First, I think you can make it even easier, but then you'll need to do more 
programming, so don't bother about that.

Second, the only comment I have is that AAC already is declared as the name 
of a good sound format. :)

Good luck with this project!
----- Original Message ----- 
From: "gamehawk gamehawk" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, February 08, 2007 1:20 PM
Subject: Re: [Audyssey] Audio Adventure Creator (AAC) from Gamehawk


As I replied to Ian, no true programming knowledge should be needed, but I
intended to use 3-5 simple commands in the text files to allow the best
possibilities.  For example:

BOOL[0]:  There will be a ton of preset bool variables for you to check
IF..THENs in the game.
SAPI:  Speak text with SAPI.
WAVPLAY:  Play a wave file.
WAIT:  Wait until SAPI or wave file is done playing until moving on in the
script (unless a key is pressed).

Cheers,

gamehawk

>From: "ian and riggs" <[EMAIL PROTECTED]>
>Reply-To: Gamers Discussion list <[email protected]>
>To: "Gamers Discussion list" <[email protected]>
>Subject: Re: [Audyssey] Audio Adventure Creator (AAC) from Gamehawk
>Date: Thu, 8 Feb 2007 05:33:56 -0000
>
>hi all i have sent this as a private message to gamehawk but i am going to
>send it to the list to jus incase some one is wundering the same as me.
>
>will any programming knollidge be needed
>----- Original Message -----
>From: "gamehawk gamehawk" <[EMAIL PROTECTED]>
>To: <[email protected]>
>Sent: Thursday, February 08, 2007 12:20 AM
>Subject: [Audyssey] Audio Adventure Creator (AAC) from Gamehawk
>
>
> > Hello again,
> >
> > As some of you know, I've been toying with the idea of an audio
>adventure
> > creation tool (refer to mails about Blind Game Authoring Tool).  I have
> > been
> > toying with Visual Basic Express and have found out how to use all the
> > methods that I need to get some functioning software.  To the end-user,
> > who
> > wishes to make games, here is how I view the development process.
> >
> > 1)  User creates a text file for each room with basic commands and a
> > settings file to link all this together.  They can use a screen-reader
>and
> > notepad to do this, it shouldn't be too hard.  This text file will
>contain
> > information for rendering text for SAPI, and/or playing wave sound files
> > (no
> > MP3s for now).
> > 2)  They open up the program.  You select the settings file, and whoila!
> > Your game can be played and tested.
> > 3)  Users can distribute games through their own website or a site that
> > will
> > act as a place for hosting games made in Audio Adventure Creator.  They
> > can
> > archive (ZIP, RAR, Installer) the text/wave files needed for the game.
> > Users download the file and extract its resources.  They find the
>setting
> > file and play the game.
> >
> > This means that all games will be open source until and encryption
>feature
> > is applied (if that will even happen).  I feel this is good for two
> > reasons:
> >
> > A)  If a developer uploads their game, they can download it anywhere and
> > change it.  They won't have to worry about decompiling and such.
> > B)  It allows heavy modding.  This can allow users to expand games
> > indefinitley.
> > C)  Project sharing would be easy, and open source games could be
>created.
> >
> > The text files also mean, that all the information could be edited in a
> > Wiki
> > online and downloaded.  Online game creation, how cool would that be?
> > Well,
> > those are some of my plans.  Currently I have no idea when a beta would
>be
> > released.  If I do pursue this project though, and you would like to be
>a
> > beta tester, please drop me a private email at [EMAIL PROTECTED]
> > If
> > you have suggestions or comments that would be helpful for everyone to
> > see,
> > please make sure to reply to the whole group.  Thank you.
> >
> > Cheers,
> >
> > gamehawk
> >
> > _________________________________________________________________
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> >
> >
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>
>
>
>
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