[games_access] "Venture Into Adventure" with Closed-Captions

Barrie Ellis barrie.ellis at oneswitch.org.uk
Mon Nov 13 17:34:47 EST 2006


Ah yes - The Pyramid: http://www.remakes.org/comp2006/screenshots.php?page=2 
I do believe - By the way, Robert, if you're out there. What were your 
problems with switch control over this game? I've found that JoyToKey will 
cause problems with my adapted controllers if you have a switch connected to 
certain buttons of an adapted joypad. This is because the game detects a 
SPACE and a Joystick movement and doubles them up - a problem in part caused 
by being accessible to many controllers simultaneously.

Plugging a switch into button number 2 to act as SPACE seems to work 
perfectly. Navigate menus by tapping to scroll down, and hold to select. 
Becomes pretty intuitive if you are correctly connected switch wise.

Barrie
www.OneSwitch.org.uk



----- Original Message ----- 
From: "Reid Kimball" <rkimball at gmail.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Monday, November 13, 2006 10:02 PM
Subject: Re: [games_access] "Venture Into Adventure" with Closed-Captions


> Cool, isn't there another retro remakes game that has visual captions?
> It was the game that featured a lot of different accessibility
> options.
>
> -Reid
>
> On 11/13/06, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:
>> It's not a big deal, but the I'm reviewing all the games for access right
>> now for the Retro Remakes competition. I've discovered one (out of 70+) 
>> that
>> has added closed captions for sound. So there's at least one freeware 
>> game
>> out there that can be used as an example. It's not the best game in the
>> world, but worth a look for CC interest:
>>
>> http://www.remakes.org/comp2006/screenshots.php?page=3 - "Venture into
>> Adventure".
>>
>> Awards and reviews are due on December the 1st by the way at
>> www.retroremakes.co.uk
>>
>> Barrie
>> www.OneSwitch.org.uk
>>
>>
>>
>>
>>
>> ----- Original Message -----
>> From: "Reid Kimball" <rkimball at gmail.com>
>> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
>> Sent: Monday, November 13, 2006 9:42 PM
>> Subject: Re: [games_access] Gamasutra: bridging academics and mainstream
>> gaming
>>
>>
>> > Indeed, a well thought out article. I agree with it's points. I think
>> > I've even followed them to a degree in my own efforts to show
>> > developers the need for closed captioning in games and yet my msg is
>> > still falling on deaf ears.
>> >
>> > HA HA HAH! I made a funny.
>> >
>> > Quote from article:
>> > "One working model of your idea is worth a thousand eloquent, logical
>> > research articles."
>> >
>> > So, what other options do I have when my working model, not only
>> > works, but is successful and still doesn't convince others of its
>> > usefulness?
>> >
>> > Sometimes I feel like I'm speaking another language when I talk about
>> > CC in games. I've posted a couple "help wanted" ads recently and
>> > they'll get a lot of views on the msg forums, and repeatedly, not one
>> > person will respond.
>> >
>> > -Reid
>> >
>> > On 11/13/06, Tim Chase <agdev at thechases.com> wrote:
>> >> Got this one today on my Gamasutra feed:
>> >>
>> >> http://gamasutra.com/features/20061110/hopson_01.shtml
>> >>
>> >> It has some good guidelines for taking the more academic research
>> >> (regarding making games accessible in the context of this list),
>> >> and presenting it in a palatable way to mainstream game programmers.
>> >>
>> >> Hope ya'll find it useful...
>> >>
>> >> -tim
>> >>
>> >>
>> >>
>> >> _______________________________________________
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>> >> games_access at igda.org
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>> >>
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>> > games_access at igda.org
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>> >
>> >
>>
>>
>>
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