Re: [Audyssey] tips on programming

2012-04-06 Thread Thomas Ward


Hi Cara,

Coolness. I'll have to look into this further. :D

On 4/3/2012 1:40 AM, Cara Quinn wrote:

Hi Thomas, you would need to create a basic app in XCode on a Mac, but that is 
as simple as opening XCode and creating a new project. Once you do that, you 
can use any number of interpreters.

Here's a link to a Python interpreter on the Apple App Store.

http://itunes.apple.com/us/app/python-for-ios/id485729872?ls=1mt=8

So you can write in Python if you choose. I haven't looked these up, but there 
are also apparently even several BaSIC interpreters for iOS as well.

So the quick answer is yes, you can code for iOS with other languages.

Smiles,

Cara :)
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On Apr 2, 2012, at 1:30 PM, Thomas Ward wrote:


Hi Cara,

Yeah, but I can't just write a program in Java or Python on my Linux box and 
slap it on my iPhone right? I still have to end up creating some app using 
Object C and the iOS SDK or it won't work. At least that's my understanding of 
iOS development as it currently stands.

On 4/2/2012 3:35 PM, Cara Quinn wrote:

Orin, Is that a question or a statement? ;)

No, you can use other languages. However depending on what they are, they may 
need to be interpreted into Obj C.

For example, I can place lines of C++ code right in the middle of my Obj C code 
and it works just fine. Not all languages will behave like this though…

Smiles,

Cara :)
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On Apr 2, 2012, at 4:30 AM, Orin wrote:

You know, does Apple only let you code games in Objective C? That's kind of a 
slap in the face to people who prefer other languages such as Python. I'm in 
the Mac dev program so I'd love to create a game, but I can't get my head 
around BGT, which means I won't be able to get my head around Objective C. I 
was looking at Patyon and the syntax and everything is just easier, plus I like 
how you can test if something works or if you are doing it right in the Python 
shell.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:


Hi Thomas, yes, as of right now, not including some members I've not approved 
yet, we have 1238 people on VIPhone which is the iOS users' list.

So yes, there is most definitely a thriving community here and mine is just one 
list! :)

So I'd honestly encourage anyone who has thought of developing for iOS to get a 
Mac of some kind, an iOS device and start coding with Objective C! :) There's 
totally a market for it!

People really want more games that are not only accessible, but that are 
creative in their accessibility. I.E. There are already many games which are 
accessible on iOS, but really taking the idea of audio games and running with 
it to bring a richer audio experience as many audio game developers for Windows 
are used to doing would be fabulous for the iDevices. Furthermore, there is 
actually also even a sighted market for audio games on the iDevices which you 
really don't see on the PC / Mac.

Anyway, very interesting topic indeed. I do hope people here will start 
realizing this market is not only improving but is actually exploding over 
night. -Seriously…

anyway, have a terrific night!…

Smiles,

Cara :)
---
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On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:


Hi Cara,

Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
large either. However, I do know where you are coming from though.

The Linux community is often under rated here as well because I've gotten to 
know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
Accessibility List, etc and while there is a certain amount of overlap between 
lists the community does seem to be fairly large now. Especially, among foreign 
blind users that can't afford the price of Windows or Mac. Perhaps this opinion 
that there aren't enough Linux or Mac users around to make it worth a 
developer's time is simply because the people who say those things haven't 
spent time on lists where Mac and Linux users hang out.

On 4/1/2012 9:35 PM, Cara Quinn wrote:

Hi trouble, I know your sentiments seem correct in your assertion about the 
amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
something.

Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
users. On only one of those lists alone there are at least three times as many 
members as on this one. -And, we're getting about 10 to 20 new members each 
week on each list…

So to say that there is only a hand full of potential Mac / iOS gamers is not 
quite right. :) -Know what I mean?…

Thanks, and have an awesome evening!…

Smiles,

Cara :)

---

Re: [Audyssey] tips on programming

2012-04-04 Thread Trouble
Ten years? Are you really out of touch that bad? 
Those things are what is on market now. The PDA thing is dead and gone.
I do think that win8 probably works better on a 
phone or tablet, because of them being touch devices.


At 12:29 AM 4/4/2012, you wrote:

I aggree.
Ms likes to create something that is really 
awesome then shoot themselves in the rear either 
in the current os or sometimes along the way.
On that note I don't know why ms just gets rid 
of its magnifier and narater and use free 
opensource stuff like nvda and a magnifier it doesn't make.

Seems it would help it a load.
Ms are trying to impliment tablets into the 
desktop market and I guess in 10 years or so 
when every one blind included uses a tablet 
touch data pad this will be second nature.
Right now though I am seriously going to just 
upgrade to 7, or if I can bad and insecure that it is stay with xp.

Heck I can use vista shite that it is with classic menus!
Unfortunately  I have spent to much to ever go to another os.
windows programs, readers, games, office apps, the list goes on.
If I could go back in time  I'd convince myself 
that all ms software was total crap and I should use macs.
ofcause I'd never play windows games, but still, 
apple's tablet os seems to be better layedout than ms.
Ms unfortunately has the reputation of stuffing 
up and requiring to update their stuff because its insecure.
Even uac while I like it needs certificates 
which most stuff doesn't have, so its useless 
for general use and better switched off.

I remember having a program back in the old dos days called interlink.
With this program and its server app inter 
server,I was able to do paralel and serial backups of dammaged systems.

True it took days but it still was a good thing.
Ofcause being realtime especially on 9x systems 
it slowed down loads and eventually crashed the other system.
it would also render the host system unbootable 
if I didn't start the server first.
The good thing and major reason I used it was 
that I could load it without speech.

my host system config may look like this.
well you know what a config.sys looks like.
I only needed a device to be set for interlnk.exe and it would be fine.
In the server end in autoexec I just needed intersvr and thats all
Sadly its not that easy now.
sigh

At 06:12 p.m. 3/04/2012 -0400, you wrote:


Hi Cara,

Yes, Microsoft is working on improved 
accessibility by updating Narrator to be more 
like VoiceOver, but the beta I've seen still 
isn't quite VoiceOver quality. Although, some 
of the new voices like Microsoft David are 
certainly better than some of their older Sapi voices.


They've also started the push towards UI 
Automation which insures a high degree of 
accessibility of apps and programs in the 
future. So there are certainly improvements in Windows 8.


However, in typical Microsoft fashion they take 
one step forward and two steps back in terms of 
access. On one hand they have given us a much 
improved version of Narrator, Speech 
Recognizer, and Magnifier, but turn around and 
give us a less intuitive interface. The start 
screen is laid out like a table with groups and 
icons in columns and rows and it makes it 
difficult to actually find the program launcher 
we want. We can't just press w and jump to the 
Wordpad icon, but must hunt for it on the 
screen or type wordpad in the run dialog.Its 
the least accessible user interface I've seen on any modern OS to date.


On Ubuntu Linux 12, for example, in Unity we 
can press alt+f1 which brings the focus to the 
quick launch panel. The Launcher Panel is a 
nice little area on the Unity desktop to place 
quick launch icons for frequently used 
applications and folders which is easier than 
browsing the menus for the icons. Plus with the 
addition of the quick launch panel we can now 
use the super key with numbers 1through 0 to 
launch apps from the quick launch panel and 
bring focus to that application's window. In 
short, the features showing up in Ubuntu 11 and 
12 are obvious ideas borrowed from Windows 7 
which are certainly good things that will pay 
off accessibility wise for VI Linux users.


Anyway, I hadn't thought about picking up a 
used Mac Mini or MacBook for software 
development, but that is a good idea. It would 
probably save me some money, and as you said 
the Mac OS upgrades are cheaper than Windows 
upgrades. So its something to think about once 
my financial situation gets straightened out.


Cheers!

On 4/3/2012 2:00 AM, Cara Quinn wrote:

Hi Thomas, wow, I wasn't aware Win 8 was as crazy as that.

I thought they were supposed to be doing a big 
push for accessibility and are supposedly 
developing their own screen reader a'la Voiceover?… Yes?…


Anyway, on the subject of Mac / iOS, remember 
that all the dev tools are free so yes, it 
will cost a bit up front but after that, with 
the exception of your developer membership 
($99 per year) everything you need to write 
apps is free. Plus, the Mac OS 

Re: [Audyssey] tips on programming

2012-04-04 Thread Thomas Ward


Hi Shaun,

You are a bit behind the times. Tablet PCs are already very popular, and 
we don't have to wait 10 years to see them dominate the market. Apple's 
iPad, for example, is doing very well in the tablet market  and other 
software developers like Microsoft and Canonical are attempting to break 
into the tablet market too.


The big push for the Unity desktop environment on Ubuntu 12 is geared 
for tablet PCs and smart phones, and any other touchscreen type device. 
However, as Ubuntu Linux is also a desktop operating system Dell 
desktops, laptops, and netbooks will begin shipping later this year with 
the new Unity interface preinstalled as well. Bottom line, Linux 
developers like Canonical are trying to grab the tablet market early on, 
and Microsoft's Windows 8 is attempting to do the same thing.


What this means for us in terms of game development is to begin thinking 
of what operating systems will be available for tablets and perhaps 
developing software in that direction. Obviously if the tablet is 
running Windows 8 or Ubuntu Linux developing software for the tablet 
will be easier than for an OS device like Apple's iPad. However, this is 
the kind of future we are looking at because it is relatively in 
expensive to by a new tablet with accessibility right out of the box. 
You can pick up an Apple iPad from just about any electronics store in 
the USA, bring it home, enable VoiceOver, and have a fully accessible 
portable device to play mp3s, browse the web, check e-mail, take notes, 
or carry it around with your shopping list on it. Portable media like 
this is the way of the future and its already here. WE don't have to 
wait 10 years to see this happen. It is already a reality.


As to the idea of Microsoft ditching Narrator for NVDA you seriously 
need to get a grip on reality. There are a number of reasons why that 
won't happen, and why it couldn't happen if they wanted to.


First, NVDA is fully open source. It would be a violation of the GPL for 
Microsoft to take the screen reader and sell it as a part of their 
commercial software. They'd have to release the source code for the 
screen reader, the dependencies it uses, etc which is not their style. 
Its just incompatible with their commercial licenses.


Second, NVDA depends on a number of open source technologies not the 
least of which is the Python runtime. BrilleTTY, ESpeak, and a few other 
components are open source which brings us right back to the first issue 
of license incompatibilities.


Third, NVDA is written in Python. Keep in mind Microsoft developers are 
trained in Visual C++, Visual C#, and Visual Basic, the Microsoft 
languages, so how many Microsoft developers are likely to actually know 
and use Python?


The point I want to make here is that they aren't trained or certified 
for Python. Microsoft would have to retrain their developers to work on 
NVDA development, and then would have to resubmit any changes back into 
the open source community. Microsoft will never do this willingly.


Finally, Narrator, Magnifier, and so on were in development before NVDA 
even existed. Microsoft already has a screen reader etc. They just need 
to get off their apathy and upgrade it so that it is comparable to NVDA 
or something else of equal quality.


Cheers!


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Re: [Audyssey] tips on programming

2012-04-04 Thread shaun everiss
Its to bad that the new metro system at least on desktops is quite 
hard to navigate and quite clunky though.

At 06:32 p.m. 4/04/2012 -0400, you wrote:


Hi Shaun,

You are a bit behind the times. Tablet PCs are already very popular, 
and we don't have to wait 10 years to see them dominate the market. 
Apple's iPad, for example, is doing very well in the tablet 
market  and other software developers like Microsoft and Canonical 
are attempting to break into the tablet market too.


The big push for the Unity desktop environment on Ubuntu 12 is 
geared for tablet PCs and smart phones, and any other touchscreen 
type device. However, as Ubuntu Linux is also a desktop operating 
system Dell desktops, laptops, and netbooks will begin shipping 
later this year with the new Unity interface preinstalled as well. 
Bottom line, Linux developers like Canonical are trying to grab the 
tablet market early on, and Microsoft's Windows 8 is attempting to 
do the same thing.


What this means for us in terms of game development is to begin 
thinking of what operating systems will be available for tablets and 
perhaps developing software in that direction. Obviously if the 
tablet is running Windows 8 or Ubuntu Linux developing software for 
the tablet will be easier than for an OS device like Apple's iPad. 
However, this is the kind of future we are looking at because it is 
relatively in expensive to by a new tablet with accessibility right 
out of the box. You can pick up an Apple iPad from just about any 
electronics store in the USA, bring it home, enable VoiceOver, and 
have a fully accessible portable device to play mp3s, browse the 
web, check e-mail, take notes, or carry it around with your shopping 
list on it. Portable media like this is the way of the future and 
its already here. WE don't have to wait 10 years to see this happen. 
It is already a reality.


As to the idea of Microsoft ditching Narrator for NVDA you seriously 
need to get a grip on reality. There are a number of reasons why 
that won't happen, and why it couldn't happen if they wanted to.


First, NVDA is fully open source. It would be a violation of the GPL 
for Microsoft to take the screen reader and sell it as a part of 
their commercial software. They'd have to release the source code 
for the screen reader, the dependencies it uses, etc which is not 
their style. Its just incompatible with their commercial licenses.


Second, NVDA depends on a number of open source technologies not the 
least of which is the Python runtime. BrilleTTY, ESpeak, and a few 
other components are open source which brings us right back to the 
first issue of license incompatibilities.


Third, NVDA is written in Python. Keep in mind Microsoft developers 
are trained in Visual C++, Visual C#, and Visual Basic, the 
Microsoft languages, so how many Microsoft developers are likely to 
actually know and use Python?


The point I want to make here is that they aren't trained or 
certified for Python. Microsoft would have to retrain their 
developers to work on NVDA development, and then would have to 
resubmit any changes back into the open source community. Microsoft 
will never do this willingly.


Finally, Narrator, Magnifier, and so on were in development before 
NVDA even existed. Microsoft already has a screen reader etc. They 
just need to get off their apathy and upgrade it so that it is 
comparable to NVDA or something else of equal quality.


Cheers!


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Re: [Audyssey] tips on programming

2012-04-03 Thread Cara Quinn
Hi Thomas, wow, I wasn't aware Win 8 was as crazy as that.

I thought they were supposed to be doing a big push for accessibility and are 
supposedly developing their own screen reader a'la Voiceover?… Yes?…

Anyway, on the subject of Mac / iOS, remember that all the dev tools are free 
so yes, it will cost a bit up front but after that, with the exception of your 
developer membership ($99 per year) everything you need to write apps is free. 
Plus, the Mac OS updates are like $29 so even that is ridiculously inexpensive! 
:)

If you wanted, you could also look for a refurbished Mac Mini which would be 
more than capable of running XCode. So you could  use that for your development 
machine. -Just some thoughts…

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 2, 2012, at 3:18 PM, Thomas Ward wrote:


Hi Cara,

Wow! I had no idea that there were that many blind iPhone users. I knew they 
were becoming popular, people have mentioned them a lot on lists, but 
definitely I underestimated the actual size of those who own and use them. 
Which goes to show that there is a substantial market that is being overlooked 
because of the prevailing opinion that Windows is the only show in town.

That 1,238 members of the VI Phone list is larger than Audyssey and I believe 
the audio games forum combined. That's a huge market we could in theory target 
if we wanted to break into it.

As for getting a Mac and developing games for Mac's and iPhones I've definitely 
thought about it. I don't have the cash right now, but I've been thinking about 
switching to Mac for quite a while now do to purely practical reasons.

One, I'm beta testing Windows 8 and to be perfectly honest about it I'm not 
impressed. There are things here and there I like about Windows 8, but over all 
I don't really care for it. Many of the UI changes such as the ribbons, the new 
start screen setup, and the general look and feel of the OS isn't appealing to 
me. Its designed for a touch screen and if you are blind and have to use a 
keyboard to get around its not really that user friendly or intuitive. The 
desktop has pretty much been phased out of use so I can't just copy my icons to 
the desktop like on prior versions of Windows which means I either have to dock 
them to the taskbar, fight with the confusing startscreen arrangement, or use 
run to launch the program. That part of it royally sucks. So I'm not really 
looking forward to using Win 8 in any copacity for my personal use.

Second, while I am a faithful Linux user I'm smart enough to see that 
accessibility isn't as good as it could be. Apple is still far ahead because 
they have a dedicated team of developers who work on VoiceOver and do access 
testing with Cocoa to make sure the standard graphics toolkit etc is reasonably 
accessible with VoiceOver out of the box. As a result when I looked at 10.7 I 
couldn't believe how user friendly and accessible the design was, and it just 
keeps getting better.

With Ubuntu 12.04 in some regards access took a massive step backwards. Unity 
3D the default graphical environment is an accessibility nightmare. The Unity 
2D environment is much better, but I still find installing gnome-classic as the 
most accessible graphical environment to date for Linux. Its a workable 
solution, but not without doing some extra configuration and having some 
experience configuring the system to have maximum accessibility. That's fine 
for an experienced Linux user like myself, as I know how to configure it to get 
it to do what I want, but experience or not its still frustrating to have to 
reconfigure everything to get access working as good as it can be.

So I've been thinking that Mac OS right now might cost more up front to invest 
in, but its probably the best solution for a blind user. It seems Apple's 
accessibility has been growing by leaps and bounds and its worth the investment.

Cheers!

On 4/2/2012 1:08 AM, Cara Quinn wrote:
 Hi Thomas, yes, as of right now, not including some members I've not approved 
 yet, we have 1238 people on VIPhone which is the iOS users' list.
 
 So yes, there is most definitely a thriving community here and mine is just 
 one list! :)
 
 So I'd honestly encourage anyone who has thought of developing for iOS to get 
 a Mac of some kind, an iOS device and start coding with Objective C! :) 
 There's totally a market for it!
 
 People really want more games that are not only accessible, but that are 
 creative in their accessibility. I.E. There are already many games which are 
 accessible on iOS, but really taking the idea of audio games and running with 
 it to bring a richer audio experience as many audio game developers for 
 Windows are used to doing would be fabulous for the iDevices. Furthermore, 
 there is actually also even a sighted market for audio games on the iDevices 
 which you really don't see on the PC / Mac.
 
 

Re: [Audyssey] tips on programming

2012-04-03 Thread Thomas Ward


Hi Cara,

Yes, Microsoft is working on improved accessibility by updating Narrator 
to be more like VoiceOver, but the beta I've seen still isn't quite 
VoiceOver quality. Although, some of the new voices like Microsoft David 
are certainly better than some of their older Sapi voices.


They've also started the push towards UI Automation which insures a high 
degree of accessibility of apps and programs in the future. So there are 
certainly improvements in Windows 8.


However, in typical Microsoft fashion they take one step forward and two 
steps back in terms of access. On one hand they have given us a much 
improved version of Narrator, Speech Recognizer, and Magnifier, but turn 
around and give us a less intuitive interface. The start screen is laid 
out like a table with groups and icons in columns and rows and it makes 
it difficult to actually find the program launcher we want. We can't 
just press w and jump to the Wordpad icon, but must hunt for it on the 
screen or type wordpad in the run dialog.Its the least accessible user 
interface I've seen on any modern OS to date.


On Ubuntu Linux 12, for example, in Unity we can press alt+f1 which 
brings the focus to the quick launch panel. The Launcher Panel is a nice 
little area on the Unity desktop to place quick launch icons for 
frequently used applications and folders which is easier than browsing 
the menus for the icons. Plus with the addition of the quick launch 
panel we can now use the super key with numbers 1through 0 to launch 
apps from the quick launch panel and bring focus to that application's 
window. In short, the features showing up in Ubuntu 11 and 12 are 
obvious ideas borrowed from Windows 7 which are certainly good things 
that will pay off accessibility wise for VI Linux users.


Anyway, I hadn't thought about picking up a used Mac Mini or MacBook for 
software development, but that is a good idea. It would probably save me 
some money, and as you said the Mac OS upgrades are cheaper than Windows 
upgrades. So its something to think about once my financial situation 
gets straightened out.


Cheers!

On 4/3/2012 2:00 AM, Cara Quinn wrote:

Hi Thomas, wow, I wasn't aware Win 8 was as crazy as that.

I thought they were supposed to be doing a big push for accessibility and are 
supposedly developing their own screen reader a'la Voiceover?… Yes?…

Anyway, on the subject of Mac / iOS, remember that all the dev tools are free 
so yes, it will cost a bit up front but after that, with the exception of your 
developer membership ($99 per year) everything you need to write apps is free. 
Plus, the Mac OS updates are like $29 so even that is ridiculously inexpensive! 
:)

If you wanted, you could also look for a refurbished Mac Mini which would be 
more than capable of running XCode. So you could  use that for your development 
machine. -Just some thoughts…

Smiles,

Cara :)



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Re: [Audyssey] tips on programming

2012-04-03 Thread Trouble

FYI, have a listen,

-Forwarded Message-
From: John J Herzog [mailto:johnjher...@gmail.com]
Sent: Sunday, March 25, 2012 1:12 AM
Subject: windows 8 narrator, provides hype and not hope

Hello everyone,
I just completed a podcast explaining how narrator works in the new 
windows 8. Here is the link, and below are my opinions. I urge you to 
share this with every blind person you know, before our time to 
change things for the newest windows has passed.


http://dl.dropbox.com/u/15813782/windows%208%20narrator%20demo.mp3

Ok, now here are my thoughts. Long story short, Narrator  is 
incredibly disappointing, and yet Microsoft is emphatically stating 
how great the upcoming accessibility will be on their developer blog.
I am sending this podcast to all of you with the hopes that you will 
have ideas on how we can encourage blind consumers to pressure 
Microsoft to do better. It is clear to me that Microsoft is 
interested in nothing more than positive publicity for helping 
everybody out, yet does not want to put in the effort to give the 
blind a truly usable screen reader. Louis, narrator is no better in 
the consumer preview than it was in the developer version of windows 
released last September. Microsoft claims that over 10 changes 
were made from the first preview of windows to the current beta. And 
yet nothing was done for accessibility in that time. If we do not 
voice our disappointment as a community, then the final version of 
windows will likely not contain further accessibility improvements.
To Marlaina and everybody else, you need to give this a listen to 
understand what Microsoft claims they are doing versus what they are 
actually doing. Scott, I know you were with me when I produced this 
tonight. However, I cannot find the link needed to submit this to the 
blind cool tech web site. Maybe one of you can get this posted to 
serotalk? If not, then I hope you all will share this with every 
other blind person you know. I normally don't get upset when things 
won't work as advertised. However, Microsoft really should know 
better than to produce such a flawed access solution. When better 
screen readers can be found in free operating systems such as Linux, 
there is a definite problem that needs to be addressed. And when they 
market accessibility, they really should have a product that stands 
up to the claim that it makes windows an inclusive operating system 
for everybody.

I don't mean to rant, but give this a listen and let me know what you think.

Thank you,
John


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Re: [Audyssey] tips on programming

2012-04-03 Thread shaun everiss

I aggree.
Ms likes to create something that is really awesome then shoot 
themselves in the rear either in the current os or sometimes along the way.
On that note I don't know why ms just gets rid of its magnifier and 
narater and use free opensource stuff like nvda and a magnifier it 
doesn't make.

Seems it would help it a load.
Ms are trying to impliment tablets into the desktop market and I 
guess in 10 years or so when every one blind included uses a tablet 
touch data pad this will be second nature.
Right now though I am seriously going to just upgrade to 7, or if I 
can bad and insecure that it is stay with xp.

Heck I can use vista shite that it is with classic menus!
Unfortunately  I have spent to much to ever go to another os.
windows programs, readers, games, office apps, the list goes on.
If I could go back in time  I'd convince myself that all ms software 
was total crap and I should use macs.
ofcause I'd never play windows games, but still, apple's tablet os 
seems to be better layedout than ms.
Ms unfortunately has the reputation of stuffing up and requiring to 
update their stuff because its insecure.
Even uac while I like it needs certificates which most stuff doesn't 
have, so its useless for general use and better switched off.

I remember having a program back in the old dos days called interlink.
With this program and its server app inter server,I was able to do 
paralel and serial backups of dammaged systems.

True it took days but it still was a good thing.
Ofcause being realtime especially on 9x systems it slowed down loads 
and eventually crashed the other system.
it would also render the host system unbootable if I didn't start the 
server first.
The good thing and major reason I used it was that I could load it 
without speech.

my host system config may look like this.
well you know what a config.sys looks like.
I only needed a device to be set for interlnk.exe and it would be fine.
In the server end in autoexec I just needed intersvr and thats all
Sadly its not that easy now.
sigh

At 06:12 p.m. 3/04/2012 -0400, you wrote:


Hi Cara,

Yes, Microsoft is working on improved accessibility by updating 
Narrator to be more like VoiceOver, but the beta I've seen still 
isn't quite VoiceOver quality. Although, some of the new voices like 
Microsoft David are certainly better than some of their older Sapi voices.


They've also started the push towards UI Automation which insures a 
high degree of accessibility of apps and programs in the future. So 
there are certainly improvements in Windows 8.


However, in typical Microsoft fashion they take one step forward and 
two steps back in terms of access. On one hand they have given us a 
much improved version of Narrator, Speech Recognizer, and Magnifier, 
but turn around and give us a less intuitive interface. The start 
screen is laid out like a table with groups and icons in columns and 
rows and it makes it difficult to actually find the program launcher 
we want. We can't just press w and jump to the Wordpad icon, but 
must hunt for it on the screen or type wordpad in the run 
dialog.Its the least accessible user interface I've seen on any 
modern OS to date.


On Ubuntu Linux 12, for example, in Unity we can press alt+f1 which 
brings the focus to the quick launch panel. The Launcher Panel is a 
nice little area on the Unity desktop to place quick launch icons 
for frequently used applications and folders which is easier than 
browsing the menus for the icons. Plus with the addition of the 
quick launch panel we can now use the super key with numbers 
1through 0 to launch apps from the quick launch panel and bring 
focus to that application's window. In short, the features showing 
up in Ubuntu 11 and 12 are obvious ideas borrowed from Windows 7 
which are certainly good things that will pay off accessibility wise 
for VI Linux users.


Anyway, I hadn't thought about picking up a used Mac Mini or MacBook 
for software development, but that is a good idea. It would probably 
save me some money, and as you said the Mac OS upgrades are cheaper 
than Windows upgrades. So its something to think about once my 
financial situation gets straightened out.


Cheers!

On 4/3/2012 2:00 AM, Cara Quinn wrote:

Hi Thomas, wow, I wasn't aware Win 8 was as crazy as that.

I thought they were supposed to be doing a big push for 
accessibility and are supposedly developing their own screen reader 
a'la Voiceover?… Yes?…


Anyway, on the subject of Mac / iOS, remember that all the dev 
tools are free so yes, it will cost a bit up front but after that, 
with the exception of your developer membership ($99 per year) 
everything you need to write apps is free. Plus, the Mac OS updates 
are like $29 so even that is ridiculously inexpensive! :)


If you wanted, you could also look for a refurbished Mac Mini which 
would be more than capable of running XCode. So you could  use that 
for your development machine. -Just some thoughts…


Smiles,

Cara :)




Re: [Audyssey] tips on programming

2012-04-02 Thread Philip Bennefall

Hi Thomas,

Then we're on the same wavelength. Best of luck with your engine, I hope 
it's well received and that you make some nice games with it!


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 02, 2012 6:04 AM
Subject: Re: [Audyssey] tips on programming



Hi Philip,

Yeah, I see. You have a good point there. I didn't really think about it
that way, but you are right. I could have just stated features x, y, and
z and left it at that rather than comparing it to BGT.  I certainly
understand your opinion, and why you feel like I was criticizing BGT.
Next time I'll be more mindful of this, and attempt to just stick to
features x, y, and z without attempting to compare a product of mine to
someone else's product. As you say most people can do that themselves by
downloading and trying each product and find out what they personally
liked or disliked.

Obviously, I'm excited about the new project, and I suppose I went a bit
over the top. There are a lot of little things I like about my new
engine. While I generally prefer C or C++ I'm growing to like Python
more and more because it is quick, simple, and allows me to just do
something without a lot of unecessary overhead. In a way the new engine
is like BGT in that all the core modules are compiled, but are wrapped
with a very quick and simple scripting language that allows me to get
things done quicker and easier than I ever could in C++. In addition,
I've actually redesigned some aspects of the engine from scratch to
simplify them for myself as well as new programmers that never occured
to me before.

For example, in the Genesis engine, the one written in C++, I have a
header file called serface.h which has several surface constants like
dirt, snow, water, mud, stone, etc. While it is a pretty comprehensive
list I'm still finding I have to add to that list of constants because
as I write more games I need more customized surfaces. Well, I've
totally simplified this in Open G3D.

Instead of passing a constant variable like SURFACE_STONE I can just
pass a string like stone which is far simpler than defining several
constant variables. Its totally flexable because I can use a string of
text to identify doors, walls, surfaces, etc which is not restricted to
some predefined constants. I like it, and I'm strongly considering
modifying the C++ version of the engine to adopt some of these new changes.

Cheers!



On 4/1/2012 7:24 PM, Philip Bennefall wrote:

Hi Thomas,

These things are certainly true, but that was not what I was taking
issue with. My question was more along the lines of, why must you
target BGT specifically? Why can you not simply say that this engine
offers this and this feature, open source being considered a feature
in this case, and then let the users do the comparison based on what
they consider important? The end result when you write something like
that newsletter becomes, at least in my eyes, a side by side list
saying why your engine is superior. This is marketing, of course, but
I think it would be just as effective just to point out the advantages
that you see with your engine without putting other things down. It is
possible to mention advantages without mentioning specific products
that you want to beat, as it were. It's not really necessary as far as
I'm concerned. You say that you are frustrated that BGT is being
mentioned whenever someone is asking about developing audio games.
Could this be because of merit? It sounds, forgive me for saying so,
like a case of envy when viewed in that light.

To take an example. When I put out the Perilous Hearts concept demo, I
stressed the things that I thought made it worth playing. I could
easily have done a side by side comparison with Mota, and pointed out
things I didn't like about Mota and stated why my game does this or
that in a better way. I chose not to do this because it doesn't really
add to the effectiveness of my sales pitch, and it would be negative
for you as a fellow game designer in such a small community. This is
what I'm getting at. It's really not a question of what either of our
engines can or cannot do, but rather how these things are presented.
Naturally one does have to make direct comparisons sometimes, but I
feel personally that this went a bit over the top especially
considering the message from yesterday on top. I would like to just
coexist peacefully without arguing who's engine is the best. That's up
to the users. Make them aware of the features, cross platform or not,
networking or not, etc etc and then let them determine what they want.
I would be very surprised if people were not aware that there are
other options besides BGT, so I don't think this has to be stressed
any further as it is just common sense. No need to point out flaws in
other products in order to accomplish ones own success, in such a
small community

Re: [Audyssey] tips on programming

2012-04-02 Thread Orin
You know, does Apple only let you code games in Objective C? That's kind of a 
slap in the face to people who prefer other languages such as Python. I'm in 
the Mac dev program so I'd love to create a game, but I can't get my head 
around BGT, which means I won't be able to get my head around Objective C. I 
was looking at Patyon and the syntax and everything is just easier, plus I like 
how you can test if something works or if you are doing it right in the Python 
shell.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:

 Hi Thomas, yes, as of right now, not including some members I've not approved 
 yet, we have 1238 people on VIPhone which is the iOS users' list.
 
 So yes, there is most definitely a thriving community here and mine is just 
 one list! :)
 
 So I'd honestly encourage anyone who has thought of developing for iOS to get 
 a Mac of some kind, an iOS device and start coding with Objective C! :) 
 There's totally a market for it!
 
 People really want more games that are not only accessible, but that are 
 creative in their accessibility. I.E. There are already many games which are 
 accessible on iOS, but really taking the idea of audio games and running with 
 it to bring a richer audio experience as many audio game developers for 
 Windows are used to doing would be fabulous for the iDevices. Furthermore, 
 there is actually also even a sighted market for audio games on the iDevices 
 which you really don't see on the PC / Mac.
 
 Anyway, very interesting topic indeed. I do hope people here will start 
 realizing this market is not only improving but is actually exploding over 
 night. -Seriously…
 
 anyway, have a terrific night!…
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:
 
 
 Hi Cara,
 
 Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
 large either. However, I do know where you are coming from though.
 
 The Linux community is often under rated here as well because I've gotten to 
 know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
 Accessibility List, etc and while there is a certain amount of overlap 
 between lists the community does seem to be fairly large now. Especially, 
 among foreign blind users that can't afford the price of Windows or Mac. 
 Perhaps this opinion that there aren't enough Linux or Mac users around to 
 make it worth a developer's time is simply because the people who say those 
 things haven't spent time on lists where Mac and Linux users hang out.
 
 On 4/1/2012 9:35 PM, Cara Quinn wrote:
 Hi trouble, I know your sentiments seem correct in your assertion about the 
 amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
 something.
 
 Perhaps you already know I moderate two lists for visually impaired Mac / 
 iOS users. On only one of those lists alone there are at least three times 
 as many members as on this one. -And, we're getting about 10 to 20 new 
 members each week on each list…
 
 So to say that there is only a hand full of potential Mac / iOS gamers is 
 not quite right. :) -Know what I mean?…
 
 Thanks, and have an awesome evening!…
 
 Smiles,
 
 Cara :)
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] tips on programming

2012-04-02 Thread Jeremy Kaldobsky
Orin, I don't know if things have changed at all over the past few years, but 
when I was developing I-phone stuff you could only write it with Objective C.  
It's not that bad but yes, if you struggled with BGT then I can see why you 
wouldn't care much for Objective C.

 You know, does Apple only let you
 code games in Objective C? That's kind of a slap in the face
 to people who prefer other languages such as Python. I'm in
 the Mac dev program so I'd love to create a game, but I
 can't get my head around BGT, which means I won't be able to
 get my head around Objective C. I was looking at Patyon and
 the syntax and everything is just easier, plus I like how
 you can test if something works or if you are doing it right
 in the Python shell.
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112
 

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Re: [Audyssey] tips on programming

2012-04-02 Thread Thomas Ward


Hi Philip,

Thanks. Hopefully this project will turn out as good as it sounds. At 
this point its as much experimental as based on background research. 
this will be the first time an audio game developer will be considering 
using SDL, the Simple Direct Media Layer, as a core part of an audio 
game engine. I'm unclear how successful I'll be with it because SDL 
Mixer is a very very generic API for mixing and playing audio. While it 
has 2d stereo panningwhich is fine for some games I'll probably have to 
invest some time in developing some modules for FMOD or OpenAL for 
anything that requires 5.1 3d audio support.


That said, I have a pretty good idea of what should be possible using 
this engine. There are some limitations like the lack of 5.1 surround 
sound support for more realistic 3d audio environments, no force 
feedback support for joysticks, and things like that, but I can think of 
several good games that don't require those advanced features anyway. I 
know several games for Linux that are decent games that don't really 
need that sort of thing to be good. There is Lin City which is a free 
open source clone of Sim City. There is Free Civ which is a clone of 
Civilization. There is Flight Gear which is a clone of Microsoft Flight 
Simulator. Not to mention all the free arcade games like Asteroids, 
Missile Command, Frozen Bubble, Super Tux, Packman, etc. All are written 
using SDL so even though its not in the same league as DirectX I think 
we can bring some relatively decent games to the platform. Plus as I'm 
not dealing with a lot of 3d graphics and such Python should be able to 
handle the games well enough.


Cheers!

On 4/2/2012 4:35 AM, Philip Bennefall wrote:

Hi Thomas,

Then we're on the same wavelength. Best of luck with your engine, I 
hope it's well received and that you make some nice games with it!


Kind regards,

Philip Bennefall



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Re: [Audyssey] tips on programming

2012-04-02 Thread Cara Quinn
Orin, Is that a question or a statement? ;)

No, you can use other languages. However depending on what they are, they may 
need to be interpreted into Obj C.

For example, I can place lines of C++ code right in the middle of my Obj C code 
and it works just fine. Not all languages will behave like this though…

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 2, 2012, at 4:30 AM, Orin wrote:

You know, does Apple only let you code games in Objective C? That's kind of a 
slap in the face to people who prefer other languages such as Python. I'm in 
the Mac dev program so I'd love to create a game, but I can't get my head 
around BGT, which means I won't be able to get my head around Objective C. I 
was looking at Patyon and the syntax and everything is just easier, plus I like 
how you can test if something works or if you are doing it right in the Python 
shell.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:

 Hi Thomas, yes, as of right now, not including some members I've not approved 
 yet, we have 1238 people on VIPhone which is the iOS users' list.
 
 So yes, there is most definitely a thriving community here and mine is just 
 one list! :)
 
 So I'd honestly encourage anyone who has thought of developing for iOS to get 
 a Mac of some kind, an iOS device and start coding with Objective C! :) 
 There's totally a market for it!
 
 People really want more games that are not only accessible, but that are 
 creative in their accessibility. I.E. There are already many games which are 
 accessible on iOS, but really taking the idea of audio games and running with 
 it to bring a richer audio experience as many audio game developers for 
 Windows are used to doing would be fabulous for the iDevices. Furthermore, 
 there is actually also even a sighted market for audio games on the iDevices 
 which you really don't see on the PC / Mac.
 
 Anyway, very interesting topic indeed. I do hope people here will start 
 realizing this market is not only improving but is actually exploding over 
 night. -Seriously…
 
 anyway, have a terrific night!…
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:
 
 
 Hi Cara,
 
 Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
 large either. However, I do know where you are coming from though.
 
 The Linux community is often under rated here as well because I've gotten to 
 know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
 Accessibility List, etc and while there is a certain amount of overlap 
 between lists the community does seem to be fairly large now. Especially, 
 among foreign blind users that can't afford the price of Windows or Mac. 
 Perhaps this opinion that there aren't enough Linux or Mac users around to 
 make it worth a developer's time is simply because the people who say those 
 things haven't spent time on lists where Mac and Linux users hang out.
 
 On 4/1/2012 9:35 PM, Cara Quinn wrote:
 Hi trouble, I know your sentiments seem correct in your assertion about the 
 amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
 something.
 
 Perhaps you already know I moderate two lists for visually impaired Mac / 
 iOS users. On only one of those lists alone there are at least three times 
 as many members as on this one. -And, we're getting about 10 to 20 new 
 members each week on each list…
 
 So to say that there is only a hand full of potential Mac / iOS gamers is 
 not quite right. :) -Know what I mean?…
 
 Thanks, and have an awesome evening!…
 
 Smiles,
 
 Cara :)
 
 
 ---
 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://mail.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.
 
 
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Re: [Audyssey] tips on programming

2012-04-02 Thread Thomas Ward


Hi Cara,

Yeah, but I can't just write a program in Java or Python on my Linux box 
and slap it on my iPhone right? I still have to end up creating some app 
using Object C and the iOS SDK or it won't work. At least that's my 
understanding of iOS development as it currently stands.


On 4/2/2012 3:35 PM, Cara Quinn wrote:

Orin, Is that a question or a statement? ;)

No, you can use other languages. However depending on what they are, they may 
need to be interpreted into Obj C.

For example, I can place lines of C++ code right in the middle of my Obj C code 
and it works just fine. Not all languages will behave like this though…

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 2, 2012, at 4:30 AM, Orin wrote:

You know, does Apple only let you code games in Objective C? That's kind of a 
slap in the face to people who prefer other languages such as Python. I'm in 
the Mac dev program so I'd love to create a game, but I can't get my head 
around BGT, which means I won't be able to get my head around Objective C. I 
was looking at Patyon and the syntax and everything is just easier, plus I like 
how you can test if something works or if you are doing it right in the Python 
shell.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:


Hi Thomas, yes, as of right now, not including some members I've not approved 
yet, we have 1238 people on VIPhone which is the iOS users' list.

So yes, there is most definitely a thriving community here and mine is just one 
list! :)

So I'd honestly encourage anyone who has thought of developing for iOS to get a 
Mac of some kind, an iOS device and start coding with Objective C! :) There's 
totally a market for it!

People really want more games that are not only accessible, but that are 
creative in their accessibility. I.E. There are already many games which are 
accessible on iOS, but really taking the idea of audio games and running with 
it to bring a richer audio experience as many audio game developers for Windows 
are used to doing would be fabulous for the iDevices. Furthermore, there is 
actually also even a sighted market for audio games on the iDevices which you 
really don't see on the PC / Mac.

Anyway, very interesting topic indeed. I do hope people here will start 
realizing this market is not only improving but is actually exploding over 
night. -Seriously…

anyway, have a terrific night!…

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:


Hi Cara,

Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
large either. However, I do know where you are coming from though.

The Linux community is often under rated here as well because I've gotten to 
know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
Accessibility List, etc and while there is a certain amount of overlap between 
lists the community does seem to be fairly large now. Especially, among foreign 
blind users that can't afford the price of Windows or Mac. Perhaps this opinion 
that there aren't enough Linux or Mac users around to make it worth a 
developer's time is simply because the people who say those things haven't 
spent time on lists where Mac and Linux users hang out.

On 4/1/2012 9:35 PM, Cara Quinn wrote:

Hi trouble, I know your sentiments seem correct in your assertion about the 
amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
something.

Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
users. On only one of those lists alone there are at least three times as many 
members as on this one. -And, we're getting about 10 to 20 new members each 
week on each list…

So to say that there is only a hand full of potential Mac / iOS gamers is not 
quite right. :) -Know what I mean?…

Thanks, and have an awesome evening!…

Smiles,

Cara :)


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Re: [Audyssey] tips on programming

2012-04-02 Thread Thomas Ward


Hi Cara,

Wow! I had no idea that there were that many blind iPhone users. I knew 
they were becoming popular, people have mentioned them a lot on lists, 
but definitely I underestimated the actual size of those who own and use 
them. Which goes to show that there is a substantial market that is 
being overlooked because of the prevailing opinion that Windows is the 
only show in town.


That 1,238 members of the VI Phone list is larger than Audyssey and I 
believe the audio games forum combined. That's a huge market we could in 
theory target if we wanted to break into it.


As for getting a Mac and developing games for Mac's and iPhones I've 
definitely thought about it. I don't have the cash right now, but I've 
been thinking about switching to Mac for quite a while now do to purely 
practical reasons.


One, I'm beta testing Windows 8 and to be perfectly honest about it I'm 
not impressed. There are things here and there I like about Windows 8, 
but over all I don't really care for it. Many of the UI changes such as 
the ribbons, the new start screen setup, and the general look and feel 
of the OS isn't appealing to me. Its designed for a touch screen and if 
you are blind and have to use a keyboard to get around its not really 
that user friendly or intuitive. The desktop has pretty much been phased 
out of use so I can't just copy my icons to the desktop like on prior 
versions of Windows which means I either have to dock them to the 
taskbar, fight with the confusing startscreen arrangement, or use run to 
launch the program. That part of it royally sucks. So I'm not really 
looking forward to using Win 8 in any copacity for my personal use.


Second, while I am a faithful Linux user I'm smart enough to see that 
accessibility isn't as good as it could be. Apple is still far ahead 
because they have a dedicated team of developers who work on VoiceOver 
and do access testing with Cocoa to make sure the standard graphics 
toolkit etc is reasonably accessible with VoiceOver out of the box. As a 
result when I looked at 10.7 I couldn't believe how user friendly and 
accessible the design was, and it just keeps getting better.


 With Ubuntu 12.04 in some regards access took a massive step 
backwards. Unity 3D the default graphical environment is an 
accessibility nightmare. The Unity 2D environment is much better, but I 
still find installing gnome-classic as the most accessible graphical 
environment to date for Linux. Its a workable solution, but not without 
doing some extra configuration and having some experience configuring 
the system to have maximum accessibility. That's fine for an experienced 
Linux user like myself, as I know how to configure it to get it to do 
what I want, but experience or not its still frustrating to have to 
reconfigure everything to get access working as good as it can be.


So I've been thinking that Mac OS right now might cost more up front to 
invest in, but its probably the best solution for a blind user. It seems 
Apple's accessibility has been growing by leaps and bounds and its worth 
the investment.


Cheers!

On 4/2/2012 1:08 AM, Cara Quinn wrote:

Hi Thomas, yes, as of right now, not including some members I've not approved 
yet, we have 1238 people on VIPhone which is the iOS users' list.

So yes, there is most definitely a thriving community here and mine is just one 
list! :)

So I'd honestly encourage anyone who has thought of developing for iOS to get a 
Mac of some kind, an iOS device and start coding with Objective C! :) There's 
totally a market for it!

People really want more games that are not only accessible, but that are 
creative in their accessibility. I.E. There are already many games which are 
accessible on iOS, but really taking the idea of audio games and running with 
it to bring a richer audio experience as many audio game developers for Windows 
are used to doing would be fabulous for the iDevices. Furthermore, there is 
actually also even a sighted market for audio games on the iDevices which you 
really don't see on the PC / Mac.

Anyway, very interesting topic indeed. I do hope people here will start 
realizing this market is not only improving but is actually exploding over 
night. -Seriously…

anyway, have a terrific night!…

Smiles,

Cara :)
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Re: [Audyssey] tips on programming

2012-04-02 Thread Orin
Hmm. Yet they add machine support to their VmWare Fusion so you can virtualize 
Mac on another Mac. How convenient…

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



On Apr 2, 2012, at 3:51 PM, Thomas Ward wrote:

 
 Hi Orin,
 
 Unfortunately, the only way to program games and apps for iOS devices is to 
 program it in Objective C with their proprietary tools and proprietary APIs. 
 Plus since Apples license agreement for Mac OS prevent companies like VMware 
 adding virtualization support for Mac OS to their virtual machines we end up 
 having to buy a Mac to do it. As a result its not really a viable option for 
 most developers as there is quite a bit of startup cost involved in acquiring 
 the hardware and software required to write iOS applications. That's why I 
 definitely won't be writing anything for iOS in the near future.
 
 Cheers!
 
 On 4/2/2012 7:30 AM, Orin wrote:
 You know, does Apple only let you code games in Objective C? That's kind of 
 a slap in the face to people who prefer other languages such as Python. I'm 
 in the Mac dev program so I'd love to create a game, but I can't get my head 
 around BGT, which means I won't be able to get my head around Objective C. I 
 was looking at Patyon and the syntax and everything is just easier, plus I 
 like how you can test if something works or if you are doing it right in the 
 Python shell.
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112
 
 
 
 
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Re: [Audyssey] tips on programming

2012-04-02 Thread Thomas Ward




Hi Orin,

Yeah, but I guess as long as it is on their own hardware Apple doesn't 
care. They just get piffy with people who have non-apple hardware 
attempting to virtualize Mac OS along side Linux or Windows. As long as 
people pay for the software why should they care if it is on a Toshiba, 
Del, Compaq, etc?  I suppose its all a part of their marketing strategy. 
If you want the software then they require you run it exclusively on 
their hardware and only their hardware.


That said, there are ways to get around it if someone doesn't mind 
violating a few rules. I've seen some Youtube videos where people have 
installed VMware Player and got Mac OS to work on their desktop or 
laptop. Unfortunately it requires an Intel processor to work 
successfully and half my machines use AMD processors so virtualizing Mac 
OS on this laptop wouldn't work at all.


On 4/2/2012 7:25 PM, Orin wrote:

Hmm. Yet they add machine support to their VmWare Fusion so you can virtualize 
Mac on another Mac. How convenient…

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





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Re: [Audyssey] tips on programming

2012-04-02 Thread Cara Quinn
Hi Thomas, you would need to create a basic app in XCode on a Mac, but that is 
as simple as opening XCode and creating a new project. Once you do that, you 
can use any number of interpreters.

Here's a link to a Python interpreter on the Apple App Store.

http://itunes.apple.com/us/app/python-for-ios/id485729872?ls=1mt=8

So you can write in Python if you choose. I haven't looked these up, but there 
are also apparently even several BaSIC interpreters for iOS as well.

So the quick answer is yes, you can code for iOS with other languages.

Smiles,

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

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 2, 2012, at 1:30 PM, Thomas Ward wrote:


Hi Cara,

Yeah, but I can't just write a program in Java or Python on my Linux box and 
slap it on my iPhone right? I still have to end up creating some app using 
Object C and the iOS SDK or it won't work. At least that's my understanding of 
iOS development as it currently stands.

On 4/2/2012 3:35 PM, Cara Quinn wrote:
 Orin, Is that a question or a statement? ;)
 
 No, you can use other languages. However depending on what they are, they may 
 need to be interpreted into Obj C.
 
 For example, I can place lines of C++ code right in the middle of my Obj C 
 code and it works just fine. Not all languages will behave like this though…
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Apr 2, 2012, at 4:30 AM, Orin wrote:
 
 You know, does Apple only let you code games in Objective C? That's kind of a 
 slap in the face to people who prefer other languages such as Python. I'm in 
 the Mac dev program so I'd love to create a game, but I can't get my head 
 around BGT, which means I won't be able to get my head around Objective C. I 
 was looking at Patyon and the syntax and everything is just easier, plus I 
 like how you can test if something works or if you are doing it right in the 
 Python shell.
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112
 
 
 
 On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:
 
 Hi Thomas, yes, as of right now, not including some members I've not 
 approved yet, we have 1238 people on VIPhone which is the iOS users' list.
 
 So yes, there is most definitely a thriving community here and mine is just 
 one list! :)
 
 So I'd honestly encourage anyone who has thought of developing for iOS to 
 get a Mac of some kind, an iOS device and start coding with Objective C! :) 
 There's totally a market for it!
 
 People really want more games that are not only accessible, but that are 
 creative in their accessibility. I.E. There are already many games which are 
 accessible on iOS, but really taking the idea of audio games and running 
 with it to bring a richer audio experience as many audio game developers for 
 Windows are used to doing would be fabulous for the iDevices. Furthermore, 
 there is actually also even a sighted market for audio games on the iDevices 
 which you really don't see on the PC / Mac.
 
 Anyway, very interesting topic indeed. I do hope people here will start 
 realizing this market is not only improving but is actually exploding over 
 night. -Seriously…
 
 anyway, have a terrific night!…
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:
 
 
 Hi Cara,
 
 Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
 large either. However, I do know where you are coming from though.
 
 The Linux community is often under rated here as well because I've gotten to 
 know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
 Accessibility List, etc and while there is a certain amount of overlap 
 between lists the community does seem to be fairly large now. Especially, 
 among foreign blind users that can't afford the price of Windows or Mac. 
 Perhaps this opinion that there aren't enough Linux or Mac users around to 
 make it worth a developer's time is simply because the people who say those 
 things haven't spent time on lists where Mac and Linux users hang out.
 
 On 4/1/2012 9:35 PM, Cara Quinn wrote:
 Hi trouble, I know your sentiments seem correct in your assertion about the 
 amount of Windows gamers vs potential Mac / iOS etc gamers, but let me 
 share something.
 
 Perhaps you already know I moderate two lists for visually impaired Mac / 
 iOS users. On only one of those lists alone there are at least three times 
 as many members as on this one. -And, we're getting about 10 to 20 new 
 members each week on each list…
 
 So to say that there is only a hand full of potential Mac / iOS gamers is 
 not quite right. :) -Know what I mean?…
 
 Thanks, and have an awesome evening!…
 
 Smiles,
 
 Cara :)
 
 

Re: [Audyssey] tips on programming

2012-04-01 Thread Trouble
Well Ryan is not far off on his thoughts for platform. If you would 
think a moment. Just where do the majority of the blind or disabled 
get there computer/ The go to the government and orgs. Witch have 
contracts with FS and that means windows based computers. Not many 
orgs want to go against contract and get a Mac from Apple. Just 
because cross platform sounds nice, it's not practical think in the 
blind community. There are still only a handful that run Mac or 
linix. Those are mostly thought of as private ventures. That is why 
support for linix stuff is not really that good for us disabled. Yes, 
your going to say it is, but in reality it is being left behind and 
broken with every build. When doing programming for the mas 
community. You have to look at the reality and not what is fantasy 
only the game goes that rout.

At 11:27 PM 3/31/2012, you wrote:


Hi Ryan,

Well, that is debatible, and to be honest is a bit bias. What I mean 
by that is you are assuming that everyone uses
Windows and that Mac OS and Linux users aren't included in this 
discussion. As I recall the initial message asked what language or 
languages would be good for writing games for Mac, Linux, mobile 
devices, etc and BGT doesn't remotely cover that aspect of his 
message. While I will agree that BGT is a nice tool it is not the be 
all and end all of accessible game development.


Cheers!

On 3/31/2012 5:44 PM, Ryan Strunk wrote:

I completely echo this sentiment. BGT has a lot of great features that would
cover anything you want to accomplish in terms of creating an audio game.
Ryan



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Re: [Audyssey] tips on programming

2012-04-01 Thread Ryan Strunk
Hi Tom,
Amazing how much you extrapolated from my brief post. 
You said:
Well, that is debatible, [sic] and to be honest is a bit bias.
It's most certainly biased. It's biased in favor of market trends which
overwhelmingly show that the majority of blind computer users are Windows
users. While BGT is not cross-platform, it hardly needs to be in order to
support the widest possible customer base. At present that base lies in
windows, and nothing compatible to BGT exists elsewhere. Had I not already
invested more than a year into learning Python, I would make the switch
myself without reservation.
You said:
While I will agree that BGT is a nice tool it is not the be all and end 
all of accessible game development.
That's funny given how much you recommended it in the past to aspiring game
developers. I daresay the only reason you've flip-flopped now is you have it
in your head to produce a competing product in Python. By the way, do you
still think Python is suitable only for text adventures and is useful only
for script kitties?
Have fun,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, March 31, 2012 10:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] tips on programming


Hi Ryan,

Well, that is debatible, and to be honest is a bit bias. What I mean by 
that is you are assuming that everyone uses
Windows and that Mac OS and Linux users aren't included in this 
discussion. As I recall the initial message asked what language or 
languages would be good for writing games for Mac, Linux, mobile 
devices, etc and BGT doesn't remotely cover that aspect of his message. 
While I will agree that BGT is a nice tool it is not the be all and end 
all of accessible game development.

Cheers!


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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Philip,

My apologies regarding the tone of my prior message. It came off a bit 
harsher than I had intended. I've always admired the work you've done 
with BGT, but at the same time I do get a bit frustrated about the fact 
its now the first thing everyone thinks of when anyone mentions game 
development. In particular, because it only targets one group of gamers.


In this specific case the option or potential to develop games for other 
platforms was mentioned so naturally I have a personal stake in the 
outcome of that decision. However, instead of some more cross-platform 
suggestions being proposed it just seemed to me like BGT is being 
offfered up as the one-size fits all solution when of course it lacked 
the most important feature to me which was cross-platform support. 
However, as you said all of this really depends on how much 
cross-platform support matters to the developer personally, but I 
didn['t want the cross-platform option to be ignored or taken too lightly.


Cheers!


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Re: [Audyssey] tips on programming

2012-04-01 Thread Philip Bennefall

Hi Thomas,

What you say makes sense. I realize that cross platform support is important 
to you personally, I have just been getting the impression that you have 
been attempting to somehow discredit the general usefulness of the engine on 
this basis alone. Your last newsletter for instance has many such remarks 
that, to me, were quite unnecessary in terms of the tone. I realize that it 
may not have been meant that way, but it gives me the impression that you 
felt it necessary to paint BGT in a rather negative light in order to stress 
the importance of your own product. Then this message came on top of that 
last night and so I wanted to say something. The fact that BGT is 
recommended is, of course, something that I'm personally very happy about 
but it should not hinder you in any way from making a competing product with 
cross platform support and then letting people decide what to use.


I will be the first to say that BGT is not suitable if you want support for 
Linux, Mac or mobile devices, but the fact remains that Windows still has 
the absolute majority of the blind market. What I'm saying is, I'm sure we 
can develop our engines simultaneously and help one another by recommending 
our respective products to users depending on their requirements, rather 
than work against one another and try to bring the other package down on 
whatever grounds. I for one think that it is a great initiative that you're 
taking with your engine, and will not hesitate to recommend it to people 
should cross platform be an important factor for them. And this is despite 
the fact that we're competing! Smile.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 01, 2012 7:30 PM
Subject: Re: [Audyssey] tips on programming



Hi Philip,

My apologies regarding the tone of my prior message. It came off a bit
harsher than I had intended. I've always admired the work you've done
with BGT, but at the same time I do get a bit frustrated about the fact
its now the first thing everyone thinks of when anyone mentions game
development. In particular, because it only targets one group of gamers.

In this specific case the option or potential to develop games for other
platforms was mentioned so naturally I have a personal stake in the
outcome of that decision. However, instead of some more cross-platform
suggestions being proposed it just seemed to me like BGT is being
offfered up as the one-size fits all solution when of course it lacked
the most important feature to me which was cross-platform support.
However, as you said all of this really depends on how much
cross-platform support matters to the developer personally, but I
didn['t want the cross-platform option to be ignored or taken too lightly.

Cheers!


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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Trouble,

What you say is certainly true, but I think you missed the point I was 
attempting to make. Dakotah had asked about the possibility of 
cross-platform development and I merely wanted to point out that BBGT 
would not fulfill this requirement. Weather developing games for Mac, 
Linux, smart phones, etc is practical is another issue altogether. Ditto 
for Linux accessibility. Neither have any bearing on what programming 
languages might help a developer program games for Linux if a developer 
is thinking of doing so.


As for the issue about Windows being the primary target market there is 
no arguing that point. I know as well as any software developer that 
Windows holds a solid 85% of the mainstream PC market, and the blind 
market is probably even higher than that because of state agencies that 
purchase only Windows PCs. That does not however excuse the fact there 
are communities of blind PC users using Mac OS and there is a thriving 
community of Linux users that would like to have games written for their 
platform as well. Most audio game developers just don't care because its 
not their problem, and will stand by the old its not practical song 
and dance.


In many cases that's true. However, as I'm discovering it can be done if 
a developer really and truly has a desire to do it.


For example, let's face it Pygame  is not in the same class as DirectX, 
but if a game doesn't require any kind of advanced input and 3d audio 
etc its still possible to create some decent games with Pygame which is 
based on SDL. I think we all agree Entombed is an awesome roguelike 
RPG,and we could certainly write something like that in Python with 
Pygame as all we need here is basic keyboard input and a sound API to 
pan sounds.  Add pyttsx for Sapi and Espeak support and we now have a 
fully cross-platform compatible game that is very decent.


Am I saying it is practical to create every single game using these APIs 
and technologies? No, but I can clearly see games like Time of Conflict, 
Entombed, Spoonbill Software's games, Jim Kitchen's games, etc being 
ported to Mac and Linux with very little difficulty if a developer wants 
to put the time and effort into it. Its just that most don't want to put 
the time or effort into it because they personally don't use Linux or 
Mac. In that light its not a case of being practical or impractical, but 
a lack of interest and motivation on the part of the developer.


Cheers!

On 4/1/2012 7:37 AM, Trouble wrote:
Well Ryan is not far off on his thoughts for platform. If you would 
think a moment. Just where do the majority of the blind or disabled 
get there computer/ The go to the government and orgs. Witch have 
contracts with FS and that means windows based computers. Not many 
orgs want to go against contract and get a Mac from Apple. Just 
because cross platform sounds nice, it's not practical think in the 
blind community. There are still only a handful that run Mac or linix. 
Those are mostly thought of as private ventures. That is why support 
for linix stuff is not really that good for us disabled. Yes, your 
going to say it is, but in reality it is being left behind and broken 
with every build. When doing programming for the mas community. You 
have to look at the reality and not what is fantasy only the game goes 
that rout.



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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Ryan,

Let's not turn this into an argument as that was not my intent. What I 
was intending to say is that there are other options besides BGT, and I 
feel that people should not automatically suggest BGT without at least 
giving some other options a mention as well.


Have I recommended BGT in the past? Yes, I have. Its a great tool for 
beginners and for people only interested in Windows game development. 
Those recommendations were based on what I understood the person's 
intentions to be, and based on things they said in their message.


As for Python, yes, I have changed my mind. My prior comments were based 
on my limited experience with the language. Plus there were certainly 
personal biases involved. However, I will be the first to say I was 
wrong about Python being only useful for text games and script kiddies. 
Now, that I have began using it on a regular basis, see what it can do, 
I'm willing to be more open minded about the language and developing 
software with it. My personal favorite is still C++, but now that I have 
more experience with Python I'm willing to revise my opinion.


Cheers!


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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Philip,

I'm not sure how I might have worded things better, but my comments in 
my news letter weren't intended to be a put down or to discredit BGT. 
What I was attempting to do is point out what limitations exist in BGT 
and point out that Open G3D is being written to address some of those 
specific limitations. That's not intended to say BGT is a bad tool, 
which it is not, but that Open G3D will have some features lacking in BGT.


For example, open source verses a commercial engine.

BGT is a commercial product, and that's fine. However, because it is a 
commercial product, is closed source, I can't just download the source 
code for the engine and rewrite the code for input, audio, networking, 
etc so BGT could be compiled on Linux. I suspect 99% of your customers 
don't care about that, but it is still a limitation inherent in 
commercial closed source products because the developer pays for the 
software but can not modify it if and when they want to.


With Open G3D by making it open source I hope to promote the development 
of more cross-platform games, and it also offers the ability for the end 
user to modify the engine itself as needed. If a developer wants to 
write a wrapper for FMOD Ex and use that for 3d audio instead of Pygame 
Mixer he or she can do it. If a developer would rather use PySFML 
instead of Pygame all they have to do is rewrite the appropriate 
modules. Its not a case of it being better or worse than BGT, but taking 
a more open source approach to the design and how that might benefit the 
developer.


One way it benefits the developer is cost. If someone wants to write 
free games with BGT they can either redistribute their *.bgt scripts for 
free or pay $29.95 to compile them. Since I'm taking an open source 
approach and tools like py2exe and pyinstaller are free they can bundle 
their games into an executable for free. That's not saying BGT isn't 
fairly priced, but why pay $29 if there is an open source product that 
offers similar features?


Another way it benefits end users is everything will be available to 
them. I believe BGT requires a Pro license for joystick support. Well, 
when I add that to the Open G3D engine it is going to be present 
regardless of free or commercial use. Maybe that doesn't matter to some 
developers, but it might matter to someone else.


Cheers!

On 4/1/2012 2:31 PM, Philip Bennefall wrote:

Hi Thomas,

What you say makes sense. I realize that cross platform support is 
important to you personally, I have just been getting the impression 
that you have been attempting to somehow discredit the general 
usefulness of the engine on this basis alone. Your last newsletter for 
instance has many such remarks that, to me, were quite unnecessary in 
terms of the tone. I realize that it may not have been meant that way, 
but it gives me the impression that you felt it necessary to paint BGT 
in a rather negative light in order to stress the importance of your 
own product. Then this message came on top of that last night and so I 
wanted to say something. The fact that BGT is recommended is, of 
course, something that I'm personally very happy about but it should 
not hinder you in any way from making a competing product with cross 
platform support and then letting people decide what to use.


I will be the first to say that BGT is not suitable if you want 
support for Linux, Mac or mobile devices, but the fact remains that 
Windows still has the absolute majority of the blind market. What I'm 
saying is, I'm sure we can develop our engines simultaneously and help 
one another by recommending our respective products to users depending 
on their requirements, rather than work against one another and try to 
bring the other package down on whatever grounds. I for one think that 
it is a great initiative that you're taking with your engine, and will 
not hesitate to recommend it to people should cross platform be an 
important factor for them. And this is despite the fact that we're 
competing! Smile.


Kind regards,

Philip Bennefall



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Re: [Audyssey] tips on programming

2012-04-01 Thread Philip Bennefall

Hi Thomas,

These things are certainly true, but that was not what I was taking issue 
with. My question was more along the lines of, why must you target BGT 
specifically? Why can you not simply say that this engine offers this and 
this feature, open source being considered a feature in this case, and then 
let the users do the comparison based on what they consider important? The 
end result when you write something like that newsletter becomes, at least 
in my eyes, a side by side list saying why your engine is superior. This is 
marketing, of course, but I think it would be just as effective just to 
point out the advantages that you see with your engine without putting other 
things down. It is possible to mention advantages without mentioning 
specific products that you want to beat, as it were. It's not really 
necessary as far as I'm concerned. You say that you are frustrated that BGT 
is being mentioned whenever someone is asking about developing audio games. 
Could this be because of merit? It sounds, forgive me for saying so, like a 
case of envy when viewed in that light.


To take an example. When I put out the Perilous Hearts concept demo, I 
stressed the things that I thought made it worth playing. I could easily 
have done a side by side comparison with Mota, and pointed out things I 
didn't like about Mota and stated why my game does this or that in a better 
way. I chose not to do this because it doesn't really add to the 
effectiveness of my sales pitch, and it would be negative for you as a 
fellow game designer in such a small community. This is what I'm getting at. 
It's really not a question of what either of our engines can or cannot do, 
but rather how these things are presented. Naturally one does have to make 
direct comparisons sometimes, but I feel personally that this went a bit 
over the top especially considering the message from yesterday on top. I 
would like to just coexist peacefully without arguing who's engine is the 
best. That's up to the users. Make them aware of the features, cross 
platform or not, networking or not, etc etc and then let them determine what 
they want. I would be very surprised if people were not aware that there are 
other options besides BGT, so I don't think this has to be stressed any 
further as it is just common sense. No need to point out flaws in other 
products in order to accomplish ones own success, in such a small community 
as ours. That's really all I'm saying. I hope it makes sense.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 02, 2012 12:43 AM
Subject: Re: [Audyssey] tips on programming



Hi Philip,

I'm not sure how I might have worded things better, but my comments in
my news letter weren't intended to be a put down or to discredit BGT.
What I was attempting to do is point out what limitations exist in BGT
and point out that Open G3D is being written to address some of those
specific limitations. That's not intended to say BGT is a bad tool,
which it is not, but that Open G3D will have some features lacking in BGT.

For example, open source verses a commercial engine.

BGT is a commercial product, and that's fine. However, because it is a
commercial product, is closed source, I can't just download the source
code for the engine and rewrite the code for input, audio, networking,
etc so BGT could be compiled on Linux. I suspect 99% of your customers
don't care about that, but it is still a limitation inherent in
commercial closed source products because the developer pays for the
software but can not modify it if and when they want to.

With Open G3D by making it open source I hope to promote the development
of more cross-platform games, and it also offers the ability for the end
user to modify the engine itself as needed. If a developer wants to
write a wrapper for FMOD Ex and use that for 3d audio instead of Pygame
Mixer he or she can do it. If a developer would rather use PySFML
instead of Pygame all they have to do is rewrite the appropriate
modules. Its not a case of it being better or worse than BGT, but taking
a more open source approach to the design and how that might benefit the
developer.

One way it benefits the developer is cost. If someone wants to write
free games with BGT they can either redistribute their *.bgt scripts for
free or pay $29.95 to compile them. Since I'm taking an open source
approach and tools like py2exe and pyinstaller are free they can bundle
their games into an executable for free. That's not saying BGT isn't
fairly priced, but why pay $29 if there is an open source product that
offers similar features?

Another way it benefits end users is everything will be available to
them. I believe BGT requires a Pro license for joystick support. Well,
when I add that to the Open G3D engine it is going to be present
regardless of free or commercial use

Re: [Audyssey] tips on programming

2012-04-01 Thread Cara Quinn
Hi trouble, I know your sentiments seem correct in your assertion about the 
amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
something.

Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
users. On only one of those lists alone there are at least three times as many 
members as on this one. -And, we're getting about 10 to 20 new members each 
week on each list…

So to say that there is only a hand full of potential Mac / iOS gamers is not 
quite right. :) -Know what I mean?…

Thanks, and have an awesome evening!…

Smiles,

Cara :)
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On Apr 1, 2012, at 4:37 AM, Trouble wrote:

Well Ryan is not far off on his thoughts for platform. If you would think a 
moment. Just where do the majority of the blind or disabled get there computer/ 
The go to the government and orgs. Witch have contracts with FS and that means 
windows based computers. Not many orgs want to go against contract and get a 
Mac from Apple. Just because cross platform sounds nice, it's not practical 
think in the blind community. There are still only a handful that run Mac or 
linix. Those are mostly thought of as private ventures. That is why support for 
linix stuff is not really that good for us disabled. Yes, your going to say it 
is, but in reality it is being left behind and broken with every build. When 
doing programming for the mas community. You have to look at the reality and 
not what is fantasy only the game goes that rout.
At 11:27 PM 3/31/2012, you wrote:

 Hi Ryan,
 
 Well, that is debatible, and to be honest is a bit bias. What I mean by that 
 is you are assuming that everyone uses
 Windows and that Mac OS and Linux users aren't included in this discussion. 
 As I recall the initial message asked what language or languages would be 
 good for writing games for Mac, Linux, mobile devices, etc and BGT doesn't 
 remotely cover that aspect of his message. While I will agree that BGT is a 
 nice tool it is not the be all and end all of accessible game development.
 
 Cheers!
 
 On 3/31/2012 5:44 PM, Ryan Strunk wrote:
 I completely echo this sentiment. BGT has a lot of great features that would
 cover anything you want to accomplish in terms of creating an audio game.
 Ryan
 
 
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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Cara,

Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was 
that large either. However, I do know where you are coming from though.


The Linux community is often under rated here as well because I've 
gotten to know people over on the Orca List, the Speakup List, Emacspeak 
List, Ubuntu Accessibility List, etc and while there is a certain amount 
of overlap between lists the community does seem to be fairly large now. 
Especially, among foreign blind users that can't afford the price of 
Windows or Mac. Perhaps this opinion that there aren't enough Linux or 
Mac users around to make it worth a developer's time is simply because 
the people who say those things haven't spent time on lists where Mac 
and Linux users hang out.


On 4/1/2012 9:35 PM, Cara Quinn wrote:

Hi trouble, I know your sentiments seem correct in your assertion about the 
amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
something.

Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
users. On only one of those lists alone there are at least three times as many 
members as on this one. -And, we're getting about 10 to 20 new members each 
week on each list…

So to say that there is only a hand full of potential Mac / iOS gamers is not 
quite right. :) -Know what I mean?…

Thanks, and have an awesome evening!…

Smiles,

Cara :)



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Re: [Audyssey] tips on programming

2012-04-01 Thread Thomas Ward


Hi Philip,

Yeah, I see. You have a good point there. I didn't really think about it 
that way, but you are right. I could have just stated features x, y, and 
z and left it at that rather than comparing it to BGT.  I certainly 
understand your opinion, and why you feel like I was criticizing BGT. 
Next time I'll be more mindful of this, and attempt to just stick to 
features x, y, and z without attempting to compare a product of mine to 
someone else's product. As you say most people can do that themselves by 
downloading and trying each product and find out what they personally 
liked or disliked.


Obviously, I'm excited about the new project, and I suppose I went a bit 
over the top. There are a lot of little things I like about my new 
engine. While I generally prefer C or C++ I'm growing to like Python 
more and more because it is quick, simple, and allows me to just do 
something without a lot of unecessary overhead. In a way the new engine 
is like BGT in that all the core modules are compiled, but are wrapped 
with a very quick and simple scripting language that allows me to get 
things done quicker and easier than I ever could in C++. In addition, 
I've actually redesigned some aspects of the engine from scratch to 
simplify them for myself as well as new programmers that never occured 
to me before.


For example, in the Genesis engine, the one written in C++, I have a 
header file called serface.h which has several surface constants like 
dirt, snow, water, mud, stone, etc. While it is a pretty comprehensive 
list I'm still finding I have to add to that list of constants because 
as I write more games I need more customized surfaces. Well, I've 
totally simplified this in Open G3D.


Instead of passing a constant variable like SURFACE_STONE I can just 
pass a string like stone which is far simpler than defining several 
constant variables. Its totally flexable because I can use a string of 
text to identify doors, walls, surfaces, etc which is not restricted to 
some predefined constants. I like it, and I'm strongly considering 
modifying the C++ version of the engine to adopt some of these new changes.


Cheers!



On 4/1/2012 7:24 PM, Philip Bennefall wrote:

Hi Thomas,

These things are certainly true, but that was not what I was taking 
issue with. My question was more along the lines of, why must you 
target BGT specifically? Why can you not simply say that this engine 
offers this and this feature, open source being considered a feature 
in this case, and then let the users do the comparison based on what 
they consider important? The end result when you write something like 
that newsletter becomes, at least in my eyes, a side by side list 
saying why your engine is superior. This is marketing, of course, but 
I think it would be just as effective just to point out the advantages 
that you see with your engine without putting other things down. It is 
possible to mention advantages without mentioning specific products 
that you want to beat, as it were. It's not really necessary as far as 
I'm concerned. You say that you are frustrated that BGT is being 
mentioned whenever someone is asking about developing audio games. 
Could this be because of merit? It sounds, forgive me for saying so, 
like a case of envy when viewed in that light.


To take an example. When I put out the Perilous Hearts concept demo, I 
stressed the things that I thought made it worth playing. I could 
easily have done a side by side comparison with Mota, and pointed out 
things I didn't like about Mota and stated why my game does this or 
that in a better way. I chose not to do this because it doesn't really 
add to the effectiveness of my sales pitch, and it would be negative 
for you as a fellow game designer in such a small community. This is 
what I'm getting at. It's really not a question of what either of our 
engines can or cannot do, but rather how these things are presented. 
Naturally one does have to make direct comparisons sometimes, but I 
feel personally that this went a bit over the top especially 
considering the message from yesterday on top. I would like to just 
coexist peacefully without arguing who's engine is the best. That's up 
to the users. Make them aware of the features, cross platform or not, 
networking or not, etc etc and then let them determine what they want. 
I would be very surprised if people were not aware that there are 
other options besides BGT, so I don't think this has to be stressed 
any further as it is just common sense. No need to point out flaws in 
other products in order to accomplish ones own success, in such a 
small community as ours. That's really all I'm saying. I hope it makes 
sense.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 02, 2012 12:43 AM
Subject: Re: [Audyssey] tips on programming



Hi Philip,

I'm

Re: [Audyssey] tips on programming

2012-04-01 Thread Cara Quinn
Hi Thomas, yes, as of right now, not including some members I've not approved 
yet, we have 1238 people on VIPhone which is the iOS users' list.

So yes, there is most definitely a thriving community here and mine is just one 
list! :)

So I'd honestly encourage anyone who has thought of developing for iOS to get a 
Mac of some kind, an iOS device and start coding with Objective C! :) There's 
totally a market for it!

People really want more games that are not only accessible, but that are 
creative in their accessibility. I.E. There are already many games which are 
accessible on iOS, but really taking the idea of audio games and running with 
it to bring a richer audio experience as many audio game developers for Windows 
are used to doing would be fabulous for the iDevices. Furthermore, there is 
actually also even a sighted market for audio games on the iDevices which you 
really don't see on the PC / Mac.

Anyway, very interesting topic indeed. I do hope people here will start 
realizing this market is not only improving but is actually exploding over 
night. -Seriously…

anyway, have a terrific night!…

Smiles,

Cara :)
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On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:


Hi Cara,

Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
large either. However, I do know where you are coming from though.

The Linux community is often under rated here as well because I've gotten to 
know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
Accessibility List, etc and while there is a certain amount of overlap between 
lists the community does seem to be fairly large now. Especially, among foreign 
blind users that can't afford the price of Windows or Mac. Perhaps this opinion 
that there aren't enough Linux or Mac users around to make it worth a 
developer's time is simply because the people who say those things haven't 
spent time on lists where Mac and Linux users hang out.

On 4/1/2012 9:35 PM, Cara Quinn wrote:
 Hi trouble, I know your sentiments seem correct in your assertion about the 
 amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
 something.
 
 Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
 users. On only one of those lists alone there are at least three times as 
 many members as on this one. -And, we're getting about 10 to 20 new members 
 each week on each list…
 
 So to say that there is only a hand full of potential Mac / iOS gamers is not 
 quite right. :) -Know what I mean?…
 
 Thanks, and have an awesome evening!…
 
 Smiles,
 
 Cara :)


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Re: [Audyssey] tips on programming

2012-03-31 Thread Ken
I didn't put it on the site?  Wow, I'll have to do some updating!  I'll let 
you know when I have it up.
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 9:55 PM
Subject: Re: [Audyssey] tips on programming



I don't see it there. I'm sorry.


On 3/30/12, Ken kenwdow...@neo.rr.com wrote:

You can get Heli from
www.thePionEar.net
HTH
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 9:33 PM
Subject: Re: [Audyssey] tips on programming



I usually don't like doing this, but I will. First, where can I get
your helicopter sim? I miss flying my little helicopters.

Also, though I know this has been asked before, and I don't really
like revisiting, but I'm fairly confused, because there's so many out
there.

What is the best programming language out there. What language meets
the following needs the best:
Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.
Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.
Able to be used for network communications.
Able to support Speech Application Interfaces of one or more types.

Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

Signed:
Dakotah Rickard

On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know 
VB

at
all, was to simply start modifying an open-source game, Chopper Patrol.
Little by little, I modified it, and voila--Enemy Attack was born. 
Soon

after that, I had to start from scratch.  I wanted a whole new style of
game, a pinball/breakout kind of thing, so I began work on Wrecking 
Ball.

Imagine my joy when I could simply copy over the directX modules, and
only
had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant 
of
Basic, called Basic4ppc.  I wanted to learn that language because games 
I

programmed on it could run on my Pac Mate, and I wanted to make games
that
would work with the display.  I made a game I never published called
Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because 
Basic4PPC

can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I
had
to scour the net for some viable 3d audio code, and once I found it I
could
simply modify it, change it little by little to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get an
open-source game and have a look at it.  If you understand its 
elements,

you
can start changing things about it, and soon you have a whole new game.
I also experimented with the GMA engine, and wrote some games with 
that,

but
lost my old computer before I could publish them.  Its best feature 
was,

for
me, the map maker.  Since I want more levels for Heli, it's about time 
I
write one of my own.  I feel like Im reinventing the wheel, but ya 
gotta

do
what ya gotta do I guess, lol.
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:40 PM
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games 
News




Lol yep I'm still around, I've just been busy so these days I find
myself
reading more posts than I'm writing.

The types of games have always been possible, but I think the ideas 
just

weren't floating around as much as they are now.  For example, if in 5
years some brand new game idea is thought up, it could have been
programmed right now if anyone had thought of it sooner.  Programmer
ability also comes in to play since sometimes an idea is already out
there

but people just don't have the necessary skills to create it.  I would
imagine that no matter what kind of engines or tools are made 
available,

if a person doesn't know enough about programming they still aren't
going
to be able to create what they want to create.  It makes me a bit sad 
to

see how often new programmers try to skip the process of making little
practice games.  By trying to skip in to working on some amazing 
project
idea, they are setting themselves up for failure and in the end 
haven't

grown their skills at all.  I firmly believe that people get things
backwards.  They come up with an idea
and then hope they can figure out how to make it when instead they
should
be listing everything they know how to do, and then figuring out what
kind

of game can be made with those pieces.  This ensures that they won't 
get

stuck halfway through in a project that's way over their head, and in
the
process they get in practice to grow in skill for the next project.


Hi jeramy.

Nice

Re: [Audyssey] tips on programming

2012-03-31 Thread Thomas Ward


Hi Dakotah,

Q: What is the best programming language out there? What language meets
the following needs the best?

A: Well, Its not a matter of any certain language being the best but 
more weather it fulfills your personal requirements. Ask ten different 
programmers which they personally think is the best you'll get ten 
different answers so I don't think there is any such thing as a best 
programming language per say, but I'll attempt to give you some advice 
based on your criteria below.


Q: Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.

A: I don't know of any modern programming languages that use numbered 
lines. That was a feature of Apple Basic, and is of no use to us. 
However, most languages like C, C++, Java, C#.Net, and Visual Basic.Net  
don't require any kind of code formatting such as line indentions and 
special spacing. Although,it is a good idea to do so if you intend to 
share your source code with a sighted developer.


Q: Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.

A: Two languages come to mind here.

One is Microsoft C#, calledC-Sharp, because those apps will run on any 
platform that has a compatible .Net Framework installed. Currently you 
can target Windows XP, Vista, Windows 7, and Windows 8 using the 
Microsoft .Net Framework, you can target Windows mobile devices using 
the .Net Compact Framework, and target Mac OS and Linux via the Mono 
Framework. So even though C# is technically a Microsoft creation its not 
as proprietary as say Visual Basic as C#.Net has wide spread use out 
side of the

Windows environment.

The other option you can look at here is Java. Recently its been 
acquired by Oricle, but there are runtime environments available for 
Windows, Mac, Linux, and there are custom frameworks available for 
Android and a number of other platforms. As a result Java can be very 
portable across platforms if developed correctly.


Q: Able to be used for network communications.

A: Networking applications is not handled by a programming language but 
the APIs, the libraries, available for that language. Almost every 
programming language in existance can do this. There are often multiple 
options for programmers to do the same thing.


For example, if I were developing a game in C# using SDL for input, 
audio, and networking I would use a library called sdl-net.dll to 
communicate between versions of the game on Mac,Linux, and Windows. The 
same library, sdl-net.dll, is used in Python's Pygame, in SDL.Net for 
C#, JSDL for Java, etc so its not the language but the API that is 
responcible for networking applications.


Q: Able to support Speech Application Interfaces of one or more types.

A: Well, that is a trickier issue. If we are talking about Windows 
platforms you can access Jaws, Window-Eyes, Sapi, etc through a Com 
based interface which many Windows APIs support. However, since Mac and 
Linux use different APIs and there is no such thing as Com on those 
platforms it becomes more difficult to support speech systems. As far as 
I know there currently isn't any way to do this with C#.Net on 
non-Windows platforms.


For Java programmers the only universl way to support speech on multiple 
platforms is by using the FreeTTS synth which sounds like Robbie the 
Robot on drugs. However, QuentinC is working on a speech library to 
allow Java developers to use screen readers as well as Sapi support on 
Windows.


In the end the only way to really support multiple speech systems, 
especially if we want to include non-Windows speech systems, is by using 
C++. With C++ you can build your own custom libraries to wrap Jaws, 
Window-Eyes, SuperNova, SystemAccess, Speech-Dispatcher, and so on. That 
is the only way to support everything you might want to use.


Q: Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

A: Yes and no. It all depends on what APIs you use. By default Java 
programmers use an API called Swing for creating graphical user 
interfaces. This is not very accessible to screen readers, and the Java 
Access Bridge for Swing apps isn't being maintained. This is what gives 
Java such a bad name, but certainly isn't a developer's one and only choice.


The Eclipse IDE for Java comes with an alternative toolkit called SWT. 
SWT is very accessible. How it works is its a wrapper for the operating 
systems native graphics toolkit rendering the applications accessible to 
your screen reader. If you build your Java app using SWT for Windows it 
will default to the Win32 API and Jaws, Window-Eyes, NVDA etc does not 
need the bridge because your Java app is using standard controls. If you 
write your Java app for Linux and compile using SWT for Linux you can 
use GTK+ which works well with Orca. On Mac OS SWT uses a 

Re: [Audyssey] tips on programming

2012-03-31 Thread Thomas Ward


Hi Ken,

Well, I for one will whole heartedly agree there is nothing quite like 
getting your little paws on some source code and playing around with it. 
Even though I took professional courses on programming that didn't give 
me any kind of practical experience. I did a fair amount of grabbing 
existing code and modifying it bit by bit to see what I could do with it 
myself. That's the only way to gain experience is by doing it.


Cheers!



On 3/30/2012 6:58 PM, Ken wrote:
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know 
VB at all, was to simply start modifying an open-source game, Chopper 
Patrol. Little by little, I modified it, and voila--Enemy Attack was 
born.  Soon after that, I had to start from scratch.  I wanted a whole 
new style of game, a pinball/breakout kind of thing, so I began work 
on Wrecking Ball. Imagine my joy when I could simply copy over the 
directX modules, and only had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant 
of Basic, called Basic4ppc.  I wanted to learn that language because 
games I programmed on it could run on my Pac Mate, and I wanted to 
make games that would work with the display.  I made a game I never 
published called Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because 
Basic4PPC can't do 3d audio, and I wanted to make a toy helicopter 
sim.  Well, I had to scour the net for some viable 3d audio code, and 
once I found it I could simply modify it, change it little by little 
to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get 
an open-source game and have a look at it.  If you understand its 
elements, you can start changing things about it, and soon you have a 
whole new game.
I also experimented with the GMA engine, and wrote some games with 
that, but lost my old computer before I could publish them.  Its best 
feature was, for me, the map maker.  Since I want more levels for 
Heli, it's about time I write one of my own.  I feel like Im 
reinventing the wheel, but ya gotta do what ya gotta do I guess, lol.



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Re: [Audyssey] tips on programming

2012-03-31 Thread Philip Bennefall

Hello Dakotah,

Another option, if you are looking at audio games exclusively, is BGT. It 
fulfills all the criteria you specified. It only runs on Windows, but has 
been confirmed to work well on Xp, Vista, 7 and 8 both on 32 and 64 bit 
architectures. It has facilities for sound, speech, networking, and a lot 
more. You can find it at:

http://www.blastbay.com/bgt.php

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 31, 2012 10:30 PM
Subject: Re: [Audyssey] tips on programming



Hi Dakotah,

Q: What is the best programming language out there? What language meets
the following needs the best?

A: Well, Its not a matter of any certain language being the best but
more weather it fulfills your personal requirements. Ask ten different
programmers which they personally think is the best you'll get ten
different answers so I don't think there is any such thing as a best
programming language per say, but I'll attempt to give you some advice
based on your criteria below.

Q: Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.

A: I don't know of any modern programming languages that use numbered
lines. That was a feature of Apple Basic, and is of no use to us.
However, most languages like C, C++, Java, C#.Net, and Visual Basic.Net
don't require any kind of code formatting such as line indentions and
special spacing. Although,it is a good idea to do so if you intend to
share your source code with a sighted developer.

Q: Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.

A: Two languages come to mind here.

One is Microsoft C#, calledC-Sharp, because those apps will run on any
platform that has a compatible .Net Framework installed. Currently you
can target Windows XP, Vista, Windows 7, and Windows 8 using the
Microsoft .Net Framework, you can target Windows mobile devices using
the .Net Compact Framework, and target Mac OS and Linux via the Mono
Framework. So even though C# is technically a Microsoft creation its not
as proprietary as say Visual Basic as C#.Net has wide spread use out
side of the
Windows environment.

The other option you can look at here is Java. Recently its been
acquired by Oricle, but there are runtime environments available for
Windows, Mac, Linux, and there are custom frameworks available for
Android and a number of other platforms. As a result Java can be very
portable across platforms if developed correctly.

Q: Able to be used for network communications.

A: Networking applications is not handled by a programming language but
the APIs, the libraries, available for that language. Almost every
programming language in existance can do this. There are often multiple
options for programmers to do the same thing.

For example, if I were developing a game in C# using SDL for input,
audio, and networking I would use a library called sdl-net.dll to
communicate between versions of the game on Mac,Linux, and Windows. The
same library, sdl-net.dll, is used in Python's Pygame, in SDL.Net for
C#, JSDL for Java, etc so its not the language but the API that is
responcible for networking applications.

Q: Able to support Speech Application Interfaces of one or more types.

A: Well, that is a trickier issue. If we are talking about Windows
platforms you can access Jaws, Window-Eyes, Sapi, etc through a Com
based interface which many Windows APIs support. However, since Mac and
Linux use different APIs and there is no such thing as Com on those
platforms it becomes more difficult to support speech systems. As far as
I know there currently isn't any way to do this with C#.Net on
non-Windows platforms.

For Java programmers the only universl way to support speech on multiple
platforms is by using the FreeTTS synth which sounds like Robbie the
Robot on drugs. However, QuentinC is working on a speech library to
allow Java developers to use screen readers as well as Sapi support on
Windows.

In the end the only way to really support multiple speech systems,
especially if we want to include non-Windows speech systems, is by using
C++. With C++ you can build your own custom libraries to wrap Jaws,
Window-Eyes, SuperNova, SystemAccess, Speech-Dispatcher, and so on. That
is the only way to support everything you might want to use.

Q: Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

A: Yes and no. It all depends on what APIs you use. By default Java
programmers use an API called Swing for creating graphical user
interfaces. This is not very accessible to screen readers, and the Java
Access Bridge for Swing apps isn't being maintained. This is what gives
Java such a bad name, but certainly isn't a developer's one and only choice.

The Eclipse IDE

Re: [Audyssey] tips on programming

2012-03-31 Thread Ryan Strunk
I completely echo this sentiment. BGT has a lot of great features that would
cover anything you want to accomplish in terms of creating an audio game.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, March 31, 2012 3:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] tips on programming

Hello Dakotah,

Another option, if you are looking at audio games exclusively, is BGT. It 
fulfills all the criteria you specified. It only runs on Windows, but has 
been confirmed to work well on Xp, Vista, 7 and 8 both on 32 and 64 bit 
architectures. It has facilities for sound, speech, networking, and a lot 
more. You can find it at:
http://www.blastbay.com/bgt.php

Kind regards,

Philip Bennefall


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Re: [Audyssey] tips on programming

2012-03-31 Thread Thomas Ward


Hi Philip,

I think he was interested in a more cross-platform friendly solution as 
he specifically mentioned that in his initial post. Therefore BGT, as 
good as it is, wouldn't fulfill this requirement.


Cheers!

On 3/31/2012 4:58 PM, Philip Bennefall wrote:

Hello Dakotah,

Another option, if you are looking at audio games exclusively, is BGT. 
It fulfills all the criteria you specified. It only runs on Windows, 
but has been confirmed to work well on Xp, Vista, 7 and 8 both on 32 
and 64 bit architectures. It has facilities for sound, speech, 
networking, and a lot more. You can find it at:

http://www.blastbay.com/bgt.php

Kind regards,

Philip Bennefall



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Re: [Audyssey] tips on programming

2012-03-31 Thread Thomas Ward


Hi Ryan,

Well, that is debatible, and to be honest is a bit bias. What I mean by 
that is you are assuming that everyone uses
Windows and that Mac OS and Linux users aren't included in this 
discussion. As I recall the initial message asked what language or 
languages would be good for writing games for Mac, Linux, mobile 
devices, etc and BGT doesn't remotely cover that aspect of his message. 
While I will agree that BGT is a nice tool it is not the be all and end 
all of accessible game development.


Cheers!

On 3/31/2012 5:44 PM, Ryan Strunk wrote:

I completely echo this sentiment. BGT has a lot of great features that would
cover anything you want to accomplish in terms of creating an audio game.
Ryan



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Re: [Audyssey] tips on programming

2012-03-31 Thread Philip Bennefall

Hi Thomas,

The quote I read was:

Q: Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.

I took this to mean that the main interest was Windows, and perhaps others 
as well. Therefore whether BGT is valid or not depends on how important the 
cross platform aspect is for him. As for BGT being the only audio games 
solution, I do not believe that Ryan in any way suggested this. As for being 
bias, I don't think one could say that you are completely objective in this 
regard either since you have your own engine related projects in 
development. I must be honest and say that I do not really like the picture 
that you paint where anyone, Ryan or myself or whoever else, is apparently 
claiming that BGT is the be all and end all solution. This was not said, and 
is not true. I merely pointed out that, as far as I could see, BGT may be a 
good solution based on the requirements and Ryan agreed. Whether the 
original poster agrees with this and chooses to investigate one option 
rather than another is totally up to him. I am a great admirer of the work 
you do Thomas, but it seems to me as though you were suggesting that people 
who use or like BGT are bias or promoting some ultimit and flawless 
alternative that fits all. This is definitely not the case, and I take issue 
with that.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 01, 2012 5:08 AM
Subject: Re: [Audyssey] tips on programming



Hi Philip,

I think he was interested in a more cross-platform friendly solution as
he specifically mentioned that in his initial post. Therefore BGT, as
good as it is, wouldn't fulfill this requirement.

Cheers!

On 3/31/2012 4:58 PM, Philip Bennefall wrote:

Hello Dakotah,

Another option, if you are looking at audio games exclusively, is BGT.
It fulfills all the criteria you specified. It only runs on Windows,
but has been confirmed to work well on Xp, Vista, 7 and 8 both on 32
and 64 bit architectures. It has facilities for sound, speech,
networking, and a lot more. You can find it at:
http://www.blastbay.com/bgt.php

Kind regards,

Philip Bennefall



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You can make changes or update your subscription via the web, at
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[Audyssey] tips on programming

2012-03-30 Thread Ken
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB at 
all, was to simply start modifying an open-source game, Chopper Patrol. 
Little by little, I modified it, and voila--Enemy Attack was born.  Soon 
after that, I had to start from scratch.  I wanted a whole new style of 
game, a pinball/breakout kind of thing, so I began work on Wrecking Ball. 
Imagine my joy when I could simply copy over the directX modules, and only 
had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant of 
Basic, called Basic4ppc.  I wanted to learn that language because games I 
programmed on it could run on my Pac Mate, and I wanted to make games that 
would work with the display.  I made a game I never published called 
Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because Basic4PPC 
can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I had 
to scour the net for some viable 3d audio code, and once I found it I could 
simply modify it, change it little by little to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get an 
open-source game and have a look at it.  If you understand its elements, you 
can start changing things about it, and soon you have a whole new game.
I also experimented with the GMA engine, and wrote some games with that, but 
lost my old computer before I could publish them.  Its best feature was, for 
me, the map maker.  Since I want more levels for Heli, it's about time I 
write one of my own.  I feel like Im reinventing the wheel, but ya gotta do 
what ya gotta do I guess, lol.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:40 PM
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


Lol yep I'm still around, I've just been busy so these days I find myself 
reading more posts than I'm writing.


The types of games have always been possible, but I think the ideas just 
weren't floating around as much as they are now.  For example, if in 5 
years some brand new game idea is thought up, it could have been 
programmed right now if anyone had thought of it sooner.  Programmer 
ability also comes in to play since sometimes an idea is already out there 
but people just don't have the necessary skills to create it.  I would 
imagine that no matter what kind of engines or tools are made available, 
if a person doesn't know enough about programming they still aren't going 
to be able to create what they want to create.  It makes me a bit sad to 
see how often new programmers try to skip the process of making little 
practice games.  By trying to skip in to working on some amazing project 
idea, they are setting themselves up for failure and in the end haven't 
grown their skills at all.  I firmly believe that people get things 
backwards.  They come up with an idea
and then hope they can figure out how to make it when instead they should 
be listing everything they know how to do, and then figuring out what kind 
of game can be made with those pieces.  This ensures that they won't get 
stuck halfway through in a project that's way over their head, and in the 
process they get in practice to grow in skill for the next project.



Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types
of games that
are available have grown in type.



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Re: [Audyssey] tips on programming

2012-03-30 Thread Dakotah Rickard
I usually don't like doing this, but I will. First, where can I get
your helicopter sim? I miss flying my little helicopters.

Also, though I know this has been asked before, and I don't really
like revisiting, but I'm fairly confused, because there's so many out
there.

What is the best programming language out there. What language meets
the following needs the best:
Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.
Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.
Able to be used for network communications.
Able to support Speech Application Interfaces of one or more types.

Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

Signed:
Dakotah Rickard

On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB at
 all, was to simply start modifying an open-source game, Chopper Patrol.
 Little by little, I modified it, and voila--Enemy Attack was born.  Soon
 after that, I had to start from scratch.  I wanted a whole new style of
 game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
 Imagine my joy when I could simply copy over the directX modules, and only
 had to change the names of the sounds.
 Then I had to start from scratch again.  I discovered another variant of
 Basic, called Basic4ppc.  I wanted to learn that language because games I
 programmed on it could run on my Pac Mate, and I wanted to make games that
 would work with the display.  I made a game I never published called
 Infinite Reactions.  After that, I made Phrase Madness.
 Then, I started from scratch again.  I went back to VB6 because Basic4PPC
 can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I had
 to scour the net for some viable 3d audio code, and once I found it I could
 simply modify it, change it little by little to what I wanted.
 Therefore, if one of you gamers  wonder whether you can program, get an
 open-source game and have a look at it.  If you understand its elements, you
 can start changing things about it, and soon you have a whole new game.
 I also experimented with the GMA engine, and wrote some games with that, but
 lost my old computer before I could publish them.  Its best feature was, for
 me, the map maker.  Since I want more levels for Heli, it's about time I
 write one of my own.  I feel like Im reinventing the wheel, but ya gotta do
 what ya gotta do I guess, lol.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:40 PM
 Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


 Lol yep I'm still around, I've just been busy so these days I find myself
 reading more posts than I'm writing.

 The types of games have always been possible, but I think the ideas just
 weren't floating around as much as they are now.  For example, if in 5
 years some brand new game idea is thought up, it could have been
 programmed right now if anyone had thought of it sooner.  Programmer
 ability also comes in to play since sometimes an idea is already out there

 but people just don't have the necessary skills to create it.  I would
 imagine that no matter what kind of engines or tools are made available,
 if a person doesn't know enough about programming they still aren't going
 to be able to create what they want to create.  It makes me a bit sad to
 see how often new programmers try to skip the process of making little
 practice games.  By trying to skip in to working on some amazing project
 idea, they are setting themselves up for failure and in the end haven't
 grown their skills at all.  I firmly believe that people get things
 backwards.  They come up with an idea
 and then hope they can figure out how to make it when instead they should
 be listing everything they know how to do, and then figuring out what kind

 of game can be made with those pieces.  This ensures that they won't get
 stuck halfway through in a project that's way over their head, and in the
 process they get in practice to grow in skill for the next project.

 Hi jeramy.

 Nice to see you still posting.

 I only asked because it's only been recently that the types
 of games that
 are available have grown in type.


 ---
 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://mail.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 

Re: [Audyssey] tips on programming

2012-03-30 Thread Ken

You can get Heli from
www.thePionEar.net
HTH
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 9:33 PM
Subject: Re: [Audyssey] tips on programming



I usually don't like doing this, but I will. First, where can I get
your helicopter sim? I miss flying my little helicopters.

Also, though I know this has been asked before, and I don't really
like revisiting, but I'm fairly confused, because there's so many out
there.

What is the best programming language out there. What language meets
the following needs the best:
Sourcecode written in a format using numbered lines or at least not
relying on spacing, as that can grow difficult to track.
Able to be played on a wide variety of versions of Windows and perhaps
other Operating Systems, including for Mac and possibly for mobile
devices.
Able to be used for network communications.
Able to support Speech Application Interfaces of one or more types.

Right now, I'm considering learning Java, but I've heard that that
language presents difficulties concerning accessibility.

Signed:
Dakotah Rickard

On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB 
at

all, was to simply start modifying an open-source game, Chopper Patrol.
Little by little, I modified it, and voila--Enemy Attack was born.  Soon
after that, I had to start from scratch.  I wanted a whole new style of
game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
Imagine my joy when I could simply copy over the directX modules, and 
only

had to change the names of the sounds.
Then I had to start from scratch again.  I discovered another variant of
Basic, called Basic4ppc.  I wanted to learn that language because games I
programmed on it could run on my Pac Mate, and I wanted to make games 
that

would work with the display.  I made a game I never published called
Infinite Reactions.  After that, I made Phrase Madness.
Then, I started from scratch again.  I went back to VB6 because Basic4PPC
can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I 
had
to scour the net for some viable 3d audio code, and once I found it I 
could

simply modify it, change it little by little to what I wanted.
Therefore, if one of you gamers  wonder whether you can program, get an
open-source game and have a look at it.  If you understand its elements, 
you

can start changing things about it, and soon you have a whole new game.
I also experimented with the GMA engine, and wrote some games with that, 
but
lost my old computer before I could publish them.  Its best feature was, 
for

me, the map maker.  Since I want more levels for Heli, it's about time I
write one of my own.  I feel like Im reinventing the wheel, but ya gotta 
do

what ya gotta do I guess, lol.
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:40 PM
Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


Lol yep I'm still around, I've just been busy so these days I find 
myself

reading more posts than I'm writing.

The types of games have always been possible, but I think the ideas just
weren't floating around as much as they are now.  For example, if in 5
years some brand new game idea is thought up, it could have been
programmed right now if anyone had thought of it sooner.  Programmer
ability also comes in to play since sometimes an idea is already out 
there


but people just don't have the necessary skills to create it.  I would
imagine that no matter what kind of engines or tools are made available,
if a person doesn't know enough about programming they still aren't 
going

to be able to create what they want to create.  It makes me a bit sad to
see how often new programmers try to skip the process of making little
practice games.  By trying to skip in to working on some amazing project
idea, they are setting themselves up for failure and in the end haven't
grown their skills at all.  I firmly believe that people get things
backwards.  They come up with an idea
and then hope they can figure out how to make it when instead they 
should
be listing everything they know how to do, and then figuring out what 
kind


of game can be made with those pieces.  This ensures that they won't get
stuck halfway through in a project that's way over their head, and in 
the

process they get in practice to grow in skill for the next project.


Hi jeramy.

Nice to see you still posting.

I only asked because it's only been recently that the types
of games that
are available have grown in type.



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Re: [Audyssey] tips on programming

2012-03-30 Thread Dakotah Rickard
I don't see it there. I'm sorry.


On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 You can get Heli from
 www.thePionEar.net
 HTH
 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 9:33 PM
 Subject: Re: [Audyssey] tips on programming


I usually don't like doing this, but I will. First, where can I get
 your helicopter sim? I miss flying my little helicopters.

 Also, though I know this has been asked before, and I don't really
 like revisiting, but I'm fairly confused, because there's so many out
 there.

 What is the best programming language out there. What language meets
 the following needs the best:
 Sourcecode written in a format using numbered lines or at least not
 relying on spacing, as that can grow difficult to track.
 Able to be played on a wide variety of versions of Windows and perhaps
 other Operating Systems, including for Mac and possibly for mobile
 devices.
 Able to be used for network communications.
 Able to support Speech Application Interfaces of one or more types.

 Right now, I'm considering learning Java, but I've heard that that
 language presents difficulties concerning accessibility.

 Signed:
 Dakotah Rickard

 On 3/30/12, Ken kenwdow...@neo.rr.com wrote:
 I agree, Jeremy.  What I did, since though I knew QBasic I didnt know VB
 at
 all, was to simply start modifying an open-source game, Chopper Patrol.
 Little by little, I modified it, and voila--Enemy Attack was born.  Soon
 after that, I had to start from scratch.  I wanted a whole new style of
 game, a pinball/breakout kind of thing, so I began work on Wrecking Ball.
 Imagine my joy when I could simply copy over the directX modules, and
 only
 had to change the names of the sounds.
 Then I had to start from scratch again.  I discovered another variant of
 Basic, called Basic4ppc.  I wanted to learn that language because games I
 programmed on it could run on my Pac Mate, and I wanted to make games
 that
 would work with the display.  I made a game I never published called
 Infinite Reactions.  After that, I made Phrase Madness.
 Then, I started from scratch again.  I went back to VB6 because Basic4PPC
 can't do 3d audio, and I wanted to make a toy helicopter sim.  Well, I
 had
 to scour the net for some viable 3d audio code, and once I found it I
 could
 simply modify it, change it little by little to what I wanted.
 Therefore, if one of you gamers  wonder whether you can program, get an
 open-source game and have a look at it.  If you understand its elements,
 you
 can start changing things about it, and soon you have a whole new game.
 I also experimented with the GMA engine, and wrote some games with that,
 but
 lost my old computer before I could publish them.  Its best feature was,
 for
 me, the map maker.  Since I want more levels for Heli, it's about time I
 write one of my own.  I feel like Im reinventing the wheel, but ya gotta
 do
 what ya gotta do I guess, lol.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:40 PM
 Subject: Re: [Audyssey] diffferent types of games was RE: USA Games News


 Lol yep I'm still around, I've just been busy so these days I find
 myself
 reading more posts than I'm writing.

 The types of games have always been possible, but I think the ideas just
 weren't floating around as much as they are now.  For example, if in 5
 years some brand new game idea is thought up, it could have been
 programmed right now if anyone had thought of it sooner.  Programmer
 ability also comes in to play since sometimes an idea is already out
 there

 but people just don't have the necessary skills to create it.  I would
 imagine that no matter what kind of engines or tools are made available,
 if a person doesn't know enough about programming they still aren't
 going
 to be able to create what they want to create.  It makes me a bit sad to
 see how often new programmers try to skip the process of making little
 practice games.  By trying to skip in to working on some amazing project
 idea, they are setting themselves up for failure and in the end haven't
 grown their skills at all.  I firmly believe that people get things
 backwards.  They come up with an idea
 and then hope they can figure out how to make it when instead they
 should
 be listing everything they know how to do, and then figuring out what
 kind

 of game can be made with those pieces.  This ensures that they won't get
 stuck halfway through in a project that's way over their head, and in
 the
 process they get in practice to grow in skill for the next project.

 Hi jeramy.

 Nice to see you still posting.

 I only asked because it's only been recently that the types
 of games that
 are available have grown in type.


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 If you want to leave the list, send E-mail to
 gamers-unsubscr