > > When I have a new private address, I will let everyone know. > - Original Message ----- > From: "Justin Jones" > To: "Gamers Discussion list" > Sent: Tuesday, October 25, 2016 1:01 PM > Subject: Re: [Audyssey] memory > > >> No, actually, there is not a way to make current mainstream games >> accessible, unless, of course, they already have accessibility >> features built in. >> >> It does not help us (blind folks), but all of Relic Entertainment's >> games provide subtitles for all spoken dialogue in their games, >> starting with Company of Heroes and onward. >> >> If we want accessible games, we are going to have to find a way to >> convince a mainstream developer, i.e. any company that develops >> mainstream games, to take a crack at creating something for us. But, >> and here is the thing, it has to be presented in such a way that they >> will be able to make a profit, i.e. we (the blind community) have to >> be willing to pay for it and not complain how it is not free to play. >> >> On 10/25/16, lenron brown wrote: >>> Steam pisses me off majorly. The xbox one and ps4 are both accessible. >>> So if they was away for narator to pull the text from games we would >>> be golden. I still love my consoles even though you can get a lot of >>> the same games for computers. My comp only has 6 gb of ram and >>> probably not the best graphics card anyways. All I have ever really >>> wanted is for main stream games to be accessible and I am sure there >>> is away to do this. >>> >>> On 10/25/16, dark wrote: >>>> Sadly "just having the sounds turned into pictures" is easier said >>>> than >>>> done, likewise I doubt game stop (which I assume is rather like game >>>> station >>>> >>>> is over here in the Uk), would stock independently produced games. >>>> >>>> If there was an audiogames console, the plane fact is only blind people >>>> would buy it and it's doubtful anyone would develop games with graphics >>>> for >>>> >>>> it. Plus, to be brutally honest, why should I pay for additional >>>> hardware >>>> when I already have a computer and an Iphone that can play games no >>>> problem? >>>> When a sighted person buys a games consoles, there are lots of games >>>> that >>>> won't! be available on their pc, or mac or whatever, however as a blind >>>> person that is not the case, and I don't think you could find a >>>> dedicated >>>> list of developers willing to write games for a new platform when they >>>> could >>>> >>>> already develop games for Windows pc, Ios, or even Mac or Android and >>>> know &
Re: [Audyssey] memory
Actually in terms of the sort of prophet that mainstream developers want, I don't think there are enough blind people to matter, even if everyond di! buy the game. These people talk in the millions, or at least in the hundreds of thousands, not in the hundreds or at most a couple of thousands that could be had from the accessible games community. On the other hand, indi developers would! recognize the advantage, and also tend to be much more easy to contact given that all the developers for mainstream games are hidden in bunkers somehwere and impossible to talk to, that when games aren't designed by board room committees anyway. So, mainstream no, I don't think it'll happen, but good indi games? most definitely, indeed it already has, and we're likely to see more in the future. All the best, Dark. Due to Btinternet being inconvenient, this email address will not be in use for very long. Please contact me on my other public address, d...@xgam.org. When I have a new private address, I will let everyone know. - Original Message - From: "Justin Jones" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2016 1:01 PM Subject: Re: [Audyssey] memory No, actually, there is not a way to make current mainstream games accessible, unless, of course, they already have accessibility features built in. It does not help us (blind folks), but all of Relic Entertainment's games provide subtitles for all spoken dialogue in their games, starting with Company of Heroes and onward. If we want accessible games, we are going to have to find a way to convince a mainstream developer, i.e. any company that develops mainstream games, to take a crack at creating something for us. But, and here is the thing, it has to be presented in such a way that they will be able to make a profit, i.e. we (the blind community) have to be willing to pay for it and not complain how it is not free to play. On 10/25/16, lenron brown wrote: Steam pisses me off majorly. The xbox one and ps4 are both accessible. So if they was away for narator to pull the text from games we would be golden. I still love my consoles even though you can get a lot of the same games for computers. My comp only has 6 gb of ram and probably not the best graphics card anyways. All I have ever really wanted is for main stream games to be accessible and I am sure there is away to do this. On 10/25/16, dark wrote: Sadly "just having the sounds turned into pictures" is easier said than done, likewise I doubt game stop (which I assume is rather like game station is over here in the Uk), would stock independently produced games. If there was an audiogames console, the plane fact is only blind people would buy it and it's doubtful anyone would develop games with graphics for it. Plus, to be brutally honest, why should I pay for additional hardware when I already have a computer and an Iphone that can play games no problem? When a sighted person buys a games consoles, there are lots of games that won't! be available on their pc, or mac or whatever, however as a blind person that is not the case, and I don't think you could find a dedicated list of developers willing to write games for a new platform when they could already develop games for Windows pc, Ios, or even Mac or Android and know they'd have a dedicated pool of users who already have the hardware and inclination to buy their games without laying out additional costs. Developing audiogames for actual graphical consoles like the playstation or xbox might be a possibility, though even there you have the problem of firstly how a blind person accesses the text in the game with no software or os based synthesisers (I have heard importing of things like sapi onto Xbox and ps4 has been tried but I'm not sure how it went), also manifestly you have the problem that only some blind users will have consoles, and of the potential sighted users of games consoles it's uncertain how many would buy an audiogame anyway making development of it worth while. Game consoles come from a time when most people didn't own computers, and when the dedicated processing power and potentials of the hardware was far more than a similar computer system. That however is fading these days no longer the case, most people already own a computer or smart phone and can play games on it, indeed I've heard steam (irritating as it is for their lack of access), called the next step in consoles, ie, a virtual os that doesn't come with any hardware at all but runs on the user's own existing devices. So bottom line, I don't really think a console for the blind would work at all, at most it'd mean laying out extra expense for a few users and for developers to write for a platform with potentially even less users than normal, and it's even less likely that such a console would
Re: [Audyssey] memory
No, actually, there is not a way to make current mainstream games accessible, unless, of course, they already have accessibility features built in. It does not help us (blind folks), but all of Relic Entertainment's games provide subtitles for all spoken dialogue in their games, starting with Company of Heroes and onward. If we want accessible games, we are going to have to find a way to convince a mainstream developer, i.e. any company that develops mainstream games, to take a crack at creating something for us. But, and here is the thing, it has to be presented in such a way that they will be able to make a profit, i.e. we (the blind community) have to be willing to pay for it and not complain how it is not free to play. On 10/25/16, lenron brown wrote: > Steam pisses me off majorly. The xbox one and ps4 are both accessible. > So if they was away for narator to pull the text from games we would > be golden. I still love my consoles even though you can get a lot of > the same games for computers. My comp only has 6 gb of ram and > probably not the best graphics card anyways. All I have ever really > wanted is for main stream games to be accessible and I am sure there > is away to do this. > > On 10/25/16, dark wrote: >> Sadly "just having the sounds turned into pictures" is easier said than >> done, likewise I doubt game stop (which I assume is rather like game >> station >> >> is over here in the Uk), would stock independently produced games. >> >> If there was an audiogames console, the plane fact is only blind people >> would buy it and it's doubtful anyone would develop games with graphics >> for >> >> it. Plus, to be brutally honest, why should I pay for additional hardware >> when I already have a computer and an Iphone that can play games no >> problem? >> When a sighted person buys a games consoles, there are lots of games that >> won't! be available on their pc, or mac or whatever, however as a blind >> person that is not the case, and I don't think you could find a dedicated >> list of developers willing to write games for a new platform when they >> could >> >> already develop games for Windows pc, Ios, or even Mac or Android and >> know >> they'd have a dedicated pool of users who already have the hardware and >> inclination to buy their games without laying out additional costs. >> >> Developing audiogames for actual graphical consoles like the playstation >> or >> >> xbox might be a possibility, though even there you have the problem of >> firstly how a blind person accesses the text in the game with no >> software >> or os based synthesisers (I have heard importing of things like sapi onto >> Xbox and ps4 has been tried but I'm not sure how it went), also >> manifestly >> you have the problem that only some blind users will have consoles, and >> of >> the potential sighted users of games consoles it's uncertain how many >> would >> >> buy an audiogame anyway making development of it worth while. >> >> Game consoles come from a time when most people didn't own computers, >> and >> when the dedicated processing power and potentials of the hardware was >> far >> >> more than a similar computer system. That however is fading these days no >> longer the case, most people already own a computer or smart phone and >> can >> play games on it, indeed I've heard steam (irritating as it is for their >> lack of access), called the next step in consoles, ie, a virtual os that >> doesn't come with any hardware at all but runs on the user's own existing >> devices. >> >> >> So bottom line, I don't really think a console for the blind would work >> at >> all, at most it'd mean laying out extra expense for a few users and for >> developers to write for a platform with potentially even less users than >> normal, and it's even less likely that such a console would be picked up >> by >> >> sighted people. >> >> Better focus on platforms everyone! has access too than try to create >> another, heck look at the interest by sighted players in games like >> pappasangre on the Iphone. >> >> all the best, >> >> Dark. >> >> >> --- >> 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 >> 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. >> > > > -- > Lenron Brown > Cell: 985-271-2832 > Skype: ron.brown762 > > --- > 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
Re: [Audyssey] memory
Steam pisses me off majorly. The xbox one and ps4 are both accessible. So if they was away for narator to pull the text from games we would be golden. I still love my consoles even though you can get a lot of the same games for computers. My comp only has 6 gb of ram and probably not the best graphics card anyways. All I have ever really wanted is for main stream games to be accessible and I am sure there is away to do this. On 10/25/16, dark wrote: > Sadly "just having the sounds turned into pictures" is easier said than > done, likewise I doubt game stop (which I assume is rather like game station > > is over here in the Uk), would stock independently produced games. > > If there was an audiogames console, the plane fact is only blind people > would buy it and it's doubtful anyone would develop games with graphics for > > it. Plus, to be brutally honest, why should I pay for additional hardware > when I already have a computer and an Iphone that can play games no > problem? > When a sighted person buys a games consoles, there are lots of games that > won't! be available on their pc, or mac or whatever, however as a blind > person that is not the case, and I don't think you could find a dedicated > list of developers willing to write games for a new platform when they could > > already develop games for Windows pc, Ios, or even Mac or Android and know > they'd have a dedicated pool of users who already have the hardware and > inclination to buy their games without laying out additional costs. > > Developing audiogames for actual graphical consoles like the playstation or > > xbox might be a possibility, though even there you have the problem of > firstly how a blind person accesses the text in the game with no software > or os based synthesisers (I have heard importing of things like sapi onto > Xbox and ps4 has been tried but I'm not sure how it went), also manifestly > you have the problem that only some blind users will have consoles, and of > the potential sighted users of games consoles it's uncertain how many would > > buy an audiogame anyway making development of it worth while. > > Game consoles come from a time when most people didn't own computers, and > when the dedicated processing power and potentials of the hardware was far > > more than a similar computer system. That however is fading these days no > longer the case, most people already own a computer or smart phone and can > play games on it, indeed I've heard steam (irritating as it is for their > lack of access), called the next step in consoles, ie, a virtual os that > doesn't come with any hardware at all but runs on the user's own existing > devices. > > > So bottom line, I don't really think a console for the blind would work at > all, at most it'd mean laying out extra expense for a few users and for > developers to write for a platform with potentially even less users than > normal, and it's even less likely that such a console would be picked up by > > sighted people. > > Better focus on platforms everyone! has access too than try to create > another, heck look at the interest by sighted players in games like > pappasangre on the Iphone. > > all the best, > > Dark. > > > --- > 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 > 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. > -- Lenron Brown Cell: 985-271-2832 Skype: ron.brown762 --- 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 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] memory
Sadly "just having the sounds turned into pictures" is easier said than done, likewise I doubt game stop (which I assume is rather like game station is over here in the Uk), would stock independently produced games. If there was an audiogames console, the plane fact is only blind people would buy it and it's doubtful anyone would develop games with graphics for it. Plus, to be brutally honest, why should I pay for additional hardware when I already have a computer and an Iphone that can play games no problem? When a sighted person buys a games consoles, there are lots of games that won't! be available on their pc, or mac or whatever, however as a blind person that is not the case, and I don't think you could find a dedicated list of developers willing to write games for a new platform when they could already develop games for Windows pc, Ios, or even Mac or Android and know they'd have a dedicated pool of users who already have the hardware and inclination to buy their games without laying out additional costs. Developing audiogames for actual graphical consoles like the playstation or xbox might be a possibility, though even there you have the problem of firstly how a blind person accesses the text in the game with no software or os based synthesisers (I have heard importing of things like sapi onto Xbox and ps4 has been tried but I'm not sure how it went), also manifestly you have the problem that only some blind users will have consoles, and of the potential sighted users of games consoles it's uncertain how many would buy an audiogame anyway making development of it worth while. Game consoles come from a time when most people didn't own computers, and when the dedicated processing power and potentials of the hardware was far more than a similar computer system. That however is fading these days no longer the case, most people already own a computer or smart phone and can play games on it, indeed I've heard steam (irritating as it is for their lack of access), called the next step in consoles, ie, a virtual os that doesn't come with any hardware at all but runs on the user's own existing devices. So bottom line, I don't really think a console for the blind would work at all, at most it'd mean laying out extra expense for a few users and for developers to write for a platform with potentially even less users than normal, and it's even less likely that such a console would be picked up by sighted people. Better focus on platforms everyone! has access too than try to create another, heck look at the interest by sighted players in games like pappasangre on the Iphone. all the best, Dark. --- 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 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] memory
Lol you think we're gonna get a discount because we can't see the pictures? This argument never made sense to me in relation to movie theaters, and it sure as heck doesn't make sense to me now. I don't think we need any special gaming device for the blind--we just need some mainstream games that had some damn good positional audio, as well as gaming devices to build in some sort of basic screen reader so that game menus and text could be read. First the device manufacturers have to get on-board, and then we might see some mainstream games that could be played by the blind. Thanks, Ari On 10/24/16, The Life of Z wrote: > Well, a gaming console for the blind would put us in our own rooms with our > own discriptive TV's, with our own games. If the sighted world wants to > play with us all they would have to do is turn on a screen and play. We'd > be able to get games like they do from a local game stop or somthing like > that for at least a discount since we're not required to have pictures. > However, if we could figure out a way to have whatever sounds are in the > game turn into pictures for the sighted wourld so if they wantec to play > they could. That would be nice. Maybe I've got some things messed up in the > discription but that's a thought of mine. Besides the console itself would > be a company made for freesource gaming. Maybe we could get the games for a > good price and get the console for a reasonable price. > > On Oct 24, 2016 7:59 AM, "Justin Jones" wrote: > >> Frankly, I do not understand the need for something like this. Games >> yes, but a gaming console? What would be the point? I am asking out of >> genuine curiosity and not to be contrary. >> >> On 10/23/16, The Life of Z wrote: >> > I wonder how we could work together to get this concept off the ground. >> > I >> > know that I'm not a game creator but I had a sweet idea like you about >> the >> > game console for the Blind. I wish their was a way we could jumpstart >> this >> > intresting thing. I wonder why people aren't intrested in furthering >> > the >> > Blind in life? It seems like other disabilities get more help in things >> of >> > life sometimes. I know this has nothing to do with games, but if >> > somebody >> > with sight or a wheelchair bound veteran would've had this concept, >> > everybody and their parents would back them. I'm just speaking my mind >> for >> > once. Play on playas. >> > >> > On Oct 21, 2016 11:40 AM, "Travis Siegel" wrote: >> > >> > No it wouldn't cost much at all. I've already tried to fly this >> > concept, >> > and got turned down flat by most developers I approached. They['re >> > just >> > not interested. >> > >> > Using a raspberry pi as the heart, it would be a trivial matter to >> > build >> a >> > menuing system, pack the sd card full of every kind of game imaginable, >> and >> > sell the thing for a hundred bucks or so, and still make a bit of a >> proffit >> > (admittedly, not much, but still ...) The problem is tht you'll need >> games >> > for the thing, and since it uses an arm processor (the same line as the >> > iPhones) folks just don't want to port their windows apps to the arm >> > processor, even though, in some cases it's as simple as recompiling >> > with >> a >> > different mainstream compiler. I thought about going ahead and making >> > an >> > sd card with all the stuff I could find and port on my own, then just >> sell >> > the sd card for a few bucks more to cover costs than anything else, and >> > I >> > may still do that, but without ports of things like rsgames game >> > client, >> > and a bit more sound variety, folks aren't going to be much interested >> > in >> > it. >> > >> > (Just for reference) >> > >> > This is my second attempt to float the idea of a gaming console for the >> > blind, the first attempt was several years ago using a small credit >> > card >> > sized computer from parallax, and although initially folks said they >> > were >> > interested, once the capabilities of the chip were discussed, they all >> gave >> > it up as a bad idea, because it wasn't on par with modern windows >> systems. >> > (well duh), that's the whole point of a gaming console. But anyway, >> that's >> > it in a nutshell. >> > >> > >> > >> > On 10/20/2016 6:38 PM, The Life of Z wrote: >> > >> >> Thanks Dark that' is some incouragement. Maybe I'll be able to play it >> >> aafter allWWWell, that was an intresting post. I think the reason why >> >> developers don't make any game additions for the sighted is because of >> >> X >> >> box 1 and playstatttion 4. I had an idea for a console for the blind >> >> but >> >> I don't know how to get it off the ground. It would be like a game >> >> console >> >> like and x--box or playstation except it could handle games for the >> >> blind. >> >> I'd even have a li'l button tthat you could press to have a visual >> >> display >> >> just incase you had sighted family or friends that wanted to play with >> >> you. >> >> Of courrse, if
Re: [Audyssey] memory
Well, a gaming console for the blind would put us in our own rooms with our own discriptive TV's, with our own games. If the sighted world wants to play with us all they would have to do is turn on a screen and play. We'd be able to get games like they do from a local game stop or somthing like that for at least a discount since we're not required to have pictures. However, if we could figure out a way to have whatever sounds are in the game turn into pictures for the sighted wourld so if they wantec to play they could. That would be nice. Maybe I've got some things messed up in the discription but that's a thought of mine. Besides the console itself would be a company made for freesource gaming. Maybe we could get the games for a good price and get the console for a reasonable price. On Oct 24, 2016 7:59 AM, "Justin Jones" wrote: > Frankly, I do not understand the need for something like this. Games > yes, but a gaming console? What would be the point? I am asking out of > genuine curiosity and not to be contrary. > > On 10/23/16, The Life of Z wrote: > > I wonder how we could work together to get this concept off the ground. I > > know that I'm not a game creator but I had a sweet idea like you about > the > > game console for the Blind. I wish their was a way we could jumpstart > this > > intresting thing. I wonder why people aren't intrested in furthering the > > Blind in life? It seems like other disabilities get more help in things > of > > life sometimes. I know this has nothing to do with games, but if somebody > > with sight or a wheelchair bound veteran would've had this concept, > > everybody and their parents would back them. I'm just speaking my mind > for > > once. Play on playas. > > > > On Oct 21, 2016 11:40 AM, "Travis Siegel" wrote: > > > > No it wouldn't cost much at all. I've already tried to fly this concept, > > and got turned down flat by most developers I approached. They['re just > > not interested. > > > > Using a raspberry pi as the heart, it would be a trivial matter to build > a > > menuing system, pack the sd card full of every kind of game imaginable, > and > > sell the thing for a hundred bucks or so, and still make a bit of a > proffit > > (admittedly, not much, but still ...) The problem is tht you'll need > games > > for the thing, and since it uses an arm processor (the same line as the > > iPhones) folks just don't want to port their windows apps to the arm > > processor, even though, in some cases it's as simple as recompiling with > a > > different mainstream compiler. I thought about going ahead and making an > > sd card with all the stuff I could find and port on my own, then just > sell > > the sd card for a few bucks more to cover costs than anything else, and I > > may still do that, but without ports of things like rsgames game client, > > and a bit more sound variety, folks aren't going to be much interested in > > it. > > > > (Just for reference) > > > > This is my second attempt to float the idea of a gaming console for the > > blind, the first attempt was several years ago using a small credit card > > sized computer from parallax, and although initially folks said they were > > interested, once the capabilities of the chip were discussed, they all > gave > > it up as a bad idea, because it wasn't on par with modern windows > systems. > > (well duh), that's the whole point of a gaming console. But anyway, > that's > > it in a nutshell. > > > > > > > > On 10/20/2016 6:38 PM, The Life of Z wrote: > > > >> Thanks Dark that' is some incouragement. Maybe I'll be able to play it > >> aafter allWWWell, that was an intresting post. I think the reason why > >> developers don't make any game additions for the sighted is because of X > >> box 1 and playstatttion 4. I had an idea for a console for the blind > >> but > >> I don't know how to get it off the ground. It would be like a game > >> console > >> like and x--box or playstation except it could handle games for the > >> blind. > >> I'd even have a li'l button tthat you could press to have a visual > >> display > >> just incase you had sighted family or friends that wanted to play with > >> you. > >> Of courrse, if I got some developers to help me bbbuild the thing, it > >> would > >> probably cost a bunch like everything made fffor us blind people. > >> Somtimesss I hate that. > >> > >> On Oct 20, 2016 11:43 AM, "Travis Siegel" wrote: > >> > >> You're likely to get a lot of responses to these questions, but I'll > >> chime > >>> in anyway. > >>> > >>> To answer the first question. > >>> > >>> No, it doesn't take as much room for a game for the visually impaired > as > >>> it does for a sighted gamer. The reason being, although sounds can be > >>> large, (especially high-quality ones), you don't have to deal with > >>> graphics, which can eat considerably more space. My son is always > >>> buying > >>> the newest games, and these days, they're almost always several > >>> gigabytes > >>> in size. I
Re: [Audyssey] memory
Frankly, I do not understand the need for something like this. Games yes, but a gaming console? What would be the point? I am asking out of genuine curiosity and not to be contrary. On 10/23/16, The Life of Z wrote: > I wonder how we could work together to get this concept off the ground. I > know that I'm not a game creator but I had a sweet idea like you about the > game console for the Blind. I wish their was a way we could jumpstart this > intresting thing. I wonder why people aren't intrested in furthering the > Blind in life? It seems like other disabilities get more help in things of > life sometimes. I know this has nothing to do with games, but if somebody > with sight or a wheelchair bound veteran would've had this concept, > everybody and their parents would back them. I'm just speaking my mind for > once. Play on playas. > > On Oct 21, 2016 11:40 AM, "Travis Siegel" wrote: > > No it wouldn't cost much at all. I've already tried to fly this concept, > and got turned down flat by most developers I approached. They['re just > not interested. > > Using a raspberry pi as the heart, it would be a trivial matter to build a > menuing system, pack the sd card full of every kind of game imaginable, and > sell the thing for a hundred bucks or so, and still make a bit of a proffit > (admittedly, not much, but still ...) The problem is tht you'll need games > for the thing, and since it uses an arm processor (the same line as the > iPhones) folks just don't want to port their windows apps to the arm > processor, even though, in some cases it's as simple as recompiling with a > different mainstream compiler. I thought about going ahead and making an > sd card with all the stuff I could find and port on my own, then just sell > the sd card for a few bucks more to cover costs than anything else, and I > may still do that, but without ports of things like rsgames game client, > and a bit more sound variety, folks aren't going to be much interested in > it. > > (Just for reference) > > This is my second attempt to float the idea of a gaming console for the > blind, the first attempt was several years ago using a small credit card > sized computer from parallax, and although initially folks said they were > interested, once the capabilities of the chip were discussed, they all gave > it up as a bad idea, because it wasn't on par with modern windows systems. > (well duh), that's the whole point of a gaming console. But anyway, that's > it in a nutshell. > > > > On 10/20/2016 6:38 PM, The Life of Z wrote: > >> Thanks Dark that' is some incouragement. Maybe I'll be able to play it >> aafter allWWWell, that was an intresting post. I think the reason why >> developers don't make any game additions for the sighted is because of X >> box 1 and playstatttion 4. I had an idea for a console for the blind >> but >> I don't know how to get it off the ground. It would be like a game >> console >> like and x--box or playstation except it could handle games for the >> blind. >> I'd even have a li'l button tthat you could press to have a visual >> display >> just incase you had sighted family or friends that wanted to play with >> you. >> Of courrse, if I got some developers to help me bbbuild the thing, it >> would >> probably cost a bunch like everything made fffor us blind people. >> Somtimesss I hate that. >> >> On Oct 20, 2016 11:43 AM, "Travis Siegel" wrote: >> >> You're likely to get a lot of responses to these questions, but I'll >> chime >>> in anyway. >>> >>> To answer the first question. >>> >>> No, it doesn't take as much room for a game for the visually impaired as >>> it does for a sighted gamer. The reason being, although sounds can be >>> large, (especially high-quality ones), you don't have to deal with >>> graphics, which can eat considerably more space. My son is always >>> buying >>> the newest games, and these days, they're almost always several >>> gigabytes >>> in size. I have yet to see an audio game that packs that big of a >>> punch, >>> though I'm not exactly an expert on audio games for the blind, >>> considering >>> I'm not a fan of windows, and only recently got another windows machine >>> which I have done without for more than 10 years. On the other hand, >>> I'm >>> quite a bit puzzled why absolutely no attempt is made by folks who make >>> blind games to make them sighted friendly. Admittedly,it would take >>> extra >>> work, and in some cases, it might be more work than it's worth, but in >>> general, when a game is made for the blind community, nothing is done to >>> the game to make it be playable by sighted gamers. >>> >>> Sometimes, the effort is so minimal, it is laughable, and yet, >>> developers >>> of blind games do the very thing they accuse the sighted world of doing >>> to >>> us. I have never released a product that wasn't usable by both >>> sighted and blind users alike, though again, I haven't been doing >>> anything >>> at all in the windows world for more than
Re: [Audyssey] memory
I wonder how we could work together to get this concept off the ground. I know that I'm not a game creator but I had a sweet idea like you about the game console for the Blind. I wish their was a way we could jumpstart this intresting thing. I wonder why people aren't intrested in furthering the Blind in life? It seems like other disabilities get more help in things of life sometimes. I know this has nothing to do with games, but if somebody with sight or a wheelchair bound veteran would've had this concept, everybody and their parents would back them. I'm just speaking my mind for once. Play on playas. On Oct 21, 2016 11:40 AM, "Travis Siegel" wrote: No it wouldn't cost much at all. I've already tried to fly this concept, and got turned down flat by most developers I approached. They['re just not interested. Using a raspberry pi as the heart, it would be a trivial matter to build a menuing system, pack the sd card full of every kind of game imaginable, and sell the thing for a hundred bucks or so, and still make a bit of a proffit (admittedly, not much, but still ...) The problem is tht you'll need games for the thing, and since it uses an arm processor (the same line as the iPhones) folks just don't want to port their windows apps to the arm processor, even though, in some cases it's as simple as recompiling with a different mainstream compiler. I thought about going ahead and making an sd card with all the stuff I could find and port on my own, then just sell the sd card for a few bucks more to cover costs than anything else, and I may still do that, but without ports of things like rsgames game client, and a bit more sound variety, folks aren't going to be much interested in it. (Just for reference) This is my second attempt to float the idea of a gaming console for the blind, the first attempt was several years ago using a small credit card sized computer from parallax, and although initially folks said they were interested, once the capabilities of the chip were discussed, they all gave it up as a bad idea, because it wasn't on par with modern windows systems. (well duh), that's the whole point of a gaming console. But anyway, that's it in a nutshell. On 10/20/2016 6:38 PM, The Life of Z wrote: > Thanks Dark that' is some incouragement. Maybe I'll be able to play it > aafter allWWWell, that was an intresting post. I think the reason why > developers don't make any game additions for the sighted is because of X > box 1 and playstatttion 4. I had an idea for a console for the blind but > I don't know how to get it off the ground. It would be like a game console > like and x--box or playstation except it could handle games for the blind. > I'd even have a li'l button tthat you could press to have a visual display > just incase you had sighted family or friends that wanted to play with you. > Of courrse, if I got some developers to help me bbbuild the thing, it would > probably cost a bunch like everything made fffor us blind people. > Somtimesss I hate that. > > On Oct 20, 2016 11:43 AM, "Travis Siegel" wrote: > > You're likely to get a lot of responses to these questions, but I'll chime >> in anyway. >> >> To answer the first question. >> >> No, it doesn't take as much room for a game for the visually impaired as >> it does for a sighted gamer. The reason being, although sounds can be >> large, (especially high-quality ones), you don't have to deal with >> graphics, which can eat considerably more space. My son is always buying >> the newest games, and these days, they're almost always several gigabytes >> in size. I have yet to see an audio game that packs that big of a punch, >> though I'm not exactly an expert on audio games for the blind, considering >> I'm not a fan of windows, and only recently got another windows machine >> which I have done without for more than 10 years. On the other hand, I'm >> quite a bit puzzled why absolutely no attempt is made by folks who make >> blind games to make them sighted friendly. Admittedly,it would take extra >> work, and in some cases, it might be more work than it's worth, but in >> general, when a game is made for the blind community, nothing is done to >> the game to make it be playable by sighted gamers. >> >> Sometimes, the effort is so minimal, it is laughable, and yet, developers >> of blind games do the very thing they accuse the sighted world of doing to >> us. I have never released a product that wasn't usable by both >> sighted and blind users alike, though again, I haven't been doing anything >> at all in the windows world for more than 10 years, and most of the >> freelance work I do has nothing to do with blind folks at all, but that's >> beside the point. I find it frustrating sometimes when I download a shiny >> new game to play, only to find that my wife and children can't enjoy the >> game with me, because there is no attempt made to give the sighted world >> any interface at all. Case in point, rs games. Except f
Re: [Audyssey] memory
No it wouldn't cost much at all. I've already tried to fly this concept, and got turned down flat by most developers I approached. They['re just not interested. Using a raspberry pi as the heart, it would be a trivial matter to build a menuing system, pack the sd card full of every kind of game imaginable, and sell the thing for a hundred bucks or so, and still make a bit of a proffit (admittedly, not much, but still ...) The problem is tht you'll need games for the thing, and since it uses an arm processor (the same line as the iPhones) folks just don't want to port their windows apps to the arm processor, even though, in some cases it's as simple as recompiling with a different mainstream compiler. I thought about going ahead and making an sd card with all the stuff I could find and port on my own, then just sell the sd card for a few bucks more to cover costs than anything else, and I may still do that, but without ports of things like rsgames game client, and a bit more sound variety, folks aren't going to be much interested in it. (Just for reference) This is my second attempt to float the idea of a gaming console for the blind, the first attempt was several years ago using a small credit card sized computer from parallax, and although initially folks said they were interested, once the capabilities of the chip were discussed, they all gave it up as a bad idea, because it wasn't on par with modern windows systems. (well duh), that's the whole point of a gaming console. But anyway, that's it in a nutshell. On 10/20/2016 6:38 PM, The Life of Z wrote: Thanks Dark that' is some incouragement. Maybe I'll be able to play it aafter allWWWell, that was an intresting post. I think the reason why developers don't make any game additions for the sighted is because of X box 1 and playstatttion 4. I had an idea for a console for the blind but I don't know how to get it off the ground. It would be like a game console like and x--box or playstation except it could handle games for the blind. I'd even have a li'l button tthat you could press to have a visual display just incase you had sighted family or friends that wanted to play with you. Of courrse, if I got some developers to help me bbbuild the thing, it would probably cost a bunch like everything made fffor us blind people. Somtimesss I hate that. On Oct 20, 2016 11:43 AM, "Travis Siegel" wrote: You're likely to get a lot of responses to these questions, but I'll chime in anyway. To answer the first question. No, it doesn't take as much room for a game for the visually impaired as it does for a sighted gamer. The reason being, although sounds can be large, (especially high-quality ones), you don't have to deal with graphics, which can eat considerably more space. My son is always buying the newest games, and these days, they're almost always several gigabytes in size. I have yet to see an audio game that packs that big of a punch, though I'm not exactly an expert on audio games for the blind, considering I'm not a fan of windows, and only recently got another windows machine which I have done without for more than 10 years. On the other hand, I'm quite a bit puzzled why absolutely no attempt is made by folks who make blind games to make them sighted friendly. Admittedly,it would take extra work, and in some cases, it might be more work than it's worth, but in general, when a game is made for the blind community, nothing is done to the game to make it be playable by sighted gamers. Sometimes, the effort is so minimal, it is laughable, and yet, developers of blind games do the very thing they accuse the sighted world of doing to us. I have never released a product that wasn't usable by both sighted and blind users alike, though again, I haven't been doing anything at all in the windows world for more than 10 years, and most of the freelance work I do has nothing to do with blind folks at all, but that's beside the point. I find it frustrating sometimes when I download a shiny new game to play, only to find that my wife and children can't enjoy the game with me, because there is no attempt made to give the sighted world any interface at all. Case in point, rs games. Except for the sounds, there's absolutely no reason whatsoever why the client can't have the text written on the screen right along with the spoken text. Instead, the sighted folks have to use the web interface wich is so plain, they don't even want to bother with it. I've been a web developer for roughly 20 years, and honestly, it's not hard to make web sites presentable to the sighted as well as the blind if it's done correctly. Yes, you'll need a sighted person to look at the thing, and say things like, move the graphic to the other side of the text, or why does that link not have a picture, but it's not a difficult process. As for the rest of your questions, I'll leave those for others, as I've gotten badly off topic with this post, and whil
Re: [Audyssey] memory
Thanks Dark that' is some incouragement. Maybe I'll be able to play it aafter allWWWell, that was an intresting post. I think the reason why developers don't make any game additions for the sighted is because of X box 1 and playstatttion 4. I had an idea for a console for the blind but I don't know how to get it off the ground. It would be like a game console like and x--box or playstation except it could handle games for the blind. I'd even have a li'l button tthat you could press to have a visual display just incase you had sighted family or friends that wanted to play with you. Of courrse, if I got some developers to help me bbbuild the thing, it would probably cost a bunch like everything made fffor us blind people. Somtimesss I hate that. On Oct 20, 2016 11:43 AM, "Travis Siegel" wrote: > You're likely to get a lot of responses to these questions, but I'll chime > in anyway. > > To answer the first question. > > No, it doesn't take as much room for a game for the visually impaired as > it does for a sighted gamer. The reason being, although sounds can be > large, (especially high-quality ones), you don't have to deal with > graphics, which can eat considerably more space. My son is always buying > the newest games, and these days, they're almost always several gigabytes > in size. I have yet to see an audio game that packs that big of a punch, > though I'm not exactly an expert on audio games for the blind, considering > I'm not a fan of windows, and only recently got another windows machine > which I have done without for more than 10 years. On the other hand, I'm > quite a bit puzzled why absolutely no attempt is made by folks who make > blind games to make them sighted friendly. Admittedly,it would take extra > work, and in some cases, it might be more work than it's worth, but in > general, when a game is made for the blind community, nothing is done to > the game to make it be playable by sighted gamers. > > Sometimes, the effort is so minimal, it is laughable, and yet, developers > of blind games do the very thing they accuse the sighted world of doing to > us. I have never released a product that wasn't usable by both > sighted and blind users alike, though again, I haven't been doing anything > at all in the windows world for more than 10 years, and most of the > freelance work I do has nothing to do with blind folks at all, but that's > beside the point. I find it frustrating sometimes when I download a shiny > new game to play, only to find that my wife and children can't enjoy the > game with me, because there is no attempt made to give the sighted world > any interface at all. Case in point, rs games. Except for the sounds, > there's absolutely no reason whatsoever why the client can't have the text > written on the screen right along with the spoken text. Instead, the > sighted folks have to use the web interface wich is so plain, they don't > even want to bother with it. > > I've been a web developer for roughly 20 years, and honestly, it's not > hard to make web sites presentable to the sighted as well as the blind if > it's done correctly. Yes, you'll need a sighted person to look at the > thing, and say things like, move the graphic to the other side of the text, > or why does that link not have a picture, but it's not a difficult process. > > As for the rest of your questions, I'll leave those for others, as I've > gotten badly off topic with this post, and while I could rant for several > pages, it's not helpful to do so, so I'll stop here, with the expectation > that I'll get blasted 3 ways from sunday for daring to speak such > blastphemy, and discussions of how hard and time consuming it would be to > make things usable by the sighted. I don't mean full out graphics with full > motion video and such, but just a little effort put into maybe having a few > pictures, (or as pointed about rsgames client,) just adding text instead of > having speech only. It's not hard, and it allows friends and family to > play along, even if it's not the best experience in the world for them. > > > > On 10/19/2016 12:53 PM, The Life of Z wrote: > >> I have a question for you guys. Does it take a lot more memory for games >> for the blind to be created or is it about the same as a game for the >> sighted world? My second question is does it take up a lot of space for >> all >> you gamers out their who have PC computers? My third and final question is >> this: is their a gamers page on youtube for the blind gamer like myself? >> Thanks list. >> --- >> 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 >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of t
Re: [Audyssey] memory
Hi Justin. that is true, though also bare in mind there are a lot of indi graphical games as well that, while not as complex as mkx or the like still have fairly complex graphics, either way, adding even fairly standard graphics to an audiogame would be probably more work than creating the game in the first place. all the best, Dark. --- 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 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] memory
Yes, I am aware of this. On 10/20/16, dark wrote: > Hi Justin. > > that is true, though also bare in mind there are a lot of indi graphical > games as well that, while not as complex as mkx or the like still have > fairly complex graphics, either way, adding even fairly standard graphics to > > an audiogame would be probably more work than creating the game in the first > > place. > > all the best, > > Dark. > > > --- > 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 > 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. > -- Justin M. Jones, M.A. atreides...@gmail.com (254) 624-9155 701 Ewing St. #509-C, Ft. Wayne IN, 46802 --- 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 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] memory
There are a lot of different complexities that go into game programming for the sighted, e.g. 3D modeling, dynamic lighting, the textures for each model, simulating physics where appropriate and s on, and not least, synching speech to the face of a specific model when they are speaking. It is very, very tricky and the average mainstream game uses between fifty and one hundred people to develop it. A lot of games these days see their development budgets in the tens of millions and the video gaming industry grosses more than the movie industry. What is happening, or has been happening, is that many developers will license existing technology created by other developers to assist with the programming process. So, for example, rather than creating a graphics engine from scratch for Mortal Kombat X, Netherrealm Studios licensed the Unreal 4 graphics engine from Epic. This does not make developing Mortal Kombat X any less difficult, it only solves one of the many issues facing a developer. Sorry, I didn't mean to go into lecture mode, but up until recently, mainstream gaming was a big part of my life. On 10/20/16, dark wrote: > @Travis, > > the simple reason most audiogames don't ahve graphics is simply that > graphics programming is the single most complex part of making computer > games (they're not called video games for a reason). It's not just a matter > > of chucking a few picktures at the screne, it has animations, drawings, and > > compl, if it is to look appealing really! complex programming. the few games > > we've had that have had full graphics, the graphics have taken the lion's > share of the development, which is actually another reason why it is weerd > that isn't more access the other way. > > You are correct that text could be added for some games like the rs ones, > but the vast majority of audiogames would need so much work to add graphics > > it'd be far more complicated than makinga new game. > > Also to be brutally honest, what is to stop sighted people playing > audiogames anyway? Really the only people who are actively barred from > audiogames are people with hearing imparements. I've played Jim kitchin's > games with friends using the synth voice, and they're fine. yes, it takes a > > bit of adjustment, but hay, they're not called audio! games for no reason, > and after all lots of sighted people listen to audio dramas, heck look > > at how ppular boppit has been. > > All the best, > > Dark. > Due to Btinternet being inconvenient, this email address will not be in use > > for very long. Please contact me on my other public address, d...@xgam.org. > > When I have a new private address, I will let everyone know. > - Original Message - > From: "Travis Siegel" > To: "Gamers Discussion list" > Sent: Thursday, October 20, 2016 4:41 PM > Subject: Re: [Audyssey] memory > > >> You're likely to get a lot of responses to these questions, but I'll chime >> >> in anyway. >> >> To answer the first question. >> >> No, it doesn't take as much room for a game for the visually impaired as >> it does for a sighted gamer. The reason being, although sounds can be >> large, (especially high-quality ones), you don't have to deal with >> graphics, which can eat considerably more space. My son is always buying >> >> the newest games, and these days, they're almost always several gigabytes >> >> in size. I have yet to see an audio game that packs that big of a punch, >> >> though I'm not exactly an expert on audio games for the blind, considering >> >> I'm not a fan of windows, and only recently got another windows machine >> which I have done without for more than 10 years. On the other hand, I'm >> >> quite a bit puzzled why absolutely no attempt is made by folks who make >> blind games to make them sighted friendly. Admittedly,it would take extra >> >> work, and in some cases, it might be more work than it's worth, but in >> general, when a game is made for the blind community, nothing is done to >> the game to make it be playable by sighted gamers. >> >> Sometimes, the effort is so minimal, it is laughable, and yet, developers >> >> of blind games do the very thing they accuse the sighted world of doing to >> >> us. I have never released a product that wasn't usable by both >> sighted and blind users alike, though again, I haven't been doing anything >> >> at all in the windows world for more than 10 years, and most of the >> freelance work I do has nothing to do with blind folks at all, but that's &
Re: [Audyssey] memory
@Travis, the simple reason most audiogames don't ahve graphics is simply that graphics programming is the single most complex part of making computer games (they're not called video games for a reason). It's not just a matter of chucking a few picktures at the screne, it has animations, drawings, and compl, if it is to look appealing really! complex programming. the few games we've had that have had full graphics, the graphics have taken the lion's share of the development, which is actually another reason why it is weerd that isn't more access the other way. You are correct that text could be added for some games like the rs ones, but the vast majority of audiogames would need so much work to add graphics it'd be far more complicated than makinga new game. Also to be brutally honest, what is to stop sighted people playing audiogames anyway? Really the only people who are actively barred from audiogames are people with hearing imparements. I've played Jim kitchin's games with friends using the synth voice, and they're fine. yes, it takes a bit of adjustment, but hay, they're not called audio! games for no reason, and after all lots of sighted people listen to audio dramas, heck look at how ppular boppit has been. All the best, Dark. Due to Btinternet being inconvenient, this email address will not be in use for very long. Please contact me on my other public address, d...@xgam.org. When I have a new private address, I will let everyone know. - Original Message - From: "Travis Siegel" To: "Gamers Discussion list" Sent: Thursday, October 20, 2016 4:41 PM Subject: Re: [Audyssey] memory You're likely to get a lot of responses to these questions, but I'll chime in anyway. To answer the first question. No, it doesn't take as much room for a game for the visually impaired as it does for a sighted gamer. The reason being, although sounds can be large, (especially high-quality ones), you don't have to deal with graphics, which can eat considerably more space. My son is always buying the newest games, and these days, they're almost always several gigabytes in size. I have yet to see an audio game that packs that big of a punch, though I'm not exactly an expert on audio games for the blind, considering I'm not a fan of windows, and only recently got another windows machine which I have done without for more than 10 years. On the other hand, I'm quite a bit puzzled why absolutely no attempt is made by folks who make blind games to make them sighted friendly. Admittedly,it would take extra work, and in some cases, it might be more work than it's worth, but in general, when a game is made for the blind community, nothing is done to the game to make it be playable by sighted gamers. Sometimes, the effort is so minimal, it is laughable, and yet, developers of blind games do the very thing they accuse the sighted world of doing to us. I have never released a product that wasn't usable by both sighted and blind users alike, though again, I haven't been doing anything at all in the windows world for more than 10 years, and most of the freelance work I do has nothing to do with blind folks at all, but that's beside the point. I find it frustrating sometimes when I download a shiny new game to play, only to find that my wife and children can't enjoy the game with me, because there is no attempt made to give the sighted world any interface at all. Case in point, rs games. Except for the sounds, there's absolutely no reason whatsoever why the client can't have the text written on the screen right along with the spoken text. Instead, the sighted folks have to use the web interface wich is so plain, they don't even want to bother with it. I've been a web developer for roughly 20 years, and honestly, it's not hard to make web sites presentable to the sighted as well as the blind if it's done correctly. Yes, you'll need a sighted person to look at the thing, and say things like, move the graphic to the other side of the text, or why does that link not have a picture, but it's not a difficult process. As for the rest of your questions, I'll leave those for others, as I've gotten badly off topic with this post, and while I could rant for several pages, it's not helpful to do so, so I'll stop here, with the expectation that I'll get blasted 3 ways from sunday for daring to speak such blastphemy, and discussions of how hard and time consuming it would be to make things usable by the sighted. I don't mean full out graphics with full motion video and such, but just a little effort put into maybe having a few pictures, (or as pointed about rsgames client,) just adding text instead of having speech only. It's not hard,
Re: [Audyssey] memory
You're likely to get a lot of responses to these questions, but I'll chime in anyway. To answer the first question. No, it doesn't take as much room for a game for the visually impaired as it does for a sighted gamer. The reason being, although sounds can be large, (especially high-quality ones), you don't have to deal with graphics, which can eat considerably more space. My son is always buying the newest games, and these days, they're almost always several gigabytes in size. I have yet to see an audio game that packs that big of a punch, though I'm not exactly an expert on audio games for the blind, considering I'm not a fan of windows, and only recently got another windows machine which I have done without for more than 10 years. On the other hand, I'm quite a bit puzzled why absolutely no attempt is made by folks who make blind games to make them sighted friendly. Admittedly,it would take extra work, and in some cases, it might be more work than it's worth, but in general, when a game is made for the blind community, nothing is done to the game to make it be playable by sighted gamers. Sometimes, the effort is so minimal, it is laughable, and yet, developers of blind games do the very thing they accuse the sighted world of doing to us. I have never released a product that wasn't usable by both sighted and blind users alike, though again, I haven't been doing anything at all in the windows world for more than 10 years, and most of the freelance work I do has nothing to do with blind folks at all, but that's beside the point. I find it frustrating sometimes when I download a shiny new game to play, only to find that my wife and children can't enjoy the game with me, because there is no attempt made to give the sighted world any interface at all. Case in point, rs games. Except for the sounds, there's absolutely no reason whatsoever why the client can't have the text written on the screen right along with the spoken text. Instead, the sighted folks have to use the web interface wich is so plain, they don't even want to bother with it. I've been a web developer for roughly 20 years, and honestly, it's not hard to make web sites presentable to the sighted as well as the blind if it's done correctly. Yes, you'll need a sighted person to look at the thing, and say things like, move the graphic to the other side of the text, or why does that link not have a picture, but it's not a difficult process. As for the rest of your questions, I'll leave those for others, as I've gotten badly off topic with this post, and while I could rant for several pages, it's not helpful to do so, so I'll stop here, with the expectation that I'll get blasted 3 ways from sunday for daring to speak such blastphemy, and discussions of how hard and time consuming it would be to make things usable by the sighted. I don't mean full out graphics with full motion video and such, but just a little effort put into maybe having a few pictures, (or as pointed about rsgames client,) just adding text instead of having speech only. It's not hard, and it allows friends and family to play along, even if it's not the best experience in the world for them. On 10/19/2016 12:53 PM, The Life of Z wrote: I have a question for you guys. Does it take a lot more memory for games for the blind to be created or is it about the same as a game for the sighted world? My second question is does it take up a lot of space for all you gamers out their who have PC computers? My third and final question is this: is their a gamers page on youtube for the blind gamer like myself? Thanks list. --- 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 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. --- This email has been checked for viruses by Avast antivirus software. https://www.avast.com/antivirus --- 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 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] memory
That's no to bad on a computer. Af On Oct 19, 2016 5:17 PM, "Shaun Everiss" wrote: > Well there have been games taking up 1-2gb but they are voiced fully and > are story type things. > The general game size is a bit less than that. > The exception to this can be ren py gamebooks with voice support they can > take up to 600mb of space. > > > > On 20/10/2016 6:47 a.m., Justin Jones wrote: > >> Audio games do not require nearly as much RAM as a mainstream game. >> For one reason, they do not display graphics. >> >> The most hard drive space I have seen an audio game take up is around >> 300 Megabytes or so. There might be ones larger than that, but I doubt >> this. Mainstream games have a number of 3D model files and graphical >> textures, along with any files containing prerendered cutscenes. Back >> when I could still play mainstream games, I had one game that required >> 20 Gigabytes of hard drive space to play. >> >> >> On 10/19/16, The Life of Z wrote: >> >>> I have a question for you guys. Does it take a lot more memory for games >>> for the blind to be created or is it about the same as a game for the >>> sighted world? My second question is does it take up a lot of space for >>> all >>> you gamers out their who have PC computers? My third and final question >>> is >>> this: is their a gamers page on youtube for the blind gamer like myself? >>> Thanks list. >>> --- >>> 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 >>> 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. >>> >>> >> >> > --- > 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 > 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. > --- 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 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] memory
Well there have been games taking up 1-2gb but they are voiced fully and are story type things. The general game size is a bit less than that. The exception to this can be ren py gamebooks with voice support they can take up to 600mb of space. On 20/10/2016 6:47 a.m., Justin Jones wrote: Audio games do not require nearly as much RAM as a mainstream game. For one reason, they do not display graphics. The most hard drive space I have seen an audio game take up is around 300 Megabytes or so. There might be ones larger than that, but I doubt this. Mainstream games have a number of 3D model files and graphical textures, along with any files containing prerendered cutscenes. Back when I could still play mainstream games, I had one game that required 20 Gigabytes of hard drive space to play. On 10/19/16, The Life of Z wrote: I have a question for you guys. Does it take a lot more memory for games for the blind to be created or is it about the same as a game for the sighted world? My second question is does it take up a lot of space for all you gamers out their who have PC computers? My third and final question is this: is their a gamers page on youtube for the blind gamer like myself? Thanks list. --- 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 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. --- 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 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] memory
Well there are no graphics files for the most part except when you use a language like unity. Usually its just the game it is not usually that much. Now take into mind that if sound is graphics you could have twice as many sound files as you have graphics so you can still take up memmory. However take in mind that your average blind person won't have an i7 with 16-32gb ram, a 6gb twin video card, a 5tb hard drive, and all the extras. He may have 4-8gb ram a i5-7 quad, a 1-2 maybe 3gb video card if he is lucky. Windows 7/8/10, a 500-2tb hdd and maybe flash storage. However the majority like me probably only have i series or core series dule core units, 4gb ram, a 32 bit or 64 bit os, 1 or 2gb graphics 500-2tb hdds, win 7-8-10 etc. A lot may still use xp and older systems than xp it depends on what cash you have. I am still at home so am able to buy a computer every so often. Another thing, the average blindy will keep his system till his battery explodes he can't afford to replace it usually. I kept my first system till I dropped it and even then I tried to keep it going. The next system I kept it till it got to slow. The system after that had issues so I chucked it away. The next system after that I kept till the screen broke. The next one I kept till the keyboard, cd drive and fan broke. The current one needs a good reformat but I havn't bothered because it still works enough. Its still working and maybe when its battery or something explodes I will get another. Though the time of new stuff is over. Family are retired and that means I don't have the funds I used to do. The next one could be new, but it could also be a older second hand ebay or x lease system. It could also be reverted, ie I will go back to xp because thats all I can afford I have no idea. Generally, a game needs to run at minimal on a system with 2gb ram, maybe windows xp and thats it. A lot of us have vista or 7, and those that took advantage and have fast systems now have 10. However, I know a lot that don't have the best. When you make games for the blind you target the mid range, now don't get me wrong for those that can, we do have high powered devices but most can't so. All the games I own run on this i5, and plenty of games I have I have had from my old single core unit. It also takes a while to code a really cpu intensive game with all the power. A blind guy like me may have access to sound cards a plenty though I have 2 of them, a creative one and a one that came with a headset. For those with music and other thing in mind they actually do have the kit, and vertual machines and such. On 20/10/2016 5:53 a.m., The Life of Z wrote: I have a question for you guys. Does it take a lot more memory for games for the blind to be created or is it about the same as a game for the sighted world? My second question is does it take up a lot of space for all you gamers out their who have PC computers? My third and final question is this: is their a gamers page on youtube for the blind gamer like myself? Thanks list. --- 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 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. . --- 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 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] memory
Hi. Firstly as justin said, what takes up the space and computer memory in graphical games, especially the 3D monstrosities these days are the graphics themselves and cutscenes, audio games aren't half that bad. Some these days do cap out at the hundred mb mark, but that's usually due to having lots of sound files, and even that is tiny compared to mainstream games. As to youtube, well no, there are no specific channels or pages for audiogames, though some people have created Youtube let's plays of audiogames. Guides are more often in the form of podcasts and audio plays and such, if you check audiogames.net, I usually try to include links to audio reviews and such on the pages for the relevant games. hth. Dark. Due to Btinternet being inconvenient, this email address will not be in use for very long. Please contact me on my other public address, d...@xgam.org. When I have a new private address, I will let everyone know. - Original Message - From: "The Life of Z" To: Sent: Wednesday, October 19, 2016 5:53 PM Subject: [Audyssey] memory I have a question for you guys. Does it take a lot more memory for games for the blind to be created or is it about the same as a game for the sighted world? My second question is does it take up a lot of space for all you gamers out their who have PC computers? My third and final question is this: is their a gamers page on youtube for the blind gamer like myself? Thanks list. --- 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 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. --- 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 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] memory
Audio games do not require nearly as much RAM as a mainstream game. For one reason, they do not display graphics. The most hard drive space I have seen an audio game take up is around 300 Megabytes or so. There might be ones larger than that, but I doubt this. Mainstream games have a number of 3D model files and graphical textures, along with any files containing prerendered cutscenes. Back when I could still play mainstream games, I had one game that required 20 Gigabytes of hard drive space to play. On 10/19/16, The Life of Z wrote: > I have a question for you guys. Does it take a lot more memory for games > for the blind to be created or is it about the same as a game for the > sighted world? My second question is does it take up a lot of space for all > you gamers out their who have PC computers? My third and final question is > this: is their a gamers page on youtube for the blind gamer like myself? > Thanks list. > --- > 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 > 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. > -- Justin M. Jones, M.A. atreides...@gmail.com (254) 624-9155 701 Ewing St. #509-C, Ft. Wayne IN, 46802 --- 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 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.
[Audyssey] memory
I have a question for you guys. Does it take a lot more memory for games for the blind to be created or is it about the same as a game for the sighted world? My second question is does it take up a lot of space for all you gamers out their who have PC computers? My third and final question is this: is their a gamers page on youtube for the blind gamer like myself? Thanks list. --- 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 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] Memory for games.
When it comes to getting a computer, I would think that the more RAM you can get for the buck, the better. If you think you're finished, you! really! are! finished!! -Original Message- From: michael barnes Sent: Monday, June 06, 2016 11:49 AM To: gamers@audyssey.org Subject: [Audyssey] Memory for games. Hey. I was wondering how much memory should a computer to have to run the different games that we can play? I am looking at getting a Windows tablet that I can take with me to be able to play games. Thanks! --- 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 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. --- 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 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] Memory for games.
I would say that 2gb of memory for a tablet should be fine for the games we play. Josh On 6/6/2016 12:49 PM, michael barnes wrote: Hey. I was wondering how much memory should a computer to have to run the different games that we can play? I am looking at getting a Windows tablet that I can take with me to be able to play games. Thanks! --- 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 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. -- sent from mozilla thunderbird --- 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 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.
[Audyssey] Memory for games.
Hey. I was wondering how much memory should a computer to have to run the different games that we can play? I am looking at getting a Windows tablet that I can take with me to be able to play games. Thanks! --- 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 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] Memory Train Deluxe is now available
Dear gamers, I have played this game. I am not trying to insult the developer of this game, but what features does it have besides it just being a simon based game where you follow the note pattern? I thought that it might have more features, considering that the title suggests this. Again, do not take this offensively. Think of this as feedback from someone who has ACTUALLY PLAYED IT. Signed, Steven --- 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 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] Memory Train Deluxe is now available.
Yes, I did make it in BGT. I made several modifications to the Memory Train tutorial that make my game different. > On Sep 23, 2014, at 12:41 PM, ishan dhami wrote: > > Hi josh sir! > is this from BGT? > Thanks > Ishan > > On 9/23/14, Ian McNamara wrote: >> Hay Josh, Congratulations will take a look at this for sure. >> >> Ian McNamara >> >> --- >> 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 >> 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. >> > > --- > 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 > 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. --- 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 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] Memory Train Deluxe is now available.
Hi josh sir! is this from BGT? Thanks Ishan On 9/23/14, Ian McNamara wrote: > Hay Josh, Congratulations will take a look at this for sure. > > Ian McNamara > > --- > 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 > 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. > --- 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 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] Memory Train Deluxe is now available.
Hay Josh, Congratulations will take a look at this for sure. Ian McNamara --- 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 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.
[Audyssey] Memory Train Deluxe is now available.
Hi all, I posted about this on the audio games new releases forum, but forgot to post about it here. My first game, Memory Train Deluxe, can now be found at http://orinks.net/ogames Memory Train Deluxe is a memory Simon game, featuring 8Bit sounds and over 30 background music tracks. I’m thinking up ideas for my next game. I’ve been doing programming exercises for sound positioning and making grid movement for a sidescroller, so look for that… in quite a while from now, that’s for sure. I’m just glad to have gotten this little project out. Look for great new projects from oGames soon! --- 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 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] memory train problem
Thanks man. As you know I've got an account, so I'll do that tomorrow or some time. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: 21 January 2011 17:49 To: Gamers Discussion list Subject: Re: [Audyssey] memory train problem Hi Ben, This isn't really the place to ask clear-cut programming/code debugging questions. You'd be much better off posting a topic about this to the Blastbay BGT forum, which is the perfect discussion board for this very subject. Kind regards, Philip Bennefall - Original Message - From: "Ben" To: "'Gamers Discussion list'" Sent: Friday, January 21, 2011 6:44 PM Subject: [Audyssey] memory train problem Hi guys, Sorry I've been absent for a lon'n'n'n'n'n'n'n'n'ng! time, but there's been stuff in my life that's time consuming. Just to say. With bgt's game programming in practice series. I copied and pasted all the code, as the final part of the tutorial for memory train states you could do, I have all the sound files, I've looked through the code several times and it just! Won't! work! I've put the code here: void main() { show_game_window("Memory Train"); dynamic_menu menu; menu.add_item_tts("Start game"); menu.add_item_tts("Keyboard practice"); menu.add_item_tts("Exit game"); menu.allow_escape = true; menu.wrap = true; menu.run("Please choose a menu item with the arrow keys, then hit enter to activate it.", true); } I know this isn't all the code, but this part won't run either. Once I get one going, hopefully I'll get the other one working as well... Any help would be much appreciated. --- 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 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. --- 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 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. --- 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 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] memory train problem
I was going to suggest that myself since I'm having approximately the same problem. But I've been running into problems posting on that forum lately for some odd reason. We are the Knights who say...Ni! - Original Message - From: "Philip Bennefall" To: "Gamers Discussion list" Sent: Friday, January 21, 2011 10:49 AM Subject: Re: [Audyssey] memory train problem Hi Ben, This isn't really the place to ask clear-cut programming/code debugging questions. You'd be much better off posting a topic about this to the Blastbay BGT forum, which is the perfect discussion board for this very subject. Kind regards, Philip Bennefall - Original Message - From: "Ben" To: "'Gamers Discussion list'" Sent: Friday, January 21, 2011 6:44 PM Subject: [Audyssey] memory train problem Hi guys, Sorry I've been absent for a lon'n'n'n'n'n'n'n'n'ng! time, but there's been stuff in my life that's time consuming. Just to say. With bgt's game programming in practice series. I copied and pasted all the code, as the final part of the tutorial for memory train states you could do, I have all the sound files, I've looked through the code several times and it just! Won't! work! I've put the code here: void main() { show_game_window("Memory Train"); dynamic_menu menu; menu.add_item_tts("Start game"); menu.add_item_tts("Keyboard practice"); menu.add_item_tts("Exit game"); menu.allow_escape = true; menu.wrap = true; menu.run("Please choose a menu item with the arrow keys, then hit enter to activate it.", true); } I know this isn't all the code, but this part won't run either. Once I get one going, hopefully I'll get the other one working as well... Any help would be much appreciated. --- 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 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. --- 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 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. --- 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 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] memory train problem
Hi Ben, This isn't really the place to ask clear-cut programming/code debugging questions. You'd be much better off posting a topic about this to the Blastbay BGT forum, which is the perfect discussion board for this very subject. Kind regards, Philip Bennefall - Original Message - From: "Ben" To: "'Gamers Discussion list'" Sent: Friday, January 21, 2011 6:44 PM Subject: [Audyssey] memory train problem Hi guys, Sorry I've been absent for a lon'n'n'n'n'n'n'n'n'ng! time, but there's been stuff in my life that's time consuming. Just to say. With bgt's game programming in practice series. I copied and pasted all the code, as the final part of the tutorial for memory train states you could do, I have all the sound files, I've looked through the code several times and it just! Won't! work! I've put the code here: void main() { show_game_window("Memory Train"); dynamic_menu menu; menu.add_item_tts("Start game"); menu.add_item_tts("Keyboard practice"); menu.add_item_tts("Exit game"); menu.allow_escape = true; menu.wrap = true; menu.run("Please choose a menu item with the arrow keys, then hit enter to activate it.", true); } I know this isn't all the code, but this part won't run either. Once I get one going, hopefully I'll get the other one working as well... Any help would be much appreciated. --- 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 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. --- 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 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.
[Audyssey] memory train problem
Hi guys, Sorry I've been absent for a lon'n'n'n'n'n'n'n'n'ng! time, but there's been stuff in my life that's time consuming. Just to say. With bgt's game programming in practice series. I copied and pasted all the code, as the final part of the tutorial for memory train states you could do, I have all the sound files, I've looked through the code several times and it just! Won't! work! I've put the code here: void main() { show_game_window("Memory Train"); dynamic_menu menu; menu.add_item_tts("Start game"); menu.add_item_tts("Keyboard practice"); menu.add_item_tts("Exit game"); menu.allow_escape = true; menu.wrap = true; menu.run("Please choose a menu item with the arrow keys, then hit enter to activate it.", true); } I know this isn't all the code, but this part won't run either. Once I get one going, hopefully I'll get the other one working as well... Any help would be much appreciated. --- 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 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.
[Audyssey] memory lapse? - Re: Raceway answers was USA Raceway trailer.
I listened to the trailer again, and, yep, there are the drums. Not sure what I was thinking of during the first lap. Maybe I was racing along some memory laps? Note the spelling of that last phrase and grin at the terrible play on words. Anyway, in your reply to several questions, you stated, "Well, as is stated on the web site there is only one difficulty level. So if you want the turn indicators disabled they will have to be disabled in the options menu. Does that sound agreeable?" My response is, You bet it is. Thanks. -- If guns cause crime, then pencils cause misspelled words. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Sunday, November 04, 2007 8:38 AM Subject: [Audyssey] Raceway answers was USA Raceway trailer. > Hi everyone, > In order to save posting 100 different emails individually here is my > answers for as many emails as I can in this message. > > Quote > The Backgroundmusik is bad I think. > End quote > > The music you hear in the current trailer won't be the music in the > final version. Probably not even in the first playable version. I have > already started searching for new music. I haven't decided on what kind > of music I will use, but it probably will be something with allot of > rock guitar, high energy, and really hard rock sounding. > > Quote > the Sound of the Car is not what I expected from your describtion on the > net.. I hope you can find better carsound and better background musik. > End quote > > Well, the car sounds I have are professionally made sounds for Nascar > games produced by a reputable sound designer company. I am not sure I > can do any better than these, but Iwill look. Mind telling me what you > found wrong with the ones I have? > > Quote > Yeah, I think there should be some lycenced music. I remember that music > you had > in the trailer before this one and it was nice. > End quote > > I still have it on my backup drive somewhere. I believe it was one of > Robert nearies pieces. He plays really hard rocking metal, and if you > liked it I know where to get lots more of his heavy rock pieces. His > music tends to be very energetic with lots of wripping guitar. > > Quote > If I could make a suggestion, I feel it might not hurt to allow > players the option to put their own midis in along with the existing > ones in order > for a wider selection. Would something like that be too difficult to > code? If not > End quote > > Well, actually Raceway isn't playing the midi files directly. I > converted the midi file to wav, dropped it in the sound directory, and > it played it back in the trailer. However, based on end user input so > far I am not certain any kind of midi is advisable no matter how well I > can play them or not. I think people are looking for a real rock type > sound rather than hearing midi sequenced versions of the songs they know > and love. > > Quote > After thinking about my phrasing, I mistyped. Sort of hard to describe, > though. It doesn't have the rock sound I'm used to, no guitars, no > lyrics, > and no drums. It's, I guess, different. > End quote > > I'm not sure what you mean by no drumbs, but there is certainly drumbs > in the music I created for the trailer. In any case point well taken, > and I will look for something more to the general opinion expressed on > list for something more rocking and upbeat. > Quote > As far as the echo, I like how Jim Kitchen's racing game indicates a turn. > Maybe you could do it that way, but eliminate the noise heard before the > turn. Maybe you could even eliminate the radio announcement that a turn > is > coming up on higher skill levels if there are going to be difficulty > levels. > End quote > > Well, as is stated on the web site there is only one difficulty level. > So if you want the turn indicators disabled they will have to be > disabled in the options menu. Does that sound agreeable? > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > 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 > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] 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 http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]