Hi all. I really wish I could find a way to run those games on the mac, or
find a windows emulator of some sort. I've thought of another way of
multiplatform. What about the web? I know there are a few simple web games
on the experimental audiogames site, but what about longer games? Could a
web app be that full of features? I could see a good MMO with a dumb client
and a smart server, like RS games. Or maybe put a tad bit more load on the
client, as Klango did. Would this be possible? Also, there could be two
versions: an audio version and a text version. Perhaps, the audio version
could just be the text version with something like "if "you take the sword"
is played, then play "sword_taken.ogg". The remainance of the text version
would be for older browsers or for times when you just want your
imagination to create the scenes. I would imagine interaction would be, for
the audio version, using the arrow keys, with quicknav or similar modes of
screen readers turned off, to navigate the world. I'm not sure how you'd
manage sterio or 3d audio, but I'm sure browsers, or at least Java, would
have this option. In the text versions, it'd be more like gamebook style,
with links. The audio version could have these underlying links as well,
just like, when you get to the object you want, and press enter on it, that
link would be activated, but the user wouldn't know that. Also, moving
around would be the same, except the player wouldn't have to click on a
link to keep moving into a different room, the link would automatically be
activated when the user  reached the boarder of the room and that next
room. I hope this isn't too complicated, and is probably very simple
compared to what could be done with HTML five technologies.


On Fri, Jan 3, 2014 at 1:45 AM, Thomas Ward <[email protected]>wrote:

> Hi Lindsay:
>
> Well, off the top of my head have you tried any of the Japanese audio
> games? Those are pretty action packed,a and are decent games once you
> get them setup and configured for an English speaking player. Other
> than that I can not really think of anything new and free. Could you
> be more specific as to what kind of game you are /looking for?
>
> Cheers!
>
>
> On 1/1/14, Lindsay Cowell <[email protected]> wrote:
> > Hi All,
> >
> > I fancy trying a new game. Something with a lot of action. I sadly can't
> > afford to buy any games, so are there any free ones with a lot of action
> in
> > them? I love taking things apart.
> >
> > Lindsay Cowell
> >
> > -original message-
> > Subject: Re: [Audyssey] The red herring of visual game recreation, was:
> > MindCraft for the blind.
> > From: Ian Reed <[email protected]>
> > Date: 01/01/2014 4:30 pm
> >
> > Hi Dark,
> >
> > I too dislike 1D side scrollers and after trying a few I was put off of
> > trying more.
> > Because of that I may not have a good concept of which games actually
> > stretch that boundary and become more 2D.
> >
> > Fortunately I finally tried bokurano daiboukenn 3 yesterday and was
> > quite impressed.
> > It is a fully 2D platformer.
> > Your character is one space tall and can jump 3 spaces higher than
> himself.
> > The jumps seem somewhat analog since if you want to jump onto a high
> > ledge that has a gap underneath it you must make sure to move to the
> > right at the middle of your jump rather than right after you jump.
> >
> > While I think it is still far more difficult than playing a mainstream
> > platformer with vision it does work reasonably well.
> > I think there are a few more improvements that could be made, but the
> > author has done a good job and any developer wanting to experiment in
> > this area should try BK3 first to see how the author has solved some of
> > the problems so they don't go re-inventing the wheel.
> >
> > I know you're not excited about going through the setup required to play
> > Japanese games.
> > I was not either, which is why it took me 4 and a half months since
> > Bladestorm360's Guide to playing Japanese games and Clement Chou's
> > earlier guide before I finally got setup.
> >
> > I ran into 2 hitches during setup which were quite frustrating.
> > The first was getting the Japanese keyboard installed because NVDA
> > reported a treeview item as a list view item and so I did not realize I
> > had to expand it to get down to the actual check box items.
> > You might not hit the same issue since we are running different versions
> > of Windows and different screen readers.
> > The second was because BK3 did not output to the clipboard by default
> > and I had to use control C to grab the Japanese text of the screen
> > before using instant translate to convert it to English.
> > Once I got BK3 copying it's output to the clipboard the process became
> > much more smooth.
> >
> > I recommend finding some time to devote to getting through the Japanese
> > game setup process.
> >
> > If you're not ready to do that yet then you should try a game called 2D
> > Platformer located here:
> > http://forum.audiogames.net/viewtopic.php?id=12126
> >
> > 2DP uses the English language and copies many of the game mechanics of
> BK3.
> > It is more of a game prototype at this stage though, demonstrating the
> > movement mechanics, where BK3 is a completed game with hazards, enemies,
> > items, gold coins, experience, character levels, and stat growth.
> > But for me it was a teaser to get me to finally setup to play Japanese
> > games.
> >
> > Anyway, I still think platformers have lots of room for improvement, but
> > it is nice to see games stretching the bounds.
> >
> > Ian Reed
> > Try my free games at http://BlindAudioGames.com
> >
> >
> > On 1/1/2014 5:52 AM, dark wrote:
> >> Hi chris.
> >>
> >> Well I'm less certan on the representative qualities of sound since as
> >> you know audio and visual processing are handled diferently anyway and
> >> past experiments have usually resulted in something with stoo much
> >> information that is hard to interpret, rather than something which is
> >> of practical bennifit, indeed the best informational aides I've sseen
> >> have been those that extend existing sensory input, such as ultra
> >> sonic canes.
> >>
> >> Getting aay from cognitive science however and back to games, while I
> >> fully agree that wanting to represent something like Mortal combat or
> >> call of duty for those who've muddled through and got a partial
> >> experience with sound is not a good idea, at the same time there is
> >> validity in examining why specific genres of games and redesigning
> >> accordingly.
> >>
> >> As one example, I have for years played exploration platformers like
> >> Turrican, Metroid and mega man, yet it somewhat irritates me that the
> >> closest we have come to such things in audio are 1D only, and that
> >> many peopel expressly do not like side scrollers when in effect they
> >> have not seen a truly 2D side scrolling game.
> >>
> >> While something like metroid might be pushing it, i don't believe the
> >> barrier of showing vertical movement is quite as absolute as people
> >> seem to think, and working on ways of that sort of representation can
> >> only be helpful, just as David greenwood worked on ways to easily
> >> represent large scale 2D map information in Time of Conflict.
> >>
> >> Btw, If you haven't tried Zero site yet i'd recommend trying that. It
> >> is different to 3D velocity, though is also an audio flight sim,
> >> however features some interesting changes like randomly occurring
> >> enemies.
> >>
> >> Beware the grue!
> >>
> >> dark.
> >>
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