Hello.
I'm pleased to both announce Surreal Horizons, a new entrant into the
accessible gaming arena, as well as the initial soundbite of
Torrent, Surreal Horizons' first title.
=== What is it?
Hop aboard your fighter, warm up your lasers and prepare to
obliterate wave upon wave of oncomi
Eww, how odd. My apologies. The link, unsplit, is:
http://surrealhorizons.com/2006/11/30/first-torrent-soundbite-released
Sorry, folks.
On Dec 1, 2006, at 10:43 AM, Reinhard Stebner wrote:
> Could you please repost the link for the audio demo? The link got
> split and
> will not open. Pleas
On Dec 1, 2006, at 1:27 PM, Yohandy wrote:
> Absolutely awesome. I loved it. Is there a price set for this game?
Thanks. :)
At the moment I'm debating between $20/$25. Still investigating
various e-commerce options and their costs.
___
Gamers maili
Hi, folks.
Lots of you seem interested in learning how to program games. This is
great. Lots of you are also scurrying off and downloading the various
microsoft express IDES. If this is your chosen path then by all
means, knock yourselves out, but I wanted to toss out another path
that you
On Jan 13, 2007, at 11:31 PM, Dark wrote:
> Well Liam, I certainly noticed the similarity with the boss, and it
> did
> strike me as odd that Ivan was talking about being hit by the
> boss's fire
> when the boss clearly wasn't shooting.
. . .
I'm surprised no one's mentioning the quite blatan
On Jan 15, 2007, at 2:09 AM, Ken the Crazy wrote:
> Which of these languages is easiest to learn, python or ruby, which
> is less
> verbose, and which is more powerful?
Those are difficult questions to answer and, for the most part, there
aren't any. Neither is more powerful, I'd say. Python'
On Jan 15, 2007, at 7:38 PM, Thomas Ward wrote:
> I have a little bit of advice. There is a way that may seam right to a
> new programmer, but the end there of is disaster.
> The problem here i say you try this kids programming language and
> decide
> to go to C#.NET. You will find yourself star
Replying to both of these messages because I seem to have missed one.
On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:
> I have the vb stuff but another language would be cool.
> What restrictions is ruby over say c#?
>
A bit slower, but audio games are generally not as demanding as their
grap
Despite how silent things may seem here, lots is happening. To prove
it, here's another _Torrent_ soundbite!
Quite a few bugs were fixed and new features added since the previous
soundbite. Here are a few examples.
* Ship navigation is more physics-based with drag simulation. Sure,
there is
Hello, thanks for the suggestions. Current plans are to include a
"special wave" on every fifth wave, and as I'm looking for more ideas
for these, I might try implementing them in some form. I want to
reply to the spirit of these suggestions, though, if for no other
reason than to let folks
On Jan 25, 2007, at 10:31 PM, david wrote:
> Huh? How did it catch fire?
Someone's audio game overheated, I suppose. :)
In all seriousness, ugh, sorry to hear about the fire. Why do you
need to purchase new licenses, though? Is it a matter of replacing
off-the-shelf boxed software, or does M
On Feb 6, 2007, at 6:27 PM, Sky Taylor Mundell wrote:
> Hey Phil, since Josh and Davaid are back from vacation, is David
> almost done
> working on the bug?
Didn't you ask this yesterday? And the day before? And the week
before? And clear back to the dawn of time? Jeez.
Do you actually find this to be playable? Or are you simply sharing a
link? Looks interesting and potentially fun regardless.
On Oct 20, 2006, at 11:02 PM, The Kolesar Brothers wrote:
> I don't know why? Because I just was on x-plane. Make sure you use
> the dash.
> Maybe this is why the link
On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote:
> Programming an accessible Asteroids game is one thing, but I'm
> wondering
> about the *design* of an accessible Asteroids game? Did you already
> think
> about that or are you still considering another 'classic' game
> instead? The
> rea
On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote:
> start a sound, stop for 500 MS, load another sound, and so on.
> What happens as a result even though the sounds are the same the
> difference in where they are in the play back can make a big
> difference
> in telling to identical objects apar
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