Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Thomas Ward
Hi Dark, Yeah, I am not really sure how to handle the mushrooms in an audio rendition of Centipede. to be honest I didn't get that far through the thought process. However, as they say if there is a will there is a way I suppose.' Cheers! On 5/23/14, dark wrote: > Hi Tom. > > I like the idea o

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Devin Prater
Hmm, maybe have the more distant ships quieter or echo as if from a long distance. Sent from my iPod 5 keychat/google talk: r.d.t.pra...@gmail.com primary email: d.pra...@me.com facebook/iMessage: devinpra...@live.com > On May 20, 2014, at 18:18, Cara Quinn wrote: > > HI Thomas, > > Very m

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark
Hi Tom. I like the idea of centipeeds having unique sounds, and I can imagine how you could equally represent the bouncing spiders and the snales that run down the screen. Indeed sinse most enemies in the game other than the snails tended to move side to side it'd be very easy to represent the

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Thomas Ward
Hi Kate, Well, there is probably a way to make those games accessible. Just requires a bit of thought. In fact, I have been thinking of ways to make Centipede accessible, and I think it can be done. The key to it is making each part of the centipede have a unique sound so you can focus in and shoot

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Caitlyn and Maggie
I used to play centipede and cuebert for hours. Not sure how these games would be made accessable. Probably good that I am not sighted anymore, I’d be gaming in all my free time! Cait On May 21, 2014, at 12:53 AM, Ian McNamara wrote: > I use to love the game asteroids that was fantastic. Even

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Ian McNamara
I use to love the game asteroids that was fantastic. Even without sight it was playable to a degree and I could get quite far without sighted assistance. packman was also playable to a degree as was space invaders. I use to get another blind person to do the firing while I directed the ship and

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Cara, Same here. I have been really interested in recreating some classic arcade games for the Atari 2600 etc myself and adapting certain game mechanics and visual aspects of the game to audio does seem to be quite challenging. Especially, when certain things would not necessarily have an audio

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Valiant Galaxy Associates
Cara, This is Aaron Spears or rather, valiant8086. I forgot to say as much in my last message on the thread. Actually, I intended to send that message from my personal account. Anyway, Only thing I can think of is an entirely different sound for the little dots off in the distance, and they wou

[Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Cara Quinn
HI Thomas, Very much agree here. :) this is really a close topic to my heart in that adapting some earlier arcade games into audio is something I am really thinking about of late. Even adapting some of these simple games proves to be a serious task. As an example, how would we here, consider a